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https://github.com/dolphin-emu/dolphin.git
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63c62b277d
- Lazily create the native vertex format (which involves GL calls) from RunVertices rather than RefreshLoader itself, freeing the latter to be run from the CPU thread (hopefully). - In order to avoid useless allocations while doing so, store the native format inside the VertexLoader rather than using a cache entry. - Wrap the s_vertex_loader_map in a lock, for similar reasons.
158 lines
3.5 KiB
C++
158 lines
3.5 KiB
C++
// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#pragma once
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// Top vertex loaders
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// Metroid Prime: P I16-flt N I16-s16 T0 I16-u16 T1 i16-flt
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#include <algorithm>
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#include <map>
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#include <memory>
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#include <string>
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#include "Common/CommonTypes.h"
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#include "Common/x64Emitter.h"
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#include "VideoCommon/CPMemory.h"
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#include "VideoCommon/DataReader.h"
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#include "VideoCommon/NativeVertexFormat.h"
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#ifdef _M_X86
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#define USE_VERTEX_LOADER_JIT
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#endif
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// They are used for the communication with the loader functions
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extern int tcIndex;
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extern int colIndex;
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extern int colElements[2];
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extern float posScale;
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extern float tcScale[8];
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class VertexLoaderUID
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{
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u32 vid[5];
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size_t hash;
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public:
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VertexLoaderUID()
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{
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}
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VertexLoaderUID(const TVtxDesc& vtx_desc, const VAT& vat)
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{
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vid[0] = vtx_desc.Hex & 0xFFFFFFFF;
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vid[1] = vtx_desc.Hex >> 32;
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vid[2] = vat.g0.Hex & ~VAT_0_FRACBITS;
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vid[3] = vat.g1.Hex & ~VAT_1_FRACBITS;
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vid[4] = vat.g2.Hex & ~VAT_2_FRACBITS;
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hash = CalculateHash();
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}
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bool operator < (const VertexLoaderUID &other) const
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{
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// This is complex because of speed.
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if (vid[0] < other.vid[0])
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return true;
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else if (vid[0] > other.vid[0])
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return false;
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for (int i = 1; i < 5; ++i)
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{
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if (vid[i] < other.vid[i])
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return true;
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else if (vid[i] > other.vid[i])
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return false;
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}
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return false;
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}
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bool operator == (const VertexLoaderUID& rh) const
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{
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return hash == rh.hash && std::equal(vid, vid + sizeof(vid) / sizeof(vid[0]), rh.vid);
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}
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size_t GetHash() const
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{
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return hash;
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}
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private:
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size_t CalculateHash()
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{
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size_t h = -1;
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for (auto word : vid)
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{
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h = h * 137 + word;
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}
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return h;
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}
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};
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// ARMTODO: This should be done in a better way
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#ifndef _M_GENERIC
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class VertexLoader : public Gen::X64CodeBlock
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#else
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class VertexLoader
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#endif
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{
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public:
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VertexLoader(const TVtxDesc &vtx_desc, const VAT &vtx_attr);
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~VertexLoader();
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int GetVertexSize() const {return m_VertexSize;}
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u32 GetNativeComponents() const { return m_native_components; }
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const PortableVertexDeclaration& GetNativeVertexDeclaration() const
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{ return m_native_vtx_decl; }
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void SetupRunVertices(const VAT& vat, int primitive, int const count);
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void RunVertices(const VAT& vat, int primitive, int count);
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// For debugging / profiling
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void AppendToString(std::string *dest) const;
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int GetNumLoadedVerts() const { return m_numLoadedVertices; }
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NativeVertexFormat* GetNativeVertexFormat();
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static void ClearNativeVertexFormatCache() { s_native_vertex_map.clear(); }
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private:
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int m_VertexSize; // number of bytes of a raw GC vertex. Computed by CompileVertexTranslator.
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// GC vertex format
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TVtxAttr m_VtxAttr; // VAT decoded into easy format
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TVtxDesc m_VtxDesc; // Not really used currently - or well it is, but could be easily avoided.
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// PC vertex format
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u32 m_native_components;
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PortableVertexDeclaration m_native_vtx_decl;
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#ifndef USE_VERTEX_LOADER_JIT
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// Pipeline.
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TPipelineFunction m_PipelineStages[64]; // TODO - figure out real max. it's lower.
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int m_numPipelineStages;
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#endif
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const u8 *m_compiledCode;
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int m_numLoadedVertices;
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NativeVertexFormat* m_native_vertex_format;
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static std::map<PortableVertexDeclaration, std::unique_ptr<NativeVertexFormat>> s_native_vertex_map;
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void SetVAT(const VAT& vat);
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void CompileVertexTranslator();
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void ConvertVertices(int count);
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void WriteCall(TPipelineFunction);
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#ifndef _M_GENERIC
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void WriteGetVariable(int bits, Gen::OpArg dest, void *address);
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void WriteSetVariable(int bits, void *address, Gen::OpArg dest);
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#endif
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};
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