mirror of
https://github.com/hrydgard/ppsspp.git
synced 2025-02-13 02:21:53 +00:00
538 lines
17 KiB
C++
538 lines
17 KiB
C++
// Copyright (c) 2013- PPSSPP 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 or later versions.
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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 git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include "math/lin/matrix4x4.h"
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#include "gfx_es2/glsl_program.h"
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#include "gfx_es2/gpu_features.h"
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#include "Windows/GEDebugger/GEDebugger.h"
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#include "Windows/GEDebugger/SimpleGLWindow.h"
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#include "Core/System.h"
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#include "Core/Config.h"
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#include "GPU/GPUInterface.h"
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#include "GPU/Common/GPUDebugInterface.h"
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#include "GPU/Common/SplineCommon.h"
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#include "GPU/GPUState.h"
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#include "Common/MemoryUtil.h"
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static const char preview_fs[] =
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"#ifdef GL_ES\n"
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"precision mediump float;\n"
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"#endif\n"
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"void main() {\n"
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" gl_FragColor = vec4(1.0, 0.0, 0.0, 0.6);\n"
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"}\n";
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static const char preview_vs[] =
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"#version 120\n"
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"attribute vec4 a_position;\n"
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"uniform mat4 u_viewproj;\n"
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"void main() {\n"
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" gl_Position = u_viewproj * a_position;\n"
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" gl_Position.z = 1.0f;\n"
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"}\n";
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static GLSLProgram *previewProgram = nullptr;
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static GLSLProgram *texPreviewProgram = nullptr;
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static GLuint previewVao = 0;
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static GLuint texPreviewVao = 0;
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static GLuint vbuf = 0;
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static GLuint ibuf = 0;
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static const GLuint glprim[8] = {
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GL_POINTS,
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GL_LINES,
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GL_LINE_STRIP,
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GL_TRIANGLES,
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GL_TRIANGLE_STRIP,
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GL_TRIANGLE_FAN,
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// This is for RECTANGLES (see ExpandRectangles().)
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GL_TRIANGLES,
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};
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static void BindPreviewProgram(GLSLProgram *&prog) {
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if (prog == nullptr) {
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prog = glsl_create_source(preview_vs, preview_fs);
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}
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glsl_bind(prog);
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}
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static void SwapUVs(GPUDebugVertex &a, GPUDebugVertex &b) {
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float tempu = a.u;
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float tempv = a.v;
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a.u = b.u;
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a.v = b.v;
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b.u = tempu;
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b.v = tempv;
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}
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static void RotateUVThrough(GPUDebugVertex v[4]) {
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float x1 = v[2].x;
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float x2 = v[0].x;
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float y1 = v[2].y;
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float y2 = v[0].y;
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if ((x1 < x2 && y1 > y2) || (x1 > x2 && y1 < y2))
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SwapUVs(v[1], v[3]);
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}
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static void ExpandRectangles(std::vector<GPUDebugVertex> &vertices, std::vector<u16> &indices, int &count, bool throughMode) {
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static std::vector<GPUDebugVertex> newVerts;
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static std::vector<u16> newInds;
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bool useInds = true;
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size_t numInds = indices.size();
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if (indices.empty()) {
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useInds = false;
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numInds = count;
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}
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//rectangles always need 2 vertices, disregard the last one if there's an odd number
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numInds = numInds & ~1;
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// Will need 4 coords and 6 points per rectangle (currently 2 each.)
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newVerts.resize(numInds * 2);
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newInds.resize(numInds * 3);
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u16 v = 0;
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GPUDebugVertex *vert = &newVerts[0];
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u16 *ind = &newInds[0];
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for (size_t i = 0; i < numInds; i += 2) {
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const auto &orig_tl = useInds ? vertices[indices[i + 0]] : vertices[i + 0];
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const auto &orig_br = useInds ? vertices[indices[i + 1]] : vertices[i + 1];
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vert[0] = orig_br;
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// Top right.
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vert[1] = orig_br;
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vert[1].y = orig_tl.y;
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vert[1].v = orig_tl.v;
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vert[2] = orig_tl;
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// Bottom left.
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vert[3] = orig_br;
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vert[3].x = orig_tl.x;
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vert[3].u = orig_tl.u;
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// That's the four corners. Now process UV rotation.
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// This is the same for through and non-through, since it's already transformed.
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RotateUVThrough(vert);
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// Build the two 3 point triangles from our 4 coordinates.
