// 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 "Profiler.h" #include "Render.h" #include "ImageWrite.h" #include "BPMemory.h" #include "TextureMngr.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" #define MAX_BUFFER_SIZE 0x50000 // internal state for loading vertices extern NativeVertexFormat *g_nativeVertexFmt; namespace VertexManager { static const GLenum c_RenderprimitiveType[8] = { GL_TRIANGLES, GL_ZERO, //nothing GL_TRIANGLES, GL_TRIANGLES, GL_TRIANGLES, GL_LINES, GL_LINES, GL_POINTS }; static const GLenum c_primitiveType[8] = { GL_QUADS, GL_ZERO, //nothing GL_TRIANGLES, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_LINES, GL_LINE_STRIP, GL_POINTS }; static IndexGenerator indexGen; static GLenum lastPrimitive; static GLenum CurrentRenderPrimitive; static u8 *LocalVBuffer; static u16 *IBuffer; #define MAXVBUFFERSIZE 0x50000 #define MAXIBUFFERSIZE 0x20000 #define MAXVBOBUFFERCOUNT 0x4 static GLuint s_vboBuffers[MAXVBOBUFFERCOUNT] = {0}; static GLuint s_IBuffers[MAXVBOBUFFERCOUNT] = {0}; static int s_nCurVBOIndex = 0; // current free buffer bool Init() { lastPrimitive = GL_ZERO; CurrentRenderPrimitive = GL_ZERO; LocalVBuffer = new u8[MAXVBUFFERSIZE]; IBuffer = new u16[MAXIBUFFERSIZE]; s_pCurBufferPointer = LocalVBuffer; s_nCurVBOIndex = 0; glGenBuffers(ARRAYSIZE(s_vboBuffers), s_vboBuffers); for (u32 i = 0; i < ARRAYSIZE(s_vboBuffers); ++i) { glBindBuffer(GL_ARRAY_BUFFER, s_vboBuffers[i]); glBufferData(GL_ARRAY_BUFFER, MAXVBUFFERSIZE, NULL, GL_STREAM_DRAW); } glEnableClientState(GL_VERTEX_ARRAY); g_nativeVertexFmt = NULL; GL_REPORT_ERRORD(); return true; } void Shutdown() { delete [] LocalVBuffer; delete [] IBuffer; glDeleteBuffers(ARRAYSIZE(s_vboBuffers), s_vboBuffers); s_nCurVBOIndex = 0; ResetBuffer(); } void ResetBuffer() { s_nCurVBOIndex = (s_nCurVBOIndex + 1) % ARRAYSIZE(s_vboBuffers); s_pCurBufferPointer = LocalVBuffer; CurrentRenderPrimitive = GL_ZERO; u16 *ptr = 0; indexGen.Start((unsigned short*)ptr); } void AddIndices(int _primitive, int _numVertices) { switch (_primitive) { case GL_QUADS: indexGen.AddQuads(_numVertices); return; case GL_TRIANGLES: indexGen.AddList(_numVertices); return; case GL_TRIANGLE_STRIP: indexGen.AddStrip(_numVertices); return; case GL_TRIANGLE_FAN: indexGen.AddFan(_numVertices); return; case GL_LINE_STRIP: indexGen.AddLineStrip(_numVertices); return; case GL_LINES: indexGen.AddLineList(_numVertices); return; case GL_POINTS: indexGen.AddPoints(_numVertices); return; } } int GetRemainingSize() { return LocalVBuffer + MAXVBUFFERSIZE - s_pCurBufferPointer; } void AddVertices(int primitive, int numvertices) { if (numvertices <= 0) return; if (c_primitiveType[primitive] == GL_ZERO) return; DVSTARTPROFILE(); lastPrimitive = c_primitiveType[primitive]; ADDSTAT(stats.thisFrame.numPrims, numvertices); if (CurrentRenderPrimitive != c_RenderprimitiveType[primitive]) { // We are NOT collecting the right type. Flush(); CurrentRenderPrimitive = c_RenderprimitiveType[primitive]; u16 *ptr = 0; if (lastPrimitive != GL_POINTS) { ptr = IBuffer; } indexGen.Start((unsigned short*)ptr); AddIndices(c_primitiveType[primitive], numvertices); } else // We are collecting the right type, keep going { INCSTAT(stats.thisFrame.numPrimitiveJoins); AddIndices(c_primitiveType[primitive], numvertices); } } inline void Draw(int numVertices, int indexLen) { if (CurrentRenderPrimitive != GL_POINT) { glDrawElements(CurrentRenderPrimitive, indexLen, GL_UNSIGNED_SHORT, IBuffer); INCSTAT(stats.thisFrame.numIndexedDrawCalls); } else { glDrawArrays(CurrentRenderPrimitive,0,numVertices); INCSTAT(stats.thisFrame.numDrawCalls); } } void Flush() { if (LocalVBuffer == s_pCurBufferPointer) return; int numVerts = indexGen.GetNumVerts(); if(numVerts == 0) return; #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.alphaFunc.hex>>16)&0xff); #endif DVSTARTPROFILE(); GL_REPORT_ERRORD(); glBindBuffer(GL_ARRAY_BUFFER, s_vboBuffers[s_nCurVBOIndex]); glBufferSubData(GL_ARRAY_BUFFER,0, s_pCurBufferPointer - LocalVBuffer, LocalVBuffer); GL_REPORT_ERRORD(); // setup the pointers if (g_nativeVertexFmt) g_nativeVertexFmt->SetupVertexPointers(); GL_REPORT_ERRORD(); // set the textures DVSTARTSUBPROFILE("VertexManager::Flush:textures"); 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); u32 nonpow2tex = 0; for (int i = 0; i < 8; i++) { if (usedtextures & (1 << i)) { glActiveTexture(GL_TEXTURE0 + i); FourTexUnits &tex = bpmem.tex[i >> 2]; TextureMngr::TCacheEntry* tentry = TextureMngr::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); if (tentry) { // texture loaded fine, set dims for pixel shader if (tentry->isRectangle) { PixelShaderManager::SetTexDims(i, tentry->w, tentry->h, tentry->mode.wrap_s, tentry->mode.wrap_t); nonpow2tex |= 1 << i; if (tentry->mode.wrap_s > 0) nonpow2tex |= 1 << (8 + i); if (tentry->mode.wrap_t > 0) nonpow2tex |= 1 << (16 + i); } // if texture is power of two, set to ones (since don't need scaling) // (the above seems to have changed - we set the width and height here too. else { // 0s are probably for no manual wrapping needed. PixelShaderManager::SetTexDims(i, tentry->w, tentry->h, 0, 0); } // texture is hires - pass the scaling size if (tentry->scaleX != 1.0f || tentry->scaleY != 1.0f) PixelShaderManager::SetCustomTexScale(i, tentry->scaleX, tentry->scaleY); if (g_ActiveConfig.iLog & CONF_SAVETEXTURES) { // save the textures char strfile[255]; sprintf(strfile, "%sframes/tex%.3d_%d.tga", FULL_DUMP_DIR, g_Config.iSaveTargetId, i); SaveTexture(strfile, tentry->isRectangle?GL_TEXTURE_RECTANGLE_ARB:GL_TEXTURE_2D, tentry->texture, tentry->w, tentry->h); } } else ERROR_LOG(VIDEO, "error loading tex\n"); } } PixelShaderManager::SetTexturesUsed(nonpow2tex); FRAGMENTSHADER* ps = PixelShaderCache::GetShader(false); VERTEXSHADER* vs = VertexShaderCache::GetShader(g_nativeVertexFmt->m_components); // set global constants VertexShaderManager::SetConstants(); PixelShaderManager::SetConstants(); // finally bind int groupStart = 0; if (vs) VertexShaderCache::SetCurrentShader(vs->glprogid); if (ps) PixelShaderCache::SetCurrentShader(ps->glprogid); // Lego Star Wars crashes here. #if defined(_DEBUG) || defined(DEBUGFAST) PRIM_LOG(""); #endif int numIndexes = indexGen.GetindexLen(); Draw(numVerts,numIndexes); // run through vertex groups again to set alpha if (!g_ActiveConfig.bDstAlphaPass && bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate) { ps = PixelShaderCache::GetShader(true); if (ps)PixelShaderCache::SetCurrentShader(ps->glprogid); // only update alpha glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE); glDisable(GL_BLEND); Draw(numVerts,numIndexes); // restore color mask 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 char strfile[255]; sprintf(strfile, "%sframes/ps%.3d.txt", FULL_DUMP_DIR, g_ActiveConfig.iSaveTargetId); std::ofstream fps(strfile); fps << ps->strprog.c_str(); sprintf(strfile, "%sframes/vs%.3d.txt", FULL_DUMP_DIR, g_ActiveConfig.iSaveTargetId); std::ofstream fvs(strfile); fvs << vs->strprog.c_str(); } if (g_ActiveConfig.iLog & CONF_SAVETARGETS) { char str[128]; sprintf(str, "%sframes/targ%.3d.tga", FULL_DUMP_DIR, g_ActiveConfig.iSaveTargetId); Renderer::SaveRenderTarget(str, Renderer::GetTargetWidth(), Renderer::GetTargetHeight()); } #endif g_Config.iSaveTargetId++; GL_REPORT_ERRORD(); ResetBuffer(); } } // namespace