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https://github.com/dolphin-emu/dolphin.git
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Based on the feedback from pull request #1767 I have put in most of degasus's suggestions in here now. I think we have a real winner here as moving the code to VertexManagerBase for a function has allowed OGL to utilize zfreeze now :) Correct use of the vertex pointer has also corrected most of the issue found in pull request #1767 that JMC47 stated. Which also for me now has Mario Tennis working with no polygon spikes on the characters anymore! Shadows are still an issue and probably in the other games with shadow problems. Rebel Strike also seems better but random skybox glitches can show up.
223 lines
6.2 KiB
C++
223 lines
6.2 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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#include <fstream>
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#include <string>
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#include <vector>
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#include "Common/FileUtil.h"
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#include "Common/MemoryUtil.h"
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#include "Common/StringUtil.h"
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#include "VideoBackends/OGL/main.h"
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#include "VideoBackends/OGL/ProgramShaderCache.h"
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#include "VideoBackends/OGL/Render.h"
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#include "VideoBackends/OGL/StreamBuffer.h"
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#include "VideoBackends/OGL/TextureCache.h"
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#include "VideoBackends/OGL/VertexManager.h"
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#include "VideoCommon/BPMemory.h"
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#include "VideoCommon/DriverDetails.h"
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#include "VideoCommon/Fifo.h"
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#include "VideoCommon/ImageWrite.h"
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#include "VideoCommon/IndexGenerator.h"
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#include "VideoCommon/PixelShaderManager.h"
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#include "VideoCommon/Statistics.h"
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#include "VideoCommon/VertexLoaderManager.h"
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#include "VideoCommon/VertexShaderGen.h"
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#include "VideoCommon/VertexShaderManager.h"
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#include "VideoCommon/VideoConfig.h"
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namespace OGL
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{
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//This are the initially requested size for the buffers expressed in bytes
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const u32 MAX_IBUFFER_SIZE = 2*1024*1024;
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const u32 MAX_VBUFFER_SIZE = 32*1024*1024;
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static StreamBuffer *s_vertexBuffer;
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static StreamBuffer *s_indexBuffer;
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static size_t s_baseVertex;
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static size_t s_index_offset;
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VertexManager::VertexManager()
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{
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CreateDeviceObjects();
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}
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VertexManager::~VertexManager()
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{
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DestroyDeviceObjects();
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}
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void VertexManager::CreateDeviceObjects()
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{
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s_vertexBuffer = StreamBuffer::Create(GL_ARRAY_BUFFER, MAX_VBUFFER_SIZE);
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m_vertex_buffers = s_vertexBuffer->m_buffer;
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s_indexBuffer = StreamBuffer::Create(GL_ELEMENT_ARRAY_BUFFER, MAX_IBUFFER_SIZE);
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m_index_buffers = s_indexBuffer->m_buffer;
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m_last_vao = 0;
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}
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void VertexManager::DestroyDeviceObjects()
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{
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delete s_vertexBuffer;
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delete s_indexBuffer;
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}
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void VertexManager::PrepareDrawBuffers(u32 stride)
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{
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u32 vertex_data_size = IndexGenerator::GetNumVerts() * stride;
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u32 index_data_size = IndexGenerator::GetIndexLen() * sizeof(u16);
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s_vertexBuffer->Unmap(vertex_data_size);
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s_indexBuffer->Unmap(index_data_size);
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ADDSTAT(stats.thisFrame.bytesVertexStreamed, vertex_data_size);
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ADDSTAT(stats.thisFrame.bytesIndexStreamed, index_data_size);
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}
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void VertexManager::ResetBuffer(u32 stride)
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{
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auto buffer = s_vertexBuffer->Map(MAXVBUFFERSIZE, stride);
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s_pCurBufferPointer = s_pBaseBufferPointer = buffer.first;
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s_pEndBufferPointer = buffer.first + MAXVBUFFERSIZE;
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s_baseVertex = buffer.second / stride;
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buffer = s_indexBuffer->Map(MAXIBUFFERSIZE * sizeof(u16));
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IndexGenerator::Start((u16*)buffer.first);
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s_index_offset = buffer.second;
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}
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void VertexManager::Draw(u32 stride)
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{
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u32 index_size = IndexGenerator::GetIndexLen();
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u32 max_index = IndexGenerator::GetNumVerts();
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GLenum primitive_mode = 0;
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switch (current_primitive_type)
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{
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case PRIMITIVE_POINTS:
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primitive_mode = GL_POINTS;
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glDisable(GL_CULL_FACE);
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break;
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case PRIMITIVE_LINES:
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primitive_mode = GL_LINES;
