dolphin/Source/Plugins/Plugin_VideoOGL/Src/VertexManager.cpp
2009-09-26 12:39:12 +00:00

373 lines
11 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 "Globals.h"
#include <fstream>
#include <vector>
#include "Fifo.h"
#include "VideoConfig.h"
#include "Statistics.h"
#include "MemoryUtil.h"
#include "Profiler.h"
#include "Render.h"
#include "ImageWrite.h"
#include "BPMemory.h"
#include "TextureMngr.h"
#include "PixelShaderCache.h"
#include "PixelShaderManager.h"
#include "VertexShaderCache.h"
#include "VertexShaderManager.h"
#include "VertexShaderGen.h"
#include "VertexLoader.h"
#include "VertexManager.h"
#include "IndexGenerator.h"
#define MAX_BUFFER_SIZE 0x50000
// internal state for loading vertices
extern NativeVertexFormat *g_nativeVertexFmt;
namespace VertexManager
{
static const GLenum c_RenderprimitiveType[8] =
{
GL_TRIANGLES,
GL_ZERO, //nothing
GL_TRIANGLES,
GL_TRIANGLES,
GL_TRIANGLES,
GL_LINES,
GL_LINES,
GL_POINTS
};
static const GLenum c_primitiveType[8] =
{
GL_QUADS,
GL_ZERO, //nothing
GL_TRIANGLES,
GL_TRIANGLE_STRIP,
GL_TRIANGLE_FAN,
GL_LINES,
GL_LINE_STRIP,
GL_POINTS
};
static IndexGenerator indexGen;
static GLenum lastPrimitive;
static GLenum CurrentRenderPrimitive;
static u8 *LocalVBuffer;
static u16 *IBuffer;
#define MAXVBUFFERSIZE 0x50000
#define MAXIBUFFERSIZE 0x20000
#define MAXVBOBUFFERCOUNT 0x4
static GLuint s_vboBuffers[MAXVBOBUFFERCOUNT] = {0};
static GLuint s_IBuffers[MAXVBOBUFFERCOUNT] = {0};
static int s_nCurVBOIndex = 0; // current free buffer
bool Init()
{
lastPrimitive = GL_ZERO;
CurrentRenderPrimitive = GL_ZERO;
LocalVBuffer = new u8[MAXVBUFFERSIZE];
IBuffer = new u16[MAXIBUFFERSIZE];
s_pCurBufferPointer = LocalVBuffer;
s_nCurVBOIndex = 0;
glGenBuffers(ARRAYSIZE(s_vboBuffers), s_vboBuffers);
for (u32 i = 0; i < ARRAYSIZE(s_vboBuffers); ++i) {
glBindBuffer(GL_ARRAY_BUFFER, s_vboBuffers[i]);
glBufferData(GL_ARRAY_BUFFER, MAXVBUFFERSIZE, NULL, GL_STREAM_DRAW);
}
glEnableClientState(GL_VERTEX_ARRAY);
g_nativeVertexFmt = NULL;
GL_REPORT_ERRORD();
return true;
}
void Shutdown()
{
delete [] LocalVBuffer;
delete [] IBuffer;
glDeleteBuffers(ARRAYSIZE(s_vboBuffers), s_vboBuffers);
s_nCurVBOIndex = 0;
ResetBuffer();
}
void ResetBuffer()
{
s_nCurVBOIndex = (s_nCurVBOIndex + 1) % ARRAYSIZE(s_vboBuffers);
s_pCurBufferPointer = LocalVBuffer;
CurrentRenderPrimitive = GL_ZERO;
u16 *ptr = 0;
indexGen.Start((unsigned short*)ptr);
}
void AddIndices(int _primitive, int _numVertices)
{
switch (_primitive)
{
case GL_QUADS: indexGen.AddQuads(_numVertices); return;
case GL_TRIANGLES: indexGen.AddList(_numVertices); return;
case GL_TRIANGLE_STRIP: indexGen.AddStrip(_numVertices); return;
case GL_TRIANGLE_FAN: indexGen.AddFan(_numVertices); return;
case GL_LINE_STRIP: indexGen.AddLineStrip(_numVertices); return;
case GL_LINES: indexGen.AddLineList(_numVertices); return;
case GL_POINTS: indexGen.AddPoints(_numVertices); return;
}
}
int GetRemainingSize()
{
return LocalVBuffer + MAXVBUFFERSIZE - s_pCurBufferPointer;
}
void AddVertices(int primitive, int numvertices)
{
if (numvertices <= 0)
return;
if (c_primitiveType[primitive] == GL_ZERO)
return;
DVSTARTPROFILE();
lastPrimitive = c_primitiveType[primitive];
ADDSTAT(stats.thisFrame.numPrims, numvertices);
if (CurrentRenderPrimitive != c_RenderprimitiveType[primitive])
{
// We are NOT collecting the right type.
