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authorRyan Houdek <Sonicadvance1@gmail.com>2013-12-31 19:18:30 -0600
committerRyan Houdek <Sonicadvance1@gmail.com>2013-12-31 19:18:30 -0600
commit1118226f270d2b44d10dd3cebd9f89fd38042680 (patch)
tree9dd80995633c70581443d40f58d6ac35837e0bd4 /Source/Core/VideoCommon/VertexLoader.cpp
parent8d8b0fc884367bc4d433d698a790ef5badee6957 (diff)
parent16824d5fd17b43b156706bf02a8063b389604766 (diff)
Merge branch 'master' into buffer_storage
Diffstat (limited to 'Source/Core/VideoCommon/VertexLoader.cpp')
-rw-r--r--Source/Core/VideoCommon/VertexLoader.cpp737
1 files changed, 737 insertions, 0 deletions
diff --git a/Source/Core/VideoCommon/VertexLoader.cpp b/Source/Core/VideoCommon/VertexLoader.cpp
new file mode 100644
index 0000000000..d5cf003e76
--- /dev/null
+++ b/Source/Core/VideoCommon/VertexLoader.cpp
@@ -0,0 +1,737 @@
+// Copyright 2013 Dolphin Emulator Project
+// Licensed under GPLv2
+// Refer to the license.txt file included.
+
+#include "Common.h"
+#include "VideoCommon.h"
+#include "VideoConfig.h"
+#include "MemoryUtil.h"
+#include "StringUtil.h"
+#include "x64Emitter.h"
+#include "x64ABI.h"
+#include "PixelEngine.h"
+#include "Host.h"
+
+#include "LookUpTables.h"
+#include "Statistics.h"
+#include "VertexLoaderManager.h"
+#include "VertexLoader.h"
+#include "BPMemory.h"
+#include "DataReader.h"
+#include "VertexManagerBase.h"
+
+#include "VertexLoader_Position.h"
+#include "VertexLoader_Normal.h"
+#include "VertexLoader_Color.h"
+#include "VertexLoader_TextCoord.h"
+
+//BBox
+#include "XFMemory.h"
+extern float GC_ALIGNED16(g_fProjectionMatrix[16]);
+#ifndef _M_GENERIC
+#ifndef __APPLE__
+#define USE_JIT
+#endif
+#endif
+
+#define COMPILED_CODE_SIZE 4096
+
+NativeVertexFormat *g_nativeVertexFmt;
+
+#ifndef _WIN32
+ #undef inline
+ #define inline
+#endif
+
+// Matrix components are first in GC format but later in PC format - we need to store it temporarily
+// when decoding each vertex.
+static u8 s_curposmtx;
+static u8 s_curtexmtx[8];
+static int s_texmtxwrite = 0;
+static int s_texmtxread = 0;
+
+static int loop_counter;
+
+// Vertex loaders read these. Although the scale ones should be baked into the shader.
+int tcIndex;
+int colIndex;
+TVtxAttr* pVtxAttr;
+int colElements[2];
+float posScale;
+float tcScale[8];
+
+// bbox must read vertex position, so convert it to this buffer
+static float s_bbox_vertex_buffer[3];
+static u8 *s_bbox_pCurBufferPointer_orig;
+
+static const float fractionTable[32] = {
+ 1.0f / (1U << 0), 1.0f / (1U << 1), 1.0f / (1U << 2), 1.0f / (1U << 3),
+ 1.0f / (1U << 4), 1.0f / (1U << 5), 1.0f / (1U << 6), 1.0f / (1U << 7),
+ 1.0f / (1U << 8), 1.0f / (1U << 9), 1.0f / (1U << 10), 1.0f / (1U << 11),
+ 1.0f / (1U << 12), 1.0f / (1U << 13), 1.0f / (1U << 14), 1.0f / (1U << 15),
+ 1.0f / (1U << 16), 1.0f / (1U << 17), 1.0f / (1U << 18), 1.0f / (1U << 19),
+ 1.0f / (1U << 20), 1.0f / (1U << 21), 1.0f / (1U << 22), 1.0f / (1U << 23),
+ 1.0f / (1U << 24), 1.0f / (1U << 25), 1.0f / (1U << 26), 1.0f / (1U << 27),
+ 1.0f / (1U << 28), 1.0f / (1U << 29), 1.0f / (1U << 30), 1.0f / (1U << 31),
+};
+
+using namespace Gen;
+
+void LOADERDECL PosMtx_ReadDirect_UByte()
+{
+ s_curposmtx = DataReadU8() & 0x3f;
+ PRIM_LOG("posmtx: %d, ", s_curposmtx);
+}
+
+void LOADERDECL PosMtx_Write()
+{
+ DataWrite<u8>(s_curposmtx);
+ DataWrite<u8>(0);
+ DataWrite<u8>(0);
+ DataWrite<u8>(0);
+}
+
+void LOADERDECL UpdateBoundingBoxPrepare()
+{
+ if (!PixelEngine::bbox_active)
+ return;
+
+ // set our buffer as videodata buffer, so we will get a copy of the vertex positions
+ // this is a big hack, but so we can use the same converting function then without bbox
+ s_bbox_pCurBufferPointer_orig = VertexManager::s_pCurBufferPointer;
+ VertexManager::s_pCurBufferPointer = (u8*)s_bbox_vertex_buffer;
+}
+
+void LOADERDECL UpdateBoundingBox()
+{
+ if (!PixelEngine::bbox_active)
+ return;
+
+ // reset videodata pointer
+ VertexManager::s_pCurBufferPointer = s_bbox_pCurBufferPointer_orig;
+
+ // copy vertex pointers
+ memcpy(VertexManager::s_pCurBufferPointer, s_bbox_vertex_buffer, 12);
+ VertexManager::s_pCurBufferPointer += 12;
+
+ // We must transform the just loaded point by the current world and projection matrix - in software.
