Implement the new buffer approach in opengl. sadly in my machine it gives my only 2 more fps and if your hardware does not support ARB_map_buffer_range is even slower than plain vertex arrays.

change naming in all the backends vertex managers to make more easy to continue with the merge an some future improvements.
please test this as i'm interested in knowing the performance in linux and windows with the different hardware platforms.
This commit is contained in:
rodolfoosvaldobogado 2012-10-26 11:34:02 -03:00
parent 7006cd1217
commit eaa1ea71c1
11 changed files with 431 additions and 193 deletions

View File

@ -23,7 +23,7 @@
int GetLightingShaderId(u32* out) int GetLightingShaderId(u32* out)
{ {
for (int i = 0; i < xfregs.numChan.numColorChans; ++i) for (u32 i = 0; i < xfregs.numChan.numColorChans; ++i)
{ {
out[i] = xfregs.color[i].enablelighting ? out[i] = xfregs.color[i].enablelighting ?
(u32)xfregs.color[i].hex : (u32)xfregs.color[i].hex :

View File

@ -102,7 +102,7 @@ public:
virtual void SetupVertexPointers() = 0; virtual void SetupVertexPointers() = 0;
virtual void EnableComponents(u32 components) {} virtual void EnableComponents(u32 components) {}
int GetVertexStride() const { return vertex_stride; } u32 GetVertexStride() const { return vertex_stride; }
// TODO: move this under private: // TODO: move this under private:
u32 m_components; // VB_HAS_X. Bitmask telling what vertex components are present. u32 m_components; // VB_HAS_X. Bitmask telling what vertex components are present.

View File

@ -346,7 +346,7 @@ static void Decode()
// Display lists get added directly into the FIFO stream // Display lists get added directly into the FIFO stream
if (g_bRecordFifoData && cmd_byte != GX_CMD_CALL_DL) if (g_bRecordFifoData && cmd_byte != GX_CMD_CALL_DL)
FifoRecorder::GetInstance().WriteGPCommand(opcodeStart, g_pVideoData - opcodeStart); FifoRecorder::GetInstance().WriteGPCommand(opcodeStart, u32(g_pVideoData - opcodeStart));
} }
static void DecodeSemiNop() static void DecodeSemiNop()
@ -429,7 +429,7 @@ static void DecodeSemiNop()
} }
if (g_bRecordFifoData && cmd_byte != GX_CMD_CALL_DL) if (g_bRecordFifoData && cmd_byte != GX_CMD_CALL_DL)
FifoRecorder::GetInstance().WriteGPCommand(opcodeStart, g_pVideoData - opcodeStart); FifoRecorder::GetInstance().WriteGPCommand(opcodeStart, u32(g_pVideoData - opcodeStart));
} }
void OpcodeDecoder_Init() void OpcodeDecoder_Init()

View File

@ -196,7 +196,7 @@ void GetPixelShaderId(PIXELSHADERUID *uid, DSTALPHA_MODE dstAlphaMode, u32 compo
*ptr++ = components; *ptr++ = components;
} }
uid->num_values = ptr - uid->values; uid->num_values = int(ptr - uid->values);
} }
void GetSafePixelShaderId(PIXELSHADERUIDSAFE *uid, DSTALPHA_MODE dstAlphaMode, u32 components) void GetSafePixelShaderId(PIXELSHADERUIDSAFE *uid, DSTALPHA_MODE dstAlphaMode, u32 components)
@ -229,7 +229,7 @@ void GetSafePixelShaderId(PIXELSHADERUIDSAFE *uid, DSTALPHA_MODE dstAlphaMode, u
*ptr++ = bpmem.tevindref.hex; // 32 *ptr++ = bpmem.tevindref.hex; // 32
for (int i = 0; i < bpmem.genMode.numtevstages+1; ++i) // up to 16 times for (u32 i = 0; i < bpmem.genMode.numtevstages+1; ++i) // up to 16 times
{ {
*ptr++ = bpmem.combiners[i].colorC.hex; // 33+5*i *ptr++ = bpmem.combiners[i].colorC.hex; // 33+5*i
*ptr++ = bpmem.combiners[i].alphaC.hex; // 34+5*i *ptr++ = bpmem.combiners[i].alphaC.hex; // 34+5*i

