summaryrefslogtreecommitdiff
path: root/Source/Core/VideoCommon/Src/VertexManagerBase.cpp
blob: 004b0f3ccaada434c7c1a29d0494541a3a84ec7e (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319

#include "Common.h"

#include "Statistics.h"
#include "OpcodeDecoding.h"
#include "IndexGenerator.h"
#include "VertexShaderManager.h"
#include "PixelShaderManager.h"
#include "NativeVertexFormat.h"
#include "TextureCacheBase.h"
#include "RenderBase.h"

#include "VertexManagerBase.h"
#include "VideoConfig.h"

VertexManager *g_vertex_manager;

u8 *VertexManager::s_pCurBufferPointer;
u8 *VertexManager::s_pBaseBufferPointer;

u8 *VertexManager::LocalVBuffer;
u16 *VertexManager::TIBuffer;
u16 *VertexManager::LIBuffer;
u16 *VertexManager::PIBuffer;

bool VertexManager::Flushed;

VertexManager::VertexManager()
{
	Flushed = false;

	LocalVBuffer = new u8[MAXVBUFFERSIZE];
	s_pCurBufferPointer = s_pBaseBufferPointer = LocalVBuffer;

	TIBuffer = new u16[MAXIBUFFERSIZE];
	LIBuffer = new u16[MAXIBUFFERSIZE];
	PIBuffer = new u16[MAXIBUFFERSIZE];

	IndexGenerator::Start(TIBuffer, LIBuffer, PIBuffer);
}

void VertexManager::ResetBuffer()
{
	s_pCurBufferPointer = LocalVBuffer;
}

VertexManager::~VertexManager()
{
	delete[] LocalVBuffer;

	delete[] TIBuffer;
	delete[] LIBuffer;
	delete[] PIBuffer;

	// TODO: necessary??
	ResetBuffer();
}

void VertexManager::AddIndices(int primitive, int numVertices)
{
	//switch (primitive)
	//{
	//case GX_DRAW_QUADS:          IndexGenerator::AddQuads(numVertices);		break;
	//case GX_DRAW_TRIANGLES:      IndexGenerator::AddList(numVertices);		break;
	//case GX_DRAW_TRIANGLE_STRIP: IndexGenerator::AddStrip(numVertices);		break;
	//case GX_DRAW_TRIANGLE_FAN:   IndexGenerator::AddFan(numVertices);		break;
	//case GX_DRAW_LINES:		   IndexGenerator::AddLineList(numVertices);	break;
	//case GX_DRAW_LINE_STRIP:     IndexGenerator::AddLineStrip(numVertices);	break;
	//case GX_DRAW_POINTS:         IndexGenerator::AddPoints(numVertices);	break;
	//}

	static void (*const primitive_table[])(int) =
	{
		IndexGenerator::AddQuads,
		NULL,
		IndexGenerator::AddList,
		IndexGenerator::AddStrip,
		IndexGenerator::AddFan,
		IndexGenerator::AddLineList,
		IndexGenerator::AddLineStrip,
		IndexGenerator::AddPoints,
	};

	primitive_table[primitive](numVertices);
}

int VertexManager::GetRemainingSize()
{
	return MAXVBUFFERSIZE - (int)(s_pCurBufferPointer - LocalVBuffer);
}

int VertexManager::GetRemainingVertices(int primitive)
{
	switch (primitive)
	{
	case GX_DRAW_QUADS:
	case GX_DRAW_TRIANGLES:
	case GX_DRAW_TRIANGLE_STRIP:
	case GX_DRAW_TRIANGLE_FAN:
		return (MAXIBUFFERSIZE - IndexGenerator::GetTriangleindexLen()) / 3;
		break;

	case GX_DRAW_LINES:
	case GX_DRAW_LINE_STRIP:
		return (MAXIBUFFERSIZE - IndexGenerator::GetLineindexLen()) / 2;
		break;

	case GX_DRAW_POINTS:
		return (MAXIBUFFERSIZE - IndexGenerator::GetPointindexLen());
		break;

	default:
		return 0;
		break;
	}
}

void VertexManager::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 (MAXIBUFFERSIZE - IndexGenerator::GetTriangleindexLen() < 3 * numVertices)
			Flush();
		break;

	case GX_DRAW_LINES:
	case GX_DRAW_LINE_STRIP:
		if (MAXIBUFFERSIZE - IndexGenerator::GetLineindexLen() < 2 * numVertices)
			Flush();
		break;

	case GX_DRAW_POINTS:
		if (MAXIBUFFERSIZE - IndexGenerator::GetPointindexLen() < numVertices)
			Flush();
		break;

	default:
		return;
		break;
	}

	if (Flushed)
	{
		IndexGenerator::Start(TIBuffer, LIBuffer, PIBuffer);
		Flushed = false;
	}

	ADDSTAT(stats.thisFrame.numPrims, numVertices);
	INCSTAT(stats.thisFrame.numPrimitiveJoins);
	AddIndices(primitive, numVertices);
}

void VertexManager::Flush()
{
	// Disable Lighting	
	// TODO - Is this a good spot for this code?
	if (g_ActiveConfig.bDisableLighting) 
	{
		for (u32 i = 0; i < xfregs.numChan.numColorChans; i++)
		{
			xfregs.alpha[i].enablelighting = false;
			xfregs.color[i].enablelighting = false;
		}
	}
	g_vertex_manager->vFlush();
}

// TODO: need to merge more stuff into VideoCommon to use this
#if (0)
void VertexManager::Flush()
{
	if (LocalVBuffer == s_pCurBufferPointer || 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.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

	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 (u32 i = 0; i < 8; ++i)
	{
		if (usedtextures & (1 << i))
		{
			// TODO:
			//glActiveTexture(GL_TEXTURE0 + i);

			Renderer::SetSamplerState(i & 3, i >> 2);
			FourTexUnits &tex = bpmem.tex[i >> 2];

			TCacheEntry::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) && g_ActiveConfig.bUseNativeMips,
				(tex.texMode1[i&3].max_lod >> 4));

			if (tentry)
			{
				// 0s are probably for no manual wrapping needed.
				PixelShaderManager::SetTexDims(i, tentry->nativeW, tentry->nativeH, 0, 0);

				// TODO:
				//if (g_ActiveConfig.iLog & CONF_SAVETEXTURES) 
				//{
				//	// save the textures
				//	char strfile[255];
				//	sprintf(strfile, "%stex%.3d_%d.tga", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), g_Config.iSaveTargetId, i);
				//	SaveTexture(strfile, GL_TEXTURE_2D, tentry->texture, tentry->w, tentry->h);
				//}
			}
			else
				ERROR_LOG(VIDEO, "error loading texture");
		}
	}

	// set global constants
	VertexShaderManager::SetConstants();
	PixelShaderManager::SetConstants();

	// finally bind
	if (false == PixelShaderCache::SetShader(false, g_nativeVertexFmt->m_components))
		goto shader_fail;
	if (false == VertexShaderCache::SetShader(g_nativeVertexFmt->m_components))
		goto shader_fail;

	const int stride = g_nativeVertexFmt->GetVertexStride();
	//if (g_nativeVertexFmt)
		g_nativeVertexFmt->SetupVertexPointers();

	g_vertex_manager->Draw(stride, false);

	// run through vertex groups again to set alpha
	if (false == g_ActiveConfig.bDstAlphaPass && bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate)
	{
		if (false == PixelShaderCache::SetShader(true, g_nativeVertexFmt->m_components))
			goto shader_fail;

		g_vertex_manager->Draw(stride, true);
	}

	// TODO:
	//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();
		Renderer::SaveRenderTarget(str, tr);
	}
#endif
	++g_Config.iSaveTargetId;

shader_fail:
	ResetBuffer();
}
#endif