dolphin/Source/Plugins/Plugin_VideoDX9/Src/VertexManager.cpp

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// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include "Common.h"
#include "FileUtil.h"
#include "D3DBase.h"
#include "Fifo.h"
#include "Statistics.h"
#include "VertexManager.h"
#include "OpcodeDecoding.h"
#include "IndexGenerator.h"
#include "VertexShaderManager.h"
#include "VertexShaderCache.h"
#include "PixelShaderManager.h"
#include "PixelShaderCache.h"
#include "NativeVertexFormat.h"
#include "TextureCache.h"
#include "main.h"
#include "BPStructs.h"
#include "XFStructs.h"
#include "Debugger.h"
#include "VideoConfig.h"
// internal state for loading vertices
extern NativeVertexFormat *g_nativeVertexFmt;
namespace DX9
{
//This are the initially requeted size for the buffers expresed in elements
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const u32 IBUFFER_SIZE = VertexManager::MAXIBUFFERSIZE * sizeof(u16) * 8;
const u32 VBUFFER_SIZE = VertexManager::MAXVBUFFERSIZE;
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const u32 MAX_VBUFFER_COUNT = 2;
inline void DumpBadShaders()
{
#if defined(_DEBUG) || defined(DEBUGFAST)
// TODO: Reimplement!
/* std::string error_shaders;
error_shaders.append(VertexShaderCache::GetCurrentShaderCode());
error_shaders.append(PixelShaderCache::GetCurrentShaderCode());
char filename[512] = "bad_shader_combo_0.txt";
int which = 0;
while (File::Exists(filename))
{
which++;
sprintf(filename, "bad_shader_combo_%i.txt", which);
}
File::WriteStringToFile(true, error_shaders, filename);
PanicAlert("DrawIndexedPrimitiveUP failed. Shaders written to %s", filename);*/
#endif
}
void VertexManager::CreateDeviceObjects()
{
m_buffers_count = 0;
m_vertex_buffers = NULL;
m_index_buffers = NULL;
D3DCAPS9 DeviceCaps = D3D::GetCaps();
u32 devicevMaxBufferSize = DeviceCaps.MaxPrimitiveCount * 3 * DeviceCaps.MaxStreamStride;
//Calculate Device Dependant size
m_vertex_buffer_size = (VBUFFER_SIZE > devicevMaxBufferSize) ? devicevMaxBufferSize : VBUFFER_SIZE;
m_index_buffer_size = (IBUFFER_SIZE > DeviceCaps.MaxVertexIndex) ? DeviceCaps.MaxVertexIndex : IBUFFER_SIZE;
//if device caps are not enough for Vbuffer fall back to vertex arrays
if (m_index_buffer_size < MAXIBUFFERSIZE || m_vertex_buffer_size < MAXVBUFFERSIZE) return;
m_vertex_buffers = new LPDIRECT3DVERTEXBUFFER9[MAX_VBUFFER_COUNT];
m_index_buffers = new LPDIRECT3DINDEXBUFFER9[MAX_VBUFFER_COUNT];
bool Fail = false;
for (m_current_vertex_buffer = 0; m_current_vertex_buffer < MAX_VBUFFER_COUNT; m_current_vertex_buffer++)
{
m_vertex_buffers[m_current_vertex_buffer] = NULL;
m_index_buffers[m_current_vertex_buffer] = NULL;
}
for (m_current_vertex_buffer = 0; m_current_vertex_buffer < MAX_VBUFFER_COUNT; m_current_vertex_buffer++)
{
if(FAILED( D3D::dev->CreateVertexBuffer( m_vertex_buffer_size, D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &m_vertex_buffers[m_current_vertex_buffer], NULL ) ) )
{
Fail = true;
break;
}
if( FAILED( D3D::dev->CreateIndexBuffer( m_index_buffer_size * sizeof(u16), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &m_index_buffers[m_current_vertex_buffer], NULL ) ) )
{
Fail = true;
return;
}
}
m_buffers_count = m_current_vertex_buffer;
m_current_vertex_buffer = 0;
m_current_index_buffer = 0;
m_index_buffer_cursor = m_index_buffer_size;
m_vertex_buffer_cursor = m_vertex_buffer_size;
m_current_stride = 0;
if (Fail)
{
m_buffers_count--;
if (m_buffers_count < 2)
{
//Error creating Vertex buffers. clean and fall to Vertex arrays
m_buffers_count = MAX_VBUFFER_COUNT;
DestroyDeviceObjects();
}
}
}
void VertexManager::DestroyDeviceObjects()
{
D3D::SetStreamSource( 0, NULL, 0, 0);
D3D::SetIndices(NULL);
