Esempio n. 1
0
	GameObject::~GameObject()
	{
		for (const_comp_it it = m_pComponents.begin(); it != m_pComponents.end(); it++)
		{
			if ((*it)->GetType() == "CameraComponent")
				FreeAlignedMemory((*it));
			else
				delete (*it);
		}
		
		if (m_pTransform)
			FreeAlignedMemory(m_pTransform);
	}
Esempio n. 2
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void StreamBuffer::Shutdown()
{
	switch(m_uploadtype) {
	case MAP_AND_SYNC:
		for(u32 i=0; i<SYNC_POINTS; i++)
			glDeleteSync(fences[i]);
		delete [] fences;
		break;
		
	case MAP_AND_RISK:
	case MAP_AND_ORPHAN:
	case BUFFERSUBDATA:
	case BUFFERDATA:
		break;
	case PINNED_MEMORY:
		for(u32 i=0; i<SYNC_POINTS; i++)
			glDeleteSync(fences[i]);
		delete [] fences;
		glBindBuffer(m_buffertype, 0);
		glFinish(); // ogl pipeline must be flushed, else this buffer can be in use
		FreeAlignedMemory(pointer);
		break;
	case STREAM_DETECT:
	case DETECT_MASK: // Just to shutup warnings
		break;
	}
}
Esempio n. 3
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TextureCache::~TextureCache()
{
	HiresTexture::Shutdown();
	Invalidate();
	FreeAlignedMemory(temp);
	temp = nullptr;
}
Esempio n. 4
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PC_TexFormat TextureCache::LoadCustomTexture(u64 tex_hash, int texformat, unsigned int level, unsigned int& width, unsigned int& height)
{
	char texPathTemp[MAX_PATH];
	unsigned int newWidth = 0;
	unsigned int newHeight = 0;

	if (level == 0)
		sprintf(texPathTemp, "%s_%08x_%i", SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str(), (u32) (tex_hash & 0x00000000FFFFFFFFLL), texformat);
	else
		sprintf(texPathTemp, "%s_%08x_%i_mip%i", SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str(), (u32) (tex_hash & 0x00000000FFFFFFFFLL), texformat, level);

	unsigned int required_size = 0;
	PC_TexFormat ret = HiresTextures::GetHiresTex(texPathTemp, &newWidth, &newHeight, &required_size, texformat, temp_size, temp);
	if (ret == PC_TEX_FMT_NONE && temp_size < required_size)
	{
		// Allocate more memory and try again
		// TODO: Should probably check if newWidth and newHeight are texture dimensions which are actually supported by the current video backend
		temp_size = required_size;
		FreeAlignedMemory(temp);
		temp = (u8*)AllocateAlignedMemory(temp_size, 16);
		ret = HiresTextures::GetHiresTex(texPathTemp, &newWidth, &newHeight, &required_size, texformat, temp_size, temp);
	}

	if (ret != PC_TEX_FMT_NONE)
	{
		width = newWidth;
		height = newHeight;
	}
	return ret;
}
Esempio n. 5
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	~PinnedMemory() {
		DeleteFences();
		glBindBuffer(m_buffertype, 0);
		glFinish(); // ogl pipeline must be flushed, else this buffer can be in use
		FreeAlignedMemory(m_pointer);
		m_pointer = nullptr;
	}
Esempio n. 6
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void TextureCache::CheckTempSize(size_t required_size)
{
	if (required_size <= temp_size)
		return;

	temp_size = required_size;
	FreeAlignedMemory(temp);
	temp = (u8*)AllocateAlignedMemory(temp_size, 16);
}
Esempio n. 7
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TextureCache::~TextureCache()
{
	Invalidate();
	if (temp)
	{
		FreeAlignedMemory(temp);
		temp = NULL;
	}
}
Esempio n. 8
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void TextureCacheBase::CheckTempSize(size_t required_size)
{
	if (required_size <= temp_size)
		return;

	temp_size = required_size;
	FreeAlignedMemory(temp);
	temp = static_cast<u8*>(AllocateAlignedMemory(temp_size, 16));
}
Esempio n. 9
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TextureCacheBase::~TextureCacheBase()
{
	HiresTexture::Shutdown();
	UnbindTextures();
	Invalidate();
	InvalidateHiresCache();
	for (auto& rt : texture_pool)
	{
		delete rt.second;
	}
	texture_pool.clear();
	texture_pool_memory_usage = 0;
	if (TextureCacheBase::temp)
	{
		FreeAlignedMemory(TextureCacheBase::temp);
		TextureCacheBase::temp = nullptr;
	}
}
Esempio n. 10
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PC_TexFormat TextureCache::LoadCustomTexture(u64 tex_hash, int texformat, unsigned int level, unsigned int* widthp, unsigned int* heightp)
{
	std::string texPathTemp;
	unsigned int newWidth = 0;
	unsigned int newHeight = 0;
	u32 tex_hash_u32 = tex_hash & 0x00000000FFFFFFFFLL;

	if (level == 0)
		texPathTemp = StringFromFormat("%s_%08x_%i", SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str(), tex_hash_u32, texformat);
	else
		texPathTemp = StringFromFormat("%s_%08x_%i_mip%u", SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str(), tex_hash_u32, texformat, level);

	unsigned int required_size = 0;
	PC_TexFormat ret = HiresTextures::GetHiresTex(texPathTemp, &newWidth, &newHeight, &required_size, texformat, temp_size, temp);
	if (ret == PC_TEX_FMT_NONE && temp_size < required_size)
	{
		// Allocate more memory and try again
		// TODO: Should probably check if newWidth and newHeight are texture dimensions which are actually supported by the current video backend
		temp_size = required_size;
		FreeAlignedMemory(temp);
		temp = (u8*)AllocateAlignedMemory(temp_size, 16);
		ret = HiresTextures::GetHiresTex(texPathTemp, &newWidth, &newHeight, &required_size, texformat, temp_size, temp);
	}

	if (ret != PC_TEX_FMT_NONE)
	{
		unsigned int width = *widthp, height = *heightp;
		if (level > 0 && (newWidth != width || newHeight != height))
			ERROR_LOG(VIDEO, "Invalid custom texture size %dx%d for texture %s. This mipmap layer _must_ be %dx%d.", newWidth, newHeight, texPathTemp.c_str(), width, height);
		if (newWidth * height != newHeight * width)
			ERROR_LOG(VIDEO, "Invalid custom texture size %dx%d for texture %s. The aspect differs from the native size %dx%d.", newWidth, newHeight, texPathTemp.c_str(), width, height);
		if (newWidth % width || newHeight % height)
			WARN_LOG(VIDEO, "Invalid custom texture size %dx%d for texture %s. Please use an integer upscaling factor based on the native size %dx%d.", newWidth, newHeight, texPathTemp.c_str(), width, height);

		*widthp = newWidth;
		*heightp = newHeight;
	}
	return ret;
}
Esempio n. 11
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TextureCache::~TextureCache()
{
	Invalidate();
	FreeAlignedMemory(temp);
	temp = nullptr;
}
Esempio n. 12
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void TransformUnit::SubmitSpline(void* control_points, void* indices, int count_u, int count_v, int type_u, int type_v, GEPatchPrimType prim_type, u32 vertex_type) {
	VertexDecoder vdecoder;
	VertexDecoderOptions options;
	memset(&options, 0, sizeof(options));
	options.expandAllUVtoFloat = false;
	vdecoder.SetVertexType(vertex_type, options);
	const DecVtxFormat& vtxfmt = vdecoder.GetDecVtxFmt();

	static u8 buf[65536 * 48]; // yolo
	u16 index_lower_bound = 0;
	u16 index_upper_bound = count_u * count_v - 1;
	bool indices_16bit = (vertex_type & GE_VTYPE_IDX_MASK) == GE_VTYPE_IDX_16BIT;
	bool indices_32bit = (vertex_type & GE_VTYPE_IDX_MASK) == GE_VTYPE_IDX_32BIT;
	u8 *indices8 = (u8 *)indices;
	u16 *indices16 = (u16 *)indices;
	u32 *indices32 = (u32 *)indices;
	if (indices)
		GetIndexBounds(indices, count_u*count_v, vertex_type, &index_lower_bound, &index_upper_bound);
	vdecoder.DecodeVerts(buf, control_points, index_lower_bound, index_upper_bound);

	VertexReader vreader(buf, vtxfmt, vertex_type);

	int num_patches_u = count_u - 3;
	int num_patches_v = count_v - 3;

	if (patchBufferSize_ < num_patches_u * num_patches_v) {
		if (patchBuffer_) {
			FreeAlignedMemory(patchBuffer_);
		}
		patchBuffer_ = (SplinePatch *)AllocateAlignedMemory(num_patches_u * num_patches_v, 16);
		patchBufferSize_ = num_patches_u * num_patches_v;
	}
	SplinePatch *patches = patchBuffer_;

	for (int patch_u = 0; patch_u < num_patches_u; ++patch_u) {
		for (int patch_v = 0; patch_v < num_patches_v; ++patch_v) {
			SplinePatch& patch = patches[patch_u + patch_v * num_patches_u];

			for (int point = 0; point < 16; ++point) {
				int idx = (patch_u + point%4) + (patch_v + point/4) * count_u;
				if (indices) {
					if (indices_32bit) {
						vreader.Goto(indices32[idx]);
					} else if (indices_16bit) {
						vreader.Goto(indices16[idx]);
					} else {
						vreader.Goto(indices8[idx]);
					}
				} else {
					vreader.Goto(idx);
				}

				patch.points[point] = ReadVertex(vreader);
			}
			patch.type = (type_u | (type_v<<2));
			if (patch_u != 0) patch.type &= ~START_OPEN_U;
			if (patch_v != 0) patch.type &= ~START_OPEN_V;
			if (patch_u != num_patches_u-1) patch.type &= ~END_OPEN_U;
			if (patch_v != num_patches_v-1) patch.type &= ~END_OPEN_V;
		}
	}

	for (int patch_idx = 0; patch_idx < num_patches_u*num_patches_v; ++patch_idx) {
		SplinePatch& patch = patches[patch_idx];

		// TODO: Should do actual patch subdivision instead of just drawing the control points!
		const int tile_min_u = (patch.type & START_OPEN_U) ? 0 : 1;
		const int tile_min_v = (patch.type & START_OPEN_V) ? 0 : 1;
		const int tile_max_u = (patch.type & END_OPEN_U) ? 3 : 2;
		const int tile_max_v = (patch.type & END_OPEN_V) ? 3 : 2;
		for (int tile_u = tile_min_u; tile_u < tile_max_u; ++tile_u) {
			for (int tile_v = tile_min_v; tile_v < tile_max_v; ++tile_v) {
				int point_index = tile_u + tile_v*4;

				VertexData v0 = patch.points[point_index];
				VertexData v1 = patch.points[point_index+1];
				VertexData v2 = patch.points[point_index+4];
				VertexData v3 = patch.points[point_index+5];

				// TODO: Backface culling etc
				Clipper::ProcessTriangle(v0, v1, v2);
				Clipper::ProcessTriangle(v2, v1, v0);
				Clipper::ProcessTriangle(v2, v1, v3);
				Clipper::ProcessTriangle(v3, v1, v2);
			}
		}
	}

	host->GPUNotifyDraw();
}
Esempio n. 13
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	~PrecomputedCurves() {
		FreeAlignedMemory(horiz1);
	}