more gl plugin cleanup, code moving
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@900 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
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dcbc8e78d4
commit
7bbd6fda63
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@ -28,15 +28,18 @@ int lut6to8[64];
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float lutu8tosfloat[256];
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float lutu8toufloat[256];
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float luts8tosfloat[256];
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float shiftLookup[32];
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void InitLUTs()
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{
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for (int i = 0; i < 64; i++)
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lut6to8[i] = (i*255) / 63;
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for (int i = 0; i < 256; i++)
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{
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lutu8tosfloat[i] = (float)(i - 128) / 127.0f;
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lutu8toufloat[i] = (float)(i) / 255.0f;
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luts8tosfloat[i] = ((float)(signed char)(char)i) / 127.0f;
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}
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for (int i = 0; i < 32; i++)
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shiftLookup[i] = 1.0f / float(1 << i);
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for (int i = 0; i < 64; i++)
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lut6to8[i] = (i*255) / 63;
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for (int i = 0; i < 256; i++)
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{
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lutu8tosfloat[i] = (float)(i - 128) / 127.0f;
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lutu8toufloat[i] = (float)(i) / 255.0f;
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luts8tosfloat[i] = ((float)(signed char)(char)i) / 127.0f;
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}
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}
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@ -27,6 +27,7 @@ extern int lut6to8[64];
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extern float lutu8tosfloat[256];
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extern float lutu8toufloat[256];
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extern float luts8tosfloat[256];
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extern float shiftLookup[32];
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void InitLUTs();
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@ -31,9 +31,6 @@
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using namespace D3D;
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//TODO(ector): remove and calculate inline?
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float shiftLookup[32];
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IndexGenerator indexGen;
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Collection CVertexHandler::collection;
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@ -65,10 +62,6 @@ const D3DVERTEXELEMENT9 decl[] =
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void CVertexHandler::Init()
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{
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collection = C_NOTHING;
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for (int i = 0; i < 31; i++)
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shiftLookup[i] = 1.0f / float(1 << i);
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fakeVBuffer = new D3DVertex[65536];
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fakeIBuffer = new u16[65536];
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CreateDeviceObjects();
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@ -22,8 +22,6 @@
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#include "VertexLoader.h"
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#include "DecodedVArray.h"
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extern float shiftLookup[32];
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struct UV
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{
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float u,v,w;
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@ -20,6 +20,7 @@
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#include "x64Emitter.h"
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#include "Common.h"
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#include "LookUpTables.h"
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#include "Profiler.h"
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#include "VertexHandler.h"
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#include "VertexLoader.h"
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@ -387,10 +387,10 @@ void Renderer::ProcessMessages()
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int time_left = (int)(it->dwTimeStamp - timeGetTime());
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int alpha = 255;
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if(time_left<1024)
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if (time_left < 1024)
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{
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alpha=time_left>>2;
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if(time_left<0) alpha=0;
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alpha = time_left >> 2;
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if (time_left < 0) alpha = 0;
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}
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alpha <<= 24;
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@ -137,7 +137,6 @@ void TextureMngr::Shutdown()
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void TextureMngr::Cleanup()
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{
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TexCache::iterator iter = textures.begin();
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while (iter != textures.end()) {
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if (frameCount > 20 + iter->second.frameCount) {
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if (!iter->second.isRenderTarget) {
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@ -56,9 +56,6 @@ static int colIndex;
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#endif
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TVtxDesc VertexManager::s_GlobalVtxDesc;
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float VertexManager::shiftLookup[32];
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// ==============================================================================
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// Direct
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@ -259,9 +256,9 @@ int VertexLoader::ComputeVertexSize()
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}
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// Note the use of CallCdeclFunction3I etc.
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// This is a horrible hack that is necessary because Opengl32.dll is based way, way above the 32-bit address space
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// that is within reach of a CALL, and just doing &fn gives us these high uncallable addresses. So we want to grab
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// the function pointers from the import table instead.
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// This is a horrible hack that is necessary because in 64-bit mode, Opengl32.dll is based way, way above the 32-bit
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// address space that is within reach of a CALL, and just doing &fn gives us these high uncallable addresses. So we
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// want to grab the function pointers from the import table instead.
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// This problem does not apply to glew functions, only core opengl32 functions.
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@ -362,7 +359,7 @@ void VertexLoader::ProcessFormat()
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}
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WriteCall(pFunc);
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int sizePro=0;
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int sizePro = 0;
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switch (m_VtxAttr.NormalFormat)
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{
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case FORMAT_UBYTE: sizePro=1; break;
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@ -385,7 +382,7 @@ void VertexLoader::ProcessFormat()
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for (int i = 0; i < 2; i++) {
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SetupColor(i, col[i], m_VtxAttr.color[i].Comp, m_VtxAttr.color[i].Elements);
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if (col[i] != NOT_PRESENT )
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if (col[i] != NOT_PRESENT)
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m_VBVertexStride+=4;
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}
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@ -399,7 +396,7 @@ void VertexLoader::ProcessFormat()
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for (int i = 0; i < 8; i++) {
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SetupTexCoord(i, tc[i], m_VtxAttr.texCoord[i].Format, m_VtxAttr.texCoord[i].Elements, m_VtxAttr.texCoord[i].Frac);
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if( m_components&(VB_HAS_TEXMTXIDX0<<i) ) {
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if (m_components&(VB_HAS_TEXMTXIDX0<<i)) {
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if (tc[i] != NOT_PRESENT) {
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// if texmtx is included, texcoord will always be 3 floats, z will be the texmtx index
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WriteCall(m_VtxAttr.texCoord[i].Elements ? TexMtx_Write_Float : TexMtx_Write_Float2);
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@ -419,25 +416,25 @@ void VertexLoader::ProcessFormat()
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if (tc[i] == NOT_PRESENT) {
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// if there's more tex coords later, have to write a dummy call
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int j = i+1;
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for(; j < 8; ++j) {
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if( tc[j] != NOT_PRESENT ) {
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int j = i + 1;
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for (; j < 8; ++j) {
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if (tc[j] != NOT_PRESENT) {
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WriteCall(TexCoord_Read_Dummy); // important to get indices right!
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break;
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}
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}
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if( j == 8 && !((m_components&VB_HAS_TEXMTXIDXALL)&(VB_HAS_TEXMTXIDXALL<<(i+1))) ) // no more tex coords and tex matrices, so exit loop
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if (j == 8 && !((m_components&VB_HAS_TEXMTXIDXALL)&(VB_HAS_TEXMTXIDXALL<<(i+1)))) // no more tex coords and tex matrices, so exit loop
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break;
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}
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}
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if( m_VtxDesc.PosMatIdx ) {
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if (m_VtxDesc.PosMatIdx) {
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WriteCall(PosMtx_Write);
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m_VBVertexStride += 1;
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}
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if( m_VBVertexStride & 3 ) {
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if (m_VBVertexStride & 3) {
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// make sure all strides are at least divisible by 4 (some gfx cards experience a 3x speed boost)
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m_VBStridePad = 4 - (m_VBVertexStride&3);
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m_VBVertexStride += m_VBStridePad;
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@ -462,16 +459,16 @@ void VertexLoader::ProcessFormat()
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case FORMAT_BYTE:
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CallCdeclFunction3_I(glNormalPointer, GL_BYTE, m_VBVertexStride, offset); offset += 3;
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if (m_VtxAttr.NormalElements) {
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CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_NORM1_ATTRIB,3,GL_BYTE, GL_TRUE, m_VBVertexStride, offset); offset += 3;
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CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_NORM2_ATTRIB,3,GL_BYTE, GL_TRUE, m_VBVertexStride, offset); offset += 3;
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CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_NORM1_ATTRIB, 3, GL_BYTE, GL_TRUE, m_VBVertexStride, offset); offset += 3;
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CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_NORM2_ATTRIB, 3, GL_BYTE, GL_TRUE, m_VBVertexStride, offset); offset += 3;
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}
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break;
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case FORMAT_USHORT:
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case FORMAT_SHORT:
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CallCdeclFunction3_I(glNormalPointer, GL_SHORT, m_VBVertexStride, offset); offset += 6;
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if (m_VtxAttr.NormalElements) {
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CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_NORM1_ATTRIB,3,GL_SHORT, GL_TRUE, m_VBVertexStride, offset); offset += 6;
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CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_NORM2_ATTRIB,3,GL_SHORT, GL_TRUE, m_VBVertexStride, offset); offset += 6;
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CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_NORM1_ATTRIB, 3, GL_SHORT, GL_TRUE, m_VBVertexStride, offset); offset += 6;
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CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_NORM2_ATTRIB, 3, GL_SHORT, GL_TRUE, m_VBVertexStride, offset); offset += 6;
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}
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break;
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case FORMAT_FLOAT:
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@ -497,7 +494,7 @@ void VertexLoader::ProcessFormat()
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// TextureCoord
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for (int i = 0; i < 8; i++) {
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if (tc[i] != NOT_PRESENT || (m_components&(VB_HAS_TEXMTXIDX0<<i)) ) {
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if (tc[i] != NOT_PRESENT || (m_components&(VB_HAS_TEXMTXIDX0<<i))) {
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int id = GL_TEXTURE0+i;
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#ifdef _M_X64
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void VertexLoader::PrepareRun()
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{
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posScale = VertexManager::shiftLookup[m_VtxAttr.PosFrac];
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if( m_components & VB_HAS_UVALL ) {
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posScale = shiftLookup[m_VtxAttr.PosFrac];
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if (m_components & VB_HAS_UVALL) {
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for (int i = 0; i < 8; i++) {
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tcScaleU[i] = VertexManager::shiftLookup[m_VtxAttr.texCoord[i].Frac];
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tcScaleV[i] = VertexManager::shiftLookup[m_VtxAttr.texCoord[i].Frac];
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tcScaleU[i] = shiftLookup[m_VtxAttr.texCoord[i].Frac];
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tcScaleV[i] = shiftLookup[m_VtxAttr.texCoord[i].Frac];
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}
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}
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for (int i = 0; i < 2; i++)
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@ -568,7 +565,7 @@ void VertexLoader::PrepareRun()
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void VertexLoader::SetupColor(int num, int mode, int format, int elements)
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{
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// if COL0 not present, then embed COL1 into COL0
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if( num == 1 && !(m_components & VB_HAS_COL0) ) num = 0;
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if (num == 1 && !(m_components & VB_HAS_COL0) ) num = 0;
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m_components |= VB_HAS_COL0 << num;
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switch (mode)
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@ -686,60 +683,7 @@ void VertexLoader::RunVertices(int primitive, int count)
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ProcessFormat();
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fnSetupVertexPointers = (void (*)())(void*)m_compiledCode;
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// Move this code into VertexManager?