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*ind++ = v + 0;
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*ind++ = v + 1;
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*ind++ = v + 2;
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*ind++ = v + 3;
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*ind++ = v + 0;
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*ind++ = v + 2;
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vert += 4;
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v += 4;
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}
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std::swap(vertices, newVerts);
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std::swap(indices, newInds);
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count *= 3;
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}
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u32 CGEDebugger::PrimPreviewOp() {
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DisplayList list;
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if (gpuDebug != nullptr && gpuDebug->GetCurrentDisplayList(list) && !showClut_) {
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const u32 op = Memory::Read_U32(list.pc);
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const u32 cmd = op >> 24;
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if (cmd == GE_CMD_PRIM || cmd == GE_CMD_BEZIER || cmd == GE_CMD_SPLINE) {
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return op;
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}
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}
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return 0;
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}
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static void ExpandBezier(int &count, int op, const std::vector<SimpleVertex> &simpleVerts, const std::vector<u16> &indices, std::vector<SimpleVertex> &generatedVerts, std::vector<u16> &generatedInds) {
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using namespace Spline;
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int count_u = (op >> 0) & 0xFF;
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int count_v = (op >> 8) & 0xFF;
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// Real hardware seems to draw nothing when given < 4 either U or V.
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if (count_u < 4 || count_v < 4)
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return;
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BezierSurface surface;
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surface.num_points_u = count_u;
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surface.num_points_v = count_v;
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surface.tess_u = gstate.getPatchDivisionU();
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surface.tess_v = gstate.getPatchDivisionV();
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surface.num_patches_u = (count_u - 1) / 3;
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surface.num_patches_v = (count_v - 1) / 3;
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surface.primType = gstate.getPatchPrimitiveType();
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surface.patchFacing = false;
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int num_points = count_u * count_v;
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// Make an array of pointers to the control points, to get rid of indices.
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std::vector<const SimpleVertex *> points(num_points);
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for (int idx = 0; idx < num_points; idx++)
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points[idx] = simpleVerts.data() + (!indices.empty() ? indices[idx] : idx);
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int total_patches = surface.num_patches_u * surface.num_patches_v;
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generatedVerts.resize((surface.tess_u + 1) * (surface.tess_v + 1) * total_patches);
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generatedInds.resize(surface.tess_u * surface.tess_v * 6 * total_patches);
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OutputBuffers output;
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output.vertices = generatedVerts.data();
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output.indices = generatedInds.data();
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output.count = 0;
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ControlPoints cpoints;
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cpoints.pos = (Vec3f *)AllocateAlignedMemory(sizeof(Vec3f) * num_points, 16);
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cpoints.tex = (Vec2f *)AllocateAlignedMemory(sizeof(Vec2f) * num_points, 16);
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cpoints.col = (Vec4f *)AllocateAlignedMemory(sizeof(Vec4f) * num_points, 16);
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cpoints.Convert(points.data(), num_points);
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surface.Init((int)generatedVerts.size());
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SoftwareTessellation(output, surface, gstate.vertType, cpoints);
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count = output.count;
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FreeAlignedMemory(cpoints.pos);
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FreeAlignedMemory(cpoints.tex);
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FreeAlignedMemory(cpoints.col);
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}
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static void ExpandSpline(int &count, int op, const std::vector<SimpleVertex> &simpleVerts, const std::vector<u16> &indices, std::vector<SimpleVertex> &generatedVerts, std::vector<u16> &generatedInds) {
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using namespace Spline;
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int count_u = (op >> 0) & 0xFF;
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int count_v = (op >> 8) & 0xFF;
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// Real hardware seems to draw nothing when given < 4 either U or V.
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if (count_u < 4 || count_v < 4)
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return;
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SplineSurface surface;
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surface.num_points_u = count_u;
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surface.num_points_v = count_v;
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surface.tess_u = gstate.getPatchDivisionU();
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surface.tess_v = gstate.getPatchDivisionV();
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surface.type_u = (op >> 16) & 0x3;
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surface.type_v = (op >> 18) & 0x3;
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surface.num_patches_u = count_u - 3;
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surface.num_patches_v = count_v - 3;
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surface.primType = gstate.getPatchPrimitiveType();
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surface.patchFacing = false;
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int num_points = count_u * count_v;
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// Make an array of pointers to the control points, to get rid of indices.
