240 lines
6.3 KiB
C++
240 lines
6.3 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 "Common.h"
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#include "D3DBase.h"
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#include "Statistics.h"
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#include "Profiler.h"
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#include "VertexManager.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 "VertexShaderManager.h"
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#include "PixelShaderManager.h"
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#include "Utils.h"
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using namespace D3D;
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namespace VertexManager
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{
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enum Collection
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{
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C_NOTHING=0,
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C_TRIANGLES=1,
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C_LINES=2,
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C_POINTS=3
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};
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static IndexGenerator indexGen;
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static Collection collection;
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static LPDIRECT3DVERTEXDECLARATION9 vDecl;
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static D3DVertex *fakeVBuffer;
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static 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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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 CreateDeviceObjects();
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void DestroyDeviceObjects();
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bool Init()
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{
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collection = C_NOTHING;
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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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return true;
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}
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void 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 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 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 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 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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void AddVertices(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.thisFrame.numPrimitiveJoins);
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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 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, 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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} // namespace
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