Rodolfo Osvaldo Bogado e641323de2 i know still a lot to fix and much work to do but sometimes experiments are fun :)
for all the plugins implemented per pixel lighting, this will make games that uses lighting  a lot nice. (just look at mario sunshine and compare :))
for dx9: implemented temporal anaglyph stereo: just grab your red-cyan glasses  and enjoy.
stereo calibration: use stereo separation ( distance of the point from you are looking) and Focal Angle: the angle necessary to focus in one particular object.
this settings are different in every games as they use different depth ranges.
please for any regression and bug introduced by this commit.
if you ask why i did not implement stereo in dx11 and opengl the reason is one: they don't work right when i have more time will try to find a way to make them work.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6224 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-09-23 02:17:48 +00:00

370 lines
11 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/
#include "Common.h"
#include "FileUtil.h"
#include "D3DBase.h"
#include "D3DShader.h"
#include "D3DUtil.h"
#include "Fifo.h"
#include "Statistics.h"
#include "Profiler.h"
#include "FBManager.h"
#include "VertexManager.h"
#include "OpcodeDecoding.h"
#include "IndexGenerator.h"
#include "VertexShaderManager.h"
#include "VertexShaderCache.h"
#include "PixelShaderManager.h"
#include "PixelShaderCache.h"
#include "NativeVertexFormat.h"
#include "NativeVertexWriter.h"
#include "TextureCache.h"
#include "main.h"
#include "BPStructs.h"
#include "XFStructs.h"
#include "Globals.h"
#include <string>
using std::string;
using namespace D3D;
extern NativeVertexFormat* g_nativeVertexFmt;
namespace VertexManager
{
#define MAXVBUFFERSIZE 0x50000
#define MAXIBUFFERSIZE 0x10000
// TODO: find sensible values for these two
#define NUM_VERTEXBUFFERS 8
#define NUM_INDEXBUFFERS 10
int lastPrimitive;
u8* LocalVBuffer = NULL;
u16* TIBuffer = NULL;
u16* LIBuffer = NULL;
u16* PIBuffer = NULL;
bool Flushed=false;
ID3D11Buffer* indexbuffers[NUM_INDEXBUFFERS] = {NULL};
ID3D11Buffer* vertexbuffers[NUM_VERTEXBUFFERS] = {NULL};
inline ID3D11Buffer* GetSuitableIndexBuffer(const u32 minsize)
{
for (u32 k = 0;k < NUM_INDEXBUFFERS-1;k++)
if (minsize > 2 * (((u32)MAXIBUFFERSIZE)>>(k+1)))
return indexbuffers[k];
return indexbuffers[NUM_INDEXBUFFERS-1];
}
inline ID3D11Buffer* GetSuitableVertexBuffer(const u32 minsize)
{
for (u32 k = 0;k < NUM_VERTEXBUFFERS-1;++k)
if (minsize > (((u32)MAXVBUFFERSIZE)>>(k+1)))
return vertexbuffers[k];
return vertexbuffers[NUM_VERTEXBUFFERS-1];
}
void CreateDeviceObjects()
{
D3D11_BUFFER_DESC bufdesc;
HRESULT hr;
for (u32 k = 0;k < NUM_INDEXBUFFERS;++k)
{
bufdesc = CD3D11_BUFFER_DESC(2*(MAXIBUFFERSIZE>>k), D3D11_BIND_INDEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
hr = D3D::device->CreateBuffer(&bufdesc, NULL, &indexbuffers[k]);
if (FAILED(hr)) PanicAlert("Failed to create index buffer, %s %d\n", __FILE__, __LINE__);
D3D::SetDebugObjectName((ID3D11DeviceChild*)indexbuffers[k], "an index buffer of VertexManager");
}
for (u32 k = 0;k < NUM_VERTEXBUFFERS;++k)
{
bufdesc = CD3D11_BUFFER_DESC(MAXVBUFFERSIZE >> k, D3D11_BIND_VERTEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
hr = D3D::device->CreateBuffer(&bufdesc, NULL, &vertexbuffers[k]);
if (FAILED(hr)) PanicAlert("Failed to create vertex buffer, %s %d\n", __FILE__, __LINE__);
D3D::SetDebugObjectName((ID3D11DeviceChild*)vertexbuffers[k], "a vertex buffer of VertexManager");
}
}
void DestroyDeviceObjects()
{
