forked from dolphin-emu/dolphin
		
	please review Source/Plugins/Plugin_VideoOGL/Src/VertexManager.cpp git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1307 8ced0084-cf51-0410-be5f-012b33b47a6e
		
			
				
	
	
		
			382 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			382 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #include "Globals.h"
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| 
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| #include <fstream>
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| #include <vector>
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| 
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| #include "Config.h"
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| #include "Statistics.h"
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| #include "MemoryUtil.h"
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| #include "Profiler.h"
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| #include "Render.h"
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| #include "ImageWrite.h"
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| #include "BPMemory.h"
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| #include "TextureMngr.h"
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| #include "PixelShaderManager.h"
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| #include "VertexShaderManager.h"
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| #include "VertexShader.h"
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| #include "VertexLoader.h"
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| #include "VertexManager.h"
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| 
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| #define MAX_BUFFER_SIZE 0x4000
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| 
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| // internal state for loading vertices
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| extern NativeVertexFormat *g_nativeVertexFmt;
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| 
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| namespace VertexManager
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| {
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| 
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| static GLuint s_vboBuffers[0x40] = {0};
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| static int s_nCurVBOIndex = 0; // current free buffer
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| static u8 *s_pBaseBufferPointer = NULL;
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| static std::vector< std::pair<u32, u32> > s_vStoredPrimitives; // every element, mode and count to be passed to glDrawArrays
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| static u32 s_prevcomponents; // previous state set
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| 
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| u8* s_pCurBufferPointer = NULL;
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| 
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| 
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| static const GLenum c_primitiveType[8] =
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| {
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|     GL_QUADS,
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|     0, //nothing
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|     GL_TRIANGLES,
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|     GL_TRIANGLE_STRIP,
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|     GL_TRIANGLE_FAN,
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|     GL_LINES,
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|     GL_LINE_STRIP,
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|     GL_POINTS
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| };
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| 
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| bool Init()
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| {
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| 	s_prevcomponents = 0;
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| 	s_pBaseBufferPointer = (u8*)AllocateMemoryPages(MAX_BUFFER_SIZE);
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| 	s_pCurBufferPointer = s_pBaseBufferPointer;
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| 
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| 	s_nCurVBOIndex = 0;
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| 	glGenBuffers(ARRAYSIZE(s_vboBuffers), s_vboBuffers);
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| 	for (u32 i = 0; i < ARRAYSIZE(s_vboBuffers); ++i) {
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| 		glBindBuffer(GL_ARRAY_BUFFER, s_vboBuffers[i]);
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| 		glBufferData(GL_ARRAY_BUFFER, MAX_BUFFER_SIZE, NULL, GL_STREAM_DRAW);
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| 	}
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| 
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| 	glEnableClientState(GL_VERTEX_ARRAY);
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| 	g_nativeVertexFmt = NULL;
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| 	s_vStoredPrimitives.reserve(1000);
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| 	GL_REPORT_ERRORD();
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| 
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| 	return true;
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| }
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| 
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| void Shutdown()
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| {
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| 	FreeMemoryPages(s_pBaseBufferPointer, MAX_BUFFER_SIZE); s_pBaseBufferPointer = s_pCurBufferPointer = NULL;
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| 	glDeleteBuffers(ARRAYSIZE(s_vboBuffers), s_vboBuffers);
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| 	memset(s_vboBuffers, 0, sizeof(s_vboBuffers));
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| 
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| 	s_vStoredPrimitives.resize(0);
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| 	s_nCurVBOIndex = 0;
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| 	ResetBuffer();
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| }
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| 
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| void ResetBuffer()
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| {
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| 	s_nCurVBOIndex = (s_nCurVBOIndex + 1) % ARRAYSIZE(s_vboBuffers);
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| 	s_pCurBufferPointer = s_pBaseBufferPointer;
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| 	s_vStoredPrimitives.resize(0);
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| }
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| 
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| int GetRemainingSize()
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| {
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| 	return MAX_BUFFER_SIZE - (int)(s_pCurBufferPointer - s_pBaseBufferPointer);
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| }
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| 
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| void AddVertices(int primitive, int numvertices)
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| {
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| 	_assert_( numvertices > 0 );
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| 
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| 	ADDSTAT(stats.thisFrame.numPrims, numvertices);
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| 	if (s_vStoredPrimitives.size() && s_vStoredPrimitives[s_vStoredPrimitives.size() - 1].first == c_primitiveType[primitive]) {
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| 		// We can join primitives for free here. Not likely to help much, though, but whatever...