+ // Then convert to screen space and update the bounding box.
+ float p[3] = {s_bbox_vertex_buffer[0], s_bbox_vertex_buffer[1], s_bbox_vertex_buffer[2]};
+
+ const float *world_matrix = (float*)xfmem + MatrixIndexA.PosNormalMtxIdx * 4;
+ const float *proj_matrix = &g_fProjectionMatrix[0];
+
+ float t[3];
+ t[0] = p[0] * world_matrix[0] + p[1] * world_matrix[1] + p[2] * world_matrix[2] + world_matrix[3];
+ t[1] = p[0] * world_matrix[4] + p[1] * world_matrix[5] + p[2] * world_matrix[6] + world_matrix[7];
+ t[2] = p[0] * world_matrix[8] + p[1] * world_matrix[9] + p[2] * world_matrix[10] + world_matrix[11];
+
+ float o[3];
+ o[0] = t[0] * proj_matrix[0] + t[1] * proj_matrix[1] + t[2] * proj_matrix[2] + proj_matrix[3];
+ o[1] = t[0] * proj_matrix[4] + t[1] * proj_matrix[5] + t[2] * proj_matrix[6] + proj_matrix[7];
+ o[2] = t[0] * proj_matrix[12] + t[1] * proj_matrix[13] + t[2] * proj_matrix[14] + proj_matrix[15];
+
+ o[0] /= o[2];
+ o[1] /= o[2];
+
+ // Max width seems to be 608, while max height is 480
+ // Here height is set to 484 as BBox bottom always seems to be off by a few pixels
+ o[0] = (o[0] + 1.0f) * 304.0f;
+ o[1] = (1.0f - o[1]) * 242.0f;
+
+ if (o[0] < PixelEngine::bbox[0]) PixelEngine::bbox[0] = (u16) std::max(0.0f, o[0]);
+ if (o[0] > PixelEngine::bbox[1]) PixelEngine::bbox[1] = (u16) o[0];
+ if (o[1] < PixelEngine::bbox[2]) PixelEngine::bbox[2] = (u16) std::max(0.0f, o[1]);
+ if (o[1] > PixelEngine::bbox[3]) PixelEngine::bbox[3] = (u16) o[1];
+}
+
+void LOADERDECL TexMtx_ReadDirect_UByte()
+{
+ s_curtexmtx[s_texmtxread] = DataReadU8() & 0x3f;
+ PRIM_LOG("texmtx%d: %d, ", s_texmtxread, s_curtexmtx[s_texmtxread]);
+ s_texmtxread++;
+}
+
+void LOADERDECL TexMtx_Write_Float()
+{
+ DataWrite(float(s_curtexmtx[s_texmtxwrite++]));
+}
+
+void LOADERDECL TexMtx_Write_Float2()
+{
+ DataWrite(0.f);
+ DataWrite(float(s_curtexmtx[s_texmtxwrite++]));
+}
+
+void LOADERDECL TexMtx_Write_Float4()
+{
+ DataWrite(0.f);
+ DataWrite(0.f);
+ DataWrite(float(s_curtexmtx[s_texmtxwrite++]));
+ // Just to fill out with 0.
+ DataWrite(0.f);
+}
+
+VertexLoader::VertexLoader(const TVtxDesc &vtx_desc, const VAT &vtx_attr)
+{
+ m_compiledCode = NULL;
+ m_numLoadedVertices = 0;
+ m_VertexSize = 0;
+ m_numPipelineStages = 0;
+ m_NativeFmt = g_vertex_manager->CreateNativeVertexFormat();
+ loop_counter = 0;
+ VertexLoader_Normal::Init();
+ VertexLoader_Position::Init();
+ VertexLoader_TextCoord::Init();
+
+ m_VtxDesc = vtx_desc;
+ SetVAT(vtx_attr.g0.Hex, vtx_attr.g1.Hex, vtx_attr.g2.Hex);
+
+ #ifdef USE_JIT
+ AllocCodeSpace(COMPILED_CODE_SIZE);
+ CompileVertexTranslator();
+ WriteProtect();
+ #else
+ CompileVertexTranslator();
+ #endif
+
+}
+
+VertexLoader::~VertexLoader()
+{
+ #ifdef USE_JIT
+ FreeCodeSpace();
+ #endif
+ delete m_NativeFmt;
+}
+
+void VertexLoader::CompileVertexTranslator()
+{
+ m_VertexSize = 0;
+ const TVtxAttr &vtx_attr = m_VtxAttr;
+
+#ifdef USE_JIT
+ if (m_compiledCode)
+ PanicAlert("Trying to recompile a vertex translator");
+
+ m_compiledCode = GetCodePtr();
+ ABI_PushAllCalleeSavedRegsAndAdjustStack();
+
+ // Start loop here
+ const u8 *loop_start = GetCodePtr();
+
+ // Reset component counters if present in vertex format only.
+ if (m_VtxDesc.Tex0Coord || m_VtxDesc.Tex1Coord || m_VtxDesc.Tex2Coord || m_VtxDesc.Tex3Coord ||
+ m_VtxDesc.Tex4Coord || m_VtxDesc.Tex5Coord || m_VtxDesc.Tex6Coord || m_VtxDesc.Tex7Coord)
+ {
+ WriteSetVariable(32, &tcIndex, Imm32(0));
+ }
+ if (m_VtxDesc.Color0 || m_VtxDesc.Color1)
+ {
+ WriteSetVariable(32, &colIndex, Imm32(0));
+ }
+ if (m_VtxDesc.Tex0MatIdx || m_VtxDesc.Tex1MatIdx || m_VtxDesc.Tex2MatIdx || m_VtxDesc.Tex3MatIdx ||
+ m_VtxDesc.Tex4MatIdx || m_VtxDesc.Tex5MatIdx || m_VtxDesc.Tex6MatIdx || m_VtxDesc.Tex7MatIdx)
+ {
+ WriteSetVariable(32, &s_texmtxwrite, Imm32(0));
+ WriteSetVariable(32, &s_texmtxread, Imm32(0));
+ }
+#endif
+
+ // Colors
+ const u32 col[2] = {m_VtxDesc.Color0, m_VtxDesc.Color1};
+ // TextureCoord
+ // Since m_VtxDesc.Text7Coord is broken across a 32 bit word boundary, retrieve its value manually.
+ // If we didn't do this, the vertex format would be read as one bit offset from where it should be, making
+ // 01 become 00, and 10/11 become 01
+ const u32 tc[8] = {
+ m_VtxDesc.Tex0Coord, m_VtxDesc.Tex1Coord, m_VtxDesc.Tex2Coord, m_VtxDesc.Tex3Coord,
+ m_VtxDesc.Tex4Coord, m_VtxDesc.Tex5Coord, m_VtxDesc.Tex6Coord, (const u32)((m_VtxDesc.Hex >> 31) & 3)
+ };
+
+ // Reset pipeline
+ m_numPipelineStages = 0;
+
+ // It's a bit ugly that we poke inside m_NativeFmt in this function. Planning to fix this.
+ m_NativeFmt->m_components = 0;
+
+ // Position in pc vertex format.
+ int nat_offset = 0;
+ PortableVertexDeclaration vtx_decl;
+ memset(&vtx_decl, 0, sizeof(vtx_decl));
+ for (int i = 0; i < 8; i++)
+ {
+ vtx_decl.texcoord_offset[i] = -1;
+ }
+
+ // m_VBVertexStride for texmtx and posmtx is computed later when writing.
