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:
parent
7006cd1217
commit
eaa1ea71c1
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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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@ -196,7 +196,7 @@ 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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@ -229,7 +229,7 @@ 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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@ -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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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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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);
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INCSTAT(stats.thisFrame.numIndexedDrawCalls);
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D3D::context->GSSetShader(NULL, NULL, 0);
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@ -199,7 +199,7 @@ 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_POINTLIST);
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D3D::context->DrawIndexed(IndexGenerator::GetPointindexLen(), m_pointDrawIndex, 0);
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D3D::context->DrawIndexed(IndexGenerator::GetPointindexLen(), m_point_draw_index, 0);
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INCSTAT(stats.thisFrame.numIndexedDrawCalls);
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D3D::context->GSSetShader(NULL, NULL, 0);
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@ -270,7 +270,7 @@ void VertexManager::vFlush()
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GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
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goto shader_fail;
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}
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LoadBuffers();
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PrepareDrawBuffers();
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unsigned int stride = g_nativeVertexFmt->GetVertexStride();
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g_nativeVertexFmt->SetupVertexPointers();
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g_renderer->ApplyState(useDstAlpha);
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@ -37,22 +37,22 @@ public:
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private:
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void LoadBuffers();
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void Draw(UINT stride);
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void PrepareDrawBuffers();
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void Draw(u32 stride);
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// temp
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void vFlush();
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UINT m_indexBufferCursor;
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UINT m_vertexBufferCursor;
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UINT m_vertexDrawOffset;
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UINT m_triangleDrawIndex;
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UINT m_lineDrawIndex;
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UINT m_pointDrawIndex;
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UINT m_activeVertexBuffer;
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UINT m_activeIndexBuffer;
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u32 m_vertex_buffer_cursor;
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u32 m_vertex_draw_offset;
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u32 m_index_buffer_cursor;
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u32 m_current_vertex_buffer;
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u32 m_current_index_buffer;
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u32 m_triangle_draw_index;
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u32 m_line_draw_index;
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u32 m_point_draw_index;
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typedef ID3D11Buffer* PID3D11Buffer;
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PID3D11Buffer* m_indexBuffers;
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PID3D11Buffer* m_vertexBuffers;
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PID3D11Buffer* m_index_buffers;
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PID3D11Buffer* m_vertex_buffers;
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LineGeometryShader m_lineShader;
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PointGeometryShader m_pointShader;
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@ -44,7 +44,7 @@ namespace DX9
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//This are the initially requeted size for the buffers expresed in elements
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const u32 IBUFFER_SIZE = VertexManager::MAXIBUFFERSIZE * 16;
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const u32 VBUFFER_SIZE = VertexManager::MAXVBUFFERSIZE * 16;
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const u32 MAXVBUFFER_COUNT = 2;
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const u32 MAX_VBUFFER_COUNT = 2;
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inline void DumpBadShaders()
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{
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@ -67,52 +67,52 @@ inline void DumpBadShaders()
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void VertexManager::CreateDeviceObjects()
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{
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NumVBuffers = 0;
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VBuffers = NULL;
