Make it possible to turn off the tiny vertex format setup JIT, may help macosx compatibility work (pretty useless, a jit for the actual vertex loading would have been much more useful)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@993 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
parent
50547cdb58
commit
22e1ecbb51
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@ -18,7 +18,6 @@
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#ifndef _NATIVEVERTEXFORMAT_H
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#define _NATIVEVERTEXFORMAT_H
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#include "CPMemory.h"
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#include "PluginSpecs.h"
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// m_components
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@ -58,6 +57,31 @@ enum {
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#define LOADERDECL __cdecl
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typedef void (LOADERDECL *TPipelineFunction)(const void *);
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enum VarType {
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VAR_BYTE,
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VAR_UNSIGNED_BYTE,
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VAR_SHORT,
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VAR_UNSIGNED_SHORT,
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VAR_FLOAT,
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};
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struct PortableVertexDeclaration
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{
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int stride;
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int num_normals;
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int normal_offset[3];
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VarType normal_gl_type;
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int normal_gl_size;
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VarType color_gl_type; // always GL_UNSIGNED_BYTE
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int color_offset[2];
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VarType texcoord_gl_type[8];
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int texcoord_gl_size[8];
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int texcoord_offset[8];
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int texcoord_size[8];
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int posmtx_offset;
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};
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// The implementation of this class is specific for GL/DX, so NativeVertexFormat.cpp
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// is in the respective plugin, not here in VideoCommon.
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@ -66,15 +90,15 @@ typedef void (LOADERDECL *TPipelineFunction)(const void *);
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class NativeVertexFormat
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{
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u8* m_compiledCode;
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PortableVertexDeclaration vtx_decl;
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public:
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NativeVertexFormat();
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~NativeVertexFormat();
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void Initialize(const TVtxDesc &vtx_desc, const TVtxAttr &vtx_attr);
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void Initialize(const PortableVertexDeclaration &vtx_decl);
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void SetupVertexPointers() const;
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// TODO: move these in under private:
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int m_VBVertexStride; // PC-side vertex stride
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u32 m_components; // VB_HAS_X. Bitmask telling what vertex components are present.
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};
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@ -27,6 +27,10 @@
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#define COMPILED_CODE_SIZE 4096
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#ifdef _WIN32
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#define USE_JIT
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#endif
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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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@ -56,86 +60,52 @@ NativeVertexFormat::~NativeVertexFormat()
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m_compiledCode = 0;
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}
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void NativeVertexFormat::SetupVertexPointers() const {
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// Cast a pointer to compiled code to a pointer to a function taking no parameters, through a (void *) cast first to
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// get around type checking errors, and call it.
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((void (*)())(void*)m_compiledCode)();
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inline GLuint VarToGL(VarType t)
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{
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switch (t) {
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case VAR_BYTE: return GL_BYTE;
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case VAR_UNSIGNED_BYTE: return GL_UNSIGNED_BYTE;
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case VAR_SHORT: return GL_SHORT;
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case VAR_UNSIGNED_SHORT: return GL_UNSIGNED_SHORT;
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case VAR_FLOAT: return GL_FLOAT;
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}
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}
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void NativeVertexFormat::Initialize(const TVtxDesc &vtx_desc, const TVtxAttr &vtx_attr)
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void NativeVertexFormat::Initialize(const PortableVertexDeclaration &vtx_decl)
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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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if (vtx_decl.stride & 3) {
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// We will not allow vertex components causing uneven strides.
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PanicAlert("Uneven vertex stride: %i", m_VBVertexStride);
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PanicAlert("Uneven vertex stride: %i", vtx_decl.stride);
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}
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// compile the pointer set function - why?
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// Alright, we have our vertex declaration. Compile some crazy code to set it quickly using GL.
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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, part 1
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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, 0);
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offset += 12;
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}
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CallCdeclFunction4_I(glVertexPointer, 3, GL_FLOAT, vtx_decl.stride, 0);
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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 += 4;
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if (vtx_attr.NormalElements) {
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CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_NORM1_ATTRIB, 4, GL_BYTE, GL_TRUE, m_VBVertexStride, offset); offset += 4;
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CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_NORM2_ATTRIB, 4, GL_BYTE, GL_TRUE, m_VBVertexStride, offset); offset += 4;
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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 += 8;
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if (vtx_attr.NormalElements) {
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CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_NORM1_ATTRIB, 4, GL_SHORT, GL_TRUE, m_VBVertexStride, offset); offset += 8;
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CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_NORM2_ATTRIB, 4, GL_SHORT, GL_TRUE, m_VBVertexStride, offset); offset += 8;
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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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if (vtx_decl.num_normals >= 1) {
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CallCdeclFunction3_I(glNormalPointer, VarToGL(vtx_decl.normal_gl_type), vtx_decl.stride, vtx_decl.normal_offset[0]);
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if (vtx_decl.num_normals == 3) {
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CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_NORM1_ATTRIB, vtx_decl.normal_gl_size, VarToGL(vtx_decl.normal_gl_type), GL_TRUE, vtx_decl.stride, vtx_decl.normal_offset[1]);
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CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_NORM2_ATTRIB, vtx_decl.normal_gl_size, VarToGL(vtx_decl.normal_gl_type), GL_TRUE, vtx_decl.stride, vtx_decl.normal_offset[2]);
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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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if (vtx_decl.color_offset[i] != -1) {
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if (i == 0)
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CallCdeclFunction4_I(glColorPointer, 4, GL_UNSIGNED_BYTE, vtx_decl.stride, vtx_decl.color_offset[i]);
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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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CallCdeclFunction4((void *)glSecondaryColorPointer, 4, GL_UNSIGNED_BYTE, vtx_decl.stride, vtx_decl.color_offset[i]);
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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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if (vtx_decl.texcoord_offset[i] != -1) {
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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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@ -155,31 +125,16 @@ void NativeVertexFormat::Initialize(const TVtxDesc &vtx_desc, const TVtxAttr &vt
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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 += 8;
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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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CallCdeclFunction4_I(
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glTexCoordPointer, vtx_decl.texcoord_size[i], VarToGL(vtx_decl.texcoord_gl_type[i]),
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vtx_decl.stride, vtx_decl.texcoord_offset[i]);
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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, 4, GL_UNSIGNED_BYTE, GL_FALSE, m_VBVertexStride, offset);
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offset += 4;
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if (vtx_decl.posmtx_offset != -1) {
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CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_POSMTX_ATTRIB, 4, GL_UNSIGNED_BYTE, GL_FALSE, vtx_decl.stride, vtx_decl.posmtx_offset);
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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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}
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SetCodePtr(old_code_ptr);
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this->vtx_decl = vtx_decl;
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}
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void NativeVertexFormat::SetupVertexPointers() const {
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// Cast a pointer to compiled code to a pointer to a function taking no parameters, through a (void *) cast first to
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// get around type checking errors, and call it.
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#ifdef USE_JIT
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((void (*)())(void*)m_compiledCode)();
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#else
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glVertexPointer(3, GL_FLOAT, vtx_decl.stride, 0);
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if (vtx_decl.num_normals >= 1) {
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glNormalPointer(VarToGL(vtx_decl.normal_gl_type), vtx_decl.stride, (void *)vtx_decl.normal_offset[0]);
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if (vtx_decl.num_normals == 3) {
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glVertexAttribPointer(SHADER_NORM1_ATTRIB, vtx_decl.normal_gl_size, VarToGL(vtx_decl.normal_gl_type), GL_TRUE, vtx_decl.stride, (void *)vtx_decl.normal_offset[1]);
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glVertexAttribPointer(SHADER_NORM2_ATTRIB, vtx_decl.normal_gl_size, VarToGL(vtx_decl.normal_gl_type), GL_TRUE, vtx_decl.stride, (void *)vtx_decl.normal_offset[2]);
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}
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}
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for (int i = 0; i < 2; i++) {
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if (vtx_decl.color_offset[i] != -1) {
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if (i == 0)
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glColorPointer(4, GL_UNSIGNED_BYTE, vtx_decl.stride, (void *)vtx_decl.color_offset[i]);
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else
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glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, vtx_decl.stride, (void *)vtx_decl.color_offset[i]);
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}
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}
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for (int i = 0; i < 8; i++) {
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if (vtx_decl.texcoord_offset[i] != -1) {
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int id = GL_TEXTURE0 + i;
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glClientActiveTexture(id);
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glTexCoordPointer(vtx_decl.texcoord_size[i], VarToGL(vtx_decl.texcoord_gl_type[i]),
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vtx_decl.stride, (void *)vtx_decl.texcoord_offset[i]);
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}
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}
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if (vtx_decl.posmtx_offset != -1) {
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glVertexAttribPointer(SHADER_POSMTX_ATTRIB, 4, GL_UNSIGNED_BYTE, GL_FALSE, vtx_decl.stride, (void *)vtx_decl.posmtx_offset);
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}
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#endif
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}
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@ -225,13 +225,24 @@ int VertexLoader::ComputeVertexSize()
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void VertexLoader::CompileVertexTranslator()
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{
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// Colors
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const int col[2] = {m_VtxDesc.Color0, m_VtxDesc.Color1};
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// TextureCoord
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const int tc[8] = {
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m_VtxDesc.Tex0Coord, m_VtxDesc.Tex1Coord, m_VtxDesc.Tex2Coord, m_VtxDesc.Tex3Coord,
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m_VtxDesc.Tex4Coord, m_VtxDesc.Tex5Coord, m_VtxDesc.Tex6Coord, m_VtxDesc.Tex7Coord,
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};
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// Reset pipeline
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m_numPipelineStages = 0;
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// It's a bit ugly that we poke inside m_NativeFmt in this function. Planning to fix this.
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m_NativeFmt->m_VBVertexStride = 0;
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native_stride = 0;
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m_NativeFmt->m_components = 0;
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// Position
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int offset = 0;
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// m_VBVertexStride for texmtx and posmtx is computed later when writing.
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// Position Matrix Index
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if (m_VtxDesc.Tex7MatIdx) {m_NativeFmt->m_components |= VB_HAS_TEXMTXIDX7; WriteCall(TexMtx_ReadDirect_UByte); }
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// Position
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if (m_VtxDesc.Position != NOT_PRESENT)
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m_NativeFmt->m_VBVertexStride += 12;
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if (m_VtxDesc.Position != NOT_PRESENT) {
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offset += 12;
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native_stride += 12;
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}
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switch (m_VtxDesc.Position) {
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case NOT_PRESENT: {_assert_msg_(0, "Vertex descriptor without position!", "WTF?");} break;
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@ -311,29 +324,22 @@ void VertexLoader::CompileVertexTranslator()
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case FORMAT_FLOAT: sizePro = 4*3; break;
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default: _assert_(0); break;
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}
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m_NativeFmt->m_VBVertexStride += sizePro * (m_VtxAttr.NormalElements?3:1);
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native_stride += sizePro * (m_VtxAttr.NormalElements?3:1);
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int numNormals = (m_VtxAttr.NormalElements == 1) ? NRM_THREE : NRM_ONE;
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m_NativeFmt->m_components |= VB_HAS_NRM0;
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if (numNormals == NRM_THREE)
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m_NativeFmt->m_components |= VB_HAS_NRM1 | VB_HAS_NRM2;
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}
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// Colors