View File

@ -41,39 +41,39 @@ namespace DX11
// TODO: Find sensible values for these two // TODO: Find sensible values for these two
const UINT IBUFFER_SIZE = VertexManager::MAXIBUFFERSIZE * 16 * sizeof(u16); const UINT IBUFFER_SIZE = VertexManager::MAXIBUFFERSIZE * 16 * sizeof(u16);
const UINT VBUFFER_SIZE = VertexManager::MAXVBUFFERSIZE * 16; const UINT VBUFFER_SIZE = VertexManager::MAXVBUFFERSIZE * 16;
const UINT MAXVBUFFER_COUNT = 2; const UINT MAX_VBUFFER_COUNT = 2;
void VertexManager::CreateDeviceObjects() void VertexManager::CreateDeviceObjects()
{ {
D3D11_BUFFER_DESC bufdesc = CD3D11_BUFFER_DESC(IBUFFER_SIZE, D3D11_BUFFER_DESC bufdesc = CD3D11_BUFFER_DESC(IBUFFER_SIZE,
D3D11_BIND_INDEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE); D3D11_BIND_INDEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
m_vertexDrawOffset = 0; m_vertex_draw_offset = 0;
m_triangleDrawIndex = 0; m_triangle_draw_index = 0;
m_lineDrawIndex = 0; m_line_draw_index = 0;
m_pointDrawIndex = 0; m_point_draw_index = 0;
m_indexBuffers = new PID3D11Buffer[MAXVBUFFER_COUNT]; m_index_buffers = new PID3D11Buffer[MAX_VBUFFER_COUNT];
m_vertexBuffers = new PID3D11Buffer[MAXVBUFFER_COUNT]; m_vertex_buffers = new PID3D11Buffer[MAX_VBUFFER_COUNT];
for (m_activeIndexBuffer = 0; m_activeIndexBuffer < MAXVBUFFER_COUNT; m_activeIndexBuffer++) for (m_current_index_buffer = 0; m_current_index_buffer < MAX_VBUFFER_COUNT; m_current_index_buffer++)
{ {
m_indexBuffers[m_activeIndexBuffer] = NULL; m_index_buffers[m_current_index_buffer] = NULL;
CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, NULL, &m_indexBuffers[m_activeIndexBuffer])), CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, NULL, &m_index_buffers[m_current_index_buffer])),
"Failed to create index buffer."); "Failed to create index buffer.");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_indexBuffers[m_activeIndexBuffer], "index buffer of VertexManager"); D3D::SetDebugObjectName((ID3D11DeviceChild*)m_index_buffers[m_current_index_buffer], "index buffer of VertexManager");
} }
bufdesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; bufdesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bufdesc.ByteWidth = VBUFFER_SIZE; bufdesc.ByteWidth = VBUFFER_SIZE;
for (m_activeVertexBuffer = 0; m_activeVertexBuffer < MAXVBUFFER_COUNT; m_activeVertexBuffer++) for (m_current_vertex_buffer = 0; m_current_vertex_buffer < MAX_VBUFFER_COUNT; m_current_vertex_buffer++)
{ {
m_vertexBuffers[m_activeVertexBuffer] = NULL; m_vertex_buffers[m_current_vertex_buffer] = NULL;
CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, NULL, &m_vertexBuffers[m_activeVertexBuffer])), CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, NULL, &m_vertex_buffers[m_current_vertex_buffer])),
"Failed to create vertex buffer."); "Failed to create vertex buffer.");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_vertexBuffers[m_activeVertexBuffer], "Vertex buffer of VertexManager"); D3D::SetDebugObjectName((ID3D11DeviceChild*)m_vertex_buffers[m_current_vertex_buffer], "Vertex buffer of VertexManager");
} }
m_activeVertexBuffer = 0; m_current_vertex_buffer = 0;
m_activeIndexBuffer = 0; m_current_index_buffer = 0;
m_indexBufferCursor = IBUFFER_SIZE; m_index_buffer_cursor = IBUFFER_SIZE;
m_vertexBufferCursor = VBUFFER_SIZE; m_vertex_buffer_cursor = VBUFFER_SIZE;
m_lineShader.Init(); m_lineShader.Init();
m_pointShader.Init(); m_pointShader.Init();
} }
@ -82,10 +82,10 @@ void VertexManager::DestroyDeviceObjects()
{ {
m_pointShader.Shutdown(); m_pointShader.Shutdown();
m_lineShader.Shutdown(); m_lineShader.Shutdown();
for (m_activeVertexBuffer = 0; m_activeVertexBuffer < MAXVBUFFER_COUNT; m_activeVertexBuffer++) for (m_current_vertex_buffer = 0; m_current_vertex_buffer < MAX_VBUFFER_COUNT; m_current_vertex_buffer++)
{ {
SAFE_RELEASE(m_vertexBuffers[m_activeVertexBuffer]); SAFE_RELEASE(m_vertex_buffers[m_current_vertex_buffer]);
SAFE_RELEASE(m_indexBuffers[m_activeVertexBuffer]); SAFE_RELEASE(m_index_buffers[m_current_vertex_buffer]);
} }
} }
@ -100,47 +100,47 @@ VertexManager::~VertexManager()
DestroyDeviceObjects(); DestroyDeviceObjects();
} }
void VertexManager::LoadBuffers() void VertexManager::PrepareDrawBuffers()
{ {
D3D11_MAPPED_SUBRESOURCE map; D3D11_MAPPED_SUBRESOURCE map;
UINT vSize = UINT(s_pCurBufferPointer - LocalVBuffer); UINT vSize = UINT(s_pCurBufferPointer - LocalVBuffer);
D3D11_MAP MapType = D3D11_MAP_WRITE_NO_OVERWRITE; D3D11_MAP MapType = D3D11_MAP_WRITE_NO_OVERWRITE;
if (m_vertexBufferCursor + vSize >= VBUFFER_SIZE) if (m_vertex_buffer_cursor + vSize >= VBUFFER_SIZE)
{ {
// Wrap around // Wrap around
m_activeVertexBuffer = (m_activeVertexBuffer + 1) % MAXVBUFFER_COUNT; m_current_vertex_buffer = (m_current_vertex_buffer + 1) % MAX_VBUFFER_COUNT;
m_vertexBufferCursor = 0; m_vertex_buffer_cursor = 0;
MapType = D3D11_MAP_WRITE_DISCARD; MapType = D3D11_MAP_WRITE_DISCARD;
} }
D3D::context->Map(m_vertexBuffers[m_activeVertexBuffer], 0, MapType, 0, &map); D3D::context->Map(m_vertex_buffers[m_current_vertex_buffer], 0, MapType, 0, &map);
memcpy((u8*)map.pData + m_vertexBufferCursor, LocalVBuffer, vSize); memcpy((u8*)map.pData + m_vertex_buffer_cursor, LocalVBuffer, vSize);