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if (VertexManager::s_prevcomponents != m_components) {
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VertexManager::Flush();
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// matrices
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if ((m_components & VB_HAS_POSMTXIDX) != (VertexManager::s_prevcomponents & VB_HAS_POSMTXIDX)) {
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if (m_components & VB_HAS_POSMTXIDX)
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glEnableVertexAttribArray(SHADER_POSMTX_ATTRIB);
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else
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glDisableVertexAttribArray(SHADER_POSMTX_ATTRIB);
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}
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// normals
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if ((m_components & VB_HAS_NRM0) != (VertexManager::s_prevcomponents & VB_HAS_NRM0)) {
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if (m_components & VB_HAS_NRM0)
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glEnableClientState(GL_NORMAL_ARRAY);
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else
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glDisableClientState(GL_NORMAL_ARRAY);
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}
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if ((m_components & VB_HAS_NRM1) != (VertexManager::s_prevcomponents & VB_HAS_NRM1)) {
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if (m_components & VB_HAS_NRM1) {
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glEnableVertexAttribArray(SHADER_NORM1_ATTRIB);
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glEnableVertexAttribArray(SHADER_NORM2_ATTRIB);
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}
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else {
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glDisableVertexAttribArray(SHADER_NORM1_ATTRIB);
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glDisableVertexAttribArray(SHADER_NORM2_ATTRIB);
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}
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}
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// color
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for (int i = 0; i < 2; ++i) {
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if ((m_components & (VB_HAS_COL0 << i)) != (VertexManager::s_prevcomponents & (VB_HAS_COL0 << i))) {
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if (m_components & (VB_HAS_COL0 << 0))
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glEnableClientState(i ? GL_SECONDARY_COLOR_ARRAY : GL_COLOR_ARRAY);
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else
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glDisableClientState(i ? GL_SECONDARY_COLOR_ARRAY : GL_COLOR_ARRAY);
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}
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}
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// tex
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for (int i = 0; i < 8; ++i) {
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if ((m_components & (VB_HAS_UV0 << i)) != (VertexManager::s_prevcomponents & (VB_HAS_UV0 << i))) {
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glClientActiveTexture(GL_TEXTURE0 + i);
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if (m_components & (VB_HAS_UV0 << i))
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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else
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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}
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VertexManager::s_prevcomponents = m_components;
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VertexManager::s_prevvbstride = m_VBVertexStride;
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}
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VertexManager::EnableComponents(m_components);
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PrepareRun();
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@ -749,11 +693,11 @@ void VertexLoader::RunVertices(int primitive, int count)
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switch(primitive) {
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case 3: // strip
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case 4: // fan
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if( VertexManager::GetRemainingSize() < 3*m_VBVertexStride )
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if (VertexManager::GetRemainingSize() < 3*m_VBVertexStride )
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VertexManager::Flush();
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break;
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case 6: // line strip
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if( VertexManager::GetRemainingSize() < 2*m_VBVertexStride )
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if (VertexManager::GetRemainingSize() < 2*m_VBVertexStride )
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VertexManager::Flush();
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break;
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case 0: // quads
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@ -774,7 +718,7 @@ void VertexLoader::RunVertices(int primitive, int count)
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{
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if (VertexManager::GetRemainingSize() < granularity*m_VBVertexStride) {
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u8* plastptr = VertexManager::s_pCurBufferPointer;
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if (v-startv > 0)
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if (v - startv > 0)
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VertexManager::AddVertices(primitive, v-startv+extraverts);
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VertexManager::Flush();
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// Why does this need to be so complicated?
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@ -823,5 +767,5 @@ void VertexLoader::RunVertices(int primitive, int count)
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}
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if (startv < count)
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VertexManager::AddVertices(primitive, count-startv+extraverts);
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VertexManager::AddVertices(primitive, count - startv + extraverts);
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}
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@ -32,6 +32,39 @@ using namespace std;
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#define LOADERDECL __cdecl
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typedef void (LOADERDECL *TPipelineFunction)(void*);
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// m_components
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enum {
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VB_HAS_POSMTXIDX =(1<<1),
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VB_HAS_TEXMTXIDX0=(1<<2),
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VB_HAS_TEXMTXIDX1=(1<<3),
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VB_HAS_TEXMTXIDX2=(1<<4),
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VB_HAS_TEXMTXIDX3=(1<<5),
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VB_HAS_TEXMTXIDX4=(1<<6),
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VB_HAS_TEXMTXIDX5=(1<<7),
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VB_HAS_TEXMTXIDX6=(1<<8),
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VB_HAS_TEXMTXIDX7=(1<<9),
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VB_HAS_TEXMTXIDXALL=(0xff<<2),
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//VB_HAS_POS=0, // Implied, it always has pos! don't bother testing
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VB_HAS_NRM0=(1<<10),
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VB_HAS_NRM1=(1<<11),
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VB_HAS_NRM2=(1<<12),
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VB_HAS_NRMALL=(7<<10),
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VB_HAS_COL0=(1<<13),
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VB_HAS_COL1=(1<<14),
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VB_HAS_UV0=(1<<15),
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VB_HAS_UV1=(1<<16),
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VB_HAS_UV2=(1<<17),
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VB_HAS_UV3=(1<<18),
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VB_HAS_UV4=(1<<19),
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VB_HAS_UV5=(1<<20),
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VB_HAS_UV6=(1<<21),
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VB_HAS_UV7=(1<<22),
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VB_HAS_UVALL=(0xff<<15),
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VB_HAS_UVTEXMTXSHIFT=13,
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};
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// There are 8 of these. Most games only use the first, and just reconfigure it all the time
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// as needed, unfortunately.
