Move moving things around and preparing for the next step (cached vertexloaders).
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@957 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
parent
bc79d22f5e
commit
2f6d41e413
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@ -24,3 +24,6 @@ u32 arraybases[16];
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u32 arraystrides[16];
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TMatrixIndexA MatrixIndexA;
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TMatrixIndexB MatrixIndexB;
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TVtxDesc g_VtxDesc;
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// Most games only use the first VtxAttr and simply reconfigure it all the time as needed.
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VAT g_VtxAttr[8];
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@ -248,4 +248,14 @@ extern u32 arraystrides[16];
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extern TMatrixIndexA MatrixIndexA;
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extern TMatrixIndexB MatrixIndexB;
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struct VAT
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{
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UVAT_group0 g0;
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UVAT_group1 g1;
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UVAT_group2 g2;
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};
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extern TVtxDesc g_VtxDesc;
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extern VAT g_VtxAttr[8];
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#endif
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@ -55,17 +55,12 @@ enum {
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VB_HAS_UVTEXMTXSHIFT=13,
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};
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#define LOADERDECL __cdecl
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typedef void (LOADERDECL *TPipelineFunction)(const void *);
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// This will soon be used in a cache of vertex formats, rather than used in-place.
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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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// This class will also be split into NativeVertexFormat and VertexFormatConverter.
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// VertexFormatConverters will be cached, indexed by TVtxDesc+TVtxAttr.
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// Note that this class can't just invent arbitrary vertex formats out of its input -
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// all the data loading code must always be made compatible.
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class NativeVertexFormat
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@ -84,6 +79,4 @@ public:
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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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#endif // _NATIVEVERTEXFORMAT_H
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@ -32,6 +32,9 @@ static void DoState(PointerWrap &p) {
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p.DoArray(arraystrides, 16);
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p.Do(MatrixIndexA);
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p.Do(MatrixIndexB);
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p.Do(g_VtxDesc.Hex);
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p.DoArray(g_VtxAttr, 8);
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// XF Memory
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p.Do(xfregs);
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p.DoArray(xfmem, XFMEM_SIZE);
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@ -79,7 +79,7 @@ void CVertexHandler::Shutdown()
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void CVertexHandler::CreateDeviceObjects()
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{
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HRESULT hr;
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if( FAILED( hr = D3D::dev->CreateVertexDeclaration( decl, &vDecl) ) )
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if (FAILED(hr = D3D::dev->CreateVertexDeclaration(decl, &vDecl)))
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{
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MessageBox(0,"Failed to create vertex declaration","sdfsd",0);
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return;
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@ -96,7 +96,7 @@ void CVertexHandler::DestroyDeviceObjects()
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{
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if (vDecl)
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vDecl->Release();
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vDecl=0;
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vDecl = 0;
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}
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@ -139,8 +139,7 @@ bool FifoCommandRunnable()
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{
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iCommandSize = 1 + 2;
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u16 numVertices = DataPeek16(1);
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VertexLoader& vtxLoader = g_VertexLoaders[Cmd & GX_VAT_MASK];
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iCommandSize += numVertices * vtxLoader.ComputeVertexSize();
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iCommandSize += numVertices * VertexLoaderManager::GetVertexSize(Cmd & GX_VAT_MASK);
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}
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else
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{
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@ -80,7 +80,6 @@ int frameCount;
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void HandleCgError(CGcontext ctx, CGerror err, void* appdata);
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bool Renderer::Create2()
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{
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bool bSuccess = true;
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@ -189,7 +188,7 @@ bool Renderer::Create2()
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int nMaxMRT = 0;
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glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS_EXT, (GLint *)&nMaxMRT);
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if( nMaxMRT > 1 ) {
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if (nMaxMRT > 1) {
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// create zbuffer target
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glGenTextures(1, (GLuint *)&s_ZBufferTarget);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_ZBufferTarget);
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@ -210,11 +209,12 @@ bool Renderer::Create2()
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glGenRenderbuffersEXT( 1, (GLuint *)&s_DepthTarget);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_DepthTarget);
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glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, nBackbufferWidth, nBackbufferHeight);
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if( glGetError() != GL_NO_ERROR ) {
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if (glGetError() != GL_NO_ERROR) {
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glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, nBackbufferWidth, nBackbufferHeight);
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s_bHaveStencilBuffer = false;
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}
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else s_bHaveStencilBuffer = true;