D3D::context->Unmap(m_vertexBuffers[m_activeVertexBuffer], 0); D3D::context->Unmap(m_vertex_buffers[m_current_vertex_buffer], 0);
m_vertexDrawOffset = m_vertexBufferCursor; m_vertex_draw_offset = m_vertex_buffer_cursor;
m_vertexBufferCursor += vSize; m_vertex_buffer_cursor += vSize;
UINT iCount = IndexGenerator::GetTriangleindexLen() + UINT iCount = IndexGenerator::GetTriangleindexLen() +
IndexGenerator::GetLineindexLen() + IndexGenerator::GetPointindexLen(); IndexGenerator::GetLineindexLen() + IndexGenerator::GetPointindexLen();
MapType = D3D11_MAP_WRITE_NO_OVERWRITE; MapType = D3D11_MAP_WRITE_NO_OVERWRITE;
if (m_indexBufferCursor + iCount >= (IBUFFER_SIZE / sizeof(u16))) if (m_index_buffer_cursor + iCount >= (IBUFFER_SIZE / sizeof(u16)))
{ {
// Wrap around // Wrap around
m_activeIndexBuffer = (m_activeIndexBuffer + 1) % MAXVBUFFER_COUNT; m_current_index_buffer = (m_current_index_buffer + 1) % MAX_VBUFFER_COUNT;
m_indexBufferCursor = 0; m_index_buffer_cursor = 0;
MapType = D3D11_MAP_WRITE_DISCARD; MapType = D3D11_MAP_WRITE_DISCARD;
} }
D3D::context->Map(m_indexBuffers[m_activeIndexBuffer], 0, MapType, 0, &map); D3D::context->Map(m_index_buffers[m_current_index_buffer], 0, MapType, 0, &map);
m_triangleDrawIndex = m_indexBufferCursor; m_triangle_draw_index = m_index_buffer_cursor;
m_lineDrawIndex = m_triangleDrawIndex + IndexGenerator::GetTriangleindexLen(); m_line_draw_index = m_triangle_draw_index + IndexGenerator::GetTriangleindexLen();
m_pointDrawIndex = m_lineDrawIndex + IndexGenerator::GetLineindexLen(); m_point_draw_index = m_line_draw_index + IndexGenerator::GetLineindexLen();
memcpy((u16*)map.pData + m_triangleDrawIndex, TIBuffer, sizeof(u16) * IndexGenerator::GetTriangleindexLen()); memcpy((u16*)map.pData + m_triangle_draw_index, TIBuffer, sizeof(u16) * IndexGenerator::GetTriangleindexLen());
memcpy((u16*)map.pData + m_lineDrawIndex, LIBuffer, sizeof(u16) * IndexGenerator::GetLineindexLen()); memcpy((u16*)map.pData + m_line_draw_index, LIBuffer, sizeof(u16) * IndexGenerator::GetLineindexLen());
memcpy((u16*)map.pData + m_pointDrawIndex, PIBuffer, sizeof(u16) * IndexGenerator::GetPointindexLen()); memcpy((u16*)map.pData + m_point_draw_index, PIBuffer, sizeof(u16) * IndexGenerator::GetPointindexLen());
D3D::context->Unmap(m_indexBuffers[m_activeIndexBuffer], 0); D3D::context->Unmap(m_index_buffers[m_current_index_buffer], 0);
m_indexBufferCursor += iCount; m_index_buffer_cursor += iCount;
} }
static const float LINE_PT_TEX_OFFSETS[8] = { static const float LINE_PT_TEX_OFFSETS[8] = {
@ -149,13 +149,13 @@ static const float LINE_PT_TEX_OFFSETS[8] = {
void VertexManager::Draw(UINT stride) void VertexManager::Draw(UINT stride)
{ {
D3D::context->IASetVertexBuffers(0, 1, &m_vertexBuffers[m_activeVertexBuffer], &stride, &m_vertexDrawOffset); D3D::context->IASetVertexBuffers(0, 1, &m_vertex_buffers[m_current_vertex_buffer], &stride, &m_vertex_draw_offset);
D3D::context->IASetIndexBuffer(m_indexBuffers[m_activeIndexBuffer], DXGI_FORMAT_R16_UINT, 0); D3D::context->IASetIndexBuffer(m_index_buffers[m_current_index_buffer], DXGI_FORMAT_R16_UINT, 0);
if (IndexGenerator::GetNumTriangles() > 0) if (IndexGenerator::GetNumTriangles() > 0)
{ {
D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
D3D::context->DrawIndexed(IndexGenerator::GetTriangleindexLen(), m_triangleDrawIndex, 0); D3D::context->DrawIndexed(IndexGenerator::GetTriangleindexLen(), m_triangle_draw_index, 0);
INCSTAT(stats.thisFrame.numIndexedDrawCalls); INCSTAT(stats.thisFrame.numIndexedDrawCalls);
} }
// Disable culling for lines and points // Disable culling for lines and points
@ -177,7 +177,7 @@ void VertexManager::Draw(UINT stride)
texOffset, vpWidth, vpHeight, texOffsetEnable)) texOffset, vpWidth, vpHeight, texOffsetEnable))
{ {
D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST); D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
D3D::context->DrawIndexed(IndexGenerator::GetLineindexLen(), m_lineDrawIndex, 0); D3D::context->DrawIndexed(IndexGenerator::GetLineindexLen(), m_line_draw_index, 0);
INCSTAT(stats.thisFrame.numIndexedDrawCalls); INCSTAT(stats.thisFrame.numIndexedDrawCalls);
D3D::context->GSSetShader(NULL, NULL, 0); D3D::context->GSSetShader(NULL, NULL, 0);
@ -199,7 +199,7 @@ void VertexManager::Draw(UINT stride)
texOffset, vpWidth, vpHeight, texOffsetEnable)) texOffset, vpWidth, vpHeight, texOffsetEnable))
{ {
D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST); 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); INCSTAT(stats.thisFrame.numIndexedDrawCalls);
D3D::context->GSSetShader(NULL, NULL, 0); D3D::context->GSSetShader(NULL, NULL, 0);
@ -270,7 +270,7 @@ void VertexManager::vFlush()
GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");}); GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
goto shader_fail; goto shader_fail;
} }
LoadBuffers(); PrepareDrawBuffers();
unsigned int stride = g_nativeVertexFmt->GetVertexStride(); unsigned int stride = g_nativeVertexFmt->GetVertexStride();
g_nativeVertexFmt->SetupVertexPointers(); g_nativeVertexFmt->SetupVertexPointers();
g_renderer->ApplyState(useDstAlpha); g_renderer->ApplyState(useDstAlpha);

