forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			185 lines
		
	
	
		
			5.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			185 lines
		
	
	
		
			5.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright 2008 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include "VideoBackends/OGL/VertexManager.h"
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#include <fstream>
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#include <memory>
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#include <string>
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#include <vector>
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#include "Common/CommonTypes.h"
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#include "Common/FileUtil.h"
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#include "Common/GL/GLExtensions/GLExtensions.h"
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#include "Common/StringUtil.h"
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#include "VideoBackends/OGL/ProgramShaderCache.h"
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#include "VideoBackends/OGL/Render.h"
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#include "VideoBackends/OGL/StreamBuffer.h"
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#include "VideoCommon/IndexGenerator.h"
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#include "VideoCommon/Statistics.h"
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#include "VideoCommon/VertexLoaderManager.h"
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#include "VideoCommon/VideoConfig.h"
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namespace OGL
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{
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// This are the initially requested size for the buffers expressed in bytes
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const u32 MAX_IBUFFER_SIZE = 2 * 1024 * 1024;
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const u32 MAX_VBUFFER_SIZE = 32 * 1024 * 1024;
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static std::unique_ptr<StreamBuffer> s_vertexBuffer;
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static std::unique_ptr<StreamBuffer> s_indexBuffer;
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static size_t s_baseVertex;
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static size_t s_index_offset;
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VertexManager::VertexManager() : m_cpu_v_buffer(MAX_VBUFFER_SIZE), m_cpu_i_buffer(MAX_IBUFFER_SIZE)
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{
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  CreateDeviceObjects();
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}
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VertexManager::~VertexManager()
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{
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  DestroyDeviceObjects();
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}
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void VertexManager::CreateDeviceObjects()
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{
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  s_vertexBuffer = StreamBuffer::Create(GL_ARRAY_BUFFER, MAX_VBUFFER_SIZE);
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  m_vertex_buffers = s_vertexBuffer->m_buffer;
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  s_indexBuffer = StreamBuffer::Create(GL_ELEMENT_ARRAY_BUFFER, MAX_IBUFFER_SIZE);
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  m_index_buffers = s_indexBuffer->m_buffer;
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  m_last_vao = 0;
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}
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void VertexManager::DestroyDeviceObjects()
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{
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  s_vertexBuffer.reset();
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  s_indexBuffer.reset();
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}
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void VertexManager::PrepareDrawBuffers(u32 stride)
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{
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  u32 vertex_data_size = IndexGenerator::GetNumVerts() * stride;
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  u32 index_data_size = IndexGenerator::GetIndexLen() * sizeof(u16);
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  s_vertexBuffer->Unmap(vertex_data_size);
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  s_indexBuffer->Unmap(index_data_size);
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  ADDSTAT(stats.thisFrame.bytesVertexStreamed, vertex_data_size);
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  ADDSTAT(stats.thisFrame.bytesIndexStreamed, index_data_size);
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}
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void VertexManager::ResetBuffer(u32 stride)
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{
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  if (m_cull_all)
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  {
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    // This buffer isn't getting sent to the GPU. Just allocate it on the cpu.
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    m_cur_buffer_pointer = m_base_buffer_pointer = m_cpu_v_buffer.data();
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    m_end_buffer_pointer = m_base_buffer_pointer + m_cpu_v_buffer.size();
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    IndexGenerator::Start((u16*)m_cpu_i_buffer.data());
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  }
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  else
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  {
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    auto buffer = s_vertexBuffer->Map(MAXVBUFFERSIZE, stride);
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    m_cur_buffer_pointer = m_base_buffer_pointer = buffer.first;
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    m_end_buffer_pointer = buffer.first + MAXVBUFFERSIZE;
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    s_baseVertex = buffer.second / stride;
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    buffer = s_indexBuffer->Map(MAXIBUFFERSIZE * sizeof(u16));
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    IndexGenerator::Start((u16*)buffer.first);
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    s_index_offset = buffer.second;
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  }
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}
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void VertexManager::Draw(u32 stride)
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{
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  u32 index_size = IndexGenerator::GetIndexLen();
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  u32 max_index = IndexGenerator::GetNumVerts();
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  GLenum primitive_mode = 0;
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  switch (m_current_primitive_type)
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  {
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  case PRIMITIVE_POINTS:
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    primitive_mode = GL_POINTS;
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    glDisable(GL_CULL_FACE);
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    break;
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  case PRIMITIVE_LINES:
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    primitive_mode = GL_LINES;
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    glDisable(GL_CULL_FACE);
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    break;
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  case PRIMITIVE_TRIANGLES:
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    primitive_mode =
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        g_ActiveConfig.backend_info.bSupportsPrimitiveRestart ? GL_TRIANGLE_STRIP : GL_TRIANGLES;
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    break;
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  }
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  if (g_ogl_config.bSupportsGLBaseVertex)
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  {
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    glDrawRangeElementsBaseVertex(primitive_mode, 0, max_index, index_size, GL_UNSIGNED_SHORT,
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                                  (u8*)nullptr + s_index_offset, (GLint)s_baseVertex);
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  }
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  else
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  {
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    glDrawRangeElements(primitive_mode, 0, max_index, index_size, GL_UNSIGNED_SHORT,
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                        (u8*)nullptr + s_index_offset);
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  }
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  INCSTAT(stats.thisFrame.numDrawCalls);
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  if (m_current_primitive_type != PRIMITIVE_TRIANGLES)
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    static_cast<Renderer*>(g_renderer.get())->SetGenerationMode();
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}
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void VertexManager::vFlush()
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{
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  GLVertexFormat* nativeVertexFmt = (GLVertexFormat*)VertexLoaderManager::GetCurrentVertexFormat();
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  u32 stride = nativeVertexFmt->GetVertexStride();
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  if (m_last_vao != nativeVertexFmt->VAO)
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  {
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    glBindVertexArray(nativeVertexFmt->VAO);
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    m_last_vao = nativeVertexFmt->VAO;
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  }
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  PrepareDrawBuffers(stride);
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  ProgramShaderCache::SetShader(m_current_primitive_type);
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  // upload global constants
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  ProgramShaderCache::UploadConstants();
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  // setup the pointers
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  nativeVertexFmt->SetupVertexPointers();
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  Draw(stride);
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#if defined(_DEBUG) || defined(DEBUGFAST)
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  if (g_ActiveConfig.iLog & CONF_SAVESHADERS)
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  {
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    // save the shaders
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    ProgramShaderCache::PCacheEntry prog = ProgramShaderCache::GetShaderProgram();
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    std::string filename = StringFromFormat(
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        "%sps%.3d.txt", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), g_ActiveConfig.iSaveTargetId);
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    std::ofstream fps;
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    OpenFStream(fps, filename, std::ios_base::out);
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    fps << prog.shader.strpprog;
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    filename = StringFromFormat("%svs%.3d.txt", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(),
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                                g_ActiveConfig.iSaveTargetId);
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    std::ofstream fvs;
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    OpenFStream(fvs, filename, std::ios_base::out);
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    fvs << prog.shader.strvprog;
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  }
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#endif
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  g_Config.iSaveTargetId++;
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  ClearEFBCache();
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}
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}  // namespace
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