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IBuffers = NULL;
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m_buffers_count = 0;
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m_vertex_buffers = NULL;
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m_index_buffers = NULL;
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D3DCAPS9 DeviceCaps = D3D::GetCaps();
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u32 devicevMaxBufferSize = DeviceCaps.MaxPrimitiveCount * 3 * DeviceCaps.MaxStreamStride;
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//Calculate Device Dependant size
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CurrentVBufferSize = (VBUFFER_SIZE > devicevMaxBufferSize) ? devicevMaxBufferSize : VBUFFER_SIZE;
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CurrentIBufferSize = (IBUFFER_SIZE > DeviceCaps.MaxVertexIndex) ? DeviceCaps.MaxVertexIndex : IBUFFER_SIZE;
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m_vertex_buffer_size = (VBUFFER_SIZE > devicevMaxBufferSize) ? devicevMaxBufferSize : VBUFFER_SIZE;
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m_index_buffer_size = (IBUFFER_SIZE > DeviceCaps.MaxVertexIndex) ? DeviceCaps.MaxVertexIndex : IBUFFER_SIZE;
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//if device caps are not enough for Vbuffer fall back to vertex arrays
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if (CurrentIBufferSize < MAXIBUFFERSIZE || CurrentVBufferSize < MAXVBUFFERSIZE) return;
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if (m_index_buffer_size < MAXIBUFFERSIZE || m_vertex_buffer_size < MAXVBUFFERSIZE) return;
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VBuffers = new LPDIRECT3DVERTEXBUFFER9[MAXVBUFFER_COUNT];
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IBuffers = new LPDIRECT3DINDEXBUFFER9[MAXVBUFFER_COUNT];
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m_vertex_buffers = new LPDIRECT3DVERTEXBUFFER9[MAX_VBUFFER_COUNT];
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m_index_buffers = new LPDIRECT3DINDEXBUFFER9[MAX_VBUFFER_COUNT];
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bool Fail = false;
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for (CurrentVBuffer = 0; CurrentVBuffer < MAXVBUFFER_COUNT; CurrentVBuffer++)
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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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VBuffers[CurrentVBuffer] = NULL;
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IBuffers[CurrentVBuffer] = NULL;
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m_vertex_buffers[m_current_vertex_buffer] = NULL;
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m_index_buffers[m_current_vertex_buffer] = NULL;
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}
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for (CurrentVBuffer = 0; CurrentVBuffer < MAXVBUFFER_COUNT; CurrentVBuffer++)
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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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if(FAILED( D3D::dev->CreateVertexBuffer( CurrentVBufferSize, D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &VBuffers[CurrentVBuffer], NULL ) ) )
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if(FAILED( D3D::dev->CreateVertexBuffer( m_vertex_buffer_size, D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &m_vertex_buffers[m_current_vertex_buffer], NULL ) ) )
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{
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Fail = true;
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break;
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}
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if( FAILED( D3D::dev->CreateIndexBuffer( CurrentIBufferSize * sizeof(u16), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &IBuffers[CurrentVBuffer], NULL ) ) )
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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 ) ) )
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{
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Fail = true;
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return;
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}
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}
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NumVBuffers = CurrentVBuffer;
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CurrentVBuffer = 0;
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CurrentIBuffer = 0;
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CurrentIBufferIndex = CurrentIBufferSize;
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CurrentVBufferIndex = CurrentVBufferSize;
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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;
|
||||
|
||||
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();
|
||||
}
|
||||
}
|
||||
|
@ -121,34 +121,34 @@ void VertexManager::DestroyDeviceObjects()
|
|||
{
|
||||
D3D::dev->SetStreamSource( 0, NULL, 0, 0);
|
||||
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();
|
||||
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;
|
||||
}
|
||||
|
@ -161,31 +161,31 @@ void VertexManager::PrepareVBuffers(int stride)
|
|||
int IndexDataSize = TdataSize + LDataSize + PDataSize;
|
||||
DWORD LockMode = D3DLOCK_NOOVERWRITE;
|
||||
|
||||
if (CurrentVBufferIndex > CurrentVBufferSize - datasize)
|
||||
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;
|
||||
|
@ -204,15 +204,15 @@ void VertexManager::PrepareVBuffers(int stride)
|
|||
{
|
||||
memcpy(pIndices, PIBuffer, PDataSize * sizeof(u16));
|
||||
}
|
||||
IBuffers[CurrentIBuffer]->Unlock();
|
||||
D3D::dev->SetStreamSource( 0, VBuffers[CurrentVBuffer], CurrentVBufferIndex, stride);
