362 lines
12 KiB
C++
362 lines
12 KiB
C++
#include "Globals.h"
|
|
|
|
#include <fstream>
|
|
#include <vector>
|
|
|
|
#include "Config.h"
|
|
#include "Statistics.h"
|
|
#include "MemoryUtil.h"
|
|
#include "Profiler.h"
|
|
#include "Render.h"
|
|
#include "ImageWrite.h"
|
|
#include "BPMemory.h"
|
|
#include "TextureMngr.h"
|
|
#include "PixelShaderManager.h"
|
|
#include "VertexShaderManager.h"
|
|
#include "VertexShader.h"
|
|
#include "VertexLoader.h"
|
|
#include "VertexManager.h"
|
|
|
|
#define MAX_BUFFER_SIZE 0x4000
|
|
|
|
// internal state for loading vertices
|
|
extern NativeVertexFormat *g_nativeVertexFmt;
|
|
|
|
namespace VertexManager
|
|
{
|
|
|
|
static GLuint s_vboBuffers[0x40] = {0};
|
|
static int s_nCurVBOIndex = 0; // current free buffer
|
|
static u8 *s_pBaseBufferPointer = NULL;
|
|
static std::vector< std::pair<int, int> > s_vStoredPrimitives; // every element, mode and count to be passed to glDrawArrays
|
|
static u32 s_prevcomponents; // previous state set
|
|
|
|
u8* s_pCurBufferPointer = NULL;
|
|
|
|
|
|
static const GLenum c_primitiveType[8] =
|
|
{
|
|
GL_QUADS,
|
|
0, //nothing
|
|
GL_TRIANGLES,
|
|
GL_TRIANGLE_STRIP,
|
|
GL_TRIANGLE_FAN,
|
|
GL_LINES,
|
|
GL_LINE_STRIP,
|
|
GL_POINTS
|
|
};
|
|
|
|
bool Init()
|
|
{
|
|
Destroy();
|
|
|
|
s_prevcomponents = 0;
|
|
s_pBaseBufferPointer = (u8*)AllocateMemoryPages(MAX_BUFFER_SIZE);
|
|
s_pCurBufferPointer = s_pBaseBufferPointer;
|
|
|
|
s_nCurVBOIndex = 0;
|
|
glGenBuffers(ARRAYSIZE(s_vboBuffers), s_vboBuffers);
|
|
for (u32 i = 0; i < ARRAYSIZE(s_vboBuffers); ++i) {
|
|
glBindBuffer(GL_ARRAY_BUFFER, s_vboBuffers[i]);
|
|
glBufferData(GL_ARRAY_BUFFER, MAX_BUFFER_SIZE, NULL, GL_STREAM_DRAW);
|
|
}
|
|
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
g_nativeVertexFmt = NULL;
|
|
s_vStoredPrimitives.reserve(1000);
|
|
GL_REPORT_ERRORD();
|
|
|
|
return true;
|
|
}
|
|
|
|
void Destroy()
|
|
{
|
|
FreeMemoryPages(s_pBaseBufferPointer, MAX_BUFFER_SIZE); s_pBaseBufferPointer = s_pCurBufferPointer = NULL;
|
|
glDeleteBuffers(ARRAYSIZE(s_vboBuffers), s_vboBuffers);
|
|
memset(s_vboBuffers, 0, sizeof(s_vboBuffers));
|
|
|
|
s_vStoredPrimitives.resize(0);
|
|
s_nCurVBOIndex = 0;
|
|
ResetBuffer();
|
|
}
|
|
|
|
void ResetBuffer()
|
|
{
|
|
s_nCurVBOIndex = (s_nCurVBOIndex + 1) % ARRAYSIZE(s_vboBuffers);
|
|
s_pCurBufferPointer = s_pBaseBufferPointer;
|
|
s_vStoredPrimitives.resize(0);
|
|
}
|
|
|
|
void ResetComponents()
|
|
{
|
|
s_prevcomponents = 0;
|
|
glDisableVertexAttribArray(SHADER_POSMTX_ATTRIB);
|
|
glDisableClientState(GL_NORMAL_ARRAY);
|
|
glDisableVertexAttribArray(SHADER_NORM1_ATTRIB);
|
|
glDisableVertexAttribArray(SHADER_NORM2_ATTRIB);
|
|
glDisableClientState(GL_COLOR_ARRAY);
|
|
glDisableClientState(GL_SECONDARY_COLOR_ARRAY);
|
|
for (int i = 0; i < 8; i++)
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
}
|
|
|
|
int GetRemainingSize()
|
|
{
|
|
return MAX_BUFFER_SIZE - (int)(s_pCurBufferPointer - s_pBaseBufferPointer);
|
|
}
|
|
