Some code cleaning for my last commit.

the amount and size of the buffer is now changed to "new hardware" frienly values and will fall back to the right values if hardware does not support them.
my next commit will be to a branch, with my ogl work.
This commit is contained in:
rodolfoosvaldobogado
2012-10-22 19:37:26 -03:00
parent f7edfc0118
commit 72cb1734ee
5 changed files with 135 additions and 173 deletions

View File

@ -41,6 +41,10 @@
extern NativeVertexFormat *g_nativeVertexFmt;
namespace DX9
{
//This are the initially requeted size for the buffers expresed in elements
const u32 IBUFFER_SIZE = VertexManager::MAXIBUFFERSIZE * 16;
const u32 VBUFFER_SIZE = VertexManager::MAXVBUFFERSIZE * 16;
const u32 MAXVBUFFER_COUNT = 2;
inline void DumpBadShaders()
{
@ -64,37 +68,26 @@ inline void DumpBadShaders()
void VertexManager::CreateDeviceObjects()
{
NumVBuffers = 0;
CurrentIBufferIndex = 0;
CurrentVBufferIndex = 0;
CurrentVBufferSize = 8 * MAXVBUFFERSIZE;
CurrentIBufferSize = 12 * MAXIBUFFERSIZE;
VBuffers = NULL;
IBuffers = NULL;
D3DCAPS9 DeviceCaps = D3D::GetCaps();
int maxdevicevbuffersize = DeviceCaps.MaxPrimitiveCount * 3 * DeviceCaps.MaxStreamStride;
if (CurrentVBufferSize > maxdevicevbuffersize)
{
CurrentVBufferSize = maxdevicevbuffersize;
}
if (CurrentIBufferSize > DeviceCaps.MaxVertexIndex)
{
CurrentIBufferSize = DeviceCaps.MaxVertexIndex;
}
if (CurrentIBufferSize < MAXIBUFFERSIZE)
{
return;
}
if (CurrentVBufferSize < MAXVBUFFERSIZE)
{
return;
}
VBuffers = new LPDIRECT3DVERTEXBUFFER9[MAX_VBufferCount];
IBuffers = new LPDIRECT3DINDEXBUFFER9[MAX_VBufferCount];
u32 devicevMaxBufferSize = DeviceCaps.MaxPrimitiveCount * 3 * DeviceCaps.MaxStreamStride;
//Calculate Device Dependant size
CurrentVBufferSize = (VBUFFER_SIZE > devicevMaxBufferSize) ? devicevMaxBufferSize : VBUFFER_SIZE;
CurrentIBufferSize = (IBUFFER_SIZE > DeviceCaps.MaxVertexIndex) ? DeviceCaps.MaxVertexIndex : IBUFFER_SIZE;
//if device caps are not enough for Vbuffer fall back to vertex arrays
if (CurrentIBufferSize < MAXIBUFFERSIZE || CurrentVBufferSize < MAXVBUFFERSIZE) return;
VBuffers = new LPDIRECT3DVERTEXBUFFER9[MAXVBUFFER_COUNT];
IBuffers = new LPDIRECT3DINDEXBUFFER9[MAXVBUFFER_COUNT];
bool Fail = false;
for (CurrentVBuffer = 0; CurrentVBuffer < MAX_VBufferCount; CurrentVBuffer++)
for (CurrentVBuffer = 0; CurrentVBuffer < MAXVBUFFER_COUNT; CurrentVBuffer++)
{
VBuffers[CurrentVBuffer] = NULL;
IBuffers[CurrentVBuffer] = NULL;
}
for (CurrentVBuffer = 0; CurrentVBuffer < MAX_VBufferCount; CurrentVBuffer++)
for (CurrentVBuffer = 0; CurrentVBuffer < MAXVBUFFER_COUNT; CurrentVBuffer++)
{
if(FAILED( D3D::dev->CreateVertexBuffer( CurrentVBufferSize, D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &VBuffers[CurrentVBuffer], NULL ) ) )
{
@ -110,24 +103,25 @@ void VertexManager::CreateDeviceObjects()
NumVBuffers = CurrentVBuffer;
CurrentVBuffer = 0;
CurrentIBuffer = 0;
LastVBuffer = NumVBuffers;
LastIBuffer = NumVBuffers;
CurrentIBufferIndex = CurrentIBufferSize;
CurrentVBufferIndex = CurrentVBufferSize;
if (Fail)
{
NumVBuffers--;
if (NumVBuffers < 2)
{
NumVBuffers = MAX_VBufferCount;
//Error creating Vertex buffers. clean and fall to Vertex arrays
NumVBuffers = MAXVBUFFER_COUNT;