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class VertexLoader
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@ -44,38 +77,6 @@ public:
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NRM_THREE = 3
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};
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// m_components
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enum {
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VB_HAS_POSMTXIDX =(1<<1),
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VB_HAS_TEXMTXIDX0=(1<<2),
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VB_HAS_TEXMTXIDX1=(1<<3),
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VB_HAS_TEXMTXIDX2=(1<<4),
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VB_HAS_TEXMTXIDX3=(1<<5),
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VB_HAS_TEXMTXIDX4=(1<<6),
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VB_HAS_TEXMTXIDX5=(1<<7),
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VB_HAS_TEXMTXIDX6=(1<<8),
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VB_HAS_TEXMTXIDX7=(1<<9),
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VB_HAS_TEXMTXIDXALL=(0xff<<2),
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//VB_HAS_POS=0, // Implied, it always has pos! don't bother testing
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VB_HAS_NRM0=(1<<10),
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VB_HAS_NRM1=(1<<11),
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VB_HAS_NRM2=(1<<12),
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VB_HAS_NRMALL=(7<<10),
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VB_HAS_COL0=(1<<13),
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VB_HAS_COL1=(1<<14),
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VB_HAS_UV0=(1<<15),
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VB_HAS_UV1=(1<<16),
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VB_HAS_UV2=(1<<17),
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VB_HAS_UV3=(1<<18),
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VB_HAS_UV4=(1<<19),
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||||
VB_HAS_UV5=(1<<20),
|
||||
VB_HAS_UV6=(1<<21),
|
||||
VB_HAS_UV7=(1<<22),
|
||||
VB_HAS_UVALL=(0xff<<15),
|
||||
VB_HAS_UVTEXMTXSHIFT=13,
|
||||
};
|
||||
|
||||
private:
|
||||
TPipelineFunction m_PipelineStates[32];
|
||||
|
|
|
@ -15,14 +15,11 @@
|
|||
|
||||
static GLuint s_vboBuffers[0x40] = {0};
|
||||
static int s_nCurVBOIndex = 0; // current free buffer
|
||||
static GLenum s_prevprimitive = 0; // current primitive type
|
||||
static u8 *s_pBaseBufferPointer = NULL;
|
||||
static vector< pair<int, int> > s_vStoredPrimitives; // every element, mode and count to be passed to glDrawArrays
|
||||
static u32 s_prevcomponents; // previous state set
|
||||
|
||||
u8* VertexManager::s_pCurBufferPointer = NULL;
|
||||
u32 VertexManager::s_prevvbstride;
|
||||
u32 VertexManager::s_prevcomponents; // previous state set
|
||||
|
||||
|
||||
const GLenum c_primitiveType[8] =
|
||||
{
|
||||
|
@ -45,14 +42,9 @@ bool VertexManager::Init()
|
|||
|
||||
s_GlobalVtxDesc.Hex = 0;
|
||||
s_prevcomponents = 0;
|
||||
s_prevvbstride = 12; // just pos
|
||||
s_prevprimitive = 0;
|
||||
s_pBaseBufferPointer = (u8*)AllocateMemoryPages(MAX_BUFFER_SIZE);
|
||||
s_pCurBufferPointer = s_pBaseBufferPointer;
|
||||
|
||||
for (u32 i = 0; i < ARRAYSIZE(shiftLookup); i++)
|
||||
shiftLookup[i] = 1.0f / float(1 << i);
|
||||
|
||||
s_nCurVBOIndex = 0;
|
||||
glGenBuffers(ARRAYSIZE(s_vboBuffers), s_vboBuffers);
|
||||
for (u32 i = 0; i < ARRAYSIZE(s_vboBuffers); ++i) {
|
||||
|
@ -80,7 +72,7 @@ void VertexManager::Destroy()
|
|||
|
||||
void VertexManager::ResetBuffer()
|
||||
{
|
||||
s_nCurVBOIndex = (s_nCurVBOIndex+1)%ARRAYSIZE(s_vboBuffers);
|
||||
s_nCurVBOIndex = (s_nCurVBOIndex + 1) % ARRAYSIZE(s_vboBuffers);
|
||||
s_pCurBufferPointer = s_pBaseBufferPointer;
|
||||
s_vStoredPrimitives.resize(0);
|
||||
}
|
||||
|
@ -88,20 +80,19 @@ void VertexManager::ResetBuffer()
|
|||
