#include "Common.h" #include "Statistics.h" #include "OpcodeDecoding.h" #include "IndexGenerator.h" #include "VertexShaderManager.h" #include "PixelShaderManager.h" #include "NativeVertexFormat.h" #include "TextureCacheBase.h" #include "RenderBase.h" #include "VertexManagerBase.h" VertexManager *g_vertex_manager; u8 *VertexManager::s_pCurBufferPointer; u8 *VertexManager::s_pBaseBufferPointer; u8 *VertexManager::LocalVBuffer; u16 *VertexManager::TIBuffer; u16 *VertexManager::LIBuffer; u16 *VertexManager::PIBuffer; bool VertexManager::Flushed; VertexManager::VertexManager() { Flushed = false; LocalVBuffer = new u8[MAXVBUFFERSIZE]; s_pCurBufferPointer = s_pBaseBufferPointer = LocalVBuffer; TIBuffer = new u16[MAXIBUFFERSIZE]; LIBuffer = new u16[MAXIBUFFERSIZE]; PIBuffer = new u16[MAXIBUFFERSIZE]; IndexGenerator::Start(TIBuffer, LIBuffer, PIBuffer); } void VertexManager::ResetBuffer() { s_pCurBufferPointer = LocalVBuffer; } VertexManager::~VertexManager() { delete[] LocalVBuffer; delete[] TIBuffer; delete[] LIBuffer; delete[] PIBuffer; // TODO: necessary?? ResetBuffer(); } void VertexManager::AddIndices(int primitive, int numVertices) { //switch (primitive) //{ //case GX_DRAW_QUADS: IndexGenerator::AddQuads(numVertices); break; //case GX_DRAW_TRIANGLES: IndexGenerator::AddList(numVertices); break; //case GX_DRAW_TRIANGLE_STRIP: IndexGenerator::AddStrip(numVertices); break; //case GX_DRAW_TRIANGLE_FAN: IndexGenerator::AddFan(numVertices); break; //case GX_DRAW_LINES: IndexGenerator::AddLineList(numVertices); break; //case GX_DRAW_LINE_STRIP: IndexGenerator::AddLineStrip(numVertices); break; //case GX_DRAW_POINTS: IndexGenerator::AddPoints(numVertices); break; //} static void (*const primitive_table[])(int) = { IndexGenerator::AddQuads, NULL, IndexGenerator::AddList, IndexGenerator::AddStrip, IndexGenerator::AddFan, IndexGenerator::AddLineList, IndexGenerator::AddLineStrip, IndexGenerator::AddPoints, }; primitive_table[primitive](numVertices); } int VertexManager::GetRemainingSize() { return MAXVBUFFERSIZE - (int)(s_pCurBufferPointer - LocalVBuffer); } int VertexManager::GetRemainingVertices(int primitive) { switch (primitive) { case GX_DRAW_QUADS: case GX_DRAW_TRIANGLES: case GX_DRAW_TRIANGLE_STRIP: case GX_DRAW_TRIANGLE_FAN: return (MAXIBUFFERSIZE - IndexGenerator::GetTriangleindexLen()) / 3; break; case GX_DRAW_LINES: case GX_DRAW_LINE_STRIP: return (MAXIBUFFERSIZE - IndexGenerator::GetLineindexLen()) / 2; break; case GX_DRAW_POINTS: return (MAXIBUFFERSIZE - IndexGenerator::GetPointindexLen()); break; default: return 0; break; } } void VertexManager::AddVertices(int primitive, int numVertices) { if (numVertices <= 0) return; switch (primitive) { case GX_DRAW_QUADS: case GX_DRAW_TRIANGLES: case GX_DRAW_TRIANGLE_STRIP: case GX_DRAW_TRIANGLE_FAN: if (MAXIBUFFERSIZE - IndexGenerator::GetTriangleindexLen() < 3 * numVertices) Flush(); break; case GX_DRAW_LINES: case GX_DRAW_LINE_STRIP: if (MAXIBUFFERSIZE - IndexGenerator::GetLineindexLen() < 2 * numVertices) Flush(); break; case GX_DRAW_POINTS: if (MAXIBUFFERSIZE - IndexGenerator::GetPointindexLen() < numVertices) Flush(); break; default: return; break; } if (Flushed) { IndexGenerator::Start(TIBuffer, LIBuffer, PIBuffer); Flushed = false; } ADDSTAT(stats.thisFrame.numPrims, numVertices); INCSTAT(stats.thisFrame.numPrimitiveJoins); AddIndices(primitive, numVertices); } void VertexManager::Flush() { g_vertex_manager->vFlush(); } // TODO: need