1 // Copyright (c) 2012- PPSSPP Project.
2 
3 // This program is free software: you can redistribute it and/or modify
4 // it under the terms of the GNU General Public License as published by
5 // the Free Software Foundation, version 2.0 or later versions.
6 
7 // This program is distributed in the hope that it will be useful,
8 // but WITHOUT ANY WARRANTY; without even the implied warranty of
9 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
10 // GNU General Public License 2.0 for more details.
11 
12 // A copy of the GPL 2.0 should have been included with the program.
13 // If not, see http://www.gnu.org/licenses/
14 
15 // Official git repository and contact information can be found at
16 // https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
17 
18 #include <algorithm>
19 
20 #include "Common/Log.h"
21 #include "Common/MemoryUtil.h"
22 #include "Common/TimeUtil.h"
23 #include "Core/MemMap.h"
24 #include "Core/System.h"
25 #include "Core/Reporting.h"
26 #include "Core/Config.h"
27 #include "Core/CoreTiming.h"
28 
29 #include "Common/GPU/D3D9/D3D9StateCache.h"
30 
31 #include "GPU/Math3D.h"
32 #include "GPU/GPUState.h"
33 #include "GPU/ge_constants.h"
34 
35 #include "GPU/Common/SplineCommon.h"
36 #include "GPU/Common/TransformCommon.h"
37 #include "GPU/Common/VertexDecoderCommon.h"
38 #include "GPU/Common/SoftwareTransformCommon.h"
39 #include "GPU/Debugger/Debugger.h"
40 #include "GPU/Directx9/TextureCacheDX9.h"
41 #include "GPU/Directx9/DrawEngineDX9.h"
42 #include "GPU/Directx9/ShaderManagerDX9.h"
43 #include "GPU/Directx9/GPU_DX9.h"
44 
45 namespace DX9 {
46 
47 static const D3DPRIMITIVETYPE d3d_prim[8] = {
48 	D3DPT_POINTLIST,
49 	D3DPT_LINELIST,
50 	D3DPT_LINESTRIP,
51 	D3DPT_TRIANGLELIST,
52 	D3DPT_TRIANGLESTRIP,
53 	D3DPT_TRIANGLEFAN,
54 	D3DPT_TRIANGLELIST,
55 };
56 
57 static const int D3DPRIMITIVEVERTEXCOUNT[8][2] = {
58 	{0, 0}, // invalid
59 	{1, 0}, // 1 = D3DPT_POINTLIST,
60 	{2, 0}, // 2 = D3DPT_LINELIST,
61 	{2, 1}, // 3 = D3DPT_LINESTRIP,
62 	{3, 0}, // 4 = D3DPT_TRIANGLELIST,
63 	{1, 2}, // 5 = D3DPT_TRIANGLESTRIP,
64 	{1, 2}, // 6 = D3DPT_TRIANGLEFAN,
65 };
66 
D3DPrimCount(D3DPRIMITIVETYPE prim,int size)67 inline int D3DPrimCount(D3DPRIMITIVETYPE prim, int size) {
68 	return (size / D3DPRIMITIVEVERTEXCOUNT[prim][0]) - D3DPRIMITIVEVERTEXCOUNT[prim][1];
69 }
70 
71 enum {
72 	TRANSFORMED_VERTEX_BUFFER_SIZE = VERTEX_BUFFER_MAX * sizeof(TransformedVertex)
73 };
74 
75 #define VERTEXCACHE_DECIMATION_INTERVAL 17
76 
77 enum { VAI_KILL_AGE = 120, VAI_UNRELIABLE_KILL_AGE = 240, VAI_UNRELIABLE_KILL_MAX = 4 };
78 
79 static const D3DVERTEXELEMENT9 TransformedVertexElements[] = {
80 	{ 0, 0, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
81 	{ 0, 16, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
82 	{ 0, 28, D3DDECLTYPE_UBYTE4N, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 },
83 	{ 0, 32, D3DDECLTYPE_UBYTE4N, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 1 },
84 	D3DDECL_END()
85 };
86 
DrawEngineDX9(Draw::DrawContext * draw)87 DrawEngineDX9::DrawEngineDX9(Draw::DrawContext *draw) : draw_(draw), vai_(256), vertexDeclMap_(64) {
88 	device_ = (LPDIRECT3DDEVICE9)draw->GetNativeObject(Draw::NativeObject::DEVICE);
89 	decOptions_.expandAllWeightsToFloat = true;
90 	decOptions_.expand8BitNormalsToFloat = true;
91 
92 	decimationCounter_ = VERTEXCACHE_DECIMATION_INTERVAL;
93 	// Allocate nicely aligned memory. Maybe graphics drivers will
94 	// appreciate it.
