277 lines
7.5 KiB
C++
277 lines
7.5 KiB
C++
// Copyright (C) 2003-2008 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 "D3DBase.h"
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#include "Common.h"
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#include "Globals.h"
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#include "VertexHandler.h"
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#include "OpcodeDecoding.h"
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#include "TransformEngine.h"
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#include "IndexGenerator.h"
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#include "BPStructs.h"
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#include "XFStructs.h"
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#include "ShaderManager.h"
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#include "Utils.h"
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using namespace D3D;
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//TODO(ector): remove and calculate inline?
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float shiftLookup[32];
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IndexGenerator indexGen;
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Collection CVertexHandler::collection;
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LPDIRECT3DVERTEXDECLARATION9 vDecl;
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D3DVertex *fakeVBuffer;
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u16 *fakeIBuffer;
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#define MAXVBUFFERSIZE 65536*3
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#define MAXIBUFFERSIZE 65536*3
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const D3DVERTEXELEMENT9 decl[] =
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{
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{ 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
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{ 0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0 },
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{ 0, 24, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 },
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{ 0, 28, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 1 },
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{ 0, 32+12*0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
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{ 0, 32+12*1, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1 },
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{ 0, 32+12*2, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2 },
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{ 0, 32+12*3, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 3 },
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{ 0, 32+12*4, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 4 },
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{ 0, 32+12*5, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 5 },
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{ 0, 32+12*6, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 6 },
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{ 0, 32+12*7, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 7 },
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D3DDECL_END()
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};
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void CVertexHandler::Init()
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{
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collection = C_NOTHING;
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for (int i = 0; i < 31; i++)
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shiftLookup[i] = 1.0f / float(1 << i);
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fakeVBuffer = new D3DVertex[65536];
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fakeIBuffer = new u16[65536];
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CreateDeviceObjects();
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}
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void CVertexHandler::Shutdown()
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{
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DestroyDeviceObjects();
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delete [] fakeVBuffer;
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delete [] fakeIBuffer;
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}
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void CVertexHandler::CreateDeviceObjects()
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{
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HRESULT hr;
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if( FAILED( hr = D3D::dev->CreateVertexDeclaration( decl, &vDecl) ) )
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{
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MessageBox(0,"Failed to create vertex declaration","sdfsd",0);
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return;
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}
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}
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void CVertexHandler::BeginFrame()
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{
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D3D::dev->SetVertexDeclaration(vDecl);
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//D3D::dev->SetStreamSource(0,vBuffer,0,sizeof(D3DVertex));
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}
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void CVertexHandler::DestroyDeviceObjects()
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{
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if (vDecl)
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vDecl->Release();
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vDecl=0;
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}
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void CVertexHandler::AddIndices(int _primitive, int _numVertices)
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{
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switch(_primitive) {
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case GX_DRAW_QUADS: indexGen.AddQuads(_numVertices); return;
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case GX_DRAW_TRIANGLES: indexGen.AddList(_numVertices); return;
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case GX_DRAW_TRIANGLE_STRIP: indexGen.AddStrip(_numVertices); return;
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case GX_DRAW_TRIANGLE_FAN: indexGen.AddFan(_numVertices); return;
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case GX_DRAW_LINE_STRIP: indexGen.AddLineStrip(_numVertices); return;
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case GX_DRAW_LINES: indexGen.AddLineList(_numVertices); return;
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case GX_DRAW_POINTS: indexGen.AddPointList(_numVertices); return;
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}
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}
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const Collection collectionTypeLUT[8] =
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{
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C_TRIANGLES,//quads
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C_NOTHING, //nothing
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C_TRIANGLES,//triangles
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C_TRIANGLES,//strip
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C_TRIANGLES,//fan
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C_LINES, //lines
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C_LINES, //linestrip
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C_POINTS //guess :P
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};
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D3DVertex *vbufferwrite;
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void CVertexHandler::DrawVertices(int _primitive, int _numVertices, const DecodedVArray *varray)
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{
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if (_numVertices <= 0) //This check is pretty stupid...