DestroyDeviceObjects();
}
}
}
}
void VertexManager::DestroyDeviceObjects()
{
D3D::dev->SetStreamSource( 0, NULL, 0, 0);
D3D::dev->SetIndices(NULL);
for (int i = 0; i < MAX_VBufferCount; i++)
for (int i = 0; i < MAXVBUFFER_COUNT; i++)
{
if(VBuffers)
{
@ -152,16 +146,6 @@ void VertexManager::DestroyDeviceObjects()
IBuffers = NULL;
}
VertexManager::VertexManager()
{
//CreateDeviceObjects();
}
VertexManager::~VertexManager()
{
//DestroyDeviceObjects();
}
void VertexManager::PrepareVBuffers(int stride)
{
if (!NumVBuffers)
@ -177,7 +161,7 @@ void VertexManager::PrepareVBuffers(int stride)
int IndexDataSize = TdataSize + LDataSize + PDataSize;
DWORD LockMode = D3DLOCK_NOOVERWRITE;
if (CurrentVBufferIndex > CurrentVBufferSize - datasize || LastVBuffer != CurrentVBuffer)
if (CurrentVBufferIndex > CurrentVBufferSize - datasize)
{
LockMode = D3DLOCK_DISCARD;
CurrentVBufferIndex = 0;
@ -194,7 +178,7 @@ void VertexManager::PrepareVBuffers(int stride)
LockMode = D3DLOCK_NOOVERWRITE;
if (CurrentIBufferIndex > CurrentIBufferSize - IndexDataSize || LastIBuffer != CurrentIBuffer)
if (CurrentIBufferIndex > CurrentIBufferSize - IndexDataSize)
{
LockMode = D3DLOCK_DISCARD;
CurrentIBufferIndex = 0;
@ -221,100 +205,104 @@ void VertexManager::PrepareVBuffers(int stride)
memcpy(pIndices, PIBuffer, PDataSize * sizeof(u16));
}
IBuffers[CurrentIBuffer]->Unlock();
D3D::dev->SetStreamSource( 0, VBuffers[CurrentVBuffer], CurrentVBufferIndex, stride);
if(CurrentIBufferIndex == 0)
{
D3D::dev->SetIndices(IBuffers[CurrentIBuffer]);
}
}
void VertexManager::Draw(int stride)
void VertexManager::DrawVB(int stride)
{
if(NumVBuffers)
if (IndexGenerator::GetNumTriangles() > 0)
{
if (IndexGenerator::GetNumTriangles() > 0)
if (FAILED(D3D::dev->DrawIndexedPrimitive(
D3DPT_TRIANGLELIST,
0,
0,
IndexGenerator::GetNumVerts(),
CurrentIBufferIndex,
IndexGenerator::GetNumTriangles())))
{
if (FAILED(D3D::dev->DrawIndexedPrimitive(
D3DPT_TRIANGLELIST,
0,
0,
IndexGenerator::GetNumVerts(),
CurrentIBufferIndex,
IndexGenerator::GetNumTriangles())))
{
DumpBadShaders();
}
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
if (IndexGenerator::GetNumLines() > 0)
{
if (FAILED(D3D::dev->DrawIndexedPrimitive(
D3DPT_LINELIST,
0,
0,
IndexGenerator::GetNumVerts(),
CurrentIBufferIndex + IndexGenerator::GetTriangleindexLen(),
IndexGenerator::GetNumLines())))
{
DumpBadShaders();
}
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
if (IndexGenerator::GetNumPoints() > 0)
{
if (FAILED(D3D::dev->DrawIndexedPrimitive(
D3DPT_POINTLIST,
0,
0,
IndexGenerator::GetNumVerts(),
CurrentIBufferIndex + IndexGenerator::GetTriangleindexLen() + IndexGenerator::GetLineindexLen(),
IndexGenerator::GetNumPoints())))
{
DumpBadShaders();
}
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
DumpBadShaders();
}
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
else
if (IndexGenerator::GetNumLines() > 0)
{
if (IndexGenerator::GetNumTriangles() > 0)
if (FAILED(D3D::dev->DrawIndexedPrimitive(
D3DPT_LINELIST,
0,
0,
IndexGenerator::GetNumVerts(),
CurrentIBufferIndex + IndexGenerator::GetTriangleindexLen(),
IndexGenerator::GetNumLines())))
{
if (FAILED(D3D::dev->DrawIndexedPrimitiveUP(
D3DPT_TRIANGLELIST,
