418 lines
12 KiB
C++
418 lines
12 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "Common.h"
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#include "FileUtil.h"
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#include "D3DBase.h"
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#include "Fifo.h"
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#include "Statistics.h"
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#include "VertexManager.h"
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#include "OpcodeDecoding.h"
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#include "IndexGenerator.h"
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#include "VertexShaderManager.h"
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#include "VertexShaderCache.h"
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#include "PixelShaderManager.h"
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#include "PixelShaderCache.h"
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#include "NativeVertexFormat.h"
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#include "TextureCache.h"
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#include "main.h"
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#include "BPStructs.h"
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#include "XFStructs.h"
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#include "Debugger.h"
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#include "VideoConfig.h"
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// internal state for loading vertices
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extern NativeVertexFormat *g_nativeVertexFmt;
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namespace DX9
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{
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//This are the initially requeted size for the buffers expresed in elements
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const u32 IBUFFER_SIZE = VertexManager::MAXIBUFFERSIZE * sizeof(u16) * 8;
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const u32 VBUFFER_SIZE = VertexManager::MAXVBUFFERSIZE;
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const u32 MAX_VBUFFER_COUNT = 2;
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inline void DumpBadShaders()
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{
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#if defined(_DEBUG) || defined(DEBUGFAST)
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// TODO: Reimplement!
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/* std::string error_shaders;
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error_shaders.append(VertexShaderCache::GetCurrentShaderCode());
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error_shaders.append(PixelShaderCache::GetCurrentShaderCode());
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char filename[512] = "bad_shader_combo_0.txt";
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int which = 0;
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while (File::Exists(filename))
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{
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which++;
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sprintf(filename, "bad_shader_combo_%i.txt", which);
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}
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File::WriteStringToFile(true, error_shaders, filename);
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PanicAlert("DrawIndexedPrimitiveUP failed. Shaders written to %s", filename);*/
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#endif
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}
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void VertexManager::CreateDeviceObjects()
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{
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m_buffers_count = 0;
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m_vertex_buffers = NULL;
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m_index_buffers = NULL;
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D3DCAPS9 DeviceCaps = D3D::GetCaps();
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u32 devicevMaxBufferSize = DeviceCaps.MaxPrimitiveCount * 3 * DeviceCaps.MaxStreamStride;
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//Calculate Device Dependant size
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m_vertex_buffer_size = (VBUFFER_SIZE > devicevMaxBufferSize) ? devicevMaxBufferSize : VBUFFER_SIZE;
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m_index_buffer_size = (IBUFFER_SIZE > DeviceCaps.MaxVertexIndex) ? DeviceCaps.MaxVertexIndex : IBUFFER_SIZE;
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//if device caps are not enough for Vbuffer fall back to vertex arrays
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if (m_index_buffer_size < MAXIBUFFERSIZE || m_vertex_buffer_size < MAXVBUFFERSIZE) return;
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m_vertex_buffers = new LPDIRECT3DVERTEXBUFFER9[MAX_VBUFFER_COUNT];
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m_index_buffers = new LPDIRECT3DINDEXBUFFER9[MAX_VBUFFER_COUNT];
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bool Fail = false;
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for (m_current_vertex_buffer = 0; m_current_vertex_buffer < MAX_VBUFFER_COUNT; m_current_vertex_buffer++)
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{
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m_vertex_buffers[m_current_vertex_buffer] = NULL;
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m_index_buffers[m_current_vertex_buffer] = NULL;
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}
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for (m_current_vertex_buffer = 0; m_current_vertex_buffer < MAX_VBUFFER_COUNT; m_current_vertex_buffer++)
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{
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if(FAILED( D3D::dev->CreateVertexBuffer( m_vertex_buffer_size, D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &m_vertex_buffers[m_current_vertex_buffer], NULL ) ) )
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{
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Fail = true;
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break;
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}
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if( FAILED( D3D::dev->CreateIndexBuffer( m_index_buffer_size * sizeof(u16), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &m_index_buffers[m_current_vertex_buffer], NULL ) ) )
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{
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Fail = true;
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return;
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}
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}
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m_buffers_count = m_current_vertex_buffer;
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m_current_vertex_buffer = 0;
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m_current_index_buffer = 0;
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m_index_buffer_cursor = m_index_buffer_size;
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m_vertex_buffer_cursor = m_vertex_buffer_size;
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m_current_stride = 0;
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if (Fail)
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{
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m_buffers_count--;
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if (m_buffers_count < 2)
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{
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//Error creating Vertex buffers. clean and fall to Vertex arrays
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m_buffers_count = MAX_VBUFFER_COUNT;
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DestroyDeviceObjects();
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}
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}
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}
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void VertexManager::DestroyDeviceObjects()
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{
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D3D::SetStreamSource( 0, NULL, 0, 0);
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D3D::SetIndices(NULL);
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for (int i = 0; i < MAX_VBUFFER_COUNT; i++)
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{
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if(m_vertex_buffers)
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{
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if (m_vertex_buffers[i])
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{
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m_vertex_buffers[i]->Release();
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m_vertex_buffers[i] = NULL;
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}
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}
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if (m_index_buffers[i])
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{
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m_index_buffers[i]->Release();
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m_index_buffers[i] = NULL;
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}
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}
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if(m_vertex_buffers)
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delete [] m_vertex_buffers;
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if(m_index_buffers)
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delete [] m_index_buffers;
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m_vertex_buffers = NULL;
