more gl plugin cleanup, code moving

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@900 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard
2008-10-17 12:08:28 +00:00
parent dcbc8e78d4
commit 7bbd6fda63
12 changed files with 177 additions and 192 deletions

View File

@ -56,9 +56,6 @@ static int colIndex;
#endif
TVtxDesc VertexManager::s_GlobalVtxDesc;
float VertexManager::shiftLookup[32];
// ==============================================================================
// Direct
@ -259,9 +256,9 @@ int VertexLoader::ComputeVertexSize()
}
// Note the use of CallCdeclFunction3I etc.
// This is a horrible hack that is necessary because 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 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.
@ -362,7 +359,7 @@ void VertexLoader::ProcessFormat()
}
WriteCall(pFunc);
int sizePro=0;
int sizePro = 0;
switch (m_VtxAttr.NormalFormat)
{
case FORMAT_UBYTE: sizePro=1; break;
@ -385,7 +382,7 @@ void VertexLoader::ProcessFormat()
for (int i = 0; i < 2; i++) {
SetupColor(i, col[i], m_VtxAttr.color[i].Comp, m_VtxAttr.color[i].Elements);
if (col[i] != NOT_PRESENT )
if (col[i] != NOT_PRESENT)
m_VBVertexStride+=4;
}
@ -399,7 +396,7 @@ void VertexLoader::ProcessFormat()
for (int i = 0; i < 8; i++) {
SetupTexCoord(i, tc[i], m_VtxAttr.texCoord[i].Format, m_VtxAttr.texCoord[i].Elements, m_VtxAttr.texCoord[i].Frac);
if( m_components&(VB_HAS_TEXMTXIDX0<<i) ) {
if (m_components&(VB_HAS_TEXMTXIDX0<<i)) {
if (tc[i] != NOT_PRESENT) {
// if texmtx is included, texcoord will always be 3 floats, z will be the texmtx index
WriteCall(m_VtxAttr.texCoord[i].Elements ? TexMtx_Write_Float : TexMtx_Write_Float2);
@ -419,25 +416,25 @@ void VertexLoader::ProcessFormat()
if (tc[i] == NOT_PRESENT) {
// if there's more tex coords later, have to write a dummy call
int j = i+1;
for(; j < 8; ++j) {
if( tc[j] != NOT_PRESENT ) {
int j = i + 1;
for (; j < 8; ++j) {
if (tc[j] != NOT_PRESENT) {
WriteCall(TexCoord_Read_Dummy); // important to get indices right!
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;
}
}
if( m_VtxDesc.PosMatIdx ) {
if (m_VtxDesc.PosMatIdx) {
WriteCall(PosMtx_Write);
m_VBVertexStride += 1;
}
if( m_VBVertexStride & 3 ) {
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;
@ -462,16 +459,16 @@ void VertexLoader::ProcessFormat()
case FORMAT_BYTE:
CallCdeclFunction3_I(glNormalPointer, GL_BYTE, m_VBVertexStride, offset); offset += 3;
if (m_VtxAttr.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, 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;
}
break;
case FORMAT_USHORT:
case FORMAT_SHORT:
CallCdeclFunction3_I(glNormalPointer, GL_SHORT, m_VBVertexStride, offset); offset += 6;
if (m_VtxAttr.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, 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;
}
break;
case FORMAT_FLOAT:
@ -497,7 +494,7 @@ void VertexLoader::ProcessFormat()
// TextureCoord
for (int i = 0; i < 8; i++) {
if (tc[i] != NOT_PRESENT || (m_components&(VB_HAS_TEXMTXIDX0<<i)) ) {
if (tc[i] != NOT_PRESENT || (m_components&(VB_HAS_TEXMTXIDX0<<i))) {
int id = GL_TEXTURE0+i;
#ifdef _M_X64
@ -554,11 +551,11 @@ void VertexLoader::ProcessFormat()