95 	// All this is a LOT of memory, need to see if we can cut down somehow.
96 	decoded = (u8 *)AllocateMemoryPages(DECODED_VERTEX_BUFFER_SIZE, MEM_PROT_READ | MEM_PROT_WRITE);
97 	decIndex = (u16 *)AllocateMemoryPages(DECODED_INDEX_BUFFER_SIZE, MEM_PROT_READ | MEM_PROT_WRITE);
98 
99 	indexGen.Setup(decIndex);
100 
101 	InitDeviceObjects();
102 
103 	tessDataTransferDX9 = new TessellationDataTransferDX9();
104 	tessDataTransfer = tessDataTransferDX9;
105 
106 	device_->CreateVertexDeclaration(TransformedVertexElements, &transformedVertexDecl_);
107 }
108 
~DrawEngineDX9()109 DrawEngineDX9::~DrawEngineDX9() {
110 	if (transformedVertexDecl_) {
111 		transformedVertexDecl_->Release();
112 	}
113 
114 	DestroyDeviceObjects();
115 	FreeMemoryPages(decoded, DECODED_VERTEX_BUFFER_SIZE);
116 	FreeMemoryPages(decIndex, DECODED_INDEX_BUFFER_SIZE);
117 	vertexDeclMap_.Iterate([&](const uint32_t &key, IDirect3DVertexDeclaration9 *decl) {
118 		if (decl) {
119 			decl->Release();
120 		}
121 	});
122 	vertexDeclMap_.Clear();
123 	delete tessDataTransferDX9;
124 }
125 
InitDeviceObjects()126 void DrawEngineDX9::InitDeviceObjects() {
127 
128 }
129 
DestroyDeviceObjects()130 void DrawEngineDX9::DestroyDeviceObjects() {
131 	ClearTrackedVertexArrays();
132 }
133 
134 struct DeclTypeInfo {
135 	u32 type;
136 	const char * name;
137 };
138 
139 static const DeclTypeInfo VComp[] = {
140 	{ 0, "NULL" }, // DEC_NONE,
141 	{ D3DDECLTYPE_FLOAT1, "D3DDECLTYPE_FLOAT1 " },  // DEC_FLOAT_1,
142 	{ D3DDECLTYPE_FLOAT2, "D3DDECLTYPE_FLOAT2 " },  // DEC_FLOAT_2,
143 	{ D3DDECLTYPE_FLOAT3, "D3DDECLTYPE_FLOAT3 " },  // DEC_FLOAT_3,
144 	{ D3DDECLTYPE_FLOAT4, "D3DDECLTYPE_FLOAT4 " },  // DEC_FLOAT_4,
145 
146 	{ 0, "UNUSED" }, // DEC_S8_3,
147 
148 	{ D3DDECLTYPE_SHORT4N, "D3DDECLTYPE_SHORT4N	" },	// DEC_S16_3,
149 	{ D3DDECLTYPE_UBYTE4N, "D3DDECLTYPE_UBYTE4N	" },	// DEC_U8_1,
150 	{ D3DDECLTYPE_UBYTE4N, "D3DDECLTYPE_UBYTE4N	" },	// DEC_U8_2,
151 	{ D3DDECLTYPE_UBYTE4N, "D3DDECLTYPE_UBYTE4N	" },	// DEC_U8_3,
152 	{ D3DDECLTYPE_UBYTE4N, "D3DDECLTYPE_UBYTE4N	" },	// DEC_U8_4,
153 	{0, "UNUSED_DEC_U16_1" },	// 	DEC_U16_1,
154 	{0, "UNUSED_DEC_U16_2" },	// 	DEC_U16_2,
155 	{D3DDECLTYPE_USHORT4N	,"D3DDECLTYPE_USHORT4N "}, // DEC_U16_3,
156 	{D3DDECLTYPE_USHORT4N	,"D3DDECLTYPE_USHORT4N "}, // DEC_U16_4,
157 };
158 
VertexAttribSetup(D3DVERTEXELEMENT9 * VertexElement,u8 fmt,u8 offset,u8 usage,u8 usage_index=0)159 static void VertexAttribSetup(D3DVERTEXELEMENT9 * VertexElement, u8 fmt, u8 offset, u8 usage, u8 usage_index = 0) {
160 	memset(VertexElement, 0, sizeof(D3DVERTEXELEMENT9));
161 	VertexElement->Offset = offset;
162 	VertexElement->Type = VComp[fmt].type;
163 	VertexElement->Usage = usage;
