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

199 lines
5.4 KiB
C++
Raw Normal View History

// 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 "Profiler.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/debugger.h"
// internal state for loading vertices
extern NativeVertexFormat *g_nativeVertexFmt;
namespace DX9
{
inline void DumpBadShaders()
{
#if defined(_DEBUG) || defined(DEBUGFAST)
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::Draw(int stride)
{
if (IndexGenerator::GetNumTriangles() > 0)
{
if (FAILED(D3D::dev->DrawIndexedPrimitiveUP(
D3DPT_TRIANGLELIST,
0, IndexGenerator::GetNumVerts(), IndexGenerator::GetNumTriangles(),
TIBuffer,
D3DFMT_INDEX16,
LocalVBuffer,
stride)))
{
DumpBadShaders();
}
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
if (IndexGenerator::GetNumLines() > 0)
{
if (FAILED(D3D::dev->DrawIndexedPrimitiveUP(
D3DPT_LINELIST,
0, IndexGenerator::GetNumVerts(), IndexGenerator::GetNumLines(),
LIBuffer,
D3DFMT_INDEX16,
LocalVBuffer,
stride)))
{
DumpBadShaders();
}
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
if (IndexGenerator::GetNumPoints() > 0)
{
if (FAILED(D3D::dev->DrawIndexedPrimitiveUP(
D3DPT_POINTLIST,
0, IndexGenerator::GetNumVerts(), IndexGenerator::GetNumPoints(),
PIBuffer,
D3DFMT_INDEX16,
LocalVBuffer,
stride)))
{
DumpBadShaders();
}
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
}
void VertexManager::vFlush()
{
if (LocalVBuffer == s_pCurBufferPointer) return;
if (Flushed) return;
Flushed = true;
VideoFifo_CheckEFBAccess();
DVSTARTPROFILE();
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))
{
Renderer::SetSamplerState(i & 3, i >> 2);
FourTexUnits &tex = bpmem.tex[i >> 2];
TextureCache::TCacheEntry* 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.texMode0[i&3].min_filter != 8) && g_ActiveConfig.bUseNativeMips,
(tex.texMode1[i&3].max_lod >> 4));
if (tentry)
{
// 0s are probably for no manual wrapping needed.
PixelShaderManager::SetTexDims(i, tentry->w, tentry->h, 0, 0);
}
else
ERROR_LOG(VIDEO, "error loading texture");
}
}
// set global constants
VertexShaderManager::SetConstants();
PixelShaderManager::SetConstants();
if (!PixelShaderCache::SetShader(false,g_nativeVertexFmt->m_components))
{
DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
goto shader_fail;
}
if (!VertexShaderCache::SetShader(g_nativeVertexFmt->m_components))
{
DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set vertex shader\n");});
goto shader_fail;
}
int stride = g_nativeVertexFmt->GetVertexStride();
g_nativeVertexFmt->SetupVertexPointers();
Draw(stride);
if (bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate)
{
DWORD write = 0;
if (!PixelShaderCache::SetShader(true, g_nativeVertexFmt->m_components))
{
DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
goto shader_fail;
}
// update alpha only
D3D::ChangeRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA);
D3D::ChangeRenderState(D3DRS_ALPHABLENDENABLE, false);
Draw(stride);
D3D::RefreshRenderState(D3DRS_COLORWRITEENABLE);
D3D::RefreshRenderState(D3DRS_ALPHABLENDENABLE);
}
DEBUGGER_PAUSE_AT(NEXT_FLUSH,true);
shader_fail:
ResetBuffer();
}
}