mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-15 13:57:57 -07:00
9ec5ee94b4
if a degenerated primitive is passed to the VertexManager treat it as a compatible primitive, for example if a 5 vertex quad is passed treat it as a triangle fan. as crazy at this seems it fix the sun glare in ZWW, please test an d let me know if it make a difference in other games git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4931 8ced0084-cf51-0410-be5f-012b33b47a6e
316 lines
8.1 KiB
C++
316 lines
8.1 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "Common.h"
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#include "FileUtil.h"
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#include "D3DBase.h"
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#include "Statistics.h"
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#include "Profiler.h"
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#include "VertexManager.h"
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#include "OpcodeDecoding.h"
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#include "IndexGenerator.h"
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#include "VertexShaderManager.h"
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#include "VertexShaderCache.h"
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#include "PixelShaderManager.h"
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#include "PixelShaderCache.h"
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#include "Utils.h"
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#include "NativeVertexFormat.h"
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#include "NativeVertexWriter.h"
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#include "TextureCache.h"
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#include "BPStructs.h"
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#include "XFStructs.h"
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#include "debugger/debugger.h"
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using namespace D3D;
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// internal state for loading vertices
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extern NativeVertexFormat *g_nativeVertexFmt;
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namespace VertexManager
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{
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static int lastPrimitive;
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static u8 *LocalVBuffer;
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static u16 *TIBuffer;
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static u16 *LIBuffer;
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static u16 *PIBuffer;
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#define MAXVBUFFERSIZE 0x50000
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#define MAXIBUFFERSIZE 0xFFFF
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static bool Flushed=false;
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void CreateDeviceObjects();
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void DestroyDeviceObjects();
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bool Init()
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{
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LocalVBuffer = new u8[MAXVBUFFERSIZE];
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TIBuffer = new u16[MAXIBUFFERSIZE];
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LIBuffer = new u16[MAXIBUFFERSIZE];
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PIBuffer = new u16[MAXIBUFFERSIZE];
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s_pCurBufferPointer = LocalVBuffer;
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Flushed=false;
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IndexGenerator::Start(TIBuffer,LIBuffer,PIBuffer);
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return true;
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}
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void ResetBuffer()
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{
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s_pCurBufferPointer = LocalVBuffer;
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}
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void Shutdown()
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{
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DestroyDeviceObjects();
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delete [] LocalVBuffer;
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delete [] TIBuffer;
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delete [] LIBuffer;
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delete [] PIBuffer;
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ResetBuffer();
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}
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void CreateDeviceObjects()
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{
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}
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void DestroyDeviceObjects()
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{
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}
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void AddIndices(int _primitive, int _numVertices)
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{
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switch (_primitive)
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{
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case GX_DRAW_QUADS: if ((_numVertices % 4) == 0 ) {IndexGenerator::AddQuads(_numVertices);} else {IndexGenerator::AddFan(_numVertices);} break;
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case GX_DRAW_TRIANGLES: if ((_numVertices % 3) == 0 ) {IndexGenerator::AddList(_numVertices);} else {IndexGenerator::AddStrip(_numVertices);} break;
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case GX_DRAW_TRIANGLE_STRIP: IndexGenerator::AddStrip(_numVertices); break;
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case GX_DRAW_TRIANGLE_FAN: IndexGenerator::AddFan(_numVertices); break;
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case GX_DRAW_LINE_STRIP: IndexGenerator::AddLineStrip(_numVertices); break;
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case GX_DRAW_LINES: if ((_numVertices % 2) == 0 ) {IndexGenerator::AddLineList(_numVertices);} else {IndexGenerator::AddLineStrip(_numVertices);} break;
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case GX_DRAW_POINTS: IndexGenerator::AddPoints(_numVertices); break;
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}
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}
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int GetRemainingSize()
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{
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return MAXVBUFFERSIZE - (int)(s_pCurBufferPointer - LocalVBuffer);
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}
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void AddVertices(int _primitive, int _numVertices)
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{
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if (_numVertices < 0)
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return;
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switch (_primitive)
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{
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case GX_DRAW_QUADS:
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case GX_DRAW_TRIANGLES:
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case GX_DRAW_TRIANGLE_STRIP:
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case GX_DRAW_TRIANGLE_FAN:
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if(MAXIBUFFERSIZE - IndexGenerator::GetTriangleindexLen() < 2 * _numVertices)
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Flush();
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break;
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case GX_DRAW_LINE_STRIP:
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case GX_DRAW_LINES:
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if(MAXIBUFFERSIZE - IndexGenerator::GetLineindexLen() < 2 * _numVertices)
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Flush();
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break;
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case GX_DRAW_POINTS:
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if(MAXIBUFFERSIZE - IndexGenerator::GetPointindexLen() < _numVertices)
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Flush();
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break;
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default: return;
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}
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if(Flushed)
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{
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IndexGenerator::Start(TIBuffer,LIBuffer,PIBuffer);
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Flushed=false;
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}
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lastPrimitive = _primitive;
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ADDSTAT(stats.thisFrame.numPrims, _numVertices);
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INCSTAT(stats.thisFrame.numPrimitiveJoins);
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AddIndices(_primitive, _numVertices);
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}
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inline void DumpBadShaders()
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{
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#if defined(_DEBUG) || defined(DEBUGFAST)
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std::string error_shaders;
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error_shaders.append(VertexShaderCache::GetCurrentShaderCode());
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error_shaders.append(PixelShaderCache::GetCurrentShaderCode());
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char filename[512] = "bad_shader_combo_0.txt";
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int which = 0;
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while (File::Exists(filename))
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{
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which++;
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sprintf(filename, "bad_shader_combo_%i.txt", which);
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}
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File::WriteStringToFile(true, error_shaders, filename);
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PanicAlert("DrawIndexedPrimitiveUP failed. Shaders written to %s", filename);
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#endif
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}
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inline void Draw(int stride)
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{
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if(IndexGenerator::GetNumTriangles() > 0)
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{
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if (FAILED(D3D::dev->DrawIndexedPrimitiveUP(
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D3DPT_TRIANGLELIST,
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0, IndexGenerator::GetNumVerts(), IndexGenerator::GetNumTriangles(),
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TIBuffer,
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D3DFMT_INDEX16,
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LocalVBuffer,
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stride)))
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{
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DumpBadShaders();
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}
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INCSTAT(stats.thisFrame.numIndexedDrawCalls);
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}
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if(IndexGenerator::GetNumLines() > 0)
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{
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if (FAILED(D3D::dev->DrawIndexedPrimitiveUP(
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D3DPT_LINELIST,
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0, IndexGenerator::GetNumVerts(), IndexGenerator::GetNumLines(),
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LIBuffer,
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D3DFMT_INDEX16,
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LocalVBuffer,
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stride)))
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{
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DumpBadShaders();
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}
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INCSTAT(stats.thisFrame.numIndexedDrawCalls);
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}
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if(IndexGenerator::GetNumPoints() > 0)
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{
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if (FAILED(D3D::dev->DrawIndexedPrimitiveUP(
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D3DPT_POINTLIST,
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0, IndexGenerator::GetNumVerts(), IndexGenerator::GetNumPoints(),
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PIBuffer,
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D3DFMT_INDEX16,
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LocalVBuffer,
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stride)))
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{
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DumpBadShaders();
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}
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INCSTAT(stats.thisFrame.numIndexedDrawCalls);
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}
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}
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void Flush()
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{
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if (LocalVBuffer == s_pCurBufferPointer) return;
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if(Flushed) return;
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Flushed=true;
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DVSTARTPROFILE();
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u32 usedtextures = 0;
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for (u32 i = 0; i < (u32)bpmem.genMode.numtevstages + 1; ++i) {
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if (bpmem.tevorders[i/2].getEnable(i & 1))
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usedtextures |= 1 << bpmem.tevorders[i/2].getTexMap(i & 1);
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}
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if (bpmem.genMode.numindstages > 0) {
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for (u32 i = 0; i < (u32)bpmem.genMode.numtevstages + 1; ++i) {
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if (bpmem.tevind[i].IsActive() && bpmem.tevind[i].bt < bpmem.genMode.numindstages) {
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usedtextures |= 1 << bpmem.tevindref.getTexMap(bpmem.tevind[i].bt);
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}
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}
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}
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u32 nonpow2tex = 0;
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for (int i = 0; i < 8; i++)
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{
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if (usedtextures & (1 << i)) {
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Renderer::SetSamplerState(i & 3, i >> 2);
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FourTexUnits &tex = bpmem.tex[i >> 2];
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TextureCache::TCacheEntry* tentry = TextureCache::Load(i,
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(tex.texImage3[i&3].image_base/* & 0x1FFFFF*/) << 5,
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tex.texImage0[i&3].width + 1, tex.texImage0[i&3].height + 1,
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tex.texImage0[i&3].format, tex.texTlut[i&3].tmem_offset<<9,
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tex.texTlut[i&3].tlut_format);
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if (tentry) {
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PixelShaderManager::SetTexDims(i, tentry->w, tentry->h, 0, 0);
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if (tentry->scaleX != 1.0f || tentry->scaleY != 1.0f)
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PixelShaderManager::SetCustomTexScale(i, tentry->scaleX, tentry->scaleY);
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}
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else
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{
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DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to load texture\n");});
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ERROR_LOG(VIDEO, "error loading texture");
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}
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}
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}
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PixelShaderManager::SetTexturesUsed(0);
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// set global constants
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VertexShaderManager::SetConstants();
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PixelShaderManager::SetConstants();
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if (!PixelShaderCache::SetShader(false))
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{
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DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
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goto shader_fail;
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}
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if (!VertexShaderCache::SetShader(g_nativeVertexFmt->m_components))
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{
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DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set vertex shader\n");});
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goto shader_fail;
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}
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int stride = g_nativeVertexFmt->GetVertexStride();
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g_nativeVertexFmt->SetupVertexPointers();
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Draw(stride);
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if (bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate)
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{
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DWORD write = 0;
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if (!PixelShaderCache::SetShader(true))
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{
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DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
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goto shader_fail;
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}
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// update alpha only
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D3D::ChangeRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA);
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D3D::ChangeRenderState(D3DRS_ALPHABLENDENABLE, false);
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Draw(stride);
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D3D::RefreshRenderState(D3DRS_COLORWRITEENABLE);
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D3D::RefreshRenderState(D3DRS_ALPHABLENDENABLE);
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}
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DEBUGGER_PAUSE_AT(NEXT_FLUSH,true);
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shader_fail:
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ResetBuffer();
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}
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} // namespace
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