Move out Cg shader generators to VideoCommon (hope to use this in the DX plugin in the future). Also move out stats code. Comment a lot and cleanup. Kill DX9 Globals.cpp.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@938 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard
2008-10-22 20:54:40 +00:00
parent 32820d2036
commit 39df6c5624
41 changed files with 416 additions and 416 deletions

View File

@ -28,6 +28,7 @@
#include "StringUtil.h"
#include "Render.h"
#include "VertexShader.h"
#include "VertexManager.h"
#include "VertexLoader.h"
#include "BPStructs.h"
@ -55,7 +56,6 @@ static int colIndex;
#define inline
#endif
TVtxDesc VertexManager::s_GlobalVtxDesc;
// ==============================================================================
// Direct
@ -120,7 +120,7 @@ VertexLoader::VertexLoader()
{
m_numPipelineStages = 0;
m_VertexSize = 0;
m_AttrDirty = 1;
m_AttrDirty = AD_DIRTY;
VertexLoader_Normal::Init();
m_compiledCode = (u8 *)AllocateExecutableMemory(COMPILED_CODE_SIZE, false);
@ -136,7 +136,7 @@ VertexLoader::~VertexLoader()
int VertexLoader::ComputeVertexSize()
{
if (!m_AttrDirty) {
if (m_AttrDirty == AD_CLEAN) {
// Compare the 33 desc bits.
if (m_VtxDesc.Hex0 == VertexManager::GetVtxDesc().Hex0 &&
(m_VtxDesc.Hex1 & 1) == (VertexManager::GetVtxDesc().Hex1 & 1))
@ -152,7 +152,7 @@ int VertexLoader::ComputeVertexSize()
if (fnSetupVertexPointers != NULL && fnSetupVertexPointers == (void (*)())(void*)m_compiledCode)
VertexManager::Flush();
m_AttrDirty = 1;
m_AttrDirty = AD_DIRTY;
m_VertexSize = 0;
// Position Matrix Index
if (m_VtxDesc.PosMatIdx)
@ -257,6 +257,7 @@ int VertexLoader::ComputeVertexSize()
return m_VertexSize;
}
// 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
@ -269,20 +270,24 @@ DECLARE_IMPORT(glVertexPointer);
DECLARE_IMPORT(glColorPointer);
DECLARE_IMPORT(glTexCoordPointer);
void VertexLoader::ProcessFormat()
void VertexLoader::PrepareForVertexFormat()
{
using namespace Gen;
//_assert_( VertexManager::s_pCurBufferPointer == s_pBaseBufferPointer );
if (!m_AttrDirty)
if (m_AttrDirty == AD_CLEAN)
{
// Check if local cached desc (in this VL) matches global desc
if (m_VtxDesc.Hex0 == VertexManager::GetVtxDesc().Hex0 && (m_VtxDesc.Hex1 & 1)==(VertexManager::GetVtxDesc().Hex1 & 1))
return; // same
{
return; // same
}
}
else
m_AttrDirty = 0;
else
{
m_AttrDirty = AD_CLEAN;
}
m_VtxDesc.Hex = VertexManager::GetVtxDesc().Hex;
DVSTARTPROFILE();
@ -315,7 +320,7 @@ void VertexLoader::ProcessFormat()
m_VBVertexStride += 12;
switch (m_VtxDesc.Position) {
case NOT_PRESENT: {_assert_msg_(0,"Vertex descriptor without position!","WTF?");} break;
case NOT_PRESENT: {_assert_msg_(0, "Vertex descriptor without position!", "WTF?");} break;
case DIRECT:
{
switch (m_VtxAttr.PosFormat) {
@ -409,7 +414,6 @@ void VertexLoader::ProcessFormat()
m_VBVertexStride += 6; // still include the texture coordinate, but this time as 6 bytes
m_components |= VB_HAS_UV0 << i; // have to include since using now
}
}
else {
if (tc[i] != NOT_PRESENT)
@ -425,8 +429,7 @@ void VertexLoader::ProcessFormat()
break;
}
}
if (j == 8 && !((m_components&VB_HAS_TEXMTXIDXALL)&(VB_HAS_TEXMTXIDXALL<<(i+1)))) // no more tex coords and tex matrices, so exit loop
if (j == 8 && !((m_components&VB_HAS_TEXMTXIDXALL) & (VB_HAS_TEXMTXIDXALL<<(i+1)))) // no more tex coords and tex matrices, so exit loop
break;
}
}
@ -438,18 +441,18 @@ void VertexLoader::ProcessFormat()
if (m_VBVertexStride & 3) {
// make sure all strides are at least divisible by 4 (some gfx cards experience a 3x speed boost)
m_VBStridePad = 4 - (m_VBVertexStride&3);
m_VBStridePad = 4 - (m_VBVertexStride & 3);
m_VBVertexStride += m_VBStridePad;
}
// compile the pointer set function
// compile the pointer set function - why?
u8 *old_code_ptr = GetWritableCodePtr();
SetCodePtr(m_compiledCode);
Util::EmitPrologue(6);
int offset = 0;
// Position
if (m_VtxDesc.Position != NOT_PRESENT) {
if (m_VtxDesc.Position != NOT_PRESENT) { // TODO: Why the check? Always present, AFAIK!
