GPU/Software: Use templates for render functions
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a1b52980e2
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c8d3b2c546
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@ -156,6 +156,8 @@ void GPU_SW::UpdateDisplay()
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void GPU_SW::DispatchRenderCommand(RenderCommand rc, u32 num_vertices, const u32* command_ptr)
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{
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const bool dithering_enable = rc.IsDitheringEnabled() && m_GPUSTAT.dither_enable;
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switch (rc.primitive)
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{
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case Primitive::Polygon:
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@ -164,10 +166,12 @@ void GPU_SW::DispatchRenderCommand(RenderCommand rc, u32 num_vertices, const u32
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const bool shaded = rc.shading_enable;
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const bool textured = rc.texture_enable;
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std::array<SWVertex, 4> vertices;
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u32 buffer_pos = 1;
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for (u32 i = 0; i < num_vertices; i++)
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{
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SWVertex& vert = m_vertex_buffer[i];
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SWVertex& vert = vertices[i];
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const u32 color_rgb = (shaded && i > 0) ? (command_ptr[buffer_pos++] & UINT32_C(0x00FFFFFF)) : first_color;
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vert.color_r = Truncate8(color_rgb);
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vert.color_g = Truncate8(color_rgb >> 8);
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@ -188,9 +192,12 @@ void GPU_SW::DispatchRenderCommand(RenderCommand rc, u32 num_vertices, const u32
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}
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}
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DrawTriangle(rc, &m_vertex_buffer[0], &m_vertex_buffer[1], &m_vertex_buffer[2]);
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const DrawTriangleFunction DrawFunction = GetDrawTriangleFunction(
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rc.shading_enable, rc.texture_enable, rc.raw_texture_enable, rc.transparency_enable, dithering_enable);
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(this->*DrawFunction)(&vertices[0], &vertices[1], &vertices[2]);
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if (num_vertices > 3)
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DrawTriangle(rc, &m_vertex_buffer[2], &m_vertex_buffer[1], &m_vertex_buffer[3]);
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(this->*DrawFunction)(&vertices[2], &vertices[1], &vertices[3]);
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}
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break;
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@ -224,7 +231,10 @@ void GPU_SW::DispatchRenderCommand(RenderCommand rc, u32 num_vertices, const u32
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break;
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}
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DrawRectangle(rc, vp.x, vp.y, width, height, r, g, b, texcoord_x, texcoord_y);
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const DrawRectangleFunction DrawFunction =
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GetDrawRectangleFunction(rc.texture_enable, rc.raw_texture_enable, rc.transparency_enable);
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(this->*DrawFunction)(vp.x, vp.y, width, height, r, g, b, texcoord_x, texcoord_y);
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}
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break;
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@ -233,6 +243,8 @@ void GPU_SW::DispatchRenderCommand(RenderCommand rc, u32 num_vertices, const u32
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const u32 first_color = rc.color_for_first_vertex;
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const bool shaded = rc.shading_enable;
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const DrawLineFunction DrawFunction = GetDrawLineFunction(shaded, rc.transparency_enable, dithering_enable);
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std::array<SWVertex, 2> vertices = {};
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u32 buffer_pos = 1;
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@ -248,7 +260,7 @@ void GPU_SW::DispatchRenderCommand(RenderCommand rc, u32 num_vertices, const u32
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p1->SetColorRGB24(shaded ? (command_ptr[buffer_pos++] & UINT32_C(0x00FFFFFF)) : first_color);
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p1->SetPosition(VertexPosition{command_ptr[buffer_pos++]});
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DrawLine(rc, p0, p1);
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(this->*DrawFunction)(p0, p1);
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// swap p0/p1 so that the last vertex is used as the first for the next line
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std::swap(p0, p1);
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@ -309,7 +321,9 @@ static constexpr u8 Interpolate(u8 v0, u8 v1, u8 v2, s32 w0, s32 w1, s32 w2, s32
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return (vd < 0) ? 0 : ((vd > 0xFF) ? 0xFF : static_cast<u8>(vd));
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}
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void GPU_SW::DrawTriangle(RenderCommand rc, const SWVertex* v0, const SWVertex* v1, const SWVertex* v2)
