forked from dolphin-emu/dolphin
		
	git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1441 8ced0084-cf51-0410-be5f-012b33b47a6e
		
			
				
	
	
		
			380 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			380 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "Globals.h"
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#include <fstream>
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#include <vector>
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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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#define MAX_BUFFER_SIZE 0x4000
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// internal state for loading vertices
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extern NativeVertexFormat *g_nativeVertexFmt;
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namespace VertexManager
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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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u8* s_pCurBufferPointer = NULL;
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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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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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	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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	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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	return true;
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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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	s_vStoredPrimitives.resize(0);
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	s_nCurVBOIndex = 0;
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	ResetBuffer();
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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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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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void AddVertices(int primitive, int numvertices)
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{
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	_assert_( numvertices > 0 );
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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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	s_vStoredPrimitives.push_back(std::pair<int, int>(c_primitiveType[primitive], numvertices));
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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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void Flush()
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{
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	if (s_vStoredPrimitives.size() == 0)
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		return;
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	_assert_(s_pCurBufferPointer != s_pBaseBufferPointer);
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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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	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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		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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	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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	DVSTARTPROFILE();
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	GL_REPORT_ERRORD(); 
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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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	// setup the pointers
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	g_nativeVertexFmt->SetupVertexPointers();
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	GL_REPORT_ERRORD();
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	// set the textures
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	{
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		DVSTARTSUBPROFILE("VertexManager::Flush:textures");
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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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		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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		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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				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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				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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		PixelShaderMngr::SetTexturesUsed(nonpow2tex);
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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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	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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	// set global constants
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	VertexShaderMngr::SetConstants();
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	PixelShaderMngr::SetConstants();
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	// finally bind
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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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#if defined(_DEBUG) || defined(DEBUGFAST) 
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	PRIM_LOG("\n");
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#endif
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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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#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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	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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	GL_REPORT_ERRORD();
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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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		Renderer::SetColorMask();
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	}
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	ResetBuffer();
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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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        // 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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        // 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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        // 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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        // 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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		// 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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						|
			{
 | 
						|
				xfregs.colChans[i].alpha.enablelighting = false;
 | 
						|
				xfregs.colChans[i].color.enablelighting = false;
 | 
						|
			}
 | 
						|
		}
 | 
						|
		s_prevcomponents = components;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
}  // namespace
 |