mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-31 01:59:52 -06:00
Add Turntable.cpp to SCons build.
Set native eol-style on recently added files. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6252 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
@ -1,310 +1,310 @@
|
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// Copyright (C) 2003 Dolphin Project.
|
||||
|
||||
// This program is free software: you can redistribute it and/or modify
|
||||
// it under the terms of the GNU General Public License as published by
|
||||
// the Free Software Foundation, version 2.0.
|
||||
|
||||
// This program is distributed in the hope that it will be useful,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
// GNU General Public License 2.0 for more details.
|
||||
|
||||
// A copy of the GPL 2.0 should have been included with the program.
|
||||
// If not, see http://www.gnu.org/licenses/
|
||||
|
||||
// Official SVN repository and contact information can be found at
|
||||
// http://code.google.com/p/dolphin-emu/
|
||||
|
||||
// Common
|
||||
#include "x64Emitter.h"
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||||
#include "ABI.h"
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||||
#include "MemoryUtil.h"
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||||
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||||
// VideoCommon
|
||||
#include "Profiler.h"
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||||
#include "VertexShaderGen.h"
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||||
#include "NativeVertexFormat.h"
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#include "NativeVertexWriter.h"
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#include "CPMemory.h"
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||||
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// OGL
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#include "OGL_GLUtil.h"
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#include "OGL_VertexManager.h"
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#include "../Main.h"
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namespace OGL
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||||
{
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||||
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||||
#define COMPILED_CODE_SIZE 4096
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||||
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||||
u32 s_prevcomponents; // previous state set
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||||
/*
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||||
#ifdef _WIN32
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||||
#ifdef _M_IX86
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#define USE_JIT
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#endif
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||||
#endif
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||||
*/
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||||
// Note the use of CallCdeclFunction3I etc.
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||||
// 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
|
||||
// want to grab the function pointers from the import table instead.
|
||||
|
||||
// This problem does not apply to glew functions, only core opengl32 functions.
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||||
|
||||
// Here's some global state. We only use this to keep track of what we've sent to the OpenGL state
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||||
// machine.
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#ifdef USE_JIT
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DECLARE_IMPORT(glNormalPointer);
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DECLARE_IMPORT(glVertexPointer);
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||||
DECLARE_IMPORT(glColorPointer);
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DECLARE_IMPORT(glTexCoordPointer);
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#endif
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||||
class GLVertexFormat : public NativeVertexFormat
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||||
{
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||||
u8 *m_compiledCode;
|
||||
PortableVertexDeclaration vtx_decl;
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||||
|
||||
public:
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GLVertexFormat();
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~GLVertexFormat();
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virtual void Initialize(const PortableVertexDeclaration &_vtx_decl);
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virtual void SetupVertexPointers() const;
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virtual void EnableComponents(u32 components);
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||||
};
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||||
|
||||
NativeVertexFormat* VertexManager::CreateNativeVertexFormat()
|
||||
{
|
||||
return new GLVertexFormat;
|
||||
}
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||||
|
||||
GLVertexFormat::GLVertexFormat()
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||||
{
|
||||
#ifdef USE_JIT
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||||
m_compiledCode = (u8 *)AllocateExecutableMemory(COMPILED_CODE_SIZE, false);
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||||
if (m_compiledCode)
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||||
memset(m_compiledCode, 0, COMPILED_CODE_SIZE);
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||||
#endif
|
||||
}
|
||||
|
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GLVertexFormat::~GLVertexFormat()
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||||
{
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||||
#ifdef USE_JIT
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FreeMemoryPages(m_compiledCode, COMPILED_CODE_SIZE);
|
||||
m_compiledCode = 0;
|
||||
#endif
|
||||
}
|
||||
|
||||
inline GLuint VarToGL(VarType t)
|
||||
{
|
||||
static const GLuint lookup[5] = {
|
||||
GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT, GL_FLOAT
|
||||
};
|
||||
return lookup[t];
|
||||
}
|
||||
|
||||
void GLVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
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||||
{
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||||
vertex_stride = _vtx_decl.stride;
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||||
using namespace Gen;
|
||||
|
||||
// We will not allow vertex components causing uneven strides.
