197 lines
6.4 KiB
C++
197 lines
6.4 KiB
C++
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// Copyright (C) 2003-2008 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "GLUtil.h"
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#include "Profiler.h"
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#include "x64Emitter.h"
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#include "ABI.h"
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#include "MemoryUtil.h"
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#include "VertexShader.h"
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#include "CPMemory.h"
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#include "NativeVertexFormat.h"
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#define COMPILED_CODE_SIZE 4096
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// Note the use of CallCdeclFunction3I etc.
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// This is a horrible hack that is necessary because in 64-bit mode, Opengl32.dll is based way, way above the 32-bit
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// address space that is within reach of a CALL, and just doing &fn gives us these high uncallable addresses. So we
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// want to grab the function pointers from the import table instead.
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// This problem does not apply to glew functions, only core opengl32 functions.
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// Here's some global state. We only use this to keep track of what we've sent to the OpenGL state
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// machine.
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DECLARE_IMPORT(glNormalPointer);
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DECLARE_IMPORT(glVertexPointer);
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DECLARE_IMPORT(glColorPointer);
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DECLARE_IMPORT(glTexCoordPointer);
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NativeVertexFormat::NativeVertexFormat()
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{
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m_compiledCode = (u8 *)AllocateExecutableMemory(COMPILED_CODE_SIZE, false);
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m_numPipelineStages = 0;
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if (m_compiledCode) {
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memset(m_compiledCode, 0, COMPILED_CODE_SIZE);
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}
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}
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NativeVertexFormat::~NativeVertexFormat()
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{
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FreeMemoryPages(m_compiledCode, COMPILED_CODE_SIZE);
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m_compiledCode = 0;
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}
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void NativeVertexFormat::Initialize(const TVtxDesc &vtx_desc, const TVtxAttr &vtx_attr)
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{
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using namespace Gen;
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const int col[2] = {vtx_desc.Color0, vtx_desc.Color1};
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// TextureCoord
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const int tc[8] = {
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vtx_desc.Tex0Coord, vtx_desc.Tex1Coord, vtx_desc.Tex2Coord, vtx_desc.Tex3Coord,
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vtx_desc.Tex4Coord, vtx_desc.Tex5Coord, vtx_desc.Tex6Coord, vtx_desc.Tex7Coord,
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};
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DVSTARTPROFILE();
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if (m_VBVertexStride & 3) {
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// make sure all strides are at least divisible by 4 (some gfx cards experience a 3x speed boost)
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m_VBStridePad = 4 - (m_VBVertexStride & 3);
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m_VBVertexStride += m_VBStridePad;
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}
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// compile the pointer set function - why?
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u8 *old_code_ptr = GetWritableCodePtr();
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SetCodePtr(m_compiledCode);
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Util::EmitPrologue(6);
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int offset = 0;
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// Position
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if (vtx_desc.Position != NOT_PRESENT) { // TODO: Why the check? Always present, AFAIK!
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CallCdeclFunction4_I(glVertexPointer, 3, GL_FLOAT, m_VBVertexStride, offset);
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offset += 12;
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}
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// Normals
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if (vtx_desc.Normal != NOT_PRESENT) {
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switch (vtx_attr.NormalFormat) {
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case FORMAT_UBYTE:
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case FORMAT_BYTE:
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CallCdeclFunction3_I(glNormalPointer, GL_BYTE, m_VBVertexStride, offset); offset += 3;
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if (vtx_attr.NormalElements) {
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CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_NORM1_ATTRIB, 3, GL_BYTE, GL_TRUE, m_VBVertexStride, offset); offset += 3;
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CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_NORM2_ATTRIB, 3, GL_BYTE, GL_TRUE, m_VBVertexStride, offset); offset += 3;
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}
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break;
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case FORMAT_USHORT:
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case FORMAT_SHORT:
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CallCdeclFunction3_I(glNormalPointer, GL_SHORT, m_VBVertexStride, offset); offset += 6;
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if (vtx_attr.NormalElements) {
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CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_NORM1_ATTRIB, 3, GL_SHORT, GL_TRUE, m_VBVertexStride, offset); offset += 6;
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CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_NORM2_ATTRIB, 3, GL_SHORT, GL_TRUE, m_VBVertexStride, offset); offset += 6;
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}
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break;
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case FORMAT_FLOAT:
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CallCdeclFunction3_I(glNormalPointer, GL_FLOAT, m_VBVertexStride, offset); offset += 12;
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if (vtx_attr.NormalElements) {
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CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_NORM1_ATTRIB, 3, GL_FLOAT, GL_TRUE, m_VBVertexStride, offset); offset += 12;
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CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_NORM2_ATTRIB, 3, GL_FLOAT, GL_TRUE, m_VBVertexStride, offset); offset += 12;
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}
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break;
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default: _assert_(0); break;
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}
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}
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// TODO : With byte or short normals above, offset will be misaligned (not 4byte aligned)! Ugh!
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for (int i = 0; i < 2; i++) {
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if (col[i] != NOT_PRESENT) {
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if (i)
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CallCdeclFunction4((void *)glSecondaryColorPointer, 4, GL_UNSIGNED_BYTE, m_VBVertexStride, offset);
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else
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CallCdeclFunction4_I(glColorPointer, 4, GL_UNSIGNED_BYTE, m_VBVertexStride, offset);
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offset += 4;
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}
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}
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// TextureCoord
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for (int i = 0; i < 8; i++) {
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if (tc[i] != NOT_PRESENT || (m_components & (VB_HAS_TEXMTXIDX0 << i))) {
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int id = GL_TEXTURE0 + i;
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#ifdef _M_X64
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#ifdef _MSC_VER
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MOV(32, R(RCX), Imm32(id));
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#else
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MOV(32, R(RDI), Imm32(id));
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#endif
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#else
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ABI_AlignStack(1 * 4);
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PUSH(32, Imm32(id));
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#endif
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CALL((void *)glClientActiveTexture);
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#ifndef _M_X64
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#ifdef _WIN32
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// don't inc stack on windows, stdcall
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#else
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ABI_RestoreStack(1 * 4);
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#endif
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#endif
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// TODO : More potential disalignment!
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if (m_components & (VB_HAS_TEXMTXIDX0 << i)) {
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if (tc[i] != NOT_PRESENT) {
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CallCdeclFunction4_I(glTexCoordPointer, 3, GL_FLOAT, m_VBVertexStride, offset);
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offset += 12;
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}
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else {
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CallCdeclFunction4_I(glTexCoordPointer, 3, GL_SHORT, m_VBVertexStride, offset);
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offset += 6;
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}
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}
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else {
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CallCdeclFunction4_I(glTexCoordPointer, vtx_attr.texCoord[i].Elements ? 2 : 1, GL_FLOAT, m_VBVertexStride, offset);
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offset += 4 * (vtx_attr.texCoord[i].Elements?2:1);
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}
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}
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}
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if (vtx_desc.PosMatIdx) {
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CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_POSMTX_ATTRIB, 1, GL_UNSIGNED_BYTE, GL_FALSE, m_VBVertexStride, offset);
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offset += 1;
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}
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_assert_(offset+m_VBStridePad == m_VBVertexStride);
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Util::EmitEpilogue(6);
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if (Gen::GetCodePtr() - (u8*)m_compiledCode > COMPILED_CODE_SIZE)
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{
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Crash();
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}
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SetCodePtr(old_code_ptr);
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}
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void NativeVertexFormat::RunPipelineOnce(const TVtxAttr &vtx_attr) const
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{
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for (int i = 0; i < m_numPipelineStages; i++)
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m_PipelineStages[i](&vtx_attr);
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}
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