Move moving things around and preparing for the next step (cached vertexloaders).

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@957 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard
2008-10-25 13:27:28 +00:00
parent bc79d22f5e
commit 2f6d41e413
13 changed files with 243 additions and 207 deletions

View File

@ -80,7 +80,6 @@ int frameCount;
void HandleCgError(CGcontext ctx, CGerror err, void* appdata);
bool Renderer::Create2()
{
bool bSuccess = true;
@ -189,7 +188,7 @@ bool Renderer::Create2()
int nMaxMRT = 0;
glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS_EXT, (GLint *)&nMaxMRT);
if( nMaxMRT > 1 ) {
if (nMaxMRT > 1) {
// create zbuffer target
glGenTextures(1, (GLuint *)&s_ZBufferTarget);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_ZBufferTarget);
@ -210,11 +209,12 @@ bool Renderer::Create2()
glGenRenderbuffersEXT( 1, (GLuint *)&s_DepthTarget);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_DepthTarget);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, nBackbufferWidth, nBackbufferHeight);
if( glGetError() != GL_NO_ERROR ) {
if (glGetError() != GL_NO_ERROR) {
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, nBackbufferWidth, nBackbufferHeight);
s_bHaveStencilBuffer = false;
}
else s_bHaveStencilBuffer = true;
} else {
s_bHaveStencilBuffer = true;
}
GL_REPORT_ERROR();
@ -223,7 +223,7 @@ bool Renderer::Create2()
glFramebufferRenderbufferEXT( GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, s_DepthTarget );
GL_REPORT_ERROR();
if( s_ZBufferTarget != 0 ) {
if (s_ZBufferTarget != 0) {
// test to make sure it works
glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, s_ZBufferTarget, 0);
bool bFailed = glGetError() != GL_NO_ERROR || glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT;
@ -235,7 +235,7 @@ bool Renderer::Create2()
}
}
if( s_ZBufferTarget == 0 )
if (s_ZBufferTarget == 0)
ERROR_LOG("disabling ztarget mrt feature (max mrt=%d)\n", nMaxMRT);
//glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, s_DepthTarget );
@ -244,7 +244,8 @@ bool Renderer::Create2()
nZBufferRender = 0;
GL_REPORT_ERROR();
if (err != GL_NO_ERROR) bSuccess = false;
if (err != GL_NO_ERROR)
bSuccess = false;
s_pfont = new RasterFont();
@ -290,7 +291,6 @@ bool Renderer::Create2()
//glEnable(GL_POLYGON_OFFSET_FILL);
//glEnable(GL_POLYGON_OFFSET_LINE);
//glPolygonOffset(0, 1);
if (!Initialize())
return false;
@ -329,7 +329,7 @@ bool Renderer::Initialize()
glStencilFunc(GL_ALWAYS, 0, 0);
glBlendFunc(GL_ONE, GL_ONE);
glViewport(0,0,GetTargetWidth(),GetTargetHeight()); // Reset The Current Viewport
glViewport(0, 0, GetTargetWidth(), GetTargetHeight()); // Reset The Current Viewport
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
@ -345,10 +345,9 @@ bool Renderer::Initialize()
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // perspective correct interpolation of colors and tex coords
// setup the default vertex declaration
glDisable(GL_STENCIL_TEST);
glEnable(GL_SCISSOR_TEST);
glScissor(0,0,nBackbufferWidth,nBackbufferHeight);
glScissor(0, 0, nBackbufferWidth, nBackbufferHeight);
glBlendColorEXT(0, 0, 0, 0.5f);
glClearDepth(1.0f);
@ -357,12 +356,10 @@ bool Renderer::Initialize()
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
//Renderer::SetZBufferRender();
// legacy multitexturing: select texture channel only
// legacy multitexturing: select texture channel only.
