// 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/ #include "GLUtil.h" #include "Profiler.h" #include "x64Emitter.h" #include "ABI.h" #include "MemoryUtil.h" #include "VertexShader.h" #include "CPMemory.h" #include "NativeVertexFormat.h" #define COMPILED_CODE_SIZE 4096 // Note the use of CallCdeclFunction3I etc. // This is a horrible hack that is necessary because in 64-bit mode, Opengl32.dll is based way, way above the 32-bit // address space that is within reach of a CALL, and just doing &fn gives us these high uncallable addresses. So we // want to grab the function pointers from the import table instead. // This problem does not apply to glew functions, only core opengl32 functions. // Here's some global state. We only use this to keep track of what we've sent to the OpenGL state // machine. DECLARE_IMPORT(glNormalPointer); DECLARE_IMPORT(glVertexPointer); DECLARE_IMPORT(glColorPointer); DECLARE_IMPORT(glTexCoordPointer); NativeVertexFormat::NativeVertexFormat() { m_compiledCode = (u8 *)AllocateExecutableMemory(COMPILED_CODE_SIZE, false); if (m_compiledCode) { memset(m_compiledCode, 0, COMPILED_CODE_SIZE); } } NativeVertexFormat::~NativeVertexFormat() { FreeMemoryPages(m_compiledCode, COMPILED_CODE_SIZE); m_compiledCode = 0; } void NativeVertexFormat::SetupVertexPointers() const { // Cast a pointer to compiled code to a pointer to a function taking no parameters, through a (void *) cast first to // get around type checking errors, and call it. ((void (*)())(void*)m_compiledCode)(); } void NativeVertexFormat::Initialize(const TVtxDesc &vtx_desc, const TVtxAttr &vtx_attr) { using namespace Gen; const int col[2] = {vtx_desc.Color0, vtx_desc.Color1}; // TextureCoord const int tc[8] = { vtx_desc.Tex0Coord, vtx_desc.Tex1Coord, vtx_desc.Tex2Coord, vtx_desc.Tex3Coord, vtx_desc.Tex4Coord, vtx_desc.Tex5Coord, vtx_desc.Tex6Coord, vtx_desc.Tex7Coord, }; DVSTARTPROFILE(); if (m_VBVertexStride & 3) { // make sure all strides are at least divisible by 4 (some gfx cards experience a 3x speed boost) m_VBStridePad = 4 - (m_VBVertexStride & 3); m_VBVertexStride += m_VBStridePad; } // compile the pointer set function - why? u8 *old_code_ptr = GetWritableCodePtr(); SetCodePtr(m_compiledCode); Util::EmitPrologue(6); int offset = 0; // Position if (vtx_desc.Position != NOT_PRESENT) { // TODO: Why the check? Always present, AFAIK! CallCdeclFunction4_I(glVertexPointer, 3, GL_FLOAT, m_VBVertexStride, offset); offset += 12; } // Normals if (vtx_desc.Normal != NOT_PRESENT) { switch (vtx_attr.NormalFormat) { case FORMAT_UBYTE: case FORMAT_BYTE: CallCdeclFunction3_I(glNormalPointer, GL_BYTE, m_VBVertexStride, offset); offset += 3; if (vtx_attr.NormalElements) { CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_NORM1_ATTRIB, 3, GL_BYTE, GL_TRUE, m_VBVertexStride, offset); offset += 3; CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_NORM2_ATTRIB, 3, GL_BYTE, GL_TRUE, m_VBVertexStride, offset); offset += 3; } break; case FORMAT_USHORT: case FORMAT_SHORT: CallCdeclFunction3_I(glNormalPointer, GL_SHORT, m_VBVertexStride, offset); offset += 6; if (vtx_attr.NormalElements) { CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_NORM1_ATTRIB, 3, GL_SHORT, GL_TRUE, m_VBVertexStride, offset); offset += 6; CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_NORM2_ATTRIB, 3, GL_SHORT, GL_TRUE, m_VBVertexStride, offset); offset += 6; } break; case FORMAT_FLOAT: CallCdeclFunction3_I(glNormalPointer, GL_FLOAT, m_VBVertexStride, offset); offset += 12; if (vtx_attr.NormalElements) { CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_NORM1_ATTRIB, 3, GL_FLOAT, GL_TRUE, m_VBVertexStride, offset); offset += 12; CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_NORM2_ATTRIB, 3, GL_FLOAT, GL_TRUE, m_VBVertexStride, offset); offset += 12; } break; default: _assert_(0); break; } } // TODO : With byte or short normals above, offset will be misaligned (not 4byte aligned)! Ugh! for (int i = 0; i < 2; i++) { if (col[i] != NOT_PRESENT) { if (i) CallCdeclFunction4((void *)glSecondaryColorPointer, 4, GL_UNSIGNED_BYTE, m_VBVertexStride, offset); else CallCdeclFunction4_I(glColorPointer, 4, GL_UNSIGNED_BYTE, m_VBVertexStride, offset); offset += 4; } } // TextureCoord for (int i = 0; i < 8; i++) { if (tc[i] != NOT_PRESENT || (m_components & (VB_HAS_TEXMTXIDX0 << i))) { int id = GL_TEXTURE0 + i; #ifdef _M_X64 #ifdef _MSC_VER MOV(32, R(RCX), Imm32(id)); #else MOV(32, R(RDI), Imm32(id)); #endif #else ABI_AlignStack(1 * 4); PUSH(32, Imm32(id)); #endif CALL((void *)glClientActiveTexture); #ifndef _M_X64 #ifdef _WIN32 // don't inc stack on windows, stdcall #else ABI_RestoreStack(1 * 4); #endif #endif // TODO : More potential disalignment! if (m_components & (VB_HAS_TEXMTXIDX0 << i)) { if (tc[i] != NOT_PRESENT) { CallCdeclFunction4_I(glTexCoordPointer, 3, GL_FLOAT, m_VBVertexStride, offset); offset += 12; } else { CallCdeclFunction4_I(glTexCoordPointer, 3, GL_SHORT, m_VBVertexStride, offset); offset += 6; } } else { CallCdeclFunction4_I(glTexCoordPointer, vtx_attr.texCoord[i].Elements ? 2 : 1, GL_FLOAT, m_VBVertexStride, offset); offset += 4 * (vtx_attr.texCoord[i].Elements?2:1); } } } if (vtx_desc.PosMatIdx) { CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_POSMTX_ATTRIB, 1, GL_UNSIGNED_BYTE, GL_FALSE, m_VBVertexStride, offset); offset += 1; } _assert_(offset + m_VBStridePad == m_VBVertexStride); Util::EmitEpilogue(6); if (Gen::GetCodePtr() - (u8*)m_compiledCode > COMPILED_CODE_SIZE) { Crash(); } SetCodePtr(old_code_ptr); }