164 	VertexElement->UsageIndex = usage_index;
165 }
166 
SetupDecFmtForDraw(VSShader * vshader,const DecVtxFormat & decFmt,u32 pspFmt)167 IDirect3DVertexDeclaration9 *DrawEngineDX9::SetupDecFmtForDraw(VSShader *vshader, const DecVtxFormat &decFmt, u32 pspFmt) {
168 	IDirect3DVertexDeclaration9 *vertexDeclCached = vertexDeclMap_.Get(pspFmt);
169 
170 	if (vertexDeclCached) {
171 		return vertexDeclCached;
172 	} else {
173 		D3DVERTEXELEMENT9 VertexElements[8];
174 		D3DVERTEXELEMENT9 *VertexElement = &VertexElements[0];
175 
176 		// Vertices Elements orders
177 		// WEIGHT
178 		if (decFmt.w0fmt != 0) {
179 			VertexAttribSetup(VertexElement, decFmt.w0fmt, decFmt.w0off, D3DDECLUSAGE_TEXCOORD, 1);
180 			VertexElement++;
181 		}
182 
183 		if (decFmt.w1fmt != 0) {
184 			VertexAttribSetup(VertexElement, decFmt.w1fmt, decFmt.w1off, D3DDECLUSAGE_TEXCOORD, 2);
185 			VertexElement++;
186 		}
187 
188 		// TC
189 		if (decFmt.uvfmt != 0) {
190 			VertexAttribSetup(VertexElement, decFmt.uvfmt, decFmt.uvoff, D3DDECLUSAGE_TEXCOORD, 0);
191 			VertexElement++;
192 		}
193 
194 		// COLOR
195 		if (decFmt.c0fmt != 0) {
196 			VertexAttribSetup(VertexElement, decFmt.c0fmt, decFmt.c0off, D3DDECLUSAGE_COLOR, 0);
197 			VertexElement++;
198 		}
199 		// Never used ?
200 		if (decFmt.c1fmt != 0) {
201 			VertexAttribSetup(VertexElement, decFmt.c1fmt, decFmt.c1off, D3DDECLUSAGE_COLOR, 1);
202 			VertexElement++;
203 		}
204 
205 		// NORMAL
206 		if (decFmt.nrmfmt != 0) {
207 			VertexAttribSetup(VertexElement, decFmt.nrmfmt, decFmt.nrmoff, D3DDECLUSAGE_NORMAL, 0);
208 			VertexElement++;
209 		}
210 
211 		// POSITION
212 		// Always
213 		VertexAttribSetup(VertexElement, decFmt.posfmt, decFmt.posoff, D3DDECLUSAGE_POSITION, 0);
214 		VertexElement++;
215 
216 		// End
217 		D3DVERTEXELEMENT9 end = D3DDECL_END();
218 		memcpy(VertexElement, &end, sizeof(D3DVERTEXELEMENT9));
219 
220 		// Create declaration
221 		IDirect3DVertexDeclaration9 *pHardwareVertexDecl = nullptr;
222 		HRESULT hr = device_->CreateVertexDeclaration( VertexElements, &pHardwareVertexDecl );
223 		if (FAILED(hr)) {
224 			ERROR_LOG(G3D, "Failed to create vertex declaration!");
225 			pHardwareVertexDecl = nullptr;
226 		}
227 
228 		// Add it to map
229 		vertexDeclMap_.Insert(pspFmt, pHardwareVertexDecl);
230 		return pHardwareVertexDecl;
231 	}
232 }
233 
MarkUnreliable(VertexArrayInfoDX9 * vai)234 void DrawEngineDX9::MarkUnreliable(VertexArrayInfoDX9 *vai) {
235 	vai->status = VertexArrayInfoDX9::VAI_UNRELIABLE;
236 	if (vai->vbo) {
237 		vai->vbo->Release();
238 		vai->vbo = nullptr;
239 	}
240 	if (vai->ebo) {
241 		vai->ebo->Release();
242 		vai->ebo = nullptr;
243 	}