void VertexManager::ResetComponents()
|
||||
{
|
||||
s_prevcomponents = 0;
|
||||
s_prevvbstride = 12; // just pos
|
||||
s_prevprimitive = 0;
|
||||
glDisableVertexAttribArray(SHADER_POSMTX_ATTRIB);
|
||||
glDisableClientState(GL_NORMAL_ARRAY);
|
||||
glDisableVertexAttribArray(SHADER_NORM1_ATTRIB);
|
||||
glDisableVertexAttribArray(SHADER_NORM2_ATTRIB);
|
||||
glDisableClientState(GL_COLOR_ARRAY);
|
||||
glDisableClientState(GL_SECONDARY_COLOR_ARRAY);
|
||||
for (int i = 0; i < 8; ++i) glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
for (int i = 0; i < 8; i++)
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
}
|
||||
|
||||
int VertexManager::GetRemainingSize()
|
||||
{
|
||||
return MAX_BUFFER_SIZE - (int)(s_pCurBufferPointer-s_pBaseBufferPointer);
|
||||
return MAX_BUFFER_SIZE - (int)(s_pCurBufferPointer - s_pBaseBufferPointer);
|
||||
}
|
||||
|
||||
void VertexManager::AddVertices(int primitive, int numvertices)
|
||||
|
@ -122,8 +113,8 @@ void VertexManager::Flush()
|
|||
if (s_vStoredPrimitives.size() == 0)
|
||||
return;
|
||||
|
||||
_assert_( fnSetupVertexPointers != NULL );
|
||||
_assert_( s_pCurBufferPointer != s_pBaseBufferPointer );
|
||||
_assert_(fnSetupVertexPointers != NULL);
|
||||
_assert_(s_pCurBufferPointer != s_pBaseBufferPointer);
|
||||
|
||||
#ifdef _DEBUG
|
||||
PRIM_LOG("frame%d:\ncomps=0x%x, texgen=%d, numchan=%d, dualtex=%d, ztex=%d, proj=%d, cole=%d, alpe=%d, ze=%d\n", g_Config.iSaveTargetId, s_prevcomponents, xfregs.numTexGens,
|
||||
|
@ -135,6 +126,7 @@ void VertexManager::Flush()
|
|||
ch = &xfregs.colChans[i].alpha;
|
||||
PRIM_LOG("alpchan%d: matsrc=%d, light=0x%x, ambsrc=%d, diffunc=%d, attfunc=%d\n", i, ch->matsource, ch->GetFullLightMask(), ch->ambsource, ch->diffusefunc, ch->attnfunc);
|
||||
}
|
||||
|
||||
for (int i = 0; i < xfregs.numTexGens; ++i) {
|
||||
TexMtxInfo tinfo = xfregs.texcoords[i].texmtxinfo;
|
||||
if (tinfo.texgentype != XF_TEXGEN_EMBOSS_MAP ) tinfo.hex &= 0x7ff;
|
||||
|
@ -183,7 +175,7 @@ void VertexManager::Flush()
|
|||
for (int i = 0; i < 8; i++) {
|
||||
if (usedtextures & (1 << i)) {
|
||||
glActiveTexture(GL_TEXTURE0+i);
|
||||
|
||||
|
||||
FourTexUnits &tex = bpmem.tex[i>>2];
|
||||
TextureMngr::TCacheEntry* tentry = TextureMngr::Load(i, (tex.texImage3[i&3].image_base/* & 0x1FFFFF*/) << 5,
|
||||
tex.texImage0[i&3].width+1, tex.texImage0[i&3].height+1,
|
||||
|
@ -193,9 +185,9 @@ void VertexManager::Flush()
|
|||
// texture loaded fine, set dims for pixel shader
|
||||
if (tentry->isNonPow2) {
|
||||
PixelShaderMngr::SetTexDims(i, tentry->w, tentry->h, tentry->mode.wrap_s, tentry->mode.wrap_t);
|
||||
nonpow2tex |= 1<<i;
|
||||
if (tentry->mode.wrap_s > 0 ) nonpow2tex |= 1<<(8+i);
|
||||
if (tentry->mode.wrap_t > 0 ) nonpow2tex |= 1<<(16+i);
|
||||
nonpow2tex |= 1 << i;
|
||||
if (tentry->mode.wrap_s > 0) nonpow2tex |= 1 << (8 + i);
|
||||
if (tentry->mode.wrap_t > 0) nonpow2tex |= 1 << (16 + i);
|
||||
TextureMngr::EnableTexRECT(i);
|
||||
}
|
||||
// if texture is power of two, set to ones (since don't need scaling)
|
||||
|
@ -226,7 +218,7 @@ void VertexManager::Flush()
|
|||
|
||||
FRAGMENTSHADER* ps = PixelShaderMngr::GetShader();
|
||||
VERTEXSHADER* vs = VertexShaderMngr::GetShader(s_prevcomponents);
|
||||
_assert_( ps != NULL && vs != NULL );
|
||||
_assert_(ps != NULL && vs != NULL);
|
||||
|
||||
bool bRestoreBuffers = false;
|
||||
if (Renderer::GetZBufferTarget()) {
|
||||
|
@ -241,9 +233,9 @@ void VertexManager::Flush()
|
|||
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
|
||||
bRestoreBuffers = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
} else {
|
||||
Renderer::SetRenderMode(Renderer::RM_Normal);
|
||||
}
|
||||
|
||||
// set global constants
|
||||
VertexShaderMngr::SetConstants(*vs);
|
||||
|
@ -258,8 +250,7 @@ void VertexManager::Flush()
|
|||
#endif
|
||||
|
||||
int offset = 0;
|
||||
vector< pair<int, int> >::iterator it;
|
||||
for (it = s_vStoredPrimitives.begin(); it != s_vStoredPrimitives.end(); ++it) {
|
||||
for (vector< pair<int, int> >::const_iterator it = s_vStoredPrimitives.begin(); it != s_vStoredPrimitives.end(); ++it) {
