Fixed dolphin rendering.
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@@ -16,6 +16,9 @@ target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
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DOL=1
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ISO=2
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DUSK_DOLPHIN_BUILD_TYPE=${DUSK_DOLPHIN_BUILD_TYPE}
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# GameCube/Wii PowerPC is always big-endian; declare it at compile time
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# like every other target instead of relying on endian.h's runtime probe.
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DUSK_PLATFORM_ENDIAN_BIG
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)
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# Custom compiler flags
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@@ -115,6 +115,11 @@ errorret_t assetChunkLoaderSync(assetloading_t *loading) {
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memoryCopy(out->tiles, data + offset, tileSize);
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offset += tileSize;
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for(size_t t = 0; t < CHUNK_TILE_COUNT; t++) {
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uint32_t *shape = (uint32_t *)&out->tiles[t].shape;
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*shape = endianLittleToHost32(*shape);
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}
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out->meshCount = data[offset];
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offset += sizeof(uint8_t);
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assertTrue(
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@@ -136,6 +141,9 @@ errorret_t assetChunkLoaderSync(assetloading_t *loading) {
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memoryCopy(out->meshOffsets[m], data + offset, sizeof(vec3));
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offset += sizeof(vec3);
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out->meshOffsets[m][0] = endianLittleToHostFloat(out->meshOffsets[m][0]);
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out->meshOffsets[m][1] = endianLittleToHostFloat(out->meshOffsets[m][1]);
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out->meshOffsets[m][2] = endianLittleToHostFloat(out->meshOffsets[m][2]);
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}
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memoryFree(data);
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@@ -48,8 +48,20 @@ errorret_t assetMeshLoaderAsync(assetloading_t *loading) {
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uint32_t vertCount = endianLittleToHost32(*(uint32_t *)(raw + 8));
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meshvertex_t *vertices = NULL;
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if(vertCount > 0) {
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vertices = memoryAllocate(vertCount * sizeof(meshvertex_t));
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// 32-byte (cache-line) aligned: GX_SetArray + DCFlushRange on Dolphin
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// require this for the DMA'd vertex data to actually reach the GPU
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// coherently. Static compiled-in vertex arrays happen to get this from
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// the linker; a plain memoryAllocate here would not.
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vertices = memoryAlign(32, vertCount * sizeof(meshvertex_t));
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memoryCopy(vertices, raw + 12, vertCount * sizeof(meshvertex_t));
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for(uint32_t v = 0; v < vertCount; v++) {
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vertices[v].uv[0] = endianLittleToHostFloat(vertices[v].uv[0]);
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vertices[v].uv[1] = endianLittleToHostFloat(vertices[v].uv[1]);
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vertices[v].pos[0] = endianLittleToHostFloat(vertices[v].pos[0]);
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vertices[v].pos[1] = endianLittleToHostFloat(vertices[v].pos[1]);
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vertices[v].pos[2] = endianLittleToHostFloat(vertices[v].pos[2]);
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}
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}
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memoryFree(raw);
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@@ -103,18 +115,22 @@ errorret_t assetMeshLoaderSync(assetloading_t *loading) {
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out->vertices = NULL;
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errorChain(ret);
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}
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out->meshInitialized = true;
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ret = meshFlush(&out->mesh, 0, (int32_t)vertCount);
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if(errorIsNotOk(ret)) {
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loading->entry->state = ASSET_ENTRY_STATE_ERROR;
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meshDispose(&out->mesh);
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out->meshInitialized = false;
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memoryFree(out->vertices);
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out->vertices = NULL;
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errorChain(ret);
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}
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#ifndef DUSK_OPENGL_LEGACY
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// VBO owns the data now; CPU copy is no longer needed.
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#if defined(DUSK_OPENGL) && !defined(DUSK_OPENGL_LEGACY)
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// VBO owns the data now; CPU copy is no longer needed. The platform
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// mesh object itself still needs meshDispose later - tracked via
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// out->meshInitialized, independent of the CPU buffer's lifetime.
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memoryFree(out->vertices);
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out->vertices = NULL;
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#endif
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@@ -129,8 +145,11 @@ errorret_t assetMeshDispose(assetentry_t *entry) {
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assertIsMainThread("Must be called from the main thread.");
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assetmeshoutput_t *out = &entry->data.mesh;
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if(out->vertices != NULL) {
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if(out->meshInitialized) {
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errorChain(meshDispose(&out->mesh));
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out->meshInitialized = false;
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}
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if(out->vertices != NULL) {
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memoryFree(out->vertices);
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out->vertices = NULL;
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}
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@@ -30,6 +30,7 @@ typedef struct {
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typedef struct {
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mesh_t mesh;
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bool_t meshInitialized;
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meshvertex_t *vertices;
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} assetmeshoutput_t;
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@@ -78,6 +78,12 @@ errorret_t displayInitDolphin(void) {
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GX_SetDispCopyGamma(GX_GM_1_0);
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GX_SetColorUpdate(GX_TRUE);
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// Without this, the EFB's Z-buffer format/compression is left at whatever
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// GX_Init() defaulted to, so depth testing and the GX_MAX_Z24 clear value
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// used every frame in frameBufferClearDolphin aren't guaranteed to line up
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// with the actual EFB Z format.
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GX_SetPixelFmt(GX_PF_RGB8_Z24, GX_ZC_LINEAR);
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// Describe mesh vertex format.
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GX_ClearVtxDesc();
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GX_SetVtxDesc(GX_VA_POS, GX_INDEX16);
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@@ -101,7 +107,7 @@ errorret_t displaySetStateDolphin(displaystate_t state) {
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}
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if(state.flags & DISPLAY_STATE_FLAG_DEPTH_TEST) {
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GX_SetZMode(GX_TRUE, GX_LEQUAL, GX_TRUE);
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GX_SetZMode(GX_TRUE, GX_LEQUAL, GX_FALSE);
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} else {
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GX_SetZMode(GX_FALSE, GX_ALWAYS, GX_FALSE);
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}
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