for (u32 k = 0;k < NUM_INDEXBUFFERS;++k)
SAFE_RELEASE(indexbuffers[k]);
for (u32 k = 0;k < NUM_VERTEXBUFFERS;++k)
SAFE_RELEASE(vertexbuffers[k]);
}
bool Init()
{
LocalVBuffer = new u8[MAXVBUFFERSIZE];
TIBuffer = new u16[MAXIBUFFERSIZE];
LIBuffer = new u16[MAXIBUFFERSIZE];
PIBuffer = new u16[MAXIBUFFERSIZE];
s_pCurBufferPointer = LocalVBuffer;
s_pBaseBufferPointer = LocalVBuffer;
Flushed=false;
CreateDeviceObjects();
IndexGenerator::Start(TIBuffer,LIBuffer,PIBuffer);
return true;
}
void ResetBuffer()
{
s_pCurBufferPointer = LocalVBuffer;
}
void Shutdown()
{
DestroyDeviceObjects();
SAFE_DELETE_ARRAY(LocalVBuffer);
SAFE_DELETE_ARRAY(TIBuffer);
SAFE_DELETE_ARRAY(LIBuffer);
SAFE_DELETE_ARRAY(PIBuffer);
ResetBuffer();
}
void AddIndices(int _primitive, int _numVertices)
{
switch (_primitive)
{
case GX_DRAW_QUADS: IndexGenerator::AddQuads(_numVertices); break;
case GX_DRAW_TRIANGLES: IndexGenerator::AddList(_numVertices); break;
case GX_DRAW_TRIANGLE_STRIP: IndexGenerator::AddStrip(_numVertices); break;
case GX_DRAW_TRIANGLE_FAN: IndexGenerator::AddFan(_numVertices); break;
case GX_DRAW_LINE_STRIP: IndexGenerator::AddLineStrip(_numVertices); break;
case GX_DRAW_LINES: IndexGenerator::AddLineList(_numVertices); break;
case GX_DRAW_POINTS: IndexGenerator::AddPoints(_numVertices); break;
}
}
int GetRemainingSize()
{
return MAXVBUFFERSIZE - (int)(s_pCurBufferPointer - LocalVBuffer);
}
int GetRemainingVertices(int primitive)
{
switch (primitive)
{
case GX_DRAW_QUADS:
case GX_DRAW_TRIANGLES:
case GX_DRAW_TRIANGLE_STRIP:
case GX_DRAW_TRIANGLE_FAN:
return (MAXIBUFFERSIZE - IndexGenerator::GetTriangleindexLen())/3;
case GX_DRAW_LINE_STRIP:
case GX_DRAW_LINES:
return (MAXIBUFFERSIZE - IndexGenerator::GetLineindexLen())/2;
case GX_DRAW_POINTS:
return (MAXIBUFFERSIZE - IndexGenerator::GetPointindexLen());
default: return 0;
}
}
void AddVertices(int _primitive, int _numVertices)
{
if (_numVertices <= 0) return;
switch (_primitive)
{
case GX_DRAW_QUADS:
case GX_DRAW_TRIANGLES:
case GX_DRAW_TRIANGLE_STRIP:
case GX_DRAW_TRIANGLE_FAN:
if (MAXIBUFFERSIZE - IndexGenerator::GetTriangleindexLen() < 3 * _numVertices)
Flush();
break;
case GX_DRAW_LINE_STRIP:
case GX_DRAW_LINES:
if (MAXIBUFFERSIZE - IndexGenerator::GetLineindexLen() < 2 * _numVertices)
Flush();
break;
case GX_DRAW_POINTS:
if (MAXIBUFFERSIZE - IndexGenerator::GetPointindexLen() < _numVertices)
Flush();
break;
default: return;
}
if (Flushed)
{
IndexGenerator::Start(TIBuffer,LIBuffer,PIBuffer);
Flushed=false;
}
lastPrimitive = _primitive;
ADDSTAT(stats.thisFrame.numPrims, _numVertices);
INCSTAT(stats.thisFrame.numPrimitiveJoins);
AddIndices(_primitive, _numVertices);
}
inline void Draw(u32 stride, bool alphapass)
{
D3D11_MAPPED_SUBRESOURCE map;
ID3D11Buffer* vertexbuffer = GetSuitableVertexBuffer((u32)(s_pCurBufferPointer - LocalVBuffer));
if (!alphapass)
{
context->Map(vertexbuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
memcpy(map.pData, LocalVBuffer, (u32)(s_pCurBufferPointer - LocalVBuffer));
context->Unmap(vertexbuffer, 0);
}
UINT bufoffset = 0;
UINT bufstride = stride;
if (!alphapass) gfxstate->ApplyState();
else gfxstate->AlphaPass();
if (IndexGenerator::GetNumTriangles() > 0)
{
u32 indexbuffersize = IndexGenerator::GetTriangleindexLen();
ID3D11Buffer* indexbuffer = GetSuitableIndexBuffer(2*indexbuffersize);
if (!alphapass)
{
D3D::context->Map(indexbuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
memcpy(map.pData, TIBuffer, 2*indexbuffersize);
D3D::context->Unmap(indexbuffer, 0);
}
D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
