Merge pull request #1957 from lioncash/cs
Coding style cleanup from the zfreeze merge
This commit is contained in:
commit
bf0293231f
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@ -41,10 +41,9 @@ static size_t s_baseVertex;
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static size_t s_index_offset;
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VertexManager::VertexManager()
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: m_cpu_v_buffer(MAX_VBUFFER_SIZE), m_cpu_i_buffer(MAX_IBUFFER_SIZE)
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{
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CreateDeviceObjects();
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CpuVBuffer.resize(MAX_VBUFFER_SIZE);
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CpuIBuffer.resize(MAX_IBUFFER_SIZE);
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}
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VertexManager::~VertexManager()
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@ -83,13 +82,13 @@ void VertexManager::PrepareDrawBuffers(u32 stride)
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void VertexManager::ResetBuffer(u32 stride)
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{
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if (CullAll)
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if (s_cull_all)
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{
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// This buffer isn't getting sent to the GPU. Just allocate it on the cpu.
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s_pCurBufferPointer = s_pBaseBufferPointer = CpuVBuffer.data();
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s_pEndBufferPointer = s_pBaseBufferPointer + CpuVBuffer.size();
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s_pCurBufferPointer = s_pBaseBufferPointer = m_cpu_v_buffer.data();
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s_pEndBufferPointer = s_pBaseBufferPointer + m_cpu_v_buffer.size();
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IndexGenerator::Start((u16*)CpuIBuffer.data());
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IndexGenerator::Start((u16*)m_cpu_i_buffer.data());
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}
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else
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{
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@ -47,8 +47,8 @@ private:
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void PrepareDrawBuffers(u32 stride);
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// Alternative buffers in CPU memory for primatives we are going to discard.
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std::vector<u8> CpuVBuffer;
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std::vector<u16> CpuIBuffer;
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std::vector<u8> m_cpu_v_buffer;
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std::vector<u16> m_cpu_i_buffer;
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};
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}
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@ -26,10 +26,10 @@ u8 *VertexManager::s_pEndBufferPointer;
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PrimitiveType VertexManager::current_primitive_type;
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Slope VertexManager::ZSlope;
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Slope VertexManager::s_zslope;
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bool VertexManager::IsFlushed;
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bool VertexManager::CullAll;
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bool VertexManager::s_is_flushed;
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bool VertexManager::s_cull_all;
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static const PrimitiveType primitive_from_gx[8] = {
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PRIMITIVE_TRIANGLES, // GX_DRAW_QUADS
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@ -44,8 +44,8 @@ static const PrimitiveType primitive_from_gx[8] = {
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VertexManager::VertexManager()
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{
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IsFlushed = true;
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CullAll = false;
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s_is_flushed = true;
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s_cull_all = false;
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}
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VertexManager::~VertexManager()
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@ -68,8 +68,8 @@ DataReader VertexManager::PrepareForAdditionalData(int primitive, u32 count, u32
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current_primitive_type = primitive_from_gx[primitive];
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// Check for size in buffer, if the buffer gets full, call Flush()
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if ( !IsFlushed && ( count > IndexGenerator::GetRemainingIndices() ||
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count > GetRemainingIndices(primitive) || needed_vertex_bytes > GetRemainingSize() ) )
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if (!s_is_flushed && ( count > IndexGenerator::GetRemainingIndices() ||
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count > GetRemainingIndices(primitive) || needed_vertex_bytes > GetRemainingSize()))
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{
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Flush();
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@ -83,13 +83,13 @@ DataReader VertexManager::PrepareForAdditionalData(int primitive, u32 count, u32
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"Increase MAXVBUFFERSIZE or we need primitive breaking after all.");
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}
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CullAll = cullall;
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s_cull_all = cullall;
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// need to alloc new buffer
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if (IsFlushed)
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if (s_is_flushed)
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{
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g_vertex_manager->ResetBuffer(stride);
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IsFlushed = false;
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s_is_flushed = false;
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}
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return DataReader(s_pCurBufferPointer, s_pEndBufferPointer);
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@ -160,7 +160,7 @@ u32 VertexManager::GetRemainingIndices(int primitive)
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void VertexManager::Flush()
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{
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if (IsFlushed)
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if (s_is_flushed)
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return;
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// loading a state will invalidate BP, so check for it
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@ -197,7 +197,7 @@ void VertexManager::Flush()
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#endif
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// If the primitave is marked CullAll. All we need to do is update the vertex constants and calculate the zfreeze refrence slope
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if (!CullAll)
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if (!s_cull_all)
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{
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BitSet32 usedtextures;
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for (u32 i = 0; i < bpmem.genMode.numtevstages + 1u; ++i)
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@ -220,9 +220,11 @@ void VertexManager::Flush()
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PixelShaderManager::SetTexDims(i, tentry->native_width, tentry->native_height, 0, 0);
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}
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else
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{
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ERROR_LOG(VIDEO, "error loading texture");
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}
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}
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}
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// set global vertex constants
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VertexShaderManager::SetConstants();
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@ -233,13 +235,13 @@ void VertexManager::Flush()
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// Must be done after VertexShaderManager::SetConstants()
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CalculateZSlope(VertexLoaderManager::GetCurrentVertexFormat());
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}
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else if (ZSlope.dirty && !CullAll) // or apply any dirty ZSlopes
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else if (s_zslope.dirty && !s_cull_all) // or apply any dirty ZSlopes
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{
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PixelShaderManager::SetZSlope(ZSlope.dfdx, ZSlope.dfdy, ZSlope.f0);
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ZSlope.dirty = false;
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PixelShaderManager::SetZSlope(s_zslope.dfdx, s_zslope.dfdy, s_zslope.f0);
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s_zslope.dirty = false;
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}
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if (!CullAll)
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if (!s_cull_all)
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{
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// set the rest of the global constants
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GeometryShaderManager::SetConstants();
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@ -262,17 +264,17 @@ void VertexManager::Flush()
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if (xfmem.numTexGen.numTexGens != bpmem.genMode.numtexgens)
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ERROR_LOG(VIDEO, "xf.numtexgens (%d) does not match bp.numtexgens (%d). Error in command stream.", xfmem.numTexGen.numTexGens, bpmem.genMode.numtexgens.Value());
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IsFlushed = true;
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CullAll = false;
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s_is_flushed = true;
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s_cull_all = false;
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}
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void VertexManager::DoState(PointerWrap& p)
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{
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p.Do(ZSlope);
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p.Do(s_zslope);
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g_vertex_manager->vDoState(p);
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}
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void VertexManager::CalculateZSlope(NativeVertexFormat *format)
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void VertexManager::CalculateZSlope(NativeVertexFormat* format)
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{
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float vtx[9];
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float out[12];
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@ -324,8 +326,8 @@ void VertexManager::CalculateZSlope(NativeVertexFormat *format)
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if (c == 0)
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return;
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ZSlope.dfdx = -a / c;
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ZSlope.dfdy = -b / c;
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ZSlope.f0 = out[2] - (out[0] * ZSlope.dfdx + out[1] * ZSlope.dfdy);
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ZSlope.dirty = true;
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s_zslope.dfdx = -a / c;
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s_zslope.dfdy = -b / c;
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s_zslope.f0 = out[2] - (out[0] * s_zslope.dfdx + out[1] * s_zslope.dfdy);
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s_zslope.dirty = true;
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}
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@ -64,13 +64,13 @@ protected:
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static u32 GetRemainingSize();
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static u32 GetRemainingIndices(int primitive);
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static Slope ZSlope;
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static void CalculateZSlope(NativeVertexFormat *format);
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static Slope s_zslope;
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static void CalculateZSlope(NativeVertexFormat* format);
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static bool CullAll;
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static bool s_cull_all;
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private:
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static bool IsFlushed;
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static bool s_is_flushed;
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virtual void vFlush(bool useDstAlpha) = 0;
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@ -690,13 +690,13 @@ void VertexShaderManager::ResetView()
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bProjectionChanged = true;
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}
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void VertexShaderManager::TransformToClipSpace(const float* data, float *out, u32 MtxIdx)
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void VertexShaderManager::TransformToClipSpace(const float* data, float* out, u32 MtxIdx)
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{
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const float *world_matrix = (const float *)xfmem.posMatrices + (MtxIdx & 0x3f) * 4;
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const float* world_matrix = (const float*)xfmem.posMatrices + (MtxIdx & 0x3f) * 4;
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// We use the projection matrix calculated by vertexShaderManager, because it
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// includes any free look transformations.
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// Make sure VertexManager::SetConstants() has been called first.
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const float *proj_matrix = &g_fProjectionMatrix[0];
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const float* proj_matrix = &g_fProjectionMatrix[0];
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float t[3];
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t[0] = data[0] * world_matrix[0] + data[1] * world_matrix[1] + data[2] * world_matrix[2] + world_matrix[3];
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@ -38,7 +38,7 @@ public:
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// out: 4 floats which will be initialized with the corresponding clip space coordinates
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// NOTE: g_fProjectionMatrix must be up to date when this is called
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// (i.e. VertexShaderManager::SetConstants needs to be called before using this!)
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static void TransformToClipSpace(const float* data, float *out, u32 mtxIdx);
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static void TransformToClipSpace(const float* data, float* out, u32 mtxIdx);
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static VertexShaderConstants constants;
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static bool dirty;
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