GregMiscellaneous: zzogl-pg:

* Improve a little sprite vertex processing


git-svn-id: http://pcsx2.googlecode.com/svn/branches/GregMiscellaneous@3967 96395faa-99c1-11dd-bbfe-3dabce05a288
This commit is contained in:
gregory.hainaut@gmail.com 2010-10-24 10:23:06 +00:00
parent 8219ed5527
commit 3bd80b020c
2 changed files with 25 additions and 24 deletions

View File

@ -68,14 +68,17 @@ void __forceinline Kick::KickVertex(bool adc)
} }
} }
template<bool DO_Z_FOG>
void Kick::SET_VERTEX(VertexGPU *p, int i) void Kick::SET_VERTEX(VertexGPU *p, int i)
{ {
VB& curvb = vb[prim->ctxt]; VB& curvb = vb[prim->ctxt];
p->move_x(gs.gsvertex[i], curvb.offset.x); p->move_x(gs.gsvertex[i], curvb.offset.x);
p->move_y(gs.gsvertex[i], curvb.offset.y); p->move_y(gs.gsvertex[i], curvb.offset.y);
if(DO_Z_FOG) {
p->move_z(gs.gsvertex[i], curvb.zprimmask); p->move_z(gs.gsvertex[i], curvb.zprimmask);
p->move_fog(gs.gsvertex[i]); p->move_fog(gs.gsvertex[i]);
}
p->rgba = prim->iip ? gs.gsvertex[i].rgba : gs.rgba; p->rgba = prim->iip ? gs.gsvertex[i].rgba : gs.rgba;
@ -102,7 +105,7 @@ void Kick::SET_VERTEX(VertexGPU *p, int i)
} }
} }
__forceinline void Kick::OUTPUT_VERT(VertexGPU vert, u32 id) __forceinline void Kick::Output_Vertex(VertexGPU vert, u32 id)
{ {
#ifdef WRITE_PRIM_LOGS #ifdef WRITE_PRIM_LOGS
ZZLog::Prim_Log("%c%d(%d): xyzf=(%4d,%4d,0x%x,%3d), rgba=0x%8.8x, stq = (%2.5f,%2.5f,%2.5f)\n", ZZLog::Prim_Log("%c%d(%d): xyzf=(%4d,%4d,0x%x,%3d), rgba=0x%8.8x, stq = (%2.5f,%2.5f,%2.5f)\n",
@ -136,7 +139,7 @@ void Kick::DrawPrim(u32 prim_type)
case PRIM_POINT: case PRIM_POINT:
assert(gs.primC >= 1); assert(gs.primC >= 1);
SET_VERTEX(&p[0], gs.primNext(2)); Set_Vertex<true>(&p[0], gs.primNext(2));
curvb.nCount ++; curvb.nCount ++;
break; break;
@ -144,8 +147,8 @@ void Kick::DrawPrim(u32 prim_type)
case PRIM_LINE_STRIP: case PRIM_LINE_STRIP:
assert(gs.primC >= 2); assert(gs.primC >= 2);
SET_VERTEX(&p[0], gs.primNext()); Set_Vertex<true>(&p[0], gs.primNext());
SET_VERTEX(&p[1], gs.primNext(2)); Set_Vertex<true>(&p[1], gs.primNext(2));
curvb.nCount += 2; curvb.nCount += 2;
break; break;
@ -154,9 +157,9 @@ void Kick::DrawPrim(u32 prim_type)
case PRIM_TRIANGLE_FAN: case PRIM_TRIANGLE_FAN:
assert(gs.primC >= 3); assert(gs.primC >= 3);
SET_VERTEX(&p[0], 0); Set_Vertex<true>(&p[0], 0);
SET_VERTEX(&p[1], 1); Set_Vertex<true>(&p[1], 1);
SET_VERTEX(&p[2], 2); Set_Vertex<true>(&p[2], 2);
curvb.nCount += 3; curvb.nCount += 3;
break; break;
@ -175,13 +178,19 @@ void Kick::DrawPrim(u32 prim_type)
//return; //return;
// process sprite as 2 triangles. The common diagonal is 0,1 and 3,4 // process sprite as 2 triangles. The common diagonal is 0,1 and 3,4
SetKickVertex(&p[0], gs.gsvertex[last], next); Set_Vertex<false>(&p[0], next);
SetKickVertex(&p[1], gs.gsvertex[last], last); Set_Vertex<true>(&p[1], last);
// Only fog and Z of last vertex is valid
p[0].z = p[1].z;
p[0].f = p[1].f;
// Duplicate the vertex // Duplicate the vertex
p[3] = p[0]; p[3] = p[0];
p[2] = p[0]; p[2] = p[0];
p[4] = p[1]; p[4] = p[1];
p[5] = p[1]; p[5] = p[1];
// Move some vertex x coord to create the others corners of the sprite // Move some vertex x coord to create the others corners of the sprite
p[2].s = p[1].s; p[2].s = p[1].s;
p[2].x = p[1].x; p[2].x = p[1].x;
@ -199,20 +208,13 @@ void Kick::DrawPrim(u32 prim_type)
case PRIM_TRIANGLE: case PRIM_TRIANGLE:
case PRIM_TRIANGLE_STRIP: case PRIM_TRIANGLE_STRIP:
case PRIM_TRIANGLE_FAN: case PRIM_TRIANGLE_FAN:
OUTPUT_VERT(p[2],2); Output_Vertex(p[2],2);
case PRIM_LINE: case PRIM_LINE:
case PRIM_LINE_STRIP: case PRIM_LINE_STRIP:
case PRIM_SPRITE: case PRIM_SPRITE:
OUTPUT_VERT(p[1],1); Output_Vertex(p[1],1);
case PRIM_POINT: case PRIM_POINT:
OUTPUT_VERT(p[0],0); Output_Vertex(p[0],0);
default: break; default: break;
} }
} }
void Kick::SetKickVertex(VertexGPU *p, Vertex &v, int next)
{
SET_VERTEX(p, next);
p->move_z(v, vb[prim->ctxt].zprimmask);
p->move_fog(v);
}

View File

@ -39,9 +39,8 @@ enum PRIM_TYPE {
class Kick class Kick
{ {
private: private:
void SET_VERTEX(VertexGPU *p, int i); template<bool DO_Z_FOG> void Set_Vertex(VertexGPU *p, int i);
void SetKickVertex(VertexGPU *p, Vertex &v, int next); void Output_Vertex(VertexGPU vert, u32 id);
void OUTPUT_VERT(VertexGPU vert, u32 id);
public: public:
Kick() { } Kick() { }
~Kick() { } ~Kick() { }