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} else {
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s_bHaveStencilBuffer = true;
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}
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GL_REPORT_ERROR();
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@ -223,7 +223,7 @@ bool Renderer::Create2()
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glFramebufferRenderbufferEXT( GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, s_DepthTarget );
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GL_REPORT_ERROR();
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if( s_ZBufferTarget != 0 ) {
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if (s_ZBufferTarget != 0) {
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// test to make sure it works
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glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, s_ZBufferTarget, 0);
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bool bFailed = glGetError() != GL_NO_ERROR || glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT;
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@ -235,7 +235,7 @@ bool Renderer::Create2()
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}
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}
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if( s_ZBufferTarget == 0 )
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if (s_ZBufferTarget == 0)
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ERROR_LOG("disabling ztarget mrt feature (max mrt=%d)\n", nMaxMRT);
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//glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, s_DepthTarget );
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@ -244,7 +244,8 @@ bool Renderer::Create2()
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nZBufferRender = 0;
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GL_REPORT_ERROR();
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if (err != GL_NO_ERROR) bSuccess = false;
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if (err != GL_NO_ERROR)
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bSuccess = false;
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s_pfont = new RasterFont();
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@ -290,7 +291,6 @@ bool Renderer::Create2()
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//glEnable(GL_POLYGON_OFFSET_FILL);
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//glEnable(GL_POLYGON_OFFSET_LINE);
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//glPolygonOffset(0, 1);
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if (!Initialize())
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return false;
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@ -329,7 +329,7 @@ bool Renderer::Initialize()
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glStencilFunc(GL_ALWAYS, 0, 0);
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glBlendFunc(GL_ONE, GL_ONE);
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glViewport(0,0,GetTargetWidth(),GetTargetHeight()); // Reset The Current Viewport
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glViewport(0, 0, GetTargetWidth(), GetTargetHeight()); // Reset The Current Viewport
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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@ -345,10 +345,9 @@ bool Renderer::Initialize()
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // perspective correct interpolation of colors and tex coords
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// setup the default vertex declaration
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glDisable(GL_STENCIL_TEST);
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glEnable(GL_SCISSOR_TEST);
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glScissor(0,0,nBackbufferWidth,nBackbufferHeight);
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glScissor(0, 0, nBackbufferWidth, nBackbufferHeight);
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glBlendColorEXT(0, 0, 0, 0.5f);
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glClearDepth(1.0f);
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@ -357,12 +356,10 @@ bool Renderer::Initialize()
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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//Renderer::SetZBufferRender();
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// legacy multitexturing: select texture channel only
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// legacy multitexturing: select texture channel only.
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glActiveTexture(GL_TEXTURE0);
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glClientActiveTexture(GL_TEXTURE0);
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glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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s_RenderMode = Renderer::RM_Normal;
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@ -499,7 +496,7 @@ void Renderer::SetDepthTarget(u32 targ)
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void Renderer::SetFramebuffer(u32 fb)
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{
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glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, fb != 0 ? fb : s_uFramebuffer );
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb != 0 ? fb : s_uFramebuffer);
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}
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u32 Renderer::GetRenderTarget()
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@ -516,21 +513,21 @@ void Renderer::ResetGLState()
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glDepthMask(GL_FALSE);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glDisable( GL_VERTEX_PROGRAM_ARB );
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glDisable( GL_FRAGMENT_PROGRAM_ARB );
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glDisable(GL_VERTEX_PROGRAM_ARB);
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glDisable(GL_FRAGMENT_PROGRAM_ARB);
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}
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void Renderer::RestoreGLState()
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{
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glEnable(GL_SCISSOR_TEST);
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if (bpmem.genMode.cullmode>0) glEnable(GL_CULL_FACE);
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if (bpmem.genMode.cullmode > 0) glEnable(GL_CULL_FACE);
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if (bpmem.zmode.testenable) glEnable(GL_DEPTH_TEST);
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if (bpmem.blendmode.blendenable) glEnable(GL_BLEND);
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if(bpmem.zmode.updateenable) glDepthMask(GL_TRUE);
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glEnable( GL_VERTEX_PROGRAM_ARB );
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glEnable( GL_FRAGMENT_PROGRAM_ARB );
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glEnable(GL_VERTEX_PROGRAM_ARB);
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glEnable(GL_FRAGMENT_PROGRAM_ARB);
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SetColorMask();
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}
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@ -547,9 +544,12 @@ bool Renderer::HaveStencilBuffer()
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void Renderer::SetZBufferRender()
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{
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nZBufferRender = 10; // give it 10 frames
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GLenum s_drawbuffers[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
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GLenum s_drawbuffers[2] = {
