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

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#include "Globals.h"
#include <fstream>
#include <vector>
#include "Config.h"
#include "Statistics.h"
#include "MemoryUtil.h"
#include "Profiler.h"
#include "Render.h"
#include "ImageWrite.h"
#include "BPMemory.h"
#include "TextureMngr.h"
#include "PixelShaderManager.h"
#include "VertexShaderManager.h"
#include "VertexShader.h"
#include "VertexLoader.h"
#include "VertexManager.h"
#define MAX_BUFFER_SIZE 0x4000
// internal state for loading vertices
extern NativeVertexFormat *g_nativeVertexFmt;
namespace VertexManager
{
static GLuint s_vboBuffers[0x40] = {0};
static int s_nCurVBOIndex = 0; // current free buffer
static u8 *s_pBaseBufferPointer = NULL;
static std::vector< std::pair<u32, u32> > s_vStoredPrimitives; // every element, mode and count to be passed to glDrawArrays
static u32 s_prevcomponents; // previous state set
u8* s_pCurBufferPointer = NULL;
static const GLenum c_primitiveType[8] =
{
GL_QUADS,
0, //nothing
GL_TRIANGLES,
GL_TRIANGLE_STRIP,
GL_TRIANGLE_FAN,
GL_LINES,
GL_LINE_STRIP,
GL_POINTS
};
bool Init()
{
s_prevcomponents = 0;
s_pBaseBufferPointer = (u8*)AllocateMemoryPages(MAX_BUFFER_SIZE);
s_pCurBufferPointer = s_pBaseBufferPointer;
s_nCurVBOIndex = 0;
glGenBuffers(ARRAYSIZE(s_vboBuffers), s_vboBuffers);
for (u32 i = 0; i < ARRAYSIZE(s_vboBuffers); ++i) {
glBindBuffer(GL_ARRAY_BUFFER, s_vboBuffers[i]);
glBufferData(GL_ARRAY_BUFFER, MAX_BUFFER_SIZE, NULL, GL_STREAM_DRAW);
}
glEnableClientState(GL_VERTEX_ARRAY);
g_nativeVertexFmt = NULL;
s_vStoredPrimitives.reserve(1000);
GL_REPORT_ERRORD();
return true;
}
void Shutdown()
{
FreeMemoryPages(s_pBaseBufferPointer, MAX_BUFFER_SIZE); s_pBaseBufferPointer = s_pCurBufferPointer = NULL;
glDeleteBuffers(ARRAYSIZE(s_vboBuffers), s_vboBuffers);
memset(s_vboBuffers, 0, sizeof(s_vboBuffers));
s_vStoredPrimitives.resize(0);
s_nCurVBOIndex = 0;
ResetBuffer();
}
void ResetBuffer()
{
s_nCurVBOIndex = (s_nCurVBOIndex + 1) % ARRAYSIZE(s_vboBuffers);
s_pCurBufferPointer = s_pBaseBufferPointer;
s_vStoredPrimitives.resize(0);
}
int GetRemainingSize()
{
return MAX_BUFFER_SIZE - (int)(s_pCurBufferPointer - s_pBaseBufferPointer);
}
void AddVertices(int primitive, int numvertices)
{
_assert_( numvertices > 0 );
ADDSTAT(stats.thisFrame.numPrims, numvertices);
if (s_vStoredPrimitives.size() && s_vStoredPrimitives[s_vStoredPrimitives.size() - 1].first == c_primitiveType[primitive]) {
// We can join primitives for free here. Not likely to help much, though, but whatever...
if (c_primitiveType[primitive] == GL_TRIANGLES ||
c_primitiveType[primitive] == GL_LINES ||
c_primitiveType[primitive] == GL_POINTS ||
c_primitiveType[primitive] == GL_QUADS) {
INCSTAT(stats.thisFrame.numPrimitiveJoins);
// Easy join
std::pair<u32, u32> &last_pair = s_vStoredPrimitives[s_vStoredPrimitives.size() - 1];
last_pair.second += numvertices;
return;
}
// Joining strips is a lot more work but would bring more gain. Not sure if it's worth it though.
