dolphin/Source/Plugins/Plugin_VideoDX9/Src/VertexHandler.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 "D3DBase.h"
#include "Common.h"
#include "Globals.h"
#include "VertexHandler.h"
#include "OpcodeDecoding.h"
#include "TransformEngine.h"
#include "IndexGenerator.h"
#include "BPStructs.h"
#include "XFStructs.h"
#include "ShaderManager.h"
#include "Utils.h"
using namespace D3D;
//TODO(ector): remove and calculate inline?
float shiftLookup[32];
IndexGenerator indexGen;
Collection CVertexHandler::collection;
LPDIRECT3DVERTEXDECLARATION9 vDecl;
D3DVertex *fakeVBuffer;
u16 *fakeIBuffer;
#define MAXVBUFFERSIZE 65536*3
#define MAXIBUFFERSIZE 65536*3
const D3DVERTEXELEMENT9 decl[] =
{
{ 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
{ 0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0 },
{ 0, 24, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 },
{ 0, 28, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 1 },
{ 0, 32+12*0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
{ 0, 32+12*1, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1 },
{ 0, 32+12*2, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2 },
{ 0, 32+12*3, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 3 },
{ 0, 32+12*4, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 4 },
{ 0, 32+12*5, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 5 },
{ 0, 32+12*6, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 6 },
{ 0, 32+12*7, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 7 },
D3DDECL_END()
};
void CVertexHandler::Init()
{
collection = C_NOTHING;
for (int i = 0; i < 31; i++)
shiftLookup[i] = 1.0f / float(1 << i);
fakeVBuffer = new D3DVertex[65536];
fakeIBuffer = new u16[65536];
CreateDeviceObjects();
}
void CVertexHandler::Shutdown()
{
DestroyDeviceObjects();
delete [] fakeVBuffer;
delete [] fakeIBuffer;
}
void CVertexHandler::CreateDeviceObjects()
{
HRESULT hr;
if( FAILED( hr = D3D::dev->CreateVertexDeclaration( decl, &vDecl) ) )
{
MessageBox(0,"Failed to create vertex declaration","sdfsd",0);
return;
}
}
void CVertexHandler::BeginFrame()
{
D3D::dev->SetVertexDeclaration(vDecl);
//D3D::dev->SetStreamSource(0,vBuffer,0,sizeof(D3DVertex));
}
void CVertexHandler::DestroyDeviceObjects()
{
if (vDecl)
vDecl->Release();
vDecl=0;
}
void CVertexHandler::AddIndices(int _primitive, int _numVertices)
{
switch(_primitive) {
case GX_DRAW_QUADS: indexGen.AddQuads(_numVertices); return;
case GX_DRAW_TRIANGLES: indexGen.AddList(_numVertices); return;
case GX_DRAW_TRIANGLE_STRIP: indexGen.AddStrip(_numVertices); return;
case GX_DRAW_TRIANGLE_FAN: indexGen.AddFan(_numVertices); return;
case GX_DRAW_LINE_STRIP: indexGen.AddLineStrip(_numVertices); return;
case GX_DRAW_LINES: indexGen.AddLineList(_numVertices); return;
case GX_DRAW_POINTS: indexGen.AddPointList(_numVertices); return;
}
}
const Collection collectionTypeLUT[8] =
{
C_TRIANGLES,//quads
C_NOTHING, //nothing
C_TRIANGLES,//triangles
C_TRIANGLES,//strip
C_TRIANGLES,//fan
C_LINES, //lines
C_LINES, //linestrip
C_POINTS //guess :P
};
D3DVertex *vbufferwrite;
void CVertexHandler::DrawVertices(int _primitive, int _numVertices, const DecodedVArray *varray)
{
if (_numVertices <= 0) //This check is pretty stupid...
return;
Collection type = collectionTypeLUT[_primitive];
if (type == C_NOTHING)
return;
DVSTARTPROFILE();
_assert_msg_(type != C_NOTHING, "type == C_NOTHING!!", "WTF");
if (indexGen.GetNumVerts() > 1000) // TODO(ector): Raise?
Flush();
ADDSTAT(stats.thisFrame.numPrims, _numVertices);
if (collection != type)
{
//We are NOT collecting the right type.
Flush();
collection = type;
u16 *ptr = 0;
if (type != C_POINTS)
{
ptr = fakeIBuffer;
indexGen.Start((unsigned short*)ptr);
AddIndices(_primitive,_numVertices);
}
vbufferwrite = fakeVBuffer;
if (_numVertices >= MAXVBUFFERSIZE)
MessageBox(NULL, "To much vertices for the buffer", "Video.DLL", MB_OK);
CTransformEngine::TransformVertices(_numVertices,varray,vbufferwrite);
}
else //We are collecting the right type, keep going
{
_assert_msg_(vbufferwrite!=0, "collecting: vbufferwrite == 0!","WTF");
INCSTAT(stats.numJoins);
//Success, keep adding to unlocked buffer
int last=indexGen.GetNumVerts();
AddIndices(_primitive,_numVertices);
if (_numVertices >= MAXVBUFFERSIZE)
MessageBox(NULL, "Too many vertices for the buffer", "Video.DLL", MB_OK);
CTransformEngine::TransformVertices(_numVertices,varray,vbufferwrite + last);
}
}
const D3DPRIMITIVETYPE pts[3] =
{
D3DPT_POINTLIST, //DUMMY
D3DPT_TRIANGLELIST,
D3DPT_LINELIST,
};
void CVertexHandler::Flush()
{
DVSTARTPROFILE();
if (collection != C_NOTHING)
{
ActivateTextures();
int numVertices = indexGen.GetNumVerts();
if (numVertices != 0)
{
PShaderCache::SetShader(); // TODO(ector): only do this if shader has changed
VShaderCache::SetShader(); // TODO(ector): only do this if shader has changed
if (collection != C_POINTS)
{
int numPrimitives = indexGen.GetNumPrims();
D3D::dev->DrawIndexedPrimitiveUP(pts[(int)collection],
0,
numVertices,
numPrimitives,
fakeIBuffer,
D3DFMT_INDEX16,
fakeVBuffer,
sizeof(D3DVertex));
}
else
{
D3D::dev->SetIndices(0);
// D3D::dev->DrawPrimitiveUP(D3DPT_POINTLIST,
// numVertices,
// fakeVBuffer,
// sizeof(D3DVertex));
Renderer::DrawPrimitiveUP( D3DPT_POINTLIST, numVertices, fakeVBuffer, sizeof(D3DVertex) );
}
}
collection = C_NOTHING;
}
}
/*
char szTmp[256];
sprintf(szTmp, "Batch size : %i",_numVertices);
g_VideoInitialize.pLog(szTmp);
char szTemp[256];
sprintf(szTemp, "count: %i", count);
SendMessage(g_VideoInitialize.hStatusBar, SB_SETTEXT,0,(LPARAM)szTemp);
static bool bWaitStep = false;
if (count == 24800)
{
bWaitStep = true;
Renderer::Flush();
}
if (GetAsyncKeyState('J'))
bWaitStep = true;
if (GetAsyncKeyState('U'))
bWaitStep = false;
if (bWaitStep)
{
static bool bKey = false;
while (GetAsyncKeyState('H') == 0)
{
if (GetAsyncKeyState(VK_SPACE))
_asm int 3;
if (GetAsyncKeyState('U'))
{
bWaitStep = false;
break;
}
}
Renderer::Flush();
// wait for key release
while (GetAsyncKeyState ('H')){
};
}
}
*/
// old = bpmem.combiners[0].colorC.hex;