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139 changes: 105 additions & 34 deletions hw/xbox/nv2a/pgraph/gl/draw.c
Original file line number Diff line number Diff line change
Expand Up @@ -21,6 +21,7 @@

#include "qemu/fast-hash.h"
#include "hw/xbox/nv2a/nv2a_int.h"
#include "hw/xbox/nv2a/pgraph/prim_rewrite.h"
#include "debug.h"
#include "renderer.h"

Expand Down Expand Up @@ -388,6 +389,19 @@ void pgraph_gl_flush_draw(NV2AState *d)
}
assert(r->shader_binding);

PrimAssemblyState assembly = {
.primitive_mode = pg->primitive_mode,
.polygon_mode = (enum ShaderPolygonMode)GET_MASK(
pgraph_reg_r(pg, NV_PGRAPH_SETUPRASTER),
NV_PGRAPH_SETUPRASTER_FRONTFACEMODE),
.last_provoking = GET_MASK(pgraph_reg_r(pg, NV_PGRAPH_CONTROL_3),
NV_PGRAPH_CONTROL_3_PROVOKING_VERTEX) ==
NV_PGRAPH_CONTROL_3_PROVOKING_VERTEX_LAST,
.flat_shading = GET_MASK(pgraph_reg_r(pg, NV_PGRAPH_CONTROL_3),
NV_PGRAPH_CONTROL_3_SHADEMODE) ==
NV_PGRAPH_CONTROL_3_SHADEMODE_FLAT,
};

if (pg->draw_arrays_length) {
NV2A_GL_DPRINTF(false, "Draw Arrays");
nv2a_profile_inc_counter(NV2A_PROF_DRAW_ARRAYS);
Expand All @@ -399,51 +413,83 @@ void pgraph_gl_flush_draw(NV2AState *d)
pg->draw_arrays_max_count - 1,
false, 0,
pg->draw_arrays_max_count - 1);
glMultiDrawArrays(r->shader_binding->gl_primitive_mode,
pg->draw_arrays_start,
pg->draw_arrays_count,
pg->draw_arrays_length);

PrimRewrite prim_rw = pgraph_prim_rewrite_ranges(
&r->prim_rewrite_buf, assembly, pg->draw_arrays_start,
pg->draw_arrays_count, pg->draw_arrays_length);

if (prim_rw.num_indices > 0) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, r->gl_prim_rewrite_buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
prim_rw.num_indices * sizeof(uint32_t),
prim_rw.indices, GL_STREAM_DRAW);
glDrawElements(r->shader_binding->gl_primitive_mode,
prim_rw.num_indices, GL_UNSIGNED_INT, (void *)0);
} else {
glMultiDrawArrays(r->shader_binding->gl_primitive_mode,
pg->draw_arrays_start, pg->draw_arrays_count,
pg->draw_arrays_length);
}
} else if (pg->inline_elements_length) {
NV2A_GL_DPRINTF(false, "Inline Elements");
nv2a_profile_inc_counter(NV2A_PROF_INLINE_ELEMENTS);
assert(pg->inline_buffer_length == 0);
assert(pg->inline_array_length == 0);

uint32_t *draw_indices = pg->inline_elements;
unsigned int draw_index_count = pg->inline_elements_length;
PrimRewrite prim_rw = pgraph_prim_rewrite_indexed(
&r->prim_rewrite_buf, assembly, pg->inline_elements,
pg->inline_elements_length);
if (prim_rw.num_indices > 0) {
draw_indices = prim_rw.indices;
draw_index_count = prim_rw.num_indices;
}

uint32_t min_element = (uint32_t)-1;
uint32_t max_element = 0;
for (int i=0; i < pg->inline_elements_length; i++) {
max_element = MAX(pg->inline_elements[i], max_element);
min_element = MIN(pg->inline_elements[i], min_element);
for (unsigned int i = 0; i < draw_index_count; i++) {
max_element = MAX(draw_indices[i], max_element);
min_element = MIN(draw_indices[i], min_element);
}

pgraph_gl_bind_vertex_attributes(
d, min_element, max_element, false, 0,
pg->inline_elements[pg->inline_elements_length - 1]);

VertexKey k;
memset(&k, 0, sizeof(VertexKey));
k.count = pg->inline_elements_length;
k.gl_type = GL_UNSIGNED_INT;
k.gl_normalize = GL_FALSE;
k.stride = sizeof(uint32_t);
uint64_t h = fast_hash((uint8_t*)pg->inline_elements,
pg->inline_elements_length * 4);