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std::vector<const SimpleVertex *> points(num_points);
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for (int idx = 0; idx < num_points; idx++)
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points[idx] = simpleVerts.data() + (!indices.empty() ? indices[idx] : idx);
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int patch_div_s = surface.num_patches_u * surface.tess_u;
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int patch_div_t = surface.num_patches_v * surface.tess_v;
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generatedVerts.resize((patch_div_s + 1) * (patch_div_t + 1));
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generatedInds.resize(patch_div_s * patch_div_t * 6);
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OutputBuffers output;
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output.vertices = generatedVerts.data();
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output.indices = generatedInds.data();
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output.count = 0;
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ControlPoints cpoints;
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cpoints.pos = (Vec3f *)AllocateAlignedMemory(sizeof(Vec3f) * num_points, 16);
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cpoints.tex = (Vec2f *)AllocateAlignedMemory(sizeof(Vec2f) * num_points, 16);
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cpoints.col = (Vec4f *)AllocateAlignedMemory(sizeof(Vec4f) * num_points, 16);
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cpoints.Convert(points.data(), num_points);
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surface.Init((int)generatedVerts.size());
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SoftwareTessellation(output, surface, gstate.vertType, cpoints);
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count = output.count;
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FreeAlignedMemory(cpoints.pos);
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FreeAlignedMemory(cpoints.tex);
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FreeAlignedMemory(cpoints.col);
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}
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void CGEDebugger::UpdatePrimPreview(u32 op, int which) {
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u32 prim_type = GE_PRIM_INVALID;
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int count = 0;
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int count_u = 0;
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int count_v = 0;
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const u32 cmd = op >> 24;
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if (cmd == GE_CMD_PRIM) {
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prim_type = (op >> 16) & 0x7;
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count = op & 0xFFFF;
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} else {
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const GEPrimitiveType primLookup[] = { GE_PRIM_TRIANGLES, GE_PRIM_LINES, GE_PRIM_POINTS, GE_PRIM_POINTS };
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if (gstate.getPatchPrimitiveType() < ARRAY_SIZE(primLookup))
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prim_type = primLookup[gstate.getPatchPrimitiveType()];
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count_u = (op & 0x00FF) >> 0;
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count_v = (op & 0xFF00) >> 8;
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count = count_u * count_v;
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}
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if (prim_type >= 7) {
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ERROR_LOG(G3D, "Unsupported prim type: %x", op);
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return;
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}
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if (!gpuDebug) {
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ERROR_LOG(G3D, "Invalid debugging environment, shutting down?");
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return;
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}
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which &= previewsEnabled_;
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if (count == 0 || which == 0) {
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return;
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}
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const GEPrimitiveType prim = static_cast<GEPrimitiveType>(prim_type);
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static std::vector<GPUDebugVertex> vertices;
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static std::vector<u16> indices;
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if (!gpuDebug->GetCurrentSimpleVertices(count, vertices, indices)) {
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ERROR_LOG(G3D, "Vertex preview not yet supported");
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return;
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}
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if (cmd != GE_CMD_PRIM) {
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static std::vector<SimpleVertex> generatedVerts;
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static std::vector<u16> generatedInds;
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static std::vector<SimpleVertex> simpleVerts;
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simpleVerts.resize(vertices.size());
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for (size_t i = 0; i < vertices.size(); ++i) {
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// For now, let's just copy back so we can use TessellateBezierPatch/TessellateSplinePatch...
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simpleVerts[i].uv[0] = vertices[i].u;
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simpleVerts[i].uv[1] = vertices[i].v;
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simpleVerts[i].pos = Vec3Packedf(vertices[i].x, vertices[i].y, vertices[i].z);
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}
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if (cmd == GE_CMD_BEZIER) {
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ExpandBezier(count, op, simpleVerts, indices, generatedVerts, generatedInds);
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} else if (cmd == GE_CMD_SPLINE) {
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ExpandSpline(count, op, simpleVerts, indices, generatedVerts, generatedInds);
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}
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vertices.resize(generatedVerts.size());
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for (size_t i = 0; i < vertices.size(); ++i) {
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vertices[i].u = generatedVerts[i].uv[0];
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vertices[i].v = generatedVerts[i].uv[1];
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vertices[i].x = generatedVerts[i].pos.x;
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vertices[i].y = generatedVerts[i].pos.y;
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vertices[i].z = generatedVerts[i].pos.z;
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}
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indices = generatedInds;
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}
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if (prim == GE_PRIM_RECTANGLES) {
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ExpandRectangles(vertices, indices, count, gpuDebug->GetGState().isModeThrough());
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}
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float fw, fh;
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float x, y;
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// TODO: Probably there's a better way and place to do this.
