dolphin/Source/Plugins/Plugin_VideoOGL/Src/NativeVertexFormat.cpp

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// Copyright (C) 2003-2008 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 "GLUtil.h"
#include "Profiler.h"
#include "x64Emitter.h"
#include "ABI.h"
#include "MemoryUtil.h"
#include "VertexShader.h"
#include "CPMemory.h"
#include "NativeVertexFormat.h"
#define COMPILED_CODE_SIZE 4096
// Note the use of CallCdeclFunction3I etc.
// This is a horrible hack that is necessary because in 64-bit mode, Opengl32.dll is based way, way above the 32-bit
// address space that is within reach of a CALL, and just doing &fn gives us these high uncallable addresses. So we
// want to grab the function pointers from the import table instead.
// This problem does not apply to glew functions, only core opengl32 functions.
// Here's some global state. We only use this to keep track of what we've sent to the OpenGL state
// machine.
DECLARE_IMPORT(glNormalPointer);
DECLARE_IMPORT(glVertexPointer);
DECLARE_IMPORT(glColorPointer);
DECLARE_IMPORT(glTexCoordPointer);
NativeVertexFormat::NativeVertexFormat()
{
m_compiledCode = (u8 *)AllocateExecutableMemory(COMPILED_CODE_SIZE, false);
m_numPipelineStages = 0;
if (m_compiledCode) {
memset(m_compiledCode, 0, COMPILED_CODE_SIZE);
}
}
NativeVertexFormat::~NativeVertexFormat()
{
FreeMemoryPages(m_compiledCode, COMPILED_CODE_SIZE);
m_compiledCode = 0;
}
void NativeVertexFormat::Initialize(const TVtxDesc &vtx_desc, const TVtxAttr &vtx_attr)
{
using namespace Gen;
const int col[2] = {vtx_desc.Color0, vtx_desc.Color1};
// TextureCoord
const int tc[8] = {
vtx_desc.Tex0Coord, vtx_desc.Tex1Coord, vtx_desc.Tex2Coord, vtx_desc.Tex3Coord,
vtx_desc.Tex4Coord, vtx_desc.Tex5Coord, vtx_desc.Tex6Coord, vtx_desc.Tex7Coord,
};
DVSTARTPROFILE();
if (m_VBVertexStride & 3) {
// make sure all strides are at least divisible by 4 (some gfx cards experience a 3x speed boost)
m_VBStridePad = 4 - (m_VBVertexStride & 3);
m_VBVertexStride += m_VBStridePad;
}
// compile the pointer set function - why?
u8 *old_code_ptr = GetWritableCodePtr();
SetCodePtr(m_compiledCode);
Util::EmitPrologue(6);
int offset = 0;
// Position
if (vtx_desc.Position != NOT_PRESENT) { // TODO: Why the check? Always present, AFAIK!
CallCdeclFunction4_I(glVertexPointer, 3, GL_FLOAT, m_VBVertexStride, offset);
offset += 12;
}
// Normals
if (vtx_desc.Normal != NOT_PRESENT) {
switch (vtx_attr.NormalFormat) {
case FORMAT_UBYTE:
case FORMAT_BYTE:
CallCdeclFunction3_I(glNormalPointer, GL_BYTE, m_VBVertexStride, offset); offset += 3;
if (vtx_attr.NormalElements) {
CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_NORM1_ATTRIB, 3, GL_BYTE, GL_TRUE, m_VBVertexStride, offset); offset += 3;
CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_NORM2_ATTRIB, 3, GL_BYTE, GL_TRUE, m_VBVertexStride, offset); offset += 3;
}
break;
case FORMAT_USHORT:
case FORMAT_SHORT:
CallCdeclFunction3_I(glNormalPointer, GL_SHORT, m_VBVertexStride, offset); offset += 6;
if (vtx_attr.NormalElements) {
CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_NORM1_ATTRIB, 3, GL_SHORT, GL_TRUE, m_VBVertexStride, offset); offset += 6;
CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_NORM2_ATTRIB, 3, GL_SHORT, GL_TRUE, m_VBVertexStride, offset); offset += 6;
}
break;
case FORMAT_FLOAT:
CallCdeclFunction3_I(glNormalPointer, GL_FLOAT, m_VBVertexStride, offset); offset += 12;
if (vtx_attr.NormalElements) {
CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_NORM1_ATTRIB, 3, GL_FLOAT, GL_TRUE, m_VBVertexStride, offset); offset += 12;
CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_NORM2_ATTRIB, 3, GL_FLOAT, GL_TRUE, m_VBVertexStride, offset); offset += 12;
}
break;
default: _assert_(0); break;
}
}
// TODO : With byte or short normals above, offset will be misaligned (not 4byte aligned)! Ugh!
for (int i = 0; i < 2; i++) {
if (col[i] != NOT_PRESENT) {
if (i)
CallCdeclFunction4((void *)glSecondaryColorPointer, 4, GL_UNSIGNED_BYTE, m_VBVertexStride, offset);
else
CallCdeclFunction4_I(glColorPointer, 4, GL_UNSIGNED_BYTE, m_VBVertexStride, offset);
offset += 4;
}
}
// TextureCoord
for (int i = 0; i < 8; i++) {
if (tc[i] != NOT_PRESENT || (m_components & (VB_HAS_TEXMTXIDX0 << i))) {
int id = GL_TEXTURE0 + i;
#ifdef _M_X64
#ifdef _MSC_VER
MOV(32, R(RCX), Imm32(id));
#else
MOV(32, R(RDI), Imm32(id));
#endif
#else
ABI_AlignStack(1 * 4);
PUSH(32, Imm32(id));
#endif
CALL((void *)glClientActiveTexture);
#ifndef _M_X64
#ifdef _WIN32
// don't inc stack on windows, stdcall
#else
ABI_RestoreStack(1 * 4);
#endif
#endif
// TODO : More potential disalignment!
if (m_components & (VB_HAS_TEXMTXIDX0 << i)) {
if (tc[i] != NOT_PRESENT) {
CallCdeclFunction4_I(glTexCoordPointer, 3, GL_FLOAT, m_VBVertexStride, offset);
offset += 12;
}
else {
CallCdeclFunction4_I(glTexCoordPointer, 3, GL_SHORT, m_VBVertexStride, offset);
offset += 6;
}
}
else {
CallCdeclFunction4_I(glTexCoordPointer, vtx_attr.texCoord[i].Elements ? 2 : 1, GL_FLOAT, m_VBVertexStride, offset);
offset += 4 * (vtx_attr.texCoord[i].Elements?2:1);
}
}
}
if (vtx_desc.PosMatIdx) {
CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_POSMTX_ATTRIB, 1, GL_UNSIGNED_BYTE, GL_FALSE, m_VBVertexStride, offset);
offset += 1;
}
_assert_(offset+m_VBStridePad == m_VBVertexStride);
Util::EmitEpilogue(6);
if (Gen::GetCodePtr() - (u8*)m_compiledCode > COMPILED_CODE_SIZE)
{
Crash();
}
SetCodePtr(old_code_ptr);
}
void NativeVertexFormat::RunPipelineOnce(const TVtxAttr &vtx_attr) const
{
for (int i = 0; i < m_numPipelineStages; i++)
m_PipelineStages[i](&vtx_attr);
}