// Copyright (C) 2003 Dolphin Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official SVN repository and contact information can be found at // http://code.google.com/p/dolphin-emu/ #include "Globals.h" #include #include #include "Fifo.h" #include "VideoConfig.h" #include "Statistics.h" #include "MemoryUtil.h" #include "Render.h" #include "ImageWrite.h" #include "BPMemory.h" #include "TextureCache.h" #include "PixelShaderCache.h" #include "PixelShaderManager.h" #include "VertexShaderCache.h" #include "VertexShaderManager.h" #include "VertexShaderGen.h" #include "VertexLoader.h" #include "VertexManager.h" #include "IndexGenerator.h" #include "OpcodeDecoding.h" #include "FileUtil.h" #include "Debugger.h" #include "main.h" // internal state for loading vertices 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 VertexManager::VertexManager() { // TODO: doesn't seem to be used anywhere //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(); } void VertexManager::CreateDeviceObjects() { } void VertexManager::DestroyDeviceObjects() { } void VertexManager::Draw() { if (IndexGenerator::GetNumTriangles() > 0) { glDrawElements(GL_TRIANGLES, IndexGenerator::GetTriangleindexLen(), GL_UNSIGNED_SHORT, TIBuffer); INCSTAT(stats.thisFrame.numIndexedDrawCalls); } if (IndexGenerator::GetNumLines() > 0) { glDrawElements(GL_LINES, IndexGenerator::GetLineindexLen(), GL_UNSIGNED_SHORT, LIBuffer); INCSTAT(stats.thisFrame.numIndexedDrawCalls); } if (IndexGenerator::GetNumPoints() > 0) { glDrawElements(GL_POINTS, IndexGenerator::GetPointindexLen(), GL_UNSIGNED_SHORT, PIBuffer); INCSTAT(stats.thisFrame.numIndexedDrawCalls); } } void VertexManager::vFlush() { if (LocalVBuffer == s_pCurBufferPointer) return; if (Flushed) return; Flushed=true; VideoFifo_CheckEFBAccess(); #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.numTexGen.numTexGens, xfregs.numChan.numColorChans, xfregs.dualTexTrans.enabled, bpmem.ztex2.op, bpmem.blendmode.colorupdate, bpmem.blendmode.alphaupdate, bpmem.zmode.updateenable); for (unsigned int i = 0; i < xfregs.numChan.numColorChans; ++i) { LitChannel* ch = &xfregs.color[i]; 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.alpha[i]; 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 (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i) { TexMtxInfo tinfo = xfregs.texMtxInfo[i]; 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.postMtxInfo[i].index, xfregs.postMtxInfo[i].normalize); } PRIM_LOG("pixel: tev=%d, ind=%d, texgen=%d, dstalpha=%d, alphatest=0x%x", bpmem.genMode.numtevstages+1, bpmem.genMode.numindstages, bpmem.genMode.numtexgens, (u32)bpmem.dstalpha.enable, (bpmem.alpha_test.hex>>16)&0xff); #endif (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(); // setup the pointers if (g_nativeVertexFmt) g_nativeVertexFmt->SetupVertexPointers(); GL_REPORT_ERRORD(); 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 (int i = 0; i < 8; i++) { if (usedtextures & (1 << i)) { glActiveTexture(GL_TEXTURE0 + i); FourTexUnits &tex = bpmem.tex[i >> 2]; TextureCache::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), ceil(tex.texMode1[i&3].max_lod / 16.f), tex.texImage1[i&3].image_type); if (tentry) { // 0s are probably for no manual wrapping needed. PixelShaderManager::SetTexDims(i, tentry->native_width, tentry->native_height, 0, 0); } else ERROR_LOG(VIDEO, "error loading texture"); } } // set global constants VertexShaderManager::SetConstants(); PixelShaderManager::SetConstants(); bool useDstAlpha = !g_ActiveConfig.bDstAlphaPass && bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate && bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24; #ifdef USE_DUAL_SOURCE_BLEND bool dualSourcePossible = GLEW_ARB_blend_func_extended; // finally bind FRAGMENTSHADER* ps; if (dualSourcePossible) { if (useDstAlpha) { // If host supports GL_ARB_blend_func_extended, we can do dst alpha in // the same pass as regular rendering. g_renderer->SetBlendMode(true); ps = PixelShaderCache::SetShader(DSTALPHA_DUAL_SOURCE_BLEND, g_nativeVertexFmt->m_components); } else { g_renderer->SetBlendMode(true); ps = PixelShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components); } } else { ps = PixelShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components); } #else bool dualSourcePossible = false; FRAGMENTSHADER* ps = PixelShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components); #endif VERTEXSHADER* vs = VertexShaderCache::SetShader(g_nativeVertexFmt->m_components); if (ps) PixelShaderCache::SetCurrentShader(ps->glprogid); // Lego Star Wars crashes here. if (vs) VertexShaderCache::SetCurrentShader(vs->glprogid); Draw(); // run through vertex groups again to set alpha if (useDstAlpha && !dualSourcePossible) { ps = PixelShaderCache::SetShader(DSTALPHA_ALPHA_PASS,g_nativeVertexFmt->m_components); if (ps) PixelShaderCache::SetCurrentShader(ps->glprogid); // only update alpha glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE); glDisable(GL_BLEND); Draw(); // restore color mask g_renderer->SetColorMask(); if (bpmem.blendmode.blendenable || bpmem.blendmode.subtract) 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 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(strfile); fps << ps->strprog.c_str(); sprintf(strfile, "%svs%.3d.txt", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), g_ActiveConfig.iSaveTargetId); std::ofstream fvs(strfile); 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(); g_renderer->SaveScreenshot(str, tr); } #endif g_Config.iSaveTargetId++; ClearEFBCache(); GL_REPORT_ERRORD(); } } // namespace