0, IndexGenerator::GetNumVerts(), IndexGenerator::GetNumTriangles(),
TIBuffer,
D3DFMT_INDEX16,
LocalVBuffer,
stride)))
{
DumpBadShaders();
}
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
if (IndexGenerator::GetNumLines() > 0)
{
if (FAILED(D3D::dev->DrawIndexedPrimitiveUP(
D3DPT_LINELIST,
0, IndexGenerator::GetNumVerts(), IndexGenerator::GetNumLines(),
LIBuffer,
D3DFMT_INDEX16,
LocalVBuffer,
stride)))
{
DumpBadShaders();
}
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
if (IndexGenerator::GetNumPoints() > 0)
{
if (FAILED(D3D::dev->DrawIndexedPrimitiveUP(
D3DPT_POINTLIST,
0, IndexGenerator::GetNumVerts(), IndexGenerator::GetNumPoints(),
PIBuffer,
D3DFMT_INDEX16,
LocalVBuffer,
stride)))
{
DumpBadShaders();
}
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
DumpBadShaders();
}
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
if (IndexGenerator::GetNumPoints() > 0)
{
if (FAILED(D3D::dev->DrawIndexedPrimitive(
D3DPT_POINTLIST,
0,
0,
IndexGenerator::GetNumVerts(),
CurrentIBufferIndex + IndexGenerator::GetTriangleindexLen() + IndexGenerator::GetLineindexLen(),
IndexGenerator::GetNumPoints())))
{
DumpBadShaders();
}
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
}
void VertexManager::DrawVA(int stride)
{
if (IndexGenerator::GetNumTriangles() > 0)
{
if (FAILED(D3D::dev->DrawIndexedPrimitiveUP(
D3DPT_TRIANGLELIST,
0, IndexGenerator::GetNumVerts(), IndexGenerator::GetNumTriangles(),
TIBuffer,
D3DFMT_INDEX16,
LocalVBuffer,
stride)))
{
DumpBadShaders();
}
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
if (IndexGenerator::GetNumLines() > 0)
{
if (FAILED(D3D::dev->DrawIndexedPrimitiveUP(
D3DPT_LINELIST,
0, IndexGenerator::GetNumVerts(), IndexGenerator::GetNumLines(),
LIBuffer,
D3DFMT_INDEX16,
LocalVBuffer,
stride)))
{
DumpBadShaders();
}
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
if (IndexGenerator::GetNumPoints() > 0)
{
if (FAILED(D3D::dev->DrawIndexedPrimitiveUP(
D3DPT_POINTLIST,
0, IndexGenerator::GetNumVerts(), IndexGenerator::GetNumPoints(),
PIBuffer,
D3DFMT_INDEX16,
LocalVBuffer,
stride)))
{
DumpBadShaders();
}
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
}
void VertexManager::vFlush()
@ -375,24 +363,13 @@ void VertexManager::vFlush()
}
PrepareVBuffers(stride);
if (NumVBuffers)
{
D3D::dev->SetStreamSource( 0, VBuffers[CurrentVBuffer], CurrentVBufferIndex, stride);
if(LastIBuffer != CurrentIBuffer)
{
LastIBuffer = CurrentIBuffer;
D3D::dev->SetIndices(IBuffers[CurrentIBuffer]);
}
LastVBuffer = CurrentVBuffer;
}
g_nativeVertexFmt->SetupVertexPointers();
Draw(stride);
if(NumVBuffers){ DrawVB(stride);} else { DrawVA(stride);}
bool useDstAlpha = !g_ActiveConfig.bDstAlphaPass && bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate &&
bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;
if (useDstAlpha)
{
DWORD write = 0;
if (!PixelShaderCache::SetShader(DSTALPHA_ALPHA_PASS, g_nativeVertexFmt->m_components))
{
GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
@ -400,7 +377,7 @@ void VertexManager::vFlush()
}
// update alpha only
g_renderer->ApplyState(true);
Draw(stride);
if(NumVBuffers){ DrawVB(stride);} else { DrawVA(stride);}
g_renderer->RestoreState();
}
GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true);