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https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 05:19:56 +00:00
Make it easier to reason about space in the inds buffer by moving an offset instead of the pointer.
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0f5fdf7840
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@ -547,7 +547,7 @@ void SoftwareTransform::DetectOffsetTexture(int maxIndex) {
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}
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// NOTE: The viewport must be up to date!
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void SoftwareTransform::BuildDrawingParams(int prim, int vertexCount, u32 vertType, u16 *&inds, int &maxIndex, SoftwareTransformResult *result) {
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void SoftwareTransform::BuildDrawingParams(int prim, int vertexCount, u32 vertType, u16 *inds, int &indsOffset, int &maxIndex, SoftwareTransformResult *result) {
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TransformedVertex *transformed = params_.transformed;
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TransformedVertex *transformedExpanded = params_.transformedExpanded;
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bool throughmode = (vertType & GE_VTYPE_THROUGH_MASK) != 0;
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@ -560,7 +560,7 @@ void SoftwareTransform::BuildDrawingParams(int prim, int vertexCount, u32 vertTy
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bool useBufferedRendering = fbman->UseBufferedRendering();
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if (prim == GE_PRIM_RECTANGLES) {
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ExpandRectangles(vertexCount, maxIndex, inds, transformed, transformedExpanded, numTrans, throughmode);
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ExpandRectangles(vertexCount, maxIndex, inds, indsOffset, transformed, transformedExpanded, numTrans, throughmode);
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result->drawBuffer = transformedExpanded;
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result->drawIndexed = true;
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@ -578,11 +578,11 @@ void SoftwareTransform::BuildDrawingParams(int prim, int vertexCount, u32 vertTy
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}
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}
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} else if (prim == GE_PRIM_POINTS) {
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ExpandPoints(vertexCount, maxIndex, inds, transformed, transformedExpanded, numTrans, throughmode);
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ExpandPoints(vertexCount, maxIndex, inds, indsOffset, transformed, transformedExpanded, numTrans, throughmode);
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result->drawBuffer = transformedExpanded;
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result->drawIndexed = true;
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} else if (prim == GE_PRIM_LINES) {
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ExpandLines(vertexCount, maxIndex, inds, transformed, transformedExpanded, numTrans, throughmode);
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ExpandLines(vertexCount, maxIndex, inds, indsOffset, transformed, transformedExpanded, numTrans, throughmode);
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result->drawBuffer = transformedExpanded;
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result->drawIndexed = true;
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} else {
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@ -674,15 +674,15 @@ void SoftwareTransform::CalcCullParams(float &minZValue, float &maxZValue) {
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std::swap(minZValue, maxZValue);
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}
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void SoftwareTransform::ExpandRectangles(int vertexCount, int &maxIndex, u16 *&inds, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int &numTrans, bool throughmode) {
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void SoftwareTransform::ExpandRectangles(int vertexCount, int &maxIndex, u16 *inds, int &indsOffset, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int &numTrans, bool throughmode) {
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// Rectangles always need 2 vertices, disregard the last one if there's an odd number.
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vertexCount = vertexCount & ~1;
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numTrans = 0;
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TransformedVertex *trans = &transformedExpanded[0];
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const u16 *indsIn = (const u16 *)inds;
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u16 *newInds = inds + vertexCount;
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u16 *indsOut = newInds;
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const u16 *indsIn = (const u16 *)(inds + indsOffset);
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int newIndsOffset = indsOffset + vertexCount;
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u16 *indsOut = inds + newIndsOffset;
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maxIndex = 4 * (vertexCount / 2);
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for (int i = 0; i < vertexCount; i += 2) {
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@ -727,23 +727,26 @@ void SoftwareTransform::ExpandRectangles(int vertexCount, int &maxIndex, u16 *&i
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indsOut[3] = i * 2 + 3;
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indsOut[4] = i * 2 + 0;
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indsOut[5] = i * 2 + 2;
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trans += 4;
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indsOut += 6;
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numTrans += 6;
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}
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inds = newInds;
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indsOffset = newIndsOffset;
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}
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void SoftwareTransform::ExpandLines(int vertexCount, int &maxIndex, u16 *&inds, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int &numTrans, bool throughmode) {
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void SoftwareTransform::ExpandLines(int vertexCount, int &maxIndex, u16 *inds, int &indsOffset, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int &numTrans, bool throughmode) {
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// Lines always need 2 vertices, disregard the last one if there's an odd number.
