1004 lines
32 KiB
C++
1004 lines
32 KiB
C++
// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#include "Common/Common.h"
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#include "Common/MemoryUtil.h"
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#include "Common/StringUtil.h"
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#include "Common/x64ABI.h"
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#include "Common/x64Emitter.h"
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#include "Core/Host.h"
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#include "VideoCommon/BPMemory.h"
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#include "VideoCommon/DataReader.h"
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#include "VideoCommon/IndexGenerator.h"
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#include "VideoCommon/LookUpTables.h"
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#include "VideoCommon/PixelEngine.h"
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#include "VideoCommon/Statistics.h"
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#include "VideoCommon/VertexLoader.h"
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#include "VideoCommon/VertexLoader_Color.h"
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#include "VideoCommon/VertexLoader_Normal.h"
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#include "VideoCommon/VertexLoader_Position.h"
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#include "VideoCommon/VertexLoader_TextCoord.h"
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#include "VideoCommon/VertexLoaderManager.h"
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#include "VideoCommon/VertexManagerBase.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/VideoConfig.h"
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//BBox
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#include "VideoCommon/XFMemory.h"
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#define COMPILED_CODE_SIZE 4096
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NativeVertexFormat *g_nativeVertexFmt;
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#ifndef _WIN32
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#undef inline
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#define inline
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#endif
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// Matrix components are first in GC format but later in PC format - we need to store it temporarily
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// when decoding each vertex.
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static u8 s_curposmtx = MatrixIndexA.PosNormalMtxIdx;
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static u8 s_curtexmtx[8];
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static int s_texmtxwrite = 0;
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static int s_texmtxread = 0;
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static int loop_counter;
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// Vertex loaders read these. Although the scale ones should be baked into the shader.
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int tcIndex;
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int colIndex;
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TVtxAttr* pVtxAttr;
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int colElements[2];
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float posScale;
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float tcScale[8];
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// bbox variables
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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 int s_bbox_primitive;
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static struct Point
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{
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s32 x;
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s32 y;
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float z;
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} s_bbox_points[3];
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static u8 s_bbox_currPoint;
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static u8 s_bbox_loadedPoints;
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static const u8 s_bbox_primitivePoints[8] = { 3, 0, 3, 3, 3, 2, 2, 1 };
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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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1.0f / (1U << 8), 1.0f / (1U << 9), 1.0f / (1U << 10), 1.0f / (1U << 11),
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1.0f / (1U << 12), 1.0f / (1U << 13), 1.0f / (1U << 14), 1.0f / (1U << 15),
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1.0f / (1U << 16), 1.0f / (1U << 17), 1.0f / (1U << 18), 1.0f / (1U << 19),
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1.0f / (1U << 20), 1.0f / (1U << 21), 1.0f / (1U << 22), 1.0f / (1U << 23),
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1.0f / (1U << 24), 1.0f / (1U << 25), 1.0f / (1U << 26), 1.0f / (1U << 27),
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1.0f / (1U << 28), 1.0f / (1U << 29), 1.0f / (1U << 30), 1.0f / (1U << 31),
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};
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using namespace Gen;
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void LOADERDECL PosMtx_ReadDirect_UByte()
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{
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s_curposmtx = DataReadU8() & 0x3f;
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PRIM_LOG("posmtx: %d, ", s_curposmtx);
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}
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void LOADERDECL PosMtx_Write()
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{
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DataWrite<u8>(s_curposmtx);
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DataWrite<u8>(0);
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DataWrite<u8>(0);
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DataWrite<u8>(0);
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// Resetting current position matrix to default is needed for bbox to behave
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s_curposmtx = (u8) MatrixIndexA.PosNormalMtxIdx;
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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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inline bool UpdateBoundingBoxVars()
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{
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switch (s_bbox_primitive)
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{
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// Quads: fill 0,1,2 (check),1 (check, clear, repeat)
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case 0:
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++s_bbox_loadedPoints;
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if (s_bbox_loadedPoints == 3)
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{
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s_bbox_currPoint = 1;
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return true;
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}
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if (s_bbox_loadedPoints == 4)
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{
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s_bbox_loadedPoints = 0;
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s_bbox_currPoint = 0;
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return true;
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}
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++s_bbox_currPoint;
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return false;
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// Triangles: 0,1,2 (check, clear, repeat)
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case 2:
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++s_bbox_loadedPoints;
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if (s_bbox_loadedPoints == 3)
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{
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s_bbox_loadedPoints = 0;
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s_bbox_currPoint = 0;
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return true;
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}
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++s_bbox_currPoint;
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return false;
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// Triangle strip: 0, 1, 2 (check), 0 (check), 1, (check), 2 (check, repeat checking 0, 1, 2)
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case 3:
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if (++s_bbox_currPoint == 3)
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s_bbox_currPoint = 0;
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if (s_bbox_loadedPoints == 2)
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return true;
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++s_bbox_loadedPoints;
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return false;
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// Triangle fan: 0,1,2 (check), 1 (check), 2 (check, repeat checking 1,2)
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case 4:
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s_bbox_currPoint ^= s_bbox_currPoint ? 3 : 1;
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if (s_bbox_loadedPoints == 2)
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return true;
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++s_bbox_loadedPoints;
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return false;
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// Lines: 0,1 (check, clear, repeat)
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case 5:
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++s_bbox_loadedPoints;
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if (s_bbox_loadedPoints == 2)
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{
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s_bbox_loadedPoints = 0;
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s_bbox_currPoint = 0;
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return true;
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}
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++s_bbox_currPoint;
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return false;
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// Line strip: 0,1 (check), 0 (check), 1 (check, repeat checking 0,1)
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case 6:
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s_bbox_currPoint ^= 1;
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if (s_bbox_loadedPoints == 1)
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return true;
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++s_bbox_loadedPoints;
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return false;
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// Points: 0 (check, clear, repeat)
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case 7:
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return true;
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// This should not happen!
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default:
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return false;
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}
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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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// 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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float transformed[3];
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float screenPoint[3];
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// We need to get the raw projection values for the bounding box calculation
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// to work properly. That means, no projection hacks!
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const float * const orig_point = s_bbox_vertex_buffer;
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const float * const world_matrix = (float*)xfmem.posMatrices + s_curposmtx * 4;
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const float * const proj_matrix = xfmem.projection.rawProjection;
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// Transform by world matrix
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// Only calculate what we need, discard the rest
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transformed[0] = orig_point[0] * world_matrix[0] + orig_point[1] * world_matrix[1] + orig_point[2] * world_matrix[2] + world_matrix[3];
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transformed[1] = orig_point[0] * world_matrix[4] + orig_point[1] * world_matrix[5] + orig_point[2] * world_matrix[6] + world_matrix[7];
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// Transform by projection matrix
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switch (xfmem.projection.type)
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{
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// Perspective projection, we must divide by w
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case GX_PERSPECTIVE:
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transformed[2] = orig_point[0] * world_matrix[8] + orig_point[1] * world_matrix[9] + orig_point[2] * world_matrix[10] + world_matrix[11];
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screenPoint[0] = (transformed[0] * proj_matrix[0] + transformed[2] * proj_matrix[1]) / (-transformed[2]);
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screenPoint[1] = (transformed[1] * proj_matrix[2] + transformed[2] * proj_matrix[3]) / (-transformed[2]);
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screenPoint[2] = ((transformed[2] * proj_matrix[4] + proj_matrix[5]) * (1.0f - (float) 1e-7)) / (-transformed[2]);
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break;
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// Orthographic projection
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case GX_ORTHOGRAPHIC:
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screenPoint[0] = transformed[0] * proj_matrix[0] + proj_matrix[1];
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screenPoint[1] = transformed[1] * proj_matrix[2] + proj_matrix[3];
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// We don't really have to care about z here
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screenPoint[2] = -0.2f;
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break;
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default:
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ERROR_LOG(VIDEO, "Unknown projection type: %d", xfmem.projection.type);
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screenPoint[0] = screenPoint[1] = screenPoint[2] = 1;
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}
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// Convert to screen space and add the point to the list - round like the real hardware
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s_bbox_points[s_bbox_currPoint].x = (((s32) (0.5f + (16.0f * (screenPoint[0] * xfmem.viewport.wd + (xfmem.viewport.xOrig - 342.0f))))) + 3) >> 4;
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s_bbox_points[s_bbox_currPoint].y = (((s32) (0.5f + (16.0f * (screenPoint[1] * xfmem.viewport.ht + (xfmem.viewport.yOrig - 342.0f))))) + 3) >> 4;
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s_bbox_points[s_bbox_currPoint].z = screenPoint[2];
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// Update point list for primitive
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bool check_bbox = UpdateBoundingBoxVars();
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// If we do not have enough points to check the bounding box yet, we are done for now
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if (!check_bbox)
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return;
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// How many points does our primitive have?
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const u8 numPoints = s_bbox_primitivePoints[s_bbox_primitive];
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// If the primitive is a point, update the bounding box now
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if (numPoints == 1)
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{
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Point & p = s_bbox_points[0];
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// Point is out of bounds
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if (p.x < 0 || p.x > 607 || p.y < 0 || p.y > 479 || p.z >= 0.0f)
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return;
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// Point is in bounds. Update bounding box if necessary and return
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PixelEngine::bbox[0] = (p.x < PixelEngine::bbox[0]) ? p.x : PixelEngine::bbox[0];
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PixelEngine::bbox[1] = (p.x > PixelEngine::bbox[1]) ? p.x : PixelEngine::bbox[1];
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PixelEngine::bbox[2] = (p.y < PixelEngine::bbox[2]) ? p.y : PixelEngine::bbox[2];
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PixelEngine::bbox[3] = (p.y > PixelEngine::bbox[3]) ? p.y : PixelEngine::bbox[3];
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return;
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}
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// Now comes the fun part. We must clip the triangles/lines to the viewport - also in software
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Point & p0 = s_bbox_points[0], &p1 = s_bbox_points[1], &p2 = s_bbox_points[2];
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// Check for z-clip. This crude method is required for Mickey's Magical Mirror, at least
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if ((p0.z > 0.0f) || (p1.z > 0.0f) || ((numPoints == 3) && (p2.z > 0.0f)))
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return;
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// Check points for bounds
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u8 b0 = ((p0.x > 0) ? 1 : 0) | ((p0.y > 0) ? 2 : 0) | ((p0.x > 607) ? 4 : 0) | ((p0.y > 479) ? 8 : 0);
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u8 b1 = ((p1.x > 0) ? 1 : 0) | ((p1.y > 0) ? 2 : 0) | ((p1.x > 607) ? 4 : 0) | ((p1.y > 479) ? 8 : 0);
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// Let's be practical... If we only have a line, setting b2 to 3 saves an "if"-clause later on
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u8 b2 = 3;
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// Otherwise if we have a triangle, we need to check the third point
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if (numPoints == 3)
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b2 = ((p2.x > 0) ? 1 : 0) | ((p2.y > 0) ? 2 : 0) | ((p2.x > 607) ? 4 : 0) | ((p2.y > 479) ? 8 : 0);
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// These are the internal bbox vars
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s32 left = 608, right = -1, top = 480, bottom = -1;
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// If the polygon is inside viewport, let's update the bounding box and be done with it
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if ((b0 == 3) && (b0 == b1) && (b0 == b2))
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{
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left = std::min(p0.x, p1.x);
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top = std::min(p0.y, p1.y);
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right = std::max(p0.x, p1.x);
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bottom = std::max(p0.y, p1.y);
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// Triangle
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if (numPoints == 3)
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{
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left = std::min(left, p2.x);
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top = std::min(top, p2.y);
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right = std::max(right, p2.x);
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bottom = std::max(bottom, p2.y);
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}
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// Update bounding box
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PixelEngine::bbox[0] = (left < PixelEngine::bbox[0]) ? left : PixelEngine::bbox[0];
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PixelEngine::bbox[1] = (right > PixelEngine::bbox[1]) ? right : PixelEngine::bbox[1];
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PixelEngine::bbox[2] = (top < PixelEngine::bbox[2]) ? top : PixelEngine::bbox[2];
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PixelEngine::bbox[3] = (bottom > PixelEngine::bbox[3]) ? bottom : PixelEngine::bbox[3];
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return;
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}
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// If it is not inside, then either it is completely outside, or it needs clipping.
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// Check the primitive's lines
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u8 i0 = b0 ^ b1;
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u8 i1 = (numPoints == 3) ? (b1 ^ b2) : i0;
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u8 i2 = (numPoints == 3) ? (b0 ^ b2) : i0;
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// Primitive out of bounds - return
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if (!(i0 | i1 | i2))
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return;
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// First point inside viewport - update internal bbox
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if (b0 == 3)
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{
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left = p0.x;
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top = p0.y;
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right = p0.x;
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bottom = p0.y;
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}
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// Second point inside
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if (b1 == 3)
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{
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left = std::min(p1.x, left);
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top = std::min(p1.y, top);
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right = std::max(p1.x, right);
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bottom = std::max(p1.y, bottom);
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}
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// Third point inside
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if ((b2 == 3) && (numPoints == 3))
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{
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left = std::min(p2.x, left);
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top = std::min(p2.y, top);
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right = std::max(p2.x, right);
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bottom = std::max(p2.y, bottom);
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}
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// Triangle equation vars
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float m, c;
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// Some definitions to help with rounding later on
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const float highNum = 89374289734.0f;
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const float roundUp = 0.001f;
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// Intersection result
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s32 s;
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// First line intersects
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if (i0)
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{
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m = (p1.x - p0.x) ? ((p1.y - p0.y) / (p1.x - p0.x)) : highNum;
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c = p0.y - (m * p0.x);
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if (i0 & 1) { s = (s32)(c + roundUp); if (s >= 0 && s <= 479) left = 0; top = std::min(s, top); bottom = std::max(s, bottom); }
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if (i0 & 2) { s = (s32)((-c / m) + roundUp); if (s >= 0 && s <= 607) top = 0; left = std::min(s, left); right = std::max(s, right); }
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if (i0 & 4) { s = (s32)((m * 607) + c + roundUp); if (s >= 0 && s <= 479) right = 607; top = std::min(s, top); bottom = std::max(s, bottom); }
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if (i0 & 8) { s = (s32)(((479 - c) / m) + roundUp); if (s >= 0 && s <= 607) bottom = 479; left = std::min(s, left); right = std::max(s, right); }
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}
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// Only check other lines if we are dealing with a triangle
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if (numPoints == 3)
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{
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// Second line intersects
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if (i1)
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{
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m = (p2.x - p1.x) ? ((p2.y - p1.y) / (p2.x - p1.x)) : highNum;
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c = p1.y - (m * p1.x);
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if (i1 & 1) { s = (s32)(c + roundUp); if (s >= 0 && s <= 479) left = 0; top = std::min(s, top); bottom = std::max(s, bottom); }
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if (i1 & 2) { s = (s32)((-c / m) + roundUp); if (s >= 0 && s <= 607) top = 0; left = std::min(s, left); right = std::max(s, right); }
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if (i1 & 4) { s = (s32)((m * 607) + c + roundUp); if (s >= 0 && s <= 479) right = 607; top = std::min(s, top); bottom = std::max(s, bottom); }
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if (i1 & 8) { s = (s32)(((479 - c) / m) + roundUp); if (s >= 0 && s <= 607) bottom = 479; left = std::min(s, left); right = std::max(s, right); }
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}
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// Third line intersects
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if (i2)
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{
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m = (p2.x - p0.x) ? ((p2.y - p0.y) / (p2.x - p0.x)) : highNum;
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c = p0.y - (m * p0.x);
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if (i2 & 1) { s = (s32)(c + roundUp); if (s >= 0 && s <= 479) left = 0; top = std::min(s, top); bottom = std::max(s, bottom); }
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if (i2 & 2) { s = (s32)((-c / m) + roundUp); if (s >= 0 && s <= 607) top = 0; left = std::min(s, left); right = std::max(s, right); }
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if (i2 & 4) { s = (s32)((m * 607) + c + roundUp); if (s >= 0 && s <= 479) right = 607; top = std::min(s, top); bottom = std::max(s, bottom); }
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if (i2 & 8) { s = (s32)(((479 - c) / m) + roundUp); if (s >= 0 && s <= 607) bottom = 479; left = std::min(s, left); right = std::max(s, right); }
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}
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}
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// Wrong bounding box values, discard this polygon (it is outside)
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if (left > 607 || top > 479 || right < 0 || bottom < 0)
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return;
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// Trim bounding box to viewport
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left = (left < 0) ? 0 : left;
|
|
top = (top < 0) ? 0 : top;
|
|
right = (right > 607) ? 607 : right;
|
|
bottom = (bottom > 479) ? 479 : bottom;
|
|
|
|
// Update bounding box
|
|
PixelEngine::bbox[0] = (left < PixelEngine::bbox[0]) ? left : PixelEngine::bbox[0];
|
|
PixelEngine::bbox[1] = (right > PixelEngine::bbox[1]) ? right : PixelEngine::bbox[1];
|
|
PixelEngine::bbox[2] = (top < PixelEngine::bbox[2]) ? top : PixelEngine::bbox[2];
|
|
PixelEngine::bbox[3] = (bottom > PixelEngine::bbox[3]) ? bottom : PixelEngine::bbox[3];
|
|
}
|
|
|
|
void LOADERDECL TexMtx_ReadDirect_UByte()
|
|
{
|
|
s_curtexmtx[s_texmtxread] = DataReadU8() & 0x3f;
|
|
PRIM_LOG("texmtx%d: %d, ", s_texmtxread, s_curtexmtx[s_texmtxread]);
|
|
s_texmtxread++;
|
|
}
|
|
|
|
void LOADERDECL TexMtx_Write_Float()
|
|
{
|
|
DataWrite(float(s_curtexmtx[s_texmtxwrite++]));
|
|
}
|
|
|
|
void LOADERDECL TexMtx_Write_Float2()
|
|
{
|
|
DataWrite(0.f);
|
|
DataWrite(float(s_curtexmtx[s_texmtxwrite++]));
|
|
}
|
|
|
|
void LOADERDECL TexMtx_Write_Float4()
|
|
{
|
|
DataWrite(0.f);
|
|
DataWrite(0.f);
|
|
DataWrite(float(s_curtexmtx[s_texmtxwrite++]));
|
|
// Just to fill out with 0.
|
|
DataWrite(0.f);
|
|
}
|
|
|
|
VertexLoader::VertexLoader(const TVtxDesc &vtx_desc, const VAT &vtx_attr)
|
|
{
|
|
m_compiledCode = nullptr;
|
|
m_numLoadedVertices = 0;
|
|
m_VertexSize = 0;
|
|
m_NativeFmt = nullptr;
|
|
loop_counter = 0;
|
|
VertexLoader_Normal::Init();
|
|
VertexLoader_Position::Init();
|
|
VertexLoader_TextCoord::Init();
|
|
|
|
m_VtxDesc = vtx_desc;
|
|
SetVAT(vtx_attr.g0.Hex, vtx_attr.g1.Hex, vtx_attr.g2.Hex);
|
|
|
|
#ifdef USE_VERTEX_LOADER_JIT
|
|
AllocCodeSpace(COMPILED_CODE_SIZE);
|
|
CompileVertexTranslator();
|
|
WriteProtect();
|
|
#else
|
|
m_numPipelineStages = 0;
|
|
CompileVertexTranslator();
|
|
#endif
|
|
|
|
}
|
|
|
|
VertexLoader::~VertexLoader()
|
|
{
|
|
#ifdef USE_VERTEX_LOADER_JIT
|
|
FreeCodeSpace();
|
|
#endif
|
|
delete m_NativeFmt;
|
|
}
|
|
|
|
void VertexLoader::CompileVertexTranslator()
|
|
{
|
|
m_VertexSize = 0;
|
|
const TVtxAttr &vtx_attr = m_VtxAttr;
|
|
|
|
#ifdef USE_VERTEX_LOADER_JIT
|
|
if (m_compiledCode)
|
|
PanicAlert("Trying to recompile a vertex translator");
|
|
|
|
m_compiledCode = GetCodePtr();
|
|
ABI_PushAllCalleeSavedRegsAndAdjustStack();
|
|
|
|
// Start loop here
|
|
const u8 *loop_start = GetCodePtr();
|
|
|
|
// Reset component counters if present in vertex format only.
|
|
if (m_VtxDesc.Tex0Coord || m_VtxDesc.Tex1Coord || m_VtxDesc.Tex2Coord || m_VtxDesc.Tex3Coord ||
|
|
m_VtxDesc.Tex4Coord || m_VtxDesc.Tex5Coord || m_VtxDesc.Tex6Coord || m_VtxDesc.Tex7Coord)
|
|
{
|
|
WriteSetVariable(32, &tcIndex, Imm32(0));
|
|
}
|
|
if (m_VtxDesc.Color0 || m_VtxDesc.Color1)
|
|
{
|
|
WriteSetVariable(32, &colIndex, Imm32(0));
|
|
}
|
|
if (m_VtxDesc.Tex0MatIdx || m_VtxDesc.Tex1MatIdx || m_VtxDesc.Tex2MatIdx || m_VtxDesc.Tex3MatIdx ||
|
|
m_VtxDesc.Tex4MatIdx || m_VtxDesc.Tex5MatIdx || m_VtxDesc.Tex6MatIdx || m_VtxDesc.Tex7MatIdx)
|
|
{
|
|
WriteSetVariable(32, &s_texmtxwrite, Imm32(0));
|
|
WriteSetVariable(32, &s_texmtxread, Imm32(0));
|
|
}
|
|
#else
|
|
// Reset pipeline
|
|
m_numPipelineStages = 0;
|
|
#endif
|
|
|
|
// Colors
|
|
const u32 col[2] = {m_VtxDesc.Color0, m_VtxDesc.Color1};
|
|
// TextureCoord
|
|
// Since m_VtxDesc.Text7Coord is broken across a 32 bit word boundary, retrieve its value manually.
|
|
// If we didn't do this, the vertex format would be read as one bit offset from where it should be, making
|
|
// 01 become 00, and 10/11 become 01
|
|
const u32 tc[8] = {
|
|
m_VtxDesc.Tex0Coord, m_VtxDesc.Tex1Coord, m_VtxDesc.Tex2Coord, m_VtxDesc.Tex3Coord,
|
|
m_VtxDesc.Tex4Coord, m_VtxDesc.Tex5Coord, m_VtxDesc.Tex6Coord, (const u32)((m_VtxDesc.Hex >> 31) & 3)
|
|
};
|
|
|
|
u32 components = 0;
|
|
|
|
// Position in pc vertex format.
|
|
int nat_offset = 0;
|
|
PortableVertexDeclaration vtx_decl;
|
|
memset(&vtx_decl, 0, sizeof(vtx_decl));
|
|
|
|
// Position Matrix Index
|
|
if (m_VtxDesc.PosMatIdx)
|
|
{
|
|
WriteCall(PosMtx_ReadDirect_UByte);
|
|
components |= VB_HAS_POSMTXIDX;
|
|
m_VertexSize += 1;
|
|
}
|
|
|
|
if (m_VtxDesc.Tex0MatIdx) {m_VertexSize += 1; components |= VB_HAS_TEXMTXIDX0; WriteCall(TexMtx_ReadDirect_UByte); }
|
|
if (m_VtxDesc.Tex1MatIdx) {m_VertexSize += 1; components |= VB_HAS_TEXMTXIDX1; WriteCall(TexMtx_ReadDirect_UByte); }
|
|
if (m_VtxDesc.Tex2MatIdx) {m_VertexSize += 1; components |= VB_HAS_TEXMTXIDX2; WriteCall(TexMtx_ReadDirect_UByte); }
|
|
if (m_VtxDesc.Tex3MatIdx) {m_VertexSize += 1; components |= VB_HAS_TEXMTXIDX3; WriteCall(TexMtx_ReadDirect_UByte); }
|
|
if (m_VtxDesc.Tex4MatIdx) {m_VertexSize += 1; components |= VB_HAS_TEXMTXIDX4; WriteCall(TexMtx_ReadDirect_UByte); }
|
|
if (m_VtxDesc.Tex5MatIdx) {m_VertexSize += 1; components |= VB_HAS_TEXMTXIDX5; WriteCall(TexMtx_ReadDirect_UByte); }
|
|
if (m_VtxDesc.Tex6MatIdx) {m_VertexSize += 1; components |= VB_HAS_TEXMTXIDX6; WriteCall(TexMtx_ReadDirect_UByte); }
|
|
if (m_VtxDesc.Tex7MatIdx) {m_VertexSize += 1; components |= VB_HAS_TEXMTXIDX7; WriteCall(TexMtx_ReadDirect_UByte); }
|
|
|
|
// Write vertex position loader
|
|
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;
|
|
vtx_decl.position.components = 3;
|
|
vtx_decl.position.enable = true;
|
|
vtx_decl.position.offset = 0;
|
|
vtx_decl.position.type = VAR_FLOAT;
|
|
vtx_decl.position.integer = false;
|
|
|
|
// Normals
|
|
if (m_VtxDesc.Normal != NOT_PRESENT)
|
|
{
|
|
m_VertexSize += VertexLoader_Normal::GetSize(m_VtxDesc.Normal,
|
|
m_VtxAttr.NormalFormat, m_VtxAttr.NormalElements, m_VtxAttr.NormalIndex3);
|
|
|
|
TPipelineFunction pFunc = VertexLoader_Normal::GetFunction(m_VtxDesc.Normal,
|
|
m_VtxAttr.NormalFormat, m_VtxAttr.NormalElements, m_VtxAttr.NormalIndex3);
|
|
|
|
if (pFunc == nullptr)
|
|
{
|
|
Host_SysMessage(
|
|
StringFromFormat("VertexLoader_Normal::GetFunction(%i %i %i %i) returned zero!",
|
|
m_VtxDesc.Normal, m_VtxAttr.NormalFormat,
|
|
m_VtxAttr.NormalElements, m_VtxAttr.NormalIndex3).c_str());
|
|
}
|
|
WriteCall(pFunc);
|
|
|
|
for (int i = 0; i < (vtx_attr.NormalElements ? 3 : 1); i++)
|
|
{
|
|
vtx_decl.normals[i].components = 3;
|
|
vtx_decl.normals[i].enable = true;
|
|
vtx_decl.normals[i].offset = nat_offset;
|
|
vtx_decl.normals[i].type = VAR_FLOAT;
|
|
vtx_decl.normals[i].integer = false;
|
|
nat_offset += 12;
|
|
}
|
|
|
|
components |= VB_HAS_NRM0;
|
|
if (m_VtxAttr.NormalElements == 1)
|
|
components |= VB_HAS_NRM1 | VB_HAS_NRM2;
|
|
}
|
|
|
|
for (int i = 0; i < 2; i++)
|
|
{
|
|
vtx_decl.colors[i].components = 4;
|
|
vtx_decl.colors[i].type = VAR_UNSIGNED_BYTE;
|
|
vtx_decl.colors[i].integer = false;
|
|
switch (col[i])
|
|
{
|
|
case NOT_PRESENT:
|
|
break;
|
|
case DIRECT:
|
|
switch (m_VtxAttr.color[i].Comp)
|
|
{
|
|
case FORMAT_16B_565: m_VertexSize += 2; WriteCall(Color_ReadDirect_16b_565); break;
|
|
case FORMAT_24B_888: m_VertexSize += 3; WriteCall(Color_ReadDirect_24b_888); break;
|
|
case FORMAT_32B_888x: m_VertexSize += 4; WriteCall(Color_ReadDirect_32b_888x); break;
|
|
case FORMAT_16B_4444: m_VertexSize += 2; WriteCall(Color_ReadDirect_16b_4444); break;
|
|
case FORMAT_24B_6666: m_VertexSize += 3; WriteCall(Color_ReadDirect_24b_6666); break;
|
|
case FORMAT_32B_8888: m_VertexSize += 4; WriteCall(Color_ReadDirect_32b_8888); break;
|
|
default: _assert_(0); break;
|
|
}
|
|
break;
|
|
case INDEX8:
|
|
m_VertexSize += 1;
|
|
switch (m_VtxAttr.color[i].Comp)
|
|
{
|
|
case FORMAT_16B_565: WriteCall(Color_ReadIndex8_16b_565); break;
|
|
case FORMAT_24B_888: WriteCall(Color_ReadIndex8_24b_888); break;
|
|
case FORMAT_32B_888x: WriteCall(Color_ReadIndex8_32b_888x); break;
|
|
case FORMAT_16B_4444: WriteCall(Color_ReadIndex8_16b_4444); break;
|
|
case FORMAT_24B_6666: WriteCall(Color_ReadIndex8_24b_6666); break;
|
|
case FORMAT_32B_8888: WriteCall(Color_ReadIndex8_32b_8888); break;
|
|
default: _assert_(0); break;
|
|
}
|
|
break;
|
|
case INDEX16:
|
|
m_VertexSize += 2;
|
|
switch (m_VtxAttr.color[i].Comp)
|
|
{
|
|
case FORMAT_16B_565: WriteCall(Color_ReadIndex16_16b_565); break;
|
|
case FORMAT_24B_888: WriteCall(Color_ReadIndex16_24b_888); break;
|
|
case FORMAT_32B_888x: WriteCall(Color_ReadIndex16_32b_888x); break;
|
|
case FORMAT_16B_4444: WriteCall(Color_ReadIndex16_16b_4444); break;
|
|
case FORMAT_24B_6666: WriteCall(Color_ReadIndex16_24b_6666); break;
|
|
case FORMAT_32B_8888: WriteCall(Color_ReadIndex16_32b_8888); break;
|
|
default: _assert_(0); break;
|
|
}
|
|
break;
|
|
}
|
|
// Common for the three bottom cases
|
|
if (col[i] != NOT_PRESENT)
|
|
{
|
|
components |= VB_HAS_COL0 << i;
|
|
vtx_decl.colors[i].offset = nat_offset;
|
|
vtx_decl.colors[i].enable = true;
|
|
nat_offset += 4;
|
|
}
|
|
}
|
|
|
|
// Texture matrix indices (remove if corresponding texture coordinate isn't enabled)
|
|
for (int i = 0; i < 8; i++)
|
|
{
|
|
vtx_decl.texcoords[i].offset = nat_offset;
|
|
vtx_decl.texcoords[i].type = VAR_FLOAT;
|
|
vtx_decl.texcoords[i].integer = false;
|
|
|
|
const int format = m_VtxAttr.texCoord[i].Format;
|
|
const int elements = m_VtxAttr.texCoord[i].Elements;
|
|
|
|
if (tc[i] == NOT_PRESENT)
|
|
{
|
|
components &= ~(VB_HAS_UV0 << i);
|
|
}
|
|
else
|
|
{
|
|
_assert_msg_(VIDEO, DIRECT <= tc[i] && tc[i] <= INDEX16, "Invalid texture coordinates!\n(tc[i] = %d)", tc[i]);
|
|
_assert_msg_(VIDEO, FORMAT_UBYTE <= format && format <= FORMAT_FLOAT, "Invalid texture coordinates format!\n(format = %d)", format);
|
|
_assert_msg_(VIDEO, 0 <= elements && elements <= 1, "Invalid number of texture coordinates elements!\n(elements = %d)", elements);
|
|
|
|
components |= VB_HAS_UV0 << i;
|
|
WriteCall(VertexLoader_TextCoord::GetFunction(tc[i], format, elements));
|
|
m_VertexSize += VertexLoader_TextCoord::GetSize(tc[i], format, elements);
|
|
}
|
|
|
|
if (components & (VB_HAS_TEXMTXIDX0 << i))
|
|
{
|
|
vtx_decl.texcoords[i].enable = true;
|
|
if (tc[i] != NOT_PRESENT)
|
|
{
|
|
// if texmtx is included, texcoord will always be 3 floats, z will be the texmtx index
|
|
vtx_decl.texcoords[i].components = 3;
|
|
nat_offset += 12;
|
|
WriteCall(m_VtxAttr.texCoord[i].Elements ? TexMtx_Write_Float : TexMtx_Write_Float2);
|
|
}
|
|
else
|
|
{
|
|
components |= VB_HAS_UV0 << i; // have to include since using now
|
|
vtx_decl.texcoords[i].components = 4;
|
|
nat_offset += 16; // still include the texture coordinate, but this time as 6 + 2 bytes
|
|
WriteCall(TexMtx_Write_Float4);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (tc[i] != NOT_PRESENT)
|
|
{
|
|
vtx_decl.texcoords[i].enable = true;
|
|
vtx_decl.texcoords[i].components = vtx_attr.texCoord[i].Elements ? 2 : 1;
|
|
nat_offset += 4 * (vtx_attr.texCoord[i].Elements ? 2 : 1);
|
|
}
|
|
}
|
|
|
|
if (tc[i] == NOT_PRESENT)
|
|
{
|
|
// if there's more tex coords later, have to write a dummy call
|
|
int j = i + 1;
|
|
for (; j < 8; ++j)
|
|
{
|
|
if (tc[j] != NOT_PRESENT)
|
|
{
|
|
WriteCall(VertexLoader_TextCoord::GetDummyFunction()); // important to get indices right!
|
|
break;
|
|
}
|
|
}
|
|
// tricky!
|
|
if (j == 8 && !((components & VB_HAS_TEXMTXIDXALL) & (VB_HAS_TEXMTXIDXALL << (i + 1))))
|
|
{
|
|
// no more tex coords and tex matrices, so exit loop
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (m_VtxDesc.PosMatIdx)
|
|
{
|
|
WriteCall(PosMtx_Write);
|
|
vtx_decl.posmtx.components = 4;
|
|
vtx_decl.posmtx.enable = true;
|
|
vtx_decl.posmtx.offset = nat_offset;
|
|
vtx_decl.posmtx.type = VAR_UNSIGNED_BYTE;
|
|
vtx_decl.posmtx.integer = true;
|
|
nat_offset += 4;
|
|
}
|
|
|
|
native_stride = nat_offset;
|
|
vtx_decl.stride = native_stride;
|
|
|
|
#ifdef USE_VERTEX_LOADER_JIT
|
|
// End loop here
|
|
#if _M_X86_64
|
|
MOV(64, R(RAX), Imm64((u64)&loop_counter));
|
|
SUB(32, MatR(RAX), Imm8(1));
|
|
#else
|
|
SUB(32, M(&loop_counter), Imm8(1));
|
|
#endif
|
|
|
|
J_CC(CC_NZ, loop_start);
|
|
ABI_PopAllCalleeSavedRegsAndAdjustStack();
|
|
RET();
|
|
#endif
|
|
m_NativeFmt = g_vertex_manager->CreateNativeVertexFormat();
|
|
m_NativeFmt->m_components = components;
|
|
m_NativeFmt->Initialize(vtx_decl);
|
|
}
|
|
|
|
void VertexLoader::WriteCall(TPipelineFunction func)
|
|
{
|
|
#ifdef USE_VERTEX_LOADER_JIT
|
|
#if _M_X86_64
|
|
MOV(64, R(RAX), Imm64((u64)func));
|
|
CALLptr(R(RAX));
|
|
#else
|
|
CALL((void*)func);
|
|
#endif
|
|
#else
|
|
m_PipelineStages[m_numPipelineStages++] = func;
|
|
#endif
|
|
}
|
|
// ARMTODO: This should be done in a better way
|
|
#ifndef _M_GENERIC
|
|
void VertexLoader::WriteGetVariable(int bits, OpArg dest, void *address)
|
|
{
|
|
#ifdef USE_VERTEX_LOADER_JIT
|
|
#if _M_X86_64
|
|
MOV(64, R(RAX), Imm64((u64)address));
|
|
MOV(bits, dest, MatR(RAX));
|
|
#else
|
|
MOV(bits, dest, M(address));
|
|
#endif
|
|
#endif
|
|
}
|
|
|
|
void VertexLoader::WriteSetVariable(int bits, void *address, OpArg value)
|
|
{
|
|
#ifdef USE_VERTEX_LOADER_JIT
|
|
#if _M_X86_64
|
|
MOV(64, R(RAX), Imm64((u64)address));
|
|
MOV(bits, MatR(RAX), value);
|
|
#else
|
|
MOV(bits, M(address), value);
|
|
#endif
|
|
#endif
|
|
}
|
|
#endif
|
|
|
|
void VertexLoader::SetupRunVertices(int vtx_attr_group, int primitive, int const count)
|
|
{
|
|
m_numLoadedVertices += count;
|
|
|
|
// Flush if our vertex format is different from the currently set.
|
|
if (g_nativeVertexFmt != nullptr && g_nativeVertexFmt != m_NativeFmt)
|
|
{
|
|
// We really must flush here. It's possible that the native representations
|
|
// of the two vtx formats are the same, but we have no way to easily check that
|
|
// now.
|
|
VertexManager::Flush();
|
|
// Also move the Set() here?
|
|
}
|
|
g_nativeVertexFmt = m_NativeFmt;
|
|
|
|
// Load position and texcoord scale factors.
|
|
m_VtxAttr.PosFrac = g_VtxAttr[vtx_attr_group].g0.PosFrac;
|
|
m_VtxAttr.texCoord[0].Frac = g_VtxAttr[vtx_attr_group].g0.Tex0Frac;
|
|
m_VtxAttr.texCoord[1].Frac = g_VtxAttr[vtx_attr_group].g1.Tex1Frac;
|
|
m_VtxAttr.texCoord[2].Frac = g_VtxAttr[vtx_attr_group].g1.Tex2Frac;
|
|
m_VtxAttr.texCoord[3].Frac = g_VtxAttr[vtx_attr_group].g1.Tex3Frac;
|
|
m_VtxAttr.texCoord[4].Frac = g_VtxAttr[vtx_attr_group].g2.Tex4Frac;
|
|
m_VtxAttr.texCoord[5].Frac = g_VtxAttr[vtx_attr_group].g2.Tex5Frac;
|
|
m_VtxAttr.texCoord[6].Frac = g_VtxAttr[vtx_attr_group].g2.Tex6Frac;
|
|
m_VtxAttr.texCoord[7].Frac = g_VtxAttr[vtx_attr_group].g2.Tex7Frac;
|
|
|
|
pVtxAttr = &m_VtxAttr;
|
|
posScale = fractionTable[m_VtxAttr.PosFrac];
|
|
if (m_NativeFmt->m_components & VB_HAS_UVALL)
|
|
for (int i = 0; i < 8; i++)
|
|
tcScale[i] = fractionTable[m_VtxAttr.texCoord[i].Frac];
|
|
for (int i = 0; i < 2; i++)
|
|
colElements[i] = m_VtxAttr.color[i].Elements;
|
|
|
|
// Prepare bounding box
|
|
s_bbox_primitive = primitive;
|
|
s_bbox_currPoint = 0;
|
|
s_bbox_loadedPoints = 0;
|
|
}
|
|
|
|
void VertexLoader::ConvertVertices ( int count )
|
|
{
|
|
#ifdef USE_VERTEX_LOADER_JIT
|
|
if (count > 0)
|
|
{
|
|
loop_counter = count;
|
|
((void (*)())(void*)m_compiledCode)();
|
|
}
|
|
#else
|
|
for (int s = 0; s < count; s++)
|
|
{
|
|
tcIndex = 0;
|
|
colIndex = 0;
|
|
s_texmtxwrite = s_texmtxread = 0;
|
|
for (int i = 0; i < m_numPipelineStages; i++)
|
|
m_PipelineStages[i]();
|
|
PRIM_LOG("\n");
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void VertexLoader::RunVertices(int vtx_attr_group, int primitive, int const count)
|
|
{
|
|
if (bpmem.genMode.cullmode == 3 && primitive < 5)
|
|
{
|
|
// if cull mode is none, ignore triangles and quads
|
|
DataSkip(count * m_VertexSize);
|
|
return;
|
|
}
|
|
SetupRunVertices(vtx_attr_group, primitive, count);
|
|
VertexManager::PrepareForAdditionalData(primitive, count, native_stride);
|
|
ConvertVertices(count);
|
|
IndexGenerator::AddIndices(primitive, count);
|
|
|
|
ADDSTAT(stats.thisFrame.numPrims, count);
|
|
INCSTAT(stats.thisFrame.numPrimitiveJoins);
|
|
}
|
|
|
|
void VertexLoader::SetVAT(u32 _group0, u32 _group1, u32 _group2)
|
|
{
|
|
VAT vat;
|
|
vat.g0.Hex = _group0;
|
|
vat.g1.Hex = _group1;
|
|
vat.g2.Hex = _group2;
|
|
|
|
m_VtxAttr.PosElements = vat.g0.PosElements;
|
|
m_VtxAttr.PosFormat = vat.g0.PosFormat;
|
|
m_VtxAttr.PosFrac = vat.g0.PosFrac;
|
|
m_VtxAttr.NormalElements = vat.g0.NormalElements;
|
|
m_VtxAttr.NormalFormat = vat.g0.NormalFormat;
|
|
m_VtxAttr.color[0].Elements = vat.g0.Color0Elements;
|
|
m_VtxAttr.color[0].Comp = vat.g0.Color0Comp;
|
|
m_VtxAttr.color[1].Elements = vat.g0.Color1Elements;
|
|
m_VtxAttr.color[1].Comp = vat.g0.Color1Comp;
|
|
m_VtxAttr.texCoord[0].Elements = vat.g0.Tex0CoordElements;
|
|
m_VtxAttr.texCoord[0].Format = vat.g0.Tex0CoordFormat;
|
|
m_VtxAttr.texCoord[0].Frac = vat.g0.Tex0Frac;
|
|
m_VtxAttr.ByteDequant = vat.g0.ByteDequant;
|
|
m_VtxAttr.NormalIndex3 = vat.g0.NormalIndex3;
|
|
|
|
m_VtxAttr.texCoord[1].Elements = vat.g1.Tex1CoordElements;
|
|
m_VtxAttr.texCoord[1].Format = vat.g1.Tex1CoordFormat;
|
|
m_VtxAttr.texCoord[1].Frac = vat.g1.Tex1Frac;
|
|
m_VtxAttr.texCoord[2].Elements = vat.g1.Tex2CoordElements;
|
|
m_VtxAttr.texCoord[2].Format = vat.g1.Tex2CoordFormat;
|
|
m_VtxAttr.texCoord[2].Frac = vat.g1.Tex2Frac;
|
|
m_VtxAttr.texCoord[3].Elements = vat.g1.Tex3CoordElements;
|
|
m_VtxAttr.texCoord[3].Format = vat.g1.Tex3CoordFormat;
|
|
m_VtxAttr.texCoord[3].Frac = vat.g1.Tex3Frac;
|
|
m_VtxAttr.texCoord[4].Elements = vat.g1.Tex4CoordElements;
|
|
m_VtxAttr.texCoord[4].Format = vat.g1.Tex4CoordFormat;
|
|
|
|
m_VtxAttr.texCoord[4].Frac = vat.g2.Tex4Frac;
|
|
m_VtxAttr.texCoord[5].Elements = vat.g2.Tex5CoordElements;
|
|
m_VtxAttr.texCoord[5].Format = vat.g2.Tex5CoordFormat;
|
|
m_VtxAttr.texCoord[5].Frac = vat.g2.Tex5Frac;
|
|
m_VtxAttr.texCoord[6].Elements = vat.g2.Tex6CoordElements;
|
|
m_VtxAttr.texCoord[6].Format = vat.g2.Tex6CoordFormat;
|
|
m_VtxAttr.texCoord[6].Frac = vat.g2.Tex6Frac;
|
|
m_VtxAttr.texCoord[7].Elements = vat.g2.Tex7CoordElements;
|
|
m_VtxAttr.texCoord[7].Format = vat.g2.Tex7CoordFormat;
|
|
m_VtxAttr.texCoord[7].Frac = vat.g2.Tex7Frac;
|
|
|
|
if (!m_VtxAttr.ByteDequant) {
|
|
ERROR_LOG(VIDEO, "ByteDequant is set to zero");
|
|
}
|
|
};
|
|
|
|
void VertexLoader::AppendToString(std::string *dest) const
|
|
{
|
|
dest->reserve(250);
|
|
static const char *posMode[4] = {
|
|
"Inv",
|
|
"Dir",
|
|
"I8",
|
|
"I16",
|
|
};
|
|
static const char *posFormats[5] = {
|
|
"u8", "s8", "u16", "s16", "flt",
|
|
};
|
|
static const char *colorFormat[8] = {
|
|
"565",
|
|
"888",
|
|
"888x",
|
|
"4444",
|
|
"6666",
|
|
"8888",
|
|
"Inv",
|
|
"Inv",
|
|
};
|
|
|
|
dest->append(StringFromFormat("%ib skin: %i P: %i %s-%s ",
|
|
m_VertexSize, m_VtxDesc.PosMatIdx,
|
|
m_VtxAttr.PosElements ? 3 : 2, posMode[m_VtxDesc.Position], posFormats[m_VtxAttr.PosFormat]));
|
|
|
|
if (m_VtxDesc.Normal)
|
|
{
|
|
dest->append(StringFromFormat("Nrm: %i %s-%s ",
|
|
m_VtxAttr.NormalElements, posMode[m_VtxDesc.Normal], posFormats[m_VtxAttr.NormalFormat]));
|
|
}
|
|
|
|
u32 color_mode[2] = {m_VtxDesc.Color0, m_VtxDesc.Color1};
|
|
for (int i = 0; i < 2; i++)
|
|
{
|
|
if (color_mode[i])
|
|
{
|
|
dest->append(StringFromFormat("C%i: %i %s-%s ", i, m_VtxAttr.color[i].Elements, posMode[color_mode[i]], colorFormat[m_VtxAttr.color[i].Comp]));
|
|
}
|
|
}
|
|
u32 tex_mode[8] = {
|
|
m_VtxDesc.Tex0Coord, m_VtxDesc.Tex1Coord, m_VtxDesc.Tex2Coord, m_VtxDesc.Tex3Coord,
|
|
m_VtxDesc.Tex4Coord, m_VtxDesc.Tex5Coord, m_VtxDesc.Tex6Coord, m_VtxDesc.Tex7Coord
|
|
};
|
|
for (int i = 0; i < 8; i++)
|
|
{
|
|
if (tex_mode[i])
|
|
{
|
|
dest->append(StringFromFormat("T%i: %i %s-%s ",
|
|
i, m_VtxAttr.texCoord[i].Elements, posMode[tex_mode[i]], posFormats[m_VtxAttr.texCoord[i].Format]));
|
|
}
|
|
}
|
|
dest->append(StringFromFormat(" - %i v\n", m_numLoadedVertices));
|
|
}
|