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

@ -67,28 +67,32 @@ const GLint c_MinLinearFilter[8] = {
const GLint c_WrapSettings[4] = { GL_CLAMP_TO_EDGE, GL_REPEAT, GL_MIRRORED_REPEAT, GL_REPEAT };
void TextureMngr::TCacheEntry::SetTextureParameters(TexMode0& newmode)
void TextureMngr::TCacheEntry::SetTextureParameters(TexMode0 &newmode)
{
mode = newmode;
if( isNonPow2 ) {
if (isNonPow2) {
// very limited!
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, (newmode.mag_filter||g_Config.bForceFiltering)?GL_LINEAR:GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, (g_Config.bForceFiltering||newmode.min_filter>=4)?GL_LINEAR:GL_NEAREST);
if( newmode.wrap_s == 2 || newmode.wrap_t == 2 ) {
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER,
(newmode.mag_filter || g_Config.bForceFiltering) ? GL_LINEAR : GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER,
(g_Config.bForceFiltering || newmode.min_filter >= 4) ? GL_LINEAR : GL_NEAREST);
if (newmode.wrap_s == 2 || newmode.wrap_t == 2) {
DEBUG_LOG("cannot support mirrorred repeat mode\n");
}
}
else {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, (newmode.mag_filter||g_Config.bForceFiltering)?GL_LINEAR:GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
(newmode.mag_filter || g_Config.bForceFiltering) ? GL_LINEAR : GL_NEAREST);
if( bHaveMipMaps ) {
if (bHaveMipMaps) {
int filt = newmode.min_filter;
if( g_Config.bForceFiltering && newmode.min_filter < 4 )
if (g_Config.bForceFiltering && newmode.min_filter < 4)
newmode.min_filter += 4; // take equivalent forced linear
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, c_MinLinearFilter[filt]);
}
else
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, (g_Config.bForceFiltering||newmode.min_filter>=4)?GL_LINEAR:GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
(g_Config.bForceFiltering || newmode.min_filter >= 4) ? GL_LINEAR : GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, c_WrapSettings[newmode.wrap_s]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, c_WrapSettings[newmode.wrap_t]);
@ -195,7 +199,7 @@ TextureMngr::TCacheEntry* TextureMngr::Load(int texstage, u32 address, int width
return NULL;
TexCache::iterator iter = textures.find(address);
TexMode0 &tm0 = bpmem.tex[texstage>3].texMode0[texstage&3];
TexMode0 &tm0 = bpmem.tex[texstage > 3].texMode0[texstage & 3];
u8 *ptr = g_VideoInitialize.pGetMemoryPointer(address);
int palSize = TexDecoder_GetPaletteSize(format);
@ -248,9 +252,9 @@ TextureMngr::TCacheEntry* TextureMngr::Load(int texstage, u32 address, int width
}
}
int bs = TexDecoder_GetBlockWidthInTexels(format)-1; //TexelSizeInNibbles(format)*width*height/16;
int expandedWidth = (width+bs) & (~bs);
PC_TexFormat dfmt = TexDecoder_Decode(temp,ptr,expandedWidth,height,format, tlutaddr, tlutfmt);
int bs = TexDecoder_GetBlockWidthInTexels(format) - 1; //TexelSizeInNibbles(format)*width*height/16;
int expandedWidth = (width + bs) & (~bs);
PC_TexFormat dfmt = TexDecoder_Decode(temp, ptr, expandedWidth, height, format, tlutaddr, tlutfmt);
//Make an entry in the table
TCacheEntry& entry = textures[address];
@ -283,7 +287,7 @@ TextureMngr::TCacheEntry* TextureMngr::Load(int texstage, u32 address, int width
gl_type = GL_UNSIGNED_BYTE;
break;
}
if( !entry.isNonPow2 && ((tm0.min_filter&3)==1||(tm0.min_filter&3)==2) ) {
if (!entry.isNonPow2 && ((tm0.min_filter & 3) == 1 || (tm0.min_filter & 3) == 2)) {
gluBuild2DMipmaps(GL_TEXTURE_2D, 4, width, height, gl_format, gl_type, temp);
entry.bHaveMipMaps = true;
}
@ -294,9 +298,9 @@ TextureMngr::TCacheEntry* TextureMngr::Load(int texstage, u32 address, int width
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
entry.frameCount = frameCount;
entry.w=width;
entry.h=height;
entry.fmt=format;
entry.w = width;
entry.h = height;
entry.fmt = format;
entry.SetTextureParameters(tm0);
if (g_Config.bDumpTextures) { // dump texture to file
@ -346,7 +350,7 @@ void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool
GL_REPORT_ERRORD();
if( !bIsInit ) {
if (!bIsInit) {
glGenTextures(1, (GLuint *)&entry.texture);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, entry.texture);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
@ -356,16 +360,16 @@ void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool
_assert_(entry.texture);
bool bReInit = true;
if( entry.w == w && entry.h == h ) {
if (entry.w == w && entry.h == h) {
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, entry.texture);
// for some reason mario sunshine errors here...