|
||||
if (_vtx_decl.stride & 3)
|
||||
PanicAlert("Uneven vertex stride: %i", _vtx_decl.stride);
|
||||
|
||||
#ifdef USE_JIT
|
||||
Gen::XEmitter emit(m_compiledCode);
|
||||
// Alright, we have our vertex declaration. Compile some crazy code to set it quickly using GL.
|
||||
emit.ABI_EmitPrologue(6);
|
||||
|
||||
emit.CallCdeclFunction4_I(glVertexPointer, 3, GL_FLOAT, _vtx_decl.stride, 0);
|
||||
|
||||
if (_vtx_decl.num_normals >= 1)
|
||||
{
|
||||
emit.CallCdeclFunction3_I(glNormalPointer, VarToGL(_vtx_decl.normal_gl_type), _vtx_decl.stride, _vtx_decl.normal_offset[0]);
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||||
if (_vtx_decl.num_normals == 3) {
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emit.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]);
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||||
emit.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]);
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
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||||
if (_vtx_decl.color_offset[i] != -1)
|
||||
{
|
||||
if (i == 0)
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||||
emit.CallCdeclFunction4_I(glColorPointer, 4, GL_UNSIGNED_BYTE, _vtx_decl.stride, _vtx_decl.color_offset[i]);
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||||
else
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emit.CallCdeclFunction4((void *)glSecondaryColorPointer, 4, GL_UNSIGNED_BYTE, _vtx_decl.stride, _vtx_decl.color_offset[i]);
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||||
}
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||||
}
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||||
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||||
for (int i = 0; i < 8; i++)
|
||||
{
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||||
if (_vtx_decl.texcoord_offset[i] != -1)
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||||
{
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int id = GL_TEXTURE0 + i;
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#ifdef _M_X64
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#ifdef _MSC_VER
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emit.MOV(32, R(RCX), Imm32(id));
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#else
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||||
emit.MOV(32, R(RDI), Imm32(id));
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||||
#endif
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||||
#else
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||||
emit.ABI_AlignStack(1 * 4);
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emit.PUSH(32, Imm32(id));
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||||
#endif
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||||
emit.CALL((void *)glClientActiveTexture);
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||||
#ifndef _M_X64
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||||
#ifdef _WIN32
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||||
// don't inc stack on windows, stdcall
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#else
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||||
emit.ABI_RestoreStack(1 * 4);
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||||
#endif
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||||
#endif
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||||
emit.CallCdeclFunction4_I(
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glTexCoordPointer, _vtx_decl.texcoord_size[i], VarToGL(_vtx_decl.texcoord_gl_type[i]),
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_vtx_decl.stride, _vtx_decl.texcoord_offset[i]);
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||||
}
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||||
}
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||||
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||||
if (_vtx_decl.posmtx_offset != -1)
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emit.CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_POSMTX_ATTRIB, 4, GL_UNSIGNED_BYTE, GL_FALSE, _vtx_decl.stride, _vtx_decl.posmtx_offset);
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||||
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||||
emit.ABI_EmitEpilogue(6);
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||||
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||||
if (emit.GetCodePtr() - (u8*)m_compiledCode > COMPILED_CODE_SIZE)
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||||
Crash();
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||||
#endif
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this->vtx_decl = _vtx_decl;
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||||
}
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||||
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void GLVertexFormat::SetupVertexPointers() const {
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// Cast a pointer to compiled code to a pointer to a function taking no parameters, through a (void *) cast first to
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||||
// get around type checking errors, and call it.
