dolphin/Source/Core/VideoBackends/OGL/VertexManager.cpp
Matthew Parlane 31cfc73a09 Fixes spacing for "for", "while", "switch" and "if"
Also moved && and || to ends of lines instead of start.
Fixed misc vertical alignments and some { needed newlining.
2014-03-11 00:35:07 +13:00

231 lines
6.2 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include <fstream>
#include <vector>
#include "Common/FileUtil.h"
#include "Common/MemoryUtil.h"
#include "VideoBackends/OGL/Globals.h"
#include "VideoBackends/OGL/main.h"
#include "VideoBackends/OGL/ProgramShaderCache.h"
#include "VideoBackends/OGL/Render.h"
#include "VideoBackends/OGL/StreamBuffer.h"
#include "VideoBackends/OGL/TextureCache.h"
#include "VideoBackends/OGL/VertexManager.h"
#include "VideoCommon/BPMemory.h"
#include "VideoCommon/DriverDetails.h"
#include "VideoCommon/Fifo.h"
#include "VideoCommon/ImageWrite.h"
#include "VideoCommon/IndexGenerator.h"
#include "VideoCommon/PixelShaderManager.h"
#include "VideoCommon/Statistics.h"
#include "VideoCommon/VertexLoader.h"
#include "VideoCommon/VertexShaderGen.h"
#include "VideoCommon/VertexShaderManager.h"
#include "VideoCommon/VideoConfig.h"
// internal state for loading vertices
extern NativeVertexFormat *g_nativeVertexFmt;
namespace OGL
{
//This are the initially requested size for the buffers expressed in bytes
const u32 MAX_IBUFFER_SIZE = 2*1024*1024;
const u32 MAX_VBUFFER_SIZE = 32*1024*1024;
static StreamBuffer *s_vertexBuffer;
static StreamBuffer *s_indexBuffer;
static size_t s_baseVertex;
static size_t s_index_offset;
VertexManager::VertexManager()
{
CreateDeviceObjects();
}
VertexManager::~VertexManager()
{
DestroyDeviceObjects();
}
void VertexManager::CreateDeviceObjects()
{
s_vertexBuffer = StreamBuffer::Create(GL_ARRAY_BUFFER, MAX_VBUFFER_SIZE);
m_vertex_buffers = s_vertexBuffer->m_buffer;
s_indexBuffer = StreamBuffer::Create(GL_ELEMENT_ARRAY_BUFFER, MAX_IBUFFER_SIZE);
m_index_buffers = s_indexBuffer->m_buffer;
m_CurrentVertexFmt = nullptr;
m_last_vao = 0;
}
void VertexManager::DestroyDeviceObjects()
{
GL_REPORT_ERRORD();
glBindBuffer(GL_ARRAY_BUFFER, 0 );
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0 );
GL_REPORT_ERROR();
delete s_vertexBuffer;
delete s_indexBuffer;
GL_REPORT_ERROR();
}
void VertexManager::PrepareDrawBuffers(u32 stride)
{
u32 vertex_data_size = IndexGenerator::GetNumVerts() * stride;
u32 index_data_size = IndexGenerator::GetIndexLen() * sizeof(u16);
s_vertexBuffer->Unmap(vertex_data_size);
s_indexBuffer->Unmap(index_data_size);
ADDSTAT(stats.thisFrame.bytesVertexStreamed, vertex_data_size);
ADDSTAT(stats.thisFrame.bytesIndexStreamed, index_data_size);
}
void VertexManager::ResetBuffer(u32 stride)
{
auto buffer = s_vertexBuffer->Map(MAXVBUFFERSIZE, stride);
s_pCurBufferPointer = s_pBaseBufferPointer = buffer.first;
s_pEndBufferPointer = buffer.first + MAXVBUFFERSIZE;
s_baseVertex = buffer.second / stride;
buffer = s_indexBuffer->Map(MAXIBUFFERSIZE * sizeof(u16));
IndexGenerator::Start((u16*)buffer.first);
s_index_offset = buffer.second;
}
void VertexManager::Draw(u32 stride)
{
u32 index_size = IndexGenerator::GetIndexLen();
u32 max_index = IndexGenerator::GetNumVerts();
GLenum primitive_mode = 0;
switch (current_primitive_type)