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GL_COLOR_ATTACHMENT0_EXT,
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GL_COLOR_ATTACHMENT1_EXT
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};
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glDrawBuffers(2, s_drawbuffers);
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glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, s_ZBufferTarget, 0);
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, s_ZBufferTarget, 0);
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_assert_(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) == GL_FRAMEBUFFER_COMPLETE_EXT);
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}
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_ZBufferTarget);
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TextureMngr::EnableTexRECT(0);
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// disable all other stages
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for(int i = 1; i < 8; ++i) TextureMngr::DisableStage(i);
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for(int i = 1; i < 8; ++i)
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TextureMngr::DisableStage(i);
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GL_REPORT_ERRORD();
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if(g_Config.bStretchToFit)
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void Renderer::SetRenderMode(RenderMode mode)
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{
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if( !s_bHaveStencilBuffer && mode == RM_ZBufferAlpha )
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if (!s_bHaveStencilBuffer && mode == RM_ZBufferAlpha)
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mode = RM_ZBufferOnly;
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if( s_RenderMode == mode )
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if (s_RenderMode == mode)
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return;
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if( mode == RM_Normal ) {
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if (mode == RM_Normal) {
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// flush buffers
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if( s_RenderMode == RM_ZBufferAlpha ) {
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FlushZBufferAlphaToTarget();
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@ -629,7 +630,7 @@ void Renderer::SetRenderMode(RenderMode mode)
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SetZBufferRender();
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GL_REPORT_ERRORD();
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}
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else if( s_RenderMode == RM_Normal ) {
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else if (s_RenderMode == RM_Normal) {
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// setup buffers
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_assert_(GetZBufferTarget() && bpmem.zmode.updateenable);
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@ -741,16 +742,12 @@ void Renderer::SwapBuffers()
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fpscount = 0;
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}
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// ---------------------------------------------------------------------------------------
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// Write logging data to debugger
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// -----------------
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if(m_frame)
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{
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Logging(0);
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}
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if (g_Config.bOverlayStats) {
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char st[2048];
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char *p = st;
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@ -822,16 +819,13 @@ void Renderer::SwapBuffers()
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glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, s_uFramebuffer );
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// s_nCurTarget = !s_nCurTarget;
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// SetRenderTarget(0);
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if( nZBufferRender > 0 ) {
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if( --nZBufferRender == 0 ) {
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if (nZBufferRender > 0) {
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if (--nZBufferRender == 0) {
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// turn off
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nZBufferRender = 0;
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glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
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glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0);
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Renderer::SetRenderMode(RM_Normal); // turn off any zwrites
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0);
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Renderer::SetRenderMode(RM_Normal); // turn off any zwrites
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}
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}
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}
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@ -839,7 +833,7 @@ void Renderer::SwapBuffers()
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bool Renderer::SaveRenderTarget(const char* filename, int jpeg)
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{
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bool bflip = true;
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std::vector<u32> data(nBackbufferWidth*nBackbufferHeight);
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std::vector<u32> data(nBackbufferWidth * nBackbufferHeight);
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glReadPixels(0, 0, nBackbufferWidth, nBackbufferHeight, GL_BGRA, GL_UNSIGNED_BYTE, &data[0]);
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if (glGetError() != GL_NO_ERROR)
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return false;
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@ -865,8 +859,9 @@ void Renderer::SetCgErrorOutput(bool bOutput)
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void HandleGLError()
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{
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const GLubyte* pstr = glGetString(GL_PROGRAM_ERROR_STRING_ARB);
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if (pstr != NULL && pstr[0] != 0 ) {
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GLint loc=0;
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if (pstr != NULL && pstr[0] != 0)
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{
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GLint loc = 0;
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glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &loc);
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ERROR_LOG("program error at %d: ", loc);
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ERROR_LOG((char*)pstr);
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@ -877,51 +872,53 @@ void HandleGLError()
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GLenum error = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
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// if error != GL_FRAMEBUFFER_COMPLETE_EXT, there's an error of some sort
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if (error != 0) {
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int w, h;
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GLint fmt;