D3D::context->IASetVertexBuffers(0, 1, &vertexbuffer, &bufstride, &bufoffset);
D3D::context->IASetIndexBuffer(indexbuffer, DXGI_FORMAT_R16_UINT, 0);
D3D::context->DrawIndexed(indexbuffersize, 0, 0);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
if (IndexGenerator::GetNumLines() > 0)
{
u32 indexbuffersize = IndexGenerator::GetLineindexLen();
ID3D11Buffer* indexbuffer = GetSuitableIndexBuffer(2*indexbuffersize);
if (!alphapass)
{
D3D::context->Map(indexbuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
memcpy(map.pData, LIBuffer, 2*indexbuffersize);
D3D::context->Unmap(indexbuffer, 0);
}
D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
D3D::context->IASetVertexBuffers(0, 1, &vertexbuffer, &bufstride, &bufoffset);
D3D::context->IASetIndexBuffer(indexbuffer, DXGI_FORMAT_R16_UINT, 0);
D3D::context->DrawIndexed(indexbuffersize, 0, 0);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
if (IndexGenerator::GetNumPoints() > 0)
{
u32 indexbuffersize = IndexGenerator::GetPointindexLen();
ID3D11Buffer* indexbuffer = GetSuitableIndexBuffer(2*indexbuffersize);
if (!alphapass)
{
D3D::context->Map(indexbuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
memcpy(map.pData, PIBuffer, 2*indexbuffersize);
D3D::context->Unmap(indexbuffer, 0);
}
D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
D3D::context->IASetVertexBuffers(0, 1, &vertexbuffer, &bufstride, &bufoffset);
D3D::context->IASetIndexBuffer(indexbuffer, DXGI_FORMAT_R16_UINT, 0);
D3D::context->DrawIndexed(indexbuffersize, 0, 0);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
}
void Flush()
{
if (LocalVBuffer == s_pCurBufferPointer) return;
if (Flushed) return;
Flushed=true;
VideoFifo_CheckEFBAccess();
DVSTARTPROFILE();
u32 usedtextures = 0;
for (u32 i = 0; i < (u32)bpmem.genMode.numtevstages + 1; ++i)
{
if (bpmem.tevorders[i/2].getEnable(i & 1))
usedtextures |= 1 << bpmem.tevorders[i/2].getTexMap(i & 1);
}
if (bpmem.genMode.numindstages > 0)
for (unsigned int i = 0; i < bpmem.genMode.numtevstages + 1; ++i)
if (bpmem.tevind[i].IsActive() && bpmem.tevind[i].bt < bpmem.genMode.numindstages)
usedtextures |= 1 << bpmem.tevindref.getTexMap(bpmem.tevind[i].bt);
for (unsigned int i = 0; i < 8; i++)
{
if (usedtextures & (1 << i))
{
Renderer::SetSamplerState(i & 3, i >> 2);
FourTexUnits &tex = bpmem.tex[i >> 2];
TextureCache::TCacheEntry* tentry = TextureCache::Load(i,
(tex.texImage3[i&3].image_base/* & 0x1FFFFF*/) << 5,
tex.texImage0[i&3].width + 1, tex.texImage0[i&3].height + 1,
tex.texImage0[i&3].format, tex.texTlut[i&3].tmem_offset<<9,
tex.texTlut[i&3].tlut_format,
(tex.texMode0[i&3].min_filter & 3) && (tex.texMode0[i&3].min_filter != 8) && g_ActiveConfig.bUseNativeMips,
(tex.texMode1[i&3].max_lod >> 4));
if (tentry)
{
PixelShaderManager::SetTexDims(i, tentry->w, tentry->h, 0, 0);
}
else
{
ERROR_LOG(VIDEO, "error loading texture");
}
}
}
VertexShaderManager::SetConstants();
PixelShaderManager::SetConstants();
if (!PixelShaderCache::SetShader(false,g_nativeVertexFmt->m_components))
goto shader_fail;
if (!VertexShaderCache::SetShader(g_nativeVertexFmt->m_components))
goto shader_fail;
unsigned int stride = g_nativeVertexFmt->GetVertexStride();
g_nativeVertexFmt->SetupVertexPointers();
Draw(stride, false);
if (bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate)
{
DWORD write = 0;
if (!PixelShaderCache::SetShader(true,g_nativeVertexFmt->m_components))
goto shader_fail;
// update alpha only
Draw(stride, true);
}
gfxstate->Reset();
shader_fail:
ResetBuffer();
}
} // namespace