// Copyright 2008 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include "VideoBackends/OGL/VertexManager.h" #include #include #include #include #include "Common/CommonTypes.h" #include "Common/FileUtil.h" #include "Common/GL/GLExtensions/GLExtensions.h" #include "Common/StringUtil.h" #include "VideoBackends/OGL/BoundingBox.h" #include "VideoBackends/OGL/ProgramShaderCache.h" #include "VideoBackends/OGL/Render.h" #include "VideoBackends/OGL/StreamBuffer.h" #include "VideoCommon/BoundingBox.h" #include "VideoCommon/IndexGenerator.h" #include "VideoCommon/Statistics.h" #include "VideoCommon/VertexLoaderManager.h" #include "VideoCommon/VideoConfig.h" namespace OGL { // This are the initially requested size for the buffers expressed in bytes const u32 MAX_IBUFFER_SIZE = 2 * 1024 * 1024; const u32 MAX_VBUFFER_SIZE = 32 * 1024 * 1024; static std::unique_ptr s_vertexBuffer; static std::unique_ptr s_indexBuffer; static size_t s_baseVertex; static size_t s_index_offset; VertexManager::VertexManager() : m_cpu_v_buffer(MAX_VBUFFER_SIZE), m_cpu_i_buffer(MAX_IBUFFER_SIZE) { CreateDeviceObjects(); } VertexManager::~VertexManager() { DestroyDeviceObjects(); } void VertexManager::CreateDeviceObjects() { s_vertexBuffer = StreamBuffer::Create(GL_ARRAY_BUFFER, MAX_VBUFFER_SIZE); m_vertex_buffers = s_vertexBuffer->m_buffer; s_indexBuffer = StreamBuffer::Create(GL_ELEMENT_ARRAY_BUFFER, MAX_IBUFFER_SIZE); m_index_buffers = s_indexBuffer->m_buffer; } void VertexManager::DestroyDeviceObjects() { s_vertexBuffer.reset(); s_indexBuffer.reset(); } GLuint VertexManager::GetVertexBufferHandle() const { return m_vertex_buffers; } GLuint VertexManager::GetIndexBufferHandle() const { return m_index_buffers; } void VertexManager::PrepareDrawBuffers(u32 stride) { u32 vertex_data_size = IndexGenerator::GetNumVerts() * stride; u32 index_data_size = IndexGenerator::GetIndexLen() * sizeof(u16); s_vertexBuffer->Unmap(vertex_data_size); s_indexBuffer->Unmap(index_data_size); ADDSTAT(stats.thisFrame.bytesVertexStreamed, vertex_data_size); ADDSTAT(stats.thisFrame.bytesIndexStreamed, index_data_size); } void VertexManager::ResetBuffer(u32 stride) { if (m_cull_all) { // This buffer isn't getting sent to the GPU. Just allocate it on the cpu. m_cur_buffer_pointer = m_base_buffer_pointer = m_cpu_v_buffer.data(); m_end_buffer_pointer = m_base_buffer_pointer + m_cpu_v_buffer.size(); IndexGenerator::Start((u16*)m_cpu_i_buffer.data()); } else { auto buffer = s_vertexBuffer->Map(MAXVBUFFERSIZE, stride); m_cur_buffer_pointer = m_base_buffer_pointer = buffer.first; m_end_buffer_pointer = buffer.first + MAXVBUFFERSIZE; s_baseVertex = buffer.second / stride; buffer = s_indexBuffer->Map(MAXIBUFFERSIZE * sizeof(u16)); IndexGenerator::Start((u16*)buffer.first); s_index_offset = buffer.second; } } void VertexManager::Draw(u32 stride) { u32 index_size = IndexGenerator::GetIndexLen(); u32 max_index = IndexGenerator::GetNumVerts(); GLenum primitive_mode = 0; switch (m_current_primitive_type) { case PrimitiveType::Points: primitive_mode = GL_POINTS; break; case PrimitiveType::Lines: primitive_mode = GL_LINES; break; case PrimitiveType::Triangles: primitive_mode = GL_TRIANGLES; break; case PrimitiveType::TriangleStrip: primitive_mode = GL_TRIANGLE_STRIP; break; } if (g_ogl_config.bSupportsGLBaseVertex) { glDrawRangeElementsBaseVertex(primitive_mode, 0, max_index, index_size, GL_UNSIGNED_SHORT, (u8*)nullptr + s_index_offset, (GLint)s_baseVertex); } else { glDrawRangeElements(primitive_mode, 0, max_index, index_size, GL_UNSIGNED_SHORT, (u8*)nullptr + s_index_offset); } INCSTAT(stats.thisFrame.numDrawCalls); } void VertexManager::vFlush() { GLVertexFormat* nativeVertexFmt = (GLVertexFormat*)VertexLoaderManager::GetCurrentVertexFormat(); u32 stride = nativeVertexFmt->GetVertexStride(); ProgramShaderCache::SetShader(m_current_primitive_type, nativeVertexFmt); PrepareDrawBuffers(stride); // upload global constants ProgramShaderCache::UploadConstants(); if (::BoundingBox::active && !g_Config.BBoxUseFragmentShaderImplementation()) { glEnable(GL_STENCIL_TEST); } Draw(stride); if (::BoundingBox::active && !g_Config.BBoxUseFragmentShaderImplementation()) { OGL::BoundingBox::StencilWasUpdated(); glDisable(GL_STENCIL_TEST); } g_Config.iSaveTargetId++; ClearEFBCache(); } } // namespace