mirror of
https://github.com/hrydgard/ppsspp.git
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617 lines
19 KiB
C++
617 lines
19 KiB
C++
// Copyright (c) 2013- PPSSPP Project.
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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, version 2.0 or later versions.
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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 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include <cmath>
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#include "math/math_util.h"
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#include "Common/MemoryUtil.h"
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#include "Core/Config.h"
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#include "GPU/GPUState.h"
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#include "GPU/Common/DrawEngineCommon.h"
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#include "GPU/Common/VertexDecoderCommon.h"
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#include "GPU/Common/SplineCommon.h"
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#include "GPU/Debugger/Debugger.h"
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#include "GPU/Software/TransformUnit.h"
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#include "GPU/Software/Clipper.h"
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#include "GPU/Software/Lighting.h"
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#define TRANSFORM_BUF_SIZE (65536 * 48)
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TransformUnit::TransformUnit() {
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buf = (u8 *)AllocateMemoryPages(TRANSFORM_BUF_SIZE, MEM_PROT_READ | MEM_PROT_WRITE);
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}
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TransformUnit::~TransformUnit() {
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FreeMemoryPages(buf, DECODED_VERTEX_BUFFER_SIZE);
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}
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SoftwareDrawEngine::SoftwareDrawEngine() {
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// All this is a LOT of memory, need to see if we can cut down somehow. Used for splines.
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decoded = (u8 *)AllocateMemoryPages(DECODED_VERTEX_BUFFER_SIZE, MEM_PROT_READ | MEM_PROT_WRITE);
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decIndex = (u16 *)AllocateMemoryPages(DECODED_INDEX_BUFFER_SIZE, MEM_PROT_READ | MEM_PROT_WRITE);
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}
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SoftwareDrawEngine::~SoftwareDrawEngine() {
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FreeMemoryPages(decoded, DECODED_VERTEX_BUFFER_SIZE);
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FreeMemoryPages(decIndex, DECODED_INDEX_BUFFER_SIZE);
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}
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void SoftwareDrawEngine::DispatchFlush() {
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}
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void SoftwareDrawEngine::DispatchSubmitPrim(void *verts, void *inds, GEPrimitiveType prim, int vertexCount, u32 vertTypeID, int *bytesRead) {
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transformUnit.SubmitPrimitive(verts, inds, prim, vertexCount, vertTypeID, bytesRead, this);
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}
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VertexDecoder *SoftwareDrawEngine::FindVertexDecoder(u32 vtype) {
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const u32 vertTypeID = (vtype & 0xFFFFFF) | (gstate.getUVGenMode() << 24);
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return DrawEngineCommon::GetVertexDecoder(vertTypeID);
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}
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WorldCoords TransformUnit::ModelToWorld(const ModelCoords& coords)
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{
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Mat3x3<float> world_matrix(gstate.worldMatrix);
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return WorldCoords(world_matrix * coords) + Vec3<float>(gstate.worldMatrix[9], gstate.worldMatrix[10], gstate.worldMatrix[11]);
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}
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WorldCoords TransformUnit::ModelToWorldNormal(const ModelCoords& coords)
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{
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Mat3x3<float> world_matrix(gstate.worldMatrix);
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return WorldCoords(world_matrix * coords);
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}
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ViewCoords TransformUnit::WorldToView(const WorldCoords& coords)
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{
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Mat3x3<float> view_matrix(gstate.viewMatrix);
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return ViewCoords(view_matrix * coords) + Vec3<float>(gstate.viewMatrix[9], gstate.viewMatrix[10], gstate.viewMatrix[11]);
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}
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ClipCoords TransformUnit::ViewToClip(const ViewCoords& coords)
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{
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Vec4<float> coords4(coords.x, coords.y, coords.z, 1.0f);
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Mat4x4<float> projection_matrix(gstate.projMatrix);
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return ClipCoords(projection_matrix * coords4);
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}
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static inline ScreenCoords ClipToScreenInternal(const ClipCoords& coords, bool *outside_range_flag) {
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ScreenCoords ret;
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// Parameters here can seem invalid, but the PSP is fine with negative viewport widths etc.
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// The checking that OpenGL and D3D do is actually quite superflous as the calculations still "work"
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// with some pretty crazy inputs, which PSP games are happy to do at times.
