SW NativeVertexFormat: Utilize std::array where applicable
Gets rid of some hardcoded looping bounds, and also simplifies code in some places, sometimes allowing for removal of a loop altogether.
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@ -338,15 +338,11 @@ static void CopyVertex(OutputVertexData* dst, const OutputVertexData* src, float
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dst->screenPosition.y = src->screenPosition.y + dy;
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dst->screenPosition.z = src->screenPosition.z;
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for (int i = 0; i < 3; ++i)
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dst->normal[i] = src->normal[i];
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for (int i = 0; i < 4; ++i)
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dst->color[0][i] = src->color[0][i];
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dst->normal = src->normal;
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dst->color[0] = src->color[0];
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// todo - s offset
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for (int i = 0; i < 8; ++i)
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dst->texCoords[i] = src->texCoords[i];
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dst->texCoords = src->texCoords;
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}
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void ProcessLine(OutputVertexData* lineV0, OutputVertexData* lineV1)
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@ -4,6 +4,9 @@
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#pragma once
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#include <array>
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#include <cstddef>
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#include "Common/CommonTypes.h"
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#include "VideoBackends/Software/Vec3.h"
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@ -18,12 +21,12 @@ struct Vec4
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struct InputVertexData
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{
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u8 posMtx;
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u8 texMtx[8];
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std::array<u8, 8> texMtx;
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Vec3 position;
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Vec3 normal[3];
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u8 color[2][4];
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float texCoords[8][2];
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std::array<Vec3, 3> normal;
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std::array<std::array<u8, 4>, 2> color;
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std::array<std::array<float, 2>, 8> texCoords;
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};
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struct OutputVertexData
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@ -40,9 +43,9 @@ struct OutputVertexData
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Vec3 mvPosition = {};
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Vec4 projectedPosition = {};
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Vec3 screenPosition = {};
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Vec3 normal[3] = {};
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u8 color[2][4] = {};
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Vec3 texCoords[8] = {};
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std::array<Vec3, 3> normal{};
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std::array<std::array<u8, 4>, 2> color{};
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std::array<Vec3, 8> texCoords{};
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void Lerp(float t, const OutputVertexData* a, const OutputVertexData* b)
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{
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@ -57,19 +60,19 @@ struct OutputVertexData
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projectedPosition.z = LINTERP(t, a->projectedPosition.z, b->projectedPosition.z);
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projectedPosition.w = LINTERP(t, a->projectedPosition.w, b->projectedPosition.w);
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for (int i = 0; i < 3; ++i)
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for (std::size_t i = 0; i < normal.size(); ++i)
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{
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normal[i] = LINTERP(t, a->normal[i], b->normal[i]);
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}
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u16 t_int = (u16)(t * 256);
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for (int i = 0; i < 4; ++i)
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const u16 t_int = static_cast<u16>(t * 256);
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for (std::size_t i = 0; i < color[0].size(); ++i)
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{
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color[0][i] = LINTERP_INT(t_int, a->color[0][i], b->color[0][i]);
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color[1][i] = LINTERP_INT(t_int, a->color[1][i], b->color[1][i]);
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}
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for (int i = 0; i < 8; ++i)
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for (std::size_t i = 0; i < texCoords.size(); ++i)
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{
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texCoords[i] = LINTERP(t, a->texCoords[i], b->texCoords[i]);
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}
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@ -4,6 +4,7 @@
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#include "VideoBackends/Software/SWVertexLoader.h"
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#include <cstddef>
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#include <limits>
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#include "Common/Assert.h"
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@ -97,7 +98,7 @@ void SWVertexLoader::vFlush()
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memset(&m_Vertex, 0, sizeof(m_Vertex));
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// Super Mario Sunshine requires those to be zero for those debug boxes.
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memset(&m_Vertex.color, 0, sizeof(m_Vertex.color));
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m_Vertex.color = {};
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// parse the videocommon format to our own struct format (m_Vertex)
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SetFormat(g_main_cp_state.last_id, primitiveType);
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@ -106,7 +107,7 @@ void SWVertexLoader::vFlush()
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// transform this vertex so that it can be used for rasterization (outVertex)
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OutputVertexData* outVertex = m_SetupUnit.GetVertex();
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TransformUnit::TransformPosition(&m_Vertex, outVertex);
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memset(&outVertex->normal, 0, sizeof(outVertex->normal));
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outVertex->normal = {};
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if (VertexLoaderManager::g_current_components & VB_HAS_NRM0)
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{
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TransformUnit::TransformNormal(
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@ -218,19 +219,19 @@ void SWVertexLoader::ParseVertex(const PortableVertexDeclaration& vdec, int inde
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ReadVertexAttribute<float>(&m_Vertex.position[0], src, vdec.position, 0, 3, false);
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for (int i = 0; i < 3; i++)
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for (std::size_t i = 0; i < m_Vertex.normal.size(); i++)
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{
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ReadVertexAttribute<float>(&m_Vertex.normal[i][0], src, vdec.normals[i], 0, 3, false);
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}
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for (int i = 0; i < 2; i++)
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for (std::size_t i = 0; i < m_Vertex.color.size(); i++)
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{
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ReadVertexAttribute<u8>(m_Vertex.color[i], src, vdec.colors[i], 0, 4, true);
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ReadVertexAttribute<u8>(m_Vertex.color[i].data(), src, vdec.colors[i], 0, 4, true);
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}
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for (int i = 0; i < 8; i++)
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for (std::size_t i = 0; i < m_Vertex.texCoords.size(); i++)
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{
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ReadVertexAttribute<float>(m_Vertex.texCoords[i], src, vdec.texcoords[i], 0, 2, false);
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ReadVertexAttribute<float>(m_Vertex.texCoords[i].data(), src, vdec.texcoords[i], 0, 2, false);
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// the texmtr is stored as third component of the texCoord
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if (vdec.texcoords[i].components >= 3)
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@ -330,7 +330,7 @@ void TransformColor(const InputVertexData* src, OutputVertexData* dst)
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// color
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const LitChannel& colorchan = xfmem.color[chan];
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if (colorchan.matsource)
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std::memcpy(matcolor.data(), src->color[chan], sizeof(u32)); // vertex
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matcolor = src->color[chan]; // vertex
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else
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std::memcpy(matcolor.data(), &xfmem.matColor[chan], sizeof(u32));
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@ -403,7 +403,7 @@ void TransformColor(const InputVertexData* src, OutputVertexData* dst)
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// abgr -> rgba
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const u32 rgba_color = Common::swap32(chancolor.data());
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std::memcpy(dst->color[chan], &rgba_color, sizeof(u32));
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std::memcpy(dst->color[chan].data(), &rgba_color, sizeof(u32));
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}
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}
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