|
|
void AddVertices(int primitive, int numvertices)
|
|
{
|
|
_assert_( numvertices > 0 );
|
|
|
|
ADDSTAT(stats.thisFrame.numPrims, numvertices);
|
|
s_vStoredPrimitives.push_back(std::pair<int, int>(c_primitiveType[primitive], numvertices));
|
|
|
|
#ifdef _DEBUG
|
|
static const char *sprims[8] = {"quads", "nothing", "tris", "tstrip", "tfan", "lines", "lstrip", "points"};
|
|
PRIM_LOG("prim: %s, c=%d\n", sprims[primitive], numvertices);
|
|
#endif
|
|
}
|
|
|
|
void Flush()
|
|
{
|
|
if (s_vStoredPrimitives.size() == 0)
|
|
return;
|
|
|
|
_assert_(s_pCurBufferPointer != s_pBaseBufferPointer);
|
|
|
|
#ifdef _DEBUG
|
|
PRIM_LOG("frame%d:\ncomps=0x%x, texgen=%d, numchan=%d, dualtex=%d, ztex=%d, cole=%d, alpe=%d, ze=%d\n", g_Config.iSaveTargetId, s_prevcomponents, xfregs.numTexGens,
|
|
xfregs.nNumChans, (int)xfregs.bEnableDualTexTransform, bpmem.ztex2.op,
|
|
bpmem.blendmode.colorupdate, bpmem.blendmode.alphaupdate, bpmem.zmode.updateenable);
|
|
for (int i = 0; i < xfregs.nNumChans; ++i) {
|
|
LitChannel* ch = &xfregs.colChans[i].color;
|
|
PRIM_LOG("colchan%d: matsrc=%d, light=0x%x, ambsrc=%d, diffunc=%d, attfunc=%d\n", i, ch->matsource, ch->GetFullLightMask(), ch->ambsource, ch->diffusefunc, ch->attnfunc);
|
|
ch = &xfregs.colChans[i].alpha;
|
|
PRIM_LOG("alpchan%d: matsrc=%d, light=0x%x, ambsrc=%d, diffunc=%d, attfunc=%d\n", i, ch->matsource, ch->GetFullLightMask(), ch->ambsource, ch->diffusefunc, ch->attnfunc);
|
|
}
|
|
|
|
for (int i = 0; i < xfregs.numTexGens; ++i) {
|
|
TexMtxInfo tinfo = xfregs.texcoords[i].texmtxinfo;
|
|
if (tinfo.texgentype != XF_TEXGEN_EMBOSS_MAP ) tinfo.hex &= 0x7ff;
|
|
if (tinfo.texgentype != XF_TEXGEN_REGULAR ) tinfo.projection = 0;
|
|
|
|
PRIM_LOG("txgen%d: proj=%d, input=%d, gentype=%d, srcrow=%d, embsrc=%d, emblght=%d, postmtx=%d, postnorm=%d\n",
|
|
i, tinfo.projection, tinfo.inputform, tinfo.texgentype, tinfo.sourcerow, tinfo.embosssourceshift, tinfo.embosslightshift,
|
|
xfregs.texcoords[i].postmtxinfo.index, xfregs.texcoords[i].postmtxinfo.normalize);
|
|
}
|
|
|
|
PRIM_LOG("pixel: tev=%d, ind=%d, texgen=%d, dstalpha=%d, alphafunc=0x%x\n", bpmem.genMode.numtevstages+1, bpmem.genMode.numindstages,
|
|
bpmem.genMode.numtexgens, (u32)bpmem.dstalpha.enable, (bpmem.alphaFunc.hex>>16)&0xff);
|
|
#endif
|
|
|
|
DVSTARTPROFILE();
|
|
|
|
GL_REPORT_ERRORD();
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, s_vboBuffers[s_nCurVBOIndex]);
|
|
glBufferData(GL_ARRAY_BUFFER, s_pCurBufferPointer - s_pBaseBufferPointer, s_pBaseBufferPointer, GL_STREAM_DRAW);
|
|
GL_REPORT_ERRORD();
|
|
|
|
// setup the pointers
|
|
g_nativeVertexFmt->SetupVertexPointers();
|
|
GL_REPORT_ERRORD();
|
|
|
|
// set the textures
|
|
{
|
|
DVSTARTSUBPROFILE("VertexManager::Flush:textures");
|
|
|
|
u32 usedtextures = 0;
|
|
for (u32 i = 0; i < (u32)bpmem.genMode.numtevstages + 1; ++i) {
|
|
if (bpmem.tevorders[i/2].getEnable(i & 1))
|
|
usedtextures |= 1 << bpmem.tevorders[i/2].getTexMap(i & 1);
|
|
}
|
|
|
|