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m_index_buffers = NULL;
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}
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void VertexManager::PrepareDrawBuffers(u32 stride)
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{
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if (!m_buffers_count)
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{
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return;
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}
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u8* pVertices;
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u16* pIndices;
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int datasize = IndexGenerator::GetNumVerts() * stride;
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int TdataSize = IndexGenerator::GetTriangleindexLen();
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int LDataSize = IndexGenerator::GetLineindexLen();
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int PDataSize = IndexGenerator::GetPointindexLen();
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int IndexDataSize = TdataSize + LDataSize;
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DWORD LockMode = D3DLOCK_NOOVERWRITE;
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m_vertex_buffer_cursor--;
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m_vertex_buffer_cursor = m_vertex_buffer_cursor - (m_vertex_buffer_cursor % stride) + stride;
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if (m_vertex_buffer_cursor > m_vertex_buffer_size - datasize)
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{
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LockMode = D3DLOCK_DISCARD;
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m_vertex_buffer_cursor = 0;
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m_current_vertex_buffer = (m_current_vertex_buffer + 1) % m_buffers_count;
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}
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if(FAILED(m_vertex_buffers[m_current_vertex_buffer]->Lock(m_vertex_buffer_cursor, datasize,(VOID**)(&pVertices), LockMode)))
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{
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DestroyDeviceObjects();
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return;
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}
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memcpy(pVertices, s_pBaseBufferPointer, datasize);
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m_vertex_buffers[m_current_vertex_buffer]->Unlock();
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LockMode = D3DLOCK_NOOVERWRITE;
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if (m_index_buffer_cursor > m_index_buffer_size - IndexDataSize)
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{
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LockMode = D3DLOCK_DISCARD;
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m_index_buffer_cursor = 0;
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m_current_index_buffer = (m_current_index_buffer + 1) % m_buffers_count;
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}
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if(FAILED(m_index_buffers[m_current_index_buffer]->Lock(m_index_buffer_cursor * sizeof(u16), IndexDataSize * sizeof(u16), (VOID**)(&pIndices), LockMode )))
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{
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DestroyDeviceObjects();
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return;
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}
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if(TdataSize)
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{
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memcpy(pIndices, GetTriangleIndexBuffer(), TdataSize * sizeof(u16));
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pIndices += TdataSize;
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}
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if(LDataSize)
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{
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memcpy(pIndices, GetLineIndexBuffer(), LDataSize * sizeof(u16));
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pIndices += LDataSize;
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}
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m_index_buffers[m_current_index_buffer]->Unlock();
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if(m_current_stride != stride || m_vertex_buffer_cursor == 0)
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{
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m_current_stride = stride;
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D3D::SetStreamSource( 0, m_vertex_buffers[m_current_vertex_buffer], 0, stride);
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}
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if (m_index_buffer_cursor == 0)
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{
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D3D::SetIndices(m_index_buffers[m_current_index_buffer]);
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}
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}
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void VertexManager::DrawVertexBuffer(int stride)
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{
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int triangles = IndexGenerator::GetNumTriangles();
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int lines = IndexGenerator::GetNumLines();
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int points = IndexGenerator::GetNumPoints();
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int numverts = IndexGenerator::GetNumVerts();
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int StartIndex = m_index_buffer_cursor;
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int basevertex = m_vertex_buffer_cursor / stride;
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if (triangles > 0)
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{
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if (FAILED(D3D::dev->DrawIndexedPrimitive(
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D3DPT_TRIANGLELIST,
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basevertex,
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0,
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numverts,
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StartIndex,
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triangles)))
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{
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DumpBadShaders();
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}
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StartIndex += IndexGenerator::GetTriangleindexLen();
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INCSTAT(stats.thisFrame.numIndexedDrawCalls);
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}
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if (lines > 0)
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{
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if (FAILED(D3D::dev->DrawIndexedPrimitive(
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D3DPT_LINELIST,
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basevertex,
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0,
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numverts,
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StartIndex,
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IndexGenerator::GetNumLines())))
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{
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DumpBadShaders();
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}
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StartIndex += IndexGenerator::GetLineindexLen();
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INCSTAT(stats.thisFrame.numIndexedDrawCalls);
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}
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if (points > 0)
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{
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//DrawIndexedPrimitive does not support point list so we have to draw the points one by one
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for (int i = 0; i < points; i++)
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{
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if (FAILED(D3D::dev->DrawPrimitive(
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D3DPT_POINTLIST,
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basevertex + GetPointIndexBuffer()[i],
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1)))
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{
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DumpBadShaders();
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}
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INCSTAT(stats.thisFrame.numDrawCalls);
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}
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}
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}
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void VertexManager::DrawVertexArray(int stride)
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{
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int triangles = IndexGenerator::GetNumTriangles();
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int lines = IndexGenerator::GetNumLines();
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int points = IndexGenerator::GetNumPoints();
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int numverts = IndexGenerator::GetNumVerts();
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if (triangles > 0)
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{
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if (FAILED(D3D::dev->DrawIndexedPrimitiveUP(