}
s_vStoredPrimitives.push_back(std::pair<int, int>(c_primitiveType[primitive], numvertices));
#if defined(_DEBUG) || defined(DEBUGFAST)
static const char *sprims[8] = {"quads", "nothing", "tris", "tstrip", "tfan", "lines", "lstrip", "points"};
PRIM_LOG("prim: %s, c=%d\n", sprims[primitive], numvertices);
#endif
}
void Flush()
{
if (s_vStoredPrimitives.size() == 0)
return;
_assert_(s_pCurBufferPointer != s_pBaseBufferPointer);
#if defined(_DEBUG) || defined(DEBUGFAST)
PRIM_LOG("frame%d:\ncomps=0x%x, texgen=%d, numchan=%d, dualtex=%d, ztex=%d, cole=%d, alpe=%d, ze=%d\n", g_Config.iSaveTargetId, s_prevcomponents, xfregs.numTexGens,
xfregs.nNumChans, (int)xfregs.bEnableDualTexTransform, bpmem.ztex2.op,
bpmem.blendmode.colorupdate, bpmem.blendmode.alphaupdate, bpmem.zmode.updateenable);
for (int i = 0; i < xfregs.nNumChans; ++i) {
LitChannel* ch = &xfregs.colChans[i].color;
PRIM_LOG("colchan%d: matsrc=%d, light=0x%x, ambsrc=%d, diffunc=%d, attfunc=%d\n", i, ch->matsource, ch->GetFullLightMask(), ch->ambsource, ch->diffusefunc, ch->attnfunc);
ch = &xfregs.colChans[i].alpha;
PRIM_LOG("alpchan%d: matsrc=%d, light=0x%x, ambsrc=%d, diffunc=%d, attfunc=%d\n", i, ch->matsource, ch->GetFullLightMask(), ch->ambsource, ch->diffusefunc, ch->attnfunc);
}
for (int i = 0; i < xfregs.numTexGens; ++i) {
TexMtxInfo tinfo = xfregs.texcoords[i].texmtxinfo;
if (tinfo.texgentype != XF_TEXGEN_EMBOSS_MAP ) tinfo.hex &= 0x7ff;
if (tinfo.texgentype != XF_TEXGEN_REGULAR ) tinfo.projection = 0;
PRIM_LOG("txgen%d: proj=%d, input=%d, gentype=%d, srcrow=%d, embsrc=%d, emblght=%d, postmtx=%d, postnorm=%d\n",
i, tinfo.projection, tinfo.inputform, tinfo.texgentype, tinfo.sourcerow, tinfo.embosssourceshift, tinfo.embosslightshift,
xfregs.texcoords[i].postmtxinfo.index, xfregs.texcoords[i].postmtxinfo.normalize);
}
PRIM_LOG("pixel: tev=%d, ind=%d, texgen=%d, dstalpha=%d, alphafunc=0x%x\n", bpmem.genMode.numtevstages+1, bpmem.genMode.numindstages,
bpmem.genMode.numtexgens, (u32)bpmem.dstalpha.enable, (bpmem.alphaFunc.hex>>16)&0xff);
#endif
DVSTARTPROFILE();
GL_REPORT_ERRORD();
glBindBuffer(GL_ARRAY_BUFFER, s_vboBuffers[s_nCurVBOIndex]);
glBufferData(GL_ARRAY_BUFFER, s_pCurBufferPointer - s_pBaseBufferPointer, s_pBaseBufferPointer, GL_STREAM_DRAW);
GL_REPORT_ERRORD();
// setup the pointers
g_nativeVertexFmt->SetupVertexPointers();
GL_REPORT_ERRORD();
// set the textures
{
DVSTARTSUBPROFILE("VertexManager::Flush:textures");
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 (u32 i = 0; i < (u32)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);
}
}
}
u32 nonpow2tex = 0;
for (int i = 0; i < 8; i++) {
if (usedtextures & (1 << i)) {
glActiveTexture(GL_TEXTURE0 + i);
FourTexUnits &tex = bpmem.tex[i >> 2];
TextureMngr::TCacheEntry* tentry = TextureMngr::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);
if (tentry != NULL) {
// texture loaded fine, set dims for pixel shader
if (tentry->isNonPow2) {
PixelShaderMngr::SetTexDims(i, tentry->w, tentry->h, tentry->mode.wrap_s, tentry->mode.wrap_t);
nonpow2tex |= 1 << i;
if (tentry->mode.wrap_s > 0) nonpow2tex |= 1 << (8 + i);
if (tentry->mode.wrap_t > 0) nonpow2tex |= 1 << (16 + i);
TextureMngr::EnableTexRECT(i);
}
// if texture is power of two, set to ones (since don't need scaling)
else
{
PixelShaderMngr::SetTexDims(i, tentry->w, tentry->h, 0, 0);
TextureMngr::EnableTex2D(i);
}
if (g_Config.iLog & CONF_PRIMLOG) {
// save the textures
char strfile[255];
sprintf(strfile, "frames/tex%.3d_%d.tga", g_Config.iSaveTargetId, i);
SaveTexture(strfile, tentry->isNonPow2?GL_TEXTURE_RECTANGLE_ARB:GL_TEXTURE_2D, tentry->texture, tentry->w, tentry->h);
}
}
else {
ERROR_LOG("error loading tex\n");
TextureMngr::DisableStage(i); // disable since won't be used
}
}
else {
TextureMngr::DisableStage(i); // disable since won't be used
}
}
PixelShaderMngr::SetTexturesUsed(nonpow2tex);
}
FRAGMENTSHADER* ps = PixelShaderMngr::GetShader();
VERTEXSHADER* vs = VertexShaderMngr::GetShader(s_prevcomponents);
//if (!ps) PanicAlert("Pixel shader = 0. Argh.");
//if (!vs) PanicAlert("Vertex shader = 0. Argh.");
bool bRestoreBuffers = false;
if (Renderer::GetZBufferTarget()) {
if (bpmem.zmode.updateenable) {
if (!bpmem.blendmode.colorupdate) {
Renderer::SetRenderMode(bpmem.blendmode.alphaupdate?Renderer::RM_ZBufferAlpha:Renderer::RM_ZBufferOnly);
}
}
else {
Renderer::SetRenderMode(Renderer::RM_Normal);
// remove temporarily
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
bRestoreBuffers = true;
}
} else {
Renderer::SetRenderMode(Renderer::RM_Normal);
}
// set global constants
VertexShaderMngr::SetConstants();
PixelShaderMngr::SetConstants();
// finally bind
// TODO - cache progid, check if same as before. Maybe GL does this internally, though.