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int col[2] = {m_VtxDesc.Color0, m_VtxDesc.Color1};
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for (int i = 0; i < 2; i++) {
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SetupColor(i, col[i], m_VtxAttr.color[i].Comp, m_VtxAttr.color[i].Elements);
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if (col[i] != NOT_PRESENT)
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m_NativeFmt->m_VBVertexStride += 4;
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native_stride += 4;
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}
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// TextureCoord
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int tc[8] = {
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m_VtxDesc.Tex0Coord, m_VtxDesc.Tex1Coord, m_VtxDesc.Tex2Coord, m_VtxDesc.Tex3Coord,
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m_VtxDesc.Tex4Coord, m_VtxDesc.Tex5Coord, m_VtxDesc.Tex6Coord, m_VtxDesc.Tex7Coord,
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};
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// Texture matrix indices (remove if corresponding texture coordinate isn't enabled)
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for (int i = 0; i < 8; i++) {
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SetupTexCoord(i, tc[i], m_VtxAttr.texCoord[i].Format, m_VtxAttr.texCoord[i].Elements, m_VtxAttr.texCoord[i].Frac);
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@ -341,17 +347,17 @@ void VertexLoader::CompileVertexTranslator()
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if (tc[i] != NOT_PRESENT) {
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// if texmtx is included, texcoord will always be 3 floats, z will be the texmtx index
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WriteCall(m_VtxAttr.texCoord[i].Elements ? TexMtx_Write_Float : TexMtx_Write_Float2);
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m_NativeFmt->m_VBVertexStride += 12;
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native_stride += 12;
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}
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else {
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WriteCall(TexMtx_Write_Short3);
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m_NativeFmt->m_VBVertexStride += 8; // still include the texture coordinate, but this time as 6 bytes
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native_stride += 8; // still include the texture coordinate, but this time as 6 + 2 bytes
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m_NativeFmt->m_components |= VB_HAS_UV0 << i; // have to include since using now
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}
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}
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else {
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if (tc[i] != NOT_PRESENT)
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m_NativeFmt->m_VBVertexStride += 4 * (m_VtxAttr.texCoord[i].Elements ? 2 : 1);
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native_stride += 4 * (m_VtxAttr.texCoord[i].Elements ? 2 : 1);
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}
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if (tc[i] == NOT_PRESENT) {
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@ -370,17 +376,122 @@ void VertexLoader::CompileVertexTranslator()
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if (m_VtxDesc.PosMatIdx) {
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WriteCall(PosMtx_Write);
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m_NativeFmt->m_VBVertexStride += 4;
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native_stride += 4;
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}
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m_NativeFmt->Initialize(m_VtxDesc, m_VtxAttr);
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PortableVertexDeclaration vtx_decl;
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int m_components = m_NativeFmt->m_components;
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const TVtxAttr &vtx_attr = m_VtxAttr;
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const TVtxDesc &vtx_desc = m_VtxDesc;
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// Normals
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vtx_decl.num_normals = 0;
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if (vtx_desc.Normal != NOT_PRESENT) {
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vtx_decl.num_normals = vtx_attr.NormalElements ? 3 : 1;
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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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vtx_decl.normal_gl_type = VAR_BYTE;
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vtx_decl.normal_gl_size = 4;
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vtx_decl.normal_offset[0] = offset;
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offset += 4;
|
||||
if (vtx_attr.NormalElements) {
|
||||
vtx_decl.normal_offset[1] = offset;
|
||||
offset += 4;
|
||||
vtx_decl.normal_offset[2] = offset;
|
||||
offset += 4;
|
||||
}
|
||||
break;
|
||||
case FORMAT_USHORT:
|
||||
case FORMAT_SHORT:
|
||||
vtx_decl.normal_gl_type = VAR_SHORT;
|
||||
vtx_decl.normal_gl_size = 4;
|
||||
vtx_decl.normal_offset[0] = offset;
|
||||
offset += 8;
|
||||
if (vtx_attr.NormalElements) {
|
||||
vtx_decl.normal_offset[1] = offset;
|
||||
offset += 8;
|
||||
vtx_decl.normal_offset[2] = offset;
|
||||
offset += 8;
|
||||
}
|
||||
break;
|
||||
case FORMAT_FLOAT:
|
||||
vtx_decl.normal_gl_type = VAR_FLOAT;
|
||||
vtx_decl.normal_gl_size = 3;
|
||||
vtx_decl.normal_offset[0] = offset;
|
||||
offset += 12;
|
||||
if (vtx_attr.NormalElements) {
|
||||
vtx_decl.normal_offset[1] = offset;
|
||||
offset += 12;
|
||||
vtx_decl.normal_offset[2] = offset;
|
||||
offset += 12;
|
||||
}
|
||||
break;
|
||||
default: _assert_(0); break;
|
||||
}
|
||||
}
|
||||
|
||||
// TODO : With byte or short normals above, offset will be misaligned (not 4byte aligned)! Ugh!