View File

@ -37,22 +37,22 @@ public:
private: private:
void LoadBuffers(); void PrepareDrawBuffers();
void Draw(UINT stride); void Draw(u32 stride);
// temp // temp
void vFlush(); void vFlush();
UINT m_indexBufferCursor; u32 m_vertex_buffer_cursor;
UINT m_vertexBufferCursor; u32 m_vertex_draw_offset;
UINT m_vertexDrawOffset; u32 m_index_buffer_cursor;
UINT m_triangleDrawIndex; u32 m_current_vertex_buffer;
UINT m_lineDrawIndex; u32 m_current_index_buffer;
UINT m_pointDrawIndex; u32 m_triangle_draw_index;
UINT m_activeVertexBuffer; u32 m_line_draw_index;
UINT m_activeIndexBuffer; u32 m_point_draw_index;
typedef ID3D11Buffer* PID3D11Buffer; typedef ID3D11Buffer* PID3D11Buffer;
PID3D11Buffer* m_indexBuffers; PID3D11Buffer* m_index_buffers;
PID3D11Buffer* m_vertexBuffers; PID3D11Buffer* m_vertex_buffers;
LineGeometryShader m_lineShader; LineGeometryShader m_lineShader;
PointGeometryShader m_pointShader; PointGeometryShader m_pointShader;