|
||||
glDrawArrays(it->first, offset, it->second);
|
||||
offset += it->second;
|
||||
}
|
||||
|
@ -323,3 +314,59 @@ void VertexManager::LoadCPReg(u32 SubCmd, u32 Value)
|
|||
case 0xB0: arraystrides[SubCmd & 0xF] = Value & 0xFF; break;
|
||||
}
|
||||
}
|
||||
|
||||
void VertexManager::EnableComponents(u32 components)
|
||||
{
|
||||
if (s_prevcomponents != components) {
|
||||
VertexManager::Flush();
|
||||
|
||||
// matrices
|
||||
if ((components & VB_HAS_POSMTXIDX) != (s_prevcomponents & VB_HAS_POSMTXIDX)) {
|
||||
if (components & VB_HAS_POSMTXIDX)
|
||||
glEnableVertexAttribArray(SHADER_POSMTX_ATTRIB);
|
||||
else
|
||||
glDisableVertexAttribArray(SHADER_POSMTX_ATTRIB);
|
||||
}
|
||||
|
||||
// normals
|
||||
if ((components & VB_HAS_NRM0) != (s_prevcomponents & VB_HAS_NRM0)) {
|
||||
if (components & VB_HAS_NRM0)
|
||||
glEnableClientState(GL_NORMAL_ARRAY);
|
||||
else
|
||||
glDisableClientState(GL_NORMAL_ARRAY);
|
||||
}
|
||||
if ((components & VB_HAS_NRM1) != (s_prevcomponents & VB_HAS_NRM1)) {
|
||||
if (components & VB_HAS_NRM1) {
|
||||
glEnableVertexAttribArray(SHADER_NORM1_ATTRIB);
|
||||
glEnableVertexAttribArray(SHADER_NORM2_ATTRIB);
|
||||
}
|
||||
else {
|
||||
glDisableVertexAttribArray(SHADER_NORM1_ATTRIB);
|
||||
glDisableVertexAttribArray(SHADER_NORM2_ATTRIB);
|
||||
}
|
||||
}
|
||||
|
||||
// color
|
||||
for (int i = 0; i < 2; ++i) {
|
||||
if ((components & (VB_HAS_COL0 << i)) != (s_prevcomponents & (VB_HAS_COL0 << i))) {
|
||||
if (components & (VB_HAS_COL0 << 0))
|
||||
glEnableClientState(i ? GL_SECONDARY_COLOR_ARRAY : GL_COLOR_ARRAY);
|
||||
else
|
||||
glDisableClientState(i ? GL_SECONDARY_COLOR_ARRAY : GL_COLOR_ARRAY);
|
||||
}
|
||||
}
|
||||
|
||||
// tex
|
||||
for (int i = 0; i < 8; ++i) {
|
||||
if ((components & (VB_HAS_UV0 << i)) != (s_prevcomponents & (VB_HAS_UV0 << i))) {
|
||||
glClientActiveTexture(GL_TEXTURE0 + i);
|
||||
if (components & (VB_HAS_UV0 << i))
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
else
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
}
|
||||
}
|
||||
|
||||
s_prevcomponents = components;
|
||||
}
|
||||
}
|
|
@ -49,12 +49,10 @@ public:
|
|||
static TVtxDesc &GetVtxDesc() {return s_GlobalVtxDesc; }
|
||||
|
||||
static void LoadCPReg(u32 SubCmd, u32 Value);
|
||||
static void EnableComponents(u32 components);
|
||||
|
||||
// TODO - don't expose these like this.
|
||||
static u32 s_prevvbstride;
|
||||
static u32 s_prevcomponents; // previous state set
|
||||
static u8* s_pCurBufferPointer;
|
||||
static float shiftLookup[32];
|
||||
};
|
||||
|
||||
#endif // _VERTEXMANAGER_H
|
|
@ -111,7 +111,7 @@ char *GenerateVertexShader(u32 components, bool has_zbuffer_target)
|
|||
|
||||
// uniforms
|
||||
|
||||
// bool bTexMtx = ((components & VertexLoader::VB_HAS_TEXMTXIDXALL)<<VertexLoader::VB_HAS_UVTEXMTXSHIFT)!=0; unused TODO: keep?
|
||||
// bool bTexMtx = ((components & VB_HAS_TEXMTXIDXALL)<<VB_HAS_UVTEXMTXSHIFT)!=0; unused TODO: keep?
|
||||
|
||||
WRITE(p, "uniform s_"I_TRANSFORMMATRICES" "I_TRANSFORMMATRICES" : register(c%d);\n", C_TRANSFORMMATRICES);
|
||||
WRITE(p, "uniform s_"I_TEXMATRICES" "I_TEXMATRICES" : register(c%d);\n", C_TEXMATRICES); // also using tex matrices
|
||||
|
@ -126,60 +126,60 @@ char *GenerateVertexShader(u32 components, bool has_zbuffer_target)
|
|||
WRITE(p, "VS_OUTPUT main(\n");
|
||||
|
||||
// inputs
|
||||
if (components & VertexLoader::VB_HAS_NRM0)
|
||||
if (components & VB_HAS_NRM0)
|
||||
WRITE(p, " float3 rawnorm0 : NORMAL,\n");
|
||||
if (components & VertexLoader::VB_HAS_NRM1)
|
||||
if (components & VB_HAS_NRM1)
|
||||
WRITE(p, " float3 rawnorm1 : ATTR%d,\n", SHADER_NORM1_ATTRIB);
|
||||
if (components & VertexLoader::VB_HAS_NRM2)
|
||||
if (components & VB_HAS_NRM2)
|
||||
WRITE(p, " float3 rawnorm2 : ATTR%d,\n", SHADER_NORM2_ATTRIB);
|
||||
if (components & VertexLoader::VB_HAS_COL0)
|
||||
if (components & VB_HAS_COL0)
|
||||
WRITE(p, " float4 color0 : COLOR0,\n");
|
||||
if (components & VertexLoader::VB_HAS_COL1)
|
||||
if (components & VB_HAS_COL1)
