Merge branch 'Graphic_Update' into GLSL-master
Conflicts: Source/Core/VideoCommon/Src/VertexManagerBase.cpp Source/Plugins/Plugin_VideoOGL/Src/NativeVertexFormat.cpp Source/Plugins/Plugin_VideoOGL/Src/Render.cpp Source/Plugins/Plugin_VideoOGL/Src/VertexManager.cpp
This commit is contained in:
commit
2f78986e2c
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@ -23,7 +23,7 @@
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int GetLightingShaderId(u32* out)
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{
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for (int i = 0; i < xfregs.numChan.numColorChans; ++i)
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for (u32 i = 0; i < xfregs.numChan.numColorChans; ++i)
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{
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out[i] = xfregs.color[i].enablelighting ?
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(u32)xfregs.color[i].hex :
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@ -102,7 +102,7 @@ public:
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virtual void SetupVertexPointers() = 0;
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virtual void EnableComponents(u32 components) {}
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int GetVertexStride() const { return vertex_stride; }
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u32 GetVertexStride() const { return vertex_stride; }
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// TODO: move this under private:
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u32 m_components; // VB_HAS_X. Bitmask telling what vertex components are present.
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@ -346,7 +346,7 @@ static void Decode()
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// Display lists get added directly into the FIFO stream
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if (g_bRecordFifoData && cmd_byte != GX_CMD_CALL_DL)
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FifoRecorder::GetInstance().WriteGPCommand(opcodeStart, g_pVideoData - opcodeStart);
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FifoRecorder::GetInstance().WriteGPCommand(opcodeStart, u32(g_pVideoData - opcodeStart));
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}
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static void DecodeSemiNop()
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@ -429,7 +429,7 @@ static void DecodeSemiNop()
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}
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if (g_bRecordFifoData && cmd_byte != GX_CMD_CALL_DL)
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FifoRecorder::GetInstance().WriteGPCommand(opcodeStart, g_pVideoData - opcodeStart);
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FifoRecorder::GetInstance().WriteGPCommand(opcodeStart, u32(g_pVideoData - opcodeStart));
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}
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void OpcodeDecoder_Init()
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@ -192,7 +192,7 @@ void GetPixelShaderId(PIXELSHADERUID *uid, DSTALPHA_MODE dstAlphaMode, u32 compo
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*ptr++ = components;
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}
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uid->num_values = ptr - uid->values;
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uid->num_values = int(ptr - uid->values);
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}
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void GetSafePixelShaderId(PIXELSHADERUIDSAFE *uid, DSTALPHA_MODE dstAlphaMode, u32 components)
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@ -225,7 +225,7 @@ void GetSafePixelShaderId(PIXELSHADERUIDSAFE *uid, DSTALPHA_MODE dstAlphaMode, u
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*ptr++ = bpmem.tevindref.hex; // 32
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for (int i = 0; i < bpmem.genMode.numtevstages+1; ++i) // up to 16 times
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for (u32 i = 0; i < bpmem.genMode.numtevstages+1; ++i) // up to 16 times
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{
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*ptr++ = bpmem.combiners[i].colorC.hex; // 33+5*i
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*ptr++ = bpmem.combiners[i].alphaC.hex; // 34+5*i
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@ -163,6 +163,9 @@ void VertexManager::Flush()
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// loading a state will invalidate BP, so check for it
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g_video_backend->CheckInvalidState();
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if (LocalVBuffer == s_pCurBufferPointer) return;
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if (Flushed) return;
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Flushed = true;
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g_vertex_manager->vFlush();
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}
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@ -41,39 +41,39 @@ namespace DX11
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// TODO: Find sensible values for these two
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const UINT IBUFFER_SIZE = VertexManager::MAXIBUFFERSIZE * 16 * sizeof(u16);
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const UINT VBUFFER_SIZE = VertexManager::MAXVBUFFERSIZE * 16;
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const UINT MAXVBUFFER_COUNT = 2;
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const UINT MAX_VBUFFER_COUNT = 2;
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void VertexManager::CreateDeviceObjects()
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{
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D3D11_BUFFER_DESC bufdesc = CD3D11_BUFFER_DESC(IBUFFER_SIZE,
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D3D11_BIND_INDEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
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m_vertexDrawOffset = 0;
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m_triangleDrawIndex = 0;
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m_lineDrawIndex = 0;
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m_pointDrawIndex = 0;
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m_indexBuffers = new PID3D11Buffer[MAXVBUFFER_COUNT];
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m_vertexBuffers = new PID3D11Buffer[MAXVBUFFER_COUNT];
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for (m_activeIndexBuffer = 0; m_activeIndexBuffer < MAXVBUFFER_COUNT; m_activeIndexBuffer++)
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m_vertex_draw_offset = 0;
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m_triangle_draw_index = 0;
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m_line_draw_index = 0;
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m_point_draw_index = 0;
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m_index_buffers = new PID3D11Buffer[MAX_VBUFFER_COUNT];
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m_vertex_buffers = new PID3D11Buffer[MAX_VBUFFER_COUNT];
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for (m_current_index_buffer = 0; m_current_index_buffer < MAX_VBUFFER_COUNT; m_current_index_buffer++)
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{
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m_indexBuffers[m_activeIndexBuffer] = NULL;
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CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, NULL, &m_indexBuffers[m_activeIndexBuffer])),
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m_index_buffers[m_current_index_buffer] = NULL;
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CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, NULL, &m_index_buffers[m_current_index_buffer])),
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"Failed to create index buffer.");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_indexBuffers[m_activeIndexBuffer], "index buffer of VertexManager");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_index_buffers[m_current_index_buffer], "index buffer of VertexManager");
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}
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bufdesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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bufdesc.ByteWidth = VBUFFER_SIZE;
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for (m_activeVertexBuffer = 0; m_activeVertexBuffer < MAXVBUFFER_COUNT; m_activeVertexBuffer++)
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for (m_current_vertex_buffer = 0; m_current_vertex_buffer < MAX_VBUFFER_COUNT; m_current_vertex_buffer++)
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{
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m_vertexBuffers[m_activeVertexBuffer] = NULL;
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CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, NULL, &m_vertexBuffers[m_activeVertexBuffer])),
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m_vertex_buffers[m_current_vertex_buffer] = NULL;
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CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, NULL, &m_vertex_buffers[m_current_vertex_buffer])),
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"Failed to create vertex buffer.");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_vertexBuffers[m_activeVertexBuffer], "Vertex buffer of VertexManager");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_vertex_buffers[m_current_vertex_buffer], "Vertex buffer of VertexManager");
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}
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m_activeVertexBuffer = 0;
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m_activeIndexBuffer = 0;
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m_indexBufferCursor = IBUFFER_SIZE;
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m_vertexBufferCursor = VBUFFER_SIZE;
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m_current_vertex_buffer = 0;
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m_current_index_buffer = 0;
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m_index_buffer_cursor = IBUFFER_SIZE;
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m_vertex_buffer_cursor = VBUFFER_SIZE;
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m_lineShader.Init();
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m_pointShader.Init();
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}
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@ -82,10 +82,10 @@ void VertexManager::DestroyDeviceObjects()
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{
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m_pointShader.Shutdown();
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m_lineShader.Shutdown();
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for (m_activeVertexBuffer = 0; m_activeVertexBuffer < MAXVBUFFER_COUNT; m_activeVertexBuffer++)
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for (m_current_vertex_buffer = 0; m_current_vertex_buffer < MAX_VBUFFER_COUNT; m_current_vertex_buffer++)
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{
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SAFE_RELEASE(m_vertexBuffers[m_activeVertexBuffer]);
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SAFE_RELEASE(m_indexBuffers[m_activeVertexBuffer]);
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SAFE_RELEASE(m_vertex_buffers[m_current_vertex_buffer]);