if (bpmem.genMode.numindstages > 0) {
|
|
for (u32 i = 0; i < (u32)bpmem.genMode.numtevstages + 1; ++i) {
|
|
if (bpmem.tevind[i].IsActive() && bpmem.tevind[i].bt < bpmem.genMode.numindstages) {
|
|
usedtextures |= 1 << bpmem.tevindref.getTexMap(bpmem.tevind[i].bt);
|
|
}
|
|
}
|
|
}
|
|
|
|
u32 nonpow2tex = 0;
|
|
for (int i = 0; i < 8; i++) {
|
|
if (usedtextures & (1 << i)) {
|
|
glActiveTexture(GL_TEXTURE0 + i);
|
|
|
|
FourTexUnits &tex = bpmem.tex[i >> 2];
|
|
TextureMngr::TCacheEntry* tentry = TextureMngr::Load(i, (tex.texImage3[i&3].image_base/* & 0x1FFFFF*/) << 5,
|
|
tex.texImage0[i&3].width+1, tex.texImage0[i&3].height+1,
|
|
tex.texImage0[i&3].format, tex.texTlut[i&3].tmem_offset<<9, tex.texTlut[i&3].tlut_format);
|
|
|
|
if (tentry != NULL) {
|
|
// texture loaded fine, set dims for pixel shader
|
|
if (tentry->isNonPow2) {
|
|
PixelShaderMngr::SetTexDims(i, tentry->w, tentry->h, tentry->mode.wrap_s, tentry->mode.wrap_t);
|
|
nonpow2tex |= 1 << i;
|
|
if (tentry->mode.wrap_s > 0) nonpow2tex |= 1 << (8 + i);
|
|
if (tentry->mode.wrap_t > 0) nonpow2tex |= 1 << (16 + i);
|
|
TextureMngr::EnableTexRECT(i);
|
|
}
|
|
// if texture is power of two, set to ones (since don't need scaling)
|
|
else
|
|
{
|
|
PixelShaderMngr::SetTexDims(i, tentry->w, tentry->h, 0, 0);
|
|
TextureMngr::EnableTex2D(i);
|
|
}
|
|
if (g_Config.iLog & CONF_PRIMLOG) {
|
|
// save the textures
|
|
char strfile[255];
|
|
sprintf(strfile, "frames/tex%.3d_%d.tga", g_Config.iSaveTargetId, i);
|
|
SaveTexture(strfile, tentry->isNonPow2?GL_TEXTURE_RECTANGLE_ARB:GL_TEXTURE_2D, tentry->texture, tentry->w, tentry->h);
|
|
}
|
|
}
|
|
else {
|
|
ERROR_LOG("error loading tex\n");
|
|
TextureMngr::DisableStage(i); // disable since won't be used
|
|
}
|
|
}
|
|
else {
|
|
TextureMngr::DisableStage(i); // disable since won't be used
|
|
}
|
|
}
|
|
|
|
PixelShaderMngr::SetTexturesUsed(nonpow2tex);
|
|
}
|
|
|
|
FRAGMENTSHADER* ps = PixelShaderMngr::GetShader();
|
|
VERTEXSHADER* vs = VertexShaderMngr::GetShader(s_prevcomponents);
|
|
//if (!ps) PanicAlert("Pixel shader = 0. Argh.");
|
|
//if (!vs) PanicAlert("Vertex shader = 0. Argh.");
|
|
|
|
bool bRestoreBuffers = false;
|
|
if (Renderer::GetZBufferTarget()) {
|
|
if (bpmem.zmode.updateenable) {
|
|
if (!bpmem.blendmode.colorupdate) {
|
|
Renderer::SetRenderMode(bpmem.blendmode.alphaupdate?Renderer::RM_ZBufferAlpha:Renderer::RM_ZBufferOnly);
|
|
}
|
|
}
|
|
else {
|
|
Renderer::SetRenderMode(Renderer::RM_Normal);
|
|
// remove temporarily
|
|
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
|
|
bRestoreBuffers = true;
|
|
}
|
|
} else {
|
|
Renderer::SetRenderMode(Renderer::RM_Normal);
|
|
}
|
|
|
|
// set global constants
|
|
VertexShaderMngr::SetConstants();
|
|
PixelShaderMngr::SetConstants();
|
|
|
|
// finally bind
|
|
|
|
// TODO - cache progid, check if same as before. Maybe GL does this internally, though.
|
|
// This is the really annoying problem with GL - you never know whether it's worth caching stuff yourself.