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||||
#ifdef USE_JIT
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((void (*)())(void*)m_compiledCode)();
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#else
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glVertexPointer(3, GL_FLOAT, vtx_decl.stride, ::VertexManager::s_pBaseBufferPointer);
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||||
if (vtx_decl.num_normals >= 1) {
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glNormalPointer(VarToGL(vtx_decl.normal_gl_type), vtx_decl.stride, (void *)(::VertexManager::s_pBaseBufferPointer + vtx_decl.normal_offset[0]));
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||||
if (vtx_decl.num_normals == 3) {
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glVertexAttribPointer(SHADER_NORM1_ATTRIB, vtx_decl.normal_gl_size, VarToGL(vtx_decl.normal_gl_type), GL_TRUE, vtx_decl.stride, (void *)(::VertexManager::s_pBaseBufferPointer + vtx_decl.normal_offset[1]));
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glVertexAttribPointer(SHADER_NORM2_ATTRIB, vtx_decl.normal_gl_size, VarToGL(vtx_decl.normal_gl_type), GL_TRUE, vtx_decl.stride, (void *)(::VertexManager::s_pBaseBufferPointer + vtx_decl.normal_offset[2]));
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||||
}
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||||
}
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||||
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||||
for (int i = 0; i < 2; i++) {
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||||
if (vtx_decl.color_offset[i] != -1) {
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if (i == 0)
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glColorPointer(4, GL_UNSIGNED_BYTE, vtx_decl.stride, (void *)(::VertexManager::s_pBaseBufferPointer + vtx_decl.color_offset[i]));
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else {
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glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, vtx_decl.stride, (void *)(::VertexManager::s_pBaseBufferPointer + vtx_decl.color_offset[i]));
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||||
}
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||||
}
|
||||
}
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||||
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||||
for (int i = 0; i < 8; i++) {
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||||
if (vtx_decl.texcoord_offset[i] != -1) {
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||||
int id = GL_TEXTURE0 + i;
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glClientActiveTexture(id);
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glTexCoordPointer(vtx_decl.texcoord_size[i], VarToGL(vtx_decl.texcoord_gl_type[i]),
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vtx_decl.stride, (void *)(::VertexManager::s_pBaseBufferPointer + vtx_decl.texcoord_offset[i]));
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||||
}
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||||
}
|
||||
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||||
if (vtx_decl.posmtx_offset != -1) {
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glVertexAttribPointer(SHADER_POSMTX_ATTRIB, 4, GL_UNSIGNED_BYTE, GL_FALSE, vtx_decl.stride, (void *)(::VertexManager::s_pBaseBufferPointer + vtx_decl.posmtx_offset));
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void GLVertexFormat::EnableComponents(u32 components)
|
||||
{
|
||||
if (s_prevcomponents != components)
|
||||
{
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||||
g_vertex_manager->Flush();
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||||
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||||
// matrices
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||||
if ((components & VB_HAS_POSMTXIDX) != (s_prevcomponents & VB_HAS_POSMTXIDX))
|
||||
{
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if (components & VB_HAS_POSMTXIDX)
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glEnableVertexAttribArray(SHADER_POSMTX_ATTRIB);
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else
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glDisableVertexAttribArray(SHADER_POSMTX_ATTRIB);
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}
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||||
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// normals
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||||
if ((components & VB_HAS_NRM0) != (s_prevcomponents & VB_HAS_NRM0))
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||||
{
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||||
if (components & VB_HAS_NRM0)
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glEnableClientState(GL_NORMAL_ARRAY);
|
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else
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glDisableClientState(GL_NORMAL_ARRAY);
|
||||
}
|
||||
if ((components & VB_HAS_NRM1) != (s_prevcomponents & VB_HAS_NRM1))
|
||||
{
|
||||
if (components & VB_HAS_NRM1) {
|
||||
glEnableVertexAttribArray(SHADER_NORM1_ATTRIB);
|
||||
glEnableVertexAttribArray(SHADER_NORM2_ATTRIB);
|
||||
}
|
||||
else {
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||||
glDisableVertexAttribArray(SHADER_NORM1_ATTRIB);
|
||||
glDisableVertexAttribArray(SHADER_NORM2_ATTRIB);
|
||||
}
|
||||
}
|
||||
|
||||
// color
|
||||
for (int i = 0; i < 2; ++i)
|
||||
{
|
||||
if ((components & (VB_HAS_COL0 << i)) != (s_prevcomponents & (VB_HAS_COL0 << i)))
|
||||
{
|
||||
if (components & (VB_HAS_COL0 << i))
|
||||
glEnableClientState(i ? GL_SECONDARY_COLOR_ARRAY : GL_COLOR_ARRAY);
|
||||
else
|
||||
glDisableClientState(i ? GL_SECONDARY_COLOR_ARRAY : GL_COLOR_ARRAY);
|
||||
}
|
||||
}
|
||||
|
||||
// tex
|
||||
for (int i = 0; i < 8; ++i)
|
||||
{
|
||||
if (!g_ActiveConfig.bDisableTexturing)
|
||||
{
|
||||
if ((components & (VB_HAS_UV0 << i)) != (s_prevcomponents & (VB_HAS_UV0 << i)))
|
||||
{
|
||||
glClientActiveTexture(GL_TEXTURE0 + i);
|
||||
if (components & (VB_HAS_UV0 << i))
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
else
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
glClientActiveTexture(GL_TEXTURE0 + i);
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
}
|
||||
}
|
||||
|
||||
// Disable Lighting
|
||||
// TODO - Is this a good spot for this code?