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glGetRenderbufferParameterivEXT(GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_INTERNAL_FORMAT_EXT, &fmt);
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glGetRenderbufferParameterivEXT(GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_WIDTH_EXT, (GLint *)&w);
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glGetRenderbufferParameterivEXT(GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_HEIGHT_EXT, (GLint *)&h);
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if (!error)
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return;
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switch(error)
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{
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case GL_FRAMEBUFFER_COMPLETE_EXT:
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT:
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ERROR_LOG("Error! missing a required image/buffer attachment!\n");
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT:
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ERROR_LOG("Error! has no images/buffers attached!\n");
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break;
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// case GL_FRAMEBUFFER_INCOMPLETE_DUPLICATE_ATTACHMENT_EXT:
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// ERROR_LOG("Error! has an image/buffer attached in multiple locations!\n");
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// break;
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case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:
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ERROR_LOG("Error! has mismatched image/buffer dimensions!\n");
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT:
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ERROR_LOG("Error! colorbuffer attachments have different types!\n");
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT:
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ERROR_LOG("Error! trying to draw to non-attached color buffer!\n");
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT:
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ERROR_LOG("Error! trying to read from a non-attached color buffer!\n");
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break;
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case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
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ERROR_LOG("Error! format is not supported by current graphics card/driver!\n");
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break;
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default:
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ERROR_LOG("*UNKNOWN ERROR* reported from glCheckFramebufferStatusEXT()!\n");
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break;
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}
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}
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// int w, h;
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// GLint fmt;
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// glGetRenderbufferParameterivEXT(GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_INTERNAL_FORMAT_EXT, &fmt);
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// glGetRenderbufferParameterivEXT(GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_WIDTH_EXT, (GLint *)&w);
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// glGetRenderbufferParameterivEXT(GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_HEIGHT_EXT, (GLint *)&h);
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switch(error)
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{
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case GL_FRAMEBUFFER_COMPLETE_EXT:
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT:
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ERROR_LOG("Error! missing a required image/buffer attachment!\n");
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT:
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ERROR_LOG("Error! has no images/buffers attached!\n");
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break;
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// case GL_FRAMEBUFFER_INCOMPLETE_DUPLICATE_ATTACHMENT_EXT:
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// ERROR_LOG("Error! has an image/buffer attached in multiple locations!\n");
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// break;
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case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:
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ERROR_LOG("Error! has mismatched image/buffer dimensions!\n");
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT:
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ERROR_LOG("Error! colorbuffer attachments have different types!\n");
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT:
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ERROR_LOG("Error! trying to draw to non-attached color buffer!\n");
|
||||
break;
|
||||
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT:
|
||||
ERROR_LOG("Error! trying to read from a non-attached color buffer!\n");
|
||||
break;
|
||||
case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
|
||||
ERROR_LOG("Error! format is not supported by current graphics card/driver!\n");
|
||||
break;
|
||||
default:
|
||||
ERROR_LOG("*UNKNOWN ERROR* reported from glCheckFramebufferStatusEXT()!\n");
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void HandleCgError(CGcontext ctx, CGerror err, void* appdata)
|
||||
{
|
||||
if( s_bOutputCgErrors ) {
|
||||
if (s_bOutputCgErrors)
|
||||
{
|
||||
ERROR_LOG("Cg error: %s\n", cgGetErrorString(err));
|
||||
const char* listing = cgGetLastListing(g_cgcontext);
|
||||
if (listing != NULL) {
|
||||
|
|
|
@ -110,8 +110,6 @@ void LOADERDECL TexMtx_Write_Short3(const void *_p)
|
|||
#include "VertexLoader_Color.h"
|
||||
#include "VertexLoader_TextCoord.h"
|
||||
|
||||
VertexLoader g_VertexLoaders[8];
|
||||
|
||||
VertexLoader::VertexLoader()
|
||||
{
|
||||
m_VertexSize = 0;
|
||||
|
@ -128,15 +126,15 @@ int VertexLoader::ComputeVertexSize()
|
|||
{
|
||||
if (m_AttrDirty == AD_CLEAN) {
|
||||
// Compare the 33 desc bits.
|
||||
if (m_VtxDesc.Hex0 == GetVtxDesc().Hex0 &&
|
||||
(m_VtxDesc.Hex1 & 1) == (GetVtxDesc().Hex1 & 1))
|
||||
if (m_VtxDesc.Hex0 == g_VtxDesc.Hex0 &&
|
||||
(m_VtxDesc.Hex1 & 1) == (g_VtxDesc.Hex1 & 1))
|
||||
return m_VertexSize;
|
||||
|
||||
m_VtxDesc.Hex = GetVtxDesc().Hex;
|
||||
m_VtxDesc.Hex = g_VtxDesc.Hex;
|
||||
}
|
||||
else {
|
||||
// Attributes are dirty so we have to recompute everything anyway.
|
||||
m_VtxDesc.Hex = GetVtxDesc().Hex;
|
||||
m_VtxDesc.Hex = g_VtxDesc.Hex;
|
||||
}
|
||||
|
||||
m_AttrDirty = AD_DIRTY;
|
||||
|
@ -245,13 +243,13 @@ int VertexLoader::ComputeVertexSize()
|
|||
}
|
||||
|
||||
|
||||
void VertexLoader::PrepareForVertexFormat()
|
||||
void VertexLoader::CompileVertexTranslator()
|
||||
{
|
||||
if (m_AttrDirty == AD_CLEAN)
|
||||
{
|
||||
// Check if local cached desc (in this VL) matches global desc
|
||||
if (m_VtxDesc.Hex0 == GetVtxDesc().Hex0 &&
|
||||
(m_VtxDesc.Hex1 & 1) == (GetVtxDesc().Hex1 & 1))
|
||||
if (m_VtxDesc.Hex0 == g_VtxDesc.Hex0 &&
|
||||
(m_VtxDesc.Hex1 & 1) == (g_VtxDesc.Hex1 & 1))
|
||||
{
|
||||
return; // same
|
||||
}
|
||||
|
@ -261,7 +259,7 @@ void VertexLoader::PrepareForVertexFormat()
|
|||
m_AttrDirty = AD_CLEAN;
|
||||
}
|
||||
|
||||
m_VtxDesc.Hex = GetVtxDesc().Hex;
|
||||
m_VtxDesc.Hex = g_VtxDesc.Hex;
|
||||
|
||||
// Reset pipeline
|
||||
m_numPipelineStages = 0;
|
||||
|
@ -525,9 +523,9 @@ void VertexLoader::RunVertices(int primitive, int count)
|
|||
if (g_nativeVertexFmt != NULL && g_nativeVertexFmt != &m_NativeFmt)
|
||||
{
|
||||
VertexManager::Flush();
|
||||
|
||||
// Also move the Set() here?
|
||||
}
|
||||
g_nativeVertexFmt = &m_NativeFmt;
|
||||
|
||||
// This has dirty handling - won't actually recompute unless necessary.