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float xScale = gstate.getViewportXScale();
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float xCenter = gstate.getViewportXCenter();
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float yScale = gstate.getViewportYScale();
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float yCenter = gstate.getViewportYCenter();
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float zScale = gstate.getViewportZScale();
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float zCenter = gstate.getViewportZCenter();
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float x = coords.x * xScale / coords.w + xCenter;
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float y = coords.y * yScale / coords.w + yCenter;
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float z = coords.z * zScale / coords.w + zCenter;
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// Account for rounding for X and Y.
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// TODO: Validate actual rounding range.
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const float SCREEN_BOUND = 4095.0f + (15.5f / 16.0f);
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const float DEPTH_BOUND = 65535.5f;
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// This matches hardware tests - depth is clamped when this flag is on.
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if (gstate.isDepthClampEnabled()) {
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// Note: if the depth is clamped, the outside_range_flag should NOT be set, even for x and y.
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if (z < 0.f)
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z = 0.f;
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else if (z > 65535.0f)
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z = 65535.0f;
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else if (outside_range_flag && (x >= SCREEN_BOUND || y >= SCREEN_BOUND || x < 0 || y < 0))
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*outside_range_flag = true;
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} else if (outside_range_flag && (x > SCREEN_BOUND || y >= SCREEN_BOUND || x < 0 || y < 0 || z < 0 || z >= DEPTH_BOUND)) {
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*outside_range_flag = true;
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}
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// 16 = 0xFFFF / 4095.9375
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// Round up at 0.625 to the nearest subpixel.
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return ScreenCoords(x * 16.0f + 0.375f, y * 16.0f + 0.375f, z);
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}
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ScreenCoords TransformUnit::ClipToScreen(const ClipCoords& coords)
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{
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return ClipToScreenInternal(coords, nullptr);
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}
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DrawingCoords TransformUnit::ScreenToDrawing(const ScreenCoords& coords)
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{
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DrawingCoords ret;
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// TODO: What to do when offset > coord?
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ret.x = ((s32)coords.x - gstate.getOffsetX16()) / 16;
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ret.y = ((s32)coords.y - gstate.getOffsetY16()) / 16;
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ret.z = coords.z;
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return ret;
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}
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ScreenCoords TransformUnit::DrawingToScreen(const DrawingCoords& coords)
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{
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ScreenCoords ret;
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ret.x = (u32)coords.x * 16 + gstate.getOffsetX16();
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ret.y = (u32)coords.y * 16 + gstate.getOffsetY16();
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ret.z = coords.z;
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return ret;
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}
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VertexData TransformUnit::ReadVertex(VertexReader& vreader)
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{
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VertexData vertex;
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float pos[3];
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// VertexDecoder normally scales z, but we want it unscaled.
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vreader.ReadPosThroughZ16(pos);
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if (!gstate.isModeClear() && gstate.isTextureMapEnabled() && vreader.hasUV()) {
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float uv[2];
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vreader.ReadUV(uv);
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vertex.texturecoords = Vec2<float>(uv[0], uv[1]);
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}
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if (vreader.hasNormal()) {
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float normal[3];
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vreader.ReadNrm(normal);
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vertex.normal = Vec3<float>(normal[0], normal[1], normal[2]);
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if (gstate.areNormalsReversed())
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vertex.normal = -vertex.normal;
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}
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if (vertTypeIsSkinningEnabled(gstate.vertType) && !gstate.isModeThrough()) {
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float W[8] = { 1.f, 0.f, 0.f, 0.f, 0.f, 0.f, 0.f, 0.f };
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vreader.ReadWeights(W);
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Vec3<float> tmppos(0.f, 0.f, 0.f);
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Vec3<float> tmpnrm(0.f, 0.f, 0.f);
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for (int i = 0; i < vertTypeGetNumBoneWeights(gstate.vertType); ++i) {
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Mat3x3<float> bone(&gstate.boneMatrix[12*i]);
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tmppos += (bone * ModelCoords(pos[0], pos[1], pos[2]) + Vec3<float>(gstate.boneMatrix[12*i+9], gstate.boneMatrix[12*i+10], gstate.boneMatrix[12*i+11])) * W[i];
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if (vreader.hasNormal())
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tmpnrm += (bone * vertex.normal) * W[i];
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}
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pos[0] = tmppos.x;
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pos[1] = tmppos.y;
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pos[2] = tmppos.z;
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if (vreader.hasNormal())