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vertexCount = vertexCount & ~1;
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numTrans = 0;
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TransformedVertex *trans = &transformedExpanded[0];
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const u16 *indsIn = (const u16 *)inds;
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u16 *newInds = inds + vertexCount;
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u16 *indsOut = newInds;
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const u16 *indsIn = (const u16 *)(inds + indsOffset);
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int newIndsOffset = indsOffset + vertexCount;
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u16 *indsOut = inds + newIndsOffset;
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float dx = 1.0f * gstate_c.vpWidthScale * (1.0f / fabsf(gstate.getViewportXScale()));
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float dy = 1.0f * gstate_c.vpHeightScale * (1.0f / fabsf(gstate.getViewportYScale()));
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@ -856,16 +859,16 @@ void SoftwareTransform::ExpandLines(int vertexCount, int &maxIndex, u16 *&inds,
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}
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}
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inds = newInds;
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indsOffset = newIndsOffset;
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}
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void SoftwareTransform::ExpandPoints(int vertexCount, int &maxIndex, u16 *&inds, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int &numTrans, bool throughmode) {
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void SoftwareTransform::ExpandPoints(int vertexCount, int &maxIndex, u16 *inds, int &indsOffset, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int &numTrans, bool throughmode) {
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numTrans = 0;
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TransformedVertex *trans = &transformedExpanded[0];
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const u16 *indsIn = (const u16 *)inds;
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u16 *newInds = inds + vertexCount;
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u16 *indsOut = newInds;
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const u16 *indsIn = (const u16 *)(inds + indsOffset);
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int newIndsOffset = indsOffset + vertexCount;
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u16 *indsOut = inds + newIndsOffset;
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float dx = 1.0f * gstate_c.vpWidthScale * (1.0f / gstate.getViewportXScale());
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float dy = 1.0f * gstate_c.vpHeightScale * (1.0f / gstate.getViewportYScale());
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@ -924,5 +927,6 @@ void SoftwareTransform::ExpandPoints(int vertexCount, int &maxIndex, u16 *&inds,
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numTrans += 6;
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}
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inds = newInds;
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indsOffset = newIndsOffset;
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}
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@ -62,19 +62,18 @@ struct SoftwareTransformParams {
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class SoftwareTransform {
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public:
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SoftwareTransform(SoftwareTransformParams ¶ms) : params_(params) {
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}
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SoftwareTransform(SoftwareTransformParams ¶ms) : params_(params) {}
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void SetProjMatrix(const float mtx[14], bool invertedX, bool invertedY, const Lin::Vec3 &trans, const Lin::Vec3 &scale);
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void Decode(int prim, u32 vertexType, const DecVtxFormat &decVtxFormat, int maxIndex, SoftwareTransformResult *result);
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void DetectOffsetTexture(int maxIndex);
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void BuildDrawingParams(int prim, int vertexCount, u32 vertType, u16 *&inds, int &maxIndex, SoftwareTransformResult *result);
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void BuildDrawingParams(int prim, int vertexCount, u32 vertType, u16 *inds, int &indsOffset, int &maxIndex, SoftwareTransformResult *result);
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protected:
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void CalcCullParams(float &minZValue, float &maxZValue);
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void ExpandRectangles(int vertexCount, int &maxIndex, u16 *&inds, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int &numTrans, bool throughmode);
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void ExpandLines(int vertexCount, int &maxIndex, u16 *&inds, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int &numTrans, bool throughmode);
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void ExpandPoints(int vertexCount, int &maxIndex, u16 *&inds, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int &numTrans, bool throughmode);
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void ExpandRectangles(int vertexCount, int &maxIndex, u16 *inds, int &indsOffset, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int &numTrans, bool throughmode);
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void ExpandLines(int vertexCount, int &maxIndex, u16 *inds, int &indsOffset, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int &numTrans, bool throughmode);
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void ExpandPoints(int vertexCount, int &maxIndex, u16 *inds, int &indsOffset, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int &numTrans, bool throughmode);
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const SoftwareTransformParams ¶ms_;
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Lin::Matrix4x4 projMatrix_;
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@ -598,7 +598,7 @@ rotateVBO:
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prim = GE_PRIM_TRIANGLES;
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VERBOSE_LOG(G3D, "Flush prim %i SW! %i verts in one go", prim, indexGen.VertexCount());
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u16 *inds = decIndex_;
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u16 *const inds = decIndex_;
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SoftwareTransformResult result{};
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SoftwareTransformParams params{};
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params.decoded = decoded_;
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@ -644,8 +644,9 @@ rotateVBO:
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// Need to ApplyDrawState after ApplyTexture because depal can launch a render pass and that wrecks the state.
