#include "Common.h" #include "Statistics.h" #include "OpcodeDecoding.h" #include "IndexGenerator.h" #include "VertexShaderManager.h" #include "PixelShaderManager.h" #include "NativeVertexFormat.h" #include "TextureCacheBase.h" #include "RenderBase.h" #include "BPStructs.h" #include "VertexManagerBase.h" #include "MainBase.h" #include "VideoConfig.h" VertexManager *g_vertex_manager; u8 *VertexManager::s_pCurBufferPointer; u8 *VertexManager::s_pBaseBufferPointer; u8 *VertexManager::s_pEndBufferPointer; VertexManager::VertexManager() { LocalVBuffer.resize(MAXVBUFFERSIZE); s_pCurBufferPointer = s_pBaseBufferPointer = &LocalVBuffer[0]; s_pEndBufferPointer = s_pBaseBufferPointer + LocalVBuffer.size(); TIBuffer.resize(MAXIBUFFERSIZE); LIBuffer.resize(MAXIBUFFERSIZE); PIBuffer.resize(MAXIBUFFERSIZE); ResetBuffer(); } VertexManager::~VertexManager() {} void VertexManager::ResetBuffer() { s_pCurBufferPointer = s_pBaseBufferPointer; IndexGenerator::Start(GetTriangleIndexBuffer(), GetLineIndexBuffer(), GetPointIndexBuffer()); } u32 VertexManager::GetRemainingSize() { return (u32)(s_pEndBufferPointer - s_pCurBufferPointer); } void VertexManager::PrepareForAdditionalData(int primitive, u32 count, u32 stride) { u32 const needed_vertex_bytes = count * stride; if (count > IndexGenerator::GetRemainingIndices() || count > GetRemainingIndices(primitive) || needed_vertex_bytes > GetRemainingSize()) { Flush(); if(count > IndexGenerator::GetRemainingIndices()) ERROR_LOG(VIDEO, "Too less index values. Use 32bit or reset them on flush."); if (count > GetRemainingIndices(primitive)) ERROR_LOG(VIDEO, "VertexManager: Buffer not large enough for all indices! " "Increase MAXIBUFFERSIZE or we need primitive breaking afterall."); if (needed_vertex_bytes > GetRemainingSize()) ERROR_LOG(VIDEO, "VertexManager: Buffer not large enough for all vertices! " "Increase MAXVBUFFERSIZE or we need primitive breaking afterall."); } } bool VertexManager::IsFlushed() const { return s_pBaseBufferPointer == s_pCurBufferPointer; } u32 VertexManager::GetRemainingIndices(int primitive) { switch (primitive) { case GX_DRAW_QUADS: return (MAXIBUFFERSIZE - IndexGenerator::GetTriangleindexLen()) / 6 * 4; case GX_DRAW_TRIANGLES: return (MAXIBUFFERSIZE - IndexGenerator::GetTriangleindexLen()); case GX_DRAW_TRIANGLE_STRIP: return (MAXIBUFFERSIZE - IndexGenerator::GetTriangleindexLen()) / 3 + 2; case GX_DRAW_TRIANGLE_FAN: return (MAXIBUFFERSIZE - IndexGenerator::GetTriangleindexLen()) / 3 + 2; case GX_DRAW_LINES: return (MAXIBUFFERSIZE - IndexGenerator::GetLineindexLen()); case GX_DRAW_LINE_STRIP: return (MAXIBUFFERSIZE - IndexGenerator::GetLineindexLen()) / 2 + 1; case GX_DRAW_POINTS: return (MAXIBUFFERSIZE - IndexGenerator::GetPointindexLen()); default: return 0; } } void VertexManager::AddVertices(int primitive, u32 numVertices) { if (numVertices <= 0) return; ADDSTAT(stats.thisFrame.numPrims, numVertices); INCSTAT(stats.thisFrame.numPrimitiveJoins); IndexGenerator::AddIndices(primitive, numVertices); } void VertexManager::Flush() { if (g_vertex_manager->IsFlushed()) return; // loading a state will invalidate BP, so check for it g_video_backend->CheckInvalidState(); VideoFifo_CheckEFBAccess(); g_vertex_manager->vFlush(); g_vertex_manager->ResetBuffer(); } // TODO: need to merge more stuff into VideoCommon to use this #if (0) void VertexManager::Flush() { #if defined(_DEBUG) || defined(DEBUGFAST) PRIM_LOG("frame%d:\n texgen=%d, numchan=%d, dualtex=%d, ztex=%d, cole=%d, alpe=%d, ze=%d", g_ActiveConfig.iSaveTargetId, xfregs.numTexGens, xfregs.nNumChans, (int)xfregs.bEnableDualTexTransform, bpmem.ztex2.op, bpmem.blendmode.colorupdate, bpmem.blendmode.alphaupdate, bpmem.zmode.updateenable); for (int i = 0; i < xfregs.nNumChans; ++i) { LitChannel* ch = &xfregs.colChans[i].color; PRIM_LOG("colchan%d: matsrc=%d, light=0x%x, ambsrc=%d, diffunc=%d, attfunc=%d", i, ch->matsource, ch->GetFullLightMask(), ch->ambsource, ch->diffusefunc, ch->attnfunc); ch = &xfregs.colChans[i].alpha; PRIM_LOG("alpchan%d: matsrc=%d, light=0x%x, ambsrc=%d, diffunc=%d, attfunc=%d", i, ch->matsource, ch->GetFullLightMask(), ch->ambsource, ch->diffusefunc, ch->attnfunc); } for (int i = 0; i < xfregs.numTexGens; ++i) { TexMtxInfo tinfo = xfregs.texcoords[i].texmtxinfo; if (tinfo.texgentype != XF_TEXGEN_EMBOSS_MAP) tinfo.hex &= 0x7ff; if (tinfo.texgentype != XF_TEXGEN_REGULAR) tinfo.projection = 0; PRIM_LOG("txgen%d: proj=%d, input=%d, gentype=%d, srcrow=%d, embsrc=%d, emblght=%d, postmtx=%d, postnorm=%d", i, tinfo.projection, tinfo.inputform, tinfo.texgentype, tinfo.sourcerow, tinfo.embosssourceshift, tinfo.embosslightshift, xfregs.texcoords[i].postmtxinfo.index, xfregs.texcoords[i].postmtxinfo.normalize); } PRIM_LOG("pixel: tev=%d, ind=%d, texgen=%d, dstalpha=%d, alphafunc=0x%x", bpmem.genMode.numtevstages+1, bpmem.genMode.numindstages, bpmem.genMode.numtexgens, (u32)bpmem.dstalpha.enable, (bpmem.alpha_test.hex>>16)&0xff); #endif u32 usedtextures = 0; for (u32 i = 0; i < (u32)bpmem.genMode.numtevstages + 1; ++i) if (bpmem.tevorders[i / 2].getEnable(i & 1)) usedtextures |= 1 << bpmem.tevorders[i/2].getTexMap(i & 1); if (bpmem.genMode.numindstages > 0) for (u32 i = 0; i < (u32)bpmem.genMode.numtevstages + 1; ++i) if (bpmem.tevind[i].IsActive() && bpmem.tevind[i].bt < bpmem.genMode.numindstages) usedtextures |= 1 << bpmem.tevindref.getTexMap(bpmem.tevind[i].bt); for (u32 i = 0; i < 8; ++i) { if (usedtextures & (1 << i)) { // TODO: //glActiveTexture(GL_TEXTURE0 + i); Renderer::SetSamplerState(i & 3, i >> 2); FourTexUnits &tex = bpmem.tex[i >> 2]; TCacheEntry::TCacheEntryBase* tentry = TextureCache::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, (tex.texMode0[i&3].min_filter & 3) && (tex.texMode0[i&3].min_filter != 8), (tex.texMode1[i&3].max_lod >> 4)); if (tentry) { // 0s are probably for no manual wrapping needed. PixelShaderManager::SetTexDims(i, tentry->nativeW, tentry->nativeH, 0, 0); } else ERROR_LOG(VIDEO, "error loading texture"); } } // set global constants VertexShaderManager::SetConstants(); PixelShaderManager::SetConstants(); // finally bind if (false == PixelShaderCache::SetShader(false, g_nativeVertexFmt->m_components)) return; if (false == VertexShaderCache::SetShader(g_nativeVertexFmt->m_components)) return; const int stride = g_nativeVertexFmt->GetVertexStride(); //if (g_nativeVertexFmt) g_nativeVertexFmt->SetupVertexPointers(); g_renderer->ResumePixelPerf(false); g_vertex_manager->Draw(stride, false); g_renderer->PausePixelPerf(false); // run through vertex groups again to set alpha if (false == g_ActiveConfig.bDstAlphaPass && bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate) { if (false == PixelShaderCache::SetShader(true, g_nativeVertexFmt->m_components)) return; g_vertex_manager->Draw(stride, true); } // TODO: //IndexGenerator::Start(TIBuffer, LIBuffer, PIBuffer); #if defined(_DEBUG) || defined(DEBUGFAST) if (g_ActiveConfig.iLog & CONF_SAVESHADERS) { // save the shaders char strfile[255]; sprintf(strfile, "%sps%.3d.txt", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), g_ActiveConfig.iSaveTargetId); std::ofstream fps; OpenFStream(fps, strfile, std::ios_base::out); fps << ps->strprog.c_str(); sprintf(strfile, "%svs%.3d.txt", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), g_ActiveConfig.iSaveTargetId); std::ofstream fvs; OpenFStream(fvs, strfile, std::ios_base::out); fvs << vs->strprog.c_str(); } if (g_ActiveConfig.iLog & CONF_SAVETARGETS) { char str[128]; sprintf(str, "%starg%.3d.tga", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), g_ActiveConfig.iSaveTargetId); TargetRectangle tr; tr.left = 0; tr.right = Renderer::GetTargetWidth(); tr.top = 0; tr.bottom = Renderer::GetTargetHeight(); Renderer::SaveRenderTarget(str, tr); } #endif ++g_Config.iSaveTargetId; } #endif void VertexManager::DoState(PointerWrap& p) { g_vertex_manager->vDoState(p); } void VertexManager::DoStateShared(PointerWrap& p) { // It seems we half-assume to be flushed here // We update s_pCurBufferPointer yet don't worry about IndexGenerator's outdated pointers // and maybe other things are overlooked p.Do(LocalVBuffer); p.Do(TIBuffer); p.Do(LIBuffer); p.Do(PIBuffer); s_pBaseBufferPointer = &LocalVBuffer[0]; s_pEndBufferPointer = s_pBaseBufferPointer + LocalVBuffer.size(); p.DoPointer(s_pCurBufferPointer, s_pBaseBufferPointer); }