for (int i = 0; i < MAX_VBUFFER_COUNT; i++)
{
if(m_vertex_buffers)
{
if (m_vertex_buffers[i])
{
m_vertex_buffers[i]->Release();
m_vertex_buffers[i] = NULL;
}
}
if (m_index_buffers[i])
{
m_index_buffers[i]->Release();
m_index_buffers[i] = NULL;
}
}
if(m_vertex_buffers)
delete [] m_vertex_buffers;
if(m_index_buffers)
delete [] m_index_buffers;
m_vertex_buffers = NULL;
m_index_buffers = NULL;
}
void VertexManager::PrepareDrawBuffers(u32 stride)
{
if (!m_buffers_count)
{
return;
}
u8* pVertices;
u16* pIndices;
int datasize = IndexGenerator::GetNumVerts() * stride;
int TdataSize = IndexGenerator::GetTriangleindexLen();
int LDataSize = IndexGenerator::GetLineindexLen();
int PDataSize = IndexGenerator::GetPointindexLen();
int IndexDataSize = TdataSize + LDataSize;
DWORD LockMode = D3DLOCK_NOOVERWRITE;
m_vertex_buffer_cursor--;
m_vertex_buffer_cursor = m_vertex_buffer_cursor - (m_vertex_buffer_cursor % stride) + stride;
if (m_vertex_buffer_cursor > m_vertex_buffer_size - datasize)
{
LockMode = D3DLOCK_DISCARD;
m_vertex_buffer_cursor = 0;
m_current_vertex_buffer = (m_current_vertex_buffer + 1) % m_buffers_count;
}
if(FAILED(m_vertex_buffers[m_current_vertex_buffer]->Lock(m_vertex_buffer_cursor, datasize,(VOID**)(&pVertices), LockMode)))
{
DestroyDeviceObjects();
return;
}
memcpy(pVertices, s_pBaseBufferPointer, datasize);
m_vertex_buffers[m_current_vertex_buffer]->Unlock();
LockMode = D3DLOCK_NOOVERWRITE;
if (m_index_buffer_cursor > m_index_buffer_size - IndexDataSize)
{
LockMode = D3DLOCK_DISCARD;
m_index_buffer_cursor = 0;
m_current_index_buffer = (m_current_index_buffer + 1) % m_buffers_count;
}
if(FAILED(m_index_buffers[m_current_index_buffer]->Lock(m_index_buffer_cursor * sizeof(u16), IndexDataSize * sizeof(u16), (VOID**)(&pIndices), LockMode )))
{
DestroyDeviceObjects();
return;
}
if(TdataSize)
{
memcpy(pIndices, GetTriangleIndexBuffer(), TdataSize * sizeof(u16));
pIndices += TdataSize;
}
if(LDataSize)
{
memcpy(pIndices, GetLineIndexBuffer(), LDataSize * sizeof(u16));
pIndices += LDataSize;
}
m_index_buffers[m_current_index_buffer]->Unlock();
if(m_current_stride != stride || m_vertex_buffer_cursor == 0)
{
m_current_stride = stride;
D3D::SetStreamSource( 0, m_vertex_buffers[m_current_vertex_buffer], 0, stride);
}
if (m_index_buffer_cursor == 0)
{
D3D::SetIndices(m_index_buffers[m_current_index_buffer]);
}
}
void VertexManager::DrawVertexBuffer(int stride)
{
int triangles = IndexGenerator::GetNumTriangles();
int lines = IndexGenerator::GetNumLines();
int points = IndexGenerator::GetNumPoints();
int numverts = IndexGenerator::GetNumVerts();
int StartIndex = m_index_buffer_cursor;
int basevertex = m_vertex_buffer_cursor / stride;
if (triangles > 0)
{
if (FAILED(D3D::dev->DrawIndexedPrimitive(
D3DPT_TRIANGLELIST,
basevertex,
0,
numverts,
StartIndex,
triangles)))
{
DumpBadShaders();
}
StartIndex += IndexGenerator::GetTriangleindexLen();
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
if (lines > 0)
{
if (FAILED(D3D::dev->DrawIndexedPrimitive(
D3DPT_LINELIST,
basevertex,
0,
numverts,
StartIndex,
IndexGenerator::GetNumLines())))
{
DumpBadShaders();
}
StartIndex += IndexGenerator::GetLineindexLen();
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
if (points > 0)
{
//DrawIndexedPrimitive does not support point list so we have to draw the points one by one
for (int i = 0; i < points; i++)
{
if (FAILED(D3D::dev->DrawPrimitive(
D3DPT_POINTLIST,
basevertex + GetPointIndexBuffer()[i],
1)))
{
DumpBadShaders();
}
INCSTAT(stats.thisFrame.numDrawCalls);
}
}
}
void VertexManager::DrawVertexArray(int stride)
{
int triangles = IndexGenerator::GetNumTriangles();
int lines = IndexGenerator::GetNumLines();
int points = IndexGenerator::GetNumPoints();
