GPU/SW: Specialize rasterizing functions further
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@ -98,17 +98,13 @@ protected:
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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// Rasterization
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// Rasterization
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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template<bool texture_enable, bool raw_texture_enable, bool transparency_enable, bool dithering_enable>
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template<GPUTextureMode texture_mode, GPUTransparencyMode transparency_mode, bool dithering_enable, bool check_mask>
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void ShadePixel(const GPUBackendDrawCommand* cmd, u32 x, u32 y, u8 color_r, u8 color_g, u8 color_b, u8 texcoord_x,
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void ShadePixel(const GPUBackendDrawCommand* cmd, u32 x, u32 y, u8 color_r, u8 color_g, u8 color_b, u8 texcoord_x,
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u8 texcoord_y);
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u8 texcoord_y);
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template<bool texture_enable, bool raw_texture_enable, bool transparency_enable>
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template<GPUTextureMode texture_mode, GPUTransparencyMode transparency_mode, bool check_mask>
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void DrawRectangle(const GPUBackendDrawRectangleCommand* cmd);
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void DrawRectangle(const GPUBackendDrawRectangleCommand* cmd);
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using DrawRectangleFunction = void (GPU_SW_Backend::*)(const GPUBackendDrawRectangleCommand* cmd);
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DrawRectangleFunction GetDrawRectangleFunction(bool texture_enable, bool raw_texture_enable,
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bool transparency_enable);
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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// Polygon and line rasterization ported from Mednafen
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// Polygon and line rasterization ported from Mednafen
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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@ -137,31 +133,36 @@ protected:
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template<bool shading_enable, bool texture_enable>
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template<bool shading_enable, bool texture_enable>
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void AddIDeltas_DY(i_group& ig, const i_deltas& idl, u32 count = 1);
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void AddIDeltas_DY(i_group& ig, const i_deltas& idl, u32 count = 1);
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template<bool shading_enable, bool texture_enable, bool raw_texture_enable, bool transparency_enable,
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template<bool shading_enable, GPUTextureMode texture_mode, GPUTransparencyMode transparency_mode,
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bool dithering_enable>
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bool dithering_enable, bool check_mask>
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void DrawSpan(const GPUBackendDrawPolygonCommand* cmd, s32 y, s32 x_start, s32 x_bound, i_group ig,
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void DrawSpan(const GPUBackendDrawPolygonCommand* cmd, s32 y, s32 x_start, s32 x_bound, i_group ig,
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const i_deltas& idl);
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const i_deltas& idl);
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template<bool shading_enable, bool texture_enable, bool raw_texture_enable, bool transparency_enable,
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template<bool shading_enable, GPUTextureMode texture_mode, GPUTransparencyMode transparency_mode,
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bool dithering_enable>
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bool dithering_enable, bool check_mask>
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void DrawTriangle(const GPUBackendDrawPolygonCommand* cmd, const GPUBackendDrawPolygonCommand::Vertex* v0,
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void DrawTriangle(const GPUBackendDrawPolygonCommand* cmd, const GPUBackendDrawPolygonCommand::Vertex* v0,
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const GPUBackendDrawPolygonCommand::Vertex* v1, const GPUBackendDrawPolygonCommand::Vertex* v2);
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const GPUBackendDrawPolygonCommand::Vertex* v1, const GPUBackendDrawPolygonCommand::Vertex* v2);
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template<bool shading_enable, GPUTransparencyMode transparency_mode, bool dithering_enable, bool check_mask>
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void DrawLine(const GPUBackendDrawLineCommand* cmd, const GPUBackendDrawLineCommand::Vertex* p0,
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const GPUBackendDrawLineCommand::Vertex* p1);
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#if 0
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std::array<u16, VRAM_WIDTH * VRAM_HEIGHT> m_vram;
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#else
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u16 m_vram[VRAM_WIDTH * VRAM_HEIGHT];
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#endif
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using DrawRectangleFunction = void (GPU_SW_Backend::*)(const GPUBackendDrawRectangleCommand* cmd);
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using DrawTriangleFunction = void (GPU_SW_Backend::*)(const GPUBackendDrawPolygonCommand* cmd,
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using DrawTriangleFunction = void (GPU_SW_Backend::*)(const GPUBackendDrawPolygonCommand* cmd,
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const GPUBackendDrawPolygonCommand::Vertex* v0,
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const GPUBackendDrawPolygonCommand::Vertex* v0,
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const GPUBackendDrawPolygonCommand::Vertex* v1,
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const GPUBackendDrawPolygonCommand::Vertex* v1,
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const GPUBackendDrawPolygonCommand::Vertex* v2);
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const GPUBackendDrawPolygonCommand::Vertex* v2);
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DrawTriangleFunction GetDrawTriangleFunction(bool shading_enable, bool texture_enable, bool raw_texture_enable,
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bool transparency_enable, bool dithering_enable);
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template<bool shading_enable, bool transparency_enable, bool dithering_enable>
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void DrawLine(const GPUBackendDrawLineCommand* cmd, const GPUBackendDrawLineCommand::Vertex* p0,
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const GPUBackendDrawLineCommand::Vertex* p1);
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using DrawLineFunction = void (GPU_SW_Backend::*)(const GPUBackendDrawLineCommand* cmd,
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using DrawLineFunction = void (GPU_SW_Backend::*)(const GPUBackendDrawLineCommand* cmd,
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const GPUBackendDrawLineCommand::Vertex* p0,
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const GPUBackendDrawLineCommand::Vertex* p0,
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const GPUBackendDrawLineCommand::Vertex* p1);
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const GPUBackendDrawLineCommand::Vertex* p1);
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DrawLineFunction GetDrawLineFunction(bool shading_enable, bool transparency_enable, bool dithering_enable);
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std::array<u16, VRAM_WIDTH * VRAM_HEIGHT> m_vram;
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static const DrawRectangleFunction s_rectangle_draw_functions[9][5][2];
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static const DrawTriangleFunction s_triangle_draw_functions[2][9][5][2][2];
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static const DrawLineFunction s_line_draw_functions[2][5][2][2];
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};
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};
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