|
||||
ComputeVertexSize();
|
||||
|
@ -540,9 +538,7 @@ void VertexLoader::RunVertices(int primitive, int count)
|
|||
}
|
||||
|
||||
// This has dirty handling - won't actually recompute unless necessary.
|
||||
PrepareForVertexFormat();
|
||||
|
||||
g_nativeVertexFmt = &m_NativeFmt;
|
||||
CompileVertexTranslator();
|
||||
|
||||
VertexManager::EnableComponents(m_NativeFmt.m_components);
|
||||
|
||||
|
@ -646,3 +642,66 @@ void VertexLoader::RunPipelineOnce() const
|
|||
for (int i = 0; i < m_numPipelineStages; i++)
|
||||
m_PipelineStages[i](&m_VtxAttr);
|
||||
}
|
||||
|
||||
void VertexLoader::SetVAT_group0(u32 _group0)
|
||||
{
|
||||
// ignore frac bits - we don't need to recompute if all that's changed was the frac bits.
|
||||
if ((m_group0.Hex & ~VAT_0_FRACBITS) != (_group0 & ~VAT_0_FRACBITS)) {
|
||||
m_AttrDirty = AD_VAT_DIRTY;
|
||||
}
|
||||
m_group0.Hex = _group0;
|
||||
|
||||
m_VtxAttr.PosElements = m_group0.PosElements;
|
||||
m_VtxAttr.PosFormat = m_group0.PosFormat;
|
||||
m_VtxAttr.PosFrac = m_group0.PosFrac;
|
||||
m_VtxAttr.NormalElements = m_group0.NormalElements;
|
||||
m_VtxAttr.NormalFormat = m_group0.NormalFormat;
|
||||
m_VtxAttr.color[0].Elements = m_group0.Color0Elements;
|
||||
m_VtxAttr.color[0].Comp = m_group0.Color0Comp;
|
||||
m_VtxAttr.color[1].Elements = m_group0.Color1Elements;
|
||||
m_VtxAttr.color[1].Comp = m_group0.Color1Comp;
|
||||
m_VtxAttr.texCoord[0].Elements = m_group0.Tex0CoordElements;
|
||||
m_VtxAttr.texCoord[0].Format = m_group0.Tex0CoordFormat;
|
||||
m_VtxAttr.texCoord[0].Frac = m_group0.Tex0Frac;
|
||||
m_VtxAttr.ByteDequant = m_group0.ByteDequant;
|
||||
m_VtxAttr.NormalIndex3 = m_group0.NormalIndex3;
|
||||
};
|
||||
|
||||
void VertexLoader::SetVAT_group1(u32 _group1)
|
||||
{
|
||||
if ((m_group1.Hex & ~VAT_1_FRACBITS) != (_group1 & ~VAT_1_FRACBITS)) {
|
||||
m_AttrDirty = AD_VAT_DIRTY;
|
||||
}
|
||||
m_group1.Hex = _group1;
|
||||
|
||||
m_VtxAttr.texCoord[1].Elements = m_group1.Tex1CoordElements;
|
||||
m_VtxAttr.texCoord[1].Format = m_group1.Tex1CoordFormat;
|
||||
m_VtxAttr.texCoord[1].Frac = m_group1.Tex1Frac;
|
||||
m_VtxAttr.texCoord[2].Elements = m_group1.Tex2CoordElements;
|
||||
m_VtxAttr.texCoord[2].Format = m_group1.Tex2CoordFormat;
|
||||
m_VtxAttr.texCoord[2].Frac = m_group1.Tex2Frac;
|
||||
m_VtxAttr.texCoord[3].Elements = m_group1.Tex3CoordElements;
|
||||
m_VtxAttr.texCoord[3].Format = m_group1.Tex3CoordFormat;
|
||||
m_VtxAttr.texCoord[3].Frac = m_group1.Tex3Frac;
|
||||
m_VtxAttr.texCoord[4].Elements = m_group1.Tex4CoordElements;
|
||||
m_VtxAttr.texCoord[4].Format = m_group1.Tex4CoordFormat;
|
||||
};
|
||||
|
||||
void VertexLoader::SetVAT_group2(u32 _group2)
|
||||
{
|
||||
if ((m_group2.Hex & ~VAT_2_FRACBITS) != (_group2 & ~VAT_2_FRACBITS)) {
|
||||
m_AttrDirty = AD_VAT_DIRTY;
|
||||
}
|
||||
m_group2.Hex = _group2;
|
||||
|
||||
m_VtxAttr.texCoord[4].Frac = m_group2.Tex4Frac;
|
||||
m_VtxAttr.texCoord[5].Elements = m_group2.Tex5CoordElements;
|
||||
m_VtxAttr.texCoord[5].Format = m_group2.Tex5CoordFormat;
|
||||
m_VtxAttr.texCoord[5].Frac = m_group2.Tex5Frac;
|
||||
m_VtxAttr.texCoord[6].Elements = m_group2.Tex6CoordElements;
|
||||
m_VtxAttr.texCoord[6].Format = m_group2.Tex6CoordFormat;
|
||||
m_VtxAttr.texCoord[6].Frac = m_group2.Tex6Frac;
|
||||
m_VtxAttr.texCoord[7].Elements = m_group2.Tex7CoordElements;
|
||||
m_VtxAttr.texCoord[7].Format = m_group2.Tex7CoordFormat;
|
||||
m_VtxAttr.texCoord[7].Frac = m_group2.Tex7Frac;
|
||||
};
|
||||
|
|
|
@ -23,9 +23,6 @@
|
|||
|
||||
#include "NativeVertexFormat.h"
|
||||
|
||||
// There are 8 of these. Most games only use the first, and just reconfigure it all the time
|
||||
// as needed, unfortunately.