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return;
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Collection type = collectionTypeLUT[_primitive];
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if (type == C_NOTHING)
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return;
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DVSTARTPROFILE();
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_assert_msg_(type != C_NOTHING, "type == C_NOTHING!!", "WTF");
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if (indexGen.GetNumVerts() > 1000) // TODO(ector): Raise?
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Flush();
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ADDSTAT(stats.thisFrame.numPrims, _numVertices);
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if (collection != type)
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{
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//We are NOT collecting the right type.
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Flush();
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collection = type;
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u16 *ptr = 0;
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if (type != C_POINTS)
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{
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ptr = fakeIBuffer;
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indexGen.Start((unsigned short*)ptr);
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AddIndices(_primitive,_numVertices);
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}
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vbufferwrite = fakeVBuffer;
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if (_numVertices >= MAXVBUFFERSIZE)
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MessageBox(NULL, "To much vertices for the buffer", "Video.DLL", MB_OK);
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CTransformEngine::TransformVertices(_numVertices,varray,vbufferwrite);
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}
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else //We are collecting the right type, keep going
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{
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_assert_msg_(vbufferwrite!=0, "collecting: vbufferwrite == 0!","WTF");
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INCSTAT(stats.numJoins);
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//Success, keep adding to unlocked buffer
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int last=indexGen.GetNumVerts();
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AddIndices(_primitive,_numVertices);
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if (_numVertices >= MAXVBUFFERSIZE)
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MessageBox(NULL, "Too many vertices for the buffer", "Video.DLL", MB_OK);
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CTransformEngine::TransformVertices(_numVertices,varray,vbufferwrite + last);
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}
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}
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const D3DPRIMITIVETYPE pts[3] =
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{
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D3DPT_POINTLIST, //DUMMY
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D3DPT_TRIANGLELIST,
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D3DPT_LINELIST,
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};
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void CVertexHandler::Flush()
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{
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DVSTARTPROFILE();
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if (collection != C_NOTHING)
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{
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ActivateTextures();
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int numVertices = indexGen.GetNumVerts();
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if (numVertices != 0)
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{
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PShaderCache::SetShader(); // TODO(ector): only do this if shader has changed
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VShaderCache::SetShader(); // TODO(ector): only do this if shader has changed
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if (collection != C_POINTS)
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{
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int numPrimitives = indexGen.GetNumPrims();
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D3D::dev->DrawIndexedPrimitiveUP(pts[(int)collection],
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0,
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numVertices,
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numPrimitives,
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fakeIBuffer,
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D3DFMT_INDEX16,
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fakeVBuffer,
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sizeof(D3DVertex));
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}
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else
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{
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D3D::dev->SetIndices(0);
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// D3D::dev->DrawPrimitiveUP(D3DPT_POINTLIST,
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// numVertices,
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// fakeVBuffer,
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// sizeof(D3DVertex));
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Renderer::DrawPrimitiveUP( D3DPT_POINTLIST, numVertices, fakeVBuffer, sizeof(D3DVertex) );
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}
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}
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collection = C_NOTHING;
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}
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}
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/*
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char szTmp[256];
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sprintf(szTmp, "Batch size : %i",_numVertices);
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g_VideoInitialize.pLog(szTmp);
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char szTemp[256];
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sprintf(szTemp, "count: %i", count);
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SendMessage(g_VideoInitialize.hStatusBar, SB_SETTEXT,0,(LPARAM)szTemp);
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static bool bWaitStep = false;
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if (count == 24800)
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{
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bWaitStep = true;
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Renderer::Flush();
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}
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if (GetAsyncKeyState('J'))
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bWaitStep = true;
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if (GetAsyncKeyState('U'))
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bWaitStep = false;
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if (bWaitStep)
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{
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static bool bKey = false;
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while (GetAsyncKeyState('H') == 0)
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{
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if (GetAsyncKeyState(VK_SPACE))
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_asm int 3;
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if (GetAsyncKeyState('U'))
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{
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bWaitStep = false;
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break;
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}
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}
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Renderer::Flush();
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// wait for key release
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while (GetAsyncKeyState ('H')){
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};
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}
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}
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*/
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// old = bpmem.combiners[0].colorC.hex;
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