From 34692ab826abc8f8faa61bdb2280b742424528f1 Mon Sep 17 00:00:00 2001 From: "Jasper St. Pierre" Date: Sat, 7 Dec 2013 15:14:29 -0500 Subject: Remove unnecessary Src/ folders --- Source/Core/VideoCommon/VertexLoader.cpp | 737 +++++++++++++++++++++++++++++++ 1 file changed, 737 insertions(+) create mode 100644 Source/Core/VideoCommon/VertexLoader.cpp (limited to 'Source/Core/VideoCommon/VertexLoader.cpp') 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(s_curposmtx); + DataWrite(0); + DataWrite(0); + DataWrite(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)); +} -- cgit v1.2.3