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ApplyDrawState(prim);
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int indsOffset = 0;
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if (result.action == SW_NOT_READY)
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swTransform.BuildDrawingParams(prim, indexGen.VertexCount(), dec_->VertexType(), inds, maxIndex, &result);
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swTransform.BuildDrawingParams(prim, indexGen.VertexCount(), dec_->VertexType(), inds, indsOffset, maxIndex, &result);
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if (result.setSafeSize)
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framebufferManager_->SetSafeSize(result.safeWidth, result.safeHeight);
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@ -558,7 +558,7 @@ rotateVBO:
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prim = GE_PRIM_TRIANGLES;
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VERBOSE_LOG(G3D, "Flush prim %i SW! %i verts in one go", prim, indexGen.VertexCount());
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u16 *inds = decIndex_;
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u16 *const inds = decIndex_;
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SoftwareTransformResult result{};
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SoftwareTransformParams params{};
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params.decoded = decoded_;
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@ -607,8 +607,9 @@ rotateVBO:
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ApplyDrawState(prim);
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int indsOffset = 0;
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if (result.action == SW_NOT_READY)
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swTransform.BuildDrawingParams(prim, indexGen.VertexCount(), dec_->VertexType(), inds, maxIndex, &result);
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swTransform.BuildDrawingParams(prim, indexGen.VertexCount(), dec_->VertexType(), inds, indsOffset, maxIndex, &result);
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if (result.setSafeSize)
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framebufferManager_->SetSafeSize(result.safeWidth, result.safeHeight);
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@ -628,7 +629,7 @@ rotateVBO:
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device_->SetVertexDeclaration(transformedVertexDecl_);
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if (result.drawIndexed) {
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device_->DrawIndexedPrimitiveUP(d3d_prim[prim], 0, maxIndex, D3DPrimCount(d3d_prim[prim], result.drawNumTrans), inds, D3DFMT_INDEX16, result.drawBuffer, sizeof(TransformedVertex));
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device_->DrawIndexedPrimitiveUP(d3d_prim[prim], 0, maxIndex, D3DPrimCount(d3d_prim[prim], result.drawNumTrans), inds + indsOffset, D3DFMT_INDEX16, result.drawBuffer, sizeof(TransformedVertex));
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} else {
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device_->DrawPrimitiveUP(d3d_prim[prim], D3DPrimCount(d3d_prim[prim], result.drawNumTrans), result.drawBuffer, sizeof(TransformedVertex));
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}
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@ -357,7 +357,7 @@ void DrawEngineGLES::DoFlush() {
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if (prim == GE_PRIM_TRIANGLE_STRIP)
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prim = GE_PRIM_TRIANGLES;
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u16 *inds = decIndex_;
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u16 *const inds = decIndex_;
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SoftwareTransformResult result{};
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// TODO: Keep this static? Faster than repopulating?
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SoftwareTransformParams params{};
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@ -414,8 +414,9 @@ void DrawEngineGLES::DoFlush() {
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// Need to ApplyDrawState after ApplyTexture because depal can launch a render pass and that wrecks the state.