244 }
245 
ClearTrackedVertexArrays()246 void DrawEngineDX9::ClearTrackedVertexArrays() {
247 	vai_.Iterate([&](uint32_t hash, DX9::VertexArrayInfoDX9 *vai) {
248 		delete vai;
249 	});
250 	vai_.Clear();
251 }
252 
DecimateTrackedVertexArrays()253 void DrawEngineDX9::DecimateTrackedVertexArrays() {
254 	if (--decimationCounter_ <= 0) {
255 		decimationCounter_ = VERTEXCACHE_DECIMATION_INTERVAL;
256 	} else {
257 		return;
258 	}
259 
260 	const int threshold = gpuStats.numFlips - VAI_KILL_AGE;
261 	const int unreliableThreshold = gpuStats.numFlips - VAI_UNRELIABLE_KILL_AGE;
262 	int unreliableLeft = VAI_UNRELIABLE_KILL_MAX;
263 	vai_.Iterate([&](uint32_t hash, DX9::VertexArrayInfoDX9 *vai) {
264 		bool kill;
265 		if (vai->status == VertexArrayInfoDX9::VAI_UNRELIABLE) {
266 			// We limit killing unreliable so we don't rehash too often.
267 			kill = vai->lastFrame < unreliableThreshold && --unreliableLeft >= 0;
268 		} else {
269 			kill = vai->lastFrame < threshold;
270 		}
271 		if (kill) {
272 			delete vai;
273 			vai_.Remove(hash);
274 		}
275 	});
276 	vai_.Maintain();
277 
278 	// Enable if you want to see vertex decoders in the log output. Need a better way.
279 #if 0
280 	char buffer[16384];
281 	for (std::map<u32, VertexDecoder*>::iterator dec = decoderMap_.begin(); dec != decoderMap_.end(); ++dec) {
282 		char *ptr = buffer;
283 		ptr += dec->second->ToString(ptr);
284 		//		*ptr++ = '\n';
285 		NOTICE_LOG(G3D, buffer);
286 	}
287 #endif
288 }
289 
~VertexArrayInfoDX9()290 VertexArrayInfoDX9::~VertexArrayInfoDX9() {
291 	if (vbo) {
292 		vbo->Release();
293 	}
294 	if (ebo) {
295 		ebo->Release();
296 	}
297 }
298 
SwapRB(uint32_t c)299 static uint32_t SwapRB(uint32_t c) {
300 	return (c & 0xFF00FF00) | ((c >> 16) & 0xFF) | ((c << 16) & 0xFF0000);
301 }
302 
BeginFrame()303 void DrawEngineDX9::BeginFrame() {
304 	DecimateTrackedVertexArrays();
305 
306 	lastRenderStepId_ = -1;
307 }
308 
309 // The inline wrapper in the header checks for numDrawCalls == 0
DoFlush()310 void DrawEngineDX9::DoFlush() {
311 	gpuStats.numFlushes++;
312 	gpuStats.numTrackedVertexArrays = (int)vai_.size();
313 
314 	// In D3D, we're synchronous and state carries over so all we reset here on a new step is the viewport/scissor.
315 	int curRenderStepId = draw_->GetCurrentStepId();
316 	if (lastRenderStepId_ != curRenderStepId) {
317 		// Dirty everything that has dynamic state that will need re-recording.
318 		gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS);
319 		lastRenderStepId_ = curRenderStepId;
320 	}
321 
322 	// This is not done on every drawcall, we should collect vertex data
323 	// until critical state changes. That's when we draw (flush).
324 	GEPrimitiveType prim = prevPrim_;
325 	ApplyDrawState(prim);
326 
327 	VSShader *vshader = shaderManager_->ApplyShader(CanUseHardwareTransform(prim), useHWTessellation_, lastVType_, decOptions_.expandAllWeightsToFloat);
328 
329 	if (vshader->UseHWTransform()) {
330 		LPDIRECT3DVERTEXBUFFER9 vb_ = NULL;
331 		LPDIRECT3DINDEXBUFFER9 ib_ = NULL;
332 
333 		int vertexCount = 0;
334 		int maxIndex = 0;
335 		bool useElements = true;
336 
337 		// Cannot cache vertex data with morph enabled.
338 		bool useCache = g_Config.bVertexCache && !(lastVType_ & GE_VTYPE_MORPHCOUNT_MASK);
339 		// Also avoid caching when software skinning.
340 		if (g_Config.bSoftwareSkinning && (lastVType_ & GE_VTYPE_WEIGHT_MASK))
341 			useCache = false;
342 
343 		if (useCache) {
344 			u32 id = dcid_ ^ gstate.getUVGenMode();  // This can have an effect on which UV decoder we need to use! And hence what the decoded data will look like. See #9263
345 			VertexArrayInfoDX9 *vai = vai_.Get(id);
346 			if (!vai) {
347 				vai = new VertexArrayInfoDX9();
348 				vai_.Insert(id, vai);
349 			}
350 
351 			switch (vai->status) {
352 			case VertexArrayInfoDX9::VAI_NEW:
353 				{
354 					// Haven't seen this one before.
355 					uint64_t dataHash = ComputeHash();
356 					vai->hash = dataHash;
357 					vai->minihash = ComputeMiniHash();
358 					vai->status = VertexArrayInfoDX9::VAI_HASHING;
359 					vai->drawsUntilNextFullHash = 0;
360 					DecodeVerts(decoded); // writes to indexGen
361 					vai->numVerts = indexGen.VertexCount();
362 					vai->prim = indexGen.Prim();
363 					vai->maxIndex = indexGen.MaxIndex();
364 					vai->flags = gstate_c.vertexFullAlpha ? VAI_FLAG_VERTEXFULLALPHA : 0;
365 
366 					goto rotateVBO;
367 				}
368 
369 				// Hashing - still gaining confidence about the buffer.
370 				// But if we get this far it's likely to be worth creating a vertex buffer.
371 			case VertexArrayInfoDX9::VAI_HASHING:
372 				{
373 					vai->numDraws++;
374 					if (vai->lastFrame != gpuStats.numFlips) {
375 						vai->numFrames++;
376 					}
377 					if (vai->drawsUntilNextFullHash == 0) {
378 						// Let's try to skip a full hash if mini would fail.
379 						const u32 newMiniHash = ComputeMiniHash();
380 						uint64_t newHash = vai->hash;
381 						if (newMiniHash == vai->minihash) {
382 							newHash = ComputeHash();
383 						}
384 						if (newMiniHash != vai->minihash || newHash != vai->hash) {
385 							MarkUnreliable(vai);
386 							DecodeVerts(decoded);
387 							goto rotateVBO;
388 						}
389 						if (vai->numVerts > 64) {
390 							// exponential backoff up to 16 draws, then every 24
391 							vai->drawsUntilNextFullHash = std::min(24, vai->numFrames);
392 						} else {
393 							// Lower numbers seem much more likely to change.