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vertex.normal = tmpnrm;
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}
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if (vreader.hasColor0()) {
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float col[4];
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vreader.ReadColor0(col);
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vertex.color0 = Vec4<int>(col[0]*255, col[1]*255, col[2]*255, col[3]*255);
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} else {
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vertex.color0 = Vec4<int>(gstate.getMaterialAmbientR(), gstate.getMaterialAmbientG(), gstate.getMaterialAmbientB(), gstate.getMaterialAmbientA());
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}
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if (vreader.hasColor1()) {
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float col[3];
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vreader.ReadColor1(col);
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vertex.color1 = Vec3<int>(col[0]*255, col[1]*255, col[2]*255);
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} else {
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vertex.color1 = Vec3<int>(0, 0, 0);
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}
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if (!gstate.isModeThrough()) {
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vertex.modelpos = ModelCoords(pos[0], pos[1], pos[2]);
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vertex.worldpos = WorldCoords(TransformUnit::ModelToWorld(vertex.modelpos));
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ModelCoords viewpos = TransformUnit::WorldToView(vertex.worldpos);
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vertex.clippos = ClipCoords(TransformUnit::ViewToClip(viewpos));
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if (gstate.isFogEnabled()) {
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float fog_end = getFloat24(gstate.fog1);
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float fog_slope = getFloat24(gstate.fog2);
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// Same fixup as in ShaderManagerGLES.cpp
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if (my_isnanorinf(fog_end)) {
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// Not really sure what a sensible value might be, but let's try 64k.
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fog_end = std::signbit(fog_end) ? -65535.0f : 65535.0f;
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}
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if (my_isnanorinf(fog_slope)) {
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fog_slope = std::signbit(fog_slope) ? -65535.0f : 65535.0f;
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}
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vertex.fogdepth = (viewpos.z + fog_end) * fog_slope;
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} else {
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vertex.fogdepth = 1.0f;
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}
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vertex.screenpos = ClipToScreenInternal(vertex.clippos, &outside_range_flag);
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if (vreader.hasNormal()) {
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vertex.worldnormal = TransformUnit::ModelToWorldNormal(vertex.normal);
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// TODO: Isn't there a flag that controls whether to normalize the normal?
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vertex.worldnormal /= vertex.worldnormal.Length();
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} else {
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vertex.worldnormal = Vec3<float>(0.0f, 0.0f, 1.0f);
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}
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Lighting::Process(vertex, vreader.hasColor0());
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} else {
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vertex.screenpos.x = (int)(pos[0] * 16) + gstate.getOffsetX16();
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vertex.screenpos.y = (int)(pos[1] * 16) + gstate.getOffsetY16();
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vertex.screenpos.z = pos[2];
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vertex.clippos.w = 1.f;
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vertex.fogdepth = 1.f;
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}
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return vertex;
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}
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#define START_OPEN_U 1
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#define END_OPEN_U 2
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#define START_OPEN_V 4
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#define END_OPEN_V 8
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struct SplinePatch {
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VertexData points[16];
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int type;
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int pad[3];
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};
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void TransformUnit::SubmitPrimitive(void* vertices, void* indices, GEPrimitiveType prim_type, int vertex_count, u32 vertex_type, int *bytesRead, SoftwareDrawEngine *drawEngine)
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{
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VertexDecoder &vdecoder = *drawEngine->FindVertexDecoder(vertex_type);
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const DecVtxFormat &vtxfmt = vdecoder.GetDecVtxFmt();
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if (bytesRead)
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*bytesRead = vertex_count * vdecoder.VertexSize();
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// Frame skipping.
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if (gstate_c.skipDrawReason & SKIPDRAW_SKIPFRAME) {
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return;
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}
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u16 index_lower_bound = 0;
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u16 index_upper_bound = vertex_count - 1;
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IndexConverter ConvertIndex(vertex_type, indices);
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if (indices)
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GetIndexBounds(indices, vertex_count, vertex_type, &index_lower_bound, &index_upper_bound);
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vdecoder.DecodeVerts(buf, vertices, index_lower_bound, index_upper_bound);
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VertexReader vreader(buf, vtxfmt, vertex_type);
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const int max_vtcs_per_prim = 3;
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static VertexData data[max_vtcs_per_prim];
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// This is the index of the next vert in data (or higher, may need modulus.)