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SAFE_RELEASE(m_index_buffers[m_current_vertex_buffer]);
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}
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}
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@ -100,47 +100,47 @@ VertexManager::~VertexManager()
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DestroyDeviceObjects();
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}
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void VertexManager::LoadBuffers()
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void VertexManager::PrepareDrawBuffers()
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{
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D3D11_MAPPED_SUBRESOURCE map;
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UINT vSize = UINT(s_pCurBufferPointer - LocalVBuffer);
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D3D11_MAP MapType = D3D11_MAP_WRITE_NO_OVERWRITE;
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if (m_vertexBufferCursor + vSize >= VBUFFER_SIZE)
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if (m_vertex_buffer_cursor + vSize >= VBUFFER_SIZE)
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{
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// Wrap around
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m_activeVertexBuffer = (m_activeVertexBuffer + 1) % MAXVBUFFER_COUNT;
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m_vertexBufferCursor = 0;
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m_current_vertex_buffer = (m_current_vertex_buffer + 1) % MAX_VBUFFER_COUNT;
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m_vertex_buffer_cursor = 0;
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MapType = D3D11_MAP_WRITE_DISCARD;
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}
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D3D::context->Map(m_vertexBuffers[m_activeVertexBuffer], 0, MapType, 0, &map);
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D3D::context->Map(m_vertex_buffers[m_current_vertex_buffer], 0, MapType, 0, &map);
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memcpy((u8*)map.pData + m_vertexBufferCursor, LocalVBuffer, vSize);
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D3D::context->Unmap(m_vertexBuffers[m_activeVertexBuffer], 0);
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m_vertexDrawOffset = m_vertexBufferCursor;
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m_vertexBufferCursor += vSize;
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memcpy((u8*)map.pData + m_vertex_buffer_cursor, LocalVBuffer, vSize);
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D3D::context->Unmap(m_vertex_buffers[m_current_vertex_buffer], 0);
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m_vertex_draw_offset = m_vertex_buffer_cursor;
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m_vertex_buffer_cursor += vSize;
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UINT iCount = IndexGenerator::GetTriangleindexLen() +
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IndexGenerator::GetLineindexLen() + IndexGenerator::GetPointindexLen();
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MapType = D3D11_MAP_WRITE_NO_OVERWRITE;
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if (m_indexBufferCursor + iCount >= (IBUFFER_SIZE / sizeof(u16)))
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if (m_index_buffer_cursor + iCount >= (IBUFFER_SIZE / sizeof(u16)))
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{
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// Wrap around
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m_activeIndexBuffer = (m_activeIndexBuffer + 1) % MAXVBUFFER_COUNT;
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m_indexBufferCursor = 0;
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m_current_index_buffer = (m_current_index_buffer + 1) % MAX_VBUFFER_COUNT;
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m_index_buffer_cursor = 0;
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MapType = D3D11_MAP_WRITE_DISCARD;
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}
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D3D::context->Map(m_indexBuffers[m_activeIndexBuffer], 0, MapType, 0, &map);
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D3D::context->Map(m_index_buffers[m_current_index_buffer], 0, MapType, 0, &map);
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m_triangleDrawIndex = m_indexBufferCursor;
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m_lineDrawIndex = m_triangleDrawIndex + IndexGenerator::GetTriangleindexLen();
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m_pointDrawIndex = m_lineDrawIndex + IndexGenerator::GetLineindexLen();
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memcpy((u16*)map.pData + m_triangleDrawIndex, TIBuffer, sizeof(u16) * IndexGenerator::GetTriangleindexLen());
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memcpy((u16*)map.pData + m_lineDrawIndex, LIBuffer, sizeof(u16) * IndexGenerator::GetLineindexLen());
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memcpy((u16*)map.pData + m_pointDrawIndex, PIBuffer, sizeof(u16) * IndexGenerator::GetPointindexLen());
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D3D::context->Unmap(m_indexBuffers[m_activeIndexBuffer], 0);
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m_indexBufferCursor += iCount;
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m_triangle_draw_index = m_index_buffer_cursor;
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m_line_draw_index = m_triangle_draw_index + IndexGenerator::GetTriangleindexLen();
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m_point_draw_index = m_line_draw_index + IndexGenerator::GetLineindexLen();
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memcpy((u16*)map.pData + m_triangle_draw_index, TIBuffer, sizeof(u16) * IndexGenerator::GetTriangleindexLen());
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memcpy((u16*)map.pData + m_line_draw_index, LIBuffer, sizeof(u16) * IndexGenerator::GetLineindexLen());
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memcpy((u16*)map.pData + m_point_draw_index, PIBuffer, sizeof(u16) * IndexGenerator::GetPointindexLen());
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D3D::context->Unmap(m_index_buffers[m_current_index_buffer], 0);
|
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m_index_buffer_cursor += iCount;
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}
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static const float LINE_PT_TEX_OFFSETS[8] = {
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@ -149,13 +149,13 @@ static const float LINE_PT_TEX_OFFSETS[8] = {
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void VertexManager::Draw(UINT stride)
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{
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D3D::context->IASetVertexBuffers(0, 1, &m_vertexBuffers[m_activeVertexBuffer], &stride, &m_vertexDrawOffset);
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D3D::context->IASetIndexBuffer(m_indexBuffers[m_activeIndexBuffer], DXGI_FORMAT_R16_UINT, 0);
|
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D3D::context->IASetVertexBuffers(0, 1, &m_vertex_buffers[m_current_vertex_buffer], &stride, &m_vertex_draw_offset);
|
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D3D::context->IASetIndexBuffer(m_index_buffers[m_current_index_buffer], DXGI_FORMAT_R16_UINT, 0);
|
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|
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if (IndexGenerator::GetNumTriangles() > 0)
|
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{
|
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D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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D3D::context->DrawIndexed(IndexGenerator::GetTriangleindexLen(), m_triangleDrawIndex, 0);
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D3D::context->DrawIndexed(IndexGenerator::GetTriangleindexLen(), m_triangle_draw_index, 0);
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INCSTAT(stats.thisFrame.numIndexedDrawCalls);
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}
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// Disable culling for lines and points
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|
@ -177,7 +177,7 @@ void VertexManager::Draw(UINT stride)
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texOffset, vpWidth, vpHeight, texOffsetEnable))
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{
|
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D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
|
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D3D::context->DrawIndexed(IndexGenerator::GetLineindexLen(), m_lineDrawIndex, 0);
|
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D3D::context->DrawIndexed(IndexGenerator::GetLineindexLen(), m_line_draw_index, 0);
|
||||
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
|
||||
|
||||
D3D::context->GSSetShader(NULL, NULL, 0);
|
||||
|
@ -199,7 +199,7 @@ void VertexManager::Draw(UINT stride)
|
|||
texOffset, vpWidth, vpHeight, texOffsetEnable))
|
||||
{
|
||||
D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
|
||||
D3D::context->DrawIndexed(IndexGenerator::GetPointindexLen(), m_pointDrawIndex, 0);
|
||||
D3D::context->DrawIndexed(IndexGenerator::GetPointindexLen(), m_point_draw_index, 0);
|
||||
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
|
||||
|
||||
D3D::context->GSSetShader(NULL, NULL, 0);
|
||||
|
@ -211,9 +211,6 @@ void VertexManager::Draw(UINT stride)
|
|||
|
||||
void VertexManager::vFlush()
|
||||
{
|
||||
if (LocalVBuffer == s_pCurBufferPointer) return;
|
||||
if (Flushed) return;
|
||||
Flushed=true;
|
||||
VideoFifo_CheckEFBAccess();
|
||||
|
||||
u32 usedtextures = 0;
|
||||
|
@ -270,7 +267,7 @@ void VertexManager::vFlush()
|
|||
GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
|
||||
goto shader_fail;
|
||||
}
|
||||
LoadBuffers();
|
||||
PrepareDrawBuffers();
|
||||
unsigned int stride = g_nativeVertexFmt->GetVertexStride();
|
||||
g_nativeVertexFmt->SetupVertexPointers();
|
||||
g_renderer->ApplyState(useDstAlpha);
|
||||
|
|
|
@ -37,22 +37,22 @@ public:
|
|||
|
||||
private:
|
||||
|
||||
void LoadBuffers();
|
||||
void Draw(UINT stride);
|
||||
void PrepareDrawBuffers();
|
||||
void Draw(u32 stride);
|
||||
// temp
|
||||
void vFlush();
|
||||
|
||||
UINT m_indexBufferCursor;
|
||||
UINT m_vertexBufferCursor;
|
||||
UINT m_vertexDrawOffset;
|
||||
UINT m_triangleDrawIndex;
|
||||
UINT m_lineDrawIndex;
|
||||
UINT m_pointDrawIndex;
|
||||
UINT m_activeVertexBuffer;
|
||||
UINT m_activeIndexBuffer;
|
||||
u32 m_vertex_buffer_cursor;
|
||||
u32 m_vertex_draw_offset;
|
||||
u32 m_index_buffer_cursor;
|
||||
u32 m_current_vertex_buffer;
|
||||
u32 m_current_index_buffer;
|
||||
u32 m_triangle_draw_index;
|
||||
u32 m_line_draw_index;
|
||||
u32 m_point_draw_index;
|
||||
typedef ID3D11Buffer* PID3D11Buffer;
|
||||
PID3D11Buffer* m_indexBuffers;
|
||||
PID3D11Buffer* m_vertexBuffers;
|
||||
PID3D11Buffer* m_index_buffers;
|
||||
PID3D11Buffer* m_vertex_buffers;
|
||||
|
||||
LineGeometryShader m_lineShader;
|
||||
PointGeometryShader m_pointShader;
|
||||
|
|
|
@ -66,6 +66,7 @@ static int numAdapters;
|
|||
static int cur_adapter;
|
||||
|
||||
// Value caches for state filtering
|
||||
const int MaxStreamSources = 16;
|
||||
const int MaxTextureStages = 9;
|
||||
const int MaxRenderStates = 210 + 46;
|
||||
const int MaxTextureTypes = 33;
|
||||
|
@ -83,10 +84,23 @@ static DWORD m_SamplerStates[MaxSamplerSize][MaxSamplerTypes];