|
||||
// TODO - clarify the role of this class. It seems to have taken on some irrelevant stuff.
|
||||
class VertexLoader
|
||||
{
|
||||
public:
|
||||
|
@ -44,19 +41,20 @@ private:
|
|||
AD_VAT_DIRTY = 2,
|
||||
} m_AttrDirty;
|
||||
|
||||
// Flipper vertex format =============
|
||||
int m_VertexSize; // number of bytes of a raw GC vertex
|
||||
|
||||
// Flipper vertex format
|
||||
|
||||
// Raw VAttr
|
||||
UVAT_group0 m_group0;
|
||||
UVAT_group1 m_group1;
|
||||
UVAT_group2 m_group2;
|
||||
TVtxAttr m_VtxAttr; // Decoded into easy format
|
||||
|
||||
// Common for all loaders (? then why is it here?)
|
||||
// Vtx desc
|
||||
TVtxDesc m_VtxDesc;
|
||||
|
||||
// PC vertex format, + converter ======
|
||||
// PC vertex format, + converter
|
||||
NativeVertexFormat m_NativeFmt;
|
||||
|
||||
// Pipeline. To be JIT compiled in the future.
|
||||
|
@ -73,7 +71,7 @@ public:
|
|||
~VertexLoader();
|
||||
|
||||
// run the pipeline
|
||||
void PrepareForVertexFormat();
|
||||
void CompileVertexTranslator();
|
||||
void RunVertices(int primitive, int count);
|
||||
void WriteCall(TPipelineFunction);
|
||||
|
||||
|
@ -82,70 +80,9 @@ public:
|
|||
|
||||
int ComputeVertexSize();
|
||||
|
||||
void SetVAT_group0(u32 _group0)
|
||||
{
|
||||
// ignore frac bits - we don't need to recompute if all that's changed was the frac bits.
|
||||
if ((m_group0.Hex & ~VAT_0_FRACBITS) != (_group0 & ~VAT_0_FRACBITS)) {
|
||||
m_AttrDirty = AD_VAT_DIRTY;
|
||||
}
|
||||
m_group0.Hex = _group0;
|
||||
|
||||
m_VtxAttr.PosElements = m_group0.PosElements;
|
||||
m_VtxAttr.PosFormat = m_group0.PosFormat;
|
||||
m_VtxAttr.PosFrac = m_group0.PosFrac;
|
||||
m_VtxAttr.NormalElements = m_group0.NormalElements;
|
||||
m_VtxAttr.NormalFormat = m_group0.NormalFormat;
|
||||
m_VtxAttr.color[0].Elements = m_group0.Color0Elements;
|
||||
m_VtxAttr.color[0].Comp = m_group0.Color0Comp;
|
||||
m_VtxAttr.color[1].Elements = m_group0.Color1Elements;
|
||||
m_VtxAttr.color[1].Comp = m_group0.Color1Comp;
|
||||
m_VtxAttr.texCoord[0].Elements = m_group0.Tex0CoordElements;
|
||||
m_VtxAttr.texCoord[0].Format = m_group0.Tex0CoordFormat;
|
||||
m_VtxAttr.texCoord[0].Frac = m_group0.Tex0Frac;
|
||||
m_VtxAttr.ByteDequant = m_group0.ByteDequant;
|
||||
m_VtxAttr.NormalIndex3 = m_group0.NormalIndex3;
|
||||
};
|
||||
|
||||
void SetVAT_group1(u32 _group1)
|
||||
{
|
||||
if ((m_group1.Hex & ~VAT_1_FRACBITS) != (_group1 & ~VAT_1_FRACBITS)) {
|
||||
m_AttrDirty = AD_VAT_DIRTY;
|
||||
}
|
||||
m_group1.Hex = _group1;
|
||||
|
||||
m_VtxAttr.texCoord[1].Elements = m_group1.Tex1CoordElements;
|
||||
m_VtxAttr.texCoord[1].Format = m_group1.Tex1CoordFormat;
|
||||
m_VtxAttr.texCoord[1].Frac = m_group1.Tex1Frac;
|
||||
m_VtxAttr.texCoord[2].Elements = m_group1.Tex2CoordElements;
|
||||
m_VtxAttr.texCoord[2].Format = m_group1.Tex2CoordFormat;
|