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template<bool shading_enable, bool texture_enable, bool raw_texture_enable, bool transparency_enable,
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bool dithering_enable>
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void GPU_SW::DrawTriangle(const SWVertex* v0, const SWVertex* v1, const SWVertex* v2)
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{
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#define orient2d(ax, ay, bx, by, cx, cy) ((bx - ax) * (cy - ay) - (by - ay) * (cx - ax))
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@ -375,18 +389,15 @@ void GPU_SW::DrawTriangle(RenderCommand rc, const SWVertex* v0, const SWVertex*
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const s32 b1 = row_w1;
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const s32 b2 = row_w2;
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const u8 r =
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rc.shading_enable ? Interpolate(v0->color_r, v1->color_r, v2->color_r, b0, b1, b2, ws) : v0->color_r;
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const u8 g =
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rc.shading_enable ? Interpolate(v0->color_g, v1->color_g, v2->color_g, b0, b1, b2, ws) : v0->color_g;
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const u8 b =
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rc.shading_enable ? Interpolate(v0->color_b, v1->color_b, v2->color_b, b0, b1, b2, ws) : v0->color_b;
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const u8 r = shading_enable ? Interpolate(v0->color_r, v1->color_r, v2->color_r, b0, b1, b2, ws) : v0->color_r;
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const u8 g = shading_enable ? Interpolate(v0->color_g, v1->color_g, v2->color_g, b0, b1, b2, ws) : v0->color_g;
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const u8 b = shading_enable ? Interpolate(v0->color_b, v1->color_b, v2->color_b, b0, b1, b2, ws) : v0->color_b;
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const u8 texcoord_x = Interpolate(v0->texcoord_x, v1->texcoord_x, v2->texcoord_x, b0, b1, b2, ws);
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const u8 texcoord_y = Interpolate(v0->texcoord_y, v1->texcoord_y, v2->texcoord_y, b0, b1, b2, ws);
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ShadePixel(rc, static_cast<u32>(x), static_cast<u32>(y), r, g, b, texcoord_x, texcoord_y,
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rc.IsDitheringEnabled() && m_GPUSTAT.dither_enable);
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ShadePixel<texture_enable, raw_texture_enable, transparency_enable, dithering_enable>(
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static_cast<u32>(x), static_cast<u32>(y), r, g, b, texcoord_x, texcoord_y);
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}
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row_w0 += a12;
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@ -402,8 +413,40 @@ void GPU_SW::DrawTriangle(RenderCommand rc, const SWVertex* v0, const SWVertex*
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#undef orient2d
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}
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void GPU_SW::DrawRectangle(RenderCommand rc, s32 origin_x, s32 origin_y, u32 width, u32 height, u8 r, u8 g, u8 b,
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u8 origin_texcoord_x, u8 origin_texcoord_y)
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GPU_SW::DrawTriangleFunction GPU_SW::GetDrawTriangleFunction(bool shading_enable, bool texture_enable,
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bool raw_texture_enable, bool transparency_enable,
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bool dithering_enable)
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{
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#define F(SHADING, TEXTURE, RAW_TEXTURE, TRANSPARENCY, DITHERING) \
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&GPU_SW::DrawTriangle<SHADING, TEXTURE, RAW_TEXTURE, TRANSPARENCY, DITHERING>
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static constexpr DrawTriangleFunction funcs[2][2][2][2][2] = {
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{{{{F(false, false, false, false, false), F(false, false, false, false, true)},
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{F(false, false, false, true, false), F(false, false, false, true, true)}},
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{{F(false, false, true, false, false), F(false, false, true, false, true)},
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{F(false, false, true, true, false), F(false, false, true, true, true)}}},
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{{{F(false, true, false, false, false), F(false, true, false, false, true)},
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{F(false, true, false, true, false), F(false, true, false, true, true)}},
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{{F(false, true, true, false, false), F(false, true, true, false, true)},
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{F(false, true, true, true, false), F(false, true, true, true, true)}}}},
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{{{{F(true, false, false, false, false), F(true, false, false, false, true)},
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{F(true, false, false, true, false), F(true, false, false, true, true)}},
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{{F(true, false, true, false, false), F(true, false, true, false, true)},
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{F(true, false, true, true, false), F(true, false, true, true, true)}}},
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{{{F(true, true, false, false, false), F(true, true, false, false, true)},
