dolphin/Source/Plugins/Plugin_VideoOGL/Src/VertexManager.cpp
Ryan Houdek a357c77257 Add in GLSL setting again.
PS and VS making. Untested and won't work for now.

Add in program shader cache files.

Readd NativeVertexFormat stuffs.

Add in PS and VS cache things.

SetShaders in places.

Fixed EFB cache index computations in OpenGL renderer.

The previous computation was very likely to go out of array bounds,
which could result in crashes on EFB access.

Also, the cache size was rounded down instead of up. This is a problem
since EFB_HEIGHT (528) is not a multiple of EFB_CACHE_RECT_SIZE (64).
2012-10-09 23:23:37 -05:00

281 lines
8.9 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 "Render.h"
#include "ImageWrite.h"
#include "BPMemory.h"
#include "TextureCache.h"
#include "PixelShaderCache.h"
#include "PixelShaderManager.h"
#include "VertexShaderCache.h"
#include "VertexShaderManager.h"
#include "ProgramShaderCache.h"
#include "VertexShaderGen.h"
#include "VertexLoader.h"
#include "VertexManager.h"
#include "IndexGenerator.h"
#include "OpcodeDecoding.h"
#include "FileUtil.h"
#include "Debugger.h"
#include "main.h"
// internal state for loading vertices
extern NativeVertexFormat *g_nativeVertexFmt;
namespace OGL
{
//static GLint max_Index_size = 0;
//static GLuint s_vboBuffers[MAXVBOBUFFERCOUNT] = {0};
//static int s_nCurVBOIndex = 0; // current free buffer
VertexManager::VertexManager()
{
// TODO: doesn't seem to be used anywhere
//glGetIntegerv(GL_MAX_ELEMENTS_INDICES, (GLint*)&max_Index_size);
//
//if (max_Index_size > MAXIBUFFERSIZE)
// max_Index_size = MAXIBUFFERSIZE;
//
//GL_REPORT_ERRORD();
glEnableClientState(GL_VERTEX_ARRAY);
GL_REPORT_ERRORD();
}
void VertexManager::Draw()
{
if (IndexGenerator::GetNumTriangles() > 0)
{
glDrawElements(GL_TRIANGLES, IndexGenerator::GetTriangleindexLen(), GL_UNSIGNED_SHORT, TIBuffer);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
if (IndexGenerator::GetNumLines() > 0)
{
glDrawElements(GL_LINES, IndexGenerator::GetLineindexLen(), GL_UNSIGNED_SHORT, LIBuffer);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
if (IndexGenerator::GetNumPoints() > 0)
{
glDrawElements(GL_POINTS, IndexGenerator::GetPointindexLen(), GL_UNSIGNED_SHORT, PIBuffer);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
}
void VertexManager::vFlush()
{
if (LocalVBuffer == s_pCurBufferPointer) return;
if (Flushed) return;
Flushed=true;
VideoFifo_CheckEFBAccess();
#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.numTexGen.numTexGens,
xfregs.numChan.numColorChans, xfregs.dualTexTrans.enabled, bpmem.ztex2.op,
bpmem.blendmode.colorupdate, bpmem.blendmode.alphaupdate, bpmem.zmode.updateenable);
for (unsigned int i = 0; i < xfregs.numChan.numColorChans; ++i)
{
LitChannel* ch = &xfregs.color[i];
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.alpha[i];
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 (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
{
TexMtxInfo tinfo = xfregs.texMtxInfo[i];
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.postMtxInfo[i].index, xfregs.postMtxInfo[i].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
(void)GL_REPORT_ERROR();
//glBindBuffer(GL_ARRAY_BUFFER, s_vboBuffers[s_nCurVBOIndex]);
//glBufferData(GL_ARRAY_BUFFER, s_pCurBufferPointer - LocalVBuffer, LocalVBuffer, GL_STREAM_DRAW);
GL_REPORT_ERRORD();
// setup the pointers
if (g_nativeVertexFmt)
