mirror of https://github.com/PCSX2/pcsx2.git
214 lines
4.4 KiB
C
214 lines
4.4 KiB
C
/*
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* Copyright (C) 2007-2009 Gabest
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* http://www.gabest.org
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*
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* This Program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2, or (at your option)
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* any later version.
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*
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* This Program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with GNU Make; see the file COPYING. If not, write to
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* the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
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* http://www.gnu.org/copyleft/gpl.html
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*
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*/
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#pragma once
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#include "GSVector.h"
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__aligned(struct, 32) GSVertexSW
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{
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GSVector4 c, p, t;
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GSVertexSW() {}
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GSVertexSW(const GSVertexSW& v) {*this = v;}
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void operator = (const GSVertexSW& v) {c = v.c; p = v.p; t = v.t;}
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void operator += (const GSVertexSW& v) {c += v.c; p += v.p; t += v.t;}
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friend GSVertexSW operator + (const GSVertexSW& v1, const GSVertexSW& v2);
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friend GSVertexSW operator - (const GSVertexSW& v1, const GSVertexSW& v2);
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friend GSVertexSW operator * (const GSVertexSW& v, const GSVector4& vv);
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friend GSVertexSW operator / (const GSVertexSW& v, const GSVector4& vv);
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friend GSVertexSW operator * (const GSVertexSW& v, float f);
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friend GSVertexSW operator / (const GSVertexSW& v, float f);
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static bool IsQuad(const GSVertexSW* v, int& tl, int& br)
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{
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GSVector4 v0 = v[0].p.xyxy(v[0].t);
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GSVector4 v1 = v[1].p.xyxy(v[1].t);
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GSVector4 v2 = v[2].p.xyxy(v[2].t);
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GSVector4 v01 = v0 == v1;
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GSVector4 v12 = v1 == v2;
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GSVector4 v02 = v0 == v2;
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GSVector4 vtl, vbr;
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GSVector4 test;
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int i;
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if(v12.allfalse())
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{
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test = (v01 ^ v02) & (v01 ^ v02.zwxy());
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vtl = v0;
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vbr = v1 + (v2 - v0);
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i = 0;
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}
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else if(v02.allfalse())
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{
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test = (v01 ^ v12) & (v01 ^ v12.zwxy());
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vtl = v1;
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vbr = v0 + (v2 - v1);
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i = 1;
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}
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else if(v01.allfalse())
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{
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test = (v02 ^ v12) & (v02 ^ v12.zwxy());
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vtl = v2;
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vbr = v0 + (v1 - v2);
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i = 2;
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}
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else
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{
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return false;
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}
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if(!test.alltrue())
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{
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return false;
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}
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tl = i;
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GSVector4 v3 = v[3].p.xyxy(v[3].t);
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GSVector4 v4 = v[4].p.xyxy(v[4].t);
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GSVector4 v5 = v[5].p.xyxy(v[5].t);
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GSVector4 v34 = v3 == v4;
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GSVector4 v45 = v4 == v5;
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GSVector4 v35 = v3 == v5;
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if(v34.allfalse())
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{
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test = (v35 ^ v45) & (v35 ^ v45.zwxy()) & (vtl + v5 == v3 + v4) & (vbr == v5);
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i = 5;
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}
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else if(v35.allfalse())
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{
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test = (v34 ^ v45) & (v34 ^ v45.zwxy()) & (vtl + v4 == v3 + v5) & (vbr == v4);
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i = 4;
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}
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else if(v45.allfalse())
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{
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test = (v34 ^ v35) & (v34 ^ v35.zwxy()) & (vtl + v3 == v5 + v4) & (vbr == v3);
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i = 3;
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}
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else
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{
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return false;
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}
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if(!test.alltrue())
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{
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return false;
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}
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br = i;
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v0 = v[0].p.zwzw(v[0].t);
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v1 = v[1].p.zwzw(v[1].t);
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v2 = v[2].p.zwzw(v[2].t);
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v3 = v[3].p.zwzw(v[3].t);
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v4 = v[4].p.zwzw(v[4].t);
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v5 = v[5].p.zwzw(v[5].t);
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test = ((v0 == v1) & (v0 == v2)) & ((v0 == v3) & (v0 == v4)) & (v0 == v5);
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if(!test.alltrue())
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{
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return false;
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}
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v0 = v[0].c;
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v1 = v[1].c;
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v2 = v[2].c;
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v3 = v[3].c;
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v4 = v[4].c;
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v5 = v[5].c;
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test = ((v0 == v1) & (v0 == v2)) & ((v0 == v3) & (v0 == v4)) & (v0 == v5);
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if(!test.alltrue())
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{
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return false;
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}
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return true;
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}
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};
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__forceinline GSVertexSW operator + (const GSVertexSW& v1, const GSVertexSW& v2)
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{
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GSVertexSW v0;
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v0.c = v1.c + v2.c;
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v0.p = v1.p + v2.p;
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v0.t = v1.t + v2.t;
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return v0;
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}
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__forceinline GSVertexSW operator - (const GSVertexSW& v1, const GSVertexSW& v2)
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{
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GSVertexSW v0;
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v0.c = v1.c - v2.c;
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v0.p = v1.p - v2.p;
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v0.t = v1.t - v2.t;
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return v0;
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}
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__forceinline GSVertexSW operator * (const GSVertexSW& v, const GSVector4& vv)
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{
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GSVertexSW v0;
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v0.c = v.c * vv;
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v0.p = v.p * vv;
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v0.t = v.t * vv;
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return v0;
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}
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__forceinline GSVertexSW operator / (const GSVertexSW& v, const GSVector4& vv)
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{
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GSVertexSW v0;
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v0.c = v.c / vv;
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v0.p = v.p / vv;
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v0.t = v.t / vv;
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return v0;
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}
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__forceinline GSVertexSW operator * (const GSVertexSW& v, float f)
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{
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GSVertexSW v0;
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GSVector4 vf(f);
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v0.c = v.c * vf;
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v0.p = v.p * vf;
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v0.t = v.t * vf;
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return v0;
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}
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__forceinline GSVertexSW operator / (const GSVertexSW& v, float f)
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{
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GSVertexSW v0;
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GSVector4 vf(f);
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v0.c = v.c / vf;
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v0.p = v.p / vf;
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v0.t = v.t / vf;
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return v0;
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}
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