// This is the really annoying problem with GL - you never know whether it's worth caching stuff yourself.
if (vs) glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vs->glprogid);
if (ps) glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ps->glprogid); // Lego Star Wars crashes here.
#if defined(_DEBUG) || defined(DEBUGFAST)
PRIM_LOG("\n");
#endif
int offset = 0;
for (std::vector< std::pair<u32, u32> >::const_iterator it = s_vStoredPrimitives.begin(); it != s_vStoredPrimitives.end(); ++it)
{
INCSTAT(stats.thisFrame.numDrawCalls);
glDrawArrays(it->first, offset, it->second);
offset += it->second;
}
#if defined(_DEBUG) || defined(DEBUGFAST)
if (g_Config.iLog & CONF_PRIMLOG) {
// save the shaders
char strfile[255];
sprintf(strfile, "frames/ps%.3d.txt", g_Config.iSaveTargetId);
std::ofstream fps(strfile);
fps << ps->strprog.c_str();
sprintf(strfile, "frames/vs%.3d.txt", g_Config.iSaveTargetId);
std::ofstream fvs(strfile);
fvs << vs->strprog.c_str();
}
if (g_Config.iLog & CONF_SAVETARGETS) {
char str[128];
sprintf(str, "frames/targ%.3d.tga", g_Config.iSaveTargetId);
Renderer::SaveRenderTarget(str, 0);
}
#endif
g_Config.iSaveTargetId++;
GL_REPORT_ERRORD();
if (bRestoreBuffers) {
GLenum s_drawbuffers[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
glDrawBuffers(2, s_drawbuffers);
SetColorMask();
}
ResetBuffer();
}
// This should move into NativeVertexFormat
void EnableComponents(u32 components)
{
if (s_prevcomponents != components) {
if (s_vStoredPrimitives.size() != 0)
VertexManager::Flush();
// matrices
if ((components & VB_HAS_POSMTXIDX) != (s_prevcomponents & VB_HAS_POSMTXIDX)) {
if (components & VB_HAS_POSMTXIDX)
glEnableVertexAttribArray(SHADER_POSMTX_ATTRIB);
else
glDisableVertexAttribArray(SHADER_POSMTX_ATTRIB);
}
// normals
if ((components & VB_HAS_NRM0) != (s_prevcomponents & VB_HAS_NRM0)) {
if (components & VB_HAS_NRM0)
glEnableClientState(GL_NORMAL_ARRAY);
else
glDisableClientState(GL_NORMAL_ARRAY);
}
if ((components & VB_HAS_NRM1) != (s_prevcomponents & VB_HAS_NRM1)) {
if (components & VB_HAS_NRM1) {
glEnableVertexAttribArray(SHADER_NORM1_ATTRIB);
glEnableVertexAttribArray(SHADER_NORM2_ATTRIB);
}
else {
glDisableVertexAttribArray(SHADER_NORM1_ATTRIB);
glDisableVertexAttribArray(SHADER_NORM2_ATTRIB);
}
}
// color
for (int i = 0; i < 2; ++i) {
if ((components & (VB_HAS_COL0 << i)) != (s_prevcomponents & (VB_HAS_COL0 << i))) {
if (components & (VB_HAS_COL0 << 0))
glEnableClientState(i ? GL_SECONDARY_COLOR_ARRAY : GL_COLOR_ARRAY);
else
glDisableClientState(i ? GL_SECONDARY_COLOR_ARRAY : GL_COLOR_ARRAY);
}
}
// tex
if (!g_Config.bDisableTexturing) {
for (int i = 0; i < 8; ++i) {
if ((components & (VB_HAS_UV0 << i)) != (s_prevcomponents & (VB_HAS_UV0 << i))) {
glClientActiveTexture(GL_TEXTURE0 + i);
if (components & (VB_HAS_UV0 << i))
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
else
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
}
}
else // Disable Texturing
{
for (int i = 0; i < 8; ++i) {
glClientActiveTexture(GL_TEXTURE0 + i);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
}
// Disable Lighting
// TODO - move to better spot
if (g_Config.bDisableLighting) {
for (int i = 0; i < xfregs.nNumChans; i++)
{
xfregs.colChans[i].alpha.enablelighting = false;
xfregs.colChans[i].color.enablelighting = false;
}
}
s_prevcomponents = components;
}
}
} // namespace