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{F(true, true, false, true, false), F(true, true, false, true, true)}},
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{{F(true, true, true, false, false), F(true, true, true, false, true)},
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{F(true, true, true, true, false), F(true, true, true, true, true)}}}}};
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#undef F
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return funcs[u8(shading_enable)][u8(texture_enable)][u8(raw_texture_enable)][u8(transparency_enable)]
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[u8(dithering_enable)];
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}
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template<bool texture_enable, bool raw_texture_enable, bool transparency_enable>
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void GPU_SW::DrawRectangle(s32 origin_x, s32 origin_y, u32 width, u32 height, u8 r, u8 g, u8 b, u8 origin_texcoord_x,
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u8 origin_texcoord_y)
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{
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origin_x += m_drawing_offset.x;
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origin_y += m_drawing_offset.y;
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@ -424,17 +467,18 @@ void GPU_SW::DrawRectangle(RenderCommand rc, s32 origin_x, s32 origin_y, u32 wid
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const u8 texcoord_x = Truncate8(ZeroExtend32(origin_texcoord_x) + offset_x);
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ShadePixel(rc, static_cast<u32>(x), static_cast<u32>(y), r, g, b, texcoord_x, texcoord_y, false);
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ShadePixel<texture_enable, raw_texture_enable, transparency_enable, false>(
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static_cast<u32>(x), static_cast<u32>(y), r, g, b, texcoord_x, texcoord_y);
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}
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}
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}
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void GPU_SW::ShadePixel(RenderCommand rc, u32 x, u32 y, u8 color_r, u8 color_g, u8 color_b, u8 texcoord_x,
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u8 texcoord_y, bool dithering)
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template<bool texture_enable, bool raw_texture_enable, bool transparency_enable, bool dithering_enable>
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void GPU_SW::ShadePixel(u32 x, u32 y, u8 color_r, u8 color_g, u8 color_b, u8 texcoord_x, u8 texcoord_y)
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{
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VRAMPixel color;
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bool transparent = true;
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if (rc.texture_enable)
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bool transparent;
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if constexpr (texture_enable)
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{
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// Apply texture window
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// TODO: Precompute the second half
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@ -484,7 +528,7 @@ void GPU_SW::ShadePixel(RenderCommand rc, u32 x, u32 y, u8 color_r, u8 color_g,
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transparent = texture_color.c;
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if (rc.raw_texture_enable)
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if constexpr (raw_texture_enable)
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{
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color.bits = texture_color.bits;
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}
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@ -493,7 +537,7 @@ void GPU_SW::ShadePixel(RenderCommand rc, u32 x, u32 y, u8 color_r, u8 color_g,
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const u8 r = Truncate8(std::min<u16>((ZeroExtend16(texture_color.GetR8()) * ZeroExtend16(color_r)) >> 7, 0xFF));
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const u8 g = Truncate8(std::min<u16>((ZeroExtend16(texture_color.GetG8()) * ZeroExtend16(color_g)) >> 7, 0xFF));
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const u8 b = Truncate8(std::min<u16>((ZeroExtend16(texture_color.GetB8()) * ZeroExtend16(color_b)) >> 7, 0xFF));
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if (dithering)
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if constexpr (dithering_enable)
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color.SetRGB24Dithered(x, y, r, g, b);
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else
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color.SetRGB24(r, g, b);
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@ -501,15 +545,19 @@ void GPU_SW::ShadePixel(RenderCommand rc, u32 x, u32 y, u8 color_r, u8 color_g,
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}
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else
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{
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if (dithering)
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transparent = true;
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if constexpr (dithering_enable)
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color.SetRGB24Dithered(x, y, color_r, color_g, color_b);
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else
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color.SetRGB24(color_r, color_g, color_b);
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}
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if (rc.transparency_enable && transparent)
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if constexpr (transparency_enable)
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{
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const VRAMPixel bg_color{GetPixel(static_cast<u32>(x), static_cast<u32>(y))};
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if (transparent)
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{
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const VRAMPixel bg_color{GetPixel(static_cast<u32>(x), static_cast<u32>(y))};
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#define BLEND_AVERAGE(bg, fg) Truncate8(std::min<u32>((ZeroExtend32(bg) / 2) + (ZeroExtend32(fg) / 2), 0x1F))
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#define BLEND_ADD(bg, fg) Truncate8(std::min<u32>(ZeroExtend32(bg) + ZeroExtend32(fg), 0x1F))
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@ -520,23 +568,23 @@ void GPU_SW::ShadePixel(RenderCommand rc, u32 x, u32 y, u8 color_r, u8 color_g,
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color.Set(func(bg_color.r.GetValue(), color.r.GetValue()), func(bg_color.g.GetValue(), color.g.GetValue()), \
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func(bg_color.b.GetValue(), color.b.GetValue()), color.c.GetValue())
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switch (m_draw_mode.GetTransparencyMode())
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{
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case GPU::TransparencyMode::HalfBackgroundPlusHalfForeground:
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BLEND_RGB(BLEND_AVERAGE);
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break;
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case GPU::TransparencyMode::BackgroundPlusForeground:
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BLEND_RGB(BLEND_ADD);
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break;
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case GPU::TransparencyMode::BackgroundMinusForeground:
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BLEND_RGB(BLEND_SUBTRACT);
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break;
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case GPU::TransparencyMode::BackgroundPlusQuarterForeground:
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BLEND_RGB(BLEND_QUARTER);
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break;
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default:
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break;
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}
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switch (m_draw_mode.GetTransparencyMode())
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{
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case GPU::TransparencyMode::HalfBackgroundPlusHalfForeground:
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BLEND_RGB(BLEND_AVERAGE);
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break;
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case GPU::TransparencyMode::BackgroundPlusForeground:
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BLEND_RGB(BLEND_ADD);
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break;
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case GPU::TransparencyMode::BackgroundMinusForeground:
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BLEND_RGB(BLEND_SUBTRACT);
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break;
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case GPU::TransparencyMode::BackgroundPlusQuarterForeground:
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BLEND_RGB(BLEND_QUARTER);
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break;
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default:
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break;
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}
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#undef BLEND_RGB
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@ -544,6 +592,7 @@ void GPU_SW::ShadePixel(RenderCommand rc, u32 x, u32 y, u8 color_r, u8 color_g,
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#undef BLEND_SUBTRACT
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#undef BLEND_ADD
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#undef BLEND_AVERAGE
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}
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}
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const u16 mask_and = m_GPUSTAT.GetMaskAND();
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@ -553,7 +602,6 @@ void GPU_SW::ShadePixel(RenderCommand rc, u32 x, u32 y, u8 color_r, u8 color_g,
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SetPixel(static_cast<u32>(x), static_cast<u32>(y), color.bits | m_GPUSTAT.GetMaskOR());
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}
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constexpr FixedPointCoord GetLineCoordStep(s32 delta, s32 k)
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{
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s64 delta_fp = static_cast<s64>(ZeroExtend64(static_cast<u32>(delta)) << 32);
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@ -575,13 +623,10 @@ constexpr FixedPointColor GetLineColorStep(s32 delta, s32 k)
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return static_cast<s32>(static_cast<u32>(delta) << COLOR_FRAC_BITS) / k;
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}
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void GPU_SW::DrawLine(RenderCommand rc, const SWVertex* p0, const SWVertex* p1)
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template<bool shading_enable, bool transparency_enable, bool dithering_enable>
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void GPU_SW::DrawLine(const SWVertex* p0, const SWVertex* p1)
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{
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// Algorithm based on Mednafen.
