dolphin/Source/Plugins/Plugin_VideoOGL/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

357 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"
#include "OpcodeDecoding.h"
// 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;
static GLint max_Index_size = 0;
#define MAXVBUFFERSIZE 0x50000
#define MAXIBUFFERSIZE 0xFFFF
#define MAXVBOBUFFERCOUNT 0x8
static GLuint s_vboBuffers[MAXVBOBUFFERCOUNT] = {0};
static int s_nCurVBOIndex = 0; // current free buffer
static bool Flushed=false;
bool Init()
{
lastPrimitive = GX_DRAW_NONE;
glGetIntegerv(GL_MAX_ELEMENTS_INDICES, (GLint *)&max_Index_size);
if(max_Index_size>MAXIBUFFERSIZE)
max_Index_size = MAXIBUFFERSIZE;
LocalVBuffer = new u8[MAXVBUFFERSIZE];
TIBuffer = new u16[max_Index_size];
LIBuffer = new u16[max_Index_size];
PIBuffer = new u16[max_Index_size];
IndexGenerator::Start(TIBuffer,LIBuffer,PIBuffer);
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;
Flushed=false;
GL_REPORT_ERRORD();
return true;
}
void Shutdown()
{
delete [] LocalVBuffer;
delete [] TIBuffer;
delete [] LIBuffer;
delete [] PIBuffer;
glDeleteBuffers(ARRAYSIZE(s_vboBuffers), s_vboBuffers);
s_nCurVBOIndex = 0;
}
void ResetBuffer()
{
s_nCurVBOIndex = (s_nCurVBOIndex + 1) % ARRAYSIZE(s_vboBuffers);
s_pCurBufferPointer = LocalVBuffer;
}
void AddIndices(int primitive, int numVertices)
{
switch (primitive)
{
case GX_DRAW_TRIANGLES: IndexGenerator::AddList(numVertices); break;
case GX_DRAW_QUADS: IndexGenerator::AddQuads(numVertices); break;
case GX_DRAW_TRIANGLE_STRIP: IndexGenerator::AddStrip(numVertices); break;
case GX_DRAW_TRIANGLE_FAN: IndexGenerator::AddFan(numVertices); break;
case GX_DRAW_LINE_STRIP: IndexGenerator::AddLineStrip(numVertices); break;
case GX_DRAW_LINES: IndexGenerator::AddLineList(numVertices); break;
case GX_DRAW_POINTS: IndexGenerator::AddPoints(numVertices); break;
}
}
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(max_Index_size - IndexGenerator::GetTriangleindexLen() < 2 * numvertices)
Flush();
break;
case GX_DRAW_LINE_STRIP:
case GX_DRAW_LINES:
if(max_Index_size - IndexGenerator::GetLineindexLen() < 2 * numvertices)
Flush();
break;
case GX_DRAW_POINTS:
if(max_Index_size - 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()
{
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 Flush()
{
if (LocalVBuffer == s_pCurBufferPointer) return;
if(Flushed) return;
Flushed=true;
#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.
Draw();
// 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();
// restore color mask
Renderer::SetColorMask();
if (bpmem.blendmode.blendenable || bpmem.blendmode.subtract)
glEnable(GL_BLEND);
}
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, "%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();
}
} // namespace