bbox: replace s_pCurBufferPointer with locale buffer, so it can be read without read from the writeonly buffer
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7a89faf13f
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0d33e20026
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@ -72,6 +72,10 @@ int colElements[2];
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float posScale;
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float tcScale[8];
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// bbox must read vertex position, so convert it to this buffer
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static float s_bbox_vertex_buffer[3];
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static u8 *s_bbox_pCurBufferPointer_orig;
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static const float fractionTable[32] = {
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1.0f / (1U << 0), 1.0f / (1U << 1), 1.0f / (1U << 2), 1.0f / (1U << 3),
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1.0f / (1U << 4), 1.0f / (1U << 5), 1.0f / (1U << 6), 1.0f / (1U << 7),
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@ -99,17 +103,32 @@ void LOADERDECL PosMtx_Write()
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*VertexManager::s_pCurBufferPointer++ = 0;
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}
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void LOADERDECL UpdateBoundingBoxPrepare()
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{
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if (!PixelEngine::bbox_active)
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return;
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// set our buffer as videodata buffer, so we will get a copy of the vertex positions
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// this is a big hack, but so we can use the same converting function then without bbox
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s_bbox_pCurBufferPointer_orig = VertexManager::s_pCurBufferPointer;
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VertexManager::s_pCurBufferPointer = (u8*)s_bbox_vertex_buffer;
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}
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void LOADERDECL UpdateBoundingBox()
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{
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if (!PixelEngine::bbox_active)
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return;
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// Truly evil hack, reading backwards from the write pointer. If we were writing to write-only
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// memory like we might have been with a D3D vertex buffer, this would have been a bad idea.
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float *data = (float *)(VertexManager::s_pCurBufferPointer - 12);
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// reset videodata pointer
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VertexManager::s_pCurBufferPointer = s_bbox_pCurBufferPointer_orig;
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// copy vertex pointers
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memcpy(VertexManager::s_pCurBufferPointer, s_bbox_vertex_buffer, 12);
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VertexManager::s_pCurBufferPointer += 12;
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// We must transform the just loaded point by the current world and projection matrix - in software.
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// Then convert to screen space and update the bounding box.
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float p[3] = {data[0], data[1], data[2]};
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float p[3] = {s_bbox_vertex_buffer[0], s_bbox_vertex_buffer[1], s_bbox_vertex_buffer[2]};
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const float *world_matrix = (float*)xfmem + MatrixIndexA.PosNormalMtxIdx * 4;
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const float *proj_matrix = &g_fProjectionMatrix[0];
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@ -267,15 +286,16 @@ void VertexLoader::CompileVertexTranslator()
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if (m_VtxDesc.Tex7MatIdx) {m_VertexSize += 1; m_NativeFmt->m_components |= VB_HAS_TEXMTXIDX7; WriteCall(TexMtx_ReadDirect_UByte); }
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// Write vertex position loader
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WriteCall(VertexLoader_Position::GetFunction(m_VtxDesc.Position, m_VtxAttr.PosFormat, m_VtxAttr.PosElements));
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if(g_ActiveConfig.bUseBBox) {
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WriteCall(UpdateBoundingBoxPrepare);
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WriteCall(VertexLoader_Position::GetFunction(m_VtxDesc.Position, m_VtxAttr.PosFormat, m_VtxAttr.PosElements));
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WriteCall(UpdateBoundingBox);
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} else {
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WriteCall(VertexLoader_Position::GetFunction(m_VtxDesc.Position, m_VtxAttr.PosFormat, m_VtxAttr.PosElements));
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}
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m_VertexSize += VertexLoader_Position::GetSize(m_VtxDesc.Position, m_VtxAttr.PosFormat, m_VtxAttr.PosElements);
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nat_offset += 12;
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// OK, so we just got a point. Let's go back and read it for the bounding box.
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if(g_ActiveConfig.bUseBBox)
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WriteCall(UpdateBoundingBox);
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// Normals
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vtx_decl.num_normals = 0;
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if (m_VtxDesc.Normal != NOT_PRESENT)
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