|
||||
if (g_ActiveConfig.bDisableLighting)
|
||||
{
|
||||
for (int i = 0; i < xfregs.nNumChans; i++)
|
||||
{
|
||||
xfregs.colChans[i].alpha.enablelighting = false;
|
||||
xfregs.colChans[i].color.enablelighting = false;
|
||||
}
|
||||
}
|
||||
|
||||
s_prevcomponents = components;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
// Copyright (C) 2003 Dolphin Project.
|
||||
|
||||
// This program is free software: you can redistribute it and/or modify
|
||||
// it under the terms of the GNU General Public License as published by
|
||||
// the Free Software Foundation, version 2.0.
|
||||
|
||||
// This program is distributed in the hope that it will be useful,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
// GNU General Public License 2.0 for more details.
|
||||
|
||||
// A copy of the GPL 2.0 should have been included with the program.
|
||||
// If not, see http://www.gnu.org/licenses/
|
||||
|
||||
// Official SVN repository and contact information can be found at
|
||||
// http://code.google.com/p/dolphin-emu/
|
||||
|
||||
// Common
|
||||
#include "x64Emitter.h"
|
||||
#include "ABI.h"
|
||||
#include "MemoryUtil.h"
|
||||
|
||||
// VideoCommon
|
||||
#include "Profiler.h"
|
||||
#include "VertexShaderGen.h"
|
||||
#include "NativeVertexFormat.h"
|
||||
#include "NativeVertexWriter.h"
|
||||
#include "CPMemory.h"
|
||||
|
||||
// OGL
|
||||
#include "OGL_GLUtil.h"
|
||||
#include "OGL_VertexManager.h"
|
||||
|
||||
#include "../Main.h"
|
||||
|
||||
namespace OGL
|
||||
{
|
||||
|
||||
#define COMPILED_CODE_SIZE 4096
|
||||
|
||||
u32 s_prevcomponents; // previous state set
|
||||
/*
|
||||
#ifdef _WIN32
|
||||
#ifdef _M_IX86
|
||||
#define USE_JIT
|
||||
#endif
|
||||
#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
|
||||
// want to grab the function pointers from the import table instead.
|
||||
|
||||
// This problem does not apply to glew functions, only core opengl32 functions.
|
||||
|
||||
// Here's some global state. We only use this to keep track of what we've sent to the OpenGL state
|
||||
// machine.
|
||||
|
||||
#ifdef USE_JIT
|
||||
DECLARE_IMPORT(glNormalPointer);
|
||||
DECLARE_IMPORT(glVertexPointer);
|
||||
DECLARE_IMPORT(glColorPointer);
|
||||
DECLARE_IMPORT(glTexCoordPointer);
|
||||
#endif
|
||||
|
||||
class GLVertexFormat : public NativeVertexFormat
|
||||
{
|
||||
u8 *m_compiledCode;
|
||||
PortableVertexDeclaration vtx_decl;
|
||||
|
||||
public:
|
||||
GLVertexFormat();
|
||||
~GLVertexFormat();
|
||||
|
||||
virtual void Initialize(const PortableVertexDeclaration &_vtx_decl);
|
||||
virtual void SetupVertexPointers() const;
|
||||
virtual void EnableComponents(u32 components);
|
||||
};
|
||||
|
||||
NativeVertexFormat* VertexManager::CreateNativeVertexFormat()
|
||||
{
|
||||
return new GLVertexFormat;
|
||||
}
|
||||
|
||||
GLVertexFormat::GLVertexFormat()
|
||||
{
|
||||
#ifdef USE_JIT
|
||||
m_compiledCode = (u8 *)AllocateExecutableMemory(COMPILED_CODE_SIZE, false);
|
||||
if (m_compiledCode)
|
||||
memset(m_compiledCode, 0, COMPILED_CODE_SIZE);
|
||||
#endif
|
||||
}
|
||||
|
||||
GLVertexFormat::~GLVertexFormat()
|
||||
{
|
||||
#ifdef USE_JIT
|
||||
FreeMemoryPages(m_compiledCode, COMPILED_CODE_SIZE);
|
||||
m_compiledCode = 0;
|
||||
#endif
|
||||
}
|
||||
|
||||
inline GLuint VarToGL(VarType t)
|
||||
{
|
||||
static const GLuint lookup[5] = {
|
||||
GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT, GL_FLOAT
|
||||
};
|
||||
return lookup[t];
|
||||
}
|
||||
|
||||
void GLVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
|
||||
{
|
||||
vertex_stride = _vtx_decl.stride;
|
||||
using namespace Gen;
|
||||
|
||||
// We will not allow vertex components causing uneven strides.