|
||||
if(CurrentIBufferIndex == 0)
|
||||
m_index_buffers[m_current_index_buffer]->Unlock();
|
||||
D3D::dev->SetStreamSource( 0, m_vertex_buffers[m_current_vertex_buffer], m_vertex_buffer_cursor, stride);
|
||||
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)
|
||||
{
|
||||
|
@ -221,7 +221,7 @@ void VertexManager::DrawVB(int stride)
|
|||
0,
|
||||
0,
|
||||
IndexGenerator::GetNumVerts(),
|
||||
CurrentIBufferIndex,
|
||||
m_index_buffer_cursor,
|
||||
IndexGenerator::GetNumTriangles())))
|
||||
{
|
||||
DumpBadShaders();
|
||||
|
@ -235,7 +235,7 @@ void VertexManager::DrawVB(int stride)
|
|||
0,
|
||||
0,
|
||||
IndexGenerator::GetNumVerts(),
|
||||
CurrentIBufferIndex + IndexGenerator::GetTriangleindexLen(),
|
||||
m_index_buffer_cursor + IndexGenerator::GetTriangleindexLen(),
|
||||
IndexGenerator::GetNumLines())))
|
||||
{
|
||||
DumpBadShaders();
|
||||
|
@ -249,7 +249,7 @@ void VertexManager::DrawVB(int stride)
|
|||
0,
|
||||
0,
|
||||
IndexGenerator::GetNumVerts(),
|
||||
CurrentIBufferIndex + IndexGenerator::GetTriangleindexLen() + IndexGenerator::GetLineindexLen(),
|
||||
m_index_buffer_cursor + IndexGenerator::GetTriangleindexLen() + IndexGenerator::GetLineindexLen(),
|
||||
IndexGenerator::GetNumPoints())))
|
||||
{
|
||||
DumpBadShaders();
|
||||
|
@ -259,7 +259,7 @@ void VertexManager::DrawVB(int stride)
|
|||
|
||||
}
|
||||
|
||||
void VertexManager::DrawVA(int stride)
|
||||
void VertexManager::DrawVertexArray(int stride)
|
||||
{
|
||||
if (IndexGenerator::GetNumTriangles() > 0)
|
||||
{
|
||||
|
@ -350,7 +350,7 @@ 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 +362,9 @@ 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 +377,16 @@ 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 +34,18 @@ 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_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();
|
||||
};
|
||||
|
|
|
@ -53,20 +53,6 @@ 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();
|
||||
virtual void EnableComponents(u32 components);
|
||||
};
|
||||
|
||||
namespace OGL
|
||||
{
|
||||
|
||||
|
@ -75,8 +61,6 @@ NativeVertexFormat* VertexManager::CreateNativeVertexFormat()
|
|||
return new GLVertexFormat();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
GLVertexFormat::GLVertexFormat()
|
||||
{
|
||||
#ifdef USE_JIT
|
||||
|
@ -221,6 +205,46 @@ void GLVertexFormat::SetupVertexPointers() {
|
|||
#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)
|
||||
{
|
||||
if (s_prevcomponents != components)
|
||||
|
@ -284,3 +308,7 @@ void GLVertexFormat::EnableComponents(u32 components)
|
|||
s_prevcomponents = components;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
|
|
@ -48,38 +48,194 @@ 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 IBUFFER_SIZE = VertexManager::MAXIBUFFERSIZE * 16 * sizeof(u16);
|
||||
const u32 VBUFFER_SIZE = VertexManager::MAXVBUFFERSIZE * 16;
|
||||
const u32 MAX_VBUFFER_COUNT = 2;
|
||||
|
||||
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();
|
||||
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
GL_REPORT_ERRORD();
|
||||
VertexManager::~VertexManager()
|
||||
{
|
||||
DestroyDeviceObjects();
|
||||
}
|
||||
|
||||
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()
|
||||
{
|
||||
|
||||
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)
|
||||
{
|
||||
|
@ -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()
|
||||
{
|
||||
if (LocalVBuffer == s_pCurBufferPointer) return;
|
||||
|
@ -134,13 +315,17 @@ 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();
|
||||
u32 stride = g_nativeVertexFmt->GetVertexStride();
|
||||
|
||||
// setup the pointers
|
||||
if (g_nativeVertexFmt)
|
||||
PrepareDrawBuffers(stride);
|
||||
if(m_buffers_count)
|
||||
{
|
||||
((GLVertexFormat*)g_nativeVertexFmt)->SetupVertexPointersOffset(m_vertex_buffer_cursor);
|
||||
}
|
||||
else
|
||||
{
|
||||
g_nativeVertexFmt->SetupVertexPointers();
|
||||
}
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
u32 usedtextures = 0;
|
||||
|
@ -153,7 +338,7 @@ 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))
|
||||
{
|
||||
|
@ -217,7 +402,7 @@ void VertexManager::vFlush()
|
|||
if (ps) PixelShaderCache::SetCurrentShader(ps->glprogid); // Lego Star Wars crashes here.
|
||||
if (vs) VertexShaderCache::SetCurrentShader(vs->glprogid);
|
||||
|
||||
Draw();
|
||||
if(m_buffers_count) { DrawVertexBufferObject(); }else{ DrawVertexArray();};
|
||||
|
||||
// run through vertex groups again to set alpha
|
||||
if (useDstAlpha && !dualSourcePossible)
|
||||
|
@ -230,7 +415,7 @@ void VertexManager::vFlush()
|
|||
|
||||
glDisable(GL_BLEND);
|
||||
|
||||
Draw();
|
||||
if(m_buffers_count) { DrawVertexBufferObject(); }else{ DrawVertexArray();};
|
||||
// restore color mask
|
||||
g_renderer->SetColorMask();
|
||||
|
||||
|
@ -238,11 +423,12 @@ void VertexManager::vFlush()
|
|||
glEnable(GL_BLEND);
|
||||
}
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true);
|
||||
|
||||
//s_nCurVBOIndex = (s_nCurVBOIndex + 1) % ARRAYSIZE(s_vboBuffers);
|
||||
s_pCurBufferPointer = LocalVBuffer;
|
||||
IndexGenerator::Start(TIBuffer,LIBuffer,PIBuffer);
|
||||
|
||||
if(m_buffers_count)
|
||||
{
|
||||
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 +24,20 @@
|
|||
|
||||
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.
|
||||
// Other functionality is moving out.
|
||||
|
@ -31,14 +45,24 @@ class VertexManager : public ::VertexManager
|
|||
{
|
||||
public:
|
||||
VertexManager();
|
||||
|
||||
~VertexManager();
|
||||
NativeVertexFormat* CreateNativeVertexFormat();
|
||||
void CreateDeviceObjects();
|
||||
void DestroyDeviceObjects();
|
||||
private:
|
||||
void Draw();
|
||||
// temp
|
||||
void DrawVertexArray();
|
||||
void DrawVertexBufferObject();
|
||||
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;
|
||||
};
|
||||
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue