Cachable vertex loaders. Not a very big speedup in itself, but makes it easier to speed up vertex loading in the future.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@960 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard
2008-10-25 15:53:43 +00:00
parent 681a40dd36
commit f77624147d
11 changed files with 609 additions and 618 deletions

View File

@ -23,66 +23,72 @@
#include "NativeVertexFormat.h"
class VertexLoaderUID
{
u32 id[5];
public:
VertexLoaderUID() {}
void InitFromCurrentState(int vtx_attr_group) {
id[0] = g_VtxDesc.Hex & 0xFFFFFFFF;
id[1] = g_VtxDesc.Hex >> 32;
id[2] = g_VtxAttr[vtx_attr_group].g0.Hex & ~VAT_0_FRACBITS;
id[3] = g_VtxAttr[vtx_attr_group].g1.Hex & ~VAT_1_FRACBITS;
id[4] = g_VtxAttr[vtx_attr_group].g2.Hex & ~VAT_2_FRACBITS;
}
bool operator < (const VertexLoaderUID &other) const {
if (id[0] < other.id[0])
return true;
else if (id[0] > other.id[0])
return false;
for (int i = 1; i < 5; ++i) {
if (id[i] < other.id[i])
return true;
else if (id[i] > other.id[i])
return false;
}
return false;
}
};
class VertexLoader
{
public:
enum
{
NRM_ZERO = 0,
NRM_ONE = 1,
NRM_THREE = 3
};
VertexLoader(const TVtxDesc &vtx_desc, const VAT &vtx_attr);
~VertexLoader();
int GetVertexSize() const {return m_VertexSize;}
void RunVertices(int vtx_attr_group, int primitive, int count);
private:
// The 3 possible values (0, 1, 2) should be documented here.
enum {
AD_CLEAN = 0,
AD_DIRTY = 1,
AD_VAT_DIRTY = 2,
} m_AttrDirty;
enum
{
NRM_ZERO = 0,
NRM_ONE = 1,
NRM_THREE = 3,
};
int m_VertexSize; // number of bytes of a raw GC vertex
int m_VertexSize; // number of bytes of a raw GC vertex
// Flipper vertex format
// GC vertex format
TVtxAttr m_VtxAttr; // VAT decoded into easy format
TVtxDesc m_VtxDesc; // Not really used currently - or well it is, but could be easily avoided.
// Raw VAttr
UVAT_group0 m_group0;
UVAT_group1 m_group1;
UVAT_group2 m_group2;
TVtxAttr m_VtxAttr; // Decoded into easy format
// Vtx desc
TVtxDesc m_VtxDesc;
// PC vertex format, + converter
// PC vertex format
NativeVertexFormat m_NativeFmt;
// Pipeline. To be JIT compiled in the future.
TPipelineFunction m_PipelineStages[32];
TPipelineFunction m_PipelineStages[32]; // TODO - figure out real max. it's lower.
int m_numPipelineStages;
void SetupColor(int num, int _iMode, int _iFormat, int _iElements);
void SetupTexCoord(int num, int _iMode, int _iFormat, int _iElements, int _iFrac);
void RunPipelineOnce() const;
void SetupColor(int num, int _iMode, int _iFormat, int _iElements);
void SetupTexCoord(int num, int _iMode, int _iFormat, int _iElements, int _iFrac);
public:
// constructor
VertexLoader();
~VertexLoader();
// run the pipeline
void CompileVertexTranslator();
void RunVertices(int primitive, int count);
void WriteCall(TPipelineFunction);
int GetGCVertexSize() const { _assert_( !m_AttrDirty ); return m_VertexSize; }
int GetVBVertexStride() const { _assert_( !m_AttrDirty); return m_NativeFmt.m_VBVertexStride; }
void SetVAT(u32 _group0, u32 _group1, u32 _group2);
int ComputeVertexSize();
int ComputeVertexSize();
void CompileVertexTranslator();
void SetVAT_group0(u32 _group0);
void SetVAT_group1(u32 _group1);
void SetVAT_group2(u32 _group2);
void WriteCall(TPipelineFunction);
};
#endif