394 							vai->drawsUntilNextFullHash = 0;
395 						}
396 						// TODO: tweak
397 						//if (vai->numFrames > 1000) {
398 						//	vai->status = VertexArrayInfo::VAI_RELIABLE;
399 						//}
400 					} else {
401 						vai->drawsUntilNextFullHash--;
402 						u32 newMiniHash = ComputeMiniHash();
403 						if (newMiniHash != vai->minihash) {
404 							MarkUnreliable(vai);
405 							DecodeVerts(decoded);
406 							goto rotateVBO;
407 						}
408 					}
409 
410 					if (vai->vbo == 0) {
411 						DecodeVerts(decoded);
412 						vai->numVerts = indexGen.VertexCount();
413 						vai->prim = indexGen.Prim();
414 						vai->maxIndex = indexGen.MaxIndex();
415 						vai->flags = gstate_c.vertexFullAlpha ? VAI_FLAG_VERTEXFULLALPHA : 0;
416 						useElements = !indexGen.SeenOnlyPurePrims();
417 						if (!useElements && indexGen.PureCount()) {
418 							vai->numVerts = indexGen.PureCount();
419 						}
420 
421 						_dbg_assert_msg_(gstate_c.vertBounds.minV >= gstate_c.vertBounds.maxV, "Should not have checked UVs when caching.");
422 
423 						void * pVb;
424 						u32 size = dec_->GetDecVtxFmt().stride * indexGen.MaxIndex();
425 						device_->CreateVertexBuffer(size, D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &vai->vbo, NULL);
426 						vai->vbo->Lock(0, size, &pVb, 0);
427 						memcpy(pVb, decoded, size);
428 						vai->vbo->Unlock();
429 						if (useElements) {
430 							void * pIb;
431 							u32 size = sizeof(short) * indexGen.VertexCount();
432 							device_->CreateIndexBuffer(size, D3DUSAGE_WRITEONLY, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &vai->ebo, NULL);
433 							vai->ebo->Lock(0, size, &pIb, 0);
434 							memcpy(pIb, decIndex, size);
435 							vai->ebo->Unlock();
436 						} else {
437 							vai->ebo = 0;
438 						}
439 					} else {
440 						gpuStats.numCachedDrawCalls++;
441 						useElements = vai->ebo ? true : false;
442 						gpuStats.numCachedVertsDrawn += vai->numVerts;
443 						gstate_c.vertexFullAlpha = vai->flags & VAI_FLAG_VERTEXFULLALPHA;
444 					}
445 					vb_ = vai->vbo;
446 					ib_ = vai->ebo;
447 					vertexCount = vai->numVerts;
448 					maxIndex = vai->maxIndex;
449 					prim = static_cast<GEPrimitiveType>(vai->prim);
450 					break;
451 				}
452 
453 				// Reliable - we don't even bother hashing anymore. Right now we don't go here until after a very long time.
454 			case VertexArrayInfoDX9::VAI_RELIABLE:
455 				{
456 					vai->numDraws++;
457 					if (vai->lastFrame != gpuStats.numFlips) {
458 						vai->numFrames++;
459 					}
460 					gpuStats.numCachedDrawCalls++;
461 					gpuStats.numCachedVertsDrawn += vai->numVerts;
462 					vb_ = vai->vbo;
463 					ib_ = vai->ebo;
464 
465 					vertexCount = vai->numVerts;
466 
467 					maxIndex = vai->maxIndex;
468 					prim = static_cast<GEPrimitiveType>(vai->prim);
469 
470 					gstate_c.vertexFullAlpha = vai->flags & VAI_FLAG_VERTEXFULLALPHA;
471 					break;
472 				}
473 
474 			case VertexArrayInfoDX9::VAI_UNRELIABLE:
475 				{
476 					vai->numDraws++;
477 					if (vai->lastFrame != gpuStats.numFlips) {
478 						vai->numFrames++;
479 					}
480 					DecodeVerts(decoded);
481 					goto rotateVBO;
482 				}
483 			}
484 
485 			vai->lastFrame = gpuStats.numFlips;
486 		} else {
487 			DecodeVerts(decoded);
488 rotateVBO:
489 			gpuStats.numUncachedVertsDrawn += indexGen.VertexCount();
490 			useElements = !indexGen.SeenOnlyPurePrims();
491 			vertexCount = indexGen.VertexCount();
492 			maxIndex = indexGen.MaxIndex();
493 			if (!useElements && indexGen.PureCount()) {
494 				vertexCount = indexGen.PureCount();
495 			}
496 			prim = indexGen.Prim();
497 		}
498 
499 		VERBOSE_LOG(G3D, "Flush prim %i! %i verts in one go", prim, vertexCount);
500 		bool hasColor = (lastVType_ & GE_VTYPE_COL_MASK) != GE_VTYPE_COL_NONE;
