Coding style cleanup from the zfreeze merge

This commit is contained in:
Lioncash 2015-01-24 15:12:52 -05:00
parent ae514cb0f2
commit 9cdfe889af
6 changed files with 43 additions and 42 deletions

View File

@ -41,10 +41,9 @@ static size_t s_baseVertex;
static size_t s_index_offset;
VertexManager::VertexManager()
: m_cpu_v_buffer(MAX_VBUFFER_SIZE), m_cpu_i_buffer(MAX_IBUFFER_SIZE)
{
CreateDeviceObjects();
CpuVBuffer.resize(MAX_VBUFFER_SIZE);
CpuIBuffer.resize(MAX_IBUFFER_SIZE);
}
VertexManager::~VertexManager()
@ -83,13 +82,13 @@ void VertexManager::PrepareDrawBuffers(u32 stride)
void VertexManager::ResetBuffer(u32 stride)
{
if (CullAll)
if (s_cull_all)
{
// This buffer isn't getting sent to the GPU. Just allocate it on the cpu.
s_pCurBufferPointer = s_pBaseBufferPointer = CpuVBuffer.data();
s_pEndBufferPointer = s_pBaseBufferPointer + CpuVBuffer.size();
s_pCurBufferPointer = s_pBaseBufferPointer = m_cpu_v_buffer.data();
s_pEndBufferPointer = s_pBaseBufferPointer + m_cpu_v_buffer.size();
IndexGenerator::Start((u16*)CpuIBuffer.data());
IndexGenerator::Start((u16*)m_cpu_i_buffer.data());
}
else
{

View File

@ -47,8 +47,8 @@ private:
void PrepareDrawBuffers(u32 stride);
// Alternative buffers in CPU memory for primatives we are going to discard.
std::vector<u8> CpuVBuffer;
std::vector<u16> CpuIBuffer;
std::vector<u8> m_cpu_v_buffer;
std::vector<u16> m_cpu_i_buffer;
};
}

View File

@ -26,10 +26,10 @@ u8 *VertexManager::s_pEndBufferPointer;
PrimitiveType VertexManager::current_primitive_type;
Slope VertexManager::ZSlope;
Slope VertexManager::s_zslope;
bool VertexManager::IsFlushed;
bool VertexManager::CullAll;
bool VertexManager::s_is_flushed;
bool VertexManager::s_cull_all;
static const PrimitiveType primitive_from_gx[8] = {
PRIMITIVE_TRIANGLES, // GX_DRAW_QUADS
@ -44,8 +44,8 @@ static const PrimitiveType primitive_from_gx[8] = {
VertexManager::VertexManager()
{
IsFlushed = true;
CullAll = false;
s_is_flushed = true;
s_cull_all = false;
}
VertexManager::~VertexManager()
@ -68,8 +68,8 @@ DataReader VertexManager::PrepareForAdditionalData(int primitive, u32 count, u32
current_primitive_type = primitive_from_gx[primitive];
// Check for size in buffer, if the buffer gets full, call Flush()
if ( !IsFlushed && ( count > IndexGenerator::GetRemainingIndices() ||
count > GetRemainingIndices(primitive) || needed_vertex_bytes > GetRemainingSize() ) )
if (!s_is_flushed && ( count > IndexGenerator::GetRemainingIndices() ||
count > GetRemainingIndices(primitive) || needed_vertex_bytes > GetRemainingSize()))
{
Flush();
@ -83,13 +83,13 @@ DataReader VertexManager::PrepareForAdditionalData(int primitive, u32 count, u32
"Increase MAXVBUFFERSIZE or we need primitive breaking after all.");
}
CullAll = cullall;
s_cull_all = cullall;
// need to alloc new buffer
if (IsFlushed)
if (s_is_flushed)
{
g_vertex_manager->ResetBuffer(stride);
IsFlushed = false;
s_is_flushed = false;
}
return DataReader(s_pCurBufferPointer, s_pEndBufferPointer);
@ -160,7 +160,7 @@ u32 VertexManager::GetRemainingIndices(int primitive)
void VertexManager::Flush()
{
if (IsFlushed)
if (s_is_flushed)
return;
// loading a state will invalidate BP, so check for it
@ -197,7 +197,7 @@ void VertexManager::Flush()
#endif
// If the primitave is marked CullAll. All we need to do is update the vertex constants and calculate the zfreeze refrence slope
if (!CullAll)
if (!s_cull_all)
{
BitSet32 usedtextures;
for (u32 i = 0; i < bpmem.genMode.numtevstages + 1u; ++i)
@ -220,7 +220,9 @@ void VertexManager::Flush()
PixelShaderManager::SetTexDims(i, tentry->native_width, tentry->native_height, 0, 0);
}
else
{
ERROR_LOG(VIDEO, "error loading texture");
}
}
}
@ -233,13 +235,13 @@ void VertexManager::Flush()
// Must be done after VertexShaderManager::SetConstants()
CalculateZSlope(VertexLoaderManager::GetCurrentVertexFormat());
}
else if (ZSlope.dirty && !CullAll) // or apply any dirty ZSlopes
else if (s_zslope.dirty && !s_cull_all) // or apply any dirty ZSlopes
{
PixelShaderManager::SetZSlope(ZSlope.dfdx, ZSlope.dfdy, ZSlope.f0);
ZSlope.dirty = false;
PixelShaderManager::SetZSlope(s_zslope.dfdx, s_zslope.dfdy, s_zslope.f0);
s_zslope.dirty = false;
}
if (!CullAll)
if (!s_cull_all)
{
// set the rest of the global constants
GeometryShaderManager::SetConstants();
@ -262,17 +264,17 @@ void VertexManager::Flush()
if (xfmem.numTexGen.numTexGens != bpmem.genMode.numtexgens)
ERROR_LOG(VIDEO, "xf.numtexgens (%d) does not match bp.numtexgens (%d). Error in command stream.", xfmem.numTexGen.numTexGens, bpmem.genMode.numtexgens.Value());
IsFlushed = true;
CullAll = false;
s_is_flushed = true;
s_cull_all = false;
}
void VertexManager::DoState(PointerWrap& p)
{
p.Do(ZSlope);
p.Do(s_zslope);
g_vertex_manager->vDoState(p);
}
void VertexManager::CalculateZSlope(NativeVertexFormat *format)
void VertexManager::CalculateZSlope(NativeVertexFormat* format)
{
float vtx[9];
float out[12];
@ -324,8 +326,8 @@ void VertexManager::CalculateZSlope(NativeVertexFormat *format)
if (c == 0)
return;
ZSlope.dfdx = -a / c;
ZSlope.dfdy = -b / c;
ZSlope.f0 = out[2] - (out[0] * ZSlope.dfdx + out[1] * ZSlope.dfdy);
ZSlope.dirty = true;
s_zslope.dfdx = -a / c;
s_zslope.dfdy = -b / c;
s_zslope.f0 = out[2] - (out[0] * s_zslope.dfdx + out[1] * s_zslope.dfdy);
s_zslope.dirty = true;
}