void VertexLoader::PrepareRun()
{
posScale = VertexManager::shiftLookup[m_VtxAttr.PosFrac];
if( m_components & VB_HAS_UVALL ) {
posScale = shiftLookup[m_VtxAttr.PosFrac];
if (m_components & VB_HAS_UVALL) {
for (int i = 0; i < 8; i++) {
tcScaleU[i] = VertexManager::shiftLookup[m_VtxAttr.texCoord[i].Frac];
tcScaleV[i] = VertexManager::shiftLookup[m_VtxAttr.texCoord[i].Frac];
tcScaleU[i] = shiftLookup[m_VtxAttr.texCoord[i].Frac];
tcScaleV[i] = shiftLookup[m_VtxAttr.texCoord[i].Frac];
}
}
for (int i = 0; i < 2; i++)
@ -568,7 +565,7 @@ void VertexLoader::PrepareRun()
void VertexLoader::SetupColor(int num, int mode, int format, int elements)
{
// if COL0 not present, then embed COL1 into COL0
if( num == 1 && !(m_components & VB_HAS_COL0) ) num = 0;
if (num == 1 && !(m_components & VB_HAS_COL0) ) num = 0;
m_components |= VB_HAS_COL0 << num;
switch (mode)
@ -686,60 +683,7 @@ void VertexLoader::RunVertices(int primitive, int count)
ProcessFormat();
fnSetupVertexPointers = (void (*)())(void*)m_compiledCode;
// Move this code into VertexManager?
if (VertexManager::s_prevcomponents != m_components) {
VertexManager::Flush();
// matrices
if ((m_components & VB_HAS_POSMTXIDX) != (VertexManager::s_prevcomponents & VB_HAS_POSMTXIDX)) {
if (m_components & VB_HAS_POSMTXIDX)
glEnableVertexAttribArray(SHADER_POSMTX_ATTRIB);
else
glDisableVertexAttribArray(SHADER_POSMTX_ATTRIB);
}
// normals
if ((m_components & VB_HAS_NRM0) != (VertexManager::s_prevcomponents & VB_HAS_NRM0)) {
if (m_components & VB_HAS_NRM0)
glEnableClientState(GL_NORMAL_ARRAY);
else
glDisableClientState(GL_NORMAL_ARRAY);
}
if ((m_components & VB_HAS_NRM1) != (VertexManager::s_prevcomponents & VB_HAS_NRM1)) {
if (m_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 ((m_components & (VB_HAS_COL0 << i)) != (VertexManager::s_prevcomponents & (VB_HAS_COL0 << i))) {
if (m_components & (VB_HAS_COL0 << 0))
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 ((m_components & (VB_HAS_UV0 << i)) != (VertexManager::s_prevcomponents & (VB_HAS_UV0 << i))) {
glClientActiveTexture(GL_TEXTURE0 + i);
if (m_components & (VB_HAS_UV0 << i))
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
else
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
}
VertexManager::s_prevcomponents = m_components;
VertexManager::s_prevvbstride = m_VBVertexStride;
}
VertexManager::EnableComponents(m_components);
PrepareRun();
@ -749,11 +693,11 @@ void VertexLoader::RunVertices(int primitive, int count)
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
@ -774,7 +718,7 @@ void VertexLoader::RunVertices(int primitive, int count)
{
if (VertexManager::GetRemainingSize() < granularity*m_VBVertexStride) {
u8* plastptr = VertexManager::s_pCurBufferPointer;
if (v-startv > 0)
if (v - startv > 0)
VertexManager::AddVertices(primitive, v-startv+extraverts);
VertexManager::Flush();
// Why does this need to be so complicated?
@ -823,5 +767,5 @@ void VertexLoader::RunVertices(int primitive, int count)
}
if (startv < count)
VertexManager::AddVertices(primitive, count-startv+extraverts);
VertexManager::AddVertices(primitive, count - startv + extraverts);
}