Flush();
CurrentRenderPrimitive = c_RenderprimitiveType[primitive];
u16 *ptr = 0;
if (lastPrimitive != GL_POINTS)
{
ptr = IBuffer;
}
indexGen.Start((unsigned short*)ptr);
AddIndices(c_primitiveType[primitive], numvertices);
}
else // We are collecting the right type, keep going
{
INCSTAT(stats.thisFrame.numPrimitiveJoins);
AddIndices(c_primitiveType[primitive], numvertices);
}
}
inline void Draw(int numVertices, int indexLen)
{
if (CurrentRenderPrimitive != GL_POINT)
{
glDrawElements(CurrentRenderPrimitive, indexLen, GL_UNSIGNED_SHORT, IBuffer);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
else
{
glDrawArrays(CurrentRenderPrimitive,0,numVertices);
INCSTAT(stats.thisFrame.numDrawCalls);
}
}
void Flush()
{
if (LocalVBuffer == s_pCurBufferPointer) return;
int numVerts = indexGen.GetNumVerts();
if(numVerts == 0) return;
#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
DVSTARTPROFILE();
GL_REPORT_ERRORD();
glBindBuffer(GL_ARRAY_BUFFER, s_vboBuffers[s_nCurVBOIndex]);
glBufferSubData(GL_ARRAY_BUFFER,0, s_pCurBufferPointer - LocalVBuffer, LocalVBuffer);
GL_REPORT_ERRORD();
// setup the pointers
if (g_nativeVertexFmt)
g_nativeVertexFmt->SetupVertexPointers();
GL_REPORT_ERRORD();
// set the textures
DVSTARTSUBPROFILE("VertexManager::Flush:textures");
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))
{
glActiveTexture(GL_TEXTURE0 + i);
FourTexUnits &tex = bpmem.tex[i >> 2];
TextureMngr::TCacheEntry* tentry = TextureMngr::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)
{
// texture loaded fine, set dims for pixel shader
if (tentry->isRectangle)
{
PixelShaderManager::SetTexDims(i, tentry->w, tentry->h, tentry->mode.wrap_s, tentry->mode.wrap_t);
nonpow2tex |= 1 << i;
if (tentry->mode.wrap_s > 0) nonpow2tex |= 1 << (8 + i);
if (tentry->mode.wrap_t > 0) nonpow2tex |= 1 << (16 + i);
}
// if texture is power of two, set to ones (since don't need scaling)
// (the above seems to have changed - we set the width and height here too.
else
{
// 0s are probably for no manual wrapping needed.
PixelShaderManager::SetTexDims(i, tentry->w, tentry->h, 0, 0);
}
// texture is hires - pass the scaling size
if (tentry->scaleX != 1.0f || tentry->scaleY != 1.0f)
PixelShaderManager::SetCustomTexScale(i, tentry->scaleX, tentry->scaleY);
if (g_ActiveConfig.iLog & CONF_SAVETEXTURES)
{
// save the textures
char strfile[255];
sprintf(strfile, "%sframes/tex%.3d_%d.tga", FULL_DUMP_DIR, g_Config.iSaveTargetId, i);
SaveTexture(strfile, tentry->isRectangle?GL_TEXTURE_RECTANGLE_ARB:GL_TEXTURE_2D, tentry->texture, tentry->w, tentry->h);
}
}
else
ERROR_LOG(VIDEO, "error loading tex\n");
}
}
PixelShaderManager::SetTexturesUsed(nonpow2tex);
FRAGMENTSHADER* ps = PixelShaderCache::GetShader(false);
VERTEXSHADER* vs = VertexShaderCache::GetShader(g_nativeVertexFmt->m_components);
// set global constants
VertexShaderManager::SetConstants();
PixelShaderManager::SetConstants();
// finally bind
int groupStart = 0;
if (vs) VertexShaderCache::SetCurrentShader(vs->glprogid);
if (ps) PixelShaderCache::SetCurrentShader(ps->glprogid); // Lego Star Wars crashes here.
#if defined(_DEBUG) || defined(DEBUGFAST)
PRIM_LOG("");
#endif
int numIndexes = indexGen.GetindexLen();
Draw(numVerts,numIndexes);
// run through vertex groups again to set alpha
if (!g_ActiveConfig.bDstAlphaPass && bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate)
{
ps = PixelShaderCache::GetShader(true);
if (ps)PixelShaderCache::SetCurrentShader(ps->glprogid);
// only update alpha
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
glDisable(GL_BLEND);
Draw(numVerts,numIndexes);
// restore color mask
Renderer::SetColorMask();
if (bpmem.blendmode.blendenable || bpmem.blendmode.subtract)
glEnable(GL_BLEND);
}
#if defined(_DEBUG) || defined(DEBUGFAST)
if (g_ActiveConfig.iLog & CONF_SAVESHADERS)
{
// save the shaders
char strfile[255];
sprintf(strfile, "%sframes/ps%.3d.txt", FULL_DUMP_DIR, g_ActiveConfig.iSaveTargetId);
std::ofstream fps(strfile);
fps << ps->strprog.c_str();
sprintf(strfile, "%sframes/vs%.3d.txt", FULL_DUMP_DIR, g_ActiveConfig.iSaveTargetId);
std::ofstream fvs(strfile);
fvs << vs->strprog.c_str();
}
if (g_ActiveConfig.iLog & CONF_SAVETARGETS)
{
char str[128];
sprintf(str, "%sframes/targ%.3d.tga", FULL_DUMP_DIR, g_ActiveConfig.iSaveTargetId);
Renderer::SaveRenderTarget(str, Renderer::GetTargetWidth(), Renderer::GetTargetHeight());
}
#endif
g_Config.iSaveTargetId++;
GL_REPORT_ERRORD();
ResetBuffer();
}
} // namespace