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static int data_index = 0;
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static GEPrimitiveType prev_prim = GE_PRIM_POINTS;
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if (prim_type != GE_PRIM_KEEP_PREVIOUS) {
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data_index = 0;
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prev_prim = prim_type;
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} else {
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prim_type = prev_prim;
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}
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int vtcs_per_prim;
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switch (prim_type) {
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case GE_PRIM_POINTS: vtcs_per_prim = 1; break;
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case GE_PRIM_LINES: vtcs_per_prim = 2; break;
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case GE_PRIM_TRIANGLES: vtcs_per_prim = 3; break;
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case GE_PRIM_RECTANGLES: vtcs_per_prim = 2; break;
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default: vtcs_per_prim = 0; break;
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}
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// TODO: Do this in two passes - first process the vertices (before indexing/stripping),
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// then resolve the indices. This lets us avoid transforming shared vertices twice.
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switch (prim_type) {
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case GE_PRIM_POINTS:
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case GE_PRIM_LINES:
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case GE_PRIM_TRIANGLES:
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case GE_PRIM_RECTANGLES:
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{
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for (int vtx = 0; vtx < vertex_count; ++vtx) {
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if (indices) {
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vreader.Goto(ConvertIndex(vtx) - index_lower_bound);
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} else {
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vreader.Goto(vtx);
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}
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data[data_index++] = ReadVertex(vreader);
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if (data_index < vtcs_per_prim) {
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// Keep reading. Note: an incomplete prim will stay read for GE_PRIM_KEEP_PREVIOUS.
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continue;
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}
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// Okay, we've got enough verts. Reset the index for next time.
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data_index = 0;
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if (outside_range_flag) {
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// Cull the prim if it was outside, and move to the next prim.
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outside_range_flag = false;
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continue;
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}
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switch (prim_type) {
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case GE_PRIM_TRIANGLES:
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{
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if (!gstate.isCullEnabled() || gstate.isModeClear()) {
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Clipper::ProcessTriangle(data[0], data[1], data[2]);
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Clipper::ProcessTriangle(data[2], data[1], data[0]);
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} else if (!gstate.getCullMode()) {
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Clipper::ProcessTriangle(data[2], data[1], data[0]);
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} else {
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Clipper::ProcessTriangle(data[0], data[1], data[2]);
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}
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break;
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}
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case GE_PRIM_RECTANGLES:
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Clipper::ProcessRect(data[0], data[1]);
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break;
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case GE_PRIM_LINES:
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Clipper::ProcessLine(data[0], data[1]);
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break;
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case GE_PRIM_POINTS:
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Clipper::ProcessPoint(data[0]);
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break;
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default:
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_dbg_assert_msg_(G3D, false, "Unexpected prim type: %d", prim_type);
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}
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}
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break;
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}
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case GE_PRIM_LINE_STRIP:
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{
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// Don't draw a line when loading the first vertex.
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// If data_index is 1 or 2, etc., it means we're continuing a line strip.
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int skip_count = data_index == 0 ? 1 : 0;
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for (int vtx = 0; vtx < vertex_count; ++vtx) {
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if (indices) {
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vreader.Goto(ConvertIndex(vtx) - index_lower_bound);
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} else {
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vreader.Goto(vtx);
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}
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data[(data_index++) & 1] = ReadVertex(vreader);
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if (outside_range_flag) {
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// Drop all primitives containing the current vertex
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skip_count = 2;
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outside_range_flag = false;
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continue;
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}
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if (skip_count) {
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--skip_count;
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} else {
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// We already incremented data_index, so data_index & 1 is previous one.
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Clipper::ProcessLine(data[data_index & 1], data[(data_index & 1) ^ 1]);
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}
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}
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break;
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}
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case GE_PRIM_TRIANGLE_STRIP:
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{
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// Don't draw a triangle when loading the first two vertices.
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int skip_count = data_index >= 2 ? 0 : 2 - data_index;
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for (int vtx = 0; vtx < vertex_count; ++vtx) {
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if (indices) {
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vreader.Goto(ConvertIndex(vtx) - index_lower_bound);
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} else {
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vreader.Goto(vtx);
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}
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data[(data_index++) % 3] = ReadVertex(vreader);
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if (outside_range_flag) {
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// Drop all primitives containing the current vertex
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skip_count = 2;
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outside_range_flag = false;
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continue;
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}
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if (skip_count) {
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--skip_count;
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continue;
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}
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if (!gstate.isCullEnabled() || gstate.isModeClear()) {
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Clipper::ProcessTriangle(data[0], data[1], data[2]);
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Clipper::ProcessTriangle(data[2], data[1], data[0]);
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} else if ((!gstate.getCullMode()) ^ ((data_index - 1) % 2)) {
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// We need to reverse the vertex order for each second primitive,
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// but we additionally need to do that for every primitive if CCW cullmode is used.