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glDisable(GL_CULL_FACE);
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break;
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case PRIMITIVE_TRIANGLES:
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primitive_mode = g_ActiveConfig.backend_info.bSupportsPrimitiveRestart ? GL_TRIANGLE_STRIP : GL_TRIANGLES;
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break;
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}
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if (g_ogl_config.bSupportsGLBaseVertex)
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{
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glDrawRangeElementsBaseVertex(primitive_mode, 0, max_index, index_size, GL_UNSIGNED_SHORT, (u8*)nullptr+s_index_offset, (GLint)s_baseVertex);
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}
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else
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{
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glDrawRangeElements(primitive_mode, 0, max_index, index_size, GL_UNSIGNED_SHORT, (u8*)nullptr+s_index_offset);
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}
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INCSTAT(stats.thisFrame.numDrawCalls);
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if (current_primitive_type != PRIMITIVE_TRIANGLES)
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((OGL::Renderer*)g_renderer)->SetGenerationMode();
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}
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void VertexManager::vFlush(bool useDstAlpha)
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{
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GLVertexFormat *nativeVertexFmt = (GLVertexFormat*)VertexLoaderManager::GetCurrentVertexFormat();
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u32 stride = nativeVertexFmt->GetVertexStride();
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if (m_last_vao != nativeVertexFmt->VAO)
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{
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glBindVertexArray(nativeVertexFmt->VAO);
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m_last_vao = nativeVertexFmt->VAO;
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}
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PrepareDrawBuffers(stride);
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if (!bpmem.genMode.zfreeze && IndexGenerator::GetIndexLen() >= 3)
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{
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CalculateZSlope(stride);
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}
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// Makes sure we can actually do Dual source blending
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bool dualSourcePossible = g_ActiveConfig.backend_info.bSupportsDualSourceBlend;
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// If host supports GL_ARB_blend_func_extended, we can do dst alpha in
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// the same pass as regular rendering.
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if (useDstAlpha && dualSourcePossible)
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{
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ProgramShaderCache::SetShader(DSTALPHA_DUAL_SOURCE_BLEND, nativeVertexFmt->m_components, current_primitive_type);
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}
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else
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{
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ProgramShaderCache::SetShader(DSTALPHA_NONE, nativeVertexFmt->m_components, current_primitive_type);
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}
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// upload global constants
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ProgramShaderCache::UploadConstants();
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// setup the pointers
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nativeVertexFmt->SetupVertexPointers();
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Draw(stride);
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// run through vertex groups again to set alpha
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if (useDstAlpha && !dualSourcePossible)
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{
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ProgramShaderCache::SetShader(DSTALPHA_ALPHA_PASS, nativeVertexFmt->m_components, current_primitive_type);
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// only update alpha
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
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glDisable(GL_BLEND);
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Draw(stride);
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// restore color mask
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g_renderer->SetColorMask();
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if (bpmem.blendmode.blendenable || bpmem.blendmode.subtract)
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glEnable(GL_BLEND);
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}
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#if defined(_DEBUG) || defined(DEBUGFAST)
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if (g_ActiveConfig.iLog & CONF_SAVESHADERS)
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{
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// save the shaders
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ProgramShaderCache::PCacheEntry prog = ProgramShaderCache::GetShaderProgram();
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std::string filename = StringFromFormat("%sps%.3d.txt", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), g_ActiveConfig.iSaveTargetId);
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std::ofstream fps;
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OpenFStream(fps, filename, std::ios_base::out);
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fps << prog.shader.strpprog.c_str();
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filename = StringFromFormat("%svs%.3d.txt", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), g_ActiveConfig.iSaveTargetId);
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std::ofstream fvs;
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OpenFStream(fvs, filename, std::ios_base::out);
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fvs << prog.shader.strvprog.c_str();
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}
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if (g_ActiveConfig.iLog & CONF_SAVETARGETS)
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{
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std::string filename = StringFromFormat("%starg%.3d.png", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), g_ActiveConfig.iSaveTargetId);
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TargetRectangle tr;
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tr.left = 0;
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tr.right = Renderer::GetTargetWidth();
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tr.top = 0;
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tr.bottom = Renderer::GetTargetHeight();
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g_renderer->SaveScreenshot(filename, tr);
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}
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#endif
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g_Config.iSaveTargetId++;
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ClearEFBCache();
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}
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} // namespace
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