{
case PRIMITIVE_POINTS:
primitive_mode = GL_POINTS;
break;
case PRIMITIVE_LINES:
primitive_mode = GL_LINES;
break;
case PRIMITIVE_TRIANGLES:
primitive_mode = g_ActiveConfig.backend_info.bSupportsPrimitiveRestart ? GL_TRIANGLE_STRIP : GL_TRIANGLES;
break;
}
if (g_ogl_config.bSupportsGLBaseVertex) {
glDrawRangeElementsBaseVertex(primitive_mode, 0, max_index, index_size, GL_UNSIGNED_SHORT, (u8*)nullptr+s_index_offset, (GLint)s_baseVertex);
} else {
glDrawRangeElements(primitive_mode, 0, max_index, index_size, GL_UNSIGNED_SHORT, (u8*)nullptr+s_index_offset);
}
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
void VertexManager::vFlush(bool useDstAlpha)
{
GLVertexFormat *nativeVertexFmt = (GLVertexFormat*)g_nativeVertexFmt;
u32 stride = nativeVertexFmt->GetVertexStride();
if (m_last_vao != nativeVertexFmt->VAO) {
glBindVertexArray(nativeVertexFmt->VAO);
m_last_vao = nativeVertexFmt->VAO;
}
PrepareDrawBuffers(stride);
GL_REPORT_ERRORD();
// Makes sure we can actually do Dual source blending
bool dualSourcePossible = g_ActiveConfig.backend_info.bSupportsDualSourceBlend;
// finally bind
if (dualSourcePossible)
{
if (useDstAlpha)
{
// If host supports GL_ARB_blend_func_extended, we can do dst alpha in
// the same pass as regular rendering.
ProgramShaderCache::SetShader(DSTALPHA_DUAL_SOURCE_BLEND, g_nativeVertexFmt->m_components);
}
else
{
ProgramShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components);
}
}
else
{
ProgramShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components);
}
// upload global constants
ProgramShaderCache::UploadConstants();
// setup the pointers
if (g_nativeVertexFmt)
g_nativeVertexFmt->SetupVertexPointers();
GL_REPORT_ERRORD();
Draw(stride);
// run through vertex groups again to set alpha
if (useDstAlpha && !dualSourcePossible)
{
ProgramShaderCache::SetShader(DSTALPHA_ALPHA_PASS,g_nativeVertexFmt->m_components);
// only update alpha
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
glDisable(GL_BLEND);
Draw(stride);
// restore color mask
g_renderer->SetColorMask();
if (bpmem.blendmode.blendenable || bpmem.blendmode.subtract)
glEnable(GL_BLEND);
}
#if defined(_DEBUG) || defined(DEBUGFAST)
if (g_ActiveConfig.iLog & CONF_SAVESHADERS)
{
// save the shaders
ProgramShaderCache::PCacheEntry prog = ProgramShaderCache::GetShaderProgram();
char strfile[255];
sprintf(strfile, "%sps%.3d.txt", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), g_ActiveConfig.iSaveTargetId);
std::ofstream fps;
OpenFStream(fps, strfile, std::ios_base::out);
fps << prog.shader.strpprog.c_str();
sprintf(strfile, "%svs%.3d.txt", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), g_ActiveConfig.iSaveTargetId);
std::ofstream fvs;
OpenFStream(fvs, strfile, std::ios_base::out);
fvs << prog.shader.strvprog.c_str();
}
if (g_ActiveConfig.iLog & CONF_SAVETARGETS)
{
char str[128];
sprintf(str, "%starg%.3d.png", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), g_ActiveConfig.iSaveTargetId);
TargetRectangle tr;
tr.left = 0;
tr.right = Renderer::GetTargetWidth();
tr.top = 0;
tr.bottom = Renderer::GetTargetHeight();
g_renderer->SaveScreenshot(str, tr);
}
#endif
g_Config.iSaveTargetId++;
ClearEFBCache();
GL_REPORT_ERRORD();
}
} // namespace