int numverts = IndexGenerator::GetNumVerts();
if (triangles > 0)
{
if (FAILED(D3D::dev->DrawIndexedPrimitiveUP(
D3DPT_TRIANGLELIST,
0, numverts, triangles,
GetTriangleIndexBuffer(),
D3DFMT_INDEX16,
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s_pBaseBufferPointer,
stride)))
{
DumpBadShaders();
}
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
if (lines > 0)
{
if (FAILED(D3D::dev->DrawIndexedPrimitiveUP(
D3DPT_LINELIST,
0, numverts, lines,
GetLineIndexBuffer(),
D3DFMT_INDEX16,
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s_pBaseBufferPointer,
stride)))
{
DumpBadShaders();
}
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
if (points > 0)
{
if (FAILED(D3D::dev->DrawIndexedPrimitiveUP(
D3DPT_POINTLIST,
0, numverts, points,
GetPointIndexBuffer(),
D3DFMT_INDEX16,
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s_pBaseBufferPointer,
stride)))
{
DumpBadShaders();
}
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
}
void VertexManager::vFlush()
{
u32 usedtextures = 0;
for (u32 i = 0; i < (u32)bpmem.genMode.numtevstages + 1; ++i)
if (bpmem.tevorders[i / 2].getEnable(i & 1))
usedtextures |= 1 << bpmem.tevorders[i/2].getTexMap(i & 1);
if (bpmem.genMode.numindstages > 0)
for (unsigned int i = 0; i < bpmem.genMode.numtevstages + 1; ++i)
if (bpmem.tevind[i].IsActive() && bpmem.tevind[i].bt < bpmem.genMode.numindstages)
usedtextures |= 1 << bpmem.tevindref.getTexMap(bpmem.tevind[i].bt);
for (unsigned int i = 0; i < 8; i++)
{
if (usedtextures & (1 << i))
{
g_renderer->SetSamplerState(i & 3, i >> 2);
FourTexUnits &tex = bpmem.tex[i >> 2];
TextureCache::TCacheEntryBase* tentry = TextureCache::Load(i,
(tex.texImage3[i&3].image_base/* & 0x1FFFFF*/) << 5,
tex.texImage0[i&3].width + 1, tex.texImage0[i&3].height + 1,
tex.texImage0[i&3].format, tex.texTlut[i&3].tmem_offset<<9,
tex.texTlut[i&3].tlut_format,
(tex.texMode0[i&3].min_filter & 3),
(tex.texMode1[i&3].max_lod + 0xf) / 0x10,
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tex.texImage1[i&3].image_type);
if (tentry)
{
// 0s are probably for no manual wrapping needed.
PixelShaderManager::SetTexDims(i, tentry->native_width, tentry->native_height, 0, 0);
}
else
ERROR_LOG(VIDEO, "error loading texture");
}
}
// set global constants
VertexShaderManager::SetConstants();
PixelShaderManager::SetConstants();
u32 stride = g_nativeVertexFmt->GetVertexStride();
if (!PixelShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components))
{
GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
goto shader_fail;
}
if (!VertexShaderCache::SetShader(g_nativeVertexFmt->m_components))
{
GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set vertex shader\n");});
goto shader_fail;
}
PrepareDrawBuffers(stride);
g_nativeVertexFmt->SetupVertexPointers();
if(m_buffers_count)
{
DrawVertexBuffer(stride);
}
else
{
DrawVertexArray(stride);
}
bool useDstAlpha = !g_ActiveConfig.bDstAlphaPass && bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate &&
bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;
if (useDstAlpha)
{
if (!PixelShaderCache::SetShader(DSTALPHA_ALPHA_PASS, g_nativeVertexFmt->m_components))
{
GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
goto shader_fail;
}
// update alpha only
g_renderer->ApplyState(true);
if(m_buffers_count)
{
DrawVertexBuffer(stride);
}
else
{
DrawVertexArray(stride);
}
g_renderer->RestoreState();
}
GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true);
shader_fail:
if(m_buffers_count)
{
m_index_buffer_cursor += IndexGenerator::GetTriangleindexLen() + IndexGenerator::GetLineindexLen() + IndexGenerator::GetPointindexLen();
m_vertex_buffer_cursor += IndexGenerator::GetNumVerts() * stride;
}
}
}