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u16 minIndex = 0;
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u16 maxIndex = count - 1;
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if (!indices.empty()) {
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minIndex = 0xFFFF;
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maxIndex = 0;
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for (int i = 0; i < count; ++i) {
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if (minIndex > indices[i]) {
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minIndex = indices[i];
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}
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if (maxIndex < indices[i]) {
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maxIndex = indices[i];
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}
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}
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}
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auto wrapCoord = [](float &coord) {
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if (coord < 0.0f) {
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coord += ceilf(-coord);
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}
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if (coord > 1.0f) {
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coord -= floorf(coord);
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}
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};
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const float invTexWidth = 1.0f / gpuDebug->GetGState().getTextureWidth(0);
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const float invTexHeight = 1.0f / gpuDebug->GetGState().getTextureHeight(0);
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const float invRealTexWidth = 1.0f / gstate_c.curTextureWidth;
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const float invRealTexHeight = 1.0f / gstate_c.curTextureHeight;
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bool clampS = gpuDebug->GetGState().isTexCoordClampedS();
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bool clampT = gpuDebug->GetGState().isTexCoordClampedT();
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for (u16 i = minIndex; i <= maxIndex; ++i) {
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vertices[i].u *= invTexWidth;
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vertices[i].v *= invTexHeight;
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if (!clampS)
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wrapCoord(vertices[i].u);
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if (!clampT)
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wrapCoord(vertices[i].v);
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}
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if (which & 1) {
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primaryWindow->Begin();
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primaryWindow->GetContentSize(x, y, fw, fh);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendEquation(GL_FUNC_ADD);
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glBindTexture(GL_TEXTURE_2D, 0);
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// The surface is upside down, so vertical offsets are negated.
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glViewport((GLint)x, (GLint)-(y + fh - primaryWindow->Height()), (GLsizei)fw, (GLsizei)fh);
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glScissor((GLint)x, (GLint)-(y + fh - primaryWindow->Height()), (GLsizei)fw, (GLsizei)fh);
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BindPreviewProgram(previewProgram);
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if (previewVao == 0 && gl_extensions.ARB_vertex_array_object) {
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glGenVertexArrays(1, &previewVao);
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glBindVertexArray(previewVao);
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glEnableVertexAttribArray(previewProgram->a_position);
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if (ibuf == 0)
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glGenBuffers(1, &ibuf);
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if (vbuf == 0)
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glGenBuffers(1, &vbuf);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibuf);
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glBindBuffer(GL_ARRAY_BUFFER, vbuf);
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glVertexAttribPointer(previewProgram->a_position, 3, GL_FLOAT, GL_FALSE, sizeof(GPUDebugVertex), (void *)(2 * sizeof(float)));
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}
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if (vbuf != 0) {
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glBindBuffer(GL_ARRAY_BUFFER, vbuf);
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glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(GPUDebugVertex), vertices.data(), GL_STREAM_DRAW);
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}
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if (ibuf != 0 && !indices.empty()) {
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glBindVertexArray(previewVao);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(u16), indices.data(), GL_STREAM_DRAW);
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}
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float scale[] = {
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480.0f / (float)PSP_CoreParameter().renderWidth,
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272.0f / (float)PSP_CoreParameter().renderHeight,
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};
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Matrix4x4 ortho;
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ortho.setOrtho(-(float)gstate_c.curRTOffsetX, (primaryWindow->TexWidth() - (int)gstate_c.curRTOffsetX) * scale[0], primaryWindow->TexHeight() * scale[1], 0, -1, 1);
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glUniformMatrix4fv(previewProgram->u_viewproj, 1, GL_FALSE, ortho.getReadPtr());
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if (previewVao != 0) {
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glBindVertexArray(previewVao);
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} else {
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glEnableVertexAttribArray(previewProgram->a_position);
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glVertexAttribPointer(previewProgram->a_position, 3, GL_FLOAT, GL_FALSE, sizeof(GPUDebugVertex), (float *)vertices.data() + 2);
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}
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if (indices.empty()) {
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glDrawArrays(glprim[prim], 0, count);
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} else {
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glDrawElements(glprim[prim], count, GL_UNSIGNED_SHORT, previewVao != 0 ? 0 : indices.data());
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}
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if (previewVao == 0) {
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glDisableVertexAttribArray(previewProgram->a_position);
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}
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primaryWindow->End();
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}
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if (which & 2) {
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secondWindow->Begin();
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secondWindow->GetContentSize(x, y, fw, fh);
|
|
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glBlendEquation(GL_FUNC_ADD);
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
// The surface is upside down, so vertical offsets are flipped.