|
|||
static bool m_SamplerStatesSet[MaxSamplerSize][MaxSamplerTypes];
|
||||
static bool m_SamplerStatesChanged[MaxSamplerSize][MaxSamplerTypes];
|
||||
|
||||
LPDIRECT3DBASETEXTURE9 m_Textures[16];
|
||||
LPDIRECT3DVERTEXDECLARATION9 m_VtxDecl;
|
||||
LPDIRECT3DPIXELSHADER9 m_PixelShader;
|
||||
LPDIRECT3DVERTEXSHADER9 m_VertexShader;
|
||||
static LPDIRECT3DBASETEXTURE9 m_Textures[16];
|
||||
static LPDIRECT3DVERTEXDECLARATION9 m_VtxDecl;
|
||||
static bool m_VtxDeclChanged;
|
||||
static LPDIRECT3DPIXELSHADER9 m_PixelShader;
|
||||
static bool m_PixelShaderChanged;
|
||||
static LPDIRECT3DVERTEXSHADER9 m_VertexShader;
|
||||
static bool m_VertexShaderChanged;
|
||||
struct StreamSourceDescriptor
|
||||
{
|
||||
LPDIRECT3DVERTEXBUFFER9 pStreamData;
|
||||
UINT OffsetInBytes;
|
||||
UINT Stride;
|
||||
};
|
||||
static StreamSourceDescriptor m_stream_sources[MaxStreamSources];
|
||||
static bool m_stream_sources_Changed[MaxStreamSources];
|
||||
static LPDIRECT3DINDEXBUFFER9 m_index_buffer;
|
||||
static bool m_index_buffer_Changed;
|
||||
|
||||
// Z buffer formats to be used for EFB depth surface
|
||||
D3DFORMAT DepthFormats[] = {
|
||||
|
@ -170,9 +184,9 @@ void EnableAlphaToCoverage()
|
|||
{
|
||||
// Each vendor has their own specific little hack.
|
||||
if (GetCurAdapter().ident.VendorId == VENDOR_ATI)
|
||||
D3D::SetRenderState(D3DRS_POINTSIZE, (D3DFORMAT)MAKEFOURCC('A', '2', 'M', '1'));
|
||||
SetRenderState(D3DRS_POINTSIZE, (D3DFORMAT)MAKEFOURCC('A', '2', 'M', '1'));
|
||||
else
|
||||
D3D::SetRenderState(D3DRS_ADAPTIVETESS_Y, (D3DFORMAT)MAKEFOURCC('A', 'T', 'O', 'C'));
|
||||
SetRenderState(D3DRS_ADAPTIVETESS_Y, (D3DFORMAT)MAKEFOURCC('A', 'T', 'O', 'C'));
|
||||
}
|
||||
|
||||
void InitPP(int adapter, int f, int aa_mode, D3DPRESENT_PARAMETERS *pp)
|
||||
|
@ -215,14 +229,14 @@ void InitPP(int adapter, int f, int aa_mode, D3DPRESENT_PARAMETERS *pp)
|
|||
|
||||
void Enumerate()
|
||||
{
|
||||
numAdapters = D3D::D3D->GetAdapterCount();
|
||||
numAdapters = D3D->GetAdapterCount();
|
||||
|
||||
for (int i = 0; i < std::min(MAX_ADAPTERS, numAdapters); i++)
|
||||
{
|
||||
Adapter &a = adapters[i];
|
||||
a.aa_levels.clear();
|
||||
a.resolutions.clear();
|
||||
D3D::D3D->GetAdapterIdentifier(i, 0, &a.ident);
|
||||
D3D->GetAdapterIdentifier(i, 0, &a.ident);
|
||||
bool isNvidia = a.ident.VendorId == VENDOR_NVIDIA;
|
||||
|
||||
// Add SuperSamples modes
|
||||
|
@ -233,17 +247,17 @@ void Enumerate()
|
|||
//disable them will they are not implemnted
|
||||
/*
|
||||
DWORD qlevels = 0;
|
||||
if (D3DERR_NOTAVAILABLE != D3D::D3D->CheckDeviceMultiSampleType(
|
||||
if (D3DERR_NOTAVAILABLE != D3D->CheckDeviceMultiSampleType(
|
||||
i, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES, &qlevels))
|
||||
if (qlevels > 0)
|
||||
a.aa_levels.push_back(AALevel("2x MSAA", D3DMULTISAMPLE_2_SAMPLES, 0));
|
||||
|
||||
if (D3DERR_NOTAVAILABLE != D3D::D3D->CheckDeviceMultiSampleType(
|
||||
if (D3DERR_NOTAVAILABLE != D3D->CheckDeviceMultiSampleType(
|
||||
i, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES, &qlevels))
|
||||
if (qlevels > 0)
|
||||
a.aa_levels.push_back(AALevel("4x MSAA", D3DMULTISAMPLE_4_SAMPLES, 0));
|
||||
|
||||
if (D3DERR_NOTAVAILABLE != D3D::D3D->CheckDeviceMultiSampleType(
|
||||
if (D3DERR_NOTAVAILABLE != D3D->CheckDeviceMultiSampleType(
|
||||
i, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, TRUE, D3DMULTISAMPLE_8_SAMPLES, &qlevels))
|
||||
if (qlevels > 0)
|
||||
a.aa_levels.push_back(AALevel("8x MSAA", D3DMULTISAMPLE_8_SAMPLES, 0));
|
||||
|
@ -251,7 +265,7 @@ void Enumerate()
|
|||
if (isNvidia)
|
||||
{
|
||||
// CSAA support
|
||||
if (D3DERR_NOTAVAILABLE != D3D::D3D->CheckDeviceMultiSampleType(
|
||||
if (D3DERR_NOTAVAILABLE != D3D->CheckDeviceMultiSampleType(
|
||||
i, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, TRUE, D3DMULTISAMPLE_4_SAMPLES, &qlevels))
|
||||
{
|
||||
if (qlevels > 2)
|
||||
|
@ -262,7 +276,7 @@ void Enumerate()
|
|||
a.aa_levels.push_back(AALevel("8xQ CSAA", D3DMULTISAMPLE_8_SAMPLES, 0));
|
||||
}
|
||||
}
|
||||
if (D3DERR_NOTAVAILABLE != D3D::D3D->CheckDeviceMultiSampleType(
|
||||
if (D3DERR_NOTAVAILABLE != D3D->CheckDeviceMultiSampleType(
|
||||
i, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, TRUE, D3DMULTISAMPLE_8_SAMPLES, &qlevels))
|
||||
{
|
||||
if (qlevels > 2)
|
||||
|
@ -296,11 +310,11 @@ void Enumerate()
|
|||
{
|
||||
strcpy(a.aa_levels[0].name, "(Not supported on this device)");
|
||||
}
|
||||
int numModes = D3D::D3D->GetAdapterModeCount(i, D3DFMT_X8R8G8B8);
|
||||
int numModes = D3D->GetAdapterModeCount(i, D3DFMT_X8R8G8B8);
|
||||
for (int m = 0; m < numModes; m++)
|
||||
{
|
||||
D3DDISPLAYMODE mode;
|
||||
D3D::D3D->EnumAdapterModes(i, D3DFMT_X8R8G8B8, m, &mode);
|
||||
D3D->EnumAdapterModes(i, D3DFMT_X8R8G8B8, m, &mode);
|
||||
|
||||
int found = -1;
|
||||
for (int x = 0; x < (int)a.resolutions.size(); x++)
|
||||
|
@ -440,8 +454,8 @@ HRESULT Create(int adapter, HWND wnd, int _resolution, int aa_mode, bool auto_de
|
|||
dev->GetRenderTarget(0, &back_buffer);
|
||||
if (dev->GetDepthStencilSurface(&back_buffer_z) == D3DERR_NOTFOUND)
|
||||
back_buffer_z = NULL;
|
||||
D3D::SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE );
|
||||
D3D::SetRenderState(D3DRS_FILLMODE, g_Config.bWireFrame ? D3DFILL_WIREFRAME : D3DFILL_SOLID);
|
||||
SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE );
|
||||
SetRenderState(D3DRS_FILLMODE, g_Config.bWireFrame ? D3DFILL_WIREFRAME : D3DFILL_SOLID);
|
||||
memset(m_Textures, 0, sizeof(m_Textures));
|
||||
memset(m_TextureStageStatesSet, 0, sizeof(m_TextureStageStatesSet));
|
||||
memset(m_RenderStatesSet, 0, sizeof(m_RenderStatesSet));
|
||||
|
@ -452,6 +466,15 @@ HRESULT Create(int adapter, HWND wnd, int _resolution, int aa_mode, bool auto_de
|
|||
m_VtxDecl = NULL;
|
||||
m_PixelShader = NULL;
|
||||
m_VertexShader = NULL;
|
||||
m_index_buffer = NULL;
|
||||
memset(m_stream_sources, 0, sizeof(m_stream_sources));
|
||||
m_index_buffer = NULL;
|
||||
|
||||
m_VtxDeclChanged = false;
|
||||
m_PixelShaderChanged = false;
|
||||
m_VertexShaderChanged = false;
|
||||
memset(m_stream_sources_Changed, 0 , sizeof(m_stream_sources_Changed));
|
||||
m_index_buffer_Changed = false;
|
||||
// Device state would normally be set here
|
||||
return S_OK;
|
||||
}
|
||||
|
@ -516,7 +539,7 @@ bool CheckDepthStencilSupport(D3DFORMAT target_format, D3DFORMAT depth_format)
|
|||
D3DFORMAT GetSupportedDepthTextureFormat()
|
||||
{
|
||||
for (int i = 0; i < sizeof(DepthFormats)/sizeof(D3DFORMAT); ++i)
|
||||
if (D3D::CheckTextureSupport(D3DUSAGE_DEPTHSTENCIL, DepthFormats[i]))
|
||||
if (CheckTextureSupport(D3DUSAGE_DEPTHSTENCIL, DepthFormats[i]))
|
||||
return DepthFormats[i];
|
||||
|
||||
return D3DFMT_UNKNOWN;
|
||||
|
@ -525,7 +548,7 @@ D3DFORMAT GetSupportedDepthTextureFormat()
|
|||
D3DFORMAT GetSupportedDepthSurfaceFormat(D3DFORMAT target_format)
|
||||
{
|
||||
for (int i = 0; i < sizeof(DepthFormats)/sizeof(D3DFORMAT); ++i)
|
||||
if (D3D::CheckDepthStencilSupport(target_format, DepthFormats[i]))
|
||||
if (CheckDepthStencilSupport(target_format, DepthFormats[i]))
|
||||
return DepthFormats[i];
|
||||
|
||||
return D3DFMT_UNKNOWN;
|
||||
|
@ -533,13 +556,13 @@ D3DFORMAT GetSupportedDepthSurfaceFormat(D3DFORMAT target_format)
|
|||
|
||||
const char *VertexShaderVersionString()
|
||||
{
|
||||
int version = ((D3D::caps.VertexShaderVersion >> 8) & 0xFF);
|
||||
int version = ((caps.VertexShaderVersion >> 8) & 0xFF);
|
||||
return vsVersions[std::min(4, version)];
|
||||
}
|
||||
|
||||
const char *PixelShaderVersionString()
|
||||
{
|
||||
int version = ((D3D::caps.PixelShaderVersion >> 8) & 0xFF);
|
||||
int version = ((caps.PixelShaderVersion >> 8) & 0xFF);
|
||||
return psVersions[std::min(4, version)];
|
||||
}
|
||||
|
||||
|
@ -653,14 +676,14 @@ void ApplyCachedState()
|
|||
for (int type = 0; type < MaxSamplerTypes; type++)
|
||||
{
|
||||
if(m_SamplerStatesSet[sampler][type])
|
||||
D3D::dev->SetSamplerState(sampler, (D3DSAMPLERSTATETYPE)type, m_SamplerStates[sampler][type]);
|
||||
dev->SetSamplerState(sampler, (D3DSAMPLERSTATETYPE)type, m_SamplerStates[sampler][type]);
|
||||
}
|
||||
}
|
||||
|
||||
for (int rs = 0; rs < MaxRenderStates; rs++)
|
||||
{
|
||||
if (m_RenderStatesSet[rs])
|
||||
D3D::dev->SetRenderState((D3DRENDERSTATETYPE)rs, m_RenderStates[rs]);
|
||||
dev->SetRenderState((D3DRENDERSTATETYPE)rs, m_RenderStates[rs]);
|
||||
}
|
||||
|
||||
// We don't bother restoring these so let's just wipe the state copy
|
||||
|
@ -671,6 +694,13 @@ void ApplyCachedState()
|
|||
m_VtxDecl = NULL;
|
||||
m_PixelShader = NULL;
|
||||
m_VertexShader = NULL;
|
||||
memset(m_stream_sources, 0, sizeof(m_stream_sources));
|
||||
m_index_buffer = NULL;
|
||||
m_VtxDeclChanged = false;
|
||||
m_PixelShaderChanged = false;
|
||||
m_VertexShaderChanged = false;
|
||||
memset(m_stream_sources_Changed, 0 , sizeof(m_stream_sources_Changed));
|
||||
m_index_buffer_Changed = false;
|
||||
}
|
||||
|
||||
void SetTexture(DWORD Stage, LPDIRECT3DBASETEXTURE9 pTexture)
|
||||
|
@ -678,7 +708,7 @@ void SetTexture(DWORD Stage, LPDIRECT3DBASETEXTURE9 pTexture)
|
|||
if (m_Textures[Stage] != pTexture)
|
||||
{
|
||||
m_Textures[Stage] = pTexture;
|
||||
D3D::dev->SetTexture(Stage, pTexture);
|
||||
dev->SetTexture(Stage, pTexture);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -686,7 +716,7 @@ void RefreshRenderState(D3DRENDERSTATETYPE State)
|
|||
{
|
||||
if(m_RenderStatesSet[State] && m_RenderStatesChanged[State])
|
||||
{
|
||||
D3D::dev->SetRenderState(State, m_RenderStates[State]);
|
||||
dev->SetRenderState(State, m_RenderStates[State]);
|
||||
m_RenderStatesChanged[State] = false;
|
||||
}
|
||||
}
|
||||
|
@ -698,7 +728,7 @@ void SetRenderState(D3DRENDERSTATETYPE State, DWORD Value)
|
|||
m_RenderStates[State] = Value;
|
||||
m_RenderStatesSet[State] = true;
|
||||
m_RenderStatesChanged[State] = false;
|
||||
D3D::dev->SetRenderState(State, Value);
|
||||
dev->SetRenderState(State, Value);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -707,7 +737,7 @@ void ChangeRenderState(D3DRENDERSTATETYPE State, DWORD Value)
|
|||
if (m_RenderStates[State] != Value || !m_RenderStatesSet[State])
|
||||
{
|
||||
m_RenderStatesChanged[State] = m_RenderStatesSet[State];
|
||||
D3D::dev->SetRenderState(State, Value);
|
||||
dev->SetRenderState(State, Value);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -722,7 +752,7 @@ void SetTextureStageState(DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD Valu
|
|||
m_TextureStageStates[Stage][Type] = Value;
|
||||
m_TextureStageStatesSet[Stage][Type]=true;
|
||||
m_TextureStageStatesChanged[Stage][Type]=false;
|
||||
D3D::dev->SetTextureStageState(Stage, Type, Value);
|
||||
dev->SetTextureStageState(Stage, Type, Value);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -730,7 +760,7 @@ void RefreshTextureStageState(DWORD Stage, D3DTEXTURESTAGESTATETYPE Type)
|
|||
{
|
||||
if(m_TextureStageStatesSet[Stage][Type] && m_TextureStageStatesChanged[Stage][Type])
|
||||
{
|
||||
D3D::dev->SetTextureStageState(Stage, Type, m_TextureStageStates[Stage][Type]);
|
||||
dev->SetTextureStageState(Stage, Type, m_TextureStageStates[Stage][Type]);
|
||||
m_TextureStageStatesChanged[Stage][Type] = false;
|
||||
}
|
||||
}
|
||||
|
@ -740,7 +770,7 @@ void ChangeTextureStageState(DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD V
|
|||
if (m_TextureStageStates[Stage][Type] != Value || !m_TextureStageStatesSet[Stage][Type])
|
||||
{
|
||||
m_TextureStageStatesChanged[Stage][Type] = m_TextureStageStatesSet[Stage][Type];
|
||||
D3D::dev->SetTextureStageState(Stage, Type, Value);
|
||||
dev->SetTextureStageState(Stage, Type, Value);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -755,7 +785,7 @@ void SetSamplerState(DWORD Sampler, D3DSAMPLERSTATETYPE Type, DWORD Value)