+
+ // Position Matrix Index
+ if (m_VtxDesc.PosMatIdx)
+ {
+ WriteCall(PosMtx_ReadDirect_UByte);
+ m_NativeFmt->m_components |= VB_HAS_POSMTXIDX;
+ m_VertexSize += 1;
+ }
+
+ if (m_VtxDesc.Tex0MatIdx) {m_VertexSize += 1; m_NativeFmt->m_components |= VB_HAS_TEXMTXIDX0; WriteCall(TexMtx_ReadDirect_UByte); }
+ if (m_VtxDesc.Tex1MatIdx) {m_VertexSize += 1; m_NativeFmt->m_components |= VB_HAS_TEXMTXIDX1; WriteCall(TexMtx_ReadDirect_UByte); }
+ if (m_VtxDesc.Tex2MatIdx) {m_VertexSize += 1; m_NativeFmt->m_components |= VB_HAS_TEXMTXIDX2; WriteCall(TexMtx_ReadDirect_UByte); }
+ if (m_VtxDesc.Tex3MatIdx) {m_VertexSize += 1; m_NativeFmt->m_components |= VB_HAS_TEXMTXIDX3; WriteCall(TexMtx_ReadDirect_UByte); }
+ if (m_VtxDesc.Tex4MatIdx) {m_VertexSize += 1; m_NativeFmt->m_components |= VB_HAS_TEXMTXIDX4; WriteCall(TexMtx_ReadDirect_UByte); }
+ if (m_VtxDesc.Tex5MatIdx) {m_VertexSize += 1; m_NativeFmt->m_components |= VB_HAS_TEXMTXIDX5; WriteCall(TexMtx_ReadDirect_UByte); }
+ if (m_VtxDesc.Tex6MatIdx) {m_VertexSize += 1; m_NativeFmt->m_components |= VB_HAS_TEXMTXIDX6; WriteCall(TexMtx_ReadDirect_UByte); }
+ if (m_VtxDesc.Tex7MatIdx) {m_VertexSize += 1; m_NativeFmt->m_components |= VB_HAS_TEXMTXIDX7; WriteCall(TexMtx_ReadDirect_UByte); }
+
+ // Write vertex position loader
+ if(g_ActiveConfig.bUseBBox)
+ {
+ WriteCall(UpdateBoundingBoxPrepare);
+ WriteCall(VertexLoader_Position::GetFunction(m_VtxDesc.Position, m_VtxAttr.PosFormat, m_VtxAttr.PosElements));
+ WriteCall(UpdateBoundingBox);
+ }
+ else
+ {
+ WriteCall(VertexLoader_Position::GetFunction(m_VtxDesc.Position, m_VtxAttr.PosFormat, m_VtxAttr.PosElements));
+ }
+ m_VertexSize += VertexLoader_Position::GetSize(m_VtxDesc.Position, m_VtxAttr.PosFormat, m_VtxAttr.PosElements);
+ nat_offset += 12;
+
+ // Normals
+ vtx_decl.num_normals = 0;
+ if (m_VtxDesc.Normal != NOT_PRESENT)
+ {
+ m_VertexSize += VertexLoader_Normal::GetSize(m_VtxDesc.Normal,
+ m_VtxAttr.NormalFormat, m_VtxAttr.NormalElements, m_VtxAttr.NormalIndex3);
+
+ TPipelineFunction pFunc = VertexLoader_Normal::GetFunction(m_VtxDesc.Normal,
+ m_VtxAttr.NormalFormat, m_VtxAttr.NormalElements, m_VtxAttr.NormalIndex3);
+
+ if (pFunc == 0)
+ {
+ char temp[256];
+ sprintf(temp,"%i %i %i %i", m_VtxDesc.Normal, m_VtxAttr.NormalFormat, m_VtxAttr.NormalElements, m_VtxAttr.NormalIndex3);
+ Host_SysMessage("VertexLoader_Normal::GetFunction returned zero!");
+ }
+ WriteCall(pFunc);
+
+ vtx_decl.num_normals = vtx_attr.NormalElements ? 3 : 1;
+ vtx_decl.normal_offset[0] = -1;
+ vtx_decl.normal_offset[1] = -1;
+ vtx_decl.normal_offset[2] = -1;
+ vtx_decl.normal_gl_type = VAR_FLOAT;
+ vtx_decl.normal_gl_size = 3;
+ vtx_decl.normal_offset[0] = nat_offset;
+ nat_offset += 12;
+
+ if (vtx_attr.NormalElements)
+ {
+ vtx_decl.normal_offset[1] = nat_offset;
+ nat_offset += 12;
+ vtx_decl.normal_offset[2] = nat_offset;
+ nat_offset += 12;
+ }
+
+ int numNormals = (m_VtxAttr.NormalElements == 1) ? NRM_THREE : NRM_ONE;
+ m_NativeFmt->m_components |= VB_HAS_NRM0;
+
+ if (numNormals == NRM_THREE)
+ m_NativeFmt->m_components |= VB_HAS_NRM1 | VB_HAS_NRM2;
+ }
+
+ vtx_decl.color_gl_type = VAR_UNSIGNED_BYTE;
+ vtx_decl.color_offset[0] = -1;
+ vtx_decl.color_offset[1] = -1;