LruNode *node = lru_lookup(&r->element_cache, h, &k);
VertexLruNode *found = container_of(node, VertexLruNode, node);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, found->gl_buffer);
if (!found->initialized) {
nv2a_profile_inc_counter(NV2A_PROF_GEOM_BUFFER_UPDATE_4);
draw_indices[draw_index_count - 1]);

if (prim_rw.num_indices > 0) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, r->gl_prim_rewrite_buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
pg->inline_elements_length * 4,
pg->inline_elements, GL_STATIC_DRAW);
found->initialized = true;
draw_index_count * sizeof(uint32_t), draw_indices,
GL_STREAM_DRAW);
glDrawElements(r->shader_binding->gl_primitive_mode,
draw_index_count, GL_UNSIGNED_INT, (void *)0);
} else {
nv2a_profile_inc_counter(NV2A_PROF_GEOM_BUFFER_UPDATE_4_NOTDIRTY);
VertexKey k;
memset(&k, 0, sizeof(VertexKey));
k.count = pg->inline_elements_length;
k.gl_type = GL_UNSIGNED_INT;
k.gl_normalize = GL_FALSE;
k.stride = sizeof(uint32_t);
uint64_t h = fast_hash((uint8_t*)pg->inline_elements,
pg->inline_elements_length * 4);

LruNode *node = lru_lookup(&r->element_cache, h, &k);
VertexLruNode *found = container_of(node, VertexLruNode, node);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, found->gl_buffer);
if (!found->initialized) {
nv2a_profile_inc_counter(NV2A_PROF_GEOM_BUFFER_UPDATE_4);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
pg->inline_elements_length * 4,
pg->inline_elements, GL_STATIC_DRAW);
found->initialized = true;
} else {
nv2a_profile_inc_counter(NV2A_PROF_GEOM_BUFFER_UPDATE_4_NOTDIRTY);
}
glDrawElements(r->shader_binding->gl_primitive_mode,
pg->inline_elements_length, GL_UNSIGNED_INT,
(void *)0);
}
glDrawElements(r->shader_binding->gl_primitive_mode,
pg->inline_elements_length, GL_UNSIGNED_INT,
(void *)0);
} else if (pg->inline_buffer_length) {
NV2A_GL_DPRINTF(false, "Inline Buffer");
nv2a_profile_inc_counter(NV2A_PROF_INLINE_BUFFERS);
Expand Down Expand Up @@ -474,15 +520,40 @@ void pgraph_gl_flush_draw(NV2AState *d)
}
}

glDrawArrays(r->shader_binding->gl_primitive_mode,
0, pg->inline_buffer_length);
PrimRewrite prim_rw = pgraph_prim_rewrite_sequential(
&r->prim_rewrite_buf, assembly, 0, pg->inline_buffer_length);

if (prim_rw.num_indices > 0) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, r->gl_prim_rewrite_buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
prim_rw.num_indices * sizeof(uint32_t),
prim_rw.indices, GL_STREAM_DRAW);
glDrawElements(r->shader_binding->gl_primitive_mode,
prim_rw.num_indices, GL_UNSIGNED_INT, (void *)0);
} else {
glDrawArrays(r->shader_binding->gl_primitive_mode,
0, pg->inline_buffer_length);
}
} else if (pg->inline_array_length) {
NV2A_GL_DPRINTF(false, "Inline Array");
nv2a_profile_inc_counter(NV2A_PROF_INLINE_ARRAYS);

unsigned int index_count = pgraph_gl_bind_inline_array(d);
glDrawArrays(r->shader_binding->gl_primitive_mode,
0, index_count);

PrimRewrite prim_rw = pgraph_prim_rewrite_sequential(
&r->prim_rewrite_buf, assembly, 0, index_count);

if (prim_rw.num_indices > 0) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, r->gl_prim_rewrite_buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
prim_rw.num_indices * sizeof(uint32_t),
prim_rw.indices, GL_STREAM_DRAW);
glDrawElements(r->shader_binding->gl_primitive_mode,
prim_rw.num_indices, GL_UNSIGNED_INT, (void *)0);
} else {
glDrawArrays(r->shader_binding->gl_primitive_mode,
0, index_count);
}
} else {
NV2A_GL_DPRINTF(true, "EMPTY NV097_SET_BEGIN_END");
NV2A_UNCONFIRMED("EMPTY NV097_SET_BEGIN_END");
Expand Down
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