GLenum err = GL_NO_ERROR;
GL_REPORT_ERROR();
if( err == GL_NO_ERROR )
if (err == GL_NO_ERROR )
bReInit = false;
}
if( bReInit ) {
if (bReInit) {
// necessary, for some reason opengl gives errors when texture isn't deleted
glDeleteTextures(1,(GLuint *)&entry.texture);
glGenTextures(1, (GLuint *)&entry.texture);
@ -375,13 +379,13 @@ void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool
}
}
if( !bIsInit || !entry.isRenderTarget ) {
if (!bIsInit || !entry.isRenderTarget) {
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if( glGetError() != GL_NO_ERROR) {
if (glGetError() != GL_NO_ERROR) {
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP);
GL_REPORT_ERRORD();
@ -390,14 +394,14 @@ void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool
entry.w = w;
entry.h = h;
entry.isRenderTarget=true;
entry.isRenderTarget = true;
entry.fmt = copyfmt;
float colmat[16];
float fConstAdd[4] = {0};
memset(colmat, 0, sizeof(colmat));
if( bFromZBuffer ) {
if (bFromZBuffer) {
switch(copyfmt) {
case 0: // Z4
case 1: // Z8
@ -428,18 +432,19 @@ void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool
break;
}
}
else if( bIsIntensityFmt ) {
else if (bIsIntensityFmt) {
fConstAdd[0] = fConstAdd[1] = fConstAdd[2] = 16.0f/255.0f;
switch(copyfmt) {
case 0: // I4
case 1: // I8
case 2: // IA4
case 3: // IA8
// TODO - verify these coefficients
colmat[0] = 0.257f; colmat[1] = 0.504f; colmat[2] = 0.098f;
colmat[4] = 0.257f; colmat[5] = 0.504f; colmat[6] = 0.098f;
colmat[8] = 0.257f; colmat[9] = 0.504f; colmat[10] = 0.098f;
if( copyfmt < 2 ) {
fConstAdd[3] = 16.0f/255.0f;
if (copyfmt < 2) {
fConstAdd[3] = 16.0f / 255.0f;
colmat[12] = 0.257f; colmat[13] = 0.504f; colmat[14] = 0.098f;
}
else { // alpha
@ -453,7 +458,7 @@ void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool
}
}
else {
switch(copyfmt) {
switch (copyfmt) {
case 0: // R4
case 8: // R8
colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1;
@ -495,7 +500,7 @@ void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool
}
}
// if( bCopyToTarget ) {
// if (bCopyToTarget) {
// _assert_( glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) == GL_FRAMEBUFFER_COMPLETE_EXT );
// glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
// GL_REPORT_ERRORD();
@ -512,7 +517,7 @@ void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool
Renderer::ResetGLState(); // reset any game specific settings
if( s_TempFramebuffer == 0 )
if (s_TempFramebuffer == 0 )
glGenFramebuffersEXT( 1, (GLuint *)&s_TempFramebuffer);
Renderer::SetFramebuffer(s_TempFramebuffer);
@ -525,7 +530,7 @@ void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool
if (itdepth == mapDepthTargets.end()) {
DEPTHTARGET& depth = mapDepthTargets[(h << 16) | w];
depth.framecount = frameCount;
glGenRenderbuffersEXT( 1, &depth.targ);
glGenRenderbuffersEXT(1, &depth.targ);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depth.targ);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT/*GL_DEPTH24_STENCIL8_EXT*/, w, h);
GL_REPORT_ERRORD();
@ -565,7 +570,7 @@ void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool
TextureMngr::DisableStage(0);
if( bFromZBuffer )
if (bFromZBuffer )
Renderer::SetZBufferRender(); // notify for future settings
GL_REPORT_ERRORD();
@ -575,11 +580,11 @@ void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool
void TextureMngr::EnableTex2D(int stage)
{
if( !(nTex2DEnabled & (1<<stage)) ) {
if (!(nTex2DEnabled & (1<<stage))) {
nTex2DEnabled |= (1<<stage);
glEnable(GL_TEXTURE_2D);
}
if( nTexRECTEnabled & (1<<stage) ) {
if (nTexRECTEnabled & (1<<stage)) {
nTexRECTEnabled &= ~(1<<stage);
glDisable(GL_TEXTURE_RECTANGLE_ARB);
}
@ -587,12 +592,12 @@ void TextureMngr::EnableTex2D(int stage)
void TextureMngr::EnableTexRECT(int stage)
{
if( (nTex2DEnabled & (1<<stage)) ) {
nTex2DEnabled &= ~(1<<stage);
if ((nTex2DEnabled & (1 << stage))) {
nTex2DEnabled &= ~(1 << stage);
glDisable(GL_TEXTURE_2D);
}
if( !(nTexRECTEnabled & (1<<stage)) ) {
nTexRECTEnabled |= (1<<stage);
if (!(nTexRECTEnabled & (1 << stage))) {
nTexRECTEnabled |= (1 << stage);
glEnable(GL_TEXTURE_RECTANGLE_ARB);
}
}
@ -600,15 +605,16 @@ void TextureMngr::EnableTexRECT(int stage)
void TextureMngr::DisableStage(int stage)
{
bool bset = false;
if( nTex2DEnabled & (1<<stage) ) {
nTex2DEnabled &= ~(1<<stage);
glActiveTexture(GL_TEXTURE0+stage);
if (nTex2DEnabled & (1 << stage)) {
nTex2DEnabled &= ~(1 << stage);
glActiveTexture(GL_TEXTURE0 + stage);
glDisable(GL_TEXTURE_2D);
bset = true;
}
if( nTexRECTEnabled & (1<<stage) ) {
nTexRECTEnabled &= ~(1<<stage);
if( !bset ) glActiveTexture(GL_TEXTURE0+stage);
if (nTexRECTEnabled & (1<<stage)) {
nTexRECTEnabled &= ~(1 << stage);
if (!bset)
glActiveTexture(GL_TEXTURE0 + stage);
glDisable(GL_TEXTURE_RECTANGLE_ARB);
}
}