501 		if (gstate.isModeThrough()) {
502 			gstate_c.vertexFullAlpha = gstate_c.vertexFullAlpha && (hasColor || gstate.getMaterialAmbientA() == 255);
503 		} else {
504 			gstate_c.vertexFullAlpha = gstate_c.vertexFullAlpha && ((hasColor && (gstate.materialupdate & 1)) || gstate.getMaterialAmbientA() == 255) && (!gstate.isLightingEnabled() || gstate.getAmbientA() == 255);
505 		}
506 
507 		ApplyDrawStateLate();
508 		vshader = shaderManager_->ApplyShader(CanUseHardwareTransform(prim), useHWTessellation_, lastVType_, decOptions_.expandAllWeightsToFloat);
509 		IDirect3DVertexDeclaration9 *pHardwareVertexDecl = SetupDecFmtForDraw(vshader, dec_->GetDecVtxFmt(), dec_->VertexType());
510 
511 		if (pHardwareVertexDecl) {
512 			device_->SetVertexDeclaration(pHardwareVertexDecl);
513 			if (vb_ == NULL) {
514 				if (useElements) {
515 					device_->DrawIndexedPrimitiveUP(d3d_prim[prim], 0, maxIndex + 1, D3DPrimCount(d3d_prim[prim], vertexCount), decIndex, D3DFMT_INDEX16, decoded, dec_->GetDecVtxFmt().stride);
516 				} else {
517 					device_->DrawPrimitiveUP(d3d_prim[prim], D3DPrimCount(d3d_prim[prim], vertexCount), decoded, dec_->GetDecVtxFmt().stride);
518 				}
519 			} else {
520 				device_->SetStreamSource(0, vb_, 0, dec_->GetDecVtxFmt().stride);
521 
522 				if (useElements) {
523 					device_->SetIndices(ib_);
524 
525 					device_->DrawIndexedPrimitive(d3d_prim[prim], 0, 0, maxIndex + 1, 0, D3DPrimCount(d3d_prim[prim], vertexCount));
526 				} else {
527 					device_->DrawPrimitive(d3d_prim[prim], 0, D3DPrimCount(d3d_prim[prim], vertexCount));
528 				}
529 			}
530 		}
531 	} else {
532 		DecodeVerts(decoded);
533 		bool hasColor = (lastVType_ & GE_VTYPE_COL_MASK) != GE_VTYPE_COL_NONE;
534 		if (gstate.isModeThrough()) {
535 			gstate_c.vertexFullAlpha = gstate_c.vertexFullAlpha && (hasColor || gstate.getMaterialAmbientA() == 255);
536 		} else {
537 			gstate_c.vertexFullAlpha = gstate_c.vertexFullAlpha && ((hasColor && (gstate.materialupdate & 1)) || gstate.getMaterialAmbientA() == 255) && (!gstate.isLightingEnabled() || gstate.getAmbientA() == 255);
538 		}
539 
540 		gpuStats.numUncachedVertsDrawn += indexGen.VertexCount();
541 		prim = indexGen.Prim();
542 		// Undo the strip optimization, not supported by the SW code yet.
543 		if (prim == GE_PRIM_TRIANGLE_STRIP)
544 			prim = GE_PRIM_TRIANGLES;
545 		VERBOSE_LOG(G3D, "Flush prim %i SW! %i verts in one go", prim, indexGen.VertexCount());
546 
547 		u16 *inds = decIndex;
548 		SoftwareTransformResult result{};
549 		SoftwareTransformParams params{};
550 		params.decoded = decoded;
551 		params.transformed = transformed;
552 		params.transformedExpanded = transformedExpanded;
553 		params.fbman = framebufferManager_;
554 		params.texCache = textureCache_;
555 		params.allowClear = true;
556 		params.allowSeparateAlphaClear = false;
557 		params.provokeFlatFirst = true;
558 
559 		int maxIndex = indexGen.MaxIndex();
560 		SoftwareTransform swTransform(params);
561 		swTransform.Decode(prim, dec_->VertexType(), dec_->GetDecVtxFmt(), maxIndex, &result);
562 		if (result.action == SW_NOT_READY) {
563 			swTransform.DetectOffsetTexture(maxIndex);
564 			swTransform.BuildDrawingParams(prim, indexGen.VertexCount(), dec_->VertexType(), inds, maxIndex, &result);
565 		}
566 
567 		if (result.setSafeSize)
568 			framebufferManager_->SetSafeSize(result.safeWidth, result.safeHeight);
569 
570 		ApplyDrawStateLate();
571 		vshader = shaderManager_->ApplyShader(false, false, lastVType_, decOptions_.expandAllWeightsToFloat);
572 
573 		if (result.action == SW_DRAW_PRIMITIVES) {
574 			if (result.setStencil) {
575 				dxstate.stencilFunc.set(D3DCMP_ALWAYS, result.stencilValue, 255);
576 			}
577 
578 			// TODO: Add a post-transform cache here for multi-RECTANGLES only.
