// Copyright (C) 2003 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/ #include "Common.h" #include "FileUtil.h" #include "D3DBase.h" #include "Fifo.h" #include "Statistics.h" #include "VertexManager.h" #include "OpcodeDecoding.h" #include "IndexGenerator.h" #include "VertexShaderManager.h" #include "VertexShaderCache.h" #include "PixelShaderManager.h" #include "PixelShaderCache.h" #include "NativeVertexFormat.h" #include "TextureCache.h" #include "main.h" #include "BPStructs.h" #include "XFStructs.h" #include "Debugger.h" #include "VideoConfig.h" // internal state for loading vertices extern NativeVertexFormat *g_nativeVertexFmt; namespace DX9 { //This are the initially requeted size for the buffers expresed in elements const u32 IBUFFER_SIZE = VertexManager::MAXIBUFFERSIZE * 16; const u32 VBUFFER_SIZE = VertexManager::MAXVBUFFERSIZE * 16; const u32 MAXVBUFFER_COUNT = 2; inline void DumpBadShaders() { #if defined(_DEBUG) || defined(DEBUGFAST) // TODO: Reimplement! /* std::string error_shaders; error_shaders.append(VertexShaderCache::GetCurrentShaderCode()); error_shaders.append(PixelShaderCache::GetCurrentShaderCode()); char filename[512] = "bad_shader_combo_0.txt"; int which = 0; while (File::Exists(filename)) { which++; sprintf(filename, "bad_shader_combo_%i.txt", which); } File::WriteStringToFile(true, error_shaders, filename); PanicAlert("DrawIndexedPrimitiveUP failed. Shaders written to %s", filename);*/ #endif } void VertexManager::CreateDeviceObjects() { NumVBuffers = 0; VBuffers = NULL; IBuffers = NULL; D3DCAPS9 DeviceCaps = D3D::GetCaps(); u32 devicevMaxBufferSize = DeviceCaps.MaxPrimitiveCount * 3 * DeviceCaps.MaxStreamStride; //Calculate Device Dependant size CurrentVBufferSize = (VBUFFER_SIZE > devicevMaxBufferSize) ? devicevMaxBufferSize : VBUFFER_SIZE; CurrentIBufferSize = (IBUFFER_SIZE > DeviceCaps.MaxVertexIndex) ? DeviceCaps.MaxVertexIndex : IBUFFER_SIZE; //if device caps are not enough for Vbuffer fall back to vertex arrays if (CurrentIBufferSize < MAXIBUFFERSIZE || CurrentVBufferSize < MAXVBUFFERSIZE) return; VBuffers = new LPDIRECT3DVERTEXBUFFER9[MAXVBUFFER_COUNT]; IBuffers = new LPDIRECT3DINDEXBUFFER9[MAXVBUFFER_COUNT]; bool Fail = false; for (CurrentVBuffer = 0; CurrentVBuffer < MAXVBUFFER_COUNT; CurrentVBuffer++) { VBuffers[CurrentVBuffer] = NULL; IBuffers[CurrentVBuffer] = NULL; } for (CurrentVBuffer = 0; CurrentVBuffer < MAXVBUFFER_COUNT; CurrentVBuffer++) { if(FAILED( D3D::dev->CreateVertexBuffer( CurrentVBufferSize, D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &VBuffers[CurrentVBuffer], NULL ) ) ) { Fail = true; break; } if( FAILED( D3D::dev->CreateIndexBuffer( CurrentIBufferSize * sizeof(u16), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &IBuffers[CurrentVBuffer], NULL ) ) ) { Fail = true; return; } } NumVBuffers = CurrentVBuffer; CurrentVBuffer = 0; CurrentIBuffer = 0; CurrentIBufferIndex = CurrentIBufferSize; CurrentVBufferIndex = CurrentVBufferSize; if (Fail) { NumVBuffers--; if (NumVBuffers < 2) { //Error creating Vertex buffers. clean and fall to Vertex arrays NumVBuffers = MAXVBUFFER_COUNT; DestroyDeviceObjects(); } } } void VertexManager::DestroyDeviceObjects() { D3D::dev->SetStreamSource( 0, NULL, 0, 0); D3D::dev->SetIndices(NULL); for (int i = 0; i < MAXVBUFFER_COUNT; i++) { if(VBuffers) { if (VBuffers[i]) { VBuffers[i]->Release(); VBuffers[i] = NULL; } } if (IBuffers[i]) { IBuffers[i]->Release(); IBuffers[i] = NULL; } } if(VBuffers) delete [] VBuffers; if(IBuffers) delete [] IBuffers; VBuffers = NULL; IBuffers = NULL; } void VertexManager::PrepareVBuffers(int stride) { if (!NumVBuffers) { return; } u8* pVertices; u16* pIndices; int datasize = IndexGenerator::GetNumVerts() * stride; int TdataSize = IndexGenerator::GetTriangleindexLen(); int LDataSize = IndexGenerator::GetLineindexLen(); int PDataSize = IndexGenerator::GetPointindexLen(); int IndexDataSize = TdataSize + LDataSize + PDataSize; DWORD LockMode = D3DLOCK_NOOVERWRITE; if (CurrentVBufferIndex > CurrentVBufferSize - datasize) { LockMode = D3DLOCK_DISCARD; CurrentVBufferIndex = 0; CurrentVBuffer = (CurrentVBuffer + 1) % NumVBuffers; } if(FAILED(VBuffers[CurrentVBuffer]->Lock(CurrentVBufferIndex, datasize,(VOID**)(&pVertices), LockMode))) { DestroyDeviceObjects(); return; } memcpy(pVertices, LocalVBuffer, datasize); VBuffers[CurrentVBuffer]->Unlock(); LockMode = D3DLOCK_NOOVERWRITE; if (CurrentIBufferIndex > CurrentIBufferSize - IndexDataSize) { LockMode = D3DLOCK_DISCARD; CurrentIBufferIndex = 0; CurrentIBuffer = (CurrentIBuffer + 1) % NumVBuffers; } if(FAILED(IBuffers[CurrentIBuffer]->Lock(CurrentIBufferIndex * sizeof(u16), IndexDataSize * sizeof(u16), (VOID**)(&pIndices), LockMode ))) { DestroyDeviceObjects(); return; } if(TdataSize) { memcpy(pIndices, TIBuffer, TdataSize * sizeof(u16)); pIndices += TdataSize; } if(LDataSize) { memcpy(pIndices, LIBuffer, LDataSize * sizeof(u16)); pIndices += LDataSize; } if(PDataSize) { memcpy(pIndices, PIBuffer, PDataSize * sizeof(u16)); } IBuffers[CurrentIBuffer]->Unlock(); D3D::dev->SetStreamSource( 0, VBuffers[CurrentVBuffer], CurrentVBufferIndex, stride); if(CurrentIBufferIndex == 0) { D3D::dev->SetIndices(IBuffers[CurrentIBuffer]); } } void VertexManager::DrawVB(int stride) { if (IndexGenerator::GetNumTriangles() > 0) { if (FAILED(D3D::dev->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, 0, 0, IndexGenerator::GetNumVerts(), CurrentIBufferIndex, IndexGenerator::GetNumTriangles()))) { DumpBadShaders(); } INCSTAT(stats.thisFrame.numIndexedDrawCalls); } if (IndexGenerator::GetNumLines() > 0) { if (FAILED(D3D::dev->DrawIndexedPrimitive( D3DPT_LINELIST, 0, 0, IndexGenerator::GetNumVerts(), CurrentIBufferIndex + IndexGenerator::GetTriangleindexLen(), IndexGenerator::GetNumLines()))) { DumpBadShaders(); } INCSTAT(stats.thisFrame.numIndexedDrawCalls); } if (IndexGenerator::GetNumPoints() > 0) { if (FAILED(D3D::dev->DrawIndexedPrimitive( D3DPT_POINTLIST, 0, 0, IndexGenerator::GetNumVerts(), CurrentIBufferIndex + IndexGenerator::GetTriangleindexLen() + IndexGenerator::GetLineindexLen(), IndexGenerator::GetNumPoints()))) { DumpBadShaders(); } INCSTAT(stats.thisFrame.numIndexedDrawCalls); } } void