+ for (int i = 0; i < 2; i++)
+ {
+ m_NativeFmt->m_components |= VB_HAS_COL0 << i;
+ switch (col[i])
+ {
+ case NOT_PRESENT:
+ m_NativeFmt->m_components &= ~(VB_HAS_COL0 << i);
+ vtx_decl.color_offset[i] = -1;
+ break;
+ case DIRECT:
+ switch (m_VtxAttr.color[i].Comp)
+ {
+ case FORMAT_16B_565: m_VertexSize += 2; WriteCall(Color_ReadDirect_16b_565); break;
+ case FORMAT_24B_888: m_VertexSize += 3; WriteCall(Color_ReadDirect_24b_888); break;
+ case FORMAT_32B_888x: m_VertexSize += 4; WriteCall(Color_ReadDirect_32b_888x); break;
+ case FORMAT_16B_4444: m_VertexSize += 2; WriteCall(Color_ReadDirect_16b_4444); break;
+ case FORMAT_24B_6666: m_VertexSize += 3; WriteCall(Color_ReadDirect_24b_6666); break;
+ case FORMAT_32B_8888: m_VertexSize += 4; WriteCall(Color_ReadDirect_32b_8888); break;
+ default: _assert_(0); break;
+ }
+ break;
+ case INDEX8:
+ m_VertexSize += 1;
+ switch (m_VtxAttr.color[i].Comp)
+ {
+ case FORMAT_16B_565: WriteCall(Color_ReadIndex8_16b_565); break;
+ case FORMAT_24B_888: WriteCall(Color_ReadIndex8_24b_888); break;
+ case FORMAT_32B_888x: WriteCall(Color_ReadIndex8_32b_888x); break;
+ case FORMAT_16B_4444: WriteCall(Color_ReadIndex8_16b_4444); break;
+ case FORMAT_24B_6666: WriteCall(Color_ReadIndex8_24b_6666); break;
+ case FORMAT_32B_8888: WriteCall(Color_ReadIndex8_32b_8888); break;
+ default: _assert_(0); break;
+ }
+ break;
+ case INDEX16:
+ m_VertexSize += 2;
+ switch (m_VtxAttr.color[i].Comp)
+ {
+ case FORMAT_16B_565: WriteCall(Color_ReadIndex16_16b_565); break;
+ case FORMAT_24B_888: WriteCall(Color_ReadIndex16_24b_888); break;
+ case FORMAT_32B_888x: WriteCall(Color_ReadIndex16_32b_888x); break;
+ case FORMAT_16B_4444: WriteCall(Color_ReadIndex16_16b_4444); break;
+ case FORMAT_24B_6666: WriteCall(Color_ReadIndex16_24b_6666); break;
+ case FORMAT_32B_8888: WriteCall(Color_ReadIndex16_32b_8888); break;
+ default: _assert_(0); break;
+ }
+ break;
+ }
+ // Common for the three bottom cases
+ if (col[i] != NOT_PRESENT)
+ {
+ vtx_decl.color_offset[i] = nat_offset;
+ nat_offset += 4;
+ }
+ }
+
+ // Texture matrix indices (remove if corresponding texture coordinate isn't enabled)
+ for (int i = 0; i < 8; i++)
+ {
+ vtx_decl.texcoord_offset[i] = -1;
+ const int format = m_VtxAttr.texCoord[i].Format;
+ const int elements = m_VtxAttr.texCoord[i].Elements;
+
+ if (tc[i] == NOT_PRESENT)
+ {
+ m_NativeFmt->m_components &= ~(VB_HAS_UV0 << i);
+ }
+ else
+ {
+ _assert_msg_(VIDEO, DIRECT <= tc[i] && tc[i] <= INDEX16, "Invalid texture coordinates!\n(tc[i] = %d)", tc[i]);
+ _assert_msg_(VIDEO, FORMAT_UBYTE <= format && format <= FORMAT_FLOAT, "Invalid texture coordinates format!\n(format = %d)", format);
+ _assert_msg_(VIDEO, 0 <= elements && elements <= 1, "Invalid number of texture coordinates elements!\n(elements = %d)", elements);
+
+ m_NativeFmt->m_components |= VB_HAS_UV0 << i;
+ WriteCall(VertexLoader_TextCoord::GetFunction(tc[i], format, elements));
+ m_VertexSize += VertexLoader_TextCoord::GetSize(tc[i], format, elements);
+ }
+
+ if (m_NativeFmt->m_components & (VB_HAS_TEXMTXIDX0 << i))
+ {
+ if (tc[i] != NOT_PRESENT)
+ {
+ // if texmtx is included, texcoord will always be 3 floats, z will be the texmtx index