|
|
if (vs) glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vs->glprogid);
|
|
if (ps) glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ps->glprogid); // Lego Star Wars crashes here.
|
|
|
|
#ifdef _DEBUG
|
|
PRIM_LOG("\n");
|
|
#endif
|
|
|
|
int offset = 0;
|
|
for (std::vector< std::pair<int, int> >::const_iterator it = s_vStoredPrimitives.begin(); it != s_vStoredPrimitives.end(); ++it)
|
|
{
|
|
glDrawArrays(it->first, offset, it->second);
|
|
offset += it->second;
|
|
}
|
|
|
|
#ifdef _DEBUG
|
|
if (g_Config.iLog & CONF_PRIMLOG) {
|
|
// save the shaders
|
|
char strfile[255];
|
|
sprintf(strfile, "frames/ps%.3d.txt", g_Config.iSaveTargetId);
|
|
std::ofstream fps(strfile);
|
|
fps << ps->strprog.c_str();
|
|
sprintf(strfile, "frames/vs%.3d.txt", g_Config.iSaveTargetId);
|
|
std::ofstream fvs(strfile);
|
|
fvs << vs->strprog.c_str();
|
|
}
|
|
|
|
if (g_Config.iLog & CONF_SAVETARGETS) {
|
|
char str[128];
|
|
sprintf(str, "frames/targ%.3d.tga", g_Config.iSaveTargetId);
|
|
Renderer::SaveRenderTarget(str, 0);
|
|
}
|
|
#endif
|
|
g_Config.iSaveTargetId++;
|
|
|
|
GL_REPORT_ERRORD();
|
|
|
|
if (bRestoreBuffers) {
|
|
GLenum s_drawbuffers[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
|
|
glDrawBuffers(2, s_drawbuffers);
|
|
SetColorMask();
|
|
}
|
|
|
|
ResetBuffer();
|
|
}
|
|
|
|
// This should move into NativeVertexFormat
|
|
void EnableComponents(u32 components)
|
|
{
|
|
if (s_prevcomponents != components) {
|
|
if (s_vStoredPrimitives.size() != 0)
|
|
VertexManager::Flush();
|
|
|
|
// matrices
|
|
if ((components & VB_HAS_POSMTXIDX) != (s_prevcomponents & VB_HAS_POSMTXIDX)) {
|
|
if (components & VB_HAS_POSMTXIDX)
|
|
glEnableVertexAttribArray(SHADER_POSMTX_ATTRIB);
|
|
else
|
|
glDisableVertexAttribArray(SHADER_POSMTX_ATTRIB);
|
|
}
|
|
|
|
// normals
|
|
if ((components & VB_HAS_NRM0) != (s_prevcomponents & VB_HAS_NRM0)) {
|
|
if (components & VB_HAS_NRM0)
|
|
glEnableClientState(GL_NORMAL_ARRAY);
|
|
else
|
|
glDisableClientState(GL_NORMAL_ARRAY);
|
|
}
|
|
if ((components & VB_HAS_NRM1) != (s_prevcomponents & VB_HAS_NRM1)) {
|
|
if (components & VB_HAS_NRM1) {
|
|
glEnableVertexAttribArray(SHADER_NORM1_ATTRIB);
|
|
glEnableVertexAttribArray(SHADER_NORM2_ATTRIB);
|
|
}
|
|
else {
|
|
glDisableVertexAttribArray(SHADER_NORM1_ATTRIB);
|
|
glDisableVertexAttribArray(SHADER_NORM2_ATTRIB);
|
|
}
|
|
}
|
|
|
|
// color
|
|
for (int i = 0; i < 2; ++i) {
|
|
if ((components & (VB_HAS_COL0 << i)) != (s_prevcomponents & (VB_HAS_COL0 << i))) {
|
|
if (components & (VB_HAS_COL0 << 0))
|
|
glEnableClientState(i ? GL_SECONDARY_COLOR_ARRAY : GL_COLOR_ARRAY);
|
|
else
|
|
glDisableClientState(i ? GL_SECONDARY_COLOR_ARRAY : GL_COLOR_ARRAY);
|
|
}
|
|
}
|
|
|
|
// tex
|
|
for (int i = 0; i < 8; ++i) {
|
|
if ((components & (VB_HAS_UV0 << i)) != (s_prevcomponents & (VB_HAS_UV0 << i))) {
|
|
glClientActiveTexture(GL_TEXTURE0 + i);
|
|
if (components & (VB_HAS_UV0 << i))
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
else
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
}
|
|
}
|
|
|
|
s_prevcomponents = components;
|
|
}
|
|
}
|
|
|
|
} // namespace
|