dolphin/Source/Plugins/Plugin_VideoOGL/Src/VertexLoader.h

194 lines
6.3 KiB
C++

// Copyright (C) 2003-2008 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/
#ifndef _VERTEXLOADER_H
#define _VERTEXLOADER_H
#include <vector>
#define SHADER_POSMTX_ATTRIB 1
#define SHADER_NORM1_ATTRIB 6
#define SHADER_NORM2_ATTRIB 7
using namespace std;
#include "CPMemory.h"
#include "DataReader.h"
#define LOADERDECL __cdecl
typedef void (LOADERDECL *TPipelineFunction)(void*);
// m_components
enum {
VB_HAS_POSMTXIDX =(1<<1),
VB_HAS_TEXMTXIDX0=(1<<2),
VB_HAS_TEXMTXIDX1=(1<<3),
VB_HAS_TEXMTXIDX2=(1<<4),
VB_HAS_TEXMTXIDX3=(1<<5),
VB_HAS_TEXMTXIDX4=(1<<6),
VB_HAS_TEXMTXIDX5=(1<<7),
VB_HAS_TEXMTXIDX6=(1<<8),
VB_HAS_TEXMTXIDX7=(1<<9),
VB_HAS_TEXMTXIDXALL=(0xff<<2),
//VB_HAS_POS=0, // Implied, it always has pos! don't bother testing
VB_HAS_NRM0=(1<<10),
VB_HAS_NRM1=(1<<11),
VB_HAS_NRM2=(1<<12),
VB_HAS_NRMALL=(7<<10),
VB_HAS_COL0=(1<<13),
VB_HAS_COL1=(1<<14),
VB_HAS_UV0=(1<<15),
VB_HAS_UV1=(1<<16),
VB_HAS_UV2=(1<<17),
VB_HAS_UV3=(1<<18),
VB_HAS_UV4=(1<<19),
VB_HAS_UV5=(1<<20),
VB_HAS_UV6=(1<<21),
VB_HAS_UV7=(1<<22),
VB_HAS_UVALL=(0xff<<15),
VB_HAS_UVTEXMTXSHIFT=13,
};
// There are 8 of these. Most games only use the first, and just reconfigure it all the time
// as needed, unfortunately.
class VertexLoader
{
public:
enum
{
NRM_ZERO = 0,
NRM_ONE = 1,
NRM_THREE = 3
};
private:
TPipelineFunction m_PipelineStates[32];
int m_numPipelineStates;
int m_VertexSize; // number of bytes of a raw vertex
int m_counter;
int m_VBVertexStride, m_VBStridePad; // stride of a vertex to send to the GPU
u32 m_components; // VB_HAS_X
UVAT_group0 m_group0;
UVAT_group1 m_group1;
UVAT_group2 m_group2;
vector<int> m_vtexmap; // tex index map
TVtxAttr m_VtxAttr; //Decoded into easy format
u8* m_compiledCode;
//common for all loaders
TVtxDesc m_VtxDesc;
void SetupColor(int num, int _iMode, int _iFormat, int _iElements);
void SetupTexCoord(int num, int _iMode, int _iFormat, int _iElements, int _iFrac);
// The 3 possible values (0, 1, 2) should be documented here.
int m_AttrDirty;
public:
// constructor
VertexLoader();
~VertexLoader();
// run the pipeline
void ProcessFormat();
void PrepareRun();
void RunVertices(int primitive, int count);
void WriteCall(void (LOADERDECL *func)(void *));
int GetGCVertexSize() const { _assert_( !m_AttrDirty ); return m_VertexSize; }
int GetVBVertexStride() const { _assert_( !m_AttrDirty); return m_VBVertexStride; }
int ComputeVertexSize();
// SetVAT_group
// ignore PosFrac, texCoord[i].Frac
void SetVAT_group0(u32 _group0)
{
if ((m_group0.Hex & ~0x3e0001f0) != (_group0 & ~0x3e0001f0)) {
m_AttrDirty = 2;
}
m_group0.Hex = _group0;
m_VtxAttr.PosElements = m_group0.PosElements;
m_VtxAttr.PosFormat = m_group0.PosFormat;
m_VtxAttr.PosFrac = m_group0.PosFrac;
m_VtxAttr.NormalElements = m_group0.NormalElements;
m_VtxAttr.NormalFormat = m_group0.NormalFormat;
m_VtxAttr.color[0].Elements = m_group0.Color0Elements;
m_VtxAttr.color[0].Comp = m_group0.Color0Comp;
m_VtxAttr.color[1].Elements = m_group0.Color1Elements;
m_VtxAttr.color[1].Comp = m_group0.Color1Comp;
m_VtxAttr.texCoord[0].Elements = m_group0.Tex0CoordElements;
m_VtxAttr.texCoord[0].Format = m_group0.Tex0CoordFormat;
m_VtxAttr.texCoord[0].Frac = m_group0.Tex0Frac;
m_VtxAttr.ByteDequant = m_group0.ByteDequant;
m_VtxAttr.NormalIndex3 = m_group0.NormalIndex3;
};
void SetVAT_group1(u32 _group1)
{
if ((m_group1.Hex & ~0x7c3e1f0) != (_group1 & ~0x7c3e1f0)) {
m_AttrDirty = 2;
}
m_group1.Hex = _group1;
m_VtxAttr.texCoord[1].Elements = m_group1.Tex1CoordElements;
m_VtxAttr.texCoord[1].Format = m_group1.Tex1CoordFormat;
m_VtxAttr.texCoord[1].Frac = m_group1.Tex1Frac;
m_VtxAttr.texCoord[2].Elements = m_group1.Tex2CoordElements;
m_VtxAttr.texCoord[2].Format = m_group1.Tex2CoordFormat;
m_VtxAttr.texCoord[2].Frac = m_group1.Tex2Frac;
m_VtxAttr.texCoord[3].Elements = m_group1.Tex3CoordElements;
m_VtxAttr.texCoord[3].Format = m_group1.Tex3CoordFormat;
m_VtxAttr.texCoord[3].Frac = m_group1.Tex3Frac;
m_VtxAttr.texCoord[4].Elements = m_group1.Tex4CoordElements;
m_VtxAttr.texCoord[4].Format = m_group1.Tex4CoordFormat;
};
void SetVAT_group2(u32 _group2)
{
if ((m_group2.Hex & ~0xf87c3e1f) != (_group2 & ~0xf87c3e1f)) {
m_AttrDirty = 2;
}
m_group2.Hex = _group2;
m_VtxAttr.texCoord[4].Frac = m_group2.Tex4Frac;
m_VtxAttr.texCoord[5].Elements = m_group2.Tex5CoordElements;
m_VtxAttr.texCoord[5].Format = m_group2.Tex5CoordFormat;
m_VtxAttr.texCoord[5].Frac = m_group2.Tex5Frac;
m_VtxAttr.texCoord[6].Elements = m_group2.Tex6CoordElements;
m_VtxAttr.texCoord[6].Format = m_group2.Tex6CoordFormat;
m_VtxAttr.texCoord[6].Frac = m_group2.Tex6Frac;
m_VtxAttr.texCoord[7].Elements = m_group2.Tex7CoordElements;
m_VtxAttr.texCoord[7].Format = m_group2.Tex7CoordFormat;
m_VtxAttr.texCoord[7].Frac = m_group2.Tex7Frac;
};
};
extern VertexLoader g_VertexLoaders[8];
#endif