// Copyright (C) 2003-2008 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/ #ifndef _VERTEXLOADER_H #define _VERTEXLOADER_H #include #define SHADER_POSMTX_ATTRIB 1 #define SHADER_NORM1_ATTRIB 6 #define SHADER_NORM2_ATTRIB 7 using namespace std; #include "CPMemory.h" #include "DataReader.h" #define LOADERDECL __cdecl typedef void (LOADERDECL *TPipelineFunction)(void*); // m_components enum { VB_HAS_POSMTXIDX =(1<<1), VB_HAS_TEXMTXIDX0=(1<<2), VB_HAS_TEXMTXIDX1=(1<<3), VB_HAS_TEXMTXIDX2=(1<<4), VB_HAS_TEXMTXIDX3=(1<<5), VB_HAS_TEXMTXIDX4=(1<<6), VB_HAS_TEXMTXIDX5=(1<<7), VB_HAS_TEXMTXIDX6=(1<<8), VB_HAS_TEXMTXIDX7=(1<<9), VB_HAS_TEXMTXIDXALL=(0xff<<2), //VB_HAS_POS=0, // Implied, it always has pos! don't bother testing VB_HAS_NRM0=(1<<10), VB_HAS_NRM1=(1<<11), VB_HAS_NRM2=(1<<12), VB_HAS_NRMALL=(7<<10), VB_HAS_COL0=(1<<13), VB_HAS_COL1=(1<<14), VB_HAS_UV0=(1<<15), VB_HAS_UV1=(1<<16), VB_HAS_UV2=(1<<17), VB_HAS_UV3=(1<<18), VB_HAS_UV4=(1<<19), VB_HAS_UV5=(1<<20), VB_HAS_UV6=(1<<21), VB_HAS_UV7=(1<<22), VB_HAS_UVALL=(0xff<<15), VB_HAS_UVTEXMTXSHIFT=13, }; // There are 8 of these. Most games only use the first, and just reconfigure it all the time // as needed, unfortunately. class VertexLoader { public: enum { NRM_ZERO = 0, NRM_ONE = 1, NRM_THREE = 3 }; private: TPipelineFunction m_PipelineStates[32]; int m_numPipelineStates; int m_VertexSize; // number of bytes of a raw vertex int m_counter; int m_VBVertexStride, m_VBStridePad; // stride of a vertex to send to the GPU u32 m_components; // VB_HAS_X UVAT_group0 m_group0; UVAT_group1 m_group1; UVAT_group2 m_group2; vector m_vtexmap; // tex index map TVtxAttr m_VtxAttr; //Decoded into easy format u8* m_compiledCode; //common for all loaders TVtxDesc m_VtxDesc; void SetupColor(int num, int _iMode, int _iFormat, int _iElements); void SetupTexCoord(int num, int _iMode, int _iFormat, int _iElements, int _iFrac); // The 3 possible values (0, 1, 2) should be documented here. int m_AttrDirty; public: // constructor VertexLoader(); ~VertexLoader(); // run the pipeline void ProcessFormat(); void PrepareRun(); void RunVertices(int primitive, int count); void WriteCall(void (LOADERDECL *func)(void *)); int GetGCVertexSize() const { _assert_( !m_AttrDirty ); return m_VertexSize; } int GetVBVertexStride() const { _assert_( !m_AttrDirty); return m_VBVertexStride; } int ComputeVertexSize(); // SetVAT_group // ignore PosFrac, texCoord[i].Frac void SetVAT_group0(u32 _group0) { if ((m_group0.Hex & ~0x3e0001f0) != (_group0 & ~0x3e0001f0)) { m_AttrDirty = 2; } m_group0.Hex = _group0; m_VtxAttr.PosElements = m_group0.PosElements; m_VtxAttr.PosFormat = m_group0.PosFormat; m_VtxAttr.PosFrac = m_group0.PosFrac; m_VtxAttr.NormalElements = m_group0.NormalElements; m_VtxAttr.NormalFormat = m_group0.NormalFormat; m_VtxAttr.color[0].Elements = m_group0.Color0Elements; m_VtxAttr.color[0].Comp = m_group0.Color0Comp; m_VtxAttr.color[1].Elements = m_group0.Color1Elements; m_VtxAttr.color[1].Comp = m_group0.Color1Comp; m_VtxAttr.texCoord[0].Elements = m_group0.Tex0CoordElements; m_VtxAttr.texCoord[0].Format = m_group0.Tex0CoordFormat; m_VtxAttr.texCoord[0].Frac = m_group0.Tex0Frac; m_VtxAttr.ByteDequant = m_group0.ByteDequant; m_VtxAttr.NormalIndex3 = m_group0.NormalIndex3; }; void SetVAT_group1(u32 _group1) { if ((m_group1.Hex & ~0x7c3e1f0) != (_group1 & ~0x7c3e1f0)) { m_AttrDirty = 2; } m_group1.Hex = _group1; m_VtxAttr.texCoord[1].Elements = m_group1.Tex1CoordElements; m_VtxAttr.texCoord[1].Format = m_group1.Tex1CoordFormat; m_VtxAttr.texCoord[1].Frac = m_group1.Tex1Frac; m_VtxAttr.texCoord[2].Elements = m_group1.Tex2CoordElements; m_VtxAttr.texCoord[2].Format = m_group1.Tex2CoordFormat; m_VtxAttr.texCoord[2].Frac = m_group1.Tex2Frac; m_VtxAttr.texCoord[3].Elements = m_group1.Tex3CoordElements; m_VtxAttr.texCoord[3].Format = m_group1.Tex3CoordFormat; m_VtxAttr.texCoord[3].Frac = m_group1.Tex3Frac; m_VtxAttr.texCoord[4].Elements = m_group1.Tex4CoordElements; m_VtxAttr.texCoord[4].Format = m_group1.Tex4CoordFormat; }; void SetVAT_group2(u32 _group2) { if ((m_group2.Hex & ~0xf87c3e1f) != (_group2 & ~0xf87c3e1f)) { m_AttrDirty = 2; } m_group2.Hex = _group2; m_VtxAttr.texCoord[4].Frac = m_group2.Tex4Frac; m_VtxAttr.texCoord[5].Elements = m_group2.Tex5CoordElements; m_VtxAttr.texCoord[5].Format = m_group2.Tex5CoordFormat; m_VtxAttr.texCoord[5].Frac = m_group2.Tex5Frac; m_VtxAttr.texCoord[6].Elements = m_group2.Tex6CoordElements; m_VtxAttr.texCoord[6].Format = m_group2.Tex6CoordFormat; m_VtxAttr.texCoord[6].Frac = m_group2.Tex6Frac; m_VtxAttr.texCoord[7].Elements = m_group2.Tex7CoordElements; m_VtxAttr.texCoord[7].Format = m_group2.Tex7CoordFormat; m_VtxAttr.texCoord[7].Frac = m_group2.Tex7Frac; }; }; extern VertexLoader g_VertexLoaders[8]; #endif