|
|||
m_SamplerStates[Sampler][Type] = Value;
|
||||
m_SamplerStatesSet[Sampler][Type] = true;
|
||||
m_SamplerStatesChanged[Sampler][Type] = false;
|
||||
D3D::dev->SetSamplerState(Sampler, Type, Value);
|
||||
dev->SetSamplerState(Sampler, Type, Value);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -763,7 +793,7 @@ void RefreshSamplerState(DWORD Sampler, D3DSAMPLERSTATETYPE Type)
|
|||
{
|
||||
if(m_SamplerStatesSet[Sampler][Type] && m_SamplerStatesChanged[Sampler][Type])
|
||||
{
|
||||
D3D::dev->SetSamplerState(Sampler, Type, m_SamplerStates[Sampler][Type]);
|
||||
dev->SetSamplerState(Sampler, Type, m_SamplerStates[Sampler][Type]);
|
||||
m_SamplerStatesChanged[Sampler][Type] = false;
|
||||
}
|
||||
}
|
||||
|
@ -773,7 +803,7 @@ void ChangeSamplerState(DWORD Sampler, D3DSAMPLERSTATETYPE Type, DWORD Value)
|
|||
if (m_SamplerStates[Sampler][Type] != Value || !m_SamplerStatesSet[Sampler][Type])
|
||||
{
|
||||
m_SamplerStatesChanged[Sampler][Type] = m_SamplerStatesSet[Sampler][Type];
|
||||
D3D::dev->SetSamplerState(Sampler, Type, Value);
|
||||
dev->SetSamplerState(Sampler, Type, Value);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -783,67 +813,155 @@ void ChangeSamplerState(DWORD Sampler, D3DSAMPLERSTATETYPE Type, DWORD Value)
|
|||
|
||||
void RefreshVertexDeclaration()
|
||||
{
|
||||
if (m_VtxDecl)
|
||||
if (m_VtxDeclChanged)
|
||||
{
|
||||
D3D::dev->SetVertexDeclaration(m_VtxDecl);
|
||||
dev->SetVertexDeclaration(m_VtxDecl);
|
||||
m_VtxDeclChanged = false;
|
||||
}
|
||||
}
|
||||
|
||||
void SetVertexDeclaration(LPDIRECT3DVERTEXDECLARATION9 decl)
|
||||
{
|
||||
if (!decl) {
|
||||
m_VtxDecl = NULL;
|
||||
return;
|
||||
}
|
||||
if (decl != m_VtxDecl)
|
||||
{
|
||||
D3D::dev->SetVertexDeclaration(decl);
|
||||
dev->SetVertexDeclaration(decl);
|
||||
m_VtxDecl = decl;
|
||||
m_VtxDeclChanged = false;
|
||||
}
|
||||
}
|
||||
|
||||
void ChangeVertexDeclaration(LPDIRECT3DVERTEXDECLARATION9 decl)
|
||||
{
|
||||
if (decl != m_VtxDecl) {
|
||||
dev->SetVertexDeclaration(decl);
|
||||
m_VtxDeclChanged = true;
|
||||
}
|
||||
}
|
||||
|
||||
void ChangeVertexShader(LPDIRECT3DVERTEXSHADER9 shader)
|
||||
{
|
||||
if (shader != m_VertexShader)
|
||||
{
|
||||
dev->SetVertexShader(shader);
|
||||
m_VertexShaderChanged = true;
|
||||
}
|
||||
}
|
||||
|
||||
void RefreshVertexShader()
|
||||
{
|
||||
if (m_VertexShader)
|
||||
if (m_VertexShaderChanged)
|
||||
{
|
||||
D3D::dev->SetVertexShader(m_VertexShader);
|
||||
dev->SetVertexShader(m_VertexShader);
|
||||
m_VertexShaderChanged = false;
|
||||
}
|
||||
}
|
||||
|
||||
void SetVertexShader(LPDIRECT3DVERTEXSHADER9 shader)
|
||||
{
|
||||
if (!shader) {
|
||||
m_VertexShader = NULL;
|
||||
return;
|
||||
}
|
||||
if (shader != m_VertexShader)
|
||||
{
|
||||
D3D::dev->SetVertexShader(shader);
|
||||
dev->SetVertexShader(shader);
|
||||
m_VertexShader = shader;
|
||||
m_VertexShaderChanged = false;
|
||||
}
|
||||
}
|
||||
|
||||
void RefreshPixelShader()
|
||||
{
|
||||
if (m_PixelShader)
|
||||
if (m_PixelShaderChanged)
|
||||
{
|
||||
D3D::dev->SetPixelShader(m_PixelShader);
|
||||
dev->SetPixelShader(m_PixelShader);
|
||||
m_PixelShaderChanged = false;
|
||||
}
|
||||
}
|
||||
|
||||
void SetPixelShader(LPDIRECT3DPIXELSHADER9 shader)
|
||||
{
|
||||
if (!shader) {
|
||||
m_PixelShader = NULL;
|
||||
return;
|
||||
}
|
||||
if (shader != m_PixelShader)
|
||||
{
|
||||
D3D::dev->SetPixelShader(shader);
|
||||
dev->SetPixelShader(shader);
|
||||
m_PixelShader = shader;
|
||||
m_PixelShaderChanged = false;
|
||||
}
|
||||
}
|
||||
|
||||
void ChangePixelShader(LPDIRECT3DPIXELSHADER9 shader)
|
||||
{
|
||||
if (shader != m_PixelShader)
|
||||
{
|
||||
dev->SetPixelShader(shader);
|
||||
m_PixelShaderChanged = true;
|
||||
}
|
||||
}
|
||||
|
||||
void SetStreamSource(UINT StreamNumber,IDirect3DVertexBuffer9* pStreamData,UINT OffsetInBytes,UINT Stride)
|
||||
{
|
||||
if (m_stream_sources[StreamNumber].OffsetInBytes != OffsetInBytes
|
||||
|| m_stream_sources[StreamNumber].pStreamData != pStreamData
|
||||
|| m_stream_sources[StreamNumber].Stride != Stride)
|
||||
{
|
||||
m_stream_sources[StreamNumber].OffsetInBytes = OffsetInBytes;
|
||||
m_stream_sources[StreamNumber].pStreamData = pStreamData;
|
||||
m_stream_sources[StreamNumber].Stride = Stride;
|
||||
dev->SetStreamSource(StreamNumber, pStreamData, OffsetInBytes, Stride);
|
||||
m_stream_sources_Changed[StreamNumber] = false;
|
||||
}
|
||||
}
|
||||
|
||||
void ChangeStreamSource(UINT StreamNumber,IDirect3DVertexBuffer9* pStreamData,UINT OffsetInBytes,UINT Stride)
|
||||
{
|
||||
if (m_stream_sources[StreamNumber].OffsetInBytes != OffsetInBytes
|
||||
|| m_stream_sources[StreamNumber].pStreamData != pStreamData
|
||||
|| m_stream_sources[StreamNumber].Stride != Stride)
|
||||
{
|
||||
dev->SetStreamSource(StreamNumber, pStreamData, OffsetInBytes, Stride);
|
||||
m_stream_sources_Changed[StreamNumber] = true;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void RefreshStreamSource(UINT StreamNumber)
|
||||
{
|
||||
if (m_PixelShaderChanged)
|
||||
{
|
||||
dev->SetStreamSource(
|
||||
StreamNumber,
|
||||
m_stream_sources[StreamNumber].pStreamData,
|
||||
m_stream_sources[StreamNumber].OffsetInBytes,
|
||||
m_stream_sources[StreamNumber].Stride);
|
||||
m_stream_sources_Changed[StreamNumber] = false;
|
||||
}
|
||||
}
|
||||
|
||||
void SetIndices(LPDIRECT3DINDEXBUFFER9 pIndexData)
|
||||
{
|
||||
if(pIndexData != m_index_buffer)
|
||||
{
|
||||
m_index_buffer = pIndexData;
|
||||
dev->SetIndices(pIndexData);
|
||||
m_index_buffer_Changed = false;
|
||||
}
|
||||
}
|
||||
|
||||
void ChangeIndices(LPDIRECT3DINDEXBUFFER9 pIndexData)
|
||||
{
|
||||
if(pIndexData != m_index_buffer)
|
||||
{
|
||||
dev->SetIndices(pIndexData);
|
||||
m_index_buffer_Changed = true;
|
||||
}
|
||||
}
|
||||
|
||||
void RefreshIndices()
|
||||
{
|
||||
if (m_index_buffer_Changed)
|
||||
{
|
||||
dev->SetIndices(m_index_buffer);
|
||||
m_index_buffer_Changed = false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
} // namespace
|
||||
|
||||
|
|
|
@ -100,12 +100,23 @@ void ChangeSamplerState(DWORD Sampler, D3DSAMPLERSTATETYPE Type, DWORD Value);
|
|||
|
||||
void RefreshVertexDeclaration();
|
||||
void SetVertexDeclaration(LPDIRECT3DVERTEXDECLARATION9 decl);
|
||||
void ChangeVertexDeclaration(LPDIRECT3DVERTEXDECLARATION9 decl);
|
||||
|
||||
void RefreshVertexShader();
|
||||
void SetVertexShader(LPDIRECT3DVERTEXSHADER9 shader);
|
||||
void ChangeVertexShader(LPDIRECT3DVERTEXSHADER9 shader);
|
||||
|
||||
void RefreshPixelShader();
|
||||
void SetPixelShader(LPDIRECT3DPIXELSHADER9 shader);
|
||||
void ChangePixelShader(LPDIRECT3DPIXELSHADER9 shader);
|
||||
|
||||
void SetStreamSource(UINT StreamNumber,IDirect3DVertexBuffer9* pStreamData,UINT OffsetInBytes,UINT Stride);
|
||||
void ChangeStreamSource(UINT StreamNumber,IDirect3DVertexBuffer9* pStreamData,UINT OffsetInBytes,UINT Stride);
|
||||
void RefreshStreamSource(UINT StreamNumber);
|
||||
|
||||
void SetIndices(LPDIRECT3DINDEXBUFFER9 pIndexData);
|
||||
void ChangeIndices(LPDIRECT3DINDEXBUFFER9 pIndexData);
|
||||
void RefreshIndices();
|
||||
|
||||
void ApplyCachedState();
|
||||
|
||||
|
|
|
@ -198,6 +198,8 @@ const int TS[6][2] =
|
|||
void RestoreShaders()
|
||||
{
|
||||
D3D::SetTexture(0, 0);
|
||||
D3D::RefreshStreamSource(0);
|
||||
D3D::RefreshIndices();
|
||||
D3D::RefreshVertexDeclaration();
|
||||
D3D::RefreshPixelShader();
|
||||
D3D::RefreshVertexShader();
|
||||
|
@ -217,9 +219,9 @@ void CD3DFont::SetRenderStates()
|
|||
{
|
||||
D3D::SetTexture(0, m_pTexture);
|
||||
|
||||
dev->SetPixelShader(0);
|
||||
dev->SetVertexShader(0);
|
||||
|
||||
D3D::ChangePixelShader(0);
|
||||
D3D::ChangeVertexShader(0);
|
||||
D3D::ChangeVertexDeclaration(0);
|
||||
dev->SetFVF(D3DFVF_FONT2DVERTEX);
|
||||
|
||||
for (int i = 0; i < 6; i++)
|
||||
|
@ -236,7 +238,7 @@ int CD3DFont::DrawTextScaled(float x, float y, float fXScale, float fYScale, flo
|
|||
return 0;
|
||||
|
||||
SetRenderStates();
|
||||
dev->SetStreamSource(0, m_pVB, 0, sizeof(FONT2DVERTEX));
|
||||
D3D::ChangeStreamSource(0, m_pVB, 0, sizeof(FONT2DVERTEX));
|
||||
|
||||
float vpWidth = 1;
|
||||
float vpHeight = 1;
|
||||
|
@ -389,9 +391,10 @@ void drawShadedTexQuad(IDirect3DTexture9 *texture,
|
|||
{ 1.0f - dw,-1.0f + dh, 0.0f,1.0f, u2, v2, sw, sh, g},
|
||||
{ 1.0f - dw, 1.0f + dh, 0.0f,1.0f, u2, v1, sw, sh, g}
|
||||
};
|
||||
dev->SetVertexShader(Vshader);
|
||||
dev->SetPixelShader(PShader);
|
||||
D3D::ChangeVertexShader(Vshader);
|
||||
D3D::ChangePixelShader(PShader);
|
||||
D3D::SetTexture(0, texture);
|
||||
D3D::ChangeVertexDeclaration(0);
|
||||
dev->SetFVF(D3DFVF_XYZW | D3DFVF_TEX3 | D3DFVF_TEXCOORDSIZE1(2));
|
||||
dev->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, coords, sizeof(Q2DVertex));
|
||||
RestoreShaders();
|
||||
|
@ -424,9 +427,10 @@ void drawShadedTexSubQuad(IDirect3DTexture9 *texture,
|
|||
{ rDest->right - dw , rDest->top + dh, 1.0f,1.0f, u2, v2, sw, sh, g},
|
||||
{ rDest->right - dw , rDest->bottom + dh, 1.0f,1.0f, u2, v1, sw, sh, g}
|
||||
};
|
||||
dev->SetVertexShader(Vshader);
|
||||
dev->SetPixelShader(PShader);
|
||||
D3D::ChangeVertexShader(Vshader);
|
||||
D3D::ChangePixelShader(PShader);
|
||||
D3D::SetTexture(0, texture);
|
||||
D3D::ChangeVertexDeclaration(0);
|
||||
dev->SetFVF(D3DFVF_XYZW | D3DFVF_TEX3 | D3DFVF_TEXCOORDSIZE1(2));
|
||||
dev->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, coords, sizeof(Q2DVertex));
|
||||
RestoreShaders();
|
||||
|
@ -442,8 +446,9 @@ void drawColorQuad(u32 Color, float x1, float y1, float x2, float y2)
|
|||
{ x1, y1, 0.f, 1.f, Color },
|
||||
{ x2, y1, 0.f, 1.f, Color },
|
||||
};
|
||||
dev->SetVertexShader(VertexShaderCache::GetClearVertexShader());
|
||||
dev->SetPixelShader(PixelShaderCache::GetClearProgram());
|
||||
D3D::ChangeVertexShader(VertexShaderCache::GetClearVertexShader());
|
||||
D3D::ChangePixelShader(PixelShaderCache::GetClearProgram());
|
||||
D3D::ChangeVertexDeclaration(0);
|
||||
dev->SetFVF(D3DFVF_XYZW | D3DFVF_DIFFUSE);
|
||||
dev->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, coords, sizeof(CQVertex));
|
||||
RestoreShaders();
|
||||
|
@ -457,8 +462,9 @@ void drawClearQuad(u32 Color,float z,IDirect3DPixelShader9 *PShader,IDirect3DVer
|
|||
{ 1.0f, -1.0f, z, 1.0f, Color},
|
||||
{-1.0f, -1.0f, z, 1.0f, Color}
|
||||
};
|
||||
dev->SetVertexShader(Vshader);
|
||||
dev->SetPixelShader(PShader);
|
||||
D3D::ChangeVertexShader(Vshader);
|
||||
D3D::ChangePixelShader(PShader);
|
||||
D3D::ChangeVertexDeclaration(0);
|
||||
dev->SetFVF(D3DFVF_XYZW | D3DFVF_DIFFUSE);
|
||||
dev->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, coords, sizeof(Q2DVertex));
|
||||
RestoreShaders();
|
||||
|
|
|
@ -67,6 +67,7 @@ static int s_fps = 0;
|
|||
static u32 s_blendMode;
|
||||
static u32 s_LastAA;
|
||||
static bool IS_AMD;
|
||||
static float m_fMaxPointSize;
|
||||
|
||||
static char *st;
|
||||
|
||||
|
@ -329,6 +330,9 @@ Renderer::Renderer()
|
|||
D3D::BeginFrame();
|
||||
D3D::SetRenderState(D3DRS_SCISSORTESTENABLE, true);
|
||||
D3D::dev->CreateOffscreenPlainSurface(s_backbuffer_width,s_backbuffer_height, D3DFMT_X8R8G8B8, D3DPOOL_SYSTEMMEM, &ScreenShootMEMSurface, NULL );
|
||||
D3D::SetRenderState(D3DRS_POINTSCALEENABLE,false);
|
||||
m_fMaxPointSize = D3D::GetCaps().MaxPointSize;
|
||||
|
||||
}
|
||||
|
||||
Renderer::~Renderer()
|
||||
|
@ -1304,7 +1308,15 @@ void Renderer::SetLineWidth()
|
|||
// We can't change line width in D3D unless we use ID3DXLine
|
||||
float fratio = xfregs.viewport.wd != 0 ? Renderer::EFBToScaledXf(1.f) : 1.0f;
|
||||
float psize = bpmem.lineptwidth.linesize * fratio / 6.0f;
|
||||
//little hack to compensate scalling problems in dx9 must be taken out when scalling is fixed.
|
||||
psize *= 2.0f;
|
||||
if (psize > m_fMaxPointSize)
|
||||
{
|
||||
psize = m_fMaxPointSize;
|
||||
}
|
||||
D3D::SetRenderState(D3DRS_POINTSIZE, *((DWORD*)&psize));
|
||||
D3D::SetRenderState(D3DRS_POINTSIZE_MIN, *((DWORD*)&psize));
|
||||
D3D::SetRenderState(D3DRS_POINTSIZE_MAX, *((DWORD*)&psize));
|
||||
}
|
||||
|
||||
void Renderer::SetSamplerState(int stage, int texindex)
|
||||
|
|
|
@ -44,7 +44,7 @@ namespace DX9
|
|||
//This are the initially requeted size for the buffers expresed in elements
|
||||
const u32 IBUFFER_SIZE = VertexManager::MAXIBUFFERSIZE * 16;
|
||||
const u32 VBUFFER_SIZE = VertexManager::MAXVBUFFERSIZE * 16;
|
||||
const u32 MAXVBUFFER_COUNT = 2;
|
||||
const u32 MAX_VBUFFER_COUNT = 2;
|
||||
|
||||
inline void DumpBadShaders()
|
||||
{
|
||||
|
@ -67,88 +67,88 @@ inline void DumpBadShaders()
|
|||
|
||||
void VertexManager::CreateDeviceObjects()
|
||||
{
|
||||
NumVBuffers = 0;
|
||||
VBuffers = NULL;
|
||||
IBuffers = NULL;
|
||||
m_buffers_count = 0;
|
||||
m_vertex_buffers = NULL;
|
||||
m_index_buffers = NULL;
|
||||
D3DCAPS9 DeviceCaps = D3D::GetCaps();
|
||||
u32 devicevMaxBufferSize = DeviceCaps.MaxPrimitiveCount * 3 * DeviceCaps.MaxStreamStride;
|
||||
//Calculate Device Dependant size
|
||||
CurrentVBufferSize = (VBUFFER_SIZE > devicevMaxBufferSize) ? devicevMaxBufferSize : VBUFFER_SIZE;
|
||||
CurrentIBufferSize = (IBUFFER_SIZE > DeviceCaps.MaxVertexIndex) ? DeviceCaps.MaxVertexIndex : IBUFFER_SIZE;
|
||||
m_vertex_buffer_size = (VBUFFER_SIZE > devicevMaxBufferSize) ? devicevMaxBufferSize : VBUFFER_SIZE;
|
||||
m_index_buffer_size = (IBUFFER_SIZE > DeviceCaps.MaxVertexIndex) ? DeviceCaps.MaxVertexIndex : IBUFFER_SIZE;
|
||||
//if device caps are not enough for Vbuffer fall back to vertex arrays
|
||||
if (CurrentIBufferSize < MAXIBUFFERSIZE || CurrentVBufferSize < MAXVBUFFERSIZE) return;
|
||||
if (m_index_buffer_size < MAXIBUFFERSIZE || m_vertex_buffer_size < MAXVBUFFERSIZE) return;
|
||||
|
||||
VBuffers = new LPDIRECT3DVERTEXBUFFER9[MAXVBUFFER_COUNT];
|
||||
IBuffers = new LPDIRECT3DINDEXBUFFER9[MAXVBUFFER_COUNT];
|
||||
m_vertex_buffers = new LPDIRECT3DVERTEXBUFFER9[MAX_VBUFFER_COUNT];
|
||||
m_index_buffers = new LPDIRECT3DINDEXBUFFER9[MAX_VBUFFER_COUNT];
|
||||
|
||||
bool Fail = false;
|
||||
for (CurrentVBuffer = 0; CurrentVBuffer < MAXVBUFFER_COUNT; CurrentVBuffer++)
|
||||
for (m_current_vertex_buffer = 0; m_current_vertex_buffer < MAX_VBUFFER_COUNT; m_current_vertex_buffer++)
|
||||
{
|
||||
VBuffers[CurrentVBuffer] = NULL;
|
||||
IBuffers[CurrentVBuffer] = NULL;
|
||||
m_vertex_buffers[m_current_vertex_buffer] = NULL;
|
||||
m_index_buffers[m_current_vertex_buffer] = NULL;
|
||||
}
|
||||
for (CurrentVBuffer = 0; CurrentVBuffer < MAXVBUFFER_COUNT; CurrentVBuffer++)
|
||||
for (m_current_vertex_buffer = 0; m_current_vertex_buffer < MAX_VBUFFER_COUNT; m_current_vertex_buffer++)
|
||||
{
|
||||
if(FAILED( D3D::dev->CreateVertexBuffer( CurrentVBufferSize, D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &VBuffers[CurrentVBuffer], NULL ) ) )
|
||||
if(FAILED( D3D::dev->CreateVertexBuffer( m_vertex_buffer_size, D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &m_vertex_buffers[m_current_vertex_buffer], NULL ) ) )
|
||||
{
|
||||
Fail = true;
|
||||
break;
|
||||
}
|
||||
if( FAILED( D3D::dev->CreateIndexBuffer( CurrentIBufferSize * sizeof(u16), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &IBuffers[CurrentVBuffer], NULL ) ) )
|
||||
if( FAILED( D3D::dev->CreateIndexBuffer( m_index_buffer_size * sizeof(u16), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &m_index_buffers[m_current_vertex_buffer], NULL ) ) )
|
||||
{
|
||||
Fail = true;
|
||||
return;
|
||||
}
|
||||
}
|
||||
NumVBuffers = CurrentVBuffer;
|
||||
CurrentVBuffer = 0;
|
||||
CurrentIBuffer = 0;
|
||||
CurrentIBufferIndex = CurrentIBufferSize;
|
||||
CurrentVBufferIndex = CurrentVBufferSize;
|
||||
|
||||
m_buffers_count = m_current_vertex_buffer;
|
||||
m_current_vertex_buffer = 0;
|
||||
m_current_index_buffer = 0;
|
||||
m_index_buffer_cursor = m_index_buffer_size;
|
||||
m_vertex_buffer_cursor = m_vertex_buffer_size;
|
||||
m_current_stride = 0;
|
||||
if (Fail)
|
||||
{
|
||||
NumVBuffers--;
|
||||
if (NumVBuffers < 2)
|
||||
m_buffers_count--;
|
||||
if (m_buffers_count < 2)
|
||||
{
|
||||
//Error creating Vertex buffers. clean and fall to Vertex arrays
|
||||
NumVBuffers = MAXVBUFFER_COUNT;
|
||||
m_buffers_count = MAX_VBUFFER_COUNT;
|
||||
DestroyDeviceObjects();
|
||||
}
|
||||
}
|
||||
}
|
||||
void VertexManager::DestroyDeviceObjects()
|
||||
{
|
||||
D3D::dev->SetStreamSource( 0, NULL, 0, 0);
|
||||
D3D::dev->SetIndices(NULL);
|
||||
for (int i = 0; i < MAXVBUFFER_COUNT; i++)
|
||||
D3D::SetStreamSource( 0, NULL, 0, 0);
|
||||
D3D::SetIndices(NULL);
|
||||
for (int i = 0; i < MAX_VBUFFER_COUNT; i++)
|
||||
{
|
||||
if(VBuffers)
|
||||
if(m_vertex_buffers)
|
||||
{
|
||||
if (VBuffers[i])
|
||||
if (m_vertex_buffers[i])
|
||||
{
|
||||
VBuffers[i]->Release();
|
||||
VBuffers[i] = NULL;
|
||||
m_vertex_buffers[i]->Release();
|
||||
m_vertex_buffers[i] = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
if (IBuffers[i])
|
||||
if (m_index_buffers[i])
|
||||
{
|
||||
IBuffers[i]->Release();
|
||||
IBuffers[i] = NULL;
|
||||
m_index_buffers[i]->Release();
|
||||
m_index_buffers[i] = NULL;
|
||||
}
|
||||
}
|
||||
if(VBuffers)
|
||||
delete [] VBuffers;
|
||||
if(IBuffers)
|
||||
delete [] IBuffers;
|
||||
VBuffers = NULL;
|
||||
IBuffers = NULL;
|
||||
if(m_vertex_buffers)
|
||||
delete [] m_vertex_buffers;
|
||||
if(m_index_buffers)
|
||||
delete [] m_index_buffers;
|
||||
m_vertex_buffers = NULL;
|
||||
m_index_buffers = NULL;
|
||||
}
|
||||
|
||||
void VertexManager::PrepareVBuffers(int stride)
|
||||
void VertexManager::PrepareDrawBuffers(u32 stride)
|
||||
{
|
||||
if (!NumVBuffers)
|
||||
if (!m_buffers_count)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
@ -158,34 +158,33 @@ void VertexManager::PrepareVBuffers(int stride)
|
|||
int TdataSize = IndexGenerator::GetTriangleindexLen();
|
||||
int LDataSize = IndexGenerator::GetLineindexLen();
|
||||
int PDataSize = IndexGenerator::GetPointindexLen();
|
||||
int IndexDataSize = TdataSize + LDataSize + PDataSize;
|
||||
int IndexDataSize = TdataSize + LDataSize;
|
||||
DWORD LockMode = D3DLOCK_NOOVERWRITE;
|
||||
|
||||
if (CurrentVBufferIndex > CurrentVBufferSize - datasize)
|
||||
m_vertex_buffer_cursor--;
|
||||
m_vertex_buffer_cursor = m_vertex_buffer_cursor - (m_vertex_buffer_cursor % stride) + stride;
|
||||
if (m_vertex_buffer_cursor > m_vertex_buffer_size - datasize)
|
||||
{
|
||||
LockMode = D3DLOCK_DISCARD;
|
||||
CurrentVBufferIndex = 0;
|
||||
CurrentVBuffer = (CurrentVBuffer + 1) % NumVBuffers;
|
||||
m_vertex_buffer_cursor = 0;
|
||||
m_current_vertex_buffer = (m_current_vertex_buffer + 1) % m_buffers_count;
|
||||
}
|
||||
|
||||
if(FAILED(VBuffers[CurrentVBuffer]->Lock(CurrentVBufferIndex, datasize,(VOID**)(&pVertices), LockMode)))
|
||||
if(FAILED(m_vertex_buffers[m_current_vertex_buffer]->Lock(m_vertex_buffer_cursor, datasize,(VOID**)(&pVertices), LockMode)))
|
||||
{
|
||||
DestroyDeviceObjects();
|
||||
return;
|
||||
}
|
||||
memcpy(pVertices, LocalVBuffer, datasize);
|
||||
VBuffers[CurrentVBuffer]->Unlock();
|
||||
m_vertex_buffers[m_current_vertex_buffer]->Unlock();
|
||||
|
||||
LockMode = D3DLOCK_NOOVERWRITE;
|
||||
|
||||
if (CurrentIBufferIndex > CurrentIBufferSize - IndexDataSize)
|
||||
if (m_index_buffer_cursor > m_index_buffer_size - IndexDataSize)
|
||||
{
|
||||
LockMode = D3DLOCK_DISCARD;
|
||||
CurrentIBufferIndex = 0;
|
||||
CurrentIBuffer = (CurrentIBuffer + 1) % NumVBuffers;
|
||||
m_index_buffer_cursor = 0;
|
||||
m_current_index_buffer = (m_current_index_buffer + 1) % m_buffers_count;
|
||||
}
|
||||
|
||||
if(FAILED(IBuffers[CurrentIBuffer]->Lock(CurrentIBufferIndex * sizeof(u16), IndexDataSize * sizeof(u16), (VOID**)(&pIndices), LockMode )))
|
||||
if(FAILED(m_index_buffers[m_current_index_buffer]->Lock(m_index_buffer_cursor * sizeof(u16), IndexDataSize * sizeof(u16), (VOID**)(&pIndices), LockMode )))
|
||||
{
|
||||
DestroyDeviceObjects();
|
||||
return;
|
||||
|
@ -200,72 +199,88 @@ void VertexManager::PrepareVBuffers(int stride)
|
|||
memcpy(pIndices, LIBuffer, LDataSize * sizeof(u16));
|
||||
pIndices += LDataSize;
|
||||
}
|
||||
if(PDataSize)
|
||||
m_index_buffers[m_current_index_buffer]->Unlock();
|
||||
if(m_current_stride != stride || m_vertex_buffer_cursor == 0)
|
||||
{
|
||||
memcpy(pIndices, PIBuffer, PDataSize * sizeof(u16));
|
||||
m_current_stride = stride;
|
||||
D3D::SetStreamSource( 0, m_vertex_buffers[m_current_vertex_buffer], 0, stride);
|
||||
}
|
||||
IBuffers[CurrentIBuffer]->Unlock();
|
||||
D3D::dev->SetStreamSource( 0, VBuffers[CurrentVBuffer], CurrentVBufferIndex, stride);
|
||||
if(CurrentIBufferIndex == 0)
|
||||
if (m_index_buffer_cursor == 0)
|
||||
{
|
||||
D3D::dev->SetIndices(IBuffers[CurrentIBuffer]);
|
||||
D3D::SetIndices(m_index_buffers[m_current_index_buffer]);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void VertexManager::DrawVB(int stride)
|
||||
void VertexManager::DrawVertexBuffer(int stride)
|
||||
{
|
||||
if (IndexGenerator::GetNumTriangles() > 0)
|
||||
int triangles = IndexGenerator::GetNumTriangles();
|
||||
int lines = IndexGenerator::GetNumLines();
|
||||
int points = IndexGenerator::GetNumPoints();
|
||||
int numverts = IndexGenerator::GetNumVerts();
|
||||
int StartIndex = m_index_buffer_cursor;
|
||||
int basevertex = m_vertex_buffer_cursor / stride;
|
||||
if (triangles > 0)
|
||||
{
|
||||
if (FAILED(D3D::dev->DrawIndexedPrimitive(
|
||||
D3DPT_TRIANGLELIST,
|
||||
basevertex,
|
||||
0,
|
||||
0,
|
||||
IndexGenerator::GetNumVerts(),
|
||||
CurrentIBufferIndex,
|
||||
IndexGenerator::GetNumTriangles())))
|
||||
numverts,
|
||||
StartIndex,
|
||||
triangles)))
|
||||
{
|
||||
DumpBadShaders();
|
||||
}
|
||||
StartIndex += IndexGenerator::GetTriangleindexLen();
|
||||
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
|
||||
}
|
||||
if (IndexGenerator::GetNumLines() > 0)
|
||||
if (lines > 0)
|
||||
{
|
||||
if (FAILED(D3D::dev->DrawIndexedPrimitive(
|
||||
D3DPT_LINELIST,
|
||||
basevertex,
|
||||
0,
|
||||
0,
|
||||
IndexGenerator::GetNumVerts(),
|
||||
CurrentIBufferIndex + IndexGenerator::GetTriangleindexLen(),
|
||||
numverts,
|
||||
StartIndex,
|
||||
IndexGenerator::GetNumLines())))
|
||||
{
|
||||
DumpBadShaders();
|
||||
}
|
||||
StartIndex += IndexGenerator::GetLineindexLen();
|
||||
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
|
||||
}
|
||||
if (IndexGenerator::GetNumPoints() > 0)
|
||||
if (points > 0)
|
||||
{
|
||||
if (FAILED(D3D::dev->DrawIndexedPrimitive(
|
||||
//DrawIndexedPrimitive does not support point list so we have to draw the points one by one
|
||||
for (int i = 0; i < points; i++)
|
||||
{
|
||||
if (FAILED(D3D::dev->DrawPrimitive(
|
||||
D3DPT_POINTLIST,
|
||||
0,
|
||||
0,
|
||||
IndexGenerator::GetNumVerts(),
|
||||
CurrentIBufferIndex + IndexGenerator::GetTriangleindexLen() + IndexGenerator::GetLineindexLen(),
|
||||
IndexGenerator::GetNumPoints())))
|
||||
basevertex + PIBuffer[i],
|
||||
1)))
|
||||
{
|
||||
DumpBadShaders();
|
||||
}
|
||||
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
|
||||
INCSTAT(stats.thisFrame.numDrawCalls);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void VertexManager::DrawVA(int stride)
|
||||
void VertexManager::DrawVertexArray(int stride)
|
||||
{
|
||||
if (IndexGenerator::GetNumTriangles() > 0)
|
||||
int triangles = IndexGenerator::GetNumTriangles();
|
||||
int lines = IndexGenerator::GetNumLines();
|
||||
int points = IndexGenerator::GetNumPoints();
|
||||
int numverts = IndexGenerator::GetNumVerts();
|
||||
if (triangles > 0)
|
||||
{
|
||||
if (FAILED(D3D::dev->DrawIndexedPrimitiveUP(
|
||||
D3DPT_TRIANGLELIST,
|
||||
0, IndexGenerator::GetNumVerts(), IndexGenerator::GetNumTriangles(),
|
||||
0, numverts, triangles,
|
||||
TIBuffer,
|
||||
D3DFMT_INDEX16,
|
||||
LocalVBuffer,
|
||||
|
@ -275,11 +290,11 @@ void VertexManager::DrawVA(int stride)
|
|||
}
|
||||
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
|
||||
}
|
||||
if (IndexGenerator::GetNumLines() > 0)
|
||||
if (lines > 0)
|
||||
{
|
||||
if (FAILED(D3D::dev->DrawIndexedPrimitiveUP(
|
||||
D3DPT_LINELIST,
|
||||
0, IndexGenerator::GetNumVerts(), IndexGenerator::GetNumLines(),
|
||||
0, numverts, lines,
|
||||
LIBuffer,
|
||||
D3DFMT_INDEX16,
|
||||
LocalVBuffer,
|
||||
|
@ -289,11 +304,11 @@ void VertexManager::DrawVA(int stride)
|
|||
}
|
||||
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
|
||||
}
|
||||
if (IndexGenerator::GetNumPoints() > 0)
|
||||
if (points > 0)
|
||||
{
|
||||
if (FAILED(D3D::dev->DrawIndexedPrimitiveUP(
|
||||
D3DPT_POINTLIST,
|
||||
0, IndexGenerator::GetNumVerts(), IndexGenerator::GetNumPoints(),
|
||||
0, numverts, points,
|
||||
PIBuffer,
|
||||
D3DFMT_INDEX16,
|
||||
LocalVBuffer,
|
||||
|
@ -307,11 +322,7 @@ void VertexManager::DrawVA(int stride)
|
|||
|
||||
void VertexManager::vFlush()
|
||||
{
|
||||
if (LocalVBuffer == s_pCurBufferPointer) return;
|
||||
if (Flushed) return;
|
||||
Flushed = true;
|
||||
VideoFifo_CheckEFBAccess();
|
||||
|
||||
u32 usedtextures = 0;
|
||||
for (u32 i = 0; i < (u32)bpmem.genMode.numtevstages + 1; ++i)
|
||||
if (bpmem.tevorders[i / 2].getEnable(i & 1))
|
||||
|
@ -350,7 +361,7 @@ void VertexManager::vFlush()
|
|||
// set global constants
|
||||
VertexShaderManager::SetConstants();
|
||||
PixelShaderManager::SetConstants();
|
||||
int stride = g_nativeVertexFmt->GetVertexStride();
|
||||
u32 stride = g_nativeVertexFmt->GetVertexStride();
|
||||
if (!PixelShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components))
|
||||
{
|
||||
GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
|
||||
|
@ -362,9 +373,16 @@ void VertexManager::vFlush()
|
|||
goto shader_fail;
|
||||
|
||||
}
|
||||
PrepareVBuffers(stride);
|
||||
PrepareDrawBuffers(stride);
|
||||
g_nativeVertexFmt->SetupVertexPointers();
|
||||
if(NumVBuffers){ DrawVB(stride);} else { DrawVA(stride);}
|
||||
if(m_buffers_count)
|
||||
{
|
||||
DrawVertexBuffer(stride);
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawVertexArray(stride);
|
||||
}
|
||||
|
||||
bool useDstAlpha = !g_ActiveConfig.bDstAlphaPass && bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate &&
|
||||
bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;
|
||||
|
@ -377,16 +395,23 @@ void VertexManager::vFlush()
|
|||
}
|
||||
// update alpha only
|
||||
g_renderer->ApplyState(true);
|
||||
if(NumVBuffers){ DrawVB(stride);} else { DrawVA(stride);}
|
||||
if(m_buffers_count)
|
||||
{
|
||||
DrawVertexBuffer(stride);
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawVertexArray(stride);
|
||||
}
|
||||
g_renderer->RestoreState();
|
||||
}
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true);
|
||||
|
||||
shader_fail:
|
||||
if(NumVBuffers)
|
||||
if(m_buffers_count)
|
||||
{
|
||||
CurrentIBufferIndex += IndexGenerator::GetTriangleindexLen() + IndexGenerator::GetLineindexLen() + IndexGenerator::GetPointindexLen();
|
||||
CurrentVBufferIndex += IndexGenerator::GetNumVerts() * stride;
|
||||
m_index_buffer_cursor += IndexGenerator::GetTriangleindexLen() + IndexGenerator::GetLineindexLen() + IndexGenerator::GetPointindexLen();
|
||||
m_vertex_buffer_cursor += IndexGenerator::GetNumVerts() * stride;
|
||||
}
|
||||
ResetBuffer();
|
||||
}
|
||||
|
|
|
@ -34,18 +34,19 @@ public:
|
|||
void CreateDeviceObjects();
|
||||
void DestroyDeviceObjects();
|
||||
private:
|
||||
u32 CurrentVBufferIndex;
|
||||
u32 CurrentVBufferSize;
|
||||
u32 CurrentIBufferIndex;
|
||||
u32 CurrentIBufferSize;
|
||||
u32 NumVBuffers;
|
||||
u32 CurrentVBuffer;
|
||||
u32 CurrentIBuffer;
|
||||
LPDIRECT3DVERTEXBUFFER9 *VBuffers;
|
||||
LPDIRECT3DINDEXBUFFER9 *IBuffers;
|
||||
void PrepareVBuffers(int stride);
|
||||
void DrawVB(int stride);
|
||||
void DrawVA(int stride);
|
||||
u32 m_vertex_buffer_cursor;
|
||||
u32 m_vertex_buffer_size;
|
||||
u32 m_index_buffer_cursor;
|
||||
u32 m_index_buffer_size;
|
||||
u32 m_buffers_count;
|
||||
u32 m_current_vertex_buffer;
|
||||
u32 m_current_stride;
|
||||
u32 m_current_index_buffer;
|
||||
LPDIRECT3DVERTEXBUFFER9 *m_vertex_buffers;
|
||||
LPDIRECT3DINDEXBUFFER9 *m_index_buffers;
|
||||
void PrepareDrawBuffers(u32 stride);
|
||||
void DrawVertexBuffer(int stride);
|
||||
void DrawVertexArray(int stride);
|
||||
// temp
|
||||
void vFlush();
|
||||
};
|
||||
|
|
|
@ -26,48 +26,9 @@
|
|||
#include "NativeVertexFormat.h"
|
||||
#include "VertexManager.h"
|
||||
|
||||
#define COMPILED_CODE_SIZE 4096
|
||||
|
||||
// TODO: Use this again for performance, but without VAO we never know exactly the last configuration
|
||||
static u32 s_prevcomponents; // previous state set
|
||||
|
||||
/*
|
||||
#ifdef _WIN32
|
||||
#ifdef _M_IX86
|
||||
#define USE_JIT
|
||||
#endif
|
||||
#endif
|
||||
*/
|
||||
// Note the use of CallCdeclFunction3I etc.
|
||||
// This is a horrible hack that is necessary because in 64-bit mode, Opengl32.dll is based way, way above the 32-bit
|
||||
// address space that is within reach of a CALL, and just doing &fn gives us these high uncallable addresses. So we
|
||||
// want to grab the function pointers from the import table instead.
|
||||
|
||||
// This problem does not apply to glew functions, only core opengl32 functions.
|
||||
|
||||
// Here's some global state. We only use this to keep track of what we've sent to the OpenGL state
|
||||
// machine.
|
||||
|
||||
#ifdef USE_JIT
|
||||
DECLARE_IMPORT(glNormalPointer);
|
||||
DECLARE_IMPORT(glVertexPointer);
|
||||
DECLARE_IMPORT(glColorPointer);
|
||||
DECLARE_IMPORT(glTexCoordPointer);
|
||||
#endif
|
||||
|
||||
class GLVertexFormat : public NativeVertexFormat
|
||||
{
|
||||
u8 *m_compiledCode;
|
||||
PortableVertexDeclaration vtx_decl;
|
||||
|
||||
public:
|
||||
GLVertexFormat();
|
||||
~GLVertexFormat();
|
||||
|
||||
virtual void Initialize(const PortableVertexDeclaration &_vtx_decl);
|
||||
virtual void SetupVertexPointers();
|
||||
};
|
||||
|
||||
namespace OGL
|
||||
{
|
||||
|
||||
|
@ -76,23 +37,14 @@ NativeVertexFormat* VertexManager::CreateNativeVertexFormat()
|
|||
return new GLVertexFormat();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
GLVertexFormat::GLVertexFormat()
|
||||
{
|
||||
#ifdef USE_JIT
|
||||
m_compiledCode = (u8 *)AllocateExecutableMemory(COMPILED_CODE_SIZE, false);
|
||||
if (m_compiledCode)
|
||||
memset(m_compiledCode, 0, COMPILED_CODE_SIZE);
|
||||
#endif
|
||||
|
||||
}
|
||||
|
||||
GLVertexFormat::~GLVertexFormat()
|
||||
{
|
||||
#ifdef USE_JIT
|
||||
FreeMemoryPages(m_compiledCode, COMPILED_CODE_SIZE);
|
||||
m_compiledCode = 0;
|
||||
#endif
|
||||
glDeleteVertexArrays(1, &VAO);
|
||||
}
|
||||
|
||||
inline GLuint VarToGL(VarType t)
|
||||
|
@ -105,105 +57,44 @@ inline GLuint VarToGL(VarType t)
|
|||
|
||||
void GLVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
|
||||
{
|
||||
s_prevcomponents = 0;
|
||||
|
||||
vertex_stride = _vtx_decl.stride;
|
||||
using namespace Gen;
|
||||
this->vtx_decl = _vtx_decl;
|
||||
vertex_stride = vtx_decl.stride;
|
||||
|
||||
// We will not allow vertex components causing uneven strides.
|
||||
if (_vtx_decl.stride & 3)
|
||||
PanicAlert("Uneven vertex stride: %i", _vtx_decl.stride);
|
||||
if (vertex_stride & 3)
|
||||
PanicAlert("Uneven vertex stride: %i", vertex_stride);
|
||||
|
||||
#ifdef USE_JIT
|
||||
Gen::XEmitter emit(m_compiledCode);
|
||||
// Alright, we have our vertex declaration. Compile some crazy code to set it quickly using GL.
|
||||
emit.ABI_EmitPrologue(6);
|
||||
VertexManager *vm = (OGL::VertexManager*)g_vertex_manager;
|
||||
|
||||
emit.CallCdeclFunction4_I(glVertexPointer, 3, GL_FLOAT, _vtx_decl.stride, 0);
|
||||
glGenVertexArrays(1, &VAO);
|
||||
glBindVertexArray(VAO);
|
||||
|
||||
if (_vtx_decl.num_normals >= 1)
|
||||
{
|
||||
emit.CallCdeclFunction3_I(glNormalPointer, VarToGL(_vtx_decl.normal_gl_type), _vtx_decl.stride, _vtx_decl.normal_offset[0]);
|
||||
if (_vtx_decl.num_normals == 3) {
|
||||
emit.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]);
|
||||
emit.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]);
|
||||
}
|
||||
}
|
||||
// the element buffer is bound directly to the vao, so we must it set for every vao
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vm->m_index_buffers);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vm->m_vertex_buffers);
|
||||
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
if (_vtx_decl.color_offset[i] != -1)
|
||||
{
|
||||
if (i == 0)
|
||||
emit.CallCdeclFunction4_I(glColorPointer, 4, GL_UNSIGNED_BYTE, _vtx_decl.stride, _vtx_decl.color_offset[i]);
|
||||
else
|
||||
emit.CallCdeclFunction4((void *)glSecondaryColorPointer, 4, GL_UNSIGNED_BYTE, _vtx_decl.stride, _vtx_decl.color_offset[i]);
|
||||
}
|
||||
}
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
glVertexPointer(3, GL_FLOAT, vtx_decl.stride, (u8*)NULL);
|
||||
|
||||
for (int i = 0; i < 8; i++)
|
||||
{
|
||||
if (_vtx_decl.texcoord_offset[i] != -1)
|
||||
{
|
||||
int id = GL_TEXTURE0 + i;
|
||||
#ifdef _M_X64
|
||||
#ifdef _MSC_VER
|
||||
emit.MOV(32, R(RCX), Imm32(id));
|
||||
#else
|
||||
emit.MOV(32, R(RDI), Imm32(id));
|
||||
#endif
|
||||
#else
|
||||
emit.ABI_AlignStack(1 * 4);
|
||||
emit.PUSH(32, Imm32(id));
|
||||
#endif
|
||||
emit.CALL((void *)glClientActiveTexture);
|
||||
#ifndef _M_X64
|
||||
#ifdef _WIN32
|
||||
// don't inc stack on windows, stdcall
|
||||
#else
|
||||
emit.ABI_RestoreStack(1 * 4);
|
||||
#endif
|
||||
#endif
|
||||
emit.CallCdeclFunction4_I(
|
||||
glTexCoordPointer, _vtx_decl.texcoord_size[i], VarToGL(_vtx_decl.texcoord_gl_type[i]),
|
||||
_vtx_decl.stride, _vtx_decl.texcoord_offset[i]);
|
||||
}
|
||||
}
|
||||
|
||||
if (_vtx_decl.posmtx_offset != -1)
|
||||
emit.CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_POSMTX_ATTRIB, 4, GL_UNSIGNED_BYTE, GL_FALSE, _vtx_decl.stride, _vtx_decl.posmtx_offset);
|
||||
|
||||
emit.ABI_EmitEpilogue(6);
|
||||
|
||||
if (emit.GetCodePtr() - (u8*)m_compiledCode > COMPILED_CODE_SIZE)
|
||||
Crash();
|
||||
|
||||
#endif
|
||||
this->vtx_decl = _vtx_decl;
|
||||
}
|
||||
|
||||
void GLVertexFormat::SetupVertexPointers() {
|
||||
// Cast a pointer to compiled code to a pointer to a function taking no parameters, through a (void *) cast first to
|
||||
// get around type checking errors, and call it.
|
||||
#ifdef USE_JIT
|
||||
((void (*)())(void*)m_compiledCode)();
|
||||
#else
|
||||
|
||||
glVertexPointer(3, GL_FLOAT, vtx_decl.stride, VertexManager::s_pBaseBufferPointer);
|
||||
if (vtx_decl.num_normals >= 1) {
|
||||
glNormalPointer(VarToGL(vtx_decl.normal_gl_type), vtx_decl.stride, (void *)(VertexManager::s_pBaseBufferPointer + vtx_decl.normal_offset[0]));
|
||||
glEnableClientState(GL_NORMAL_ARRAY);
|
||||
glNormalPointer(VarToGL(vtx_decl.normal_gl_type), vtx_decl.stride, (u8*)NULL + vtx_decl.normal_offset[0]);
|
||||
if (vtx_decl.num_normals == 3) {
|
||||
glVertexAttribPointer(SHADER_NORM1_ATTRIB, vtx_decl.normal_gl_size, VarToGL(vtx_decl.normal_gl_type), GL_TRUE, vtx_decl.stride, (void *)(VertexManager::s_pBaseBufferPointer + vtx_decl.normal_offset[1]));
|
||||
glVertexAttribPointer(SHADER_NORM2_ATTRIB, vtx_decl.normal_gl_size, VarToGL(vtx_decl.normal_gl_type), GL_TRUE, vtx_decl.stride, (void *)(VertexManager::s_pBaseBufferPointer + vtx_decl.normal_offset[2]));
|
||||
glEnableVertexAttribArray(SHADER_NORM1_ATTRIB);
|
||||
glEnableVertexAttribArray(SHADER_NORM2_ATTRIB);
|
||||
glVertexAttribPointer(SHADER_NORM1_ATTRIB, vtx_decl.normal_gl_size, VarToGL(vtx_decl.normal_gl_type), GL_TRUE, vtx_decl.stride, (u8*)NULL + vtx_decl.normal_offset[1]);
|
||||
glVertexAttribPointer(SHADER_NORM2_ATTRIB, vtx_decl.normal_gl_size, VarToGL(vtx_decl.normal_gl_type), GL_TRUE, vtx_decl.stride, (u8*)NULL + vtx_decl.normal_offset[2]);
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < 2; i++) {
|
||||
if (vtx_decl.color_offset[i] != -1) {
|
||||
if (i == 0)
|
||||
glColorPointer(4, GL_UNSIGNED_BYTE, vtx_decl.stride, (void *)(VertexManager::s_pBaseBufferPointer + vtx_decl.color_offset[i]));
|
||||
else {
|
||||
glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, vtx_decl.stride, (void *)(VertexManager::s_pBaseBufferPointer + vtx_decl.color_offset[i]));
|
||||
if (i == 0) {
|
||||
glEnableClientState(GL_COLOR_ARRAY);
|
||||
glColorPointer(4, GL_UNSIGNED_BYTE, vtx_decl.stride, (u8*)NULL + vtx_decl.color_offset[i]);
|
||||
} else {
|
||||
glEnableClientState(GL_SECONDARY_COLOR_ARRAY);
|
||||
glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, vtx_decl.stride, (u8*)NULL + vtx_decl.color_offset[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -212,75 +103,21 @@ void GLVertexFormat::SetupVertexPointers() {
|
|||
if (vtx_decl.texcoord_offset[i] != -1) {
|
||||
int id = GL_TEXTURE0 + i;
|
||||
glClientActiveTexture(id);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glTexCoordPointer(vtx_decl.texcoord_size[i], VarToGL(vtx_decl.texcoord_gl_type[i]),
|
||||
vtx_decl.stride, (void *)(VertexManager::s_pBaseBufferPointer + vtx_decl.texcoord_offset[i]));
|
||||
vtx_decl.stride, (u8*)NULL + vtx_decl.texcoord_offset[i]);
|
||||
}
|
||||
}
|
||||
|
||||
if (vtx_decl.posmtx_offset != -1) {
|
||||
glVertexAttribPointer(SHADER_POSMTX_ATTRIB, 4, GL_UNSIGNED_BYTE, GL_FALSE, vtx_decl.stride, (void *)(VertexManager::s_pBaseBufferPointer + vtx_decl.posmtx_offset));
|
||||
}
|
||||
#endif
|
||||
|
||||
if (s_prevcomponents != m_components)
|
||||
{
|
||||
// vertices
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
|
||||
// matrices
|
||||
if ((m_components & VB_HAS_POSMTXIDX) != (s_prevcomponents & VB_HAS_POSMTXIDX))
|
||||
{
|
||||
if (m_components & VB_HAS_POSMTXIDX)
|
||||
glEnableVertexAttribArray(SHADER_POSMTX_ATTRIB);
|
||||
else
|
||||
glDisableVertexAttribArray(SHADER_POSMTX_ATTRIB);
|
||||
glVertexAttribPointer(SHADER_POSMTX_ATTRIB, 4, GL_UNSIGNED_BYTE, GL_FALSE, vtx_decl.stride, (u8*)NULL + vtx_decl.posmtx_offset);
|
||||
}
|
||||
|
||||
// normals
|
||||
if ((m_components & VB_HAS_NRM0) != (s_prevcomponents & VB_HAS_NRM0))
|
||||
{
|
||||
if (m_components & VB_HAS_NRM0)
|
||||
glEnableClientState(GL_NORMAL_ARRAY);
|
||||
else
|
||||
glDisableClientState(GL_NORMAL_ARRAY);
|
||||
}
|
||||
if ((m_components & VB_HAS_NRM1) != (s_prevcomponents & VB_HAS_NRM1))
|
||||
{
|
||||
if (m_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 ((m_components & (VB_HAS_COL0 << i)) != (s_prevcomponents & (VB_HAS_COL0 << i)))
|
||||
{
|
||||
if (m_components & (VB_HAS_COL0 << i))
|
||||
glEnableClientState(i ? GL_SECONDARY_COLOR_ARRAY : GL_COLOR_ARRAY);
|
||||
else
|
||||
glDisableClientState(i ? GL_SECONDARY_COLOR_ARRAY : GL_COLOR_ARRAY);
|
||||
}
|
||||
}
|
||||
|
||||
// tex
|
||||
for (int i = 0; i < 8; ++i)
|
||||
{
|
||||
if ((m_components & (VB_HAS_UV0 << i)) != (s_prevcomponents & (VB_HAS_UV0 << i)))
|
||||
{
|
||||
glClientActiveTexture(GL_TEXTURE0 + i);
|
||||
if (m_components & (VB_HAS_UV0 << i))
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
else
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
}
|
||||
}
|
||||
|
||||
s_prevcomponents = m_components;
|
||||
}
|
||||
vm->m_last_vao = VAO;
|
||||
}
|
||||
|
||||
void GLVertexFormat::SetupVertexPointers() {
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -193,10 +193,6 @@ RasterFont::RasterFont()
|
|||
glVertexAttribPointer(SHADER_POSITION_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*4, NULL);
|
||||
glEnableVertexAttribArray(SHADER_TEXTURE0_ATTRIB);
|
||||
glVertexAttribPointer(SHADER_TEXTURE0_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*4, (GLfloat*)NULL+2);
|
||||
|
||||
// TODO: this after merging with graphic_update
|
||||
glBindVertexArray(0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
}
|
||||
|
||||
RasterFont::~RasterFont()
|
||||
|
@ -288,10 +284,6 @@ void RasterFont::printMultilineText(const char *text, double start_x, double sta
|
|||
glBindTexture(GL_TEXTURE_2D, texture);
|
||||
glDrawArrays(GL_TRIANGLES, 0, usage/4);
|
||||
|
||||
// TODO: this after merging with graphic_update
|
||||
glBindVertexArray(0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
glUseProgram(0);
|
||||
}
|
||||
|
||||
|
|
|
@ -64,6 +64,7 @@
|
|||
#include "BPFunctions.h"
|
||||
#include "FPSCounter.h"
|
||||
#include "ConfigManager.h"
|
||||
#include "VertexManager.h"
|
||||
|
||||
#include "main.h" // Local
|
||||
#ifdef _WIN32
|
||||
|
@ -297,6 +298,20 @@ Renderer::Renderer()
|
|||
bSuccess = false;
|
||||
}
|
||||
|
||||
if (!GLEW_ARB_map_buffer_range)
|
||||
{
|
||||
ERROR_LOG(VIDEO, "GPU: OGL ERROR: Need GL_ARB_map_buffer_range.\n"
|
||||
"GPU: Does your video card support OpenGL 3.0?");
|
||||
bSuccess = false;
|
||||
}
|
||||
|
||||
if (!GLEW_ARB_draw_elements_base_vertex)
|
||||
{
|
||||
ERROR_LOG(VIDEO, "GPU: OGL ERROR: Need GL_ARB_draw_elements_base_vertex.\n"
|
||||
"GPU: Does your video card support OpenGL 3.2?");
|
||||
bSuccess = false;
|
||||
}
|
||||
|
||||
s_bHaveCoverageMSAA = strstr(ptoken, "GL_NV_framebuffer_multisample_coverage") != NULL;
|
||||
|
||||
if (glewIsSupported("GL_ARB_blend_func_extended"))
|
||||
|
@ -416,10 +431,6 @@ Renderer::Renderer()
|
|||
glEnableVertexAttribArray(SHADER_COLOR0_ATTRIB);
|
||||
glVertexAttribPointer(SHADER_COLOR0_ATTRIB, 3, GL_FLOAT, 0, sizeof(GLfloat)*5, (GLfloat*)NULL+2);
|
||||
|
||||
// TODO: this after merging with graphic_update
|
||||
glBindVertexArray(0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
glStencilFunc(GL_ALWAYS, 0, 0);
|
||||
glBlendFunc(GL_ONE, GL_ONE);
|
||||
|
||||
|
@ -604,10 +615,6 @@ void Renderer::DrawDebugInfo()
|
|||
glBindVertexArray( s_ShowEFBCopyRegions_VAO );
|
||||
glDrawArrays(GL_LINES, 0, stats.efb_regions.size() * 2*6);
|
||||
|
||||
// TODO: this after merging with graphic_update
|
||||
glBindVertexArray(0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
// Restore Line Size
|
||||
glLineWidth(lSize);
|
||||
|
||||
|
@ -1429,6 +1436,10 @@ void Renderer::RestoreAPIState()
|
|||
glPolygonMode(GL_FRONT_AND_BACK, g_ActiveConfig.bWireFrame ? GL_LINE : GL_FILL);
|
||||
|
||||
ProgramShaderCache::SetBothShaders(0, 0);
|
||||
|
||||
VertexManager *vm = (OGL::VertexManager*)g_vertex_manager;
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vm->m_vertex_buffers);
|
||||
vm->m_last_vao = 0;
|
||||
}
|
||||
|
||||
void Renderer::SetGenerationMode()
|
||||
|
|
|
@ -376,10 +376,6 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
|
|||
glBindVertexArray(vbo_it->second.vao);
|
||||
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
||||
|
||||
// TODO: this after merging with graphic_update
|
||||
glBindVertexArray(0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
|
||||
|
||||
GL_REPORT_ERRORD();
|
||||
|
|
|
@ -184,10 +184,6 @@ void Init()
|
|||
glEnableVertexAttribArray(SHADER_TEXTURE0_ATTRIB);
|
||||
glVertexAttribPointer(SHADER_TEXTURE0_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*4, (GLfloat*)NULL+2);
|
||||
|
||||
// TODO: this after merging with graphic_update
|
||||
glBindVertexArray(0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
glGenRenderbuffers(1, &s_dstRenderBuffer);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, s_dstRenderBuffer);
|
||||
|
||||
|
@ -285,10 +281,6 @@ void EncodeToRamUsingShader(GLuint srcTexture, const TargetRectangle& sourceRc,
|
|||
glBindVertexArray( s_encode_VAO );
|
||||
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
||||
|
||||
// TODO: this after merging with graphic_update
|
||||
glBindVertexArray(0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
|
||||
|
||||
GL_REPORT_ERRORD();
|
||||
|
@ -475,10 +467,6 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
|
|||
glBindVertexArray( s_decode_VAO );
|
||||
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
||||
|
||||
// TODO: this after merging with graphic_update
|
||||
glBindVertexArray(0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
// reset state
|
||||
|
|
|
@ -49,58 +49,177 @@ extern NativeVertexFormat *g_nativeVertexFmt;
|
|||
|
||||
namespace OGL
|
||||
{
|
||||
|
||||
//static GLint max_Index_size = 0;
|
||||
|
||||
//static GLuint s_vboBuffers[MAXVBOBUFFERCOUNT] = {0};
|
||||
//static int s_nCurVBOIndex = 0; // current free buffer
|
||||
//This are the initially requeted size for the buffers expresed in bytes
|
||||
const u32 MAX_IBUFFER_SIZE = VertexManager::MAXIBUFFERSIZE * 16 * sizeof(u16);
|
||||
const u32 MAX_VBUFFER_SIZE = VertexManager::MAXVBUFFERSIZE * 16;
|
||||
const u32 MIN_IBUFFER_SIZE = VertexManager::MAXIBUFFERSIZE * 1 * sizeof(u16);
|
||||
const u32 MIN_VBUFFER_SIZE = VertexManager::MAXVBUFFERSIZE * 1;
|
||||
|
||||
VertexManager::VertexManager()
|
||||
{
|
||||
// TODO: doesn't seem to be used anywhere
|
||||
CreateDeviceObjects();
|
||||
}
|
||||
|
||||
//glGetIntegerv(GL_MAX_ELEMENTS_INDICES, (GLint*)&max_Index_size);
|
||||
//
|
||||
//if (max_Index_size > MAXIBUFFERSIZE)
|
||||
// max_Index_size = MAXIBUFFERSIZE;
|
||||
//
|
||||
//GL_REPORT_ERRORD();
|
||||
VertexManager::~VertexManager()
|
||||
{
|
||||
