mirror of
https://github.com/dolphin-emu/dolphin.git
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803 lines
27 KiB
C++
803 lines
27 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 <assert.h>
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#include "Common.h"
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#include "VideoCommon.h"
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#include "VideoConfig.h"
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#include "MemoryUtil.h"
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#include "StringUtil.h"
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#include "x64Emitter.h"
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#include "x64ABI.h"
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#include "PixelEngine.h"
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#include "Host.h"
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#include "LookUpTables.h"
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#include "Statistics.h"
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#include "VertexLoaderManager.h"
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#include "VertexLoader.h"
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#include "BPMemory.h"
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#include "DataReader.h"
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#include "VertexManagerBase.h"
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#include "VertexLoader_Position.h"
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#include "VertexLoader_Normal.h"
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#include "VertexLoader_Color.h"
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#include "VertexLoader_TextCoord.h"
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//BBox
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#include "XFMemory.h"
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extern float GC_ALIGNED16(g_fProjectionMatrix[16]);
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#ifndef _M_GENERIC
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#define USE_JIT
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#endif
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#define COMPILED_CODE_SIZE 4096
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NativeVertexFormat *g_nativeVertexFmt;
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#ifndef _WIN32
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#undef inline
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#define inline
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#endif
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// Matrix components are first in GC format but later in PC format - we need to store it temporarily
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// when decoding each vertex.
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static u8 s_curposmtx;
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static u8 s_curtexmtx[8];
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static int s_texmtxwrite = 0;
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static int s_texmtxread = 0;
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static int loop_counter;
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// Vertex loaders read these. Although the scale ones should be baked into the shader.
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int tcIndex;
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int colIndex;
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TVtxAttr* pVtxAttr;
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int colElements[2];
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float posScale;
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float tcScale[8];
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static const float fractionTable[32] = {
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1.0f / (1U << 0), 1.0f / (1U << 1), 1.0f / (1U << 2), 1.0f / (1U << 3),
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1.0f / (1U << 4), 1.0f / (1U << 5), 1.0f / (1U << 6), 1.0f / (1U << 7),
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1.0f / (1U << 8), 1.0f / (1U << 9), 1.0f / (1U << 10), 1.0f / (1U << 11),
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1.0f / (1U << 12), 1.0f / (1U << 13), 1.0f / (1U << 14), 1.0f / (1U << 15),
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1.0f / (1U << 16), 1.0f / (1U << 17), 1.0f / (1U << 18), 1.0f / (1U << 19),
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1.0f / (1U << 20), 1.0f / (1U << 21), 1.0f / (1U << 22), 1.0f / (1U << 23),
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1.0f / (1U << 24), 1.0f / (1U << 25), 1.0f / (1U << 26), 1.0f / (1U << 27),
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1.0f / (1U << 28), 1.0f / (1U << 29), 1.0f / (1U << 30), 1.0f / (1U << 31),
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};
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#ifdef USE_JIT
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using namespace Gen;
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#endif
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void LOADERDECL PosMtx_ReadDirect_UByte()
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{
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s_curposmtx = DataReadU8() & 0x3f;
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PRIM_LOG("posmtx: %d, ", s_curposmtx);
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}
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void LOADERDECL PosMtx_Write()
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{
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*VertexManager::s_pCurBufferPointer++ = s_curposmtx;
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*VertexManager::s_pCurBufferPointer++ = 0;
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*VertexManager::s_pCurBufferPointer++ = 0;
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*VertexManager::s_pCurBufferPointer++ = 0;
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}
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void LOADERDECL UpdateBoundingBox()
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{
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if (!PixelEngine::bbox_active)
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return;
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// Truly evil hack, reading backwards from the write pointer. If we were writing to write-only
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// memory like we might have been with a D3D vertex buffer, this would have been a bad idea.
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float *data = (float *)(VertexManager::s_pCurBufferPointer - 12);
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// We must transform the just loaded point by the current world and projection matrix - in software.
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// Then convert to screen space and update the bounding box.
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float p[3] = {data[0], data[1], data[2]};
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const float *world_matrix = (float*)xfmem + MatrixIndexA.PosNormalMtxIdx * 4;
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const float *proj_matrix = &g_fProjectionMatrix[0];
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float t[3];
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t[0] = p[0] * world_matrix[0] + p[1] * world_matrix[1] + p[2] * world_matrix[2] + world_matrix[3];
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t[1] = p[0] * world_matrix[4] + p[1] * world_matrix[5] + p[2] * world_matrix[6] + world_matrix[7];
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t[2] = p[0] * world_matrix[8] + p[1] * world_matrix[9] + p[2] * world_matrix[10] + world_matrix[11];
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float o[3];
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o[0] = t[0] * proj_matrix[0] + t[1] * proj_matrix[1] + t[2] * proj_matrix[2] + proj_matrix[3];
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o[1] = t[0] * proj_matrix[4] + t[1] * proj_matrix[5] + t[2] * proj_matrix[6] + proj_matrix[7];
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o[2] = t[0] * proj_matrix[12] + t[1] * proj_matrix[13] + t[2] * proj_matrix[14] + proj_matrix[15];
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o[0] /= o[2];
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o[1] /= o[2];
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// Max width seems to be 608, while max height is 480
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// Here height is set to 484 as BBox bottom always seems to be off by a few pixels
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o[0] = (o[0] + 1.0f) * 304.0f;
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o[1] = (1.0f - o[1]) * 242.0f;
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if (o[0] < PixelEngine::bbox[0]) PixelEngine::bbox[0] = (u16) std::max(0.0f, o[0]);
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if (o[0] > PixelEngine::bbox[1]) PixelEngine::bbox[1] = (u16) o[0];
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if (o[1] < PixelEngine::bbox[2]) PixelEngine::bbox[2] = (u16) std::max(0.0f, o[1]);
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if (o[1] > PixelEngine::bbox[3]) PixelEngine::bbox[3] = (u16) o[1];
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}
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void LOADERDECL TexMtx_ReadDirect_UByte()
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{
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s_curtexmtx[s_texmtxread] = DataReadU8() & 0x3f;
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PRIM_LOG("texmtx%d: %d, ", s_texmtxread, s_curtexmtx[s_texmtxread]);
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s_texmtxread++;
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}
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void LOADERDECL TexMtx_Write_Float()
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{
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*(float*)VertexManager::s_pCurBufferPointer = (float)s_curtexmtx[s_texmtxwrite++];
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VertexManager::s_pCurBufferPointer += 4;
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}
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void LOADERDECL TexMtx_Write_Float2()
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{
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((float*)VertexManager::s_pCurBufferPointer)[0] = 0;
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((float*)VertexManager::s_pCurBufferPointer)[1] = (float)s_curtexmtx[s_texmtxwrite++];
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VertexManager::s_pCurBufferPointer += 8;
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}
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void LOADERDECL TexMtx_Write_Float4()
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{
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((float*)VertexManager::s_pCurBufferPointer)[0] = 0;
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((float*)VertexManager::s_pCurBufferPointer)[1] = 0;
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((float*)VertexManager::s_pCurBufferPointer)[2] = s_curtexmtx[s_texmtxwrite++];
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((float*)VertexManager::s_pCurBufferPointer)[3] = 0; // Just to fill out with 0.
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VertexManager::s_pCurBufferPointer += 16;
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}
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VertexLoader::VertexLoader(const TVtxDesc &vtx_desc, const VAT &vtx_attr)
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{
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m_compiledCode = NULL;
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m_numLoadedVertices = 0;
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m_VertexSize = 0;
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m_numPipelineStages = 0;
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m_NativeFmt = g_vertex_manager->CreateNativeVertexFormat();
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loop_counter = 0;
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VertexLoader_Normal::Init();
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VertexLoader_Position::Init();
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VertexLoader_TextCoord::Init();
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m_VtxDesc = vtx_desc;
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SetVAT(vtx_attr.g0.Hex, vtx_attr.g1.Hex, vtx_attr.g2.Hex);
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#ifdef USE_JIT
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AllocCodeSpace(COMPILED_CODE_SIZE);
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CompileVertexTranslator();
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WriteProtect();
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#endif
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}
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VertexLoader::~VertexLoader()
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{
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#ifdef USE_JIT
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FreeCodeSpace();
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#endif
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delete m_NativeFmt;
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}
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void VertexLoader::CompileVertexTranslator()
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{
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m_VertexSize = 0;
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const TVtxAttr &vtx_attr = m_VtxAttr;
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#ifdef USE_JIT
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if (m_compiledCode)
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PanicAlert("trying to recompile a vtx translator");
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m_compiledCode = GetCodePtr();
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ABI_EmitPrologue(4);
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// Start loop here
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const u8 *loop_start = GetCodePtr();
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// Reset component counters if present in vertex format only.
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if (m_VtxDesc.Tex0Coord || m_VtxDesc.Tex1Coord || m_VtxDesc.Tex2Coord || m_VtxDesc.Tex3Coord ||
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m_VtxDesc.Tex4Coord || m_VtxDesc.Tex5Coord || m_VtxDesc.Tex6Coord || m_VtxDesc.Tex7Coord) {
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WriteSetVariable(32, &tcIndex, Imm32(0));
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}
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if (m_VtxDesc.Color0 || m_VtxDesc.Color1) {
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WriteSetVariable(32, &colIndex, Imm32(0));
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}
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if (m_VtxDesc.Tex0MatIdx || m_VtxDesc.Tex1MatIdx || m_VtxDesc.Tex2MatIdx || m_VtxDesc.Tex3MatIdx ||
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m_VtxDesc.Tex4MatIdx || m_VtxDesc.Tex5MatIdx || m_VtxDesc.Tex6MatIdx || m_VtxDesc.Tex7MatIdx) {
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WriteSetVariable(32, &s_texmtxwrite, Imm32(0));
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WriteSetVariable(32, &s_texmtxread, Imm32(0));
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}
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#endif
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// Colors
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const u32 col[2] = {m_VtxDesc.Color0, m_VtxDesc.Color1};
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// TextureCoord
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// Since m_VtxDesc.Text7Coord is broken across a 32 bit word boundary, retrieve its value manually.
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// If we didn't do this, the vertex format would be read as one bit offset from where it should be, making
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// 01 become 00, and 10/11 become 01
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const u32 tc[8] = {
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m_VtxDesc.Tex0Coord, m_VtxDesc.Tex1Coord, m_VtxDesc.Tex2Coord, m_VtxDesc.Tex3Coord,
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m_VtxDesc.Tex4Coord, m_VtxDesc.Tex5Coord, m_VtxDesc.Tex6Coord, (const u32)((m_VtxDesc.Hex >> 31) & 3)
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};
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// Reset pipeline
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m_numPipelineStages = 0;
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// It's a bit ugly that we poke inside m_NativeFmt in this function. Planning to fix this.
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m_NativeFmt->m_components = 0;
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// Position in pc vertex format.
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int nat_offset = 0;
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PortableVertexDeclaration vtx_decl;
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memset(&vtx_decl, 0, sizeof(vtx_decl));
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for (int i = 0; i < 8; i++) {
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vtx_decl.texcoord_offset[i] = -1;
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}
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// m_VBVertexStride for texmtx and posmtx is computed later when writing.
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// Position Matrix Index
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if (m_VtxDesc.PosMatIdx) {
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WriteCall(PosMtx_ReadDirect_UByte);
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m_NativeFmt->m_components |= VB_HAS_POSMTXIDX;
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m_VertexSize += 1;
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}
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if (m_VtxDesc.Tex0MatIdx) {m_VertexSize += 1; m_NativeFmt->m_components |= VB_HAS_TEXMTXIDX0; WriteCall(TexMtx_ReadDirect_UByte); }
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if (m_VtxDesc.Tex1MatIdx) {m_VertexSize += 1; m_NativeFmt->m_components |= VB_HAS_TEXMTXIDX1; WriteCall(TexMtx_ReadDirect_UByte); }
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if (m_VtxDesc.Tex2MatIdx) {m_VertexSize += 1; m_NativeFmt->m_components |= VB_HAS_TEXMTXIDX2; WriteCall(TexMtx_ReadDirect_UByte); }
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if (m_VtxDesc.Tex3MatIdx) {m_VertexSize += 1; m_NativeFmt->m_components |= VB_HAS_TEXMTXIDX3; WriteCall(TexMtx_ReadDirect_UByte); }
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if (m_VtxDesc.Tex4MatIdx) {m_VertexSize += 1; m_NativeFmt->m_components |= VB_HAS_TEXMTXIDX4; WriteCall(TexMtx_ReadDirect_UByte); }
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if (m_VtxDesc.Tex5MatIdx) {m_VertexSize += 1; m_NativeFmt->m_components |= VB_HAS_TEXMTXIDX5; WriteCall(TexMtx_ReadDirect_UByte); }
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if (m_VtxDesc.Tex6MatIdx) {m_VertexSize += 1; m_NativeFmt->m_components |= VB_HAS_TEXMTXIDX6; WriteCall(TexMtx_ReadDirect_UByte); }
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if (m_VtxDesc.Tex7MatIdx) {m_VertexSize += 1; m_NativeFmt->m_components |= VB_HAS_TEXMTXIDX7; WriteCall(TexMtx_ReadDirect_UByte); }
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// Write vertex position loader
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WriteCall(VertexLoader_Position::GetFunction(m_VtxDesc.Position, m_VtxAttr.PosFormat, m_VtxAttr.PosElements));
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m_VertexSize += VertexLoader_Position::GetSize(m_VtxDesc.Position, m_VtxAttr.PosFormat, m_VtxAttr.PosElements);
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nat_offset += 12;
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// OK, so we just got a point. Let's go back and read it for the bounding box.
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if(g_ActiveConfig.bUseBBox)
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WriteCall(UpdateBoundingBox);
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// Normals
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vtx_decl.num_normals = 0;
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if (m_VtxDesc.Normal != NOT_PRESENT)
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{
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m_VertexSize += VertexLoader_Normal::GetSize(m_VtxDesc.Normal,
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m_VtxAttr.NormalFormat, m_VtxAttr.NormalElements, m_VtxAttr.NormalIndex3);
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TPipelineFunction pFunc = VertexLoader_Normal::GetFunction(m_VtxDesc.Normal,
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m_VtxAttr.NormalFormat, m_VtxAttr.NormalElements, m_VtxAttr.NormalIndex3);
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if (pFunc == 0)
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{
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char temp[256];
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sprintf(temp,"%i %i %i %i", m_VtxDesc.Normal, m_VtxAttr.NormalFormat, m_VtxAttr.NormalElements, m_VtxAttr.NormalIndex3);
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Host_SysMessage("VertexLoader_Normal::GetFunction returned zero!");
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}
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WriteCall(pFunc);
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vtx_decl.num_normals = vtx_attr.NormalElements ? 3 : 1;
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vtx_decl.normal_offset[0] = -1;
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vtx_decl.normal_offset[1] = -1;
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vtx_decl.normal_offset[2] = -1;
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vtx_decl.normal_gl_type = VAR_FLOAT;
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vtx_decl.normal_gl_size = 3;
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vtx_decl.normal_offset[0] = nat_offset;
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nat_offset += 12;
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if (vtx_attr.NormalElements) {
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vtx_decl.normal_offset[1] = nat_offset;
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nat_offset += 12;
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vtx_decl.normal_offset[2] = nat_offset;
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nat_offset += 12;
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}
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int numNormals = (m_VtxAttr.NormalElements == 1) ? NRM_THREE : NRM_ONE;
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m_NativeFmt->m_components |= VB_HAS_NRM0;
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if (numNormals == NRM_THREE)
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m_NativeFmt->m_components |= VB_HAS_NRM1 | VB_HAS_NRM2;
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}
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vtx_decl.color_gl_type = VAR_UNSIGNED_BYTE;
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vtx_decl.color_offset[0] = -1;
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vtx_decl.color_offset[1] = -1;
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for (int i = 0; i < 2; i++) {
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m_NativeFmt->m_components |= VB_HAS_COL0 << i;
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switch (col[i])
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{
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case NOT_PRESENT:
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m_NativeFmt->m_components &= ~(VB_HAS_COL0 << i);
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vtx_decl.color_offset[i] = -1;
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break;
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case DIRECT:
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switch (m_VtxAttr.color[i].Comp)
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{
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case FORMAT_16B_565: m_VertexSize += 2; WriteCall(Color_ReadDirect_16b_565); break;
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case FORMAT_24B_888: m_VertexSize += 3; WriteCall(Color_ReadDirect_24b_888); break;
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case FORMAT_32B_888x: m_VertexSize += 4; WriteCall(Color_ReadDirect_32b_888x); break;
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case FORMAT_16B_4444: m_VertexSize += 2; WriteCall(Color_ReadDirect_16b_4444); break;
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case FORMAT_24B_6666: m_VertexSize += 3; WriteCall(Color_ReadDirect_24b_6666); break;
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case FORMAT_32B_8888: m_VertexSize += 4; WriteCall(Color_ReadDirect_32b_8888); break;
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default: _assert_(0); break;
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}
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break;
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case INDEX8:
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m_VertexSize += 1;
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switch (m_VtxAttr.color[i].Comp)
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{
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case FORMAT_16B_565: WriteCall(Color_ReadIndex8_16b_565); break;
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case FORMAT_24B_888: WriteCall(Color_ReadIndex8_24b_888); break;
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case FORMAT_32B_888x: WriteCall(Color_ReadIndex8_32b_888x); break;
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case FORMAT_16B_4444: WriteCall(Color_ReadIndex8_16b_4444); break;
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case FORMAT_24B_6666: WriteCall(Color_ReadIndex8_24b_6666); break;
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case FORMAT_32B_8888: WriteCall(Color_ReadIndex8_32b_8888); break;
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default: _assert_(0); break;
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}
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break;
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case INDEX16:
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m_VertexSize += 2;
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switch (m_VtxAttr.color[i].Comp)
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{
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case FORMAT_16B_565: WriteCall(Color_ReadIndex16_16b_565); break;
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case FORMAT_24B_888: WriteCall(Color_ReadIndex16_24b_888); break;
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case FORMAT_32B_888x: WriteCall(Color_ReadIndex16_32b_888x); break;
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case FORMAT_16B_4444: WriteCall(Color_ReadIndex16_16b_4444); break;
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case FORMAT_24B_6666: WriteCall(Color_ReadIndex16_24b_6666); break;
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case FORMAT_32B_8888: WriteCall(Color_ReadIndex16_32b_8888); break;
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default: _assert_(0); break;
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}
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break;
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}
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// Common for the three bottom cases
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if (col[i] != NOT_PRESENT) {
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vtx_decl.color_offset[i] = nat_offset;
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nat_offset += 4;
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}
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}
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// Texture matrix indices (remove if corresponding texture coordinate isn't enabled)
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for (int i = 0; i < 8; i++) {
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vtx_decl.texcoord_offset[i] = -1;
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const int format = m_VtxAttr.texCoord[i].Format;
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const int elements = m_VtxAttr.texCoord[i].Elements;
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if (tc[i] == NOT_PRESENT) {
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m_NativeFmt->m_components &= ~(VB_HAS_UV0 << i);
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} else {
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_assert_msg_(VIDEO, DIRECT <= tc[i] && tc[i] <= INDEX16, "Invalid texture coordinates!\n(tc[i] = %d)", tc[i]);
|
|
_assert_msg_(VIDEO, FORMAT_UBYTE <= format && format <= FORMAT_FLOAT, "Invalid texture coordinates format!\n(format = %d)", format);
|
|
_assert_msg_(VIDEO, 0 <= elements && elements <= 1, "Invalid number of texture coordinates elemnts!\n(elements = %d)", elements);
|
|
|
|
m_NativeFmt->m_components |= VB_HAS_UV0 << i;
|
|
WriteCall(VertexLoader_TextCoord::GetFunction(tc[i], format, elements));
|
|
m_VertexSize += VertexLoader_TextCoord::GetSize(tc[i], format, elements);
|
|
}
|
|
|
|
if (m_NativeFmt->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
|
|
vtx_decl.texcoord_offset[i] = nat_offset;
|
|
vtx_decl.texcoord_gl_type[i] = VAR_FLOAT;
|
|
vtx_decl.texcoord_size[i] = 3;
|
|
nat_offset += 12;
|
|
WriteCall(m_VtxAttr.texCoord[i].Elements ? TexMtx_Write_Float : TexMtx_Write_Float2);
|
|
}
|
|
else {
|
|
m_NativeFmt->m_components |= VB_HAS_UV0 << i; // have to include since using now
|
|
vtx_decl.texcoord_offset[i] = nat_offset;
|
|
vtx_decl.texcoord_gl_type[i] = VAR_FLOAT;
|
|
vtx_decl.texcoord_size[i] = 4;
|
|
nat_offset += 16; // still include the texture coordinate, but this time as 6 + 2 bytes
|
|
WriteCall(TexMtx_Write_Float4);
|
|
}
|
|
}
|
|
else {
|
|
if (tc[i] != NOT_PRESENT) {
|
|
vtx_decl.texcoord_offset[i] = nat_offset;
|
|
vtx_decl.texcoord_gl_type[i] = VAR_FLOAT;
|
|
vtx_decl.texcoord_size[i] = vtx_attr.texCoord[i].Elements ? 2 : 1;
|
|
nat_offset += 4 * (vtx_attr.texCoord[i].Elements ? 2 : 1);
|
|
}
|
|
}
|
|
|
|
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) {
|
|
WriteCall(VertexLoader_TextCoord::GetDummyFunction()); // important to get indices right!
|
|
break;
|
|
}
|
|
}
|
|
// tricky!
|
|
if (j == 8 && !((m_NativeFmt->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) {
|
|
WriteCall(PosMtx_Write);
|
|
vtx_decl.posmtx_offset = nat_offset;
|
|
nat_offset += 4;
|
|
} else {
|
|
vtx_decl.posmtx_offset = -1;
|
|
}
|
|
|
|
native_stride = nat_offset;
|
|
vtx_decl.stride = native_stride;
|
|
|
|
#ifdef USE_JIT
|
|
// End loop here
|
|
#ifdef _M_X64
|
|
MOV(64, R(RAX), Imm64((u64)&loop_counter));
|
|
SUB(32, MatR(RAX), Imm8(1));
|
|
#else
|
|
SUB(32, M(&loop_counter), Imm8(1));
|
|
#endif
|
|
|
|
J_CC(CC_NZ, loop_start, true);
|
|
ABI_EmitEpilogue(4);
|
|
#endif
|
|
m_NativeFmt->Initialize(vtx_decl);
|
|
}
|
|
|
|
void VertexLoader::WriteCall(TPipelineFunction func)
|
|
{
|
|
#ifdef USE_JIT
|
|
#ifdef _M_X64
|
|
MOV(64, R(RAX), Imm64((u64)func));
|
|
CALLptr(R(RAX));
|
|
#else
|
|
CALL((void*)func);
|
|
#endif
|
|
#else
|
|
m_PipelineStages[m_numPipelineStages++] = func;
|
|
#endif
|
|
}
|
|
// ARMTODO: This should be done in a better way
|
|
#ifndef _M_GENERIC
|
|
void VertexLoader::WriteGetVariable(int bits, OpArg dest, void *address)
|
|
{
|
|
#ifdef USE_JIT
|
|
#ifdef _M_X64
|
|
MOV(64, R(RAX), Imm64((u64)address));
|
|
MOV(bits, dest, MatR(RAX));
|
|
#else
|
|
MOV(bits, dest, M(address));
|
|
#endif
|
|
#endif
|
|
}
|
|
|
|
void VertexLoader::WriteSetVariable(int bits, void *address, OpArg value)
|
|
{
|
|
#ifdef USE_JIT
|
|
#ifdef _M_X64
|
|
MOV(64, R(RAX), Imm64((u64)address));
|
|
MOV(bits, MatR(RAX), value);
|
|
#else
|
|
MOV(bits, M(address), value);
|
|
#endif
|
|
#endif
|
|
}
|
|
#endif
|
|
void VertexLoader::RunVertices(int vtx_attr_group, int primitive, int count)
|
|
{
|
|
m_numLoadedVertices += count;
|
|
|
|
// Flush if our vertex format is different from the currently set.
|
|
if (g_nativeVertexFmt != NULL && g_nativeVertexFmt != m_NativeFmt)
|
|
{
|
|
// We really must flush here. It's possible that the native representations
|
|
// of the two vtx formats are the same, but we have no way to easily check that
|
|
// now.
|
|
VertexManager::Flush();
|
|
// Also move the Set() here?
|
|
}
|
|
g_nativeVertexFmt = m_NativeFmt;
|
|
|
|
if (bpmem.genMode.cullmode == 3 && primitive < 5)
|
|
{
|
|
// if cull mode is none, ignore triangles and quads
|
|
DataSkip(count * m_VertexSize);
|
|
return;
|
|
}
|
|
|
|
m_NativeFmt->EnableComponents(m_NativeFmt->m_components);
|
|
|
|
// Load position and texcoord scale factors.
|
|
m_VtxAttr.PosFrac = g_VtxAttr[vtx_attr_group].g0.PosFrac;
|
|
m_VtxAttr.texCoord[0].Frac = g_VtxAttr[vtx_attr_group].g0.Tex0Frac;
|
|
m_VtxAttr.texCoord[1].Frac = g_VtxAttr[vtx_attr_group].g1.Tex1Frac;
|
|
m_VtxAttr.texCoord[2].Frac = g_VtxAttr[vtx_attr_group].g1.Tex2Frac;
|
|
m_VtxAttr.texCoord[3].Frac = g_VtxAttr[vtx_attr_group].g1.Tex3Frac;
|
|
m_VtxAttr.texCoord[4].Frac = g_VtxAttr[vtx_attr_group].g2.Tex4Frac;
|
|
m_VtxAttr.texCoord[5].Frac = g_VtxAttr[vtx_attr_group].g2.Tex5Frac;
|
|
m_VtxAttr.texCoord[6].Frac = g_VtxAttr[vtx_attr_group].g2.Tex6Frac;
|
|
m_VtxAttr.texCoord[7].Frac = g_VtxAttr[vtx_attr_group].g2.Tex7Frac;
|
|
|
|
pVtxAttr = &m_VtxAttr;
|
|
posScale = fractionTable[m_VtxAttr.PosFrac];
|
|
if (m_NativeFmt->m_components & VB_HAS_UVALL)
|
|
for (int i = 0; i < 8; i++)
|
|
tcScale[i] = fractionTable[m_VtxAttr.texCoord[i].Frac];
|
|
for (int i = 0; i < 2; i++)
|
|
colElements[i] = m_VtxAttr.color[i].Elements;
|
|
|
|
// if strips or fans, make sure all vertices can fit in buffer, otherwise flush
|
|
int granularity = 1;
|
|
switch (primitive) {
|
|
case 3: // strip .. hm, weird
|
|
case 4: // fan
|
|
if (VertexManager::GetRemainingSize() < 3 * native_stride)
|
|
VertexManager::Flush();
|
|
break;
|
|
case 6: // line strip
|
|
if (VertexManager::GetRemainingSize() < 2 * native_stride)
|
|
VertexManager::Flush();
|
|
break;
|
|
case 0: granularity = 4; break; // quads
|
|
case 2: granularity = 3; break; // tris
|
|
case 5: granularity = 2; break; // lines
|
|
}
|
|
|
|
int startv = 0, extraverts = 0;
|
|
int v = 0;
|
|
|
|
//int remainingVerts2 = VertexManager::GetRemainingVertices(primitive);
|
|
while (v < count)
|
|
{
|
|
int remainingVerts = VertexManager::GetRemainingSize() / native_stride;
|
|
//if (remainingVerts2 - v + startv < remainingVerts)
|
|
//remainingVerts = remainingVerts2 - v + startv;
|
|
if (remainingVerts < granularity) {
|
|
INCSTAT(stats.thisFrame.numBufferSplits);
|
|
// This buffer full - break current primitive and flush, to switch to the next buffer.
|
|
u8* plastptr = VertexManager::s_pCurBufferPointer;
|
|
if (v - startv > 0)
|
|
VertexManager::AddVertices(primitive, v - startv + extraverts);
|
|
VertexManager::Flush();
|
|
//remainingVerts2 = VertexManager::GetRemainingVertices(primitive);
|
|
// Why does this need to be so complicated?
|
|
switch (primitive) {
|
|
case 3: // triangle strip, copy last two vertices
|
|
// a little trick since we have to keep track of signs
|
|
if (v & 1) {
|
|
memcpy_gc(VertexManager::s_pCurBufferPointer, plastptr-2*native_stride, native_stride);
|
|
memcpy_gc(VertexManager::s_pCurBufferPointer+native_stride, plastptr-native_stride*2, 2*native_stride);
|
|
VertexManager::s_pCurBufferPointer += native_stride*3;
|
|
extraverts = 3;
|
|
}
|
|
else {
|
|
memcpy_gc(VertexManager::s_pCurBufferPointer, plastptr-native_stride*2, native_stride*2);
|
|
VertexManager::s_pCurBufferPointer += native_stride*2;
|
|
extraverts = 2;
|
|
}
|
|
break;
|
|
case 4: // tri fan, copy first and last vert
|
|
memcpy_gc(VertexManager::s_pCurBufferPointer, plastptr-native_stride*(v-startv+extraverts), native_stride);
|
|
VertexManager::s_pCurBufferPointer += native_stride;
|
|
memcpy_gc(VertexManager::s_pCurBufferPointer, plastptr-native_stride, native_stride);
|
|
VertexManager::s_pCurBufferPointer += native_stride;
|
|
extraverts = 2;
|
|
break;
|
|
case 6: // line strip
|
|
memcpy_gc(VertexManager::s_pCurBufferPointer, plastptr-native_stride, native_stride);
|
|
VertexManager::s_pCurBufferPointer += native_stride;
|
|
extraverts = 1;
|
|
break;
|
|
default:
|
|
extraverts = 0;
|
|
break;
|
|
}
|
|
startv = v;
|
|
}
|
|
int remainingPrims = remainingVerts / granularity;
|
|
remainingVerts = remainingPrims * granularity;
|
|
if (count - v < remainingVerts)
|
|
remainingVerts = count - v;
|
|
|
|
#ifdef USE_JIT
|
|
if (remainingVerts > 0) {
|
|
loop_counter = remainingVerts;
|
|
((void (*)())(void*)m_compiledCode)();
|
|
}
|
|
#else
|
|
for (int s = 0; s < remainingVerts; s++)
|
|
{
|
|
tcIndex = 0;
|
|
colIndex = 0;
|
|
s_texmtxwrite = s_texmtxread = 0;
|
|
for (int i = 0; i < m_numPipelineStages; i++)
|
|
m_PipelineStages[i]();
|
|
PRIM_LOG("\n");
|
|
}
|
|
#endif
|
|
v += remainingVerts;
|
|
}
|
|
|
|
if (startv < count)
|
|
VertexManager::AddVertices(primitive, count - startv + extraverts);
|
|
}
|
|
|
|
|
|
|
|
|
|
void VertexLoader::RunCompiledVertices(int vtx_attr_group, int primitive, int count, u8* Data)
|
|
{
|
|
m_numLoadedVertices += count;
|
|
|
|
// Flush if our vertex format is different from the currently set.
|
|
if (g_nativeVertexFmt != NULL && g_nativeVertexFmt != m_NativeFmt)
|
|
{
|
|
// We really must flush here. It's possible that the native representations
|
|
// of the two vtx formats are the same, but we have no way to easily check that
|
|
// now.
|
|
VertexManager::Flush();
|
|
// Also move the Set() here?
|
|
}
|
|
g_nativeVertexFmt = m_NativeFmt;
|
|
|
|
if (bpmem.genMode.cullmode == 3 && primitive < 5)
|
|
{
|
|
// if cull mode is none, ignore triangles and quads
|
|
DataSkip(count * m_VertexSize);
|
|
return;
|
|
}
|
|
|
|
m_NativeFmt->EnableComponents(m_NativeFmt->m_components);
|
|
|
|
// Load position and texcoord scale factors.
|
|
m_VtxAttr.PosFrac = g_VtxAttr[vtx_attr_group].g0.PosFrac;
|
|
m_VtxAttr.texCoord[0].Frac = g_VtxAttr[vtx_attr_group].g0.Tex0Frac;
|
|
m_VtxAttr.texCoord[1].Frac = g_VtxAttr[vtx_attr_group].g1.Tex1Frac;
|
|
m_VtxAttr.texCoord[2].Frac = g_VtxAttr[vtx_attr_group].g1.Tex2Frac;
|
|
m_VtxAttr.texCoord[3].Frac = g_VtxAttr[vtx_attr_group].g1.Tex3Frac;
|
|
m_VtxAttr.texCoord[4].Frac = g_VtxAttr[vtx_attr_group].g2.Tex4Frac;
|
|
m_VtxAttr.texCoord[5].Frac = g_VtxAttr[vtx_attr_group].g2.Tex5Frac;
|
|
m_VtxAttr.texCoord[6].Frac = g_VtxAttr[vtx_attr_group].g2.Tex6Frac;
|
|
m_VtxAttr.texCoord[7].Frac = g_VtxAttr[vtx_attr_group].g2.Tex7Frac;
|
|
|
|
pVtxAttr = &m_VtxAttr;
|
|
posScale = fractionTable[m_VtxAttr.PosFrac];
|
|
if (m_NativeFmt->m_components & VB_HAS_UVALL)
|
|
for (int i = 0; i < 8; i++)
|
|
tcScale[i] = fractionTable[m_VtxAttr.texCoord[i].Frac];
|
|
for (int i = 0; i < 2; i++)
|
|
colElements[i] = m_VtxAttr.color[i].Elements;
|
|
|
|
if(VertexManager::GetRemainingSize() < native_stride * count)
|
|
VertexManager::Flush();
|
|
memcpy_gc(VertexManager::s_pCurBufferPointer, Data, native_stride * count);
|
|
VertexManager::s_pCurBufferPointer += native_stride * count;
|
|
DataSkip(count * m_VertexSize);
|
|
VertexManager::AddVertices(primitive, count);
|
|
}
|
|
|
|
|
|
|
|
void VertexLoader::SetVAT(u32 _group0, u32 _group1, u32 _group2)
|
|
{
|
|
VAT vat;
|
|
vat.g0.Hex = _group0;
|
|
vat.g1.Hex = _group1;
|
|
vat.g2.Hex = _group2;
|
|
|
|
m_VtxAttr.PosElements = vat.g0.PosElements;
|
|
m_VtxAttr.PosFormat = vat.g0.PosFormat;
|
|
m_VtxAttr.PosFrac = vat.g0.PosFrac;
|
|
m_VtxAttr.NormalElements = vat.g0.NormalElements;
|
|
m_VtxAttr.NormalFormat = vat.g0.NormalFormat;
|
|
m_VtxAttr.color[0].Elements = vat.g0.Color0Elements;
|
|
m_VtxAttr.color[0].Comp = vat.g0.Color0Comp;
|
|
m_VtxAttr.color[1].Elements = vat.g0.Color1Elements;
|
|
m_VtxAttr.color[1].Comp = vat.g0.Color1Comp;
|
|
m_VtxAttr.texCoord[0].Elements = vat.g0.Tex0CoordElements;
|
|
m_VtxAttr.texCoord[0].Format = vat.g0.Tex0CoordFormat;
|
|
m_VtxAttr.texCoord[0].Frac = vat.g0.Tex0Frac;
|
|
m_VtxAttr.ByteDequant = vat.g0.ByteDequant;
|
|
m_VtxAttr.NormalIndex3 = vat.g0.NormalIndex3;
|
|
|
|
m_VtxAttr.texCoord[1].Elements = vat.g1.Tex1CoordElements;
|
|
m_VtxAttr.texCoord[1].Format = vat.g1.Tex1CoordFormat;
|
|
m_VtxAttr.texCoord[1].Frac = vat.g1.Tex1Frac;
|
|
m_VtxAttr.texCoord[2].Elements = vat.g1.Tex2CoordElements;
|
|
m_VtxAttr.texCoord[2].Format = vat.g1.Tex2CoordFormat;
|
|
m_VtxAttr.texCoord[2].Frac = vat.g1.Tex2Frac;
|
|
m_VtxAttr.texCoord[3].Elements = vat.g1.Tex3CoordElements;
|
|
m_VtxAttr.texCoord[3].Format = vat.g1.Tex3CoordFormat;
|
|
m_VtxAttr.texCoord[3].Frac = vat.g1.Tex3Frac;
|
|
m_VtxAttr.texCoord[4].Elements = vat.g1.Tex4CoordElements;
|
|
m_VtxAttr.texCoord[4].Format = vat.g1.Tex4CoordFormat;
|
|
|
|
m_VtxAttr.texCoord[4].Frac = vat.g2.Tex4Frac;
|
|
m_VtxAttr.texCoord[5].Elements = vat.g2.Tex5CoordElements;
|
|
m_VtxAttr.texCoord[5].Format = vat.g2.Tex5CoordFormat;
|
|
m_VtxAttr.texCoord[5].Frac = vat.g2.Tex5Frac;
|
|
m_VtxAttr.texCoord[6].Elements = vat.g2.Tex6CoordElements;
|
|
m_VtxAttr.texCoord[6].Format = vat.g2.Tex6CoordFormat;
|
|
m_VtxAttr.texCoord[6].Frac = vat.g2.Tex6Frac;
|
|
m_VtxAttr.texCoord[7].Elements = vat.g2.Tex7CoordElements;
|
|
m_VtxAttr.texCoord[7].Format = vat.g2.Tex7CoordFormat;
|
|
m_VtxAttr.texCoord[7].Frac = vat.g2.Tex7Frac;
|
|
};
|
|
|
|
void VertexLoader::AppendToString(std::string *dest) const
|
|
{
|
|
dest->reserve(250);
|
|
static const char *posMode[4] = {
|
|
"Inv",
|
|
"Dir",
|
|
"I8",
|
|
"I16",
|
|
};
|
|
static const char *posFormats[5] = {
|
|
"u8", "s8", "u16", "s16", "flt",
|
|
};
|
|
static const char *colorFormat[8] = {
|
|
"565",
|
|
"888",
|
|
"888x",
|
|
"4444",
|
|
"6666",
|
|
"8888",
|
|
"Inv",
|
|
"Inv",
|
|
};
|
|
|
|
dest->append(StringFromFormat("%ib skin: %i P: %i %s-%s ",
|
|
m_VertexSize, m_VtxDesc.PosMatIdx,
|
|
m_VtxAttr.PosElements ? 3 : 2, posMode[m_VtxDesc.Position], posFormats[m_VtxAttr.PosFormat]));
|
|
if (m_VtxDesc.Normal) {
|
|
dest->append(StringFromFormat("Nrm: %i %s-%s ",
|
|
m_VtxAttr.NormalElements, posMode[m_VtxDesc.Normal], posFormats[m_VtxAttr.NormalFormat]));
|
|
}
|
|
u32 color_mode[2] = {m_VtxDesc.Color0, m_VtxDesc.Color1};
|
|
for (int i = 0; i < 2; i++)
|
|
{
|
|
if (color_mode[i])
|
|
{
|
|
dest->append(StringFromFormat("C%i: %i %s-%s ", i, m_VtxAttr.color[i].Elements, posMode[color_mode[i]], colorFormat[m_VtxAttr.color[i].Comp]));
|
|
}
|
|
}
|
|
u32 tex_mode[8] = {
|
|
m_VtxDesc.Tex0Coord, m_VtxDesc.Tex1Coord, m_VtxDesc.Tex2Coord, m_VtxDesc.Tex3Coord,
|
|
m_VtxDesc.Tex4Coord, m_VtxDesc.Tex5Coord, m_VtxDesc.Tex6Coord, m_VtxDesc.Tex7Coord
|
|
};
|
|
for (int i = 0; i < 8; i++)
|
|
{
|
|
if (tex_mode[i])
|
|
{
|
|
dest->append(StringFromFormat("T%i: %i %s-%s ",
|
|
i, m_VtxAttr.texCoord[i].Elements, posMode[tex_mode[i]], posFormats[m_VtxAttr.texCoord[i].Format]));
|
|
}
|
|
}
|
|
dest->append(StringFromFormat(" - %i v\n", m_numLoadedVertices));
|
|
}
|