|
||||
vtx_decl.color_gl_type = VAR_UNSIGNED_BYTE;
|
||||
for (int i = 0; i < 2; i++) {
|
||||
if (col[i] != NOT_PRESENT) {
|
||||
vtx_decl.color_offset[i] = offset;
|
||||
offset += 4;
|
||||
} else {
|
||||
vtx_decl.color_offset[i] = -1;
|
||||
}
|
||||
}
|
||||
|
||||
// TextureCoord
|
||||
for (int i = 0; i < 8; i++) {
|
||||
if (tc[i] != NOT_PRESENT || (m_components & (VB_HAS_TEXMTXIDX0 << i))) {
|
||||
// TODO : More potential disalignment!
|
||||
if (m_components & (VB_HAS_TEXMTXIDX0 << i)) {
|
||||
if (tc[i] != NOT_PRESENT) {
|
||||
vtx_decl.texcoord_offset[i] = offset;
|
||||
vtx_decl.texcoord_gl_type[i] = VAR_FLOAT;
|
||||
vtx_decl.texcoord_size[i] = 3;
|
||||
offset += 12;
|
||||
}
|
||||
else {
|
||||
vtx_decl.texcoord_offset[i] = offset;
|
||||
vtx_decl.texcoord_gl_type[i] = VAR_SHORT;
|
||||
vtx_decl.texcoord_size[i] = 4;
|
||||
offset += 8;
|
||||
}
|
||||
}
|
||||
else {
|
||||
vtx_decl.texcoord_offset[i] = offset;
|
||||
vtx_decl.texcoord_gl_type[i] = VAR_FLOAT;
|
||||
vtx_decl.texcoord_size[i] = vtx_attr.texCoord[i].Elements ? 2 : 1;
|
||||
offset += 4 * (vtx_attr.texCoord[i].Elements ? 2 : 1);
|
||||
}
|
||||
} else {
|
||||
vtx_decl.texcoord_offset[i] = -1;
|
||||
}
|
||||
}
|
||||
|
||||
if (vtx_desc.PosMatIdx) {
|
||||
vtx_decl.posmtx_offset = offset;
|
||||
offset += 4;
|
||||
} else {
|
||||
vtx_decl.posmtx_offset = -1;
|
||||
}
|
||||
|
||||
vtx_decl.stride = native_stride;
|
||||
if (vtx_decl.stride != offset)
|
||||
PanicAlert("offset/stride mismatch, %i %i", vtx_decl.stride, offset);
|
||||
|
||||
m_NativeFmt->Initialize(vtx_decl);
|
||||
}
|
||||
|
||||
void VertexLoader::SetupColor(int num, int mode, int format, int elements)
|
||||
{
|
||||
// if COL0 not present, then embed COL1 into COL0
|
||||
if (num == 1 && !(m_NativeFmt->m_components & VB_HAS_COL0))
|
||||
num = 0;
|
||||
// if (num == 1 && !(m_NativeFmt->m_components & VB_HAS_COL0))
|
||||
// num = 0;
|
||||
|
||||
m_NativeFmt->m_components |= VB_HAS_COL0 << num;
|
||||
switch (mode)
|
||||
|
@ -526,11 +637,11 @@ void VertexLoader::RunVertices(int vtx_attr_group, int primitive, int count)
|
|||
switch (primitive) {
|
||||
case 3: // strip
|
||||
case 4: // fan
|
||||
if (VertexManager::GetRemainingSize() < 3 * m_NativeFmt->m_VBVertexStride)
|
||||
if (VertexManager::GetRemainingSize() < 3 * native_stride)
|
||||
VertexManager::Flush();
|
||||
break;
|
||||
case 6: // line strip
|
||||
if (VertexManager::GetRemainingSize() < 2 * m_NativeFmt->m_VBVertexStride)
|
||||
if (VertexManager::GetRemainingSize() < 2 * native_stride)
|
||||
VertexManager::Flush();
|
||||
break;
|
||||
case 0: // quads
|
||||
|
@ -550,7 +661,7 @@ void VertexLoader::RunVertices(int vtx_attr_group, int primitive, int count)
|
|||
{
|
||||
if ((v % granularity) == 0)
|
||||
{
|
||||
if (VertexManager::GetRemainingSize() < granularity*m_NativeFmt->m_VBVertexStride) {
|
||||
if (VertexManager::GetRemainingSize() < granularity*native_stride) {
|
||||
// This buffer full - break current primitive and flush, to switch to the next buffer.