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Clipper::ProcessTriangle(data[2], data[1], data[0]);
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} else {
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Clipper::ProcessTriangle(data[0], data[1], data[2]);
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}
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}
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break;
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}
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case GE_PRIM_TRIANGLE_FAN:
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{
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// Don't draw a triangle when loading the first two vertices.
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// (this doesn't count the central one.)
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int skip_count = data_index <= 1 ? 1 : 0;
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int start_vtx = 0;
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// Only read the central vertex if we're not continuing.
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if (data_index == 0) {
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if (indices) {
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vreader.Goto(ConvertIndex(0) - index_lower_bound);
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} else {
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vreader.Goto(0);
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}
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data[0] = ReadVertex(vreader);
|
|
data_index++;
|
|
start_vtx = 1;
|
|
}
|
|
|
|
for (int vtx = start_vtx; vtx < vertex_count; ++vtx) {
|
|
if (indices) {
|
|
vreader.Goto(ConvertIndex(vtx) - index_lower_bound);
|
|
} else {
|
|
vreader.Goto(vtx);
|
|
}
|
|
|
|
data[2 - ((data_index++) % 2)] = ReadVertex(vreader);
|
|
if (outside_range_flag) {
|
|
// Drop all primitives containing the current vertex
|
|
skip_count = 2;
|
|
outside_range_flag = false;
|
|
continue;
|
|
}
|
|
|
|
if (skip_count) {
|
|
--skip_count;
|
|
continue;
|
|
}
|
|
|
|
if (!gstate.isCullEnabled() || gstate.isModeClear()) {
|
|
Clipper::ProcessTriangle(data[0], data[1], data[2]);
|
|
Clipper::ProcessTriangle(data[2], data[1], data[0]);
|
|
} else if ((!gstate.getCullMode()) ^ ((data_index - 1) % 2)) {
|
|
// We need to reverse the vertex order for each second primitive,
|
|
// but we additionally need to do that for every primitive if CCW cullmode is used.
|
|
Clipper::ProcessTriangle(data[2], data[1], data[0]);
|
|
} else {
|
|
Clipper::ProcessTriangle(data[0], data[1], data[2]);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
default:
|
|
ERROR_LOG(G3D, "Unexpected prim type: %d", prim_type);
|
|
break;
|
|
}
|
|
|
|
GPUDebug::NotifyDraw();
|
|
}
|
|
|
|
// TODO: This probably is not the best interface.
|
|
// Also, we should try to merge this into the similar function in DrawEngineCommon.
|
|
bool TransformUnit::GetCurrentSimpleVertices(int count, std::vector<GPUDebugVertex> &vertices, std::vector<u16> &indices) {
|
|
// This is always for the current vertices.
|
|
u16 indexLowerBound = 0;
|
|
u16 indexUpperBound = count - 1;
|
|
|
|
if ((gstate.vertType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) {
|
|
const u8 *inds = Memory::GetPointer(gstate_c.indexAddr);
|
|
const u16 *inds16 = (const u16 *)inds;
|
|
const u32 *inds32 = (const u32 *)inds;
|
|
|
|
if (inds) {
|
|
GetIndexBounds(inds, count, gstate.vertType, &indexLowerBound, &indexUpperBound);
|
|
indices.resize(count);
|
|
switch (gstate.vertType & GE_VTYPE_IDX_MASK) {
|
|
case GE_VTYPE_IDX_8BIT:
|
|
for (int i = 0; i < count; ++i) {
|
|
indices[i] = inds[i];
|
|
}
|
|
break;
|
|
case GE_VTYPE_IDX_16BIT:
|
|
for (int i = 0; i < count; ++i) {
|
|
indices[i] = inds16[i];
|
|
}
|
|
break;
|
|
case GE_VTYPE_IDX_32BIT:
|
|
WARN_LOG_REPORT_ONCE(simpleIndexes32, G3D, "SimpleVertices: Decoding 32-bit indexes");
|
|
for (int i = 0; i < count; ++i) {
|
|
// These aren't documented and should be rare. Let's bounds check each one.
