// 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 "GLUtil.h" #include "x64Emitter.h" #include "ABI.h" #include "MemoryUtil.h" #include "VertexShaderGen.h" #include "CPMemory.h" #include "NativeVertexFormat.h" #include "VertexManager.h" #define COMPILED_CODE_SIZE 4096 // TODO: this guy is never initialized u32 s_prevcomponents; // previous state set /* #ifdef _WIN32 #ifdef _M_IX86 #define USE_JIT #endif #endif */ // Note the use of CallCdeclFunction3I etc. // This is a horrible hack that is necessary because in 64-bit mode, Opengl32.dll is based way, way above the 32-bit // address space that is within reach of a CALL, and just doing &fn gives us these high uncallable addresses. So we // want to grab the function pointers from the import table instead. // This problem does not apply to glew functions, only core opengl32 functions. // Here's some global state. We only use this to keep track of what we've sent to the OpenGL state // machine. #ifdef USE_JIT DECLARE_IMPORT(glNormalPointer); DECLARE_IMPORT(glVertexPointer); DECLARE_IMPORT(glColorPointer); DECLARE_IMPORT(glTexCoordPointer); #endif class GLVertexFormat : public NativeVertexFormat { u8 *m_compiledCode; PortableVertexDeclaration vtx_decl; public: GLVertexFormat(); ~GLVertexFormat(); virtual void Initialize(const PortableVertexDeclaration &_vtx_decl); virtual void SetupVertexPointers(); virtual void EnableComponents(u32 components); }; namespace OGL { NativeVertexFormat* VertexManager::CreateNativeVertexFormat() { return new GLVertexFormat(); } } GLVertexFormat::GLVertexFormat() { #ifdef USE_JIT m_compiledCode = (u8 *)AllocateExecutableMemory(COMPILED_CODE_SIZE, false); if (m_compiledCode) memset(m_compiledCode, 0, COMPILED_CODE_SIZE); #endif } GLVertexFormat::~GLVertexFormat() { #ifdef USE_JIT FreeMemoryPages(m_compiledCode, COMPILED_CODE_SIZE); m_compiledCode = 0; #endif } inline GLuint VarToGL(VarType t) { static const GLuint lookup[5] = { GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT, GL_FLOAT }; return lookup[t]; } void GLVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl) { vertex_stride = _vtx_decl.stride; using namespace Gen; // We will not allow vertex components causing uneven strides. if (_vtx_decl.stride & 3) PanicAlert("Uneven vertex stride: %i", _vtx_decl.stride); #ifdef USE_JIT Gen::XEmitter emit(m_compiledCode); // Alright, we have our vertex declaration. Compile some crazy code to set it quickly using GL. emit.ABI_EmitPrologue(6); emit.CallCdeclFunction4_I(glVertexPointer, 3, GL_FLOAT, _vtx_decl.stride, 0); if (_vtx_decl.num_normals >= 1) { emit.CallCdeclFunction3_I(glNormalPointer, VarToGL(_vtx_decl.normal_gl_type), _vtx_decl.stride, _vtx_decl.normal_offset[0]); if (_vtx_decl.num_normals == 3) { emit.CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_NORM1_ATTRIB, _vtx_decl.normal_gl_size, VarToGL(_vtx_decl.normal_gl_type), GL_TRUE, _vtx_decl.stride, _vtx_decl.normal_offset[1]); emit.CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_NORM2_ATTRIB, _vtx_decl.normal_gl_size, VarToGL(_vtx_decl.normal_gl_type), GL_TRUE, _vtx_decl.stride, _vtx_decl.normal_offset[2]); } } for (int i = 0; i < 2; i++) { if (_vtx_decl.color_offset[i] != -1) { if (i == 0) emit.CallCdeclFunction4_I(glColorPointer, 4, GL_UNSIGNED_BYTE, _vtx_decl.stride, _vtx_decl.color_offset[i]); else emit.CallCdeclFunction4((void *)glSecondaryColorPointer, 4, GL_UNSIGNED_BYTE, _vtx_decl.stride, _vtx_decl.color_offset[i]); } } for (int i = 0; i < 8; i++) { if (_vtx_decl.texcoord_offset[i] != -1) { int id = GL_TEXTURE0 + i; #ifdef _M_X64 #ifdef _MSC_VER emit.MOV(32, R(RCX), Imm32(id)); #else emit.MOV(32, R(RDI), Imm32(id)); #endif #else emit.ABI_AlignStack(1 * 4); emit.PUSH(32, Imm32(id)); #endif emit.CALL((void *)glClientActiveTexture); #ifndef _M_X64 #ifdef _WIN32 // don't inc stack on windows, stdcall #else emit.ABI_RestoreStack(1 * 4); #endif #endif emit.CallCdeclFunction4_I( glTexCoordPointer, _vtx_decl.texcoord_size[i], VarToGL(_vtx_decl.texcoord_gl_type[i]), _vtx_decl.stride, _vtx_decl.texcoord_offset[i]); } } if (_vtx_decl.posmtx_offset != -1) emit.CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_POSMTX_ATTRIB, 4, GL_UNSIGNED_BYTE, GL_FALSE, _vtx_decl.stride, _vtx_decl.posmtx_offset); emit.ABI_EmitEpilogue(6); if (emit.GetCodePtr() - (u8*)m_compiledCode > COMPILED_CODE_SIZE) Crash(); #endif this->vtx_decl = _vtx_decl; } void GLVertexFormat::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. #ifdef USE_JIT ((void (*)())(void*)m_compiledCode)(); #else glVertexPointer(3, GL_FLOAT, vtx_decl.stride, VertexManager::s_pBaseBufferPointer); if (vtx_decl.num_normals >= 1) { glNormalPointer(VarToGL(vtx_decl.normal_gl_type), vtx_decl.stride, (void *)(VertexManager::s_pBaseBufferPointer + vtx_decl.normal_offset[0])); if (vtx_decl.num_normals == 3) { glVertexAttribPointer(SHADER_NORM1_ATTRIB, vtx_decl.normal_gl_size, VarToGL(vtx_decl.normal_gl_type), GL_TRUE, vtx_decl.stride, (void *)(VertexManager::s_pBaseBufferPointer + vtx_decl.normal_offset[1])); glVertexAttribPointer(SHADER_NORM2_ATTRIB, vtx_decl.normal_gl_size, VarToGL(vtx_decl.normal_gl_type), GL_TRUE, vtx_decl.stride, (void *)(VertexManager::s_pBaseBufferPointer + vtx_decl.normal_offset[2])); } } for (int i = 0; i < 2; i++) { if (vtx_decl.color_offset[i] != -1) { if (i == 0) glColorPointer(4, GL_UNSIGNED_BYTE, vtx_decl.stride, (void *)(VertexManager::s_pBaseBufferPointer + vtx_decl.color_offset[i])); else { glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, vtx_decl.stride, (void *)(VertexManager::s_pBaseBufferPointer + vtx_decl.color_offset[i])); } } } for (int i = 0; i < 8; i++) { if (vtx_decl.texcoord_offset[i] != -1) { int id = GL_TEXTURE0 + i; glClientActiveTexture(id); glTexCoordPointer(vtx_decl.texcoord_size[i], VarToGL(vtx_decl.texcoord_gl_type[i]), vtx_decl.stride, (void *)(VertexManager::s_pBaseBufferPointer + vtx_decl.texcoord_offset[i])); } } if (vtx_decl.posmtx_offset != -1) { glVertexAttribPointer(SHADER_POSMTX_ATTRIB, 4, GL_UNSIGNED_BYTE, GL_FALSE, vtx_decl.stride, (void *)(VertexManager::s_pBaseBufferPointer + vtx_decl.posmtx_offset)); } #endif } void GLVertexFormat::EnableComponents(u32 components) { if (s_prevcomponents != components) { VertexManager::Flush(); // matrices if ((components & VB_HAS_POSMTXIDX) != (s_prevcomponents & VB_HAS_POSMTXIDX)) { if (components & VB_HAS_POSMTXIDX) glEnableVertexAttribArray(SHADER_POSMTX_ATTRIB); else glDisableVertexAttribArray(SHADER_POSMTX_ATTRIB); } // normals if ((components & VB_HAS_NRM0) != (s_prevcomponents & VB_HAS_NRM0)) { if (components & VB_HAS_NRM0) glEnableClientState(GL_NORMAL_ARRAY); else glDisableClientState(GL_NORMAL_ARRAY); } if ((components & VB_HAS_NRM1) != (s_prevcomponents & VB_HAS_NRM1)) { if (components & VB_HAS_NRM1) { glEnableVertexAttribArray(SHADER_NORM1_ATTRIB); glEnableVertexAttribArray(SHADER_NORM2_ATTRIB); } else { glDisableVertexAttribArray(SHADER_NORM1_ATTRIB); glDisableVertexAttribArray(SHADER_NORM2_ATTRIB); } } // color for (int i = 0; i < 2; ++i) { if ((components & (VB_HAS_COL0 << i)) != (s_prevcomponents & (VB_HAS_COL0 << i))) { if (components & (VB_HAS_COL0 << i)) glEnableClientState(i ? GL_SECONDARY_COLOR_ARRAY : GL_COLOR_ARRAY); else glDisableClientState(i ? GL_SECONDARY_COLOR_ARRAY : GL_COLOR_ARRAY); } } // tex for (int i = 0; i < 8; ++i) { if (!g_ActiveConfig.bDisableTexturing) { if ((components & (VB_HAS_UV0 << i)) != (s_prevcomponents & (VB_HAS_UV0 << i))) { glClientActiveTexture(GL_TEXTURE0 + i); if (components & (VB_HAS_UV0 << i)) glEnableClientState(GL_TEXTURE_COORD_ARRAY); else glDisableClientState(GL_TEXTURE_COORD_ARRAY); } } else { glClientActiveTexture(GL_TEXTURE0 + i); glDisableClientState(GL_TEXTURE_COORD_ARRAY); } } // Disable Lighting // TODO - Is this a good spot for this code? if (g_ActiveConfig.bDisableLighting) { for (int i = 0; i < xfregs.numChan.numColorChans; i++) { xfregs.alpha[i].enablelighting = false; xfregs.color[i].enablelighting = false; } } s_prevcomponents = components; } }