some fixes for point rendering

This commit is contained in:
Rodolfo Bogado 2013-08-15 15:14:48 -03:00
parent a5e34dd5cb
commit 8e9bbdeb2f
2 changed files with 1399 additions and 1391 deletions

File diff suppressed because it is too large Load Diff

View File

@ -36,375 +36,383 @@ const u32 MAX_VBUFFER_COUNT = 2;
inline void DumpBadShaders() inline void DumpBadShaders()
{ {
#if defined(_DEBUG) || defined(DEBUGFAST) #if defined(_DEBUG) || defined(DEBUGFAST)
// TODO: Reimplement! // TODO: Reimplement!
/* std::string error_shaders; /* std::string error_shaders;
error_shaders.append(VertexShaderCache::GetCurrentShaderCode()); error_shaders.append(VertexShaderCache::GetCurrentShaderCode());
error_shaders.append(PixelShaderCache::GetCurrentShaderCode()); error_shaders.append(PixelShaderCache::GetCurrentShaderCode());
char filename[512] = "bad_shader_combo_0.txt"; char filename[512] = "bad_shader_combo_0.txt";
int which = 0; int which = 0;
while (File::Exists(filename)) while (File::Exists(filename))
{ {
which++; which++;
sprintf(filename, "bad_shader_combo_%i.txt", which); sprintf(filename, "bad_shader_combo_%i.txt", which);
} }
File::WriteStringToFile(true, error_shaders, filename); File::WriteStringToFile(true, error_shaders, filename);
PanicAlert("DrawIndexedPrimitiveUP failed. Shaders written to %s", filename);*/ PanicAlert("DrawIndexedPrimitiveUP failed. Shaders written to %s", filename);*/
#endif #endif
} }
void VertexManager::CreateDeviceObjects() void VertexManager::CreateDeviceObjects()
{ {
m_buffers_count = 0; m_buffers_count = 0;
m_vertex_buffers = NULL; m_vertex_buffers = NULL;
m_index_buffers = NULL; m_index_buffers = NULL;
D3DCAPS9 DeviceCaps = D3D::GetCaps(); D3DCAPS9 DeviceCaps = D3D::GetCaps();
u32 devicevMaxBufferSize = DeviceCaps.MaxPrimitiveCount * 3 * DeviceCaps.MaxStreamStride; u32 devicevMaxBufferSize = DeviceCaps.MaxPrimitiveCount * 3 * DeviceCaps.MaxStreamStride;
//Calculate Device Dependant size //Calculate Device Dependant size
m_vertex_buffer_size = (VBUFFER_SIZE > devicevMaxBufferSize) ? devicevMaxBufferSize : VBUFFER_SIZE; m_vertex_buffer_size = (VBUFFER_SIZE > devicevMaxBufferSize) ? devicevMaxBufferSize : VBUFFER_SIZE;
m_index_buffer_size = (IBUFFER_SIZE > DeviceCaps.MaxVertexIndex) ? DeviceCaps.MaxVertexIndex : IBUFFER_SIZE; m_index_buffer_size = (IBUFFER_SIZE > DeviceCaps.MaxVertexIndex) ? DeviceCaps.MaxVertexIndex : IBUFFER_SIZE;
//if device caps are not enough for Vbuffer fall back to vertex arrays //if device caps are not enough for Vbuffer fall back to vertex arrays
if (m_index_buffer_size < MAXIBUFFERSIZE || m_vertex_buffer_size < MAXVBUFFERSIZE) return; if (m_index_buffer_size < MAXIBUFFERSIZE || m_vertex_buffer_size < MAXVBUFFERSIZE) return;
m_vertex_buffers = new LPDIRECT3DVERTEXBUFFER9[MAX_VBUFFER_COUNT];
m_index_buffers = new LPDIRECT3DINDEXBUFFER9[MAX_VBUFFER_COUNT];
bool Fail = false; m_vertex_buffers = new LPDIRECT3DVERTEXBUFFER9[MAX_VBUFFER_COUNT];
for (m_current_vertex_buffer = 0; m_current_vertex_buffer < MAX_VBUFFER_COUNT; m_current_vertex_buffer++) m_index_buffers = new LPDIRECT3DINDEXBUFFER9[MAX_VBUFFER_COUNT];
{
m_vertex_buffers[m_current_vertex_buffer] = NULL; bool Fail = false;
m_index_buffers[m_current_vertex_buffer] = NULL; for (m_current_vertex_buffer = 0; m_current_vertex_buffer < MAX_VBUFFER_COUNT; m_current_vertex_buffer++)
} {
for (m_current_vertex_buffer = 0; m_current_vertex_buffer < MAX_VBUFFER_COUNT; m_current_vertex_buffer++) m_vertex_buffers[m_current_vertex_buffer] = NULL;
{ m_index_buffers[m_current_vertex_buffer] = NULL;
if(FAILED( D3D::dev->CreateVertexBuffer( m_vertex_buffer_size, D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &m_vertex_buffers[m_current_vertex_buffer], NULL ) ) ) }
{ for (m_current_vertex_buffer = 0; m_current_vertex_buffer < MAX_VBUFFER_COUNT; m_current_vertex_buffer++)
Fail = true; {
break; if(FAILED( D3D::dev->CreateVertexBuffer( m_vertex_buffer_size, D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &m_vertex_buffers[m_current_vertex_buffer], NULL ) ) )
} {
if( FAILED( D3D::dev->CreateIndexBuffer( m_index_buffer_size * sizeof(u16), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &m_index_buffers[m_current_vertex_buffer], NULL ) ) ) Fail = true;
{ break;
Fail = true; }
return; if( FAILED( D3D::dev->CreateIndexBuffer( m_index_buffer_size * sizeof(u16), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &m_index_buffers[m_current_vertex_buffer], NULL ) ) )
} {
} Fail = true;
m_buffers_count = m_current_vertex_buffer; return;
m_current_vertex_buffer = 0; }
m_current_index_buffer = 0; }
m_index_buffer_cursor = m_index_buffer_size; m_buffers_count = m_current_vertex_buffer;
m_vertex_buffer_cursor = m_vertex_buffer_size; m_current_vertex_buffer = 0;
m_current_stride = 0; m_current_index_buffer = 0;
if (Fail) m_index_buffer_cursor = m_index_buffer_size;
{ m_vertex_buffer_cursor = m_vertex_buffer_size;
m_buffers_count--; m_current_stride = 0;
if (m_buffers_count < 2) if (Fail)
{ {
//Error creating Vertex buffers. clean and fall to Vertex arrays m_buffers_count--;
m_buffers_count = MAX_VBUFFER_COUNT; if (m_buffers_count < 2)
DestroyDeviceObjects(); {
} //Error creating Vertex buffers. clean and fall to Vertex arrays
} m_buffers_count = MAX_VBUFFER_COUNT;
DestroyDeviceObjects();
}
}
} }
void VertexManager::DestroyDeviceObjects() void VertexManager::DestroyDeviceObjects()
{ {
D3D::SetStreamSource( 0, NULL, 0, 0); D3D::SetStreamSource( 0, NULL, 0, 0);
D3D::SetIndices(NULL); D3D::SetIndices(NULL);
for (int i = 0; i < MAX_VBUFFER_COUNT; i++) for (int i = 0; i < MAX_VBUFFER_COUNT; i++)
{ {
if(m_vertex_buffers) if(m_vertex_buffers)
{ {
if (m_vertex_buffers[i]) if (m_vertex_buffers[i])
{ {
m_vertex_buffers[i]->Release(); m_vertex_buffers[i]->Release();
m_vertex_buffers[i] = NULL; m_vertex_buffers[i] = NULL;
} }
} }
if (m_index_buffers[i]) if (m_index_buffers[i])
{ {
m_index_buffers[i]->Release(); m_index_buffers[i]->Release();
m_index_buffers[i] = NULL; m_index_buffers[i] = NULL;
} }
} }
if(m_vertex_buffers) if(m_vertex_buffers)
delete [] m_vertex_buffers; delete [] m_vertex_buffers;
if(m_index_buffers) if(m_index_buffers)
delete [] m_index_buffers; delete [] m_index_buffers;
m_vertex_buffers = NULL; m_vertex_buffers = NULL;
m_index_buffers = NULL; m_index_buffers = NULL;
} }
void VertexManager::PrepareDrawBuffers(u32 stride) void VertexManager::PrepareDrawBuffers(u32 stride)
{ {
if (!m_buffers_count) if (!m_buffers_count)
{ {
return; return;
} }
u8* pVertices; u8* pVertices;
u16* pIndices; u16* pIndices;
int datasize = IndexGenerator::GetNumVerts() * stride; int datasize = IndexGenerator::GetNumVerts() * stride;
int TdataSize = IndexGenerator::GetTriangleindexLen(); int TdataSize = IndexGenerator::GetTriangleindexLen();
int LDataSize = IndexGenerator::GetLineindexLen(); int LDataSize = IndexGenerator::GetLineindexLen();
int PDataSize = IndexGenerator::GetPointindexLen(); int IndexDataSize = TdataSize + LDataSize;
int IndexDataSize = TdataSize + LDataSize; if(IndexDataSize)
DWORD LockMode = D3DLOCK_NOOVERWRITE; {
m_vertex_buffer_cursor--; DWORD LockMode = D3DLOCK_NOOVERWRITE;
m_vertex_buffer_cursor = m_vertex_buffer_cursor - (m_vertex_buffer_cursor % stride) + stride; m_vertex_buffer_cursor--;
if (m_vertex_buffer_cursor > m_vertex_buffer_size - datasize) m_vertex_buffer_cursor = m_vertex_buffer_cursor - (m_vertex_buffer_cursor % stride) + stride;
{ if (m_vertex_buffer_cursor > m_vertex_buffer_size - datasize)
LockMode = D3DLOCK_DISCARD; {
m_vertex_buffer_cursor = 0; LockMode = D3DLOCK_DISCARD;
m_current_vertex_buffer = (m_current_vertex_buffer + 1) % m_buffers_count; m_vertex_buffer_cursor = 0;
} m_current_vertex_buffer = (m_current_vertex_buffer + 1) % m_buffers_count;
if(FAILED(m_vertex_buffers[m_current_vertex_buffer]->Lock(m_vertex_buffer_cursor, datasize,(VOID**)(&pVertices), LockMode))) }
{ if(FAILED(m_vertex_buffers[m_current_vertex_buffer]->Lock(m_vertex_buffer_cursor, datasize,(VOID**)(&pVertices), LockMode)))
DestroyDeviceObjects(); {
return; DestroyDeviceObjects();
} return;
memcpy(pVertices, s_pBaseBufferPointer, datasize); }
m_vertex_buffers[m_current_vertex_buffer]->Unlock(); memcpy(pVertices, s_pBaseBufferPointer, datasize);
m_vertex_buffers[m_current_vertex_buffer]->Unlock();
LockMode = D3DLOCK_NOOVERWRITE; LockMode = D3DLOCK_NOOVERWRITE;
if (m_index_buffer_cursor > m_index_buffer_size - IndexDataSize) if (m_index_buffer_cursor > m_index_buffer_size - IndexDataSize)
{ {
LockMode = D3DLOCK_DISCARD; LockMode = D3DLOCK_DISCARD;
m_index_buffer_cursor = 0; m_index_buffer_cursor = 0;
m_current_index_buffer = (m_current_index_buffer + 1) % m_buffers_count; m_current_index_buffer = (m_current_index_buffer + 1) % m_buffers_count;
} }
if(FAILED(m_index_buffers[m_current_index_buffer]->Lock(m_index_buffer_cursor * sizeof(u16), IndexDataSize * sizeof(u16), (VOID**)(&pIndices), LockMode ))) if(FAILED(m_index_buffers[m_current_index_buffer]->Lock(m_index_buffer_cursor * sizeof(u16), IndexDataSize * sizeof(u16), (VOID**)(&pIndices), LockMode )))
{ {
DestroyDeviceObjects(); DestroyDeviceObjects();
return; return;
} }
if(TdataSize) if(TdataSize)
{ {
memcpy(pIndices, GetTriangleIndexBuffer(), TdataSize * sizeof(u16)); memcpy(pIndices, GetTriangleIndexBuffer(), TdataSize * sizeof(u16));
pIndices += TdataSize; pIndices += TdataSize;
} }
if(LDataSize) if(LDataSize)
{ {
memcpy(pIndices, GetLineIndexBuffer(), LDataSize * sizeof(u16)); memcpy(pIndices, GetLineIndexBuffer(), LDataSize * sizeof(u16));
pIndices += LDataSize; pIndices += LDataSize;
} }
m_index_buffers[m_current_index_buffer]->Unlock(); m_index_buffers[m_current_index_buffer]->Unlock();
if(m_current_stride != stride || m_vertex_buffer_cursor == 0) }
{ if(m_current_stride != stride || m_vertex_buffer_cursor == 0)
m_current_stride = stride; {
D3D::SetStreamSource( 0, m_vertex_buffers[m_current_vertex_buffer], 0, stride); m_current_stride = stride;
} D3D::SetStreamSource( 0, m_vertex_buffers[m_current_vertex_buffer], 0, m_current_stride);
if (m_index_buffer_cursor == 0) }
{ if (m_index_buffer_cursor == 0)
D3D::SetIndices(m_index_buffers[m_current_index_buffer]); {
} D3D::SetIndices(m_index_buffers[m_current_index_buffer]);
}
ADDSTAT(stats.thisFrame.bytesVertexStreamed, datasize);
ADDSTAT(stats.thisFrame.bytesIndexStreamed, IndexDataSize); ADDSTAT(stats.thisFrame.bytesVertexStreamed, datasize);
ADDSTAT(stats.thisFrame.bytesIndexStreamed, IndexDataSize);
} }
void VertexManager::DrawVertexBuffer(int stride) void VertexManager::DrawVertexBuffer(int stride)
{ {
int triangles = IndexGenerator::GetNumTriangles(); int triangles = IndexGenerator::GetNumTriangles();
int lines = IndexGenerator::GetNumLines(); int lines = IndexGenerator::GetNumLines();
int points = IndexGenerator::GetNumPoints(); int points = IndexGenerator::GetNumPoints();
int numverts = IndexGenerator::GetNumVerts(); int numverts = IndexGenerator::GetNumVerts();
int StartIndex = m_index_buffer_cursor; int StartIndex = m_index_buffer_cursor;
int basevertex = m_vertex_buffer_cursor / stride; int basevertex = m_vertex_buffer_cursor / stride;
if (triangles > 0) if (triangles > 0)
{ {
if (FAILED(D3D::dev->DrawIndexedPrimitive( if (FAILED(D3D::dev->DrawIndexedPrimitive(
D3DPT_TRIANGLELIST, D3DPT_TRIANGLELIST,
basevertex, basevertex,
0, 0,
numverts, numverts,
StartIndex, StartIndex,
triangles))) triangles)))
{ {
DumpBadShaders(); DumpBadShaders();
} }
StartIndex += IndexGenerator::GetTriangleindexLen(); StartIndex += IndexGenerator::GetTriangleindexLen();
INCSTAT(stats.thisFrame.numIndexedDrawCalls); INCSTAT(stats.thisFrame.numIndexedDrawCalls);
} }
if (lines > 0) if (lines > 0)
{ {
if (FAILED(D3D::dev->DrawIndexedPrimitive( if (FAILED(D3D::dev->DrawIndexedPrimitive(
D3DPT_LINELIST, D3DPT_LINELIST,
basevertex, basevertex,
0, 0,
numverts, numverts,
StartIndex, StartIndex,
IndexGenerator::GetNumLines()))) IndexGenerator::GetNumLines())))
{ {
DumpBadShaders(); DumpBadShaders();
} }
StartIndex += IndexGenerator::GetLineindexLen(); StartIndex += IndexGenerator::GetLineindexLen();
INCSTAT(stats.thisFrame.numIndexedDrawCalls); INCSTAT(stats.thisFrame.numIndexedDrawCalls);
} }
if (points > 0) if (points > 0)
{ {
//DrawIndexedPrimitive does not support point list so we have to draw the points one by one //DrawIndexedPrimitive does not support point list so we have to draw them using DrawPrimitive
for (int i = 0; i < points; i++) u16* PointIndexBuffer = GetPointIndexBuffer();
{ int i = 0;
if (FAILED(D3D::dev->DrawPrimitive( do
D3DPT_POINTLIST, {
basevertex + GetPointIndexBuffer()[i], int count = i + 1;
1))) while (count < points && PointIndexBuffer[count - 1] + 1 == PointIndexBuffer[count])
{ {
DumpBadShaders(); count++;
} }
INCSTAT(stats.thisFrame.numDrawCalls); if (FAILED(D3D::dev->DrawPrimitive(
} D3DPT_POINTLIST,
basevertex + PointIndexBuffer[i],
count - i)))
} {
DumpBadShaders();
}
INCSTAT(stats.thisFrame.numDrawCalls);
i = count;
} while (i < points);
}
} }
void VertexManager::DrawVertexArray(int stride) void VertexManager::DrawVertexArray(int stride)
{ {
int triangles = IndexGenerator::GetNumTriangles(); int triangles = IndexGenerator::GetNumTriangles();
int lines = IndexGenerator::GetNumLines(); int lines = IndexGenerator::GetNumLines();
int points = IndexGenerator::GetNumPoints(); int points = IndexGenerator::GetNumPoints();
int numverts = IndexGenerator::GetNumVerts(); int numverts = IndexGenerator::GetNumVerts();
if (triangles > 0) if (triangles > 0)
{ {
if (FAILED(D3D::dev->DrawIndexedPrimitiveUP( if (FAILED(D3D::dev->DrawIndexedPrimitiveUP(
D3DPT_TRIANGLELIST, D3DPT_TRIANGLELIST,
0, numverts, triangles, 0, numverts, triangles,
GetTriangleIndexBuffer(), GetTriangleIndexBuffer(),
D3DFMT_INDEX16, D3DFMT_INDEX16,
s_pBaseBufferPointer, s_pBaseBufferPointer,
stride))) stride)))
{ {
DumpBadShaders(); DumpBadShaders();
} }
INCSTAT(stats.thisFrame.numIndexedDrawCalls); INCSTAT(stats.thisFrame.numIndexedDrawCalls);
} }
if (lines > 0) if (lines > 0)
{ {
if (FAILED(D3D::dev->DrawIndexedPrimitiveUP( if (FAILED(D3D::dev->DrawIndexedPrimitiveUP(
D3DPT_LINELIST, D3DPT_LINELIST,
0, numverts, lines, 0, numverts, lines,
GetLineIndexBuffer(), GetLineIndexBuffer(),
D3DFMT_INDEX16, D3DFMT_INDEX16,
s_pBaseBufferPointer, s_pBaseBufferPointer,
stride))) stride)))
{ {
DumpBadShaders(); DumpBadShaders();
} }
INCSTAT(stats.thisFrame.numIndexedDrawCalls); INCSTAT(stats.thisFrame.numIndexedDrawCalls);
} }
if (points > 0) if (points > 0)
{ {
if (FAILED(D3D::dev->DrawIndexedPrimitiveUP( if (FAILED(D3D::dev->DrawIndexedPrimitiveUP(
D3DPT_POINTLIST, D3DPT_POINTLIST,
0, numverts, points, 0, numverts, points,
GetPointIndexBuffer(), GetPointIndexBuffer(),
D3DFMT_INDEX16, D3DFMT_INDEX16,
s_pBaseBufferPointer, s_pBaseBufferPointer,
stride))) stride)))
{ {
DumpBadShaders(); DumpBadShaders();
} }
INCSTAT(stats.thisFrame.numIndexedDrawCalls); INCSTAT(stats.thisFrame.numIndexedDrawCalls);
} }
} }
void VertexManager::vFlush() void VertexManager::vFlush()
{ {
u32 usedtextures = 0; u32 usedtextures = 0;
for (u32 i = 0; i < (u32)bpmem.genMode.numtevstages + 1; ++i) for (u32 i = 0; i < (u32)bpmem.genMode.numtevstages + 1; ++i)
if (bpmem.tevorders[i / 2].getEnable(i & 1)) if (bpmem.tevorders[i / 2].getEnable(i & 1))
usedtextures |= 1 << bpmem.tevorders[i/2].getTexMap(i & 1); usedtextures |= 1 << bpmem.tevorders[i/2].getTexMap(i & 1);
if (bpmem.genMode.numindstages > 0) if (bpmem.genMode.numindstages > 0)
for (unsigned int i = 0; i < bpmem.genMode.numtevstages + 1; ++i) for (unsigned int i = 0; i < bpmem.genMode.numtevstages + 1; ++i)
if (bpmem.tevind[i].IsActive() && bpmem.tevind[i].bt < bpmem.genMode.numindstages) if (bpmem.tevind[i].IsActive() && bpmem.tevind[i].bt < bpmem.genMode.numindstages)
usedtextures |= 1 << bpmem.tevindref.getTexMap(bpmem.tevind[i].bt); usedtextures |= 1 << bpmem.tevindref.getTexMap(bpmem.tevind[i].bt);
for (unsigned int i = 0; i < 8; i++) for (unsigned int i = 0; i < 8; i++)
{ {
if (usedtextures & (1 << i)) if (usedtextures & (1 << i))
{ {
g_renderer->SetSamplerState(i & 3, i >> 2); g_renderer->SetSamplerState(i & 3, i >> 2);
FourTexUnits &tex = bpmem.tex[i >> 2]; FourTexUnits &tex = bpmem.tex[i >> 2];
TextureCache::TCacheEntryBase* tentry = TextureCache::Load(i, TextureCache::TCacheEntryBase* tentry = TextureCache::Load(i,
(tex.texImage3[i&3].image_base/* & 0x1FFFFF*/) << 5, (tex.texImage3[i&3].image_base/* & 0x1FFFFF*/) << 5,
tex.texImage0[i&3].width + 1, tex.texImage0[i&3].height + 1, 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.texImage0[i&3].format, tex.texTlut[i&3].tmem_offset<<9,
tex.texTlut[i&3].tlut_format, tex.texTlut[i&3].tlut_format,
(tex.texMode0[i&3].min_filter & 3), (tex.texMode0[i&3].min_filter & 3),
(tex.texMode1[i&3].max_lod + 0xf) / 0x10, (tex.texMode1[i&3].max_lod + 0xf) / 0x10,
tex.texImage1[i&3].image_type); tex.texImage1[i&3].image_type);
if (tentry) if (tentry)
{ {
// 0s are probably for no manual wrapping needed. // 0s are probably for no manual wrapping needed.
PixelShaderManager::SetTexDims(i, tentry->native_width, tentry->native_height, 0, 0); PixelShaderManager::SetTexDims(i, tentry->native_width, tentry->native_height, 0, 0);
} }
else else
ERROR_LOG(VIDEO, "Error loading texture"); ERROR_LOG(VIDEO, "Error loading texture");
} }
} }
// set global constants // set global constants
VertexShaderManager::SetConstants(); VertexShaderManager::SetConstants();
PixelShaderManager::SetConstants(g_nativeVertexFmt->m_components); PixelShaderManager::SetConstants(g_nativeVertexFmt->m_components);
u32 stride = g_nativeVertexFmt->GetVertexStride(); u32 stride = g_nativeVertexFmt->GetVertexStride();
bool useDstAlpha = !g_ActiveConfig.bDstAlphaPass && bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate && bool useDstAlpha = !g_ActiveConfig.bDstAlphaPass && bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate &&
bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24; bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;
bool useDualSource = useDstAlpha && g_ActiveConfig.backend_info.bSupportsDualSourceBlend; bool useDualSource = useDstAlpha && g_ActiveConfig.backend_info.bSupportsDualSourceBlend;
DSTALPHA_MODE AlphaMode = useDualSource ? DSTALPHA_DUAL_SOURCE_BLEND : DSTALPHA_NONE; DSTALPHA_MODE AlphaMode = useDualSource ? DSTALPHA_DUAL_SOURCE_BLEND : DSTALPHA_NONE;
if (!PixelShaderCache::SetShader(AlphaMode ,g_nativeVertexFmt->m_components)) if (!PixelShaderCache::SetShader(AlphaMode ,g_nativeVertexFmt->m_components))
{ {
GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");}); GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
goto shader_fail; goto shader_fail;
} }
if (!VertexShaderCache::SetShader(g_nativeVertexFmt->m_components)) if (!VertexShaderCache::SetShader(g_nativeVertexFmt->m_components))
{ {
GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set vertex shader\n");}); GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set vertex shader\n");});
goto shader_fail; goto shader_fail;
} }
PrepareDrawBuffers(stride); PrepareDrawBuffers(stride);
g_nativeVertexFmt->SetupVertexPointers(); g_nativeVertexFmt->SetupVertexPointers();
g_perf_query->EnableQuery(bpmem.zcontrol.early_ztest ? PQG_ZCOMP_ZCOMPLOC : PQG_ZCOMP); g_perf_query->EnableQuery(bpmem.zcontrol.early_ztest ? PQG_ZCOMP_ZCOMPLOC : PQG_ZCOMP);
if(m_buffers_count) if(m_buffers_count)
{ {
DrawVertexBuffer(stride); DrawVertexBuffer(stride);
} }
else else
{ {
DrawVertexArray(stride); DrawVertexArray(stride);
} }
g_perf_query->DisableQuery(bpmem.zcontrol.early_ztest ? PQG_ZCOMP_ZCOMPLOC : PQG_ZCOMP); g_perf_query->DisableQuery(bpmem.zcontrol.early_ztest ? PQG_ZCOMP_ZCOMPLOC : PQG_ZCOMP);
if (useDstAlpha && !useDualSource) if (useDstAlpha && !useDualSource)
{ {
if (!PixelShaderCache::SetShader(DSTALPHA_ALPHA_PASS, g_nativeVertexFmt->m_components)) if (!PixelShaderCache::SetShader(DSTALPHA_ALPHA_PASS, g_nativeVertexFmt->m_components))
{ {
GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");}); GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
goto shader_fail; goto shader_fail;
} }
// update alpha only // update alpha only
g_renderer->ApplyState(true); g_renderer->ApplyState(true);
if(m_buffers_count) if(m_buffers_count)
{ {
DrawVertexBuffer(stride); DrawVertexBuffer(stride);
} }
else else
{ {
DrawVertexArray(stride); DrawVertexArray(stride);
} }
g_renderer->RestoreState(); g_renderer->RestoreState();
} }
GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true); GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true);
shader_fail: shader_fail:
if(m_buffers_count) if(m_buffers_count)
{ {
m_index_buffer_cursor += IndexGenerator::GetTriangleindexLen() + IndexGenerator::GetLineindexLen() + IndexGenerator::GetPointindexLen(); m_index_buffer_cursor += IndexGenerator::GetTriangleindexLen() + IndexGenerator::GetLineindexLen() + IndexGenerator::GetPointindexLen();
m_vertex_buffer_cursor += IndexGenerator::GetNumVerts() * stride; m_vertex_buffer_cursor += IndexGenerator::GetNumVerts() * stride;
} }
} }
} }