mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 05:19:56 +00:00
77696573f4
Were previously rounding to pixel, not subpixel. Also, show out of range values for clarity on clamping/culling.
1035 lines
33 KiB
C++
1035 lines
33 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 <algorithm>
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#include "Common/Common.h"
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#include "Common/CPUDetect.h"
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#include "Common/Math/math_util.h"
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#include "Common/MemoryUtil.h"
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#include "Common/Profiler/Profiler.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/Common/TextureDecoder.h"
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#include "GPU/Debugger/Debugger.h"
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#include "GPU/Software/BinManager.h"
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#include "GPU/Software/Clipper.h"
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#include "GPU/Software/FuncId.h"
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#include "GPU/Software/Lighting.h"
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#include "GPU/Software/Rasterizer.h"
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#include "GPU/Software/RasterizerRectangle.h"
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#include "GPU/Software/TransformUnit.h"
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#define TRANSFORM_BUF_SIZE (65536 * 48)
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TransformUnit::TransformUnit() {
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decoded_ = (u8 *)AllocateMemoryPages(TRANSFORM_BUF_SIZE, MEM_PROT_READ | MEM_PROT_WRITE);
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binner_ = new BinManager();
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}
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TransformUnit::~TransformUnit() {
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FreeMemoryPages(decoded_, TRANSFORM_BUF_SIZE);
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delete binner_;
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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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flushOnParams_ = false;
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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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transformUnit.Flush("debug");
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}
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void SoftwareDrawEngine::DispatchSubmitPrim(const void *verts, const void *inds, GEPrimitiveType prim, int vertexCount, u32 vertTypeID, int cullMode, int *bytesRead) {
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_assert_msg_(cullMode == gstate.getCullMode(), "Mixed cull mode not supported.");
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transformUnit.SubmitPrimitive(verts, inds, prim, vertexCount, vertTypeID, bytesRead, this);
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}
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void SoftwareDrawEngine::DispatchSubmitImm(GEPrimitiveType prim, TransformedVertex *buffer, int vertexCount, int cullMode, bool continuation) {
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uint32_t vertTypeID = GetVertTypeID(gstate.vertType | GE_VTYPE_POS_FLOAT, gstate.getUVGenMode());
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int flipCull = cullMode != gstate.getCullMode() ? 1 : 0;
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// TODO: For now, just setting all dirty.
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transformUnit.SetDirty(SoftDirty(-1));
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gstate.cullmode ^= flipCull;
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// TODO: This is a bit ugly. Should bypass when clipping...
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uint32_t xScale = gstate.viewportxscale;
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uint32_t xCenter = gstate.viewportxcenter;
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uint32_t yScale = gstate.viewportyscale;
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uint32_t yCenter = gstate.viewportycenter;
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uint32_t zScale = gstate.viewportzscale;
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uint32_t zCenter = gstate.viewportzcenter;
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// Force scale to 1 and center to zero.
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gstate.viewportxscale = (GE_CMD_VIEWPORTXSCALE << 24) | 0x3F8000;
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gstate.viewportxcenter = (GE_CMD_VIEWPORTXCENTER << 24) | 0x000000;
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gstate.viewportyscale = (GE_CMD_VIEWPORTYSCALE << 24) | 0x3F8000;
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gstate.viewportycenter = (GE_CMD_VIEWPORTYCENTER << 24) | 0x000000;
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// Z we scale to 65535 for neg z clipping.
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gstate.viewportzscale = (GE_CMD_VIEWPORTZSCALE << 24) | 0x477FFF;
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gstate.viewportzcenter = (GE_CMD_VIEWPORTZCENTER << 24) | 0x000000;
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// Before we start, submit 0 prims to reset the prev prim type.
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// Following submits will always be KEEP_PREVIOUS.
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if (!continuation)
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transformUnit.SubmitPrimitive(nullptr, nullptr, prim, 0, vertTypeID, nullptr, this);
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for (int i = 0; i < vertexCount; i++) {
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ClipVertexData vert;
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vert.clippos = ClipCoords(buffer[i].pos);
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vert.v.texturecoords.x = buffer[i].u;
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vert.v.texturecoords.y = buffer[i].v;
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vert.v.texturecoords.z = buffer[i].uv_w;
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if (gstate.isModeThrough()) {
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vert.v.texturecoords.x *= gstate.getTextureWidth(0);
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vert.v.texturecoords.y *= gstate.getTextureHeight(0);
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} else {
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vert.clippos.z *= 1.0f / 65535.0f;
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}
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vert.v.clipw = buffer[i].pos_w;
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vert.v.color0 = buffer[i].color0_32;
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vert.v.color1 = gstate.isUsingSecondaryColor() && !gstate.isModeThrough() ? buffer[i].color1_32 : 0;
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vert.v.fogdepth = buffer[i].fog;
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vert.v.screenpos.x = (int)(buffer[i].x * 16.0f);
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vert.v.screenpos.y = (int)(buffer[i].y * 16.0f);
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vert.v.screenpos.z = (u16)(u32)buffer[i].z;
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transformUnit.SubmitImmVertex(vert, this);
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}
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gstate.viewportxscale = xScale;
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gstate.viewportxcenter = xCenter;
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gstate.viewportyscale = yScale;
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gstate.viewportycenter = yCenter;
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gstate.viewportzscale = zScale;
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gstate.viewportzcenter = zCenter;
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gstate.cullmode ^= flipCull;
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// TODO: Should really clear, but a bunch of values are forced so we this is safest.
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transformUnit.SetDirty(SoftDirty(-1));
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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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return Vec3ByMatrix43(coords, gstate.worldMatrix);
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}
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WorldCoords TransformUnit::ModelToWorldNormal(const ModelCoords &coords) {
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return Norm3ByMatrix43(coords, gstate.worldMatrix);
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}
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ViewCoords TransformUnit::WorldToView(const WorldCoords &coords) {
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return Vec3ByMatrix43(coords, gstate.viewMatrix);
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}
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ClipCoords TransformUnit::ViewToClip(const ViewCoords &coords) {
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return Vec3ByMatrix44(coords, gstate.projMatrix);
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}
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template <bool depthClamp, bool writeOutsideFlag>
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static ScreenCoords ClipToScreenInternal(Vec3f scaled, const ClipCoords &coords, bool *outside_range_flag) {
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ScreenCoords ret;
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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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// This matches hardware tests - depth is clamped when this flag is on.
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if (depthClamp) {
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// Note: if the depth is clipped (z/w <= -1.0), the outside_range_flag should NOT be set, even for x and y.
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if (writeOutsideFlag && coords.z > -coords.w && (scaled.x >= SCREEN_BOUND || scaled.y >= SCREEN_BOUND || scaled.x < 0 || scaled.y < 0)) {
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*outside_range_flag = true;
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}
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if (scaled.z < 0.f)
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scