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

@ -110,8 +110,6 @@ void LOADERDECL TexMtx_Write_Short3(const void *_p)
#include "VertexLoader_Color.h"
#include "VertexLoader_TextCoord.h"
VertexLoader g_VertexLoaders[8];
VertexLoader::VertexLoader()
{
m_VertexSize = 0;
@ -128,15 +126,15 @@ int VertexLoader::ComputeVertexSize()
{
if (m_AttrDirty == AD_CLEAN) {
// Compare the 33 desc bits.
if (m_VtxDesc.Hex0 == GetVtxDesc().Hex0 &&
(m_VtxDesc.Hex1 & 1) == (GetVtxDesc().Hex1 & 1))
if (m_VtxDesc.Hex0 == g_VtxDesc.Hex0 &&
(m_VtxDesc.Hex1 & 1) == (g_VtxDesc.Hex1 & 1))
return m_VertexSize;
m_VtxDesc.Hex = GetVtxDesc().Hex;
m_VtxDesc.Hex = g_VtxDesc.Hex;
}
else {
// Attributes are dirty so we have to recompute everything anyway.
m_VtxDesc.Hex = GetVtxDesc().Hex;
m_VtxDesc.Hex = g_VtxDesc.Hex;
}
m_AttrDirty = AD_DIRTY;
@ -245,13 +243,13 @@ int VertexLoader::ComputeVertexSize()
}
void VertexLoader::PrepareForVertexFormat()
void VertexLoader::CompileVertexTranslator()
{
if (m_AttrDirty == AD_CLEAN)
{
// Check if local cached desc (in this VL) matches global desc
if (m_VtxDesc.Hex0 == GetVtxDesc().Hex0 &&
(m_VtxDesc.Hex1 & 1) == (GetVtxDesc().Hex1 & 1))
if (m_VtxDesc.Hex0 == g_VtxDesc.Hex0 &&
(m_VtxDesc.Hex1 & 1) == (g_VtxDesc.Hex1 & 1))
{
return; // same
}
@ -261,7 +259,7 @@ void VertexLoader::PrepareForVertexFormat()
m_AttrDirty = AD_CLEAN;
}
m_VtxDesc.Hex = GetVtxDesc().Hex;
m_VtxDesc.Hex = g_VtxDesc.Hex;
// Reset pipeline
m_numPipelineStages = 0;
@ -525,9 +523,9 @@ void VertexLoader::RunVertices(int primitive, int count)
if (g_nativeVertexFmt != NULL && g_nativeVertexFmt != &m_NativeFmt)
{
VertexManager::Flush();
// Also move the Set() here?
}
g_nativeVertexFmt = &m_NativeFmt;
// This has dirty handling - won't actually recompute unless necessary.
ComputeVertexSize();
@ -540,9 +538,7 @@ void VertexLoader::RunVertices(int primitive, int count)
}
// This has dirty handling - won't actually recompute unless necessary.
PrepareForVertexFormat();
g_nativeVertexFmt = &m_NativeFmt;
CompileVertexTranslator();
VertexManager::EnableComponents(m_NativeFmt.m_components);
@ -646,3 +642,66 @@ void VertexLoader::RunPipelineOnce() const
for (int i = 0; i < m_numPipelineStages; i++)
m_PipelineStages[i](&m_VtxAttr);
}
void VertexLoader::SetVAT_group0(u32 _group0)
{
// ignore frac bits - we don't need to recompute if all that's changed was the frac bits.
if ((m_group0.Hex & ~VAT_0_FRACBITS) != (_group0 & ~VAT_0_FRACBITS)) {
m_AttrDirty = AD_VAT_DIRTY;
}
m_group0.Hex = _group0;
m_VtxAttr.PosElements = m_group0.PosElements;
m_VtxAttr.PosFormat = m_group0.PosFormat;
m_VtxAttr.PosFrac = m_group0.PosFrac;
m_VtxAttr.NormalElements = m_group0.NormalElements;
m_VtxAttr.NormalFormat = m_group0.NormalFormat;
m_VtxAttr.color[0].Elements = m_group0.Color0Elements;
m_VtxAttr.color[0].Comp = m_group0.Color0Comp;
m_VtxAttr.color[1].Elements = m_group0.Color1Elements;
m_VtxAttr.color[1].Comp = m_group0.Color1Comp;
m_VtxAttr.texCoord[0].Elements = m_group0.Tex0CoordElements;
m_VtxAttr.texCoord[0].Format = m_group0.Tex0CoordFormat;
m_VtxAttr.texCoord[0].Frac = m_group0.Tex0Frac;
m_VtxAttr.ByteDequant = m_group0.ByteDequant;
m_VtxAttr.NormalIndex3 = m_group0.NormalIndex3;
};
void VertexLoader::SetVAT_group1(u32 _group1)
{
if ((m_group1.Hex & ~VAT_1_FRACBITS) != (_group1 & ~VAT_1_FRACBITS)) {
m_AttrDirty = AD_VAT_DIRTY;
}
m_group1.Hex = _group1;
m_VtxAttr.texCoord[1].Elements = m_group1.Tex1CoordElements;
m_VtxAttr.texCoord[1].Format = m_group1.Tex1CoordFormat;
m_VtxAttr.texCoord[1].Frac = m_group1.Tex1Frac;
m_VtxAttr.texCoord[2].Elements = m_group1.Tex2CoordElements;
m_VtxAttr.texCoord[2].Format = m_group1.Tex2CoordFormat;
m_VtxAttr.texCoord[2].Frac = m_group1.Tex2Frac;
m_VtxAttr.texCoord[3].Elements = m_group1.Tex3CoordElements;
m_VtxAttr.texCoord[3].Format = m_group1.Tex3CoordFormat;
m_VtxAttr.texCoord[3].Frac = m_group1.Tex3Frac;
m_VtxAttr.texCoord[4].Elements = m_group1.Tex4CoordElements;
m_VtxAttr.texCoord[4].Format = m_group1.Tex4CoordFormat;
};
void VertexLoader::SetVAT_group2(u32 _group2)
{
if ((m_group2.Hex & ~VAT_2_FRACBITS) != (_group2 & ~VAT_2_FRACBITS)) {
m_AttrDirty = AD_VAT_DIRTY;
}
m_group2.Hex = _group2;
m_VtxAttr.texCoord[4].Frac = m_group2.Tex4Frac;
m_VtxAttr.texCoord[5].Elements = m_group2.Tex5CoordElements;
m_VtxAttr.texCoord[5].Format = m_group2.Tex5CoordFormat;
m_VtxAttr.texCoord[5].Frac = m_group2.Tex5Frac;
m_VtxAttr.texCoord[6].Elements = m_group2.Tex6CoordElements;
m_VtxAttr.texCoord[6].Format = m_group2.Tex6CoordFormat;
m_VtxAttr.texCoord[6].Frac = m_group2.Tex6Frac;
m_VtxAttr.texCoord[7].Elements = m_group2.Tex7CoordElements;
m_VtxAttr.texCoord[7].Format = m_group2.Tex7CoordFormat;
m_VtxAttr.texCoord[7].Frac = m_group2.Tex7Frac;
};