View File

@ -44,7 +44,7 @@ namespace DX9
//This are the initially requeted size for the buffers expresed in elements //This are the initially requeted size for the buffers expresed in elements
const u32 IBUFFER_SIZE = VertexManager::MAXIBUFFERSIZE * 16; const u32 IBUFFER_SIZE = VertexManager::MAXIBUFFERSIZE * 16;
const u32 VBUFFER_SIZE = VertexManager::MAXVBUFFERSIZE * 16; const u32 VBUFFER_SIZE = VertexManager::MAXVBUFFERSIZE * 16;
const u32 MAXVBUFFER_COUNT = 2; const u32 MAX_VBUFFER_COUNT = 2;
inline void DumpBadShaders() inline void DumpBadShaders()
{ {
@ -67,52 +67,52 @@ inline void DumpBadShaders()
void VertexManager::CreateDeviceObjects() void VertexManager::CreateDeviceObjects()
{ {
NumVBuffers = 0; m_buffers_count = 0;
VBuffers = NULL; m_vertex_buffers = NULL;
IBuffers = NULL; m_index_buffers = NULL;
D3DCAPS9 DeviceCaps = D3D::GetCaps(); D3DCAPS9 DeviceCaps = D3D::GetCaps();
u32 devicevMaxBufferSize = DeviceCaps.MaxPrimitiveCount * 3 * DeviceCaps.MaxStreamStride; u32 devicevMaxBufferSize = DeviceCaps.MaxPrimitiveCount * 3 * DeviceCaps.MaxStreamStride;
//Calculate Device Dependant size //Calculate Device Dependant size
CurrentVBufferSize = (VBUFFER_SIZE > devicevMaxBufferSize) ? devicevMaxBufferSize : VBUFFER_SIZE; m_vertex_buffer_size = (VBUFFER_SIZE > devicevMaxBufferSize) ? devicevMaxBufferSize : VBUFFER_SIZE;
CurrentIBufferSize = (IBUFFER_SIZE > DeviceCaps.MaxVertexIndex) ? DeviceCaps.MaxVertexIndex : IBUFFER_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 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]; m_vertex_buffers = new LPDIRECT3DVERTEXBUFFER9[MAX_VBUFFER_COUNT];
IBuffers = new LPDIRECT3DINDEXBUFFER9[MAXVBUFFER_COUNT]; m_index_buffers = new LPDIRECT3DINDEXBUFFER9[MAX_VBUFFER_COUNT];
bool Fail = false; 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; m_vertex_buffers[m_current_vertex_buffer] = NULL;
IBuffers[CurrentVBuffer] = 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; Fail = true;
break; 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; Fail = true;
return; return;
} }
} }
NumVBuffers = CurrentVBuffer; m_buffers_count = m_current_vertex_buffer;
CurrentVBuffer = 0; m_current_vertex_buffer = 0;
CurrentIBuffer = 0; m_current_index_buffer = 0;
CurrentIBufferIndex = CurrentIBufferSize; m_index_buffer_cursor = m_index_buffer_size;
CurrentVBufferIndex = CurrentVBufferSize; m_vertex_buffer_cursor = m_vertex_buffer_size;
if (Fail) if (Fail)
{ {
NumVBuffers--; m_buffers_count--;
if (NumVBuffers < 2) if (m_buffers_count < 2)
{ {
//Error creating Vertex buffers. clean and fall to Vertex arrays //Error creating Vertex buffers. clean and fall to Vertex arrays
NumVBuffers = MAXVBUFFER_COUNT; m_buffers_count = MAX_VBUFFER_COUNT;
DestroyDeviceObjects(); DestroyDeviceObjects();
} }
} }
@ -121,34 +121,34 @@ void VertexManager::DestroyDeviceObjects()
{ {
D3D::dev->SetStreamSource( 0, NULL, 0, 0); D3D::dev->SetStreamSource( 0, NULL, 0, 0);
D3D::dev->SetIndices(NULL); D3D::dev->SetIndices(NULL);
for (int i = 0; i < MAXVBUFFER_COUNT; i++) 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(); m_vertex_buffers[i]->Release();
VBuffers[i] = NULL; m_vertex_buffers[i] = NULL;
} }
} }
if (IBuffers[i]) if (m_index_buffers[i])
{ {
IBuffers[i]->Release(); m_index_buffers[i]->Release();
IBuffers[i] = NULL; m_index_buffers[i] = NULL;
} }
} }
if(VBuffers) if(m_vertex_buffers)
delete [] VBuffers; delete [] m_vertex_buffers;
if(IBuffers) if(m_index_buffers)
delete [] IBuffers; delete [] m_index_buffers;
VBuffers = NULL; m_vertex_buffers = NULL;
IBuffers = NULL; m_index_buffers = NULL;
} }
void VertexManager::PrepareVBuffers(int stride) void VertexManager::PrepareDrawBuffers(u32 stride)
{ {
if (!NumVBuffers) if (!m_buffers_count)
{ {
return; return;
} }
@ -161,31 +161,31 @@ void VertexManager::PrepareVBuffers(int stride)
int IndexDataSize = TdataSize + LDataSize + PDataSize; int IndexDataSize = TdataSize + LDataSize + PDataSize;
DWORD LockMode = D3DLOCK_NOOVERWRITE; DWORD LockMode = D3DLOCK_NOOVERWRITE;
if (CurrentVBufferIndex > CurrentVBufferSize - datasize) if (m_vertex_buffer_cursor > m_vertex_buffer_size - datasize)
{ {
LockMode = D3DLOCK_DISCARD; LockMode = D3DLOCK_DISCARD;
CurrentVBufferIndex = 0; m_vertex_buffer_cursor = 0;
CurrentVBuffer = (CurrentVBuffer + 1) % NumVBuffers; 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(); DestroyDeviceObjects();
return; return;
} }
memcpy(pVertices, LocalVBuffer, datasize); memcpy(pVertices, LocalVBuffer, datasize);
VBuffers[CurrentVBuffer]->Unlock(); m_vertex_buffers[m_current_vertex_buffer]->Unlock();
LockMode = D3DLOCK_NOOVERWRITE; LockMode = D3DLOCK_NOOVERWRITE;
if (CurrentIBufferIndex > CurrentIBufferSize - IndexDataSize) if (m_index_buffer_cursor > m_index_buffer_size - IndexDataSize)
{ {
LockMode = D3DLOCK_DISCARD; LockMode = D3DLOCK_DISCARD;
CurrentIBufferIndex = 0; m_index_buffer_cursor = 0;
CurrentIBuffer = (CurrentIBuffer + 1) % NumVBuffers; 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(); DestroyDeviceObjects();
return; return;
@ -204,15 +204,15 @@ void VertexManager::PrepareVBuffers(int stride)
{ {
memcpy(pIndices, PIBuffer, PDataSize * sizeof(u16)); memcpy(pIndices, PIBuffer, PDataSize * sizeof(u16));
} }
IBuffers[CurrentIBuffer]->Unlock(); m_index_buffers[m_current_index_buffer]->Unlock();
D3D::dev->SetStreamSource( 0, VBuffers[CurrentVBuffer], CurrentVBufferIndex, stride); D3D::dev->SetStreamSource( 0, m_vertex_buffers[m_current_vertex_buffer], m_vertex_buffer_cursor, stride);
if(CurrentIBufferIndex == 0) if(m_index_buffer_cursor == 0)
{ {
D3D::dev->SetIndices(IBuffers[CurrentIBuffer]); D3D::dev->SetIndices(m_index_buffers[m_current_index_buffer]);
} }
} }
void VertexManager::DrawVB(int stride) void VertexManager::DrawVertexBuffer(int stride)
{ {
if (IndexGenerator::GetNumTriangles() > 0) if (IndexGenerator::GetNumTriangles() > 0)
{ {
@ -221,7 +221,7 @@ void VertexManager::DrawVB(int stride)
0, 0,
0, 0,
IndexGenerator::GetNumVerts(), IndexGenerator::GetNumVerts(),
CurrentIBufferIndex, m_index_buffer_cursor,
IndexGenerator::GetNumTriangles()))) IndexGenerator::GetNumTriangles())))
{ {
DumpBadShaders(); DumpBadShaders();
@ -235,7 +235,7 @@ void VertexManager::DrawVB(int stride)
0, 0,
0, 0,
IndexGenerator::GetNumVerts(), IndexGenerator::GetNumVerts(),
CurrentIBufferIndex + IndexGenerator::GetTriangleindexLen(), m_index_buffer_cursor + IndexGenerator::GetTriangleindexLen(),
IndexGenerator::GetNumLines()))) IndexGenerator::GetNumLines())))
{ {
DumpBadShaders(); DumpBadShaders();
@ -249,7 +249,7 @@ void VertexManager::DrawVB(int stride)
0, 0,
0, 0,
IndexGenerator::GetNumVerts(), IndexGenerator::GetNumVerts(),
CurrentIBufferIndex + IndexGenerator::GetTriangleindexLen() + IndexGenerator::GetLineindexLen(), m_index_buffer_cursor + IndexGenerator::GetTriangleindexLen() + IndexGenerator::GetLineindexLen(),
IndexGenerator::GetNumPoints()))) IndexGenerator::GetNumPoints())))
{ {
DumpBadShaders(); DumpBadShaders();
@ -259,7 +259,7 @@ void VertexManager::DrawVB(int stride)
} }
void VertexManager::DrawVA(int stride) void VertexManager::DrawVertexArray(int stride)
{ {
if (IndexGenerator::GetNumTriangles() > 0) if (IndexGenerator::GetNumTriangles() > 0)
{ {
@ -350,7 +350,7 @@ void VertexManager::vFlush()
// set global constants // set global constants
VertexShaderManager::SetConstants(); VertexShaderManager::SetConstants();
PixelShaderManager::SetConstants(); PixelShaderManager::SetConstants();
int stride = g_nativeVertexFmt->GetVertexStride(); u32 stride = g_nativeVertexFmt->GetVertexStride();
if (!PixelShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components)) if (!PixelShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components))
{ {
GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");}); GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
@ -362,9 +362,9 @@ void VertexManager::vFlush()
goto shader_fail; goto shader_fail;
} }
PrepareVBuffers(stride); PrepareDrawBuffers(stride);
g_nativeVertexFmt->SetupVertexPointers(); 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 && bool useDstAlpha = !g_ActiveConfig.bDstAlphaPass && bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate &&
bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24; bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;
@ -377,16 +377,16 @@ void VertexManager::vFlush()
} }
// update alpha only // update alpha only
g_renderer->ApplyState(true); g_renderer->ApplyState(true);
if(NumVBuffers){ DrawVB(stride);} else { DrawVA(stride);} if(m_buffers_count){ DrawVertexBuffer(stride);} else { DrawVertexArray(stride);}
g_renderer->RestoreState(); g_renderer->RestoreState();
} }
GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true); GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true);
shader_fail: shader_fail:
if(NumVBuffers) if(m_buffers_count)
{ {
CurrentIBufferIndex += IndexGenerator::GetTriangleindexLen() + IndexGenerator::GetLineindexLen() + IndexGenerator::GetPointindexLen(); m_index_buffer_cursor += IndexGenerator::GetTriangleindexLen() + IndexGenerator::GetLineindexLen() + IndexGenerator::GetPointindexLen();
CurrentVBufferIndex += IndexGenerator::GetNumVerts() * stride; m_vertex_buffer_cursor += IndexGenerator::GetNumVerts() * stride;
} }
ResetBuffer(); ResetBuffer();
} }

