GL: Safer vertex loading (should fix the new zelda crash), added vertex format logging to "show some statistics"

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1295 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard
2008-11-25 21:15:31 +00:00
parent f1ab625f5c
commit 30a5c91c99
7 changed files with 85 additions and 37 deletions

View File

@ -23,6 +23,7 @@
#include "Config.h"
#include "Profiler.h"
#include "MemoryUtil.h"
#include "StringUtil.h"
#include "x64Emitter.h"
#include "ABI.h"
@ -110,6 +111,7 @@ void LOADERDECL TexMtx_Write_Short3()
VertexLoader::VertexLoader(const TVtxDesc &vtx_desc, const VAT &vtx_attr)
{
m_numLoadedVertices = 0;
m_VertexSize = 0;
m_numPipelineStages = 0;
m_NativeFmt = new NativeVertexFormat();
@ -135,9 +137,18 @@ void VertexLoader::CompileVertexTranslator()
{
m_VertexSize = 0;
#ifdef USE_JIT
u8 *old_code_ptr = GetWritableCodePtr();
SetCodePtr(m_compiledCode);
ABI_EmitPrologue(4);
// Start loop here
MOV(32, M(&tcIndex), Imm32(0));
MOV(32, M(&colIndex), Imm32(0));
MOV(32, M(&s_texmtxwrite), Imm32(0));
MOV(32, M(&s_texmtxread), Imm32(0));
#endif
// Colors
const int col[2] = {m_VtxDesc.Color0, m_VtxDesc.Color1};
// TextureCoord
@ -450,6 +461,9 @@ void VertexLoader::CompileVertexTranslator()
if (vtx_decl.stride != offset)
PanicAlert("offset/stride mismatch, %i %i", vtx_decl.stride, offset);
#ifdef USE_JIT
// End loop here
// SUB(32, M(&vtxCounter), Imm8(1));
// J_CC(CC_NZ, loop);
ABI_EmitEpilogue(4);
#endif
SetCodePtr(old_code_ptr);
@ -565,6 +579,8 @@ void VertexLoader::RunVertices(int vtx_attr_group, int primitive, int count)
{
DVSTARTPROFILE();
m_numLoadedVertices += count;
// Flush if our vertex format is different from the currently set.
if (g_nativeVertexFmt != NULL && g_nativeVertexFmt != m_NativeFmt)
{
@ -618,15 +634,9 @@ void VertexLoader::RunVertices(int vtx_attr_group, int primitive, int count)
if (VertexManager::GetRemainingSize() < 2 * native_stride)
VertexManager::Flush();
break;
case 0: // quads
granularity = 4;
break;
case 2: // tris
granularity = 3;
break;
case 5: // lines
granularity = 2;
break;
case 0: granularity = 4; break; // quads
case 2: granularity = 3; break; // tris
case 5: granularity = 2; break; // lines
}
int startv = 0, extraverts = 0;
@ -634,7 +644,8 @@ void VertexLoader::RunVertices(int vtx_attr_group, int primitive, int count)
while (v < count)
{
if (VertexManager::GetRemainingSize() < granularity*native_stride) {
int remainingVerts = VertexManager::GetRemainingSize() / native_stride;
if (remainingVerts < granularity) {
INCSTAT(stats.thisFrame.numBufferSplits);
// This buffer full - break current primitive and flush, to switch to the next buffer.
u8* plastptr = VertexManager::s_pCurBufferPointer;
@ -675,22 +686,26 @@ void VertexLoader::RunVertices(int vtx_attr_group, int primitive, int count)
}
startv = v;
}
int remainingPrims = remainingVerts / granularity;
remainingVerts = remainingPrims * granularity;
if (count - v < remainingVerts)
remainingVerts = count - v;
for (int s = 0; s < granularity; s++)
// Clean tight loader loop. Todo - build the loop into the JIT code.
for (int s = 0; s < remainingVerts; s++)
{
tcIndex = 0;
colIndex = 0;
s_texmtxwrite = s_texmtxread = 0;
#ifdef USE_JIT
((void (*)())(void*)m_compiledCode)();
#else
tcIndex = 0;
colIndex = 0;
s_texmtxwrite = s_texmtxread = 0;
for (int i = 0; i < m_numPipelineStages; i++)
m_PipelineStages[i]();
#endif
PRIM_LOG("\n");
v++;
}
v += remainingVerts;
}
if (startv < count)
@ -742,3 +757,18 @@ void VertexLoader::SetVAT(u32 _group0, u32 _group1, u32 _group2)
m_VtxAttr.texCoord[7].Format = vat.g2.Tex7CoordFormat;
m_VtxAttr.texCoord[7].Frac = vat.g2.Tex7Frac;
};
void VertexLoader::AppendToString(std::string *dest) {
static const char *posMode[4] = {
"Invalid",
"Direct",
"Idx8",
"Idx16",
};
static const char *posFormats[5] = {
"u8", "s8", "u16", "s16", "flt",
};
dest->append(StringFromFormat("sz: %i skin: %i Pos: %i %s %s Nrm: %i %s %s - %i vtx\n",
m_VertexSize, m_VtxDesc.PosMatIdx, m_VtxAttr.PosElements ? 3 : 2, posMode[m_VtxDesc.Position], posFormats[m_VtxAttr.PosFormat],
m_VtxAttr.NormalElements, posMode[m_VtxDesc.Normal], posFormats[m_VtxAttr.NormalFormat], m_numLoadedVertices));
}