dolphin/Source/Plugins/Plugin_VideoDX9/Src/VertexManager.cpp
Rodolfo Osvaldo Bogado 19b8e6bc08 Sps fixed in all the games tested, code cleanup and reordering
implemented buffer format fall back to allow hardware that don't support lockable formats to run the games with Z peeking disabled, applied as well the patch suggested in issue 1494 please give heavy test to this commit

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4365 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-10-06 14:24:10 +00:00

317 lines
8.5 KiB
C++

// 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 "Statistics.h"
#include "Profiler.h"
#include "VertexManager.h"
#include "OpcodeDecoding.h"
#include "IndexGenerator.h"
#include "VertexShaderManager.h"
#include "VertexShaderCache.h"
#include "PixelShaderManager.h"
#include "PixelShaderCache.h"
#include "Utils.h"
#include "NativeVertexFormat.h"
#include "NativeVertexWriter.h"
#include "TextureCache.h"
#include "BPStructs.h"
#include "XFStructs.h"
#include "debugger/debugger.h"
using namespace D3D;
// internal state for loading vertices
extern NativeVertexFormat *g_nativeVertexFmt;
namespace VertexManager
{
static int lastPrimitive;
static u8 *LocalVBuffer;
static u16 *TIBuffer;
static u16 *LIBuffer;
static u16 *PIBuffer;
#define MAXVBUFFERSIZE 0x50000
#define MAXIBUFFERSIZE 0xFFFF
static bool Flushed=false;
void CreateDeviceObjects();
void DestroyDeviceObjects();
bool Init()
{
LocalVBuffer = new u8[MAXVBUFFERSIZE];
TIBuffer = new u16[MAXIBUFFERSIZE];
LIBuffer = new u16[MAXIBUFFERSIZE];
PIBuffer = new u16[MAXIBUFFERSIZE];
s_pCurBufferPointer = LocalVBuffer;
Flushed=false;
IndexGenerator::Start(TIBuffer,LIBuffer,PIBuffer);
return true;
}
void ResetBuffer()
{
s_pCurBufferPointer = LocalVBuffer;
}
void Shutdown()
{
DestroyDeviceObjects();
delete [] LocalVBuffer;
delete [] TIBuffer;
delete [] LIBuffer;
delete [] PIBuffer;
ResetBuffer();
}
void CreateDeviceObjects()
{
}
void DestroyDeviceObjects()
{
}
void AddIndices(int _primitive, int _numVertices)
{
switch (_primitive)
{
case GX_DRAW_QUADS: IndexGenerator::AddQuads(_numVertices); return;
case GX_DRAW_TRIANGLES: IndexGenerator::AddList(_numVertices); return;
case GX_DRAW_TRIANGLE_STRIP: IndexGenerator::AddStrip(_numVertices); return;
case GX_DRAW_TRIANGLE_FAN: IndexGenerator::AddFan(_numVertices); return;
case GX_DRAW_LINE_STRIP: IndexGenerator::AddLineStrip(_numVertices); return;
case GX_DRAW_LINES: IndexGenerator::AddLineList(_numVertices); return;
case GX_DRAW_POINTS: IndexGenerator::AddPoints(_numVertices); return;
}
}
int GetRemainingSize()
{
return MAXVBUFFERSIZE - (int)(s_pCurBufferPointer - LocalVBuffer);
}
void 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() < 2 * _numVertices)
Flush();
break;
case GX_DRAW_LINE_STRIP:
case GX_DRAW_LINES:
if(MAXIBUFFERSIZE - IndexGenerator::GetLineindexLen() < 2 * _numVertices)
Flush();
break;
case GX_DRAW_POINTS:
if(MAXIBUFFERSIZE - IndexGenerator::GetPointindexLen() < _numVertices)
Flush();
break;
default: return;
}
if(Flushed)
{
IndexGenerator::Start(TIBuffer,LIBuffer,PIBuffer);
Flushed=false;
}
lastPrimitive = _primitive;
ADDSTAT(stats.thisFrame.numPrims, _numVertices);
INCSTAT(stats.thisFrame.numPrimitiveJoins);
AddIndices(_primitive, _numVertices);
}
inline void Draw(int stride)
{
if(IndexGenerator::GetNumTriangles() > 0)
{