+ vtx_decl.texcoord_offset[i] = nat_offset;
+ vtx_decl.texcoord_gl_type[i] = VAR_FLOAT;
+ vtx_decl.texcoord_size[i] = 3;
+ nat_offset += 12;
+ WriteCall(m_VtxAttr.texCoord[i].Elements ? TexMtx_Write_Float : TexMtx_Write_Float2);
+ }
+ else
+ {
+ m_NativeFmt->m_components |= VB_HAS_UV0 << i; // have to include since using now
+ vtx_decl.texcoord_offset[i] = nat_offset;
+ vtx_decl.texcoord_gl_type[i] = VAR_FLOAT;
+ vtx_decl.texcoord_size[i] = 4;
+ nat_offset += 16; // still include the texture coordinate, but this time as 6 + 2 bytes
+ WriteCall(TexMtx_Write_Float4);
+ }
+ }
+ else
+ {
+ if (tc[i] != NOT_PRESENT)
+ {
+ vtx_decl.texcoord_offset[i] = nat_offset;
+ vtx_decl.texcoord_gl_type[i] = VAR_FLOAT;
+ vtx_decl.texcoord_size[i] = vtx_attr.texCoord[i].Elements ? 2 : 1;
+ nat_offset += 4 * (vtx_attr.texCoord[i].Elements ? 2 : 1);
+ }
+ }
+
+ if (tc[i] == NOT_PRESENT)
+ {
+ // if there's more tex coords later, have to write a dummy call
+ int j = i + 1;
+ for (; j < 8; ++j)
+ {
+ if (tc[j] != NOT_PRESENT)
+ {
+ WriteCall(VertexLoader_TextCoord::GetDummyFunction()); // important to get indices right!
+ break;
+ }
+ }
+ // tricky!
+ if (j == 8 && !((m_NativeFmt->m_components & VB_HAS_TEXMTXIDXALL) & (VB_HAS_TEXMTXIDXALL << (i + 1))))
+ {
+ // no more tex coords and tex matrices, so exit loop
+ break;
+ }
+ }
+ }
+
+ if (m_VtxDesc.PosMatIdx)
+ {
+ WriteCall(PosMtx_Write);
+ vtx_decl.posmtx_offset = nat_offset;
+ nat_offset += 4;
+ }
+ else
+ {
+ vtx_decl.posmtx_offset = -1;
+ }
+
+ native_stride = nat_offset;
+ vtx_decl.stride = native_stride;
+
+#ifdef USE_JIT
+ // End loop here
+#ifdef _M_X64
+ MOV(64, R(RAX), Imm64((u64)&loop_counter));
+ SUB(32, MatR(RAX), Imm8(1));
+#else
+ SUB(32, M(&loop_counter), Imm8(1));
+#endif
+
+ J_CC(CC_NZ, loop_start, true);
+ ABI_PopAllCalleeSavedRegsAndAdjustStack();
+ RET();
+#endif
+ m_NativeFmt->Initialize(vtx_decl);
+}
+
+void VertexLoader::WriteCall(TPipelineFunction func)
+{
+#ifdef USE_JIT
+#ifdef _M_X64
+ MOV(64, R(RAX), Imm64((u64)func));
+ CALLptr(R(RAX));
+#else
+ CALL((void*)func);
+#endif
+#else
+ m_PipelineStages[m_numPipelineStages++] = func;
+#endif
+}
+// ARMTODO: This should be done in a better way
+#ifndef _M_GENERIC
+void VertexLoader::WriteGetVariable(int bits, OpArg dest, void *address)
+{
+#ifdef USE_JIT
+#ifdef _M_X64
+ MOV(64, R(RAX), Imm64((u64)address));
+ MOV(bits, dest, MatR(RAX));
+#else
+ MOV(bits, dest, M(address));
+#endif
+#endif
+}
+
+void VertexLoader::WriteSetVariable(int bits, void *address, OpArg value)
+{
+#ifdef USE_JIT
+#ifdef _M_X64
+ MOV(64, R(RAX), Imm64((u64)address));
+ MOV(bits, MatR(RAX), value);
+#else
+ MOV(bits, M(address), value);
+#endif
+#endif
+}
+#endif
+
+int VertexLoader::SetupRunVertices(int vtx_attr_group, int primitive, int const count)
+{
+ m_numLoadedVertices += count;
+
+ // Flush if our vertex format is different from the currently set.
+ if (g_nativeVertexFmt != NULL && g_nativeVertexFmt != m_NativeFmt)
+ {
+ // We really must flush here. It's possible that the native representations
+ // of the two vtx formats are the same, but we have no way to easily check that
+ // now.
+ VertexManager::Flush();
+ // Also move the Set() here?
+ }
+ g_nativeVertexFmt = m_NativeFmt;
+
+ if (bpmem.genMode.cullmode == 3 && primitive < 5)
+ {
+ // if cull mode is none, ignore triangles and quads
+ DataSkip(count * m_VertexSize);
+ return 0;
+ }
+
+ m_NativeFmt->EnableComponents(m_NativeFmt->m_components);
+
+ // Load position and texcoord scale factors.
+ m_VtxAttr.PosFrac = g_VtxAttr[vtx_attr_group].g0.PosFrac;
+ m_VtxAttr.texCoord[0].Frac = g_VtxAttr[vtx_attr_group].g0.Tex0Frac;
+ m_VtxAttr.texCoord[1].Frac = g_VtxAttr[vtx_attr_group].g1.Tex1Frac;
+ m_VtxAttr.texCoord[2].Frac = g_VtxAttr[vtx_attr_group].g1.Tex2Frac;
+ m_VtxAttr.texCoord[3].Frac = g_VtxAttr[vtx_attr_group].g1.Tex3Frac;
+ m_VtxAttr.texCoord[4].Frac = g_VtxAttr[vtx_attr_group].g2.Tex4Frac;
+ m_VtxAttr.texCoord[5].Frac = g_VtxAttr[vtx_attr_group].g2.Tex5Frac;
+ m_VtxAttr.texCoord[6].Frac = g_VtxAttr[vtx_attr_group].g2.Tex6Frac;
+ m_VtxAttr.texCoord[7].Frac = g_VtxAttr[vtx_attr_group].g2.Tex7Frac;
+
+ pVtxAttr = &m_VtxAttr;
+ posScale = fractionTable[m_VtxAttr.PosFrac];
+ if (m_NativeFmt->m_components & VB_HAS_UVALL)
+ for (int i = 0; i < 8; i++)
+ tcScale[i] = fractionTable[m_VtxAttr.texCoord[i].Frac];
+ for (int i = 0; i < 2; i++)
+ colElements[i] = m_VtxAttr.color[i].Elements;
+
+ VertexManager::PrepareForAdditionalData(primitive, count, native_stride);
+
+ return count;
+}
+
+void VertexLoader::RunVertices(int vtx_attr_group, int primitive, int const count)
+{
+ auto const new_count = SetupRunVertices(vtx_attr_group, primitive, count);
+ ConvertVertices(new_count);
+ VertexManager::AddVertices(primitive, new_count);
+}
+
+void VertexLoader::ConvertVertices ( int count )
+{
+#ifdef USE_JIT
+ if (count > 0)
+ {
+ loop_counter = count;
+ ((void (*)())(void*)m_compiledCode)();
+ }
+#else
+ for (int s = 0; s < count; s++)
+ {
+ tcIndex = 0;
+ colIndex = 0;
+ s_texmtxwrite = s_texmtxread = 0;
+ for (int i = 0; i < m_numPipelineStages; i++)
+ m_PipelineStages[i]();
+ PRIM_LOG("\n");
+ }
+#endif
+}
+
+void VertexLoader::RunCompiledVertices(int vtx_attr_group, int primitive, int const count, u8* Data)
+{
+ auto const new_count = SetupRunVertices(vtx_attr_group, primitive, count);
+
+ memcpy_gc(VertexManager::s_pCurBufferPointer, Data, native_stride * new_count);
+ VertexManager::s_pCurBufferPointer += native_stride * new_count;
+ DataSkip(new_count * m_VertexSize);
+
+ VertexManager::AddVertices(primitive, new_count);
+}
+
+void VertexLoader::SetVAT(u32 _group0, u32 _group1, u32 _group2)
+{
+ VAT vat;
+ vat.g0.Hex = _group0;
+ vat.g1.Hex = _group1;
+ vat.g2.Hex = _group2;
+
+ m_VtxAttr.PosElements = vat.g0.PosElements;
+ m_VtxAttr.PosFormat = vat.g0.PosFormat;
+ m_VtxAttr.PosFrac = vat.g0.PosFrac;
+ m_VtxAttr.NormalElements = vat.g0.NormalElements;
+ m_VtxAttr.NormalFormat = vat.g0.NormalFormat;
+ m_VtxAttr.color[0].Elements = vat.g0.Color0Elements;
+ m_VtxAttr.color[0].Comp = vat.g0.Color0Comp;
+ m_VtxAttr.color[1].Elements = vat.g0.Color1Elements;
+ m_VtxAttr.color[1].Comp = vat.g0.Color1Comp;