View File

@ -34,18 +34,18 @@ public:
void CreateDeviceObjects(); void CreateDeviceObjects();
void DestroyDeviceObjects(); void DestroyDeviceObjects();
private: private:
u32 CurrentVBufferIndex; u32 m_vertex_buffer_cursor;
u32 CurrentVBufferSize; u32 m_vertex_buffer_size;
u32 CurrentIBufferIndex; u32 m_index_buffer_cursor;
u32 CurrentIBufferSize; u32 m_index_buffer_size;
u32 NumVBuffers; u32 m_buffers_count;
u32 CurrentVBuffer; u32 m_current_vertex_buffer;
u32 CurrentIBuffer; u32 m_current_index_buffer;
LPDIRECT3DVERTEXBUFFER9 *VBuffers; LPDIRECT3DVERTEXBUFFER9 *m_vertex_buffers;
LPDIRECT3DINDEXBUFFER9 *IBuffers; LPDIRECT3DINDEXBUFFER9 *m_index_buffers;
void PrepareVBuffers(int stride); void PrepareDrawBuffers(u32 stride);
void DrawVB(int stride); void DrawVertexBuffer(int stride);
void DrawVA(int stride); void DrawVertexArray(int stride);
// temp // temp
void vFlush(); void vFlush();
}; };

View File

@ -53,20 +53,6 @@ DECLARE_IMPORT(glColorPointer);
DECLARE_IMPORT(glTexCoordPointer); DECLARE_IMPORT(glTexCoordPointer);
#endif #endif
class GLVertexFormat : public NativeVertexFormat
{
u8 *m_compiledCode;
PortableVertexDeclaration vtx_decl;
public:
GLVertexFormat();
~GLVertexFormat();
virtual void Initialize(const PortableVertexDeclaration &_vtx_decl);
virtual void SetupVertexPointers();
virtual void EnableComponents(u32 components);
};
namespace OGL namespace OGL
{ {
@ -75,8 +61,6 @@ NativeVertexFormat* VertexManager::CreateNativeVertexFormat()
return new GLVertexFormat(); return new GLVertexFormat();
} }
}
GLVertexFormat::GLVertexFormat() GLVertexFormat::GLVertexFormat()
{ {
#ifdef USE_JIT #ifdef USE_JIT
@ -221,6 +205,46 @@ void GLVertexFormat::SetupVertexPointers() {
#endif #endif
} }
void GLVertexFormat::SetupVertexPointersOffset(u32 offset) {
// 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, (GLvoid*)offset);
if (vtx_decl.num_normals >= 1) {
glNormalPointer(VarToGL(vtx_decl.normal_gl_type), vtx_decl.stride, (GLvoid*)(offset + 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, (GLvoid*)(offset + 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, (GLvoid*)(offset + 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, (GLvoid*)(offset + vtx_decl.color_offset[i]));
else {
glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, vtx_decl.stride, (GLvoid*)(offset + vtx_decl.color_offset[i]));
}
}
}
for (int i = 0; i < 8; i++) {
if (vtx_decl.texcoord_offset[i] != -1) {
int id = GL_TEXTURE0 + i;
glClientActiveTexture(id);
glTexCoordPointer(vtx_decl.texcoord_size[i], VarToGL(vtx_decl.texcoord_gl_type[i]),
vtx_decl.stride, (GLvoid*)(offset + vtx_decl.texcoord_offset[i]));
}
}
if (vtx_decl.posmtx_offset != -1) {
glVertexAttribPointer(SHADER_POSMTX_ATTRIB, 4, GL_UNSIGNED_BYTE, GL_FALSE, vtx_decl.stride, (GLvoid*)(offset + vtx_decl.posmtx_offset));
}
#endif
}
void GLVertexFormat::EnableComponents(u32 components) void GLVertexFormat::EnableComponents(u32 components)
{ {
if (s_prevcomponents != components) if (s_prevcomponents != components)
@ -284,3 +308,7 @@ void GLVertexFormat::EnableComponents(u32 components)
s_prevcomponents = components; s_prevcomponents = components;
} }
} }
}

