OpenGL - Don't cache pointer to compiled code - cache pointer to NativeVertexFormat instead.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@950 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard 2008-10-25 09:59:00 +00:00
parent 63793c7f4f
commit f14fca914d
3 changed files with 25 additions and 18 deletions

View File

@ -62,13 +62,13 @@ typedef void (LOADERDECL *TPipelineFunction)(const void *);
// The implementation of this class is specific for GL/DX, so NativeVertexFormat.cpp
// is in the respective plugin, not here in VideoCommon.
// This class will also be split into NativeVertexFormat and VertexFormatConverter.
// VertexFormatConverters will be cached, indexed by TVtxDesc+TVtxAttr.
// Note that this class can't just invent arbitrary vertex formats out of its input -
// all the data loading code must always be made compatible.
class NativeVertexFormat
{
void SetupColor(int num, int _iMode, int _iFormat, int _iElements);
void SetupTexCoord(int num, int _iMode, int _iFormat, int _iElements, int _iFrac);
public:
NativeVertexFormat();
~NativeVertexFormat();
@ -76,6 +76,12 @@ public:
void Initialize(const TVtxDesc &vtx_desc, const TVtxAttr &vtx_attr);
void RunPipelineOnce(const TVtxAttr &vtx_attr) const;
void SetupVertexPointers() {
// Cast a pointer to compiled code to a pointer to a function taking no parameters, through a (void *) cast first to
// get around type checking errors, and call it.
((void (*)())(void*)m_compiledCode)();
}
// TODO: move these in under private:
int m_VBVertexStride; // PC-side vertex stride
int m_VBStridePad;

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@ -39,7 +39,7 @@
#include <fstream>
extern void (*fnSetupVertexPointers)();
NativeVertexFormat *g_nativeVertexFmt;
//these don't need to be saved
static float posScale;
@ -137,9 +137,6 @@ int VertexLoader::ComputeVertexSize()
m_VtxDesc.Hex = VertexManager::GetVtxDesc().Hex;
}
if (fnSetupVertexPointers != NULL && fnSetupVertexPointers == (void (*)())(void*)m_NativeFmt.m_compiledCode)
VertexManager::Flush();
m_AttrDirty = AD_DIRTY;
m_VertexSize = 0;
// Position Matrix Index
@ -518,13 +515,18 @@ void VertexLoader::RunVertices(int primitive, int count)
{
DVSTARTPROFILE();
// Flush if our vertex format is different from the currently set.
// TODO - this check should be moved.
if (g_nativeVertexFmt != NULL && g_nativeVertexFmt != &m_NativeFmt)
{
VertexManager::Flush();
// Also move the Set() here?
}
// This has dirty handling - won't actually recompute unless necessary.
ComputeVertexSize();
// Figure out a better check. Also, jitting fnSetupVertexPointers seems pretty silly - not likely to be a bottleneck.
if (fnSetupVertexPointers != NULL && fnSetupVertexPointers != (void (*)())(void*)m_NativeFmt.m_compiledCode)
VertexManager::Flush();
if (bpmem.genMode.cullmode == 3 && primitive < 5)
{
// if cull mode is none, ignore triangles and quads
@ -535,7 +537,7 @@ void VertexLoader::RunVertices(int primitive, int count)
// This has dirty handling - won't actually recompute unless necessary.
PrepareForVertexFormat();
fnSetupVertexPointers = (void (*)())(void*)m_NativeFmt.m_compiledCode;
g_nativeVertexFmt = &m_NativeFmt;
VertexManager::EnableComponents(m_NativeFmt.m_components);

View File

@ -41,7 +41,7 @@ static const GLenum c_primitiveType[8] =
};
// internal state for loading vertices
void (*fnSetupVertexPointers)() = NULL;
extern NativeVertexFormat *g_nativeVertexFmt;
bool VertexManager::Init()
{
@ -60,7 +60,7 @@ bool VertexManager::Init()
}
glEnableClientState(GL_VERTEX_ARRAY);
fnSetupVertexPointers = NULL;
g_nativeVertexFmt = NULL;
s_vStoredPrimitives.reserve(1000);
GL_REPORT_ERRORD();
@ -121,7 +121,6 @@ void VertexManager::Flush()
if (s_vStoredPrimitives.size() == 0)
return;
_assert_(fnSetupVertexPointers != NULL);
_assert_(s_pCurBufferPointer != s_pBaseBufferPointer);
#ifdef _DEBUG
@ -158,7 +157,7 @@ void VertexManager::Flush()
GL_REPORT_ERRORD();
// setup the pointers
fnSetupVertexPointers();
g_nativeVertexFmt->SetupVertexPointers();
GL_REPORT_ERRORD();
// set the textures
@ -184,7 +183,7 @@ void VertexManager::Flush()
if (usedtextures & (1 << i)) {
glActiveTexture(GL_TEXTURE0 + i);
FourTexUnits &tex = bpmem.tex[i>>2];
FourTexUnits &tex = bpmem.tex[i >> 2];
TextureMngr::TCacheEntry* tentry = TextureMngr::Load(i, (tex.texImage3[i&3].image_base/* & 0x1FFFFF*/) << 5,
tex.texImage0[i&3].width+1, tex.texImage0[i&3].height+1,
tex.texImage0[i&3].format, tex.texTlut[i&3].tmem_offset<<9, tex.texTlut[i&3].tlut_format);
@ -333,7 +332,7 @@ void VertexManager::EnableComponents(u32 components)
{
if (s_prevcomponents != components) {
if (s_vStoredPrimitives.size() != 0)
PanicAlert("EnableComponents - report this bug");
VertexManager::Flush();
// matrices
if ((components & VB_HAS_POSMTXIDX) != (s_prevcomponents & VB_HAS_POSMTXIDX)) {