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| 		if (c_primitiveType[primitive] == GL_TRIANGLES ||
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| 			c_primitiveType[primitive] == GL_LINES ||
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| 			c_primitiveType[primitive] == GL_POINTS ||
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| 			c_primitiveType[primitive] == GL_QUADS) {
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| 			INCSTAT(stats.thisFrame.numPrimitiveJoins);
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| 			// Easy join
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| 			std::pair<u32, u32> &last_pair = s_vStoredPrimitives[s_vStoredPrimitives.size() - 1];
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| 			last_pair.second += numvertices;
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| 			return;
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| 		}
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| 		// Joining strips is a lot more work but would bring more gain. Not sure if it's worth it though.
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| 	}
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| 
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| 	s_vStoredPrimitives.push_back(std::pair<int, int>(c_primitiveType[primitive], numvertices));
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| 
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| #if defined(_DEBUG) || defined(DEBUGFAST) 
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| 	static const char *sprims[8] = {"quads", "nothing", "tris", "tstrip", "tfan", "lines", "lstrip", "points"};
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| 	PRIM_LOG("prim: %s, c=%d\n", sprims[primitive], numvertices);
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| #endif
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| }
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| 
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| void Flush()
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| {
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| 	if (s_vStoredPrimitives.size() == 0)
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| 		return;
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| 
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| 	_assert_(s_pCurBufferPointer != s_pBaseBufferPointer);
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| 
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| #if defined(_DEBUG) || defined(DEBUGFAST) 
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| 	PRIM_LOG("frame%d:\ncomps=0x%x, texgen=%d, numchan=%d, dualtex=%d, ztex=%d, cole=%d, alpe=%d, ze=%d\n", g_Config.iSaveTargetId, s_prevcomponents, xfregs.numTexGens,
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| 		xfregs.nNumChans, (int)xfregs.bEnableDualTexTransform, bpmem.ztex2.op,
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| 		bpmem.blendmode.colorupdate, bpmem.blendmode.alphaupdate, bpmem.zmode.updateenable);
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| 	for (int i = 0; i < xfregs.nNumChans; ++i) {
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| 		LitChannel* ch = &xfregs.colChans[i].color;
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| 		PRIM_LOG("colchan%d: matsrc=%d, light=0x%x, ambsrc=%d, diffunc=%d, attfunc=%d\n", i, ch->matsource, ch->GetFullLightMask(), ch->ambsource, ch->diffusefunc, ch->attnfunc);
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| 		ch = &xfregs.colChans[i].alpha;
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| 		PRIM_LOG("alpchan%d: matsrc=%d, light=0x%x, ambsrc=%d, diffunc=%d, attfunc=%d\n", i, ch->matsource, ch->GetFullLightMask(), ch->ambsource, ch->diffusefunc, ch->attnfunc);
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| 	}
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| 
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| 	for (int i = 0; i < xfregs.numTexGens; ++i) {
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| 		TexMtxInfo tinfo = xfregs.texcoords[i].texmtxinfo;
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| 		if (tinfo.texgentype != XF_TEXGEN_EMBOSS_MAP ) tinfo.hex &= 0x7ff;
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| 		if (tinfo.texgentype != XF_TEXGEN_REGULAR ) tinfo.projection = 0;
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| 
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| 		PRIM_LOG("txgen%d: proj=%d, input=%d, gentype=%d, srcrow=%d, embsrc=%d, emblght=%d, postmtx=%d, postnorm=%d\n",
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| 			i, tinfo.projection, tinfo.inputform, tinfo.texgentype, tinfo.sourcerow, tinfo.embosssourceshift, tinfo.embosslightshift,
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| 			xfregs.texcoords[i].postmtxinfo.index, xfregs.texcoords[i].postmtxinfo.normalize);
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| 	}
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| 
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| 	PRIM_LOG("pixel: tev=%d, ind=%d, texgen=%d, dstalpha=%d, alphafunc=0x%x\n", bpmem.genMode.numtevstages+1, bpmem.genMode.numindstages,
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| 		bpmem.genMode.numtexgens, (u32)bpmem.dstalpha.enable, (bpmem.alphaFunc.hex>>16)&0xff);
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| #endif
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| 
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| 	DVSTARTPROFILE();
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| 
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| 	GL_REPORT_ERRORD(); 
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| 
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| 	glBindBuffer(GL_ARRAY_BUFFER, s_vboBuffers[s_nCurVBOIndex]);
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| 	glBufferData(GL_ARRAY_BUFFER, s_pCurBufferPointer - s_pBaseBufferPointer, s_pBaseBufferPointer, GL_STREAM_DRAW);
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| 	GL_REPORT_ERRORD();
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| 
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| 	// setup the pointers
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| 	g_nativeVertexFmt->SetupVertexPointers();
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| 	GL_REPORT_ERRORD();
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| 
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| 	// set the textures
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| 	{
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| 		DVSTARTSUBPROFILE("VertexManager::Flush:textures");
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| 
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| 		u32 usedtextures = 0;
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| 		for (u32 i = 0; i < (u32)bpmem.genMode.numtevstages + 1; ++i) {
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| 			if (bpmem.tevorders[i/2].getEnable(i & 1))
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| 				usedtextures |= 1 << bpmem.tevorders[i/2].getTexMap(i & 1);
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| 		}
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| 
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| 		if (bpmem.genMode.numindstages > 0) {
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| 			for (u32 i = 0; i < (u32)bpmem.genMode.numtevstages + 1; ++i) {
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| 				if (bpmem.tevind[i].IsActive() && bpmem.tevind[i].bt < bpmem.genMode.numindstages) {
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| 					usedtextures |= 1 << bpmem.tevindref.getTexMap(bpmem.tevind[i].bt);
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| 				}
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| 			}
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| 		}
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| 
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| 		u32 nonpow2tex = 0;
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| 		for (int i = 0; i < 8; i++) {
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| 			if (usedtextures & (1 << i)) {
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| 				glActiveTexture(GL_TEXTURE0 + i);
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| 			
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| 				FourTexUnits &tex = bpmem.tex[i >> 2];
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| 				TextureMngr::TCacheEntry* tentry = TextureMngr::Load(i, (tex.texImage3[i&3].image_base/* & 0x1FFFFF*/) << 5,
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| 					tex.texImage0[i&3].width+1, tex.texImage0[i&3].height+1,
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| 					tex.texImage0[i&3].format, tex.texTlut[i&3].tmem_offset<<9, tex.texTlut[i&3].tlut_format);
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| 
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| 				if (tentry != NULL) {
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| 					// texture loaded fine, set dims for pixel shader
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| 					if (tentry->isNonPow2) {
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| 						PixelShaderMngr::SetTexDims(i, tentry->w, tentry->h, tentry->mode.wrap_s, tentry->mode.wrap_t);
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| 						nonpow2tex |= 1 << i;
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| 						if (tentry->mode.wrap_s > 0) nonpow2tex |= 1 << (8 + i);
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| 						if (tentry->mode.wrap_t > 0) nonpow2tex |= 1 << (16 + i);
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| 						TextureMngr::EnableTexRECT(i);
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| 					}
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| 					// if texture is power of two, set to ones (since don't need scaling)
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| 					else 
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| 					{
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| 						PixelShaderMngr::SetTexDims(i, tentry->w, tentry->h, 0, 0);
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| 						TextureMngr::EnableTex2D(i);
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| 					}
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| 					if (g_Config.iLog & CONF_PRIMLOG) {
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| 						// save the textures
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| 						char strfile[255];
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| 						sprintf(strfile, "frames/tex%.3d_%d.tga", g_Config.iSaveTargetId, i);
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| 						SaveTexture(strfile, tentry->isNonPow2?GL_TEXTURE_RECTANGLE_ARB:GL_TEXTURE_2D, tentry->texture, tentry->w, tentry->h);
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| 					}
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| 				}
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| 				else {
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| 					ERROR_LOG("error loading tex\n");
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| 					TextureMngr::DisableStage(i); // disable since won't be used
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| 				}
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| 			}
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| 			else {
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| 				TextureMngr::DisableStage(i); // disable since won't be used
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| 			}
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| 		}
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| 
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| 		PixelShaderMngr::SetTexturesUsed(nonpow2tex);
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| 	}
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| 
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| 	FRAGMENTSHADER* ps = PixelShaderMngr::GetShader();
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| 	VERTEXSHADER* vs = VertexShaderMngr::GetShader(s_prevcomponents);
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| 	//if (!ps) PanicAlert("Pixel shader = 0. Argh.");
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| 	//if (!vs) PanicAlert("Vertex shader = 0. Argh.");
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| 
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| 	bool bRestoreBuffers = false;
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| 	if (Renderer::GetZBufferTarget()) {
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| 		if (bpmem.zmode.updateenable) {
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| 			if (!bpmem.blendmode.colorupdate) {
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| 				Renderer::SetRenderMode(bpmem.blendmode.alphaupdate?Renderer::RM_ZBufferAlpha:Renderer::RM_ZBufferOnly);    
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| 			}
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| 		}
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| 		else {
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| 			Renderer::SetRenderMode(Renderer::RM_Normal);
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| 			// remove temporarily
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| 			glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
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| 			bRestoreBuffers = true;
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| 		}
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| 	} else {
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| 		Renderer::SetRenderMode(Renderer::RM_Normal);
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| 	}
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| 
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| 	// set global constants
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| 	VertexShaderMngr::SetConstants();
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| 	PixelShaderMngr::SetConstants();
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| 
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| 	// finally bind
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| 
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| 	// TODO - cache progid, check if same as before. Maybe GL does this internally, though.
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| 	// This is the really annoying problem with GL - you never know whether it's worth caching stuff yourself.
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| 	if (vs) glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vs->glprogid);
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| 	if (ps) glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ps->glprogid); // Lego Star Wars crashes here.
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| 
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| #if defined(_DEBUG) || defined(DEBUGFAST) 
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| 	PRIM_LOG("\n");
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| #endif
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| 
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| 	int offset = 0;
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| 	for (std::vector< std::pair<u32, u32> >::const_iterator it = s_vStoredPrimitives.begin(); it != s_vStoredPrimitives.end(); ++it)
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| 	{
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| 		INCSTAT(stats.thisFrame.numDrawCalls);
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| 		glDrawArrays(it->first, offset, it->second);
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| 		offset += it->second;
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| 	}
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| 
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| #if defined(_DEBUG) || defined(DEBUGFAST) 
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| 	if (g_Config.iLog & CONF_PRIMLOG) {
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| 		// save the shaders
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| 		char strfile[255];
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| 		sprintf(strfile, "frames/ps%.3d.txt", g_Config.iSaveTargetId);
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| 		std::ofstream fps(strfile);
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| 		fps << ps->strprog.c_str();
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| 		sprintf(strfile, "frames/vs%.3d.txt", g_Config.iSaveTargetId);
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| 		std::ofstream fvs(strfile);
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| 		fvs << vs->strprog.c_str();
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| 	}
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| 
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| 	if (g_Config.iLog & CONF_SAVETARGETS) {
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| 		char str[128];
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| 		sprintf(str, "frames/targ%.3d.tga", g_Config.iSaveTargetId);
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| 		Renderer::SaveRenderTarget(str, 0);
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| 	}
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| #endif
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| 	g_Config.iSaveTargetId++;
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| 
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| 	GL_REPORT_ERRORD();
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| 
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| 	if (bRestoreBuffers) {
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| 		GLenum s_drawbuffers[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
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| 		glDrawBuffers(2, s_drawbuffers);
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| 		SetColorMask();
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| 	}
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| 
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| 	ResetBuffer();
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| }
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| 
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| // This should move into NativeVertexFormat
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| void EnableComponents(u32 components)
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| {
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|     if (s_prevcomponents != components) {
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| 		if (s_vStoredPrimitives.size() != 0)
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| 			VertexManager::Flush();