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@ -64,13 +64,13 @@ protected:
static u32 GetRemainingSize();
static u32 GetRemainingIndices(int primitive);
static Slope ZSlope;
static void CalculateZSlope(NativeVertexFormat *format);
static Slope s_zslope;
static void CalculateZSlope(NativeVertexFormat* format);
static bool CullAll;
static bool s_cull_all;
private:
static bool IsFlushed;
static bool s_is_flushed;
virtual void vFlush(bool useDstAlpha) = 0;

View File

@ -690,13 +690,13 @@ void VertexShaderManager::ResetView()
bProjectionChanged = true;
}
void VertexShaderManager::TransformToClipSpace(const float* data, float *out, u32 MtxIdx)
void VertexShaderManager::TransformToClipSpace(const float* data, float* out, u32 MtxIdx)
{
const float *world_matrix = (const float *)xfmem.posMatrices + (MtxIdx & 0x3f) * 4;
const float* world_matrix = (const float*)xfmem.posMatrices + (MtxIdx & 0x3f) * 4;
// We use the projection matrix calculated by vertexShaderManager, because it
// includes any free look transformations.
// Make sure VertexManager::SetConstants() has been called first.
const float *proj_matrix = &g_fProjectionMatrix[0];
const float* proj_matrix = &g_fProjectionMatrix[0];
float t[3];
t[0] = data[0] * world_matrix[0] + data[1] * world_matrix[1] + data[2] * world_matrix[2] + world_matrix[3];

View File

@ -35,10 +35,10 @@ public:
static void ResetView();
// data: 3 floats representing the X, Y and Z vertex model coordinates and the posmatrix index.
// out: 4 floats which will be initialized with the corresponding clip space coordinates
// out: 4 floats which will be initialized with the corresponding clip space coordinates
// NOTE: g_fProjectionMatrix must be up to date when this is called
// (i.e. VertexShaderManager::SetConstants needs to be called before using this!)
static void TransformToClipSpace(const float* data, float *out, u32 mtxIdx);
// (i.e. VertexShaderManager::SetConstants needs to be called before using this!)
static void TransformToClipSpace(const float* data, float* out, u32 mtxIdx);
static VertexShaderConstants constants;
static bool dirty;