flycast/core/hw/pvr/ta_ctx.h

255 lines
4.9 KiB
C

#pragma once
#include "ta.h"
#include "pvr_regs.h"
// helper for 32 byte aligned memory allocation
void* OS_aligned_malloc(size_t align, size_t size);
// helper for 32 byte aligned memory de-allocation
void OS_aligned_free(void *ptr);
//Vertex storage types
struct Vertex
{
float x,y,z;
u8 col[4];
u8 spc[4];
float u,v;
};
struct PolyParam
{
u32 first; //entry index , holds vertex/pos data
u32 count;
//lets see what more :)
u32 texid;
TSP tsp;
TCW tcw;
PCW pcw;
ISP_TSP isp;
float zvZ;
u32 tileclip;
//float zMin,zMax;
};
struct ModifierVolumeParam
{
u32 first;
u32 count;
ISP_Modvol isp;
};
struct ModTriangle
{
f32 x0,y0,z0,x1,y1,z1,x2,y2,z2;
};
void decode_pvr_vertex(u32 base,u32 ptr,Vertex* cv);
struct tad_context
{
u8* thd_data;
u8* thd_root;
u8* thd_old_data;
u8 *render_passes[10];
u32 render_pass_count;
void Clear()
{
thd_old_data = thd_data = thd_root;
render_pass_count = 0;
}
void ClearPartial()
{
thd_old_data = thd_data;
thd_data = thd_root;
}
void Continue()
{
render_passes[render_pass_count] = End();
if (render_pass_count < sizeof(render_passes) / sizeof(u8*) - 1)
render_pass_count++;
}
u8* End()
{
return thd_data == thd_root ? thd_old_data : thd_data;
}
void Reset(u8* ptr)
{
thd_data = thd_root = thd_old_data = ptr;
render_pass_count = 0;
}
};
struct RenderPass {
bool autosort;
bool z_clear;
u32 op_count;
u32 mvo_count;
u32 pt_count;
u32 tr_count;
};
struct rend_context
{
u8* proc_start;
u8* proc_end;
f32 fZ_min;
f32 fZ_max;
bool Overrun;
bool isRTT;
double early;
FB_X_CLIP_type fb_X_CLIP;
FB_Y_CLIP_type fb_Y_CLIP;
List<Vertex> verts;
List<u16> idx;
List<ModTriangle> modtrig;
List<ModifierVolumeParam> global_param_mvo;
List<PolyParam> global_param_op;
List<PolyParam> global_param_pt;
List<PolyParam> global_param_tr;
List<RenderPass> render_passes;
void Clear()
{
verts.Clear();
idx.Clear();
global_param_op.Clear();
global_param_pt.Clear();
global_param_tr.Clear();
modtrig.Clear();
global_param_mvo.Clear();
render_passes.Clear();
Overrun=false;
fZ_min= 1000000.0f;
fZ_max= 1.0f;
}
};
//vertex lists
struct TA_context
{
u32 Address;
u32 LastUsed;
cMutex thd_inuse;
cMutex rend_inuse;
tad_context tad;
rend_context rend;
/*
Dreamcast games use up to 20k vtx, 30k idx, 1k (in total) parameters.
at 30 fps, thats 600kvtx (900 stripped)
at 20 fps thats 1.2M vtx (~ 1.8M stripped)
allocations allow much more than that !
some stats:
recv: idx: 33528, vtx: 23451, op: 128, pt: 4, tr: 133, mvo: 14, modt: 342
sc: idx: 26150, vtx: 17417, op: 162, pt: 12, tr: 244, mvo: 6, modt: 2044
doa2le: idx: 47178, vtx: 34046, op: 868, pt: 0, tr: 354, mvo: 92, modt: 976 (overruns)
ika: idx: 46748, vtx: 33818, op: 984, pt: 9, tr: 234, mvo: 10, modt: 16, ov: 0
ct: idx: 30920, vtx: 21468, op: 752, pt: 0, tr: 360, mvo: 101, modt: 732, ov: 0
sa2: idx: 36094, vtx: 24520, op: 1330, pt: 10, tr: 177, mvo: 39, modt: 360, ov: 0
*/
void MarkRend(u32 render_pass)
{
verify(render_pass <= tad.render_pass_count);
rend.proc_start = render_pass == 0 ? tad.thd_root : tad.render_passes[render_pass - 1];
rend.proc_end = render_pass == tad.render_pass_count ? tad.End() : tad.render_passes[render_pass];
}
void Alloc()
{
tad.Reset((u8*)OS_aligned_malloc(32, 2*1024*1024));
rend.verts.InitBytes(1024*1024,&rend.Overrun); //up to 1 mb of vtx data/frame = ~ 38k vtx/frame
rend.idx.Init(60*1024,&rend.Overrun); //up to 60K indexes ( idx have stripification overhead )
rend.global_param_op.Init(4096,&rend.Overrun);
rend.global_param_pt.Init(4096,&rend.Overrun);
rend.global_param_mvo.Init(4096,&rend.Overrun);
rend.global_param_tr.Init(4096,&rend.Overrun);
rend.modtrig.Init(8192,&rend.Overrun);
rend.render_passes.Init(sizeof(RenderPass) * 10, &rend.Overrun); // 10 render passes
Reset();
}
void Reset()
{
tad.Clear();
rend_inuse.Lock();
rend.Clear();
rend.proc_end = rend.proc_start = tad.thd_root;
rend_inuse.Unlock();
}
void Free()
{
OS_aligned_free(tad.thd_root);
rend.verts.Free();
rend.idx.Free();
rend.global_param_op.Free();
rend.global_param_pt.Free();
rend.global_param_tr.Free();
rend.modtrig.Free();
rend.global_param_mvo.Free();
rend.render_passes.Free();
}
};
extern TA_context* ta_ctx;
extern tad_context ta_tad;
extern TA_context* vd_ctx;
extern rend_context vd_rc;
TA_context* tactx_Find(u32 addr, bool allocnew=false);
TA_context* tactx_Pop(u32 addr);
TA_context* tactx_Alloc();
void tactx_Recycle(TA_context* poped_ctx);
/*
Ta Context
Rend Context
*/
#define TACTX_NONE (0xFFFFFFFF)
void SetCurrentTARC(u32 addr);
bool QueueRender(TA_context* ctx);
TA_context* DequeueRender();
void FinishRender(TA_context* ctx);
bool TryDecodeTARC();
void VDecEnd();
//must be moved to proper header
void FillBGP(TA_context* ctx);
bool UsingAutoSort(int pass_number);