|
|
glViewport((GLint)x, (GLint)-(y + fh - secondWindow->Height()), (GLsizei)fw, (GLsizei)fh);
|
|
glScissor((GLint)x, (GLint)-(y + fh - secondWindow->Height()), (GLsizei)fw, (GLsizei)fh);
|
|
BindPreviewProgram(texPreviewProgram);
|
|
|
|
if (texPreviewVao == 0 && vbuf != 0 && ibuf != 0 && gl_extensions.ARB_vertex_array_object) {
|
|
glGenVertexArrays(1, &texPreviewVao);
|
|
glBindVertexArray(texPreviewVao);
|
|
glEnableVertexAttribArray(texPreviewProgram->a_position);
|
|
|
|
if (ibuf == 0)
|
|
glGenBuffers(1, &ibuf);
|
|
if (vbuf == 0)
|
|
glGenBuffers(1, &vbuf);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibuf);
|
|
glBindBuffer(GL_ARRAY_BUFFER, vbuf);
|
|
|
|
glVertexAttribPointer(texPreviewProgram->a_position, 2, GL_FLOAT, GL_FALSE, sizeof(GPUDebugVertex), 0);
|
|
}
|
|
|
|
// TODO: For some reason we have to re-upload the data?
|
|
if (vbuf != 0) {
|
|
glBindBuffer(GL_ARRAY_BUFFER, vbuf);
|
|
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(GPUDebugVertex), vertices.data(), GL_STREAM_DRAW);
|
|
}
|
|
|
|
if (ibuf != 0 && !indices.empty()) {
|
|
glBindVertexArray(texPreviewVao);
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(u16), indices.data(), GL_STREAM_DRAW);
|
|
}
|
|
|
|
Matrix4x4 ortho;
|
|
ortho.setOrtho(0.0f - (float)gstate_c.curTextureXOffset * invRealTexWidth, 1.0f - (float)gstate_c.curTextureXOffset * invRealTexWidth, 1.0f - (float)gstate_c.curTextureYOffset * invRealTexHeight, 0.0f - (float)gstate_c.curTextureYOffset * invRealTexHeight, -1.0f, 1.0f);
|
|
glUniformMatrix4fv(texPreviewProgram->u_viewproj, 1, GL_FALSE, ortho.getReadPtr());
|
|
if (texPreviewVao != 0) {
|
|
glBindVertexArray(texPreviewVao);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibuf);
|
|
glBindBuffer(GL_ARRAY_BUFFER, vbuf);
|
|
glEnableVertexAttribArray(texPreviewProgram->a_position);
|
|
glVertexAttribPointer(texPreviewProgram->a_position, 2, GL_FLOAT, GL_FALSE, sizeof(GPUDebugVertex), 0);
|
|
} else {
|
|
glEnableVertexAttribArray(texPreviewProgram->a_position);
|
|
glVertexAttribPointer(texPreviewProgram->a_position, 2, GL_FLOAT, GL_FALSE, sizeof(GPUDebugVertex), (float *)vertices.data());
|
|
}
|
|
|
|
if (indices.empty()) {
|
|
glDrawArrays(glprim[prim], 0, count);
|
|
} else {
|
|
glDrawElements(glprim[prim], count, GL_UNSIGNED_SHORT, texPreviewVao != 0 ? 0 : indices.data());
|
|
}
|
|
|
|
if (texPreviewVao == 0) {
|
|
glDisableVertexAttribArray(texPreviewProgram->a_position);
|
|
}
|
|
|
|
secondWindow->End();
|
|
}
|
|
}
|
|
|
|
void CGEDebugger::CleanupPrimPreview() {
|
|
if (previewProgram) {
|
|
glsl_destroy(previewProgram);
|
|
}
|
|
if (texPreviewProgram) {
|
|
glsl_destroy(texPreviewProgram);
|
|
}
|
|
}
|
|
|
|
void CGEDebugger::HandleRedraw(int which) {
|
|
if (updating_) {
|
|
return;
|
|
}
|
|
|
|
u32 op = PrimPreviewOp();
|
|
if (op) {
|
|
UpdatePrimPreview(op, which);
|
|
}
|
|
}
|