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| 
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|         // matrices
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|         if ((components & VB_HAS_POSMTXIDX) != (s_prevcomponents & VB_HAS_POSMTXIDX)) {
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|             if (components & VB_HAS_POSMTXIDX)
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|                 glEnableVertexAttribArray(SHADER_POSMTX_ATTRIB);
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|             else
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|                 glDisableVertexAttribArray(SHADER_POSMTX_ATTRIB);
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|         }
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| 
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|         // normals
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|         if ((components & VB_HAS_NRM0) != (s_prevcomponents & VB_HAS_NRM0)) {
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|             if (components & VB_HAS_NRM0)
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|                 glEnableClientState(GL_NORMAL_ARRAY);
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|             else
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|                 glDisableClientState(GL_NORMAL_ARRAY);
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|         }
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|         if ((components & VB_HAS_NRM1) != (s_prevcomponents & VB_HAS_NRM1)) {
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|             if (components & VB_HAS_NRM1) {
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|                 glEnableVertexAttribArray(SHADER_NORM1_ATTRIB);
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|                 glEnableVertexAttribArray(SHADER_NORM2_ATTRIB);
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|             }
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|             else {
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|                 glDisableVertexAttribArray(SHADER_NORM1_ATTRIB);
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|                 glDisableVertexAttribArray(SHADER_NORM2_ATTRIB);
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|             }
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|         }
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| 
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|         // color
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|         for (int i = 0; i < 2; ++i) {
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|             if ((components & (VB_HAS_COL0 << i)) != (s_prevcomponents & (VB_HAS_COL0 << i))) {
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|                 if (components & (VB_HAS_COL0 << 0))
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|                     glEnableClientState(i ? GL_SECONDARY_COLOR_ARRAY : GL_COLOR_ARRAY);
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|                 else
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|                     glDisableClientState(i ? GL_SECONDARY_COLOR_ARRAY : GL_COLOR_ARRAY);
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|             }
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|         }
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| 
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|         // tex
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| 		if (!g_Config.bDisableTexturing) {
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| 			for (int i = 0; i < 8; ++i) {
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| 				if ((components & (VB_HAS_UV0 << i)) != (s_prevcomponents & (VB_HAS_UV0 << i))) {
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| 					glClientActiveTexture(GL_TEXTURE0 + i);
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| 					if (components & (VB_HAS_UV0 << i))
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| 						glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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| 					else
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| 						glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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| 				}
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| 			}
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| 		}
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| 		else // Disable Texturing
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| 		{
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| 			for (int i = 0; i < 8; ++i) {
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| 				glClientActiveTexture(GL_TEXTURE0 + i);
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| 			    glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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| 			}
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| 		}
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| 
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| 
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| 		// Disable Lighting	
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| 		// TODO - move to better spot
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| 		if (g_Config.bDisableLighting) {
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| 			for (int i = 0; i < xfregs.nNumChans; i++)
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| 			{
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| 				xfregs.colChans[i].alpha.enablelighting = false;
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| 				xfregs.colChans[i].color.enablelighting = false;
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| 			}
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| 		}
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| 			s_prevcomponents = components;
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| 		}
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| }
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| 
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| }  // namespace
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