||||
m_VtxAttr.texCoord[2].Frac = m_group1.Tex2Frac;
|
||||
m_VtxAttr.texCoord[3].Elements = m_group1.Tex3CoordElements;
|
||||
m_VtxAttr.texCoord[3].Format = m_group1.Tex3CoordFormat;
|
||||
m_VtxAttr.texCoord[3].Frac = m_group1.Tex3Frac;
|
||||
m_VtxAttr.texCoord[4].Elements = m_group1.Tex4CoordElements;
|
||||
m_VtxAttr.texCoord[4].Format = m_group1.Tex4CoordFormat;
|
||||
};
|
||||
|
||||
void SetVAT_group2(u32 _group2)
|
||||
{
|
||||
if ((m_group2.Hex & ~VAT_2_FRACBITS) != (_group2 & ~VAT_2_FRACBITS)) {
|
||||
m_AttrDirty = AD_VAT_DIRTY;
|
||||
}
|
||||
m_group2.Hex = _group2;
|
||||
|
||||
m_VtxAttr.texCoord[4].Frac = m_group2.Tex4Frac;
|
||||
m_VtxAttr.texCoord[5].Elements = m_group2.Tex5CoordElements;
|
||||
m_VtxAttr.texCoord[5].Format = m_group2.Tex5CoordFormat;
|
||||
m_VtxAttr.texCoord[5].Frac = m_group2.Tex5Frac;
|
||||
m_VtxAttr.texCoord[6].Elements = m_group2.Tex6CoordElements;
|
||||
m_VtxAttr.texCoord[6].Format = m_group2.Tex6CoordFormat;
|
||||
m_VtxAttr.texCoord[6].Frac = m_group2.Tex6Frac;
|
||||
m_VtxAttr.texCoord[7].Elements = m_group2.Tex7CoordElements;
|
||||
m_VtxAttr.texCoord[7].Format = m_group2.Tex7CoordFormat;
|
||||
m_VtxAttr.texCoord[7].Frac = m_group2.Tex7Frac;
|
||||
};
|
||||
void SetVAT_group0(u32 _group0);
|
||||
void SetVAT_group1(u32 _group1);
|
||||
void SetVAT_group2(u32 _group2);
|
||||
};
|
||||
|
||||
extern VertexLoader g_VertexLoaders[8];
|
||||
|
||||
#endif
|
||||
|
|
|
@ -19,22 +19,24 @@
|
|||
#include "VertexLoader.h"
|
||||
#include "VertexLoaderManager.h"
|
||||
|
||||
// The one and only vtx_desc
|
||||
TVtxDesc g_vtx_desc;
|
||||
// There are 8 vtx_attr structures. They will soon live here.
|
||||
static bool s_desc_dirty;
|
||||
static bool s_attr_dirty[8];
|
||||
|
||||
const TVtxDesc &GetVtxDesc()
|
||||
// TODO - change into array of pointers. Keep a map of all seen so far.
|
||||
static VertexLoader g_VertexLoaders[8];
|
||||
|
||||
namespace VertexLoaderManager
|
||||
{
|
||||
return g_vtx_desc;
|
||||
|
||||
void Init()
|
||||
{
|
||||
s_desc_dirty = false;
|
||||
for (int i = 0; i < 8; i++)
|
||||
s_attr_dirty[i] = false;
|
||||
}
|
||||
|
||||
namespace VertexLoaderManager {
|
||||
|
||||
void Init() {
|
||||
g_vtx_desc.Hex = 0;
|
||||
}
|
||||
|
||||
void Shutdown() {
|
||||
void Shutdown()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
@ -42,12 +44,17 @@ void RunVertices(int vtx_attr_group, int primitive, int count)
|
|||
{
|
||||
if (!count)
|
||||
return;
|
||||
// TODO - grab load the correct vertex loader if anything is dirty.
|
||||
// TODO - grab & load the correct vertex loader if anything is dirty.
|
||||
g_VertexLoaders[vtx_attr_group].RunVertices(primitive, count);
|
||||
}
|
||||
|
||||
} // namespace
|
||||
int GetVertexSize(int vtx_attr_group)
|
||||
{
|
||||
// The vertex loaders will soon cache the vertex size.
