// Copyright 2008 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include #include #include #include #include "Common/CommonTypes.h" #include "Common/FileUtil.h" #include "Common/StringUtil.h" #include "Common/GL/GLExtensions/GLExtensions.h" #include "VideoBackends/OGL/ProgramShaderCache.h" #include "VideoBackends/OGL/Render.h" #include "VideoBackends/OGL/StreamBuffer.h" #include "VideoBackends/OGL/VertexManager.h" #include "VideoCommon/BPMemory.h" #include "VideoCommon/IndexGenerator.h" #include "VideoCommon/Statistics.h" #include "VideoCommon/VertexLoaderManager.h" #include "VideoCommon/VideoConfig.h" namespace OGL { //This are the initially requested size for the buffers expressed in bytes const u32 MAX_IBUFFER_SIZE = 2*1024*1024; const u32 MAX_VBUFFER_SIZE = 32*1024*1024; static std::unique_ptr s_vertexBuffer; static std::unique_ptr s_indexBuffer; static size_t s_baseVertex; static size_t s_index_offset; VertexManager::VertexManager() : m_cpu_v_buffer(MAX_VBUFFER_SIZE), m_cpu_i_buffer(MAX_IBUFFER_SIZE) { CreateDeviceObjects(); } VertexManager::~VertexManager() { DestroyDeviceObjects(); } void VertexManager::CreateDeviceObjects() { s_vertexBuffer = StreamBuffer::Create(GL_ARRAY_BUFFER, MAX_VBUFFER_SIZE); m_vertex_buffers = s_vertexBuffer->m_buffer; s_indexBuffer = StreamBuffer::Create(GL_ELEMENT_ARRAY_BUFFER, MAX_IBUFFER_SIZE); m_index_buffers = s_indexBuffer->m_buffer; m_last_vao = 0; } void VertexManager::DestroyDeviceObjects() { s_vertexBuffer.reset(); s_indexBuffer.reset(); } void VertexManager::PrepareDrawBuffers(u32 stride) { u32 vertex_data_size = IndexGenerator::GetNumVerts() * stride; u32 index_data_size = IndexGenerator::GetIndexLen() * sizeof(u16); s_vertexBuffer->Unmap(vertex_data_size); s_indexBuffer->Unmap(index_data_size); ADDSTAT(stats.thisFrame.bytesVertexStreamed, vertex_data_size); ADDSTAT(stats.thisFrame.bytesIndexStreamed, index_data_size); } void VertexManager::ResetBuffer(u32 stride) { if (s_cull_all) { // This buffer isn't getting sent to the GPU. Just allocate it on the cpu. s_pCurBufferPointer = s_pBaseBufferPointer = m_cpu_v_buffer.data(); s_pEndBufferPointer = s_pBaseBufferPointer + m_cpu_v_buffer.size(); IndexGenerator::Start((u16*)m_cpu_i_buffer.data()); } else { auto buffer = s_vertexBuffer->Map(MAXVBUFFERSIZE, stride); s_pCurBufferPointer = s_pBaseBufferPointer = buffer.first; s_pEndBufferPointer = buffer.first + MAXVBUFFERSIZE; s_baseVertex = buffer.second / stride; buffer = s_indexBuffer->Map(MAXIBUFFERSIZE * sizeof(u16)); IndexGenerator::Start((u16*)buffer.first); s_index_offset = buffer.second; } } void VertexManager::Draw(u32 stride) { u32 index_size = IndexGenerator::GetIndexLen(); u32 max_index = IndexGenerator::GetNumVerts(); GLenum primitive_mode = 0; switch (current_primitive_type) { case PRIMITIVE_POINTS: primitive_mode = GL_POINTS; glDisable(GL_CULL_FACE); break; case PRIMITIVE_LINES: primitive_mode = GL_LINES; glDisable(GL_CULL_FACE); break; case PRIMITIVE_TRIANGLES: primitive_mode = g_ActiveConfig.backend_info.bSupportsPrimitiveRestart ? GL_TRIANGLE_STRIP : GL_TRIANGLES; break; } if (g_ogl_config.bSupportsGLBaseVertex) { glDrawRangeElementsBaseVertex(primitive_mode, 0, max_index, index_size, GL_UNSIGNED_SHORT, (u8*)nullptr+s_index_offset, (GLint)s_baseVertex); } else { glDrawRangeElements(primitive_mode, 0, max_index, index_size, GL_UNSIGNED_SHORT, (u8*)nullptr+s_index_offset); } INCSTAT(stats.thisFrame.numDrawCalls); if (current_primitive_type != PRIMITIVE_TRIANGLES) static_cast(g_renderer.get())->SetGenerationMode(); } void VertexManager::vFlush(bool useDstAlpha) { GLVertexFormat *nativeVertexFmt = (GLVertexFormat*)VertexLoaderManager::GetCurrentVertexFormat(); u32 stride = nativeVertexFmt->GetVertexStride(); if (m_last_vao != nativeVertexFmt->VAO) { glBindVertexArray(nativeVertexFmt->VAO); m_last_vao = nativeVertexFmt->VAO; } PrepareDrawBuffers(stride); // Makes sure we can actually do Dual source blending bool dualSourcePossible = g_ActiveConfig.backend_info.bSupportsDualSourceBlend; // If host supports GL_ARB_blend_func_extended, we can do dst alpha in // the same pass as regular rendering. if (useDstAlpha && dualSourcePossible) { ProgramShaderCache::SetShader(DSTALPHA_DUAL_SOURCE_BLEND, current_primitive_type); } else { ProgramShaderCache::SetShader(DSTALPHA_NONE, current_primitive_type); } // upload global constants ProgramShaderCache::UploadConstants(); // setup the pointers nativeVertexFmt->SetupVertexPointers(); Draw(stride); // run through vertex groups again to set alpha if (useDstAlpha && !dualSourcePossible) { ProgramShaderCache::SetShader(DSTALPHA_ALPHA_PASS, current_primitive_type); // only update alpha glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE); glDisable(GL_BLEND); Draw(stride); // restore color mask g_renderer->SetColorMask(); if (bpmem.blendmode.blendenable || bpmem.blendmode.subtract) glEnable(GL_BLEND); } #if defined(_DEBUG) || defined(DEBUGFAST) if (g_ActiveConfig.iLog & CONF_SAVESHADERS) { // save the shaders ProgramShaderCache::PCacheEntry prog = ProgramShaderCache::GetShaderProgram(); std::string filename = StringFromFormat("%sps%.3d.txt", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), g_ActiveConfig.iSaveTargetId); std::ofstream fps; OpenFStream(fps, filename, std::ios_base::out); fps << prog.shader.strpprog.c_str(); filename = StringFromFormat("%svs%.3d.txt", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), g_ActiveConfig.iSaveTargetId); std::ofstream fvs; OpenFStream(fvs, filename, std::ios_base::out); fvs << prog.shader.strvprog.c_str(); } if (g_ActiveConfig.iLog & CONF_SAVETARGETS) { std::string filename = StringFromFormat("%starg%.3d.png", 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(filename, tr); } #endif g_Config.iSaveTargetId++; ClearEFBCache(); } } // namespace