|
||||
WRITE(p, " float4 color1 : COLOR1,\n");
|
||||
for (int i = 0; i < 8; ++i) {
|
||||
u32 hastexmtx = (components & (VertexLoader::VB_HAS_TEXMTXIDX0<<i));
|
||||
if ((components & (VertexLoader::VB_HAS_UV0<<i)) || hastexmtx )
|
||||
u32 hastexmtx = (components & (VB_HAS_TEXMTXIDX0<<i));
|
||||
if ((components & (VB_HAS_UV0<<i)) || hastexmtx )
|
||||
WRITE(p, " float%d tex%d : TEXCOORD%d,\n", hastexmtx ? 3 : 2, i,i);
|
||||
}
|
||||
if (components & VertexLoader::VB_HAS_POSMTXIDX)
|
||||
if (components & VB_HAS_POSMTXIDX)
|
||||
WRITE(p, " half posmtx : ATTR%d,\n", SHADER_POSMTX_ATTRIB);
|
||||
|
||||
WRITE(p, " float4 rawpos : POSITION) {\n");
|
||||
WRITE(p, "VS_OUTPUT o;\n");
|
||||
|
||||
// transforms
|
||||
if (components & VertexLoader::VB_HAS_POSMTXIDX) {
|
||||
if (components & VB_HAS_POSMTXIDX) {
|
||||
WRITE(p, "float4 pos = float4(dot("I_TRANSFORMMATRICES".T[posmtx].t, rawpos), dot("I_TRANSFORMMATRICES".T[posmtx+1].t, rawpos), dot("I_TRANSFORMMATRICES".T[posmtx+2].t, rawpos),1);\n");
|
||||
|
||||
if (components & VertexLoader::VB_HAS_NRMALL) {
|
||||
if (components & VB_HAS_NRMALL) {
|
||||
WRITE(p, "int normidx = posmtx >= 32 ? (posmtx-32) : posmtx;\n");
|
||||
WRITE(p, "float3 N0 = "I_NORMALMATRICES".T[normidx].t.xyz, N1 = "I_NORMALMATRICES".T[normidx+1].t.xyz, N2 = "I_NORMALMATRICES".T[normidx+2].t.xyz;\n");
|
||||
}
|
||||
|
||||
if (components & VertexLoader::VB_HAS_NRM0)
|
||||
if (components & VB_HAS_NRM0)
|
||||
WRITE(p, "half3 _norm0 = half3(dot(N0, rawnorm0), dot(N1, rawnorm0), dot(N2, rawnorm0));\n"
|
||||
"half3 norm0 = normalize(_norm0);\n");
|
||||
if (components & VertexLoader::VB_HAS_NRM1)
|
||||
if (components & VB_HAS_NRM1)
|
||||
WRITE(p, "half3 _norm1 = half3(dot(N0, rawnorm1), dot(N1, rawnorm1), dot(N2, rawnorm1));\n");
|
||||
//"half3 norm1 = normalize(_norm1);\n");
|
||||
if (components & VertexLoader::VB_HAS_NRM2)
|
||||
if (components & VB_HAS_NRM2)
|
||||
WRITE(p, "half3 _norm2 = half3(dot(N0, rawnorm2), dot(N1, rawnorm2), dot(N2, rawnorm2));\n");
|
||||
//"half3 norm2 = normalize(_norm2);\n");
|
||||
}
|
||||
else {
|
||||
WRITE(p, "float4 pos = float4(dot("I_POSNORMALMATRIX".T0, rawpos), dot("I_POSNORMALMATRIX".T1, rawpos), dot("I_POSNORMALMATRIX".T2, rawpos), 1);\n");
|
||||
if (components & VertexLoader::VB_HAS_NRM0)
|
||||
if (components & VB_HAS_NRM0)
|
||||
WRITE(p, "half3 _norm0 = half3(dot("I_POSNORMALMATRIX".N0.xyz, rawnorm0), dot("I_POSNORMALMATRIX".N1.xyz, rawnorm0), dot("I_POSNORMALMATRIX".N2.xyz, rawnorm0));\n"
|
||||
"half3 norm0 = normalize(_norm0);\n");
|
||||
if (components & VertexLoader::VB_HAS_NRM1)
|
||||
if (components & VB_HAS_NRM1)
|
||||
WRITE(p, "half3 _norm1 = half3(dot("I_POSNORMALMATRIX".N0.xyz, rawnorm1), dot("I_POSNORMALMATRIX".N1.xyz, rawnorm1), dot("I_POSNORMALMATRIX".N2.xyz, rawnorm1));\n");
|
||||
//"half3 norm1 = normalize(_norm1);\n");
|
||||
if (components & VertexLoader::VB_HAS_NRM2)
|
||||
if (components & VB_HAS_NRM2)
|
||||
WRITE(p, "half3 _norm2 = half3(dot("I_POSNORMALMATRIX".N0.xyz, rawnorm2), dot("I_POSNORMALMATRIX".N1.xyz, rawnorm2), dot("I_POSNORMALMATRIX".N2.xyz, rawnorm2));\n");
|
||||
//"half3 norm2 = normalize(_norm2);\n");
|
||||
}
|
||||
|
||||
if (!(components & VertexLoader::VB_HAS_NRM0))
|
||||
if (!(components & VB_HAS_NRM0))
|
||||
WRITE(p, "half3 _norm0 = half3(0,0,0), norm0= half3(0,0,0);\n");
|
||||
|
||||
WRITE(p, "o.pos = float4(dot("I_PROJECTION".T0, pos), dot("I_PROJECTION".T1, pos), dot("I_PROJECTION".T2, pos), dot("I_PROJECTION".T3, pos));\n");
|
||||
|
@ -198,7 +198,7 @@ char *GenerateVertexShader(u32 components, bool has_zbuffer_target)
|
|||
WRITE(p, "{\n");
|
||||
|
||||
if (color.matsource) {// from vertex
|
||||
if (components & (VertexLoader::VB_HAS_COL0<<j) )
|
||||
if (components & (VB_HAS_COL0<<j) )
|
||||
WRITE(p, "mat = color%d;\n", j);
|
||||
else WRITE(p, "mat = half4(1,1,1,1);\n");
|
||||
}
|
||||
|
@ -207,7 +207,7 @@ char *GenerateVertexShader(u32 components, bool has_zbuffer_target)
|
|||
|
||||
if (color.enablelighting) {
|
||||
if (color.ambsource) {// from vertex
|
||||