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D3DPT_TRIANGLELIST,
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0, numverts, triangles,
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GetTriangleIndexBuffer(),
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D3DFMT_INDEX16,
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s_pBaseBufferPointer,
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stride)))
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{
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DumpBadShaders();
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}
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INCSTAT(stats.thisFrame.numIndexedDrawCalls);
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}
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if (lines > 0)
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{
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if (FAILED(D3D::dev->DrawIndexedPrimitiveUP(
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D3DPT_LINELIST,
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0, numverts, lines,
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GetLineIndexBuffer(),
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D3DFMT_INDEX16,
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s_pBaseBufferPointer,
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stride)))
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{
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DumpBadShaders();
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}
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INCSTAT(stats.thisFrame.numIndexedDrawCalls);
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}
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if (points > 0)
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{
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if (FAILED(D3D::dev->DrawIndexedPrimitiveUP(
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D3DPT_POINTLIST,
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0, numverts, points,
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GetPointIndexBuffer(),
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D3DFMT_INDEX16,
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s_pBaseBufferPointer,
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stride)))
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{
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DumpBadShaders();
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}
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INCSTAT(stats.thisFrame.numIndexedDrawCalls);
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}
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}
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void VertexManager::vFlush()
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{
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u32 usedtextures = 0;
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for (u32 i = 0; i < (u32)bpmem.genMode.numtevstages + 1; ++i)
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if (bpmem.tevorders[i / 2].getEnable(i & 1))
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usedtextures |= 1 << bpmem.tevorders[i/2].getTexMap(i & 1);
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if (bpmem.genMode.numindstages > 0)
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for (unsigned int i = 0; i < bpmem.genMode.numtevstages + 1; ++i)
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if (bpmem.tevind[i].IsActive() && bpmem.tevind[i].bt < bpmem.genMode.numindstages)
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usedtextures |= 1 << bpmem.tevindref.getTexMap(bpmem.tevind[i].bt);
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for (unsigned int i = 0; i < 8; i++)
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{
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if (usedtextures & (1 << i))
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{
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g_renderer->SetSamplerState(i & 3, i >> 2);
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FourTexUnits &tex = bpmem.tex[i >> 2];
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TextureCache::TCacheEntryBase* tentry = TextureCache::Load(i,
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(tex.texImage3[i&3].image_base/* & 0x1FFFFF*/) << 5,
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tex.texImage0[i&3].width + 1, tex.texImage0[i&3].height + 1,
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tex.texImage0[i&3].format, tex.texTlut[i&3].tmem_offset<<9,
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tex.texTlut[i&3].tlut_format,
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(tex.texMode0[i&3].min_filter & 3),
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(tex.texMode1[i&3].max_lod + 0xf) / 0x10,
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tex.texImage1[i&3].image_type);
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if (tentry)
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{
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// 0s are probably for no manual wrapping needed.
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PixelShaderManager::SetTexDims(i, tentry->native_width, tentry->native_height, 0, 0);
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}
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else
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ERROR_LOG(VIDEO, "error loading texture");
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}
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}
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// set global constants
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VertexShaderManager::SetConstants();
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PixelShaderManager::SetConstants();
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u32 stride = g_nativeVertexFmt->GetVertexStride();
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if (!PixelShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components))
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{
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GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
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goto shader_fail;
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}
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if (!VertexShaderCache::SetShader(g_nativeVertexFmt->m_components))
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{
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GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set vertex shader\n");});
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goto shader_fail;
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}
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PrepareDrawBuffers(stride);
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g_nativeVertexFmt->SetupVertexPointers();
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if(m_buffers_count)
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{
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DrawVertexBuffer(stride);
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}
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else
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{
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DrawVertexArray(stride);
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}
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bool useDstAlpha = !g_ActiveConfig.bDstAlphaPass && bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate &&
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bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;
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if (useDstAlpha)
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{
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if (!PixelShaderCache::SetShader(DSTALPHA_ALPHA_PASS, g_nativeVertexFmt->m_components))
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{
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GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
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goto shader_fail;
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}
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// update alpha only
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g_renderer->ApplyState(true);
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if(m_buffers_count)
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{
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DrawVertexBuffer(stride);
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}
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else
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{
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DrawVertexArray(stride);
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}
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g_renderer->RestoreState();
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}
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GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true);
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shader_fail:
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if(m_buffers_count)
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{
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m_index_buffer_cursor += IndexGenerator::GetTriangleindexLen() + IndexGenerator::GetLineindexLen() + IndexGenerator::GetPointindexLen();
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m_vertex_buffer_cursor += IndexGenerator::GetNumVerts() * stride;
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}
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}
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}
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