+ m_VtxAttr.texCoord[0].Elements = vat.g0.Tex0CoordElements;
+ m_VtxAttr.texCoord[0].Format = vat.g0.Tex0CoordFormat;
+ m_VtxAttr.texCoord[0].Frac = vat.g0.Tex0Frac;
+ m_VtxAttr.ByteDequant = vat.g0.ByteDequant;
+ m_VtxAttr.NormalIndex3 = vat.g0.NormalIndex3;
+
+ m_VtxAttr.texCoord[1].Elements = vat.g1.Tex1CoordElements;
+ m_VtxAttr.texCoord[1].Format = vat.g1.Tex1CoordFormat;
+ m_VtxAttr.texCoord[1].Frac = vat.g1.Tex1Frac;
+ m_VtxAttr.texCoord[2].Elements = vat.g1.Tex2CoordElements;
+ m_VtxAttr.texCoord[2].Format = vat.g1.Tex2CoordFormat;
+ m_VtxAttr.texCoord[2].Frac = vat.g1.Tex2Frac;
+ m_VtxAttr.texCoord[3].Elements = vat.g1.Tex3CoordElements;
+ m_VtxAttr.texCoord[3].Format = vat.g1.Tex3CoordFormat;
+ m_VtxAttr.texCoord[3].Frac = vat.g1.Tex3Frac;
+ m_VtxAttr.texCoord[4].Elements = vat.g1.Tex4CoordElements;
+ m_VtxAttr.texCoord[4].Format = vat.g1.Tex4CoordFormat;
+
+ m_VtxAttr.texCoord[4].Frac = vat.g2.Tex4Frac;
+ m_VtxAttr.texCoord[5].Elements = vat.g2.Tex5CoordElements;
+ m_VtxAttr.texCoord[5].Format = vat.g2.Tex5CoordFormat;
+ m_VtxAttr.texCoord[5].Frac = vat.g2.Tex5Frac;
+ m_VtxAttr.texCoord[6].Elements = vat.g2.Tex6CoordElements;
+ m_VtxAttr.texCoord[6].Format = vat.g2.Tex6CoordFormat;
+ m_VtxAttr.texCoord[6].Frac = vat.g2.Tex6Frac;
+ m_VtxAttr.texCoord[7].Elements = vat.g2.Tex7CoordElements;
+ m_VtxAttr.texCoord[7].Format = vat.g2.Tex7CoordFormat;
+ m_VtxAttr.texCoord[7].Frac = vat.g2.Tex7Frac;
+
+ if(!m_VtxAttr.ByteDequant) {
+ ERROR_LOG(VIDEO, "ByteDequant is set to zero");
+ }
+};
+
+void VertexLoader::AppendToString(std::string *dest) const
+{
+ dest->reserve(250);
+ static const char *posMode[4] = {
+ "Inv",
+ "Dir",
+ "I8",
+ "I16",
+ };
+ static const char *posFormats[5] = {
+ "u8", "s8", "u16", "s16", "flt",
+ };
+ static const char *colorFormat[8] = {
+ "565",
+ "888",
+ "888x",
+ "4444",
+ "6666",
+ "8888",
+ "Inv",
+ "Inv",
+ };
+
+ dest->append(StringFromFormat("%ib skin: %i P: %i %s-%s ",
+ m_VertexSize, m_VtxDesc.PosMatIdx,
+ m_VtxAttr.PosElements ? 3 : 2, posMode[m_VtxDesc.Position], posFormats[m_VtxAttr.PosFormat]));
+
+ if (m_VtxDesc.Normal)
+ {
+ dest->append(StringFromFormat("Nrm: %i %s-%s ",
+ m_VtxAttr.NormalElements, posMode[m_VtxDesc.Normal], posFormats[m_VtxAttr.NormalFormat]));
+ }
+
+ u32 color_mode[2] = {m_VtxDesc.Color0, m_VtxDesc.Color1};
+ for (int i = 0; i < 2; i++)
+ {
+ if (color_mode[i])
+ {
+ dest->append(StringFromFormat("C%i: %i %s-%s ", i, m_VtxAttr.color[i].Elements, posMode[color_mode[i]], colorFormat[m_VtxAttr.color[i].Comp]));
+ }
+ }
+ u32 tex_mode[8] = {
+ m_VtxDesc.Tex0Coord, m_VtxDesc.Tex1Coord, m_VtxDesc.Tex2Coord, m_VtxDesc.Tex3Coord,
+ m_VtxDesc.Tex4Coord, m_VtxDesc.Tex5Coord, m_VtxDesc.Tex6Coord, m_VtxDesc.Tex7Coord
+ };
+ for (int i = 0; i < 8; i++)
+ {
+ if (tex_mode[i])
+ {
+ dest->append(StringFromFormat("T%i: %i %s-%s ",
+ i, m_VtxAttr.texCoord[i].Elements, posMode[tex_mode[i]], posFormats[m_VtxAttr.texCoord[i].Format]));
+ }
+ }
+ dest->append(StringFromFormat(" - %i v\n", m_numLoadedVertices));
+}