|
||||
return g_VertexLoaders[vtx_attr_group].ComputeVertexSize();
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
||||
void LoadCPReg(u32 sub_cmd, u32 value)
|
||||
{
|
||||
|
@ -56,24 +63,51 @@ void LoadCPReg(u32 sub_cmd, u32 value)
|
|||
case 0x30:
|
||||
VertexShaderMngr::SetTexMatrixChangedA(value);
|
||||
break;
|
||||
|
||||
case 0x40:
|
||||
VertexShaderMngr::SetTexMatrixChangedB(value);
|
||||
break;
|
||||
|
||||
case 0x50:
|
||||
g_vtx_desc.Hex &= ~0x1FFFF; // keep the Upper bits
|
||||
g_vtx_desc.Hex |= value;
|
||||
g_VtxDesc.Hex &= ~0x1FFFF; // keep the Upper bits
|
||||
g_VtxDesc.Hex |= value;
|
||||
s_desc_dirty = true;
|
||||
break;
|
||||
|
||||
case 0x60:
|
||||
g_vtx_desc.Hex &= 0x1FFFF; // keep the lower 17Bits
|
||||
g_vtx_desc.Hex |= (u64)value << 17;
|
||||
g_VtxDesc.Hex &= 0x1FFFF; // keep the lower 17Bits
|
||||
g_VtxDesc.Hex |= (u64)value << 17;
|
||||
s_desc_dirty = true;
|
||||
break;
|
||||
|
||||
case 0x70: g_VertexLoaders[sub_cmd & 7].SetVAT_group0(value); _assert_((sub_cmd & 0x0F) < 8); break;
|
||||
case 0x80: g_VertexLoaders[sub_cmd & 7].SetVAT_group1(value); _assert_((sub_cmd & 0x0F) < 8); break;
|
||||
case 0x90: g_VertexLoaders[sub_cmd & 7].SetVAT_group2(value); _assert_((sub_cmd & 0x0F) < 8); break;
|
||||
case 0x70:
|
||||
_assert_((sub_cmd & 0x0F) < 8);
|
||||
g_VtxAttr[sub_cmd & 7].g0.Hex = value;
|
||||
g_VertexLoaders[sub_cmd & 7].SetVAT_group0(value);
|
||||
s_attr_dirty[sub_cmd & 7] = true;
|
||||
break;
|
||||
|
||||
case 0xA0: arraybases[sub_cmd & 0xF] = value & 0xFFFFFFFF; break;
|
||||
case 0xB0: arraystrides[sub_cmd & 0xF] = value & 0xFF; break;
|
||||
case 0x80:
|
||||
_assert_((sub_cmd & 0x0F) < 8);
|
||||
g_VtxAttr[sub_cmd & 7].g1.Hex = value;
|
||||
g_VertexLoaders[sub_cmd & 7].SetVAT_group1(value);
|
||||
s_attr_dirty[sub_cmd & 7] = true;
|
||||
break;
|
||||
|
||||
case 0x90:
|
||||
_assert_((sub_cmd & 0x0F) < 8);
|
||||
g_VtxAttr[sub_cmd & 7].g2.Hex = value;
|
||||
g_VertexLoaders[sub_cmd & 7].SetVAT_group2(value);
|
||||
s_attr_dirty[sub_cmd & 7] = true;
|
||||
break;
|
||||
|
||||
// Pointers to vertex arrays in GC RAM
|
||||
case 0xA0:
|
||||
arraybases[sub_cmd & 0xF] = value & 0xFFFFFFFF; // huh, why the mask?
|
||||
break;
|
||||
|
||||
case 0xB0:
|
||||
arraystrides[sub_cmd & 0xF] = value & 0xFF;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -24,15 +24,14 @@ namespace VertexLoaderManager
|
|||
{
|
||||
void Init();
|
||||
void Shutdown();
|
||||
|
||||
int GetVertexSize(int vtx_attr_group);
|
||||
void RunVertices(int vtx_attr_group, int primitive, int count);
|
||||
|
||||
// TODO - don't expose these like this.
|
||||
static u8* s_pCurBufferPointer;
|
||||
};
|
||||
|
||||
|
||||
const TVtxDesc &GetVtxDesc();
|
||||
|
||||
// Might move this into its own file later.
|
||||
void LoadCPReg(u32 SubCmd, u32 Value);
|
||||
|
||||
|
|
|
@ -33,7 +33,6 @@ static u32 s_prevcomponents; // previous state set
|
|||
|
||||
u8* s_pCurBufferPointer = NULL;
|
||||
|
||||
TVtxDesc s_GlobalVtxDesc;
|
||||
|
||||
static const GLenum c_primitiveType[8] =
|
||||
{
|
||||
|
|
|
@ -37,6 +37,7 @@
|
|||
#include "TextureMngr.h"
|
||||
#include "BPStructs.h"
|
||||
#include "VertexLoader.h"
|
||||
#include "VertexLoaderManager.h"
|
||||
#include "VertexManager.h"
|
||||
#include "PixelShaderManager.h"
|
||||
#include "VertexShaderManager.h"
|
||||
|
@ -222,10 +223,12 @@ void Video_Prepare(void)
|
|||
VertexShaderMngr::Init();
|
||||
PixelShaderMngr::Init();
|
||||
GL_REPORT_ERRORD();
|
||||
VertexLoaderManager::Init();
|
||||
}
|
||||
|
||||
void Video_Shutdown(void)
|
||||
{
|
||||
VertexLoaderManager::Shutdown();
|
||||
VertexShaderMngr::Shutdown();
|
||||
PixelShaderMngr::Shutdown();
|
||||
Fifo_Shutdown();
|
||||
|
|
Loading…
Reference in New Issue