/* * Copyright (C) 2007-2009 Gabest * http://www.gabest.org * * This Program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2, or (at your option) * any later version. * * This Program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with GNU Make; see the file COPYING. If not, write to * the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA. * http://www.gnu.org/copyleft/gpl.html * */ #pragma once #include "GSVector.h" __aligned(struct, 16) GSVertexSW { GSVector4 c, p, t; GSVertexSW() {} GSVertexSW(const GSVertexSW& v) {*this = v;} __forceinline void operator = (const GSVertexSW& v) {c = v.c; p = v.p; t = v.t;} __forceinline void operator += (const GSVertexSW& v) {c += v.c; p += v.p; t += v.t;} friend GSVertexSW operator + (const GSVertexSW& v1, const GSVertexSW& v2); friend GSVertexSW operator - (const GSVertexSW& v1, const GSVertexSW& v2); friend GSVertexSW operator * (const GSVertexSW& v, const GSVector4& vv); friend GSVertexSW operator / (const GSVertexSW& v, const GSVector4& vv); friend GSVertexSW operator * (const GSVertexSW& v, float f); friend GSVertexSW operator / (const GSVertexSW& v, float f); static bool IsQuad(const GSVertexSW* v, int& tl, int& br) { GSVector4 v0 = v[0].p.xyxy(v[0].t); GSVector4 v1 = v[1].p.xyxy(v[1].t); GSVector4 v2 = v[2].p.xyxy(v[2].t); GSVector4 v01 = v0 == v1; GSVector4 v12 = v1 == v2; GSVector4 v02 = v0 == v2; GSVector4 vtl, vbr; GSVector4 test; int i; if(v12.allfalse()) { test = (v01 ^ v02) & (v01 ^ v02.zwxy()); vtl = v0; vbr = v1 + (v2 - v0); i = 0; } else if(v02.allfalse()) { test = (v01 ^ v12) & (v01 ^ v12.zwxy()); vtl = v1; vbr = v0 + (v2 - v1); i = 1; } else if(v01.allfalse()) { test = (v02 ^ v12) & (v02 ^ v12.zwxy()); vtl = v2; vbr = v0 + (v1 - v2); i = 2; } else { return false; } if(!test.alltrue()) { return false; } tl = i; GSVector4 v3 = v[3].p.xyxy(v[3].t); GSVector4 v4 = v[4].p.xyxy(v[4].t); GSVector4 v5 = v[5].p.xyxy(v[5].t); GSVector4 v34 = v3 == v4; GSVector4 v45 = v4 == v5; GSVector4 v35 = v3 == v5; if(v34.allfalse()) { test = (v35 ^ v45) & (v35 ^ v45.zwxy()) & (vtl + v5 == v3 + v4) & (vbr == v5); i = 5; } else if(v35.allfalse()) { test = (v34 ^ v45) & (v34 ^ v45.zwxy()) & (vtl + v4 == v3 + v5) & (vbr == v4); i = 4; } else if(v45.allfalse()) { test = (v34 ^ v35) & (v34 ^ v35.zwxy()) & (vtl + v3 == v5 + v4) & (vbr == v3); i = 3; } else { return false; } if(!test.alltrue()) { return false; } br = i; v0 = v[0].p.zwzw(v[0].t); v1 = v[1].p.zwzw(v[1].t); v2 = v[2].p.zwzw(v[2].t); v3 = v[3].p.zwzw(v[3].t); v4 = v[4].p.zwzw(v[4].t); v5 = v[5].p.zwzw(v[5].t); test = ((v0 == v1) & (v0 == v2)) & ((v0 == v3) & (v0 == v4)) & (v0 == v5); if(!test.alltrue()) { return false; } v0 = v[0].c; v1 = v[1].c; v2 = v[2].c; v3 = v[3].c; v4 = v[4].c; v5 = v[5].c; test = ((v0 == v1) & (v0 == v2)) & ((v0 == v3) & (v0 == v4)) & (v0 == v5); if(!test.alltrue()) { return false; } return true; } }; __forceinline GSVertexSW operator + (const GSVertexSW& v1, const GSVertexSW& v2) { GSVertexSW v0; v0.c = v1.c + v2.c; v0.p = v1.p + v2.p; v0.t = v1.t + v2.t; return v0; } __forceinline GSVertexSW operator - (const GSVertexSW& v1, const GSVertexSW& v2) { GSVertexSW v0; v0.c = v1.c - v2.c; v0.p = v1.p - v2.p; v0.t = v1.t - v2.t; return v0; } __forceinline GSVertexSW operator * (const GSVertexSW& v, const GSVector4& vv) { GSVertexSW v0; v0.c = v.c * vv; v0.p = v.p * vv; v0.t = v.t * vv; return v0; } __forceinline GSVertexSW operator / (const GSVertexSW& v, const GSVector4& vv) { GSVertexSW v0; v0.c = v.c / vv; v0.p = v.p / vv; v0.t = v.t / vv; return v0; } __forceinline GSVertexSW operator * (const GSVertexSW& v, float f) { GSVertexSW v0; GSVector4 vf(f); v0.c = v.c * vf; v0.p = v.p * vf; v0.t = v.t * vf; return v0; } __forceinline GSVertexSW operator / (const GSVertexSW& v, float f) { GSVertexSW v0; GSVector4 vf(f); v0.c = v.c / vf; v0.p = v.p / vf; v0.t = v.t / vf; return v0; }