DestroyDeviceObjects();
|
||||
}
|
||||
|
||||
void VertexManager::CreateDeviceObjects()
|
||||
{
|
||||
GL_REPORT_ERRORD();
|
||||
u32 max_Index_size = 0;
|
||||
u32 max_Vertex_size = 0;
|
||||
glGetIntegerv(GL_MAX_ELEMENTS_INDICES, (GLint*)&max_Index_size);
|
||||
glGetIntegerv(GL_MAX_ELEMENTS_VERTICES, (GLint*)&max_Vertex_size);
|
||||
max_Index_size *= sizeof(u16);
|
||||
GL_REPORT_ERROR();
|
||||
|
||||
m_index_buffer_size = std::min(MAX_IBUFFER_SIZE, std::max(max_Index_size, MIN_IBUFFER_SIZE));
|
||||
m_vertex_buffer_size = std::min(MAX_VBUFFER_SIZE, std::max(max_Vertex_size, MIN_VBUFFER_SIZE));
|
||||
|
||||
// should be not bigger, but we need it. so try and have luck
|
||||
if (m_index_buffer_size > max_Index_size) {
|
||||
ERROR_LOG(VIDEO, "GL_MAX_ELEMENTS_INDICES to small, so try it anyway. good luck\n");
|
||||
}
|
||||
if (m_vertex_buffer_size > max_Vertex_size) {
|
||||
ERROR_LOG(VIDEO, "GL_MAX_ELEMENTS_VERTICES to small, so try it anyway. good luck\n");
|
||||
}
|
||||
|
||||
glGenBuffers(1, &m_vertex_buffers);
|
||||
GL_REPORT_ERROR();
|
||||
glGenBuffers(1, &m_index_buffers);
|
||||
GL_REPORT_ERROR();
|
||||
glBindBuffer(GL_ARRAY_BUFFER, m_vertex_buffers );
|
||||
GL_REPORT_ERROR();
|
||||
glBufferData(GL_ARRAY_BUFFER, m_vertex_buffer_size, NULL, GL_STREAM_DRAW );
|
||||
GL_REPORT_ERROR();
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_index_buffers );
|
||||
GL_REPORT_ERROR();
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_index_buffer_size, NULL, GL_STREAM_DRAW );
|
||||
GL_REPORT_ERROR();
|
||||
m_index_buffer_cursor = 0;
|
||||
m_vertex_buffer_cursor = 0;
|
||||
m_CurrentVertexFmt = NULL;
|
||||
m_last_vao = 0;
|
||||
}
|
||||
void VertexManager::DestroyDeviceObjects()
|
||||
{
|
||||
GL_REPORT_ERRORD();
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0 );
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0 );
|
||||
GL_REPORT_ERROR();
|
||||
|
||||
glDeleteBuffers(1, &m_vertex_buffers);
|
||||
GL_REPORT_ERROR();
|
||||
|
||||
glDeleteBuffers(1, &m_index_buffers);
|
||||
GL_REPORT_ERROR();
|
||||
}
|
||||
|
||||
void VertexManager::Draw()
|
||||
void VertexManager::PrepareDrawBuffers(u32 stride)
|
||||
{
|
||||
if (IndexGenerator::GetNumTriangles() > 0)
|
||||
u8* pVertices = NULL;
|
||||
u16* pIndices = NULL;
|
||||
int vertex_data_size = IndexGenerator::GetNumVerts() * stride;
|
||||
int triangle_index_size = IndexGenerator::GetTriangleindexLen();
|
||||
int line_index_size = IndexGenerator::GetLineindexLen();
|
||||
int point_index_size = IndexGenerator::GetPointindexLen();
|
||||
int index_data_size = (triangle_index_size + line_index_size + point_index_size) * sizeof(u16);
|
||||
GLbitfield LockMode = GL_MAP_WRITE_BIT;
|
||||
|
||||
m_vertex_buffer_cursor--;
|
||||
m_vertex_buffer_cursor = m_vertex_buffer_cursor - (m_vertex_buffer_cursor % stride) + stride;
|
||||
|
||||
if (m_vertex_buffer_cursor >= m_vertex_buffer_size - vertex_data_size || m_index_buffer_cursor >= m_index_buffer_size - index_data_size)
|
||||
{
|
||||
glDrawElements(GL_TRIANGLES, IndexGenerator::GetTriangleindexLen(), GL_UNSIGNED_SHORT, TIBuffer);
|
||||
LockMode |= GL_MAP_INVALIDATE_BUFFER_BIT;
|
||||
m_vertex_buffer_cursor = 0;
|
||||
m_index_buffer_cursor = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
LockMode |= /*GL_MAP_INVALIDATE_RANGE_BIT |*/ GL_MAP_UNSYNCHRONIZED_BIT;
|
||||
}
|
||||
|
||||
pVertices = (u8*)glMapBufferRange(GL_ARRAY_BUFFER, m_vertex_buffer_cursor, vertex_data_size, LockMode);
|
||||
if(pVertices)
|
||||
{
|
||||
memcpy(pVertices, LocalVBuffer, vertex_data_size);
|
||||
glUnmapBuffer(GL_ARRAY_BUFFER);
|
||||
}
|
||||
else // could that happen? out-of-memory?
|
||||
{
|
||||
glBufferSubData(GL_ARRAY_BUFFER, m_vertex_buffer_cursor, vertex_data_size, LocalVBuffer);
|
||||
}
|
||||
|
||||
pIndices = (u16*)glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER, m_index_buffer_cursor , index_data_size, LockMode);
|
||||
if(pIndices)
|
||||
{
|
||||
if(triangle_index_size)
|
||||
{
|
||||
memcpy(pIndices, TIBuffer, triangle_index_size * sizeof(u16));
|
||||
pIndices += triangle_index_size;
|
||||
}
|
||||
if(line_index_size)
|
||||
{
|
||||
memcpy(pIndices, LIBuffer, line_index_size * sizeof(u16));
|
||||
pIndices += line_index_size;
|
||||
}
|
||||
if(point_index_size)
|
||||
{
|
||||
memcpy(pIndices, PIBuffer, point_index_size * sizeof(u16));
|
||||
}
|
||||
glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
|
||||
}
|
||||
else // could that happen? out-of-memory?
|
||||
{
|
||||
if(triangle_index_size)
|
||||
{
|
||||
triangle_index_size *= sizeof(u16);
|
||||
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, m_index_buffer_cursor, triangle_index_size, TIBuffer);
|
||||
}
|
||||
if(line_index_size)
|
||||
{
|
||||
line_index_size *= sizeof(u16);
|
||||
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, m_index_buffer_cursor + triangle_index_size, line_index_size, LIBuffer);
|
||||
}
|
||||
if(point_index_size)
|
||||
{
|
||||
point_index_size *= sizeof(u16);
|
||||
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, m_index_buffer_cursor + triangle_index_size + line_index_size, point_index_size, PIBuffer);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void VertexManager::Draw(u32 stride)
|
||||
{
|
||||
int triangle_index_size = IndexGenerator::GetTriangleindexLen();
|
||||
int line_index_size = IndexGenerator::GetLineindexLen();
|
||||
int point_index_size = IndexGenerator::GetPointindexLen();
|
||||
int StartIndex = m_index_buffer_cursor;
|
||||
int basevertex = m_vertex_buffer_cursor / stride;
|
||||
if (triangle_index_size > 0)
|
||||
{
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, triangle_index_size, GL_UNSIGNED_SHORT, (u8*)NULL+StartIndex, basevertex);
|
||||
StartIndex += triangle_index_size * sizeof(u16);
|
||||
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
|
||||
}
|
||||
if (IndexGenerator::GetNumLines() > 0)
|
||||
if (line_index_size > 0)
|
||||
{
|
||||
glDrawElements(GL_LINES, IndexGenerator::GetLineindexLen(), GL_UNSIGNED_SHORT, LIBuffer);
|
||||
glDrawElementsBaseVertex(GL_LINES, line_index_size, GL_UNSIGNED_SHORT, (u8*)NULL+StartIndex, basevertex);
|
||||
StartIndex += line_index_size * sizeof(u16);
|
||||
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
|
||||
}
|
||||
if (IndexGenerator::GetNumPoints() > 0)
|
||||
if (point_index_size > 0)
|
||||
{
|
||||
glDrawElements(GL_POINTS, IndexGenerator::GetPointindexLen(), GL_UNSIGNED_SHORT, PIBuffer);
|
||||
glDrawElementsBaseVertex(GL_POINTS, point_index_size, GL_UNSIGNED_SHORT, (u8*)NULL+StartIndex, basevertex);
|
||||
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
|
||||
}
|
||||
}
|
||||
|
||||
void VertexManager::vFlush()
|
||||
{
|
||||
if (LocalVBuffer == s_pCurBufferPointer) return;
|
||||
if (Flushed) return;
|
||||
Flushed=true;
|
||||
VideoFifo_CheckEFBAccess();
|
||||
#if defined(_DEBUG) || defined(DEBUGFAST)
|
||||
PRIM_LOG("frame%d:\n texgen=%d, numchan=%d, dualtex=%d, ztex=%d, cole=%d, alpe=%d, ze=%d", g_ActiveConfig.iSaveTargetId, xfregs.numTexGen.numTexGens,
|
||||
|
@ -132,10 +251,15 @@ void VertexManager::vFlush()
|
|||
|
||||
(void)GL_REPORT_ERROR();
|
||||
|
||||
//glBindBuffer(GL_ARRAY_BUFFER, s_vboBuffers[s_nCurVBOIndex]);
|
||||
//glBufferData(GL_ARRAY_BUFFER, s_pCurBufferPointer - LocalVBuffer, LocalVBuffer, GL_STREAM_DRAW);
|
||||
GL_REPORT_ERRORD();
|
||||
GLVertexFormat *nativeVertexFmt = (GLVertexFormat*)g_nativeVertexFmt;
|
||||
u32 stride = nativeVertexFmt->GetVertexStride();
|
||||
|
||||
if(m_last_vao != nativeVertexFmt->VAO) {
|
||||
glBindVertexArray(nativeVertexFmt->VAO);
|
||||
m_last_vao = nativeVertexFmt->VAO;
|
||||
}
|
||||
|
||||
PrepareDrawBuffers(stride);
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
u32 usedtextures = 0;
|
||||
|
@ -148,7 +272,7 @@ void VertexManager::vFlush()
|
|||
if (bpmem.tevind[i].IsActive() && bpmem.tevind[i].bt < bpmem.genMode.numindstages)
|
||||
usedtextures |= 1 << bpmem.tevindref.getTexMap(bpmem.tevind[i].bt);
|
||||
|
||||
for (int i = 0; i < 8; i++)
|
||||
for (u32 i = 0; i < 8; i++)
|
||||
{
|
||||
if (usedtextures & (1 << i))
|
||||
{
|
||||
|
@ -215,7 +339,7 @@ void VertexManager::vFlush()
|
|||
g_nativeVertexFmt->SetupVertexPointers();
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
Draw();
|
||||
Draw(stride);
|
||||
|
||||
// run through vertex groups again to set alpha
|
||||
if (useDstAlpha && !dualSourcePossible)
|
||||
|
@ -235,7 +359,8 @@ void VertexManager::vFlush()
|
|||
|
||||
glDisable(GL_BLEND);
|
||||
|
||||
Draw();
|
||||
Draw(stride);
|
||||
|
||||
// restore color mask
|
||||
g_renderer->SetColorMask();
|
||||
|
||||
|
@ -244,10 +369,10 @@ void VertexManager::vFlush()
|
|||
}
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true);
|
||||
|
||||
//s_nCurVBOIndex = (s_nCurVBOIndex + 1) % ARRAYSIZE(s_vboBuffers);
|
||||
s_pCurBufferPointer = LocalVBuffer;
|
||||
IndexGenerator::Start(TIBuffer,LIBuffer,PIBuffer);
|
||||
m_index_buffer_cursor += (IndexGenerator::GetTriangleindexLen() + IndexGenerator::GetLineindexLen() + IndexGenerator::GetPointindexLen()) * sizeof(u16);
|
||||
m_vertex_buffer_cursor += IndexGenerator::GetNumVerts() * stride;
|
||||
|
||||
ResetBuffer();
|
||||
#if defined(_DEBUG) || defined(DEBUGFAST)
|
||||
if (g_ActiveConfig.iLog & CONF_SAVESHADERS)
|
||||
{
|
||||
|
|
|
@ -24,6 +24,19 @@
|
|||
|
||||
namespace OGL
|
||||
{
|
||||
class GLVertexFormat : public NativeVertexFormat
|
||||
{
|
||||
PortableVertexDeclaration vtx_decl;
|
||||
|
||||
public:
|
||||
GLVertexFormat();
|
||||
~GLVertexFormat();
|
||||
|
||||
virtual void Initialize(const PortableVertexDeclaration &_vtx_decl);
|
||||
virtual void SetupVertexPointers();
|
||||
|
||||
GLuint VAO;
|
||||
};
|
||||
|
||||
// Handles the OpenGL details of drawing lots of vertices quickly.
|
||||
// Other functionality is moving out.
|
||||
|
@ -31,14 +44,24 @@ class VertexManager : public ::VertexManager
|
|||
{
|
||||
public:
|
||||
VertexManager();
|
||||
|
||||
~VertexManager();
|
||||
NativeVertexFormat* CreateNativeVertexFormat();
|
||||
void CreateDeviceObjects();
|
||||
void DestroyDeviceObjects();
|
||||
|
||||
// NativeVertexFormat use this
|
||||
GLuint m_vertex_buffers;
|
||||
GLuint m_index_buffers;
|
||||
GLuint m_last_vao;
|
||||
private:
|
||||
void Draw();
|
||||
// temp
|
||||
void Draw(u32 stride);
|
||||
void vFlush();
|
||||
void PrepareDrawBuffers(u32 stride);
|
||||
u32 m_vertex_buffer_cursor;
|
||||
u32 m_vertex_buffer_size;
|
||||
u32 m_index_buffer_cursor;
|
||||
u32 m_index_buffer_size;
|
||||
NativeVertexFormat *m_CurrentVertexFmt;
|
||||
};
|
||||
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue