dolphin/Source/Plugins/Plugin_VideoMerge/Src/OGL/OGL_NativeVertexFormat.cpp
Jordan Woyak 194493cc04 Some work on merging the video plugins: Added a new plugin to the solution(shouldn't build by default) which combines the DX9, DX11, and OGL plugins with their common code merged (and some things temporarily removed). In it's current state the plugin is hardly usable. Perhaps someone with knowledge of the video plugins will be able to fix the things I have broken more easily than me(or point me in the right direction). I will continue to work on it as well.
Main Issues:
DX11 is functional with a ~2MB/s mem leak.
OpenGL/DirectX9 have a black display while game runs. (DirectX 9 flashes good display on emulation stop)
Too many virtual function calls. (once everything is working, I will work on removing them)
Won't build on non-Windows in its current state. (mainly EmuWindow will need changes for Linux/OS X)
Probably other stuff.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6219 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-09-20 21:45:47 +00:00

311 lines
9.4 KiB
C++

// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
// Common
#include "x64Emitter.h"
#include "ABI.h"
#include "MemoryUtil.h"
// VideoCommon
#include "Profiler.h"
#include "VertexShaderGen.h"
#include "NativeVertexFormat.h"
#include "NativeVertexWriter.h"
#include "CPMemory.h"
// OGL
#include "OGL_GLUtil.h"
#include "OGL_VertexManager.h"
#include "../Main.h"
namespace OGL
{
#define COMPILED_CODE_SIZE 4096
u32 s_prevcomponents; // previous state set
/*
#ifdef _WIN32
#ifdef _M_IX86
#define USE_JIT
#endif
#endif
*/
// Note the use of CallCdeclFunction3I etc.
// This is a horrible hack that is necessary because in 64-bit mode, Opengl32.dll is based way, way above the 32-bit
// address space that is within reach of a CALL, and just doing &fn gives us these high uncallable addresses. So we
// want to grab the function pointers from the import table instead.
// This problem does not apply to glew functions, only core opengl32 functions.
// Here's some global state. We only use this to keep track of what we've sent to the OpenGL state
// machine.
#ifdef USE_JIT
DECLARE_IMPORT(glNormalPointer);
DECLARE_IMPORT(glVertexPointer);
DECLARE_IMPORT(glColorPointer);
DECLARE_IMPORT(glTexCoordPointer);
#endif
class GLVertexFormat : public NativeVertexFormat
{
u8 *m_compiledCode;
PortableVertexDeclaration vtx_decl;
public:
GLVertexFormat();
~GLVertexFormat();
virtual void Initialize(const PortableVertexDeclaration &_vtx_decl);
virtual void SetupVertexPointers() const;
virtual void EnableComponents(u32 components);
};
NativeVertexFormat* VertexManager::CreateNativeVertexFormat()
{
return new GLVertexFormat;
}
GLVertexFormat::GLVertexFormat()
{
#ifdef USE_JIT
m_compiledCode = (u8 *)AllocateExecutableMemory(COMPILED_CODE_SIZE, false);
if (m_compiledCode)
memset(m_compiledCode, 0, COMPILED_CODE_SIZE);
#endif
}
GLVertexFormat::~GLVertexFormat()
{
#ifdef USE_JIT
FreeMemoryPages(m_compiledCode, COMPILED_CODE_SIZE);
m_compiledCode = 0;
#endif
}
inline GLuint VarToGL(VarType t)
{
static const GLuint lookup[5] = {
GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT, GL_FLOAT
};
return lookup[t];
}
void GLVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
{
vertex_stride = _vtx_decl.stride;
using namespace Gen;
// We will not allow vertex components causing uneven strides.
if (_vtx_decl.stride & 3)
PanicAlert("Uneven vertex stride: %i", _vtx_decl.stride);
#ifdef USE_JIT
Gen::XEmitter emit(m_compiledCode);
// Alright, we have our vertex declaration. Compile some crazy code to set it quickly using GL.
emit.ABI_EmitPrologue(6);
emit.CallCdeclFunction4_I(glVertexPointer, 3, GL_FLOAT, _vtx_decl.stride, 0);
if (_vtx_decl.num_normals >= 1)
{
emit.CallCdeclFunction3_I(glNormalPointer, VarToGL(_vtx_decl.normal_gl_type), _vtx_decl.stride, _vtx_decl.normal_offset[0]);
if (_vtx_decl.num_normals == 3) {
emit.CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_NORM1_ATTRIB, _vtx_decl.normal_gl_size, VarToGL(_vtx_decl.normal_gl_type), GL_TRUE, _vtx_decl.stride, _vtx_decl.normal_offset[1]);
emit.CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_NORM2_ATTRIB, _vtx_decl.normal_gl_size, VarToGL(_vtx_decl.normal_gl_type), GL_TRUE, _vtx_decl.stride, _vtx_decl.normal_offset[2]);
}
}
for (int i = 0; i < 2; i++)
{
if (_vtx_decl.color_offset[i] != -1)
{
if (i == 0)
emit.CallCdeclFunction4_I(glColorPointer, 4, GL_UNSIGNED_BYTE, _vtx_decl.stride, _vtx_decl.color_offset[i]);
else
emit.CallCdeclFunction4((void *)glSecondaryColorPointer, 4, GL_UNSIGNED_BYTE, _vtx_decl.stride, _vtx_decl.color_offset[i]);
}
}
for (int i = 0; i < 8; i++)
{
if (_vtx_decl.texcoord_offset[i] != -1)
{
int id = GL_TEXTURE0 + i;
#ifdef _M_X64
#ifdef _MSC_VER
emit.MOV(32, R(RCX), Imm32(id));
#else
emit.MOV(32, R(RDI), Imm32(id));
#endif
#else
emit.ABI_AlignStack(1 * 4);
emit.PUSH(32, Imm32(id));
#endif
emit.CALL((void *)glClientActiveTexture);
#ifndef _M_X64
#ifdef _WIN32
// don't inc stack on windows, stdcall
#else
emit.ABI_RestoreStack(1 * 4);
#endif
#endif
emit.CallCdeclFunction4_I(
glTexCoordPointer, _vtx_decl.texcoord_size[i], VarToGL(_vtx_decl.texcoord_gl_type[i]),
_vtx_decl.stride, _vtx_decl.texcoord_offset[i]);
}
}
if (_vtx_decl.posmtx_offset != -1)
emit.CallCdeclFunction6((void *)glVertexAttribPointer, SHADER_POSMTX_ATTRIB, 4, GL_UNSIGNED_BYTE, GL_FALSE, _vtx_decl.stride, _vtx_decl.posmtx_offset);
emit.ABI_EmitEpilogue(6);
if (emit.GetCodePtr() - (u8*)m_compiledCode > COMPILED_CODE_SIZE)
Crash();
#endif
this->vtx_decl = _vtx_decl;
}
void GLVertexFormat::SetupVertexPointers() const {
// Cast a pointer to compiled code to a pointer to a function taking no parameters, through a (void *) cast first to
// get around type checking errors, and call it.
#ifdef USE_JIT
((void (*)())(void*)m_compiledCode)();
#else
glVertexPointer(3, GL_FLOAT, vtx_decl.stride, ::VertexManager::s_pBaseBufferPointer);
if (vtx_decl.num_normals >= 1) {
glNormalPointer(VarToGL(vtx_decl.normal_gl_type), vtx_decl.stride, (void *)(::VertexManager::s_pBaseBufferPointer + vtx_decl.normal_offset[0]));
if (vtx_decl.num_normals == 3) {
glVertexAttribPointer(SHADER_NORM1_ATTRIB, vtx_decl.normal_gl_size, VarToGL(vtx_decl.normal_gl_type), GL_TRUE, vtx_decl.stride, (void *)(::VertexManager::s_pBaseBufferPointer + vtx_decl.normal_offset[1]));
glVertexAttribPointer(SHADER_NORM2_ATTRIB, vtx_decl.normal_gl_size, VarToGL(vtx_decl.normal_gl_type), GL_TRUE, vtx_decl.stride, (void *)(::VertexManager::s_pBaseBufferPointer + vtx_decl.normal_offset[2]));
}
}
for (int i = 0; i < 2; i++) {
if (vtx_decl.color_offset[i] != -1) {
if (i == 0)
glColorPointer(4, GL_UNSIGNED_BYTE, vtx_decl.stride, (void *)(::VertexManager::s_pBaseBufferPointer + vtx_decl.color_offset[i]));
else {
glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, vtx_decl.stride, (void *)(::VertexManager::s_pBaseBufferPointer + vtx_decl.color_offset[i]));
}
}
}
for (int i = 0; i < 8; i++) {
if (vtx_decl.texcoord_offset[i] != -1) {
int id = GL_TEXTURE0 + i;
glClientActiveTexture(id);
glTexCoordPointer(vtx_decl.texcoord_size[i], VarToGL(vtx_decl.texcoord_gl_type[i]),
vtx_decl.stride, (void *)(::VertexManager::s_pBaseBufferPointer + vtx_decl.texcoord_offset[i]));
}
}
if (vtx_decl.posmtx_offset != -1) {
glVertexAttribPointer(SHADER_POSMTX_ATTRIB, 4, GL_UNSIGNED_BYTE, GL_FALSE, vtx_decl.stride, (void *)(::VertexManager::s_pBaseBufferPointer + vtx_decl.posmtx_offset));
}
#endif
}
void GLVertexFormat::EnableComponents(u32 components)
{
if (s_prevcomponents != components)
{
g_vertex_manager->Flush();
// matrices
if ((components & VB_HAS_POSMTXIDX) != (s_prevcomponents & VB_HAS_POSMTXIDX))
{
if (components & VB_HAS_POSMTXIDX)
glEnableVertexAttribArray(SHADER_POSMTX_ATTRIB);
else
glDisableVertexAttribArray(SHADER_POSMTX_ATTRIB);
}
// normals
if ((components & VB_HAS_NRM0) != (s_prevcomponents & VB_HAS_NRM0))
{
if (components & VB_HAS_NRM0)
glEnableClientState(GL_NORMAL_ARRAY);
else
glDisableClientState(GL_NORMAL_ARRAY);
}
if ((components & VB_HAS_NRM1) != (s_prevcomponents & VB_HAS_NRM1))
{
if (components & VB_HAS_NRM1) {
glEnableVertexAttribArray(SHADER_NORM1_ATTRIB);
glEnableVertexAttribArray(SHADER_NORM2_ATTRIB);
}
else {
glDisableVertexAttribArray(SHADER_NORM1_ATTRIB);
glDisableVertexAttribArray(SHADER_NORM2_ATTRIB);
}
}
// color
for (int i = 0; i < 2; ++i)
{
if ((components & (VB_HAS_COL0 << i)) != (s_prevcomponents & (VB_HAS_COL0 << i)))
{
if (components & (VB_HAS_COL0 << i))
glEnableClientState(i ? GL_SECONDARY_COLOR_ARRAY : GL_COLOR_ARRAY);
else
glDisableClientState(i ? GL_SECONDARY_COLOR_ARRAY : GL_COLOR_ARRAY);
}
}
// tex
for (int i = 0; i < 8; ++i)
{
if (!g_ActiveConfig.bDisableTexturing)
{
if ((components & (VB_HAS_UV0 << i)) != (s_prevcomponents & (VB_HAS_UV0 << i)))
{
glClientActiveTexture(GL_TEXTURE0 + i);
if (components & (VB_HAS_UV0 << i))
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
else
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
}
else
{
glClientActiveTexture(GL_TEXTURE0 + i);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
}
// Disable Lighting
// TODO - Is this a good spot for this code?
if (g_ActiveConfig.bDisableLighting)
{
for (int i = 0; i < xfregs.nNumChans; i++)
{
xfregs.colChans[i].alpha.enablelighting = false;
xfregs.colChans[i].color.enablelighting = false;
}
}
s_prevcomponents = components;
}
}
}