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const bool dither_enable = rc.IsDitheringEnabled() && m_GPUSTAT.dither_enable;
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const bool shaded = rc.shading_enable;
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if (p0->x > p1->x)
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std::swap(p0, p1);
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@ -590,23 +635,32 @@ void GPU_SW::DrawLine(RenderCommand rc, const SWVertex* p0, const SWVertex* p1)
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const s32 k = std::max(std::abs(dx), std::abs(dy));
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FixedPointCoord step_x, step_y;
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FixedPointColor step_r = 0, step_g = 0, step_b = 0;
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FixedPointColor step_r, step_g, step_b;
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if (k > 0)
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{
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step_x = GetLineCoordStep(dx, k);
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step_y = GetLineCoordStep(dy, k);
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if (shaded)
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if constexpr (shading_enable)
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{
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step_r = GetLineColorStep(s32(ZeroExtend32(p1->color_r)) - s32(ZeroExtend32(p0->color_r)), k);
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step_g = GetLineColorStep(s32(ZeroExtend32(p1->color_g)) - s32(ZeroExtend32(p0->color_g)), k);
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step_b = GetLineColorStep(s32(ZeroExtend32(p1->color_b)) - s32(ZeroExtend32(p0->color_b)), k);
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}
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else
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{
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step_r = 0;
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step_g = 0;
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step_b = 0;
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}
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}
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else
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{
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step_x = 0;
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step_y = 0;
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step_r = 0;
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step_g = 0;
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step_b = 0;
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}
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FixedPointCoord current_x = IntToFixedCoord(p0->x);
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@ -620,20 +674,21 @@ void GPU_SW::DrawLine(RenderCommand rc, const SWVertex* p0, const SWVertex* p1)
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const s32 x = m_drawing_offset.x + FixedToIntCoord(current_x);
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const s32 y = m_drawing_offset.y + FixedToIntCoord(current_y);
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const u8 r = shaded ? FixedColorToInt(current_r) : p0->color_r;
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const u8 g = shaded ? FixedColorToInt(current_g) : p0->color_g;
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const u8 b = shaded ? FixedColorToInt(current_b) : p0->color_b;
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const u8 r = shading_enable ? FixedColorToInt(current_r) : p0->color_r;
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const u8 g = shading_enable ? FixedColorToInt(current_g) : p0->color_g;
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const u8 b = shading_enable ? FixedColorToInt(current_b) : p0->color_b;
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if (x >= static_cast<s32>(m_drawing_area.left) && x <= static_cast<s32>(m_drawing_area.right) &&
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y >= static_cast<s32>(m_drawing_area.top) && y <= static_cast<s32>(m_drawing_area.bottom))
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{
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ShadePixel(rc, static_cast<u32>(x), static_cast<u32>(y), r, g, b, 0, 0, dither_enable);
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ShadePixel<false, false, transparency_enable, dithering_enable>(static_cast<u32>(x), static_cast<u32>(y), r, g, b,
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0, 0);
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}
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current_x += step_x;
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current_y += step_y;
