mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-21 13:20:27 -06:00
Make it possible to turn off the tiny vertex format setup JIT, may help macosx compatibility work (pretty useless, a jit for the actual vertex loading would have been much more useful)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@993 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
@ -27,6 +27,10 @@
|
||||
|
||||
#define COMPILED_CODE_SIZE 4096
|
||||
|
||||
#ifdef _WIN32
|
||||
#define USE_JIT
|
||||
#endif
|
||||
|
||||
// Note the use of CallCdeclFunction3I etc.
|
||||
// This is a horrible hack that is necessary because in 64-bit mode, Opengl32.dll is based way, way above the 32-bit
|
||||
// address space that is within reach of a CALL, and just doing &fn gives us these high uncallable addresses. So we
|
||||
@ -56,86 +60,52 @@ NativeVertexFormat::~NativeVertexFormat()
|
||||
m_compiledCode = 0;
|
||||
}
|
||||
|
||||
void NativeVertexFormat::SetupVertexPointers() const {
|
||||
// Cast a pointer to compiled code to a pointer to a function taking no parameters, through a (void *) cast first to
|
||||
// get around type checking errors, and call it.
|
||||
((void (*)())(void*)m_compiledCode)();
|
||||
inline GLuint VarToGL(VarType t)
|
||||
{
|
||||
switch (t) {
|
||||
case VAR_BYTE: return GL_BYTE;
|
||||
case VAR_UNSIGNED_BYTE: return GL_UNSIGNED_BYTE;
|
||||
case VAR_SHORT: return GL_SHORT;
|
||||
case VAR_UNSIGNED_SHORT: return GL_UNSIGNED_SHORT;
|
||||
case VAR_FLOAT: return GL_FLOAT;
|
||||
}
|
||||
}
|
||||
|
||||
void NativeVertexFormat::Initialize(const TVtxDesc &vtx_desc, const TVtxAttr &vtx_attr)
|
||||
void NativeVertexFormat::Initialize(const PortableVertexDeclaration &vtx_decl)
|
||||
{
|
||||
using namespace Gen;
|
||||
const int col[2] = {vtx_desc.Color0, vtx_desc.Color1};
|
||||
// TextureCoord
|
||||
const int tc[8] = {
|
||||
vtx_desc.Tex0Coord, vtx_desc.Tex1Coord, vtx_desc.Tex2Coord, vtx_desc.Tex3Coord,
|
||||
vtx_desc.Tex4Coord, vtx_desc.Tex5Coord, vtx_desc.Tex6Coord, vtx_desc.Tex7Coord,
|
||||
};
|
||||
|
||||
DVSTARTPROFILE();
|
||||
|
||||
if (m_VBVertexStride & 3) {
|
||||
if (vtx_decl.stride & 3) {
|
||||
// We will not allow vertex components causing uneven strides.
|
||||
PanicAlert("Uneven vertex stride: %i", m_VBVertexStride);
|
||||
PanicAlert("Uneven vertex stride: %i", vtx_decl.stride);
|
||||
}
|
||||
|
||||
// compile the pointer set function - why?
|
||||
// Alright, we have our vertex declaration. Compile some crazy code to set it quickly using GL.
|
||||
u8 *old_code_ptr = GetWritableCodePtr();
|
||||
SetCodePtr(m_compiledCode);
|
||||
Util::EmitPrologue(6);
|
||||
int offset = 0;
|
||||
|
||||
// Position, part 1
|
||||
if (vtx_desc.Position != NOT_PRESENT) { // TODO: Why the check? Always present, AFAIK!
|
||||
CallCdeclFunction4_I(glVertexPointer, 3, GL_FLOAT, m_VBVertexStride, 0);
|
||||
offset += 12;
|
||||
}
|
||||
CallCdeclFunction4_I(glVertexPointer, 3, GL_FLOAT, vtx_decl.stride, 0);
|
||||
|
||||
// Normals
|
||||
if (vtx_desc.Normal != NOT_PRESENT) {
|
||||
switch (vtx_attr.NormalFormat) {
|
||||
case FORMAT_UBYTE:
|
||||
case FORMAT_BYTE:
|
||||
CallCdeclFunction3_I(glNormalPointer, GL_BYTE, m_VBVertexStride, offset); offset += 4;
|
||||
if (vtx_attr.NormalElements) {
|
||||
CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_NORM1_ATTRIB, 4, GL_BYTE, GL_TRUE, m_VBVertexStride, offset); offset += 4;
|
||||
CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_NORM2_ATTRIB, 4, GL_BYTE, GL_TRUE, m_VBVertexStride, offset); offset += 4;
|
||||
}
|
||||
break;
|
||||
case FORMAT_USHORT:
|
||||
case FORMAT_SHORT:
|
||||
CallCdeclFunction3_I(glNormalPointer, GL_SHORT, m_VBVertexStride, offset); offset += 8;
|
||||
if (vtx_attr.NormalElements) {
|
||||
CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_NORM1_ATTRIB, 4, GL_SHORT, GL_TRUE, m_VBVertexStride, offset); offset += 8;
|
||||
CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_NORM2_ATTRIB, 4, GL_SHORT, GL_TRUE, m_VBVertexStride, offset); offset += 8;
|
||||
}
|
||||
break;
|
||||
case FORMAT_FLOAT:
|
||||
CallCdeclFunction3_I(glNormalPointer, GL_FLOAT, m_VBVertexStride, offset); offset += 12;
|
||||
if (vtx_attr.NormalElements) {
|
||||
CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_NORM1_ATTRIB, 3, GL_FLOAT, GL_TRUE, m_VBVertexStride, offset); offset += 12;
|
||||
CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_NORM2_ATTRIB, 3, GL_FLOAT, GL_TRUE, m_VBVertexStride, offset); offset += 12;
|
||||
}
|
||||
break;
|
||||
default: _assert_(0); break;
|
||||
if (vtx_decl.num_normals >= 1) {
|
||||
CallCdeclFunction3_I(glNormalPointer, VarToGL(vtx_decl.normal_gl_type), vtx_decl.stride, vtx_decl.normal_offset[0]);
|
||||
if (vtx_decl.num_normals == 3) {
|
||||
CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_NORM1_ATTRIB, vtx_decl.normal_gl_size, VarToGL(vtx_decl.normal_gl_type), GL_TRUE, vtx_decl.stride, vtx_decl.normal_offset[1]);
|
||||
CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_NORM2_ATTRIB, vtx_decl.normal_gl_size, VarToGL(vtx_decl.normal_gl_type), GL_TRUE, vtx_decl.stride, vtx_decl.normal_offset[2]);
|
||||
}
|
||||
}
|
||||
|
||||
// TODO : With byte or short normals above, offset will be misaligned (not 4byte aligned)! Ugh!
|
||||
|
||||
for (int i = 0; i < 2; i++) {
|
||||
if (col[i] != NOT_PRESENT) {
|
||||
if (i)
|
||||
CallCdeclFunction4((void *)glSecondaryColorPointer, 4, GL_UNSIGNED_BYTE, m_VBVertexStride, offset);
|
||||
if (vtx_decl.color_offset[i] != -1) {
|
||||
if (i == 0)
|
||||
CallCdeclFunction4_I(glColorPointer, 4, GL_UNSIGNED_BYTE, vtx_decl.stride, vtx_decl.color_offset[i]);
|
||||
else
|
||||
CallCdeclFunction4_I(glColorPointer, 4, GL_UNSIGNED_BYTE, m_VBVertexStride, offset);
|
||||
offset += 4;
|
||||
CallCdeclFunction4((void *)glSecondaryColorPointer, 4, GL_UNSIGNED_BYTE, vtx_decl.stride, vtx_decl.color_offset[i]);
|
||||
}
|
||||
}
|
||||
|
||||
// TextureCoord
|
||||
for (int i = 0; i < 8; i++) {
|
||||
if (tc[i] != NOT_PRESENT || (m_components & (VB_HAS_TEXMTXIDX0 << i))) {
|
||||
if (vtx_decl.texcoord_offset[i] != -1) {
|
||||
int id = GL_TEXTURE0 + i;
|
||||
#ifdef _M_X64
|
||||
#ifdef _MSC_VER
|
||||
@ -155,31 +125,16 @@ void NativeVertexFormat::Initialize(const TVtxDesc &vtx_desc, const TVtxAttr &vt
|
||||
ABI_RestoreStack(1 * 4);
|
||||
#endif
|
||||
#endif
|
||||
// TODO : More potential disalignment!