g_nativeVertexFmt->SetupVertexPointers();
GL_REPORT_ERRORD();
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);
for (int i = 0; i < 8; i++)
{
if (usedtextures & (1 << i))
{
glActiveTexture(GL_TEXTURE0 + i);
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");
}
}
bool useDstAlpha = !g_ActiveConfig.bDstAlphaPass && bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate
&& bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;
#ifdef USE_DUAL_SOURCE_BLEND
bool dualSourcePossible = GLEW_ARB_blend_func_extended;
// finally bind
FRAGMENTSHADER* ps;
if (dualSourcePossible)
{
if (useDstAlpha)
{
// If host supports GL_ARB_blend_func_extended, we can do dst alpha in
// the same pass as regular rendering.
g_renderer->SetBlendMode(true);
ps = PixelShaderCache::SetShader(DSTALPHA_DUAL_SOURCE_BLEND, g_nativeVertexFmt->m_components);
}
else
{
g_renderer->SetBlendMode(true);
ps = PixelShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components);
}
}
else
{
ps = PixelShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components);
}
#else
bool dualSourcePossible = false;
FRAGMENTSHADER* ps = PixelShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components);
#endif
VERTEXSHADER* vs = VertexShaderCache::SetShader(g_nativeVertexFmt->m_components);
if(g_ActiveConfig.bUseGLSL)
ProgramShaderCache::SetBothShaders(ps->glprogid, vs->glprogid);
else
{
if (ps) PixelShaderCache::SetCurrentShader(ps->glprogid); // Lego Star Wars crashes here.
if (vs) VertexShaderCache::SetCurrentShader(vs->glprogid);
}
// set global constants
VertexShaderManager::SetConstants();
PixelShaderManager::SetConstants();
Draw();
// run through vertex groups again to set alpha
if (useDstAlpha && !dualSourcePossible)
{
ps = PixelShaderCache::SetShader(DSTALPHA_ALPHA_PASS,g_nativeVertexFmt->m_components);
if(g_ActiveConfig.bUseGLSL)
{
ProgramShaderCache::SetBothShaders(ps->glprogid, 0);
PixelShaderManager::SetConstants(); // Need to set these again
}
else
if (ps) PixelShaderCache::SetCurrentShader(ps->glprogid);
// only update alpha
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
glDisable(GL_BLEND);
Draw();
// restore color mask
g_renderer->SetColorMask();
if (bpmem.blendmode.blendenable || bpmem.blendmode.subtract)
glEnable(GL_BLEND);
}
GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true);
//s_nCurVBOIndex = (s_nCurVBOIndex + 1) % ARRAYSIZE(s_vboBuffers);
s_pCurBufferPointer = LocalVBuffer;
IndexGenerator::Start(TIBuffer,LIBuffer,PIBuffer);
#if defined(_DEBUG) || defined(DEBUGFAST)
if (g_ActiveConfig.iLog & CONF_SAVESHADERS)
{
// save the shaders
char strfile[255];
sprintf(strfile, "%sps%.3d.txt", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), g_ActiveConfig.iSaveTargetId);
std::ofstream fps(strfile);
fps << ps->strprog.c_str();
sprintf(strfile, "%svs%.3d.txt", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), g_ActiveConfig.iSaveTargetId);
std::ofstream fvs(strfile);
fvs << vs->strprog.c_str();
}
if (g_ActiveConfig.iLog & CONF_SAVETARGETS)
{
char str[128];
sprintf(str, "%starg%.3d.tga", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), g_ActiveConfig.iSaveTargetId);
TargetRectangle tr;
tr.left = 0;
tr.right = Renderer::GetTargetWidth();
tr.top = 0;
tr.bottom = Renderer::GetTargetHeight();
g_renderer->SaveScreenshot(str, tr);
}
#endif
g_Config.iSaveTargetId++;
ClearEFBCache();
GL_REPORT_ERRORD();
}
} // namespace