if (components & (VertexLoader::VB_HAS_COL0<<j) )
|
||||
if (components & (VB_HAS_COL0<<j) )
|
||||
WRITE(p, "lacc = color%d;\n", j);
|
||||
else WRITE(p, "lacc = half4(0.0f,0.0f,0.0f,0.0f);\n");
|
||||
}
|
||||
|
@ -218,7 +218,7 @@ char *GenerateVertexShader(u32 components, bool has_zbuffer_target)
|
|||
// check if alpha is different
|
||||
if (alpha.matsource != color.matsource) {
|
||||
if (alpha.matsource) {// from vertex
|
||||
if (components & (VertexLoader::VB_HAS_COL0<<j) )
|
||||
if (components & (VB_HAS_COL0<<j) )
|
||||
WRITE(p, "mat.w = color%d.w;\n", j);
|
||||
else WRITE(p, "mat.w = 1;\n");
|
||||
}
|
||||
|
@ -228,7 +228,7 @@ char *GenerateVertexShader(u32 components, bool has_zbuffer_target)
|
|||
|
||||
if (alpha.enablelighting && alpha.ambsource != color.ambsource) {
|
||||
if (alpha.ambsource) {// from vertex
|
||||
if (components & (VertexLoader::VB_HAS_COL0<<j) )
|
||||
if (components & (VB_HAS_COL0<<j) )
|
||||
WRITE(p, "lacc.w = color%d.w;\n", j);
|
||||
else WRITE(p, "lacc.w = 0;\n");
|
||||
}
|
||||
|
@ -298,7 +298,7 @@ char *GenerateVertexShader(u32 components, bool has_zbuffer_target)
|
|||
WRITE(p, "float4 coord = rawpos;\n"); // pos.w is 1
|
||||
break;
|
||||
case XF_SRCNORMAL_INROW:
|
||||
if (components & VertexLoader::VB_HAS_NRM0) {
|
||||
if (components & VB_HAS_NRM0) {
|
||||
_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
|
||||
WRITE(p, "float4 coord = float4(rawnorm0.xyz, 1.0);\n");
|
||||
}
|
||||
|
@ -308,14 +308,14 @@ char *GenerateVertexShader(u32 components, bool has_zbuffer_target)
|
|||
_assert_( texinfo.texgentype == XF_TEXGEN_COLOR_STRGBC0 || texinfo.texgentype == XF_TEXGEN_COLOR_STRGBC1 );
|
||||
break;
|
||||
case XF_SRCBINORMAL_T_INROW:
|
||||
if (components & VertexLoader::VB_HAS_NRM1) {
|
||||
if (components & VB_HAS_NRM1) {
|
||||
_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
|
||||
WRITE(p, "float4 coord = float4(rawnorm1.xyz, 1.0);\n");
|
||||
}
|
||||
else WRITE(p, "float4 coord = 0;\n");
|
||||
break;
|
||||
case XF_SRCBINORMAL_B_INROW:
|
||||
if (components & VertexLoader::VB_HAS_NRM2) {
|
||||
if (components & VB_HAS_NRM2) {
|
||||
_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
|
||||
WRITE(p, "float4 coord = float4(rawnorm2.xyz, 1.0);\n");
|
||||
}
|
||||
|
@ -323,7 +323,7 @@ char *GenerateVertexShader(u32 components, bool has_zbuffer_target)
|
|||
break;
|
||||
default:
|
||||
_assert_(texinfo.sourcerow <= XF_SRCTEX7_INROW);
|
||||
if (components & (VertexLoader::VB_HAS_UV0<<(texinfo.sourcerow - XF_SRCTEX0_INROW)) )
|
||||
if (components & (VB_HAS_UV0<<(texinfo.sourcerow - XF_SRCTEX0_INROW)) )
|
||||
WRITE(p, "float4 coord = float4(tex%d.x, tex%d.y, 1.0f, 1.0f);\n", texinfo.sourcerow - XF_SRCTEX0_INROW, texinfo.sourcerow - XF_SRCTEX0_INROW);
|
||||
else
|
||||
WRITE(p, "float4 coord = float4(0.0f, 0.0f, 1.0f, 1.0f);\n");
|
||||
|
@ -333,7 +333,7 @@ char *GenerateVertexShader(u32 components, bool has_zbuffer_target)
|
|||
// firs transformation
|
||||
switch (texinfo.texgentype) {
|
||||
case XF_TEXGEN_REGULAR:
|
||||
if (components & (VertexLoader::VB_HAS_TEXMTXIDX0<<i)) {
|
||||
if (components & (VB_HAS_TEXMTXIDX0<<i)) {
|
||||
if (texinfo.projection == XF_TEXPROJ_STQ )
|
||||
WRITE(p, "o.tex%d.xyz = float3(dot(coord, "I_TRANSFORMMATRICES".T[tex%d.z].t), dot(coord, "I_TRANSFORMMATRICES".T[tex%d.z+1].t), dot(coord, "I_TRANSFORMMATRICES".T[tex%d.z+2].t));\n", i, i, i, i);
|
||||
else {
|
||||
|
@ -349,7 +349,7 @@ char *GenerateVertexShader(u32 components, bool has_zbuffer_target)
|
|||
break;
|
||||
case XF_TEXGEN_EMBOSS_MAP: // calculate tex coords into bump map
|
||||
|
||||
if (components & (VertexLoader::VB_HAS_NRM1|VertexLoader::VB_HAS_NRM2)) {
|
||||
if (components & (VB_HAS_NRM1|VB_HAS_NRM2)) {
|
||||
// transform the light dir into tangent space
|
||||
WRITE(p, "ldir = normalize("I_LIGHTS".lights[%d].pos.xyz - pos.xyz);\n", texinfo.embosslightshift);
|
||||
WRITE(p, "o.tex%d.xyz = o.tex%d.xyz + float3(dot(ldir, _norm1), dot(ldir, _norm2), 0.0f);\n", i, texinfo.embosssourceshift);
|
||||
|
|
Loading…
Reference in New Issue