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if (shaded)
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if constexpr (shading_enable)
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{
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current_r += step_r;
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current_g += step_g;
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@ -642,6 +697,34 @@ void GPU_SW::DrawLine(RenderCommand rc, const SWVertex* p0, const SWVertex* p1)
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}
|
||||
}
|
||||
|
||||
GPU_SW::DrawLineFunction GPU_SW::GetDrawLineFunction(bool shading_enable, bool transparency_enable,
|
||||
bool dithering_enable)
|
||||
{
|
||||
#define F(SHADING, TRANSPARENCY, DITHERING) &GPU_SW::DrawLine<SHADING, TRANSPARENCY, DITHERING>
|
||||
|
||||
static constexpr DrawLineFunction funcs[2][2][2] = {
|
||||
{{F(false, false, false), F(false, false, true)}, {F(false, true, false), F(false, true, true)}},
|
||||
{{F(true, false, false), F(true, false, true)}, {F(true, true, false), F(true, true, true)}}};
|
||||
|
||||
#undef F
|
||||
|
||||
return funcs[u8(shading_enable)][u8(transparency_enable)][u8(dithering_enable)];
|
||||
}
|
||||
|
||||
GPU_SW::DrawRectangleFunction GPU_SW::GetDrawRectangleFunction(bool texture_enable, bool raw_texture_enable,
|
||||
bool transparency_enable)
|
||||
{
|
||||
#define F(TEXTURE, RAW_TEXTURE, TRANSPARENCY) &GPU_SW::DrawRectangle<TEXTURE, RAW_TEXTURE, TRANSPARENCY>
|
||||
|
||||
static constexpr DrawRectangleFunction funcs[2][2][2] = {
|
||||
{{F(false, false, false), F(false, false, true)}, {F(false, true, false), F(false, true, true)}},
|
||||
{{F(true, false, false), F(true, false, true)}, {F(true, true, false), F(true, true, true)}}};
|
||||
|
||||
#undef F
|
||||
|
||||
return funcs[u8(texture_enable)][u8(raw_texture_enable)][u8(transparency_enable)];
|
||||
}
|
||||
|
||||
std::unique_ptr<GPU> GPU::CreateSoftwareRenderer()
|
||||
{
|
||||
return std::make_unique<GPU_SW>();
|
||||
|
|
|
@ -22,11 +22,6 @@ public:
|
|||
void SetPixel(u32 x, u32 y, u16 value) { m_vram[VRAM_WIDTH * y + x] = value; }
|
||||
|
||||
protected:
|
||||
enum : u32
|
||||
{
|
||||
MAX_VERTICES_PER_POLYGON = 4
|
||||
};
|
||||
|
||||
struct SWVertex
|
||||
{
|
||||
s32 x, y;
|
||||
|
@ -64,16 +59,34 @@ protected:
|
|||
|
||||
static bool IsClockwiseWinding(const SWVertex* v0, const SWVertex* v1, const SWVertex* v2);
|
||||
|
||||
void ShadePixel(RenderCommand rc, u32 x, u32 y, u8 color_r, u8 color_g, u8 color_b, u8 texcoord_x, u8 texcoord_y,
|
||||
bool dithering);
|
||||
void DrawTriangle(RenderCommand rc, const SWVertex* v0, const SWVertex* v1, const SWVertex* v2);
|
||||
void DrawRectangle(RenderCommand rc, s32 origin_x, s32 origin_y, u32 width, u32 height, u8 r, u8 g, u8 b,
|
||||
u8 origin_texcoord_x, u8 origin_texcoord_y);
|
||||
void DrawLine(RenderCommand rc, const SWVertex* p0, const SWVertex* p1);
|
||||
template<bool texture_enable, bool raw_texture_enable, bool transparency_enable, bool dithering_enable>
|
||||
void ShadePixel(u32 x, u32 y, u8 color_r, u8 color_g, u8 color_b, u8 texcoord_x, u8 texcoord_y);
|
||||
|
||||
template<bool shading_enable, bool texture_enable, bool raw_texture_enable, bool transparency_enable,
|
||||
bool dithering_enable>
|
||||
void DrawTriangle(const SWVertex* v0, const SWVertex* v1, const SWVertex* v2);
|
||||
|
||||
using DrawTriangleFunction = void (GPU_SW::*)(const SWVertex* v0, const SWVertex* v1, const SWVertex* v2);
|
||||
DrawTriangleFunction GetDrawTriangleFunction(bool shading_enable, bool texture_enable, bool raw_texture_enable,
|
||||
bool transparency_enable, bool dithering_enable);
|
||||
|
||||
template<bool texture_enable, bool raw_texture_enable, bool transparency_enable>
|
||||
void DrawRectangle(s32 origin_x, s32 origin_y, u32 width, u32 height, u8 r, u8 g, u8 b, u8 origin_texcoord_x,
|
||||
u8 origin_texcoord_y);
|
||||
|
||||
using DrawRectangleFunction = void (GPU_SW::*)(s32 origin_x, s32 origin_y, u32 width, u32 height, u8 r, u8 g, u8 b,
|
||||
u8 origin_texcoord_x, u8 origin_texcoord_y);
|
||||
DrawRectangleFunction GetDrawRectangleFunction(bool texture_enable, bool raw_texture_enable,
|
||||
bool transparency_enable);
|
||||
|
||||
template<bool shading_enable, bool transparency_enable, bool dithering_enable>
|
||||
void DrawLine(const SWVertex* p0, const SWVertex* p1);
|
||||
|
||||
using DrawLineFunction = void (GPU_SW::*)(const SWVertex* p0, const SWVertex* p1);
|
||||
DrawLineFunction GetDrawLineFunction(bool shading_enable, bool transparency_enable, bool dithering_enable);
|
||||
|
||||
std::vector<u32> m_display_texture_buffer;
|
||||
std::unique_ptr<HostDisplayTexture> m_display_texture;
|
||||
|
||||
std::array<SWVertex, MAX_VERTICES_PER_POLYGON> m_vertex_buffer;
|
||||
std::array<u16, VRAM_WIDTH * VRAM_HEIGHT> m_vram;
|
||||
};
|
||||
|
|
Loading…
Reference in New Issue