|
|
if (inds32[i] != (u16)inds32[i]) {
|
|
ERROR_LOG_REPORT_ONCE(simpleIndexes32Bounds, G3D, "SimpleVertices: Index outside 16-bit range");
|
|
}
|
|
indices[i] = (u16)inds32[i];
|
|
}
|
|
break;
|
|
}
|
|
} else {
|
|
indices.clear();
|
|
}
|
|
} else {
|
|
indices.clear();
|
|
}
|
|
|
|
static std::vector<u32> temp_buffer;
|
|
static std::vector<SimpleVertex> simpleVertices;
|
|
temp_buffer.resize(65536 * 24 / sizeof(u32));
|
|
simpleVertices.resize(indexUpperBound + 1);
|
|
|
|
VertexDecoder vdecoder;
|
|
VertexDecoderOptions options{};
|
|
vdecoder.SetVertexType(gstate.vertType, options);
|
|
DrawEngineCommon::NormalizeVertices((u8 *)(&simpleVertices[0]), (u8 *)(&temp_buffer[0]), Memory::GetPointer(gstate_c.vertexAddr), &vdecoder, indexLowerBound, indexUpperBound, gstate.vertType);
|
|
|
|
float world[16];
|
|
float view[16];
|
|
float worldview[16];
|
|
float worldviewproj[16];
|
|
ConvertMatrix4x3To4x4(world, gstate.worldMatrix);
|
|
ConvertMatrix4x3To4x4(view, gstate.viewMatrix);
|
|
Matrix4ByMatrix4(worldview, world, view);
|
|
Matrix4ByMatrix4(worldviewproj, worldview, gstate.projMatrix);
|
|
|
|
vertices.resize(indexUpperBound + 1);
|
|
for (int i = indexLowerBound; i <= indexUpperBound; ++i) {
|
|
const SimpleVertex &vert = simpleVertices[i];
|
|
|
|
if (gstate.isModeThrough()) {
|
|
if (gstate.vertType & GE_VTYPE_TC_MASK) {
|
|
vertices[i].u = vert.uv[0];
|
|
vertices[i].v = vert.uv[1];
|
|
} else {
|
|
vertices[i].u = 0.0f;
|
|
vertices[i].v = 0.0f;
|
|
}
|
|
vertices[i].x = vert.pos.x;
|
|
vertices[i].y = vert.pos.y;
|
|
vertices[i].z = vert.pos.z;
|
|
if (gstate.vertType & GE_VTYPE_COL_MASK) {
|
|
memcpy(vertices[i].c, vert.color, sizeof(vertices[i].c));
|
|
} else {
|
|
memset(vertices[i].c, 0, sizeof(vertices[i].c));
|
|
}
|
|
} else {
|
|
float clipPos[4];
|
|
Vec3ByMatrix44(clipPos, vert.pos.AsArray(), worldviewproj);
|
|
ScreenCoords screenPos = ClipToScreen(clipPos);
|
|
DrawingCoords drawPos = ScreenToDrawing(screenPos);
|
|
|
|
if (gstate.vertType & GE_VTYPE_TC_MASK) {
|
|
vertices[i].u = vert.uv[0] * (float)gstate.getTextureWidth(0);
|
|
vertices[i].v = vert.uv[1] * (float)gstate.getTextureHeight(0);
|
|
} else {
|
|
vertices[i].u = 0.0f;
|
|
vertices[i].v = 0.0f;
|
|
}
|
|
vertices[i].x = drawPos.x;
|
|
vertices[i].y = drawPos.y;
|
|
vertices[i].z = drawPos.z;
|
|
if (gstate.vertType & GE_VTYPE_COL_MASK) {
|
|
memcpy(vertices[i].c, vert.color, sizeof(vertices[i].c));
|
|
} else {
|
|
memset(vertices[i].c, 0, sizeof(vertices[i].c));
|
|
}
|
|
}
|
|
}
|
|
|
|
// The GE debugger expects these to be set.
|
|
gstate_c.curTextureWidth = gstate.getTextureWidth(0);
|
|
gstate_c.curTextureHeight = gstate.getTextureHeight(0);
|
|
|
|
return true;
|
|
}
|