Aligned all vertex components to 4 byte boundaries - maybe ATI likes that? Renamed and reorganized misc things.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@981 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard
2008-10-27 21:38:30 +00:00
parent d35fb4e2b0
commit 5129341a9c
33 changed files with 437 additions and 524 deletions

View File

@ -75,9 +75,8 @@ void NativeVertexFormat::Initialize(const TVtxDesc &vtx_desc, const TVtxAttr &vt
DVSTARTPROFILE();
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_VBVertexStride += m_VBStridePad;
// We will not allow vertex components causing uneven strides.
PanicAlert("Uneven vertex stride: %i", m_VBVertexStride);
}
// compile the pointer set function - why?
@ -86,9 +85,9 @@ void NativeVertexFormat::Initialize(const TVtxDesc &vtx_desc, const TVtxAttr &vt
Util::EmitPrologue(6);
int offset = 0;
// Position
// Position, part 1
if (vtx_desc.Position != NOT_PRESENT) { // TODO: Why the check? Always present, AFAIK!
CallCdeclFunction4_I(glVertexPointer, 3, GL_FLOAT, m_VBVertexStride, offset);
CallCdeclFunction4_I(glVertexPointer, 3, GL_FLOAT, m_VBVertexStride, 0);
offset += 12;
}
@ -97,18 +96,18 @@ void NativeVertexFormat::Initialize(const TVtxDesc &vtx_desc, const TVtxAttr &vt
switch (vtx_attr.NormalFormat) {
case FORMAT_UBYTE:
case FORMAT_BYTE:
CallCdeclFunction3_I(glNormalPointer, GL_BYTE, m_VBVertexStride, offset); offset += 3;
CallCdeclFunction3_I(glNormalPointer, GL_BYTE, m_VBVertexStride, offset); offset += 4;
if (vtx_attr.NormalElements) {
CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_NORM1_ATTRIB, 3, GL_BYTE, GL_TRUE, m_VBVertexStride, offset); offset += 3;
CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_NORM2_ATTRIB, 3, GL_BYTE, GL_TRUE, m_VBVertexStride, offset); offset += 3;
CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_NORM1_ATTRIB, 4, GL_BYTE, GL_TRUE, m_VBVertexStride, offset); offset += 4;
CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_NORM2_ATTRIB, 4, GL_BYTE, GL_TRUE, m_VBVertexStride, offset); offset += 4;
}
break;
case FORMAT_USHORT:
case FORMAT_SHORT:
CallCdeclFunction3_I(glNormalPointer, GL_SHORT, m_VBVertexStride, offset); offset += 6;
CallCdeclFunction3_I(glNormalPointer, GL_SHORT, m_VBVertexStride, offset); offset += 8;
if (vtx_attr.NormalElements) {
CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_NORM1_ATTRIB, 3, GL_SHORT, GL_TRUE, m_VBVertexStride, offset); offset += 6;
CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_NORM2_ATTRIB, 3, GL_SHORT, GL_TRUE, m_VBVertexStride, offset); offset += 6;
CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_NORM1_ATTRIB, 4, GL_SHORT, GL_TRUE, m_VBVertexStride, offset); offset += 8;
CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_NORM2_ATTRIB, 4, GL_SHORT, GL_TRUE, m_VBVertexStride, offset); offset += 8;
}
break;
case FORMAT_FLOAT:
@ -164,19 +163,19 @@ void NativeVertexFormat::Initialize(const TVtxDesc &vtx_desc, const TVtxAttr &vt
}
else {
CallCdeclFunction4_I(glTexCoordPointer, 3, GL_SHORT, m_VBVertexStride, offset);
offset += 6;
offset += 8;
}
}
else {
CallCdeclFunction4_I(glTexCoordPointer, vtx_attr.texCoord[i].Elements ? 2 : 1, GL_FLOAT, m_VBVertexStride, offset);
offset += 4 * (vtx_attr.texCoord[i].Elements?2:1);
offset += 4 * (vtx_attr.texCoord[i].Elements ? 2 : 1);
}
}
}
if (vtx_desc.PosMatIdx) {
CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_POSMTX_ATTRIB, 1, GL_UNSIGNED_BYTE, GL_FALSE, m_VBVertexStride, offset);
offset += 1;
CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_POSMTX_ATTRIB, 4, GL_UNSIGNED_BYTE, GL_FALSE, m_VBVertexStride, offset);
offset += 4;
}
_assert_(offset + m_VBStridePad == m_VBVertexStride);