View File

@ -48,38 +48,194 @@ extern NativeVertexFormat *g_nativeVertexFmt;
namespace OGL namespace OGL
{ {
//This are the initially requeted size for the buffers expresed in bytes
//static GLint max_Index_size = 0; const u32 IBUFFER_SIZE = VertexManager::MAXIBUFFERSIZE * 16 * sizeof(u16);
const u32 VBUFFER_SIZE = VertexManager::MAXVBUFFERSIZE * 16;
//static GLuint s_vboBuffers[MAXVBOBUFFERCOUNT] = {0}; const u32 MAX_VBUFFER_COUNT = 2;
//static int s_nCurVBOIndex = 0; // current free buffer
VertexManager::VertexManager() VertexManager::VertexManager()
{ {
// TODO: doesn't seem to be used anywhere CreateDeviceObjects();
}
//glGetIntegerv(GL_MAX_ELEMENTS_INDICES, (GLint*)&max_Index_size); VertexManager::~VertexManager()
// {
//if (max_Index_size > MAXIBUFFERSIZE) DestroyDeviceObjects();
// max_Index_size = MAXIBUFFERSIZE;
//
//GL_REPORT_ERRORD();
glEnableClientState(GL_VERTEX_ARRAY);
GL_REPORT_ERRORD();
} }
void VertexManager::CreateDeviceObjects() void VertexManager::CreateDeviceObjects()
{ {
m_buffers_count = 0;
m_vertex_buffers = NULL;
m_index_buffers = NULL;
glEnableClientState(GL_VERTEX_ARRAY);
GL_REPORT_ERRORD();
int max_Index_size = 0;
int 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 = IBUFFER_SIZE;
if (max_Index_size > 0 && max_Index_size < m_index_buffer_size)
m_index_buffer_size = max_Index_size;
m_vertex_buffer_size = VBUFFER_SIZE;
if (max_Vertex_size > 0 && max_Vertex_size < m_vertex_buffer_size)
m_vertex_buffer_size = max_Vertex_size;
if (m_index_buffer_size < VertexManager::MAXIBUFFERSIZE || m_vertex_buffer_size < VertexManager::MAXVBUFFERSIZE)
{
return;
}
m_vertex_buffers = new GLuint[MAX_VBUFFER_COUNT];
m_index_buffers = new GLuint[MAX_VBUFFER_COUNT];
glGenBuffers(MAX_VBUFFER_COUNT, m_vertex_buffers);
GL_REPORT_ERROR();
glGenBuffers(MAX_VBUFFER_COUNT, m_index_buffers);
GL_REPORT_ERROR();
for (u32 i = 0; i < MAX_VBUFFER_COUNT; i++)
{
glBindBuffer(GL_ARRAY_BUFFER, m_vertex_buffers[i] );
GL_REPORT_ERROR();
glBufferData(GL_ARRAY_BUFFER, m_vertex_buffer_size, NULL, GL_STREAM_DRAW );
GL_REPORT_ERROR();
}
for (u32 i = 0; i < MAX_VBUFFER_COUNT; i++)
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_index_buffers[i] );
GL_REPORT_ERROR();
glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_index_buffer_size, NULL, GL_STREAM_DRAW );
GL_REPORT_ERROR();
}
m_buffers_count = MAX_VBUFFER_COUNT;
m_current_index_buffer = 0;
m_current_vertex_buffer = 0;
m_index_buffer_cursor = 0;
m_vertex_buffer_cursor = 0;
} }
void VertexManager::DestroyDeviceObjects() void VertexManager::DestroyDeviceObjects()
{ {
glDisableClientState(GL_VERTEX_ARRAY);
GL_REPORT_ERRORD();
glBindBuffer(GL_ARRAY_BUFFER, NULL );
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, NULL );
GL_REPORT_ERROR();
if(m_vertex_buffers)
{
glDeleteBuffers(MAX_VBUFFER_COUNT, m_vertex_buffers);
GL_REPORT_ERROR();
delete [] m_vertex_buffers;
}
if(m_index_buffers)
{
glDeleteBuffers(MAX_VBUFFER_COUNT, m_index_buffers);
GL_REPORT_ERROR();
delete [] m_index_buffers;
}
m_vertex_buffers = NULL;
m_index_buffers = NULL;
} }
void VertexManager::Draw() void VertexManager::PrepareDrawBuffers(u32 stride)
{
if (!m_buffers_count)
{
return;
}
u8* pVertices = NULL;
u16* pIndices = NULL;
int vertex_data_size = IndexGenerator::GetNumVerts() * stride;
int triangle_index_size = IndexGenerator::GetTriangleindexLen() * sizeof(u16);
int line_index_size = IndexGenerator::GetLineindexLen() * sizeof(u16);
int point_index_size = IndexGenerator::GetPointindexLen() * sizeof(u16);
int index_data_size = triangle_index_size + line_index_size + point_index_size;
GLbitfield LockMode = GL_MAP_WRITE_BIT;
if (m_vertex_buffer_cursor > m_vertex_buffer_size - vertex_data_size)
{
LockMode |= GL_MAP_INVALIDATE_BUFFER_BIT;
m_vertex_buffer_cursor = 0;
m_current_vertex_buffer = (m_current_vertex_buffer + 1) % m_buffers_count;
}
else
{
LockMode |= GL_MAP_INVALIDATE_RANGE_BIT | GL_MAP_UNSYNCHRONIZED_BIT;
}
glBindBuffer(GL_ARRAY_BUFFER, m_vertex_buffers[m_current_vertex_buffer]);
if(GLEW_ARB_map_buffer_range)
{
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
{
glBufferSubData(GL_ARRAY_BUFFER, m_vertex_buffer_cursor, vertex_data_size, LocalVBuffer);
}
}
else
{
glBufferSubData(GL_ARRAY_BUFFER, m_vertex_buffer_cursor, vertex_data_size, LocalVBuffer);
}
LockMode = GL_MAP_WRITE_BIT;
if (m_index_buffer_cursor > m_index_buffer_size - index_data_size)
{
LockMode |= GL_MAP_INVALIDATE_BUFFER_BIT;
m_index_buffer_cursor = 0;
m_current_index_buffer = (m_current_index_buffer + 1) % m_buffers_count;
}
else
{
LockMode |= GL_MAP_INVALIDATE_RANGE_BIT | GL_MAP_UNSYNCHRONIZED_BIT;
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_index_buffers[m_current_index_buffer]);
if(GLEW_ARB_map_buffer_range)
{
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);
pIndices += triangle_index_size;
}
if(line_index_size)
{
memcpy(pIndices, LIBuffer, line_index_size);
pIndices += line_index_size;
}
if(point_index_size)
{
memcpy(pIndices, PIBuffer, point_index_size);
}
glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
}
else
{
if(triangle_index_size)
{
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, m_index_buffer_cursor, triangle_index_size, TIBuffer);
}
if(line_index_size)
{
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, m_index_buffer_cursor + triangle_index_size, line_index_size, LIBuffer);
}
if(point_index_size)
{
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, m_index_buffer_cursor + triangle_index_size + line_index_size, point_index_size, PIBuffer);
}
}
}
}
void VertexManager::DrawVertexArray()
{ {
if (IndexGenerator::GetNumTriangles() > 0) if (IndexGenerator::GetNumTriangles() > 0)
{ {
@ -98,6 +254,31 @@ void VertexManager::Draw()
} }
} }
void VertexManager::DrawVertexBufferObject()
{
int triangle_index_size = IndexGenerator::GetTriangleindexLen();
int line_index_size = IndexGenerator::GetLineindexLen();
int point_index_size = IndexGenerator::GetPointindexLen();
int StartIndex = m_index_buffer_cursor;
if (triangle_index_size > 0)
{
glDrawElements(GL_TRIANGLES, triangle_index_size, GL_UNSIGNED_SHORT, (GLvoid*)StartIndex);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
if (line_index_size > 0)
{
StartIndex += triangle_index_size * sizeof(u16);
glDrawElements(GL_LINES, line_index_size, GL_UNSIGNED_SHORT, (GLvoid*)StartIndex);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
if (point_index_size > 0)
{
StartIndex += line_index_size * sizeof(u16);
glDrawElements(GL_POINTS, point_index_size, GL_UNSIGNED_SHORT, (GLvoid*)StartIndex);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
}
void VertexManager::vFlush() void VertexManager::vFlush()
{ {
if (LocalVBuffer == s_pCurBufferPointer) return; if (LocalVBuffer == s_pCurBufferPointer) return;
@ -134,13 +315,17 @@ void VertexManager::vFlush()
(void)GL_REPORT_ERROR(); (void)GL_REPORT_ERROR();
//glBindBuffer(GL_ARRAY_BUFFER, s_vboBuffers[s_nCurVBOIndex]); u32 stride = g_nativeVertexFmt->GetVertexStride();
//glBufferData(GL_ARRAY_BUFFER, s_pCurBufferPointer - LocalVBuffer, LocalVBuffer, GL_STREAM_DRAW);
GL_REPORT_ERRORD();
// setup the pointers PrepareDrawBuffers(stride);
if (g_nativeVertexFmt) if(m_buffers_count)
{
((GLVertexFormat*)g_nativeVertexFmt)->SetupVertexPointersOffset(m_vertex_buffer_cursor);
}
else
{
g_nativeVertexFmt->SetupVertexPointers(); g_nativeVertexFmt->SetupVertexPointers();
}
GL_REPORT_ERRORD(); GL_REPORT_ERRORD();
u32 usedtextures = 0; u32 usedtextures = 0;
@ -153,7 +338,7 @@ void VertexManager::vFlush()
if (bpmem.tevind[i].IsActive() && bpmem.tevind[i].bt < bpmem.genMode.numindstages) if (bpmem.tevind[i].IsActive() && bpmem.tevind[i].bt < bpmem.genMode.numindstages)
usedtextures |= 1 << bpmem.tevindref.getTexMap(bpmem.tevind[i].bt); 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)) if (usedtextures & (1 << i))
{ {
@ -217,7 +402,7 @@ void VertexManager::vFlush()
if (ps) PixelShaderCache::SetCurrentShader(ps->glprogid); // Lego Star Wars crashes here. if (ps) PixelShaderCache::SetCurrentShader(ps->glprogid); // Lego Star Wars crashes here.
if (vs) VertexShaderCache::SetCurrentShader(vs->glprogid); if (vs) VertexShaderCache::SetCurrentShader(vs->glprogid);
Draw(); if(m_buffers_count) { DrawVertexBufferObject(); }else{ DrawVertexArray();};
// run through vertex groups again to set alpha // run through vertex groups again to set alpha
if (useDstAlpha && !dualSourcePossible) if (useDstAlpha && !dualSourcePossible)
@ -230,7 +415,7 @@ void VertexManager::vFlush()
glDisable(GL_BLEND); glDisable(GL_BLEND);
Draw(); if(m_buffers_count) { DrawVertexBufferObject(); }else{ DrawVertexArray();};
// restore color mask // restore color mask
g_renderer->SetColorMask(); g_renderer->SetColorMask();
@ -238,11 +423,12 @@ void VertexManager::vFlush()
glEnable(GL_BLEND); glEnable(GL_BLEND);
} }
GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true); GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true);
if(m_buffers_count)
//s_nCurVBOIndex = (s_nCurVBOIndex + 1) % ARRAYSIZE(s_vboBuffers); {
s_pCurBufferPointer = LocalVBuffer; m_index_buffer_cursor += (IndexGenerator::GetTriangleindexLen() + IndexGenerator::GetLineindexLen() + IndexGenerator::GetPointindexLen()) * sizeof(u16);
IndexGenerator::Start(TIBuffer,LIBuffer,PIBuffer); m_vertex_buffer_cursor += IndexGenerator::GetNumVerts() * stride;
}
ResetBuffer();
#if defined(_DEBUG) || defined(DEBUGFAST) #if defined(_DEBUG) || defined(DEBUGFAST)
if (g_ActiveConfig.iLog & CONF_SAVESHADERS) if (g_ActiveConfig.iLog & CONF_SAVESHADERS)
{ {