if (FAILED(D3D::dev->DrawIndexedPrimitiveUP(
D3DPT_TRIANGLELIST,
0, IndexGenerator::GetNumVerts(), IndexGenerator::GetNumTriangles(),
TIBuffer,
D3DFMT_INDEX16,
LocalVBuffer,
stride)))
{
#if defined(_DEBUG) || defined(DEBUGFAST)
std::string error_shaders;
error_shaders.append(VertexShaderCache::GetCurrentShaderCode());
error_shaders.append(PixelShaderCache::GetCurrentShaderCode());
File::WriteStringToFile(true, error_shaders, "bad_shader_combo.txt");
PanicAlert("DrawIndexedPrimitiveUP failed. Shaders written to bad_shader_combo.txt.");
#endif
}
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)))
{
#if defined(_DEBUG) || defined(DEBUGFAST)
std::string error_shaders;
error_shaders.append(VertexShaderCache::GetCurrentShaderCode());
error_shaders.append(PixelShaderCache::GetCurrentShaderCode());
File::WriteStringToFile(true, error_shaders, "bad_shader_combo.txt");
PanicAlert("DrawIndexedPrimitiveUP failed. Shaders written to bad_shader_combo.txt.");
#endif
}
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)))
{
#if defined(_DEBUG) || defined(DEBUGFAST)
std::string error_shaders;
error_shaders.append(VertexShaderCache::GetCurrentShaderCode());
error_shaders.append(PixelShaderCache::GetCurrentShaderCode());
File::WriteStringToFile(true, error_shaders, "bad_shader_combo.txt");
PanicAlert("DrawIndexedPrimitiveUP failed. Shaders written to bad_shader_combo.txt.");
#endif
}
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
}
void Flush()
{
if (LocalVBuffer == s_pCurBufferPointer) return;
if(Flushed) return;
Flushed=true;
DVSTARTPROFILE();
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);
}
}
}
u32 nonpow2tex = 0;
for (int i = 0; i < 8; i++)
{
if (usedtextures & (1 << i)) {
FourTexUnits &tex = bpmem.tex[i >> 2];
TextureCache::TCacheEntry* 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);
if (tentry) {
PixelShaderManager::SetTexDims(i, tentry->w, tentry->h, 0, 0);
}
else
{
DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to load texture\n");});
ERROR_LOG(VIDEO, "error loading texture");
}
}
}
PixelShaderManager::SetTexturesUsed(0);
// set global constants
VertexShaderManager::SetConstants();
PixelShaderManager::SetConstants();
if (!PixelShaderCache::SetShader(false))
{
DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
goto shader_fail;
}
if (!VertexShaderCache::SetShader(g_nativeVertexFmt->m_components))
{
DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set vertex shader\n");});
goto shader_fail;
}
int stride = g_nativeVertexFmt->GetVertexStride();
g_nativeVertexFmt->SetupVertexPointers();
Draw(stride);
if (bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate)
{
DWORD write = 0;
if (!PixelShaderCache::SetShader(true))
{
DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
goto shader_fail;
}
// update alpha only
D3D::SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA);
D3D::SetRenderState(D3DRS_ALPHABLENDENABLE, false);
Draw(stride);
if (bpmem.blendmode.alphaupdate)
write = D3DCOLORWRITEENABLE_ALPHA;
if (bpmem.blendmode.colorupdate)
write |= D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE;
if (bpmem.blendmode.blendenable || bpmem.blendmode.subtract)
D3D::SetRenderState(D3DRS_ALPHABLENDENABLE, true);
D3D::SetRenderState(D3DRS_COLORWRITEENABLE, write);
}
DEBUGGER_PAUSE_AT(NEXT_FLUSH,true);
shader_fail:
ResetBuffer();
}
} // namespace