579 			// Might help for text drawing.
580 
581 			device_->SetVertexDeclaration(transformedVertexDecl_);
582 			if (result.drawIndexed) {
583 				device_->DrawIndexedPrimitiveUP(d3d_prim[prim], 0, maxIndex, D3DPrimCount(d3d_prim[prim], result.drawNumTrans), inds, D3DFMT_INDEX16, result.drawBuffer, sizeof(TransformedVertex));
584 			} else {
585 				device_->DrawPrimitiveUP(d3d_prim[prim], D3DPrimCount(d3d_prim[prim], result.drawNumTrans), result.drawBuffer, sizeof(TransformedVertex));
586 			}
587 		} else if (result.action == SW_CLEAR) {
588 			u32 clearColor = result.color;
589 			float clearDepth = result.depth;
590 
591 			int mask = gstate.isClearModeColorMask() ? D3DCLEAR_TARGET : 0;
592 			if (gstate.isClearModeAlphaMask()) mask |= D3DCLEAR_STENCIL;
593 			if (gstate.isClearModeDepthMask()) mask |= D3DCLEAR_ZBUFFER;
594 
595 			if (mask & D3DCLEAR_ZBUFFER) {
596 				framebufferManager_->SetDepthUpdated();
597 			}
598 			if (mask & D3DCLEAR_TARGET) {
599 				framebufferManager_->SetColorUpdated(gstate_c.skipDrawReason);
600 			}
601 
602 			device_->Clear(0, NULL, mask, SwapRB(clearColor), clearDepth, clearColor >> 24);
603 
604 			if ((gstate_c.featureFlags & GPU_USE_CLEAR_RAM_HACK) && gstate.isClearModeColorMask() && (gstate.isClearModeAlphaMask() || gstate.FrameBufFormat() == GE_FORMAT_565)) {
605 				int scissorX1 = gstate.getScissorX1();
606 				int scissorY1 = gstate.getScissorY1();
607 				int scissorX2 = gstate.getScissorX2() + 1;
608 				int scissorY2 = gstate.getScissorY2() + 1;
609 				framebufferManager_->ApplyClearToMemory(scissorX1, scissorY1, scissorX2, scissorY2, clearColor);
610 			}
611 		}
612 	}
613 
614 	gpuStats.numDrawCalls += numDrawCalls;
615 	gpuStats.numVertsSubmitted += vertexCountInDrawCalls_;
616 
617 	indexGen.Reset();
618 	decodedVerts_ = 0;
619 	numDrawCalls = 0;
620 	vertexCountInDrawCalls_ = 0;
621 	decodeCounter_ = 0;
622 	dcid_ = 0;
623 	prevPrim_ = GE_PRIM_INVALID;
624 	gstate_c.vertexFullAlpha = true;
625 	framebufferManager_->SetColorUpdated(gstate_c.skipDrawReason);
626 
627 	// Now seems as good a time as any to reset the min/max coords, which we may examine later.
628 	gstate_c.vertBounds.minU = 512;
629 	gstate_c.vertBounds.minV = 512;
630 	gstate_c.vertBounds.maxU = 0;
631 	gstate_c.vertBounds.maxV = 0;
632 
633 	GPUDebug::NotifyDraw();
634 }
635 
SendDataToShader(const SimpleVertex * const * points,int size_u,int size_v,u32 vertType,const Spline::Weight2D & weights)636 void TessellationDataTransferDX9::SendDataToShader(const SimpleVertex *const *points, int size_u, int size_v, u32 vertType, const Spline::Weight2D &weights) {
637 	// TODO
638 }
639 
640 }  // namespace
641