glActiveTexture(GL_TEXTURE0);
glClientActiveTexture(GL_TEXTURE0);
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
s_RenderMode = Renderer::RM_Normal;
@ -499,7 +496,7 @@ void Renderer::SetDepthTarget(u32 targ)
void Renderer::SetFramebuffer(u32 fb)
{
glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, fb != 0 ? fb : s_uFramebuffer );
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb != 0 ? fb : s_uFramebuffer);
}
u32 Renderer::GetRenderTarget()
@ -516,21 +513,21 @@ void Renderer::ResetGLState()
glDepthMask(GL_FALSE);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDisable( GL_VERTEX_PROGRAM_ARB );
glDisable( GL_FRAGMENT_PROGRAM_ARB );
glDisable(GL_VERTEX_PROGRAM_ARB);
glDisable(GL_FRAGMENT_PROGRAM_ARB);
}
void Renderer::RestoreGLState()
{
glEnable(GL_SCISSOR_TEST);
if (bpmem.genMode.cullmode>0) glEnable(GL_CULL_FACE);
if (bpmem.genMode.cullmode > 0) glEnable(GL_CULL_FACE);
if (bpmem.zmode.testenable) glEnable(GL_DEPTH_TEST);
if (bpmem.blendmode.blendenable) glEnable(GL_BLEND);
if(bpmem.zmode.updateenable) glDepthMask(GL_TRUE);
glEnable( GL_VERTEX_PROGRAM_ARB );
glEnable( GL_FRAGMENT_PROGRAM_ARB );
glEnable(GL_VERTEX_PROGRAM_ARB);
glEnable(GL_FRAGMENT_PROGRAM_ARB);
SetColorMask();
}
@ -547,9 +544,12 @@ bool Renderer::HaveStencilBuffer()
void Renderer::SetZBufferRender()
{
nZBufferRender = 10; // give it 10 frames
GLenum s_drawbuffers[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
GLenum s_drawbuffers[2] = {
GL_COLOR_ATTACHMENT0_EXT,
GL_COLOR_ATTACHMENT1_EXT
};
glDrawBuffers(2, s_drawbuffers);
glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, s_ZBufferTarget, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, s_ZBufferTarget, 0);
_assert_(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) == GL_FRAMEBUFFER_COMPLETE_EXT);
}
@ -568,7 +568,8 @@ void Renderer::FlushZBufferAlphaToTarget()
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_ZBufferTarget);
TextureMngr::EnableTexRECT(0);
// disable all other stages
for(int i = 1; i < 8; ++i) TextureMngr::DisableStage(i);
for(int i = 1; i < 8; ++i)
TextureMngr::DisableStage(i);
GL_REPORT_ERRORD();
if(g_Config.bStretchToFit)
@ -612,13 +613,13 @@ void Renderer::FlushZBufferAlphaToTarget()
void Renderer::SetRenderMode(RenderMode mode)
{
if( !s_bHaveStencilBuffer && mode == RM_ZBufferAlpha )
if (!s_bHaveStencilBuffer && mode == RM_ZBufferAlpha)
mode = RM_ZBufferOnly;
if( s_RenderMode == mode )
if (s_RenderMode == mode)
return;
if( mode == RM_Normal ) {
if (mode == RM_Normal) {
// flush buffers
if( s_RenderMode == RM_ZBufferAlpha ) {
FlushZBufferAlphaToTarget();
@ -629,7 +630,7 @@ void Renderer::SetRenderMode(RenderMode mode)
SetZBufferRender();
GL_REPORT_ERRORD();
}
else if( s_RenderMode == RM_Normal ) {
else if (s_RenderMode == RM_Normal) {
// setup buffers
_assert_(GetZBufferTarget() && bpmem.zmode.updateenable);
@ -741,16 +742,12 @@ void Renderer::SwapBuffers()
fpscount = 0;
}
// ---------------------------------------------------------------------------------------
// Write logging data to debugger
// -----------------
if(m_frame)
{
Logging(0);
}
if (g_Config.bOverlayStats) {
char st[2048];
char *p = st;
@ -821,17 +818,14 @@ void Renderer::SwapBuffers()
stats.ResetFrame();
glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, s_uFramebuffer );
// s_nCurTarget = !s_nCurTarget;
// SetRenderTarget(0);
if( nZBufferRender > 0 ) {
if( --nZBufferRender == 0 ) {
if (nZBufferRender > 0) {
if (--nZBufferRender == 0) {
// turn off
nZBufferRender = 0;
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0);
Renderer::SetRenderMode(RM_Normal); // turn off any zwrites
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0);
Renderer::SetRenderMode(RM_Normal); // turn off any zwrites
}
}
}
@ -839,7 +833,7 @@ void Renderer::SwapBuffers()
bool Renderer::SaveRenderTarget(const char* filename, int jpeg)
{
bool bflip = true;
std::vector<u32> data(nBackbufferWidth*nBackbufferHeight);
std::vector<u32> data(nBackbufferWidth * nBackbufferHeight);
glReadPixels(0, 0, nBackbufferWidth, nBackbufferHeight, GL_BGRA, GL_UNSIGNED_BYTE, &data[0]);