|
||||
if (_vtx_decl.stride & 3)
|
||||
PanicAlert("Uneven vertex stride: %i", _vtx_decl.stride);
|
||||
|
||||
#ifdef USE_JIT
|
||||
Gen::XEmitter emit(m_compiledCode);
|
||||
// Alright, we have our vertex declaration. Compile some crazy code to set it quickly using GL.
|
||||
emit.ABI_EmitPrologue(6);
|
||||
|
||||
emit.CallCdeclFunction4_I(glVertexPointer, 3, GL_FLOAT, _vtx_decl.stride, 0);
|
||||
|
||||
if (_vtx_decl.num_normals >= 1)
|
||||
{
|
||||
emit.CallCdeclFunction3_I(glNormalPointer, VarToGL(_vtx_decl.normal_gl_type), _vtx_decl.stride, _vtx_decl.normal_offset[0]);
|
||||
if (_vtx_decl.num_normals == 3) {
|
||||
emit.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]);
|
||||
emit.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]);
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
if (_vtx_decl.color_offset[i] != -1)
|
||||
{
|
||||
if (i == 0)
|
||||
emit.CallCdeclFunction4_I(glColorPointer, 4, GL_UNSIGNED_BYTE, _vtx_decl.stride, _vtx_decl.color_offset[i]);
|
||||
else
|
||||
emit.CallCdeclFunction4((void *)glSecondaryColorPointer, 4, GL_UNSIGNED_BYTE, _vtx_decl.stride, _vtx_decl.color_offset[i]);
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < 8; i++)
|
||||
{
|
||||
if (_vtx_decl.texcoord_offset[i] != -1)
|
||||
{
|
||||
int id = GL_TEXTURE0 + i;
|
||||
#ifdef _M_X64
|
||||
#ifdef _MSC_VER
|
||||
emit.MOV(32, R(RCX), Imm32(id));
|
||||
#else
|
||||
emit.MOV(32, R(RDI), Imm32(id));
|
||||
#endif
|
||||
#else
|
||||
emit.ABI_AlignStack(1 * 4);
|
||||
emit.PUSH(32, Imm32(id));
|
||||
#endif
|
||||
emit.CALL((void *)glClientActiveTexture);
|
||||
#ifndef _M_X64
|
||||
#ifdef _WIN32
|
||||
// don't inc stack on windows, stdcall
|
||||
#else
|
||||
emit.ABI_RestoreStack(1 * 4);
|
||||
#endif
|
||||
#endif
|
||||
emit.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_decl.posmtx_offset != -1)
|
||||
emit.CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_POSMTX_ATTRIB, 4, GL_UNSIGNED_BYTE, GL_FALSE, _vtx_decl.stride, _vtx_decl.posmtx_offset);
|
||||
|
||||
emit.ABI_EmitEpilogue(6);
|
||||
|
||||
if (emit.GetCodePtr() - (u8*)m_compiledCode > COMPILED_CODE_SIZE)
|
||||
Crash();
|
||||
|
||||
#endif
|
||||
this->vtx_decl = _vtx_decl;
|
||||
}
|
||||
|
||||
void GLVertexFormat::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, ::VertexManager::s_pBaseBufferPointer);
|
||||
if (vtx_decl.num_normals >= 1) {
|
||||
glNormalPointer(VarToGL(vtx_decl.normal_gl_type), vtx_decl.stride, (void *)(::VertexManager::s_pBaseBufferPointer + 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 *)(::VertexManager::s_pBaseBufferPointer + 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 *)(::VertexManager::s_pBaseBufferPointer + 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 *)(::VertexManager::s_pBaseBufferPointer + vtx_decl.color_offset[i]));
|
||||
else {
|
||||
glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, vtx_decl.stride, (void *)(::VertexManager::s_pBaseBufferPointer + 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 *)(::VertexManager::s_pBaseBufferPointer + 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 *)(::VertexManager::s_pBaseBufferPointer + vtx_decl.posmtx_offset));
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void GLVertexFormat::EnableComponents(u32 components)
|
||||
{
|
||||
if (s_prevcomponents != components)
|
||||
{
|
||||
g_vertex_manager->Flush();
|
||||
|
||||
// matrices
|
||||
if ((components & VB_HAS_POSMTXIDX) != (s_prevcomponents & VB_HAS_POSMTXIDX))
|
||||
{
|
||||
if (components & VB_HAS_POSMTXIDX)
|
||||
glEnableVertexAttribArray(SHADER_POSMTX_ATTRIB);
|
||||
else
|
||||
glDisableVertexAttribArray(SHADER_POSMTX_ATTRIB);
|
||||
}
|
||||
|
||||
// normals
|
||||
if ((components & VB_HAS_NRM0) != (s_prevcomponents & VB_HAS_NRM0))
|
||||
{
|
||||
if (components & VB_HAS_NRM0)
|
||||
glEnableClientState(GL_NORMAL_ARRAY);
|
||||
else
|
||||
glDisableClientState(GL_NORMAL_ARRAY);
|
||||
}
|
||||
if ((components & VB_HAS_NRM1) != (s_prevcomponents & VB_HAS_NRM1))
|
||||
{
|
||||
if (components & VB_HAS_NRM1) {
|
||||
glEnableVertexAttribArray(SHADER_NORM1_ATTRIB);
|
||||
glEnableVertexAttribArray(SHADER_NORM2_ATTRIB);
|
||||
}
|
||||
else {
|
||||
glDisableVertexAttribArray(SHADER_NORM1_ATTRIB);
|
||||
glDisableVertexAttribArray(SHADER_NORM2_ATTRIB);
|
||||
}
|
||||
}
|
||||
|
||||
// color
|
||||
for (int i = 0; i < 2; ++i)
|
||||
{
|
||||
if ((components & (VB_HAS_COL0 << i)) != (s_prevcomponents & (VB_HAS_COL0 << i)))
|
||||
{
|
||||
if (components & (VB_HAS_COL0 << i))
|
||||
glEnableClientState(i ? GL_SECONDARY_COLOR_ARRAY : GL_COLOR_ARRAY);
|
||||
else
|
||||
glDisableClientState(i ? GL_SECONDARY_COLOR_ARRAY : GL_COLOR_ARRAY);
|
||||
}
|
||||
}
|
||||
|
||||
// tex
|
||||
for (int i = 0; i < 8; ++i)
|
||||
{
|
||||
if (!g_ActiveConfig.bDisableTexturing)
|
||||
{
|
||||
if ((components & (VB_HAS_UV0 << i)) != (s_prevcomponents & (VB_HAS_UV0 << i)))
|
||||
{
|
||||
glClientActiveTexture(GL_TEXTURE0 + i);
|
||||
if (components & (VB_HAS_UV0 << i))
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
else
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
glClientActiveTexture(GL_TEXTURE0 + i);
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
}
|
||||
}
|
||||
|
||||
// Disable Lighting
|
||||
// TODO - Is this a good spot for this code?
|
||||
if (g_ActiveConfig.bDisableLighting)
|
||||
{
|
||||
for (int i = 0; i < xfregs.nNumChans; i++)
|
||||
{
|
||||
xfregs.colChans[i].alpha.enablelighting = false;
|
||||
xfregs.colChans[i].color.enablelighting = false;
|
||||
}
|
||||
}
|
||||
|
||||
s_prevcomponents = components;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
Reference in New Issue
Block a user