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ApplyDrawState(prim);
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int indsOffset = 0;
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if (result.action == SW_NOT_READY)
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swTransform.BuildDrawingParams(prim, vertexCount, dec_->VertexType(), inds, maxIndex, &result);
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swTransform.BuildDrawingParams(prim, vertexCount, dec_->VertexType(), inds, indsOffset, maxIndex, &result);
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if (result.setSafeSize)
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framebufferManager_->SetSafeSize(result.safeWidth, result.safeHeight);
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@ -429,11 +430,19 @@ void DrawEngineGLES::DoFlush() {
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if (result.action == SW_DRAW_PRIMITIVES) {
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if (result.drawIndexed) {
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<<<<<<< HEAD
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vertexBufferOffset = (uint32_t)frameData.pushVertex->Push(result.drawBuffer, maxIndex * sizeof(TransformedVertex), 4, &vertexBuffer);
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indexBufferOffset = (uint32_t)frameData.pushIndex->Push(inds, sizeof(uint16_t) * result.drawNumTrans, 2, &indexBuffer);
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render_->DrawIndexed(
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softwareInputLayout_, vertexBuffer, vertexBufferOffset, indexBuffer, indexBufferOffset,
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glprim[prim], result.drawNumTrans, GL_UNSIGNED_SHORT);
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=======
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vertexBufferOffset = (uint32_t)frameData.pushVertex->Push(result.drawBuffer, maxIndex * sizeof(TransformedVertex), &vertexBuffer);
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indexBufferOffset = (uint32_t)frameData.pushIndex->Push(inds + indsOffset, sizeof(uint16_t) * result.drawNumTrans, &indexBuffer);
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render_->BindVertexBuffer(softwareInputLayout_, vertexBuffer, vertexBufferOffset);
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render_->BindIndexBuffer(indexBuffer);
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render_->DrawIndexed(glprim[prim], result.drawNumTrans, GL_UNSIGNED_SHORT, (void *)(intptr_t)indexBufferOffset);
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>>>>>>> f40f7ed38c (Make it easier to reason about space in the inds buffer by moving an offset instead of the pointer.)
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} else {
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vertexBufferOffset = (uint32_t)frameData.pushVertex->Push(result.drawBuffer, result.drawNumTrans * sizeof(TransformedVertex), 4, &vertexBuffer);
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render_->Draw(
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@ -858,7 +858,7 @@ void DrawEngineVulkan::DoFlush() {
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if (prim == GE_PRIM_TRIANGLE_STRIP)
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prim = GE_PRIM_TRIANGLES;
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u16 *inds = decIndex_;
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u16 *const inds = decIndex_;
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SoftwareTransformResult result{};
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SoftwareTransformParams params{};
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params.decoded = decoded_;
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@ -898,9 +898,10 @@ void DrawEngineVulkan::DoFlush() {
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// Games sometimes expect exact matches (see #12626, for example) for equal comparisons.
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if (result.action == SW_CLEAR && everUsedEqualDepth_ && gstate.isClearModeDepthMask() && result.depth > 0.0f && result.depth < 1.0f)
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result.action = SW_NOT_READY;
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int indsOffset = 0;
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if (result.action == SW_NOT_READY) {
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swTransform.DetectOffsetTexture(maxIndex);
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swTransform.BuildDrawingParams(prim, indexGen.VertexCount(), dec_->VertexType(), inds, maxIndex, &result);
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swTransform.BuildDrawingParams(prim, indexGen.VertexCount(), dec_->VertexType(), inds, indsOffset, maxIndex, &result);
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}
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if (result.setSafeSize)
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@ -970,8 +971,13 @@ void DrawEngineVulkan::DoFlush() {
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if (result.drawIndexed) {
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VkBuffer vbuf, ibuf;
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vbOffset = (uint32_t)pushVertex_->Push(result.drawBuffer, maxIndex * sizeof(TransformedVertex), 4, &vbuf);
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<<<<<<< HEAD
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ibOffset = (uint32_t)pushIndex_->Push(inds, sizeof(short) * result.drawNumTrans, 4, &ibuf);
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renderManager->DrawIndexed(ds, ARRAY_SIZE(dynamicUBOOffsets), dynamicUBOOffsets, vbuf, vbOffset, ibuf, ibOffset, result.drawNumTrans, 1);
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=======
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ibOffset = (uint32_t)pushIndex_->Push(inds + indsOffset, sizeof(short) * result.drawNumTrans, 4, &ibuf);
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renderManager->DrawIndexed(ds, ARRAY_SIZE(dynamicUBOOffsets), dynamicUBOOffsets, vbuf, vbOffset, ibuf, ibOffset, result.drawNumTrans, 1, VK_INDEX_TYPE_UINT16);
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>>>>>>> f40f7ed38c (Make it easier to reason about space in the inds buffer by moving an offset instead of the pointer.)
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} else {
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VkBuffer vbuf;
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vbOffset = (uint32_t)pushVertex_->Push(result.drawBuffer, result.drawNumTrans * sizeof(TransformedVertex), 4, &vbuf);
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