if (glGetError() != GL_NO_ERROR)
return false;
@ -865,8 +859,9 @@ void Renderer::SetCgErrorOutput(bool bOutput)
void HandleGLError()
{
const GLubyte* pstr = glGetString(GL_PROGRAM_ERROR_STRING_ARB);
if (pstr != NULL && pstr[0] != 0 ) {
GLint loc=0;
if (pstr != NULL && pstr[0] != 0)
{
GLint loc = 0;
glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &loc);
ERROR_LOG("program error at %d: ", loc);
ERROR_LOG((char*)pstr);
@ -877,51 +872,53 @@ void HandleGLError()
GLenum error = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
// if error != GL_FRAMEBUFFER_COMPLETE_EXT, there's an error of some sort
if (error != 0) {
int w, h;
GLint fmt;
glGetRenderbufferParameterivEXT(GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_INTERNAL_FORMAT_EXT, &fmt);
glGetRenderbufferParameterivEXT(GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_WIDTH_EXT, (GLint *)&w);
glGetRenderbufferParameterivEXT(GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_HEIGHT_EXT, (GLint *)&h);
if (!error)
return;
switch(error)
{
case GL_FRAMEBUFFER_COMPLETE_EXT:
break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT:
ERROR_LOG("Error! missing a required image/buffer attachment!\n");
break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT:
ERROR_LOG("Error! has no images/buffers attached!\n");
break;
// case GL_FRAMEBUFFER_INCOMPLETE_DUPLICATE_ATTACHMENT_EXT:
// ERROR_LOG("Error! has an image/buffer attached in multiple locations!\n");
// break;
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:
ERROR_LOG("Error! has mismatched image/buffer dimensions!\n");
break;
case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT:
ERROR_LOG("Error! colorbuffer attachments have different types!\n");
break;
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT:
ERROR_LOG("Error! trying to draw to non-attached color buffer!\n");
break;
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT:
ERROR_LOG("Error! trying to read from a non-attached color buffer!\n");
break;
case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
ERROR_LOG("Error! format is not supported by current graphics card/driver!\n");
break;
default:
ERROR_LOG("*UNKNOWN ERROR* reported from glCheckFramebufferStatusEXT()!\n");
break;
}
}
// int w, h;
// GLint fmt;
// glGetRenderbufferParameterivEXT(GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_INTERNAL_FORMAT_EXT, &fmt);
// glGetRenderbufferParameterivEXT(GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_WIDTH_EXT, (GLint *)&w);
// glGetRenderbufferParameterivEXT(GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_HEIGHT_EXT, (GLint *)&h);
switch(error)
{
case GL_FRAMEBUFFER_COMPLETE_EXT:
break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT:
ERROR_LOG("Error! missing a required image/buffer attachment!\n");
break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT:
ERROR_LOG("Error! has no images/buffers attached!\n");
break;
// case GL_FRAMEBUFFER_INCOMPLETE_DUPLICATE_ATTACHMENT_EXT:
// ERROR_LOG("Error! has an image/buffer attached in multiple locations!\n");
// break;
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:
ERROR_LOG("Error! has mismatched image/buffer dimensions!\n");
break;
case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT:
ERROR_LOG("Error! colorbuffer attachments have different types!\n");
break;
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT:
ERROR_LOG("Error! trying to draw to non-attached color buffer!\n");
break;
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT:
ERROR_LOG("Error! trying to read from a non-attached color buffer!\n");
break;
case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
ERROR_LOG("Error! format is not supported by current graphics card/driver!\n");
break;
default:
ERROR_LOG("*UNKNOWN ERROR* reported from glCheckFramebufferStatusEXT()!\n");
break;
}
}
void HandleCgError(CGcontext ctx, CGerror err, void* appdata)
{
if( s_bOutputCgErrors ) {
if (s_bOutputCgErrors)
{
ERROR_LOG("Cg error: %s\n", cgGetErrorString(err));
const char* listing = cgGetLastListing(g_cgcontext);
if (listing != NULL) {