|
||||
if (m_components & (VB_HAS_TEXMTXIDX0 << i)) {
|
||||
if (tc[i] != NOT_PRESENT) {
|
||||
CallCdeclFunction4_I(glTexCoordPointer, 3, GL_FLOAT, m_VBVertexStride, offset);
|
||||
offset += 12;
|
||||
}
|
||||
else {
|
||||
CallCdeclFunction4_I(glTexCoordPointer, 3, GL_SHORT, m_VBVertexStride, offset);
|
||||
offset += 8;
|
||||
}
|
||||
}
|
||||
else {
|
||||
CallCdeclFunction4_I(glTexCoordPointer, vtx_attr.texCoord[i].Elements ? 2 : 1, GL_FLOAT, m_VBVertexStride, offset);
|
||||
offset += 4 * (vtx_attr.texCoord[i].Elements ? 2 : 1);
|
||||
}
|
||||
CallCdeclFunction4_I(
|
||||
glTexCoordPointer, vtx_decl.texcoord_size[i], VarToGL(vtx_decl.texcoord_gl_type[i]),
|
||||
vtx_decl.stride, vtx_decl.texcoord_offset[i]);
|
||||
}
|
||||
}
|
||||
|
||||
if (vtx_desc.PosMatIdx) {
|
||||
CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_POSMTX_ATTRIB, 4, GL_UNSIGNED_BYTE, GL_FALSE, m_VBVertexStride, offset);
|
||||
offset += 4;
|
||||
if (vtx_decl.posmtx_offset != -1) {
|
||||
CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_POSMTX_ATTRIB, 4, GL_UNSIGNED_BYTE, GL_FALSE, vtx_decl.stride, vtx_decl.posmtx_offset);
|
||||
}
|
||||
|
||||
_assert_(offset + m_VBStridePad == m_VBVertexStride);
|
||||
|
||||
Util::EmitEpilogue(6);
|
||||
if (Gen::GetCodePtr() - (u8*)m_compiledCode > COMPILED_CODE_SIZE)
|
||||
{
|
||||
@ -187,4 +142,44 @@ void NativeVertexFormat::Initialize(const TVtxDesc &vtx_desc, const TVtxAttr &vt
|
||||
}
|
||||
|
||||
SetCodePtr(old_code_ptr);
|
||||
this->vtx_decl = vtx_decl;
|
||||
}
|
||||
|
||||
void NativeVertexFormat::SetupVertexPointers() const {
|
||||
// Cast a pointer to compiled code to a pointer to a function taking no parameters, through a (void *) cast first to
|
||||
// get around type checking errors, and call it.
|
||||
#ifdef USE_JIT
|
||||
((void (*)())(void*)m_compiledCode)();
|
||||
#else
|
||||
glVertexPointer(3, GL_FLOAT, vtx_decl.stride, 0);
|
||||
if (vtx_decl.num_normals >= 1) {
|
||||
glNormalPointer(VarToGL(vtx_decl.normal_gl_type), vtx_decl.stride, (void *)vtx_decl.normal_offset[0]);
|
||||
if (vtx_decl.num_normals == 3) {
|
||||
glVertexAttribPointer(SHADER_NORM1_ATTRIB, vtx_decl.normal_gl_size, VarToGL(vtx_decl.normal_gl_type), GL_TRUE, vtx_decl.stride, (void *)vtx_decl.normal_offset[1]);
|
||||
glVertexAttribPointer(SHADER_NORM2_ATTRIB, vtx_decl.normal_gl_size, VarToGL(vtx_decl.normal_gl_type), GL_TRUE, vtx_decl.stride, (void *)vtx_decl.normal_offset[2]);
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < 2; i++) {
|
||||
if (vtx_decl.color_offset[i] != -1) {
|
||||
if (i == 0)
|
||||
glColorPointer(4, GL_UNSIGNED_BYTE, vtx_decl.stride, (void *)vtx_decl.color_offset[i]);
|
||||
else
|
||||
glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, vtx_decl.stride, (void *)vtx_decl.color_offset[i]);
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < 8; i++) {
|
||||
if (vtx_decl.texcoord_offset[i] != -1) {
|
||||
int id = GL_TEXTURE0 + i;
|
||||
glClientActiveTexture(id);
|
||||
glTexCoordPointer(vtx_decl.texcoord_size[i], VarToGL(vtx_decl.texcoord_gl_type[i]),
|
||||
vtx_decl.stride, (void *)vtx_decl.texcoord_offset[i]);
|
||||
}
|
||||
}
|
||||
|
||||
if (vtx_decl.posmtx_offset != -1) {
|
||||
glVertexAttribPointer(SHADER_POSMTX_ATTRIB, 4, GL_UNSIGNED_BYTE, GL_FALSE, vtx_decl.stride, (void *)vtx_decl.posmtx_offset);
|
||||
}
|
||||
#endif
|
||||
}
|
Reference in New Issue
Block a user