ppsspp/GPU/Common/IndexGenerator.h

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// Copyright (c) 2012- PPSSPP Project.
// 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, version 2.0 or later versions.
// 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 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#pragma once
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#include "Common/CommonTypes.h"
#include "Common/Swap.h"
#include "GPU/ge_constants.h"
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class IndexGenerator {
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public:
void Setup(u16 *indexptr);
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void Reset() {
this->inds_ = indsBase_;
}
static bool PrimCompatible(int prim1, int prim2) {
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if (prim1 == GE_PRIM_INVALID || prim2 == GE_PRIM_KEEP_PREVIOUS)
return true;
return indexedPrimitiveType[prim1] == indexedPrimitiveType[prim2];
}
static GEPrimitiveType GeneralPrim(GEPrimitiveType prim) {
switch (prim) {
case GE_PRIM_LINE_STRIP: return GE_PRIM_LINES; break;
case GE_PRIM_TRIANGLE_STRIP:
case GE_PRIM_TRIANGLE_FAN: return GE_PRIM_TRIANGLES; break;
default:
return prim;
}
}
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void AddPrim(int prim, int vertexCount, int indexOffset, bool clockwise);
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void TranslatePrim(int prim, int numInds, const u8 *inds, int indexOffset, bool clockwise);
void TranslatePrim(int prim, int numInds, const u16_le *inds, int indexOffset, bool clockwise);
void TranslatePrim(int prim, int numInds, const u32_le *inds, int indexOffset, bool clockwise);
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// This is really the number of generated indices, or 3x the number of triangles.
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int VertexCount() const { return inds_ - indsBase_; }
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private:
// Points (why index these? code simplicity)
void AddPoints(int numVerts, int indexOffset);
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// Triangles
void AddList(int numVerts, int indexOffset, bool clockwise);
void AddStrip(int numVerts, int indexOffset, bool clockwise);
void AddFan(int numVerts, int indexOffset, bool clockwise);
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// Lines
void AddLineList(int numVerts, int indexOffset);
void AddLineStrip(int numVerts, int indexOffset);
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// Rectangles
void AddRectangles(int numVerts, int indexOffset);
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// These translate already indexed lists
template <class ITypeLE>
void TranslatePoints(int numVerts, const ITypeLE *inds, int indexOffset);
template <class ITypeLE>
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void TranslateList(int numVerts, const ITypeLE *inds, int indexOffset, bool clockwise);
template <class ITypeLE>
inline void TranslateLineList(int numVerts, const ITypeLE *inds, int indexOffset);
template <class ITypeLE>
inline void TranslateLineStrip(int numVerts, const ITypeLE *inds, int indexOffset);
template <class ITypeLE>
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void TranslateStrip(int numVerts, const ITypeLE *inds, int indexOffset, bool clockwise);
template <class ITypeLE>
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void TranslateFan(int numVerts, const ITypeLE *inds, int indexOffset, bool clockwise);
template <class ITypeLE>
inline void TranslateRectangles(int numVerts, const ITypeLE *inds, int indexOffset);
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u16 *indsBase_;
u16 *inds_;
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static const u8 indexedPrimitiveType[7];
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};