309 lines
8.6 KiB
C++
309 lines
8.6 KiB
C++
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#include "Common.h"
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#include "Statistics.h"
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#include "OpcodeDecoding.h"
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#include "IndexGenerator.h"
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#include "VertexShaderManager.h"
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#include "PixelShaderManager.h"
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#include "NativeVertexFormat.h"
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#include "TextureCacheBase.h"
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#include "RenderBase.h"
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#include "VertexManagerBase.h"
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VertexManager *g_vertex_manager;
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u8 *VertexManager::s_pCurBufferPointer;
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u8 *VertexManager::s_pBaseBufferPointer;
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u8 *VertexManager::LocalVBuffer;
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u16 *VertexManager::TIBuffer;
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u16 *VertexManager::LIBuffer;
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u16 *VertexManager::PIBuffer;
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bool VertexManager::Flushed;
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VertexManager::VertexManager()
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{
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Flushed = false;
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LocalVBuffer = new u8[MAXVBUFFERSIZE];
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s_pCurBufferPointer = s_pBaseBufferPointer = LocalVBuffer;
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TIBuffer = new u16[MAXIBUFFERSIZE];
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LIBuffer = new u16[MAXIBUFFERSIZE];
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PIBuffer = new u16[MAXIBUFFERSIZE];
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IndexGenerator::Start(TIBuffer, LIBuffer, PIBuffer);
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}
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void VertexManager::ResetBuffer()
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{
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s_pCurBufferPointer = LocalVBuffer;
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}
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VertexManager::~VertexManager()
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{
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delete[] LocalVBuffer;
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delete[] TIBuffer;
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delete[] LIBuffer;
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delete[] PIBuffer;
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// TODO: necessary??
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ResetBuffer();
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}
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void VertexManager::AddIndices(int primitive, int numVertices)
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{
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//switch (primitive)
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//{
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//case GX_DRAW_QUADS: IndexGenerator::AddQuads(numVertices); break;
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//case GX_DRAW_TRIANGLES: IndexGenerator::AddList(numVertices); break;
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//case GX_DRAW_TRIANGLE_STRIP: IndexGenerator::AddStrip(numVertices); break;
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//case GX_DRAW_TRIANGLE_FAN: IndexGenerator::AddFan(numVertices); break;
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//case GX_DRAW_LINES: IndexGenerator::AddLineList(numVertices); break;
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//case GX_DRAW_LINE_STRIP: IndexGenerator::AddLineStrip(numVertices); break;
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//case GX_DRAW_POINTS: IndexGenerator::AddPoints(numVertices); break;
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//}
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static void (*const primitive_table[])(int) =
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{
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IndexGenerator::AddQuads,
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NULL,
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IndexGenerator::AddList,
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IndexGenerator::AddStrip,
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IndexGenerator::AddFan,
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IndexGenerator::AddLineList,
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IndexGenerator::AddLineStrip,
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IndexGenerator::AddPoints,
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};
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primitive_table[primitive](numVertices);
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}
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int VertexManager::GetRemainingSize()
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{
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return MAXVBUFFERSIZE - (int)(s_pCurBufferPointer - LocalVBuffer);
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}
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int VertexManager::GetRemainingVertices(int primitive)
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{
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switch (primitive)
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{
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case GX_DRAW_QUADS:
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case GX_DRAW_TRIANGLES:
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case GX_DRAW_TRIANGLE_STRIP:
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case GX_DRAW_TRIANGLE_FAN:
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return (MAXIBUFFERSIZE - IndexGenerator::GetTriangleindexLen()) / 3;
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break;
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case GX_DRAW_LINES:
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case GX_DRAW_LINE_STRIP:
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return (MAXIBUFFERSIZE - IndexGenerator::GetLineindexLen()) / 2;
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break;
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case GX_DRAW_POINTS:
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return (MAXIBUFFERSIZE - IndexGenerator::GetPointindexLen());
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break;
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default:
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return 0;
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break;
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}
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}
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void VertexManager::AddVertices(int primitive, int numVertices)
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{
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if (numVertices <= 0)
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return;
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switch (primitive)
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{
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case GX_DRAW_QUADS:
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case GX_DRAW_TRIANGLES:
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case GX_DRAW_TRIANGLE_STRIP:
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case GX_DRAW_TRIANGLE_FAN:
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if (MAXIBUFFERSIZE - IndexGenerator::GetTriangleindexLen() < 3 * numVertices)
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Flush();
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break;
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case GX_DRAW_LINES:
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case GX_DRAW_LINE_STRIP:
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if (MAXIBUFFERSIZE - IndexGenerator::GetLineindexLen() < 2 * numVertices)
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Flush();
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break;
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case GX_DRAW_POINTS:
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if (MAXIBUFFERSIZE - IndexGenerator::GetPointindexLen() < numVertices)
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Flush();
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break;
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default:
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return;
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break;
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}
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if (Flushed)
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{
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IndexGenerator::Start(TIBuffer, LIBuffer, PIBuffer);
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Flushed = false;
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}
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ADDSTAT(stats.thisFrame.numPrims, numVertices);
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INCSTAT(stats.thisFrame.numPrimitiveJoins);
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AddIndices(primitive, numVertices);
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}
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void VertexManager::Flush()
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{
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g_vertex_manager->vFlush();
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}
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// TODO: need to merge more stuff into VideoCommon to use this
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#if (0)
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void VertexManager::Flush()
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{
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if (LocalVBuffer == s_pCurBufferPointer || Flushed)
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return;
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Flushed = true;
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VideoFifo_CheckEFBAccess();
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#if defined(_DEBUG) || defined(DEBUGFAST)
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PRIM_LOG("frame%d:\n texgen=%d, numchan=%d, dualtex=%d, ztex=%d, cole=%d, alpe=%d, ze=%d", g_ActiveConfig.iSaveTargetId, xfregs.numTexGens,
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xfregs.nNumChans, (int)xfregs.bEnableDualTexTransform, bpmem.ztex2.op,
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bpmem.blendmode.colorupdate, bpmem.blendmode.alphaupdate, bpmem.zmode.updateenable);
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for (int i = 0; i < xfregs.nNumChans; ++i)
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{
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LitChannel* ch = &xfregs.colChans[i].color;
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PRIM_LOG("colchan%d: matsrc=%d, light=0x%x, ambsrc=%d, diffunc=%d, attfunc=%d", i, ch->matsource, ch->GetFullLightMask(), ch->ambsource, ch->diffusefunc, ch->attnfunc);
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ch = &xfregs.colChans[i].alpha;
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PRIM_LOG("alpchan%d: matsrc=%d, light=0x%x, ambsrc=%d, diffunc=%d, attfunc=%d", i, ch->matsource, ch->GetFullLightMask(), ch->ambsource, ch->diffusefunc, ch->attnfunc);
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}
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for (int i = 0; i < xfregs.numTexGens; ++i)
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{
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TexMtxInfo tinfo = xfregs.texcoords[i].texmtxinfo;
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if (tinfo.texgentype != XF_TEXGEN_EMBOSS_MAP) tinfo.hex &= 0x7ff;
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if (tinfo.texgentype != XF_TEXGEN_REGULAR) tinfo.projection = 0;
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PRIM_LOG("txgen%d: proj=%d, input=%d, gentype=%d, srcrow=%d, embsrc=%d, emblght=%d, postmtx=%d, postnorm=%d",
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i, tinfo.projection, tinfo.inputform, tinfo.texgentype, tinfo.sourcerow, tinfo.embosssourceshift, tinfo.embosslightshift,
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xfregs.texcoords[i].postmtxinfo.index, xfregs.texcoords[i].postmtxinfo.normalize);
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}
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PRIM_LOG("pixel: tev=%d, ind=%d, texgen=%d, dstalpha=%d, alphafunc=0x%x", bpmem.genMode.numtevstages+1, bpmem.genMode.numindstages,
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bpmem.genMode.numtexgens, (u32)bpmem.dstalpha.enable, (bpmem.alphaFunc.hex>>16)&0xff);
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#endif
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u32 usedtextures = 0;
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for (u32 i = 0; i < (u32)bpmem.genMode.numtevstages + 1; ++i)
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if (bpmem.tevorders[i / 2].getEnable(i & 1))
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usedtextures |= 1 << bpmem.tevorders[i/2].getTexMap(i & 1);
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if (bpmem.genMode.numindstages > 0)
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for (u32 i = 0; i < (u32)bpmem.genMode.numtevstages + 1; ++i)
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if (bpmem.tevind[i].IsActive() && bpmem.tevind[i].bt < bpmem.genMode.numindstages)