|
||||
u8* plastptr = VertexManager::s_pCurBufferPointer;
|
||||
if (v - startv > 0)
|
||||
|
@ -561,27 +672,27 @@ void VertexLoader::RunVertices(int vtx_attr_group, int primitive, int count)
|
|||
case 3: // triangle strip, copy last two vertices
|
||||
// a little trick since we have to keep track of signs
|
||||
if (v & 1) {
|
||||
memcpy_gc(VertexManager::s_pCurBufferPointer, plastptr-2*m_NativeFmt->m_VBVertexStride, m_NativeFmt->m_VBVertexStride);
|
||||
memcpy_gc(VertexManager::s_pCurBufferPointer+m_NativeFmt->m_VBVertexStride, plastptr-m_NativeFmt->m_VBVertexStride*2, 2*m_NativeFmt->m_VBVertexStride);
|
||||
VertexManager::s_pCurBufferPointer += m_NativeFmt->m_VBVertexStride*3;
|
||||
memcpy_gc(VertexManager::s_pCurBufferPointer, plastptr-2*native_stride, native_stride);
|
||||
memcpy_gc(VertexManager::s_pCurBufferPointer+native_stride, plastptr-native_stride*2, 2*native_stride);
|
||||
VertexManager::s_pCurBufferPointer += native_stride*3;
|
||||
extraverts = 3;
|
||||
}
|
||||
else {
|
||||
memcpy_gc(VertexManager::s_pCurBufferPointer, plastptr-m_NativeFmt->m_VBVertexStride*2, m_NativeFmt->m_VBVertexStride*2);
|
||||
VertexManager::s_pCurBufferPointer += m_NativeFmt->m_VBVertexStride*2;
|
||||
memcpy_gc(VertexManager::s_pCurBufferPointer, plastptr-native_stride*2, native_stride*2);
|
||||
VertexManager::s_pCurBufferPointer += native_stride*2;
|
||||
extraverts = 2;
|
||||
}
|
||||
break;
|
||||
case 4: // tri fan, copy first and last vert
|
||||
memcpy_gc(VertexManager::s_pCurBufferPointer, plastptr-m_NativeFmt->m_VBVertexStride*(v-startv+extraverts), m_NativeFmt->m_VBVertexStride);
|
||||
VertexManager::s_pCurBufferPointer += m_NativeFmt->m_VBVertexStride;
|
||||
memcpy_gc(VertexManager::s_pCurBufferPointer, plastptr-m_NativeFmt->m_VBVertexStride, m_NativeFmt->m_VBVertexStride);
|
||||
VertexManager::s_pCurBufferPointer += m_NativeFmt->m_VBVertexStride;
|
||||
memcpy_gc(VertexManager::s_pCurBufferPointer, plastptr-native_stride*(v-startv+extraverts), native_stride);
|
||||
VertexManager::s_pCurBufferPointer += native_stride;
|
||||
memcpy_gc(VertexManager::s_pCurBufferPointer, plastptr-native_stride, native_stride);
|
||||
VertexManager::s_pCurBufferPointer += native_stride;
|
||||
extraverts = 2;
|
||||
break;
|
||||
case 6: // line strip
|
||||
memcpy_gc(VertexManager::s_pCurBufferPointer, plastptr-m_NativeFmt->m_VBVertexStride, m_NativeFmt->m_VBVertexStride);
|
||||
VertexManager::s_pCurBufferPointer += m_NativeFmt->m_VBVertexStride;
|
||||
memcpy_gc(VertexManager::s_pCurBufferPointer, plastptr-native_stride, native_stride);
|
||||
VertexManager::s_pCurBufferPointer += native_stride;
|
||||
extraverts = 1;
|
||||
break;
|
||||
default:
|
||||
|
|
|
@ -75,6 +75,7 @@ private:
|
|||
|
||||
// PC vertex format
|
||||
NativeVertexFormat *m_NativeFmt;
|
||||
int native_stride;
|
||||
|
||||
// Pipeline. To be JIT compiled in the future.
|
||||
TPipelineFunction m_PipelineStages[32]; // TODO - figure out real max. it's lower.
|
||||
|
|
Loading…
Reference in New Issue