pcsx2/plugins/GSdx/GSVertexSW.h

217 lines
4.5 KiB
C

/*
* 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"
__aligned16 union GSVertexSW
{
struct {GSVector4 c, p, t;};
struct {GSVector4 v[3];};
struct {float f[12];};
GSVertexSW() {}
GSVertexSW(const GSVertexSW& v) {*this = v;}
void operator = (const GSVertexSW& v) {c = v.c; p = v.p; t = v.t;}
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;
}