to merge more stuff into VideoCommon to use this #if (0) void VertexManager::Flush() { if (LocalVBuffer == s_pCurBufferPointer || Flushed) return; Flushed = true; VideoFifo_CheckEFBAccess(); #if defined(_DEBUG) || defined(DEBUGFAST) PRIM_LOG("frame%d:\n texgen=%d, numchan=%d, dualtex=%d, ztex=%d, cole=%d, alpe=%d, ze=%d", g_ActiveConfig.iSaveTargetId, 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", 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", 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", 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", bpmem.genMode.numtevstages+1, bpmem.genMode.numindstages, bpmem.genMode.numtexgens, (u32)bpmem.dstalpha.enable, (bpmem.alphaFunc.hex>>16)&0xff); #endif 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); for (u32 i = 0; i < 8; ++i) { if (usedtextures & (1 << i)) { // TODO: //glActiveTexture(GL_TEXTURE0 + i); Renderer::SetSamplerState(i & 3, i >> 2); FourTexUnits &tex = bpmem.tex[i >> 2]; TCacheEntry::TCacheEntryBase* tentry = TextureCache::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, (tex.texMode0[i&3].min_filter & 3) && (tex.texMode0[i&3].min_filter != 8) && g_ActiveConfig.bUseNativeMips, (tex.texMode1[i&3].max_lod >> 4)); if (tentry) { // 0s are probably for no manual wrapping needed. PixelShaderManager::SetTexDims(i, tentry->nativeW, tentry->nativeH, 0, 0); // TODO: //if (g_ActiveConfig.iLog & CONF_SAVETEXTURES) //{ // // save the textures // char strfile[255]; // sprintf(strfile, "%stex%.3d_%d.tga", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), g_Config.iSaveTargetId, i); // SaveTexture(strfile, GL_TEXTURE_2D, tentry->texture, tentry->w, tentry->h); //} } else ERROR_LOG(VIDEO, "error loading texture"); } } // set global constants VertexShaderManager::SetConstants(); PixelShaderManager::SetConstants(); // finally bind if (false == PixelShaderCache::SetShader(false, g_nativeVertexFmt->m_components)) goto shader_fail; if (false == VertexShaderCache::SetShader(g_nativeVertexFmt->m_components)) goto shader_fail; const int stride = g_nativeVertexFmt->GetVertexStride(); //if (g_nativeVertexFmt) g_nativeVertexFmt->SetupVertexPointers(); g_vertex_manager->Draw(stride, false); // run through vertex groups again to set alpha if (false == g_ActiveConfig.bDstAlphaPass && bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate) { if (false == PixelShaderCache::SetShader(true, g_nativeVertexFmt->m_components)) goto shader_fail; g_vertex_manager->Draw(stride, true); } // TODO: //IndexGenerator::Start(TIBuffer, LIBuffer, PIBuffer); #if defined(_DEBUG) || defined(DEBUGFAST) if (g_ActiveConfig.iLog & CONF_SAVESHADERS) { // save the shaders char strfile[255]; sprintf(strfile, "%sps%.3d.txt", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), g_ActiveConfig.iSaveTargetId); std::ofstream fps(strfile); fps << ps->strprog.c_str(); sprintf(strfile, "%svs%.3d.txt", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), g_ActiveConfig.iSaveTargetId); std::ofstream fvs(strfile); fvs << vs->strprog.c_str(); } if (g_ActiveConfig.iLog & CONF_SAVETARGETS) { char str[128]; sprintf(str, "%starg%.3d.tga", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), g_ActiveConfig.iSaveTargetId); TargetRectangle tr; tr.left = 0; tr.right = Renderer::GetTargetWidth(); tr.top = 0; tr.bottom = Renderer::GetTargetHeight(); Renderer::SaveRenderTarget(str, tr); } #endif ++g_Config.iSaveTargetId; shader_fail: ResetBuffer(); } #endif