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usedtextures |= 1 << bpmem.tevindref.getTexMap(bpmem.tevind[i].bt);
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for (u32 i = 0; i < 8; ++i)
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{
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if (usedtextures & (1 << i))
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{
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// TODO:
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//glActiveTexture(GL_TEXTURE0 + i);
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Renderer::SetSamplerState(i & 3, i >> 2);
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FourTexUnits &tex = bpmem.tex[i >> 2];
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TCacheEntry::TCacheEntryBase* tentry = TextureCache::Load(i,
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(tex.texImage3[i&3].image_base/* & 0x1FFFFF*/) << 5,
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tex.texImage0[i&3].width + 1, tex.texImage0[i&3].height + 1,
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tex.texImage0[i&3].format, tex.texTlut[i&3].tmem_offset<<9,
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tex.texTlut[i&3].tlut_format,
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(tex.texMode0[i&3].min_filter & 3) && (tex.texMode0[i&3].min_filter != 8) && g_ActiveConfig.bUseNativeMips,
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(tex.texMode1[i&3].max_lod >> 4));
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if (tentry)
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{
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// 0s are probably for no manual wrapping needed.
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PixelShaderManager::SetTexDims(i, tentry->nativeW, tentry->nativeH, 0, 0);
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// TODO:
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//if (g_ActiveConfig.iLog & CONF_SAVETEXTURES)
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//{
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// // save the textures
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// char strfile[255];
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// sprintf(strfile, "%stex%.3d_%d.tga", File::GetUserPath(D_DUMPFRAMES_IDX), g_Config.iSaveTargetId, i);
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// SaveTexture(strfile, GL_TEXTURE_2D, tentry->texture, tentry->w, tentry->h);
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//}
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}
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else
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ERROR_LOG(VIDEO, "error loading texture");
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}
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}
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// set global constants
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VertexShaderManager::SetConstants();
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PixelShaderManager::SetConstants();
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// finally bind
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if (false == PixelShaderCache::SetShader(false, g_nativeVertexFmt->m_components))
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goto shader_fail;
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if (false == VertexShaderCache::SetShader(g_nativeVertexFmt->m_components))
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goto shader_fail;
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const int stride = g_nativeVertexFmt->GetVertexStride();
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//if (g_nativeVertexFmt)
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g_nativeVertexFmt->SetupVertexPointers();
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g_vertex_manager->Draw(stride, false);
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// run through vertex groups again to set alpha
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if (false == g_ActiveConfig.bDstAlphaPass && bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate)
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{
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if (false == PixelShaderCache::SetShader(true, g_nativeVertexFmt->m_components))
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goto shader_fail;
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g_vertex_manager->Draw(stride, true);
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}
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// TODO:
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//IndexGenerator::Start(TIBuffer, LIBuffer, PIBuffer);
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#if defined(_DEBUG) || defined(DEBUGFAST)
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if (g_ActiveConfig.iLog & CONF_SAVESHADERS)
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{
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// save the shaders
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char strfile[255];
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sprintf(strfile, "%sps%.3d.txt", File::GetUserPath(D_DUMPFRAMES_IDX), g_ActiveConfig.iSaveTargetId);
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std::ofstream fps(strfile);
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fps << ps->strprog.c_str();
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sprintf(strfile, "%svs%.3d.txt", File::GetUserPath(D_DUMPFRAMES_IDX), g_ActiveConfig.iSaveTargetId);
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std::ofstream fvs(strfile);
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fvs << vs->strprog.c_str();
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}
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if (g_ActiveConfig.iLog & CONF_SAVETARGETS)
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{
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char str[128];
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sprintf(str, "%starg%.3d.tga", File::GetUserPath(D_DUMPFRAMES_IDX), g_ActiveConfig.iSaveTargetId);
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TargetRectangle tr;
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tr.left = 0;
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tr.right = Renderer::GetTargetWidth();
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tr.top = 0;
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tr.bottom = Renderer::GetTargetHeight();
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Renderer::SaveRenderTarget(str, tr);
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}
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#endif
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++g_Config.iSaveTargetId;
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shader_fail:
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ResetBuffer();
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}
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#endif
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