VertexManager::DrawVA(int stride) { if (IndexGenerator::GetNumTriangles() > 0) { if (FAILED(D3D::dev->DrawIndexedPrimitiveUP( D3DPT_TRIANGLELIST, 0, IndexGenerator::GetNumVerts(), IndexGenerator::GetNumTriangles(), TIBuffer, D3DFMT_INDEX16, LocalVBuffer, stride))) { DumpBadShaders(); } INCSTAT(stats.thisFrame.numIndexedDrawCalls); } if (IndexGenerator::GetNumLines() > 0) { if (FAILED(D3D::dev->DrawIndexedPrimitiveUP( D3DPT_LINELIST, 0, IndexGenerator::GetNumVerts(), IndexGenerator::GetNumLines(), LIBuffer, D3DFMT_INDEX16, LocalVBuffer, stride))) { DumpBadShaders(); } INCSTAT(stats.thisFrame.numIndexedDrawCalls); } if (IndexGenerator::GetNumPoints() > 0) { if (FAILED(D3D::dev->DrawIndexedPrimitiveUP( D3DPT_POINTLIST, 0, IndexGenerator::GetNumVerts(), IndexGenerator::GetNumPoints(), PIBuffer, D3DFMT_INDEX16, LocalVBuffer, stride))) { DumpBadShaders(); } INCSTAT(stats.thisFrame.numIndexedDrawCalls); } } void VertexManager::vFlush() { if (LocalVBuffer == s_pCurBufferPointer) return; if (Flushed) return; Flushed = true; VideoFifo_CheckEFBAccess(); 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 (unsigned int i = 0; i < 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 (unsigned int i = 0; i < 8; i++) { if (usedtextures & (1 << i)) { g_renderer->SetSamplerState(i & 3, i >> 2); FourTexUnits &tex = bpmem.tex[i >> 2]; TextureCache::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), tex.texMode1[i&3].max_lod >> 4, tex.texImage1[i&3].image_type); if (tentry) { // 0s are probably for no manual wrapping needed. PixelShaderManager::SetTexDims(i, tentry->native_width, tentry->native_height, 0, 0); } else ERROR_LOG(VIDEO, "error loading texture"); } } // set global constants VertexShaderManager::SetConstants(); PixelShaderManager::SetConstants(); int stride = g_nativeVertexFmt->GetVertexStride(); if (!PixelShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components)) { GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");}); goto shader_fail; } if (!VertexShaderCache::SetShader(g_nativeVertexFmt->m_components)) { GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set vertex shader\n");}); goto shader_fail; } PrepareVBuffers(stride); g_nativeVertexFmt->SetupVertexPointers(); if(NumVBuffers){ DrawVB(stride);} else { DrawVA(stride);} bool useDstAlpha = !g_ActiveConfig.bDstAlphaPass && bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate && bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24; if (useDstAlpha) { if (!PixelShaderCache::SetShader(DSTALPHA_ALPHA_PASS, g_nativeVertexFmt->m_components)) { GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");}); goto shader_fail; } // update alpha only g_renderer->ApplyState(true); if(NumVBuffers){ DrawVB(stride);} else { DrawVA(stride);} g_renderer->RestoreState(); } GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true); shader_fail: if(NumVBuffers) { CurrentIBufferIndex += IndexGenerator::GetTriangleindexLen() + IndexGenerator::GetLineindexLen() + IndexGenerator::GetPointindexLen(); CurrentVBufferIndex += IndexGenerator::GetNumVerts() * stride; } ResetBuffer(); } }