196 lines
5.3 KiB
C++
196 lines
5.3 KiB
C++
// Copyright 2008 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include "VideoBackends/OGL/VertexManager.h"
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#include <fstream>
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#include <memory>
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#include <string>
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#include <vector>
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#include "Common/CommonTypes.h"
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#include "Common/FileUtil.h"
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#include "Common/GL/GLExtensions/GLExtensions.h"
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#include "Common/StringUtil.h"
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#include "VideoBackends/OGL/BoundingBox.h"
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#include "VideoBackends/OGL/ProgramShaderCache.h"
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#include "VideoBackends/OGL/Render.h"
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#include "VideoBackends/OGL/StreamBuffer.h"
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#include "VideoCommon/BoundingBox.h"
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#include "VideoCommon/IndexGenerator.h"
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#include "VideoCommon/Statistics.h"
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#include "VideoCommon/VertexLoaderManager.h"
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#include "VideoCommon/VideoConfig.h"
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namespace OGL
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{
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// This are the initially requested size for the buffers expressed in bytes
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const u32 MAX_IBUFFER_SIZE = 2 * 1024 * 1024;
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const u32 MAX_VBUFFER_SIZE = 32 * 1024 * 1024;
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static std::unique_ptr<StreamBuffer> s_vertexBuffer;
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static std::unique_ptr<StreamBuffer> s_indexBuffer;
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static size_t s_baseVertex;
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static size_t s_index_offset;
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VertexManager::VertexManager() : m_cpu_v_buffer(MAX_VBUFFER_SIZE), m_cpu_i_buffer(MAX_IBUFFER_SIZE)
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{
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CreateDeviceObjects();
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}
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VertexManager::~VertexManager()
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{
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DestroyDeviceObjects();
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}
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void VertexManager::CreateDeviceObjects()
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{
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s_vertexBuffer = StreamBuffer::Create(GL_ARRAY_BUFFER, MAX_VBUFFER_SIZE);
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m_vertex_buffers = s_vertexBuffer->m_buffer;
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s_indexBuffer = StreamBuffer::Create(GL_ELEMENT_ARRAY_BUFFER, MAX_IBUFFER_SIZE);
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m_index_buffers = s_indexBuffer->m_buffer;
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}
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void VertexManager::DestroyDeviceObjects()
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{
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s_vertexBuffer.reset();
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s_indexBuffer.reset();
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}
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StreamBuffer* VertexManager::GetVertexBuffer() const
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{
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return s_vertexBuffer.get();
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}
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OGL::StreamBuffer* VertexManager::GetIndexBuffer() const
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{
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return s_indexBuffer.get();
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}
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GLuint VertexManager::GetVertexBufferHandle() const
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{
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return m_vertex_buffers;
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}
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GLuint VertexManager::GetIndexBufferHandle() const
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{
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return m_index_buffers;
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}
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void VertexManager::PrepareDrawBuffers(u32 stride)
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{
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u32 vertex_data_size = IndexGenerator::GetNumVerts() * stride;
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u32 index_data_size = IndexGenerator::GetIndexLen() * sizeof(u16);
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// The index buffer is part of the VAO state, therefore we need to bind it first.
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const GLVertexFormat* vertex_format =
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static_cast<GLVertexFormat*>(VertexLoaderManager::GetCurrentVertexFormat());
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ProgramShaderCache::BindVertexFormat(vertex_format);
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s_vertexBuffer->Unmap(vertex_data_size);
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s_indexBuffer->Unmap(index_data_size);
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ADDSTAT(stats.thisFrame.bytesVertexStreamed, vertex_data_size);
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ADDSTAT(stats.thisFrame.bytesIndexStreamed, index_data_size);
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}
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void VertexManager::ResetBuffer(u32 stride)
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{
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if (m_cull_all)
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{
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// This buffer isn't getting sent to the GPU. Just allocate it on the cpu.
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m_cur_buffer_pointer = m_base_buffer_pointer = m_cpu_v_buffer.data();
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m_end_buffer_pointer = m_base_buffer_pointer + m_cpu_v_buffer.size();
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IndexGenerator::Start((u16*)m_cpu_i_buffer.data());
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}
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else
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{
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// The index buffer is part of the VAO state, therefore we need to bind it first.
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const GLVertexFormat* vertex_format =
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static_cast<GLVertexFormat*>(VertexLoaderManager::GetCurrentVertexFormat());
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ProgramShaderCache::BindVertexFormat(vertex_format);
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auto buffer = s_vertexBuffer->Map(MAXVBUFFERSIZE, stride);
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m_cur_buffer_pointer = m_base_buffer_pointer = buffer.first;
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m_end_buffer_pointer = buffer.first + MAXVBUFFERSIZE;
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s_baseVertex = buffer.second / stride;
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buffer = s_indexBuffer->Map(MAXIBUFFERSIZE * sizeof(u16));
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IndexGenerator::Start((u16*)buffer.first);
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s_index_offset = buffer.second;
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}
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}
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void VertexManager::Draw(u32 stride)
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{
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u32 index_size = IndexGenerator::GetIndexLen();
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u32 max_index = IndexGenerator::GetNumVerts();
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GLenum primitive_mode = 0;
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switch (m_current_primitive_type)
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{
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case PrimitiveType::Points:
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primitive_mode = GL_POINTS;
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break;
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case PrimitiveType::Lines:
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primitive_mode = GL_LINES;
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break;
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case PrimitiveType::Triangles:
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primitive_mode = GL_TRIANGLES;
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break;
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case PrimitiveType::TriangleStrip:
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primitive_mode = GL_TRIANGLE_STRIP;
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break;
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}
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if (g_ogl_config.bSupportsGLBaseVertex)
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{
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glDrawRangeElementsBaseVertex(primitive_mode, 0, max_index, index_size, GL_UNSIGNED_SHORT,
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(u8*)nullptr + s_index_offset, (GLint)s_baseVertex);
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}
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else
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{
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glDrawRangeElements(primitive_mode, 0, max_index, index_size, GL_UNSIGNED_SHORT,
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(u8*)nullptr + s_index_offset);
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}
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INCSTAT(stats.thisFrame.numDrawCalls);
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}
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void VertexManager::vFlush()
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{
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GLVertexFormat* nativeVertexFmt = (GLVertexFormat*)VertexLoaderManager::GetCurrentVertexFormat();
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u32 stride = nativeVertexFmt->GetVertexStride();
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PrepareDrawBuffers(stride);
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// upload global constants
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ProgramShaderCache::UploadConstants();
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if (::BoundingBox::active && !g_Config.BBoxUseFragmentShaderImplementation())
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{
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glEnable(GL_STENCIL_TEST);
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}
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if (m_current_pipeline_object)
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{
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g_renderer->SetPipeline(m_current_pipeline_object);
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Draw(stride);
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}
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if (::BoundingBox::active && !g_Config.BBoxUseFragmentShaderImplementation())
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{
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OGL::BoundingBox::StencilWasUpdated();
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glDisable(GL_STENCIL_TEST);
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}
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g_Config.iSaveTargetId++;
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ClearEFBCache();
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}
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} // namespace
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