bbox: replace s_pCurBufferPointer with locale buffer, so it can be read without read from the writeonly buffer

This commit is contained in:
degasus 2013-02-21 11:41:14 +01:00
parent 7a89faf13f
commit 0d33e20026
1 changed files with 30 additions and 10 deletions

View File

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