CallCdeclFunction4_I(glVertexPointer, 3, GL_FLOAT, m_VBVertexStride, offset);
offset += 12;
}
@ -484,6 +487,8 @@ void VertexLoader::ProcessFormat()
}
}
// 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)
@ -496,9 +501,8 @@ void VertexLoader::ProcessFormat()
// TextureCoord
for (int i = 0; i < 8; i++) {
if (tc[i] != NOT_PRESENT || (m_components&(VB_HAS_TEXMTXIDX0<<i))) {
int id = GL_TEXTURE0+i;
if (tc[i] != NOT_PRESENT || (m_components & (VB_HAS_TEXMTXIDX0 << i))) {
int id = GL_TEXTURE0 + i;
#ifdef _M_X64
#ifdef _MSC_VER
MOV(32, R(RCX), Imm32(id));
@ -517,6 +521,7 @@ void VertexLoader::ProcessFormat()
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);
@ -528,14 +533,14 @@ void VertexLoader::ProcessFormat()
}
}
else {
CallCdeclFunction4_I(glTexCoordPointer, m_VtxAttr.texCoord[i].Elements?2:1, GL_FLOAT, m_VBVertexStride, offset);
CallCdeclFunction4_I(glTexCoordPointer, m_VtxAttr.texCoord[i].Elements ? 2 : 1, GL_FLOAT, m_VBVertexStride, offset);
offset += 4 * (m_VtxAttr.texCoord[i].Elements?2:1);
}
}
}
if (m_VtxDesc.PosMatIdx) {
CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_POSMTX_ATTRIB,1,GL_UNSIGNED_BYTE, GL_FALSE, m_VBVertexStride, offset);
CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_POSMTX_ATTRIB, 1, GL_UNSIGNED_BYTE, GL_FALSE, m_VBVertexStride, offset);
offset += 1;
}
@ -551,19 +556,6 @@ void VertexLoader::ProcessFormat()
SetCodePtr(old_code_ptr);
}
void VertexLoader::PrepareRun()
{
posScale = shiftLookup[m_VtxAttr.PosFrac];
if (m_components & VB_HAS_UVALL) {
for (int i = 0; i < 8; i++) {
tcScaleU[i] = shiftLookup[m_VtxAttr.texCoord[i].Frac];
tcScaleV[i] = shiftLookup[m_VtxAttr.texCoord[i].Frac];
}
}
for (int i = 0; i < 2; i++)
colElements[i] = m_VtxAttr.color[i].Elements;
}
void VertexLoader::SetupColor(int num, int mode, int format, int elements)
{
// if COL0 not present, then embed COL1 into COL0
@ -669,38 +661,49 @@ void VertexLoader::RunVertices(int primitive, int count)
{
DVSTARTPROFILE();
ComputeVertexSize(); // HACK for underruns in Super Monkey Ball etc. !!!! dirty handling must be wrong.
if (count <= 0)
return;
// This has dirty handling - won't actually recompute unless necessary.
ComputeVertexSize();
// Figure out a better check. Also, jitting fnSetupVertexPointers seems pretty silly - not likely to be a bottleneck.
if (fnSetupVertexPointers != NULL && fnSetupVertexPointers != (void (*)())(void*)m_compiledCode)
VertexManager::Flush();
if (bpmem.genMode.cullmode == 3 && primitive < 5)
{
// if cull mode is none, ignore triangles and quads
DataSkip(count*m_VertexSize);
DataSkip(count * m_VertexSize);
return;
}
ProcessFormat();
fnSetupVertexPointers = (void (*)())(void*)m_compiledCode;
// This has dirty handling - won't actually recompute unless necessary.
PrepareForVertexFormat();
fnSetupVertexPointers = (void (*)())(void*)m_compiledCode;
VertexManager::EnableComponents(m_components);
PrepareRun();
// Load position and texcoord scale factors.
// Hm, this could be done when the VtxAttr is set, instead.
posScale = shiftLookup[m_VtxAttr.PosFrac];
if (m_components & VB_HAS_UVALL) {
for (int i = 0; i < 8; i++) {
tcScaleU[i] = shiftLookup[m_VtxAttr.texCoord[i].Frac];
tcScaleV[i] = shiftLookup[m_VtxAttr.texCoord[i].Frac];
}
}
for (int i = 0; i < 2; i++)
colElements[i] = m_VtxAttr.color[i].Elements;
// if strips or fans, make sure all vertices can fit in buffer, otherwise flush
int granularity = 1;
switch(primitive) {
switch (primitive) {
case 3: // strip
case 4: // fan
if (VertexManager::GetRemainingSize() < 3*m_VBVertexStride )
if (VertexManager::GetRemainingSize() < 3 * m_VBVertexStride )
VertexManager::Flush();
break;
case 6: // line strip
if (VertexManager::GetRemainingSize() < 2*m_VBVertexStride )
if (VertexManager::GetRemainingSize() < 2 * m_VBVertexStride )
VertexManager::Flush();
break;
case 0: // quads