View File

@ -24,6 +24,20 @@
namespace OGL namespace OGL
{ {
class GLVertexFormat : public NativeVertexFormat
{
u8 *m_compiledCode;
PortableVertexDeclaration vtx_decl;
public:
GLVertexFormat();
~GLVertexFormat();
virtual void Initialize(const PortableVertexDeclaration &_vtx_decl);
virtual void SetupVertexPointers();
virtual void SetupVertexPointersOffset(u32 offset);
virtual void EnableComponents(u32 components);
};
// Handles the OpenGL details of drawing lots of vertices quickly. // Handles the OpenGL details of drawing lots of vertices quickly.
// Other functionality is moving out. // Other functionality is moving out.
@ -31,14 +45,24 @@ class VertexManager : public ::VertexManager
{ {
public: public:
VertexManager(); VertexManager();
~VertexManager();
NativeVertexFormat* CreateNativeVertexFormat(); NativeVertexFormat* CreateNativeVertexFormat();
void CreateDeviceObjects(); void CreateDeviceObjects();
void DestroyDeviceObjects(); void DestroyDeviceObjects();
private: private:
void Draw(); void DrawVertexArray();
// temp void DrawVertexBufferObject();
void vFlush(); 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;
u32 m_buffers_count;
u32 m_current_vertex_buffer;
u32 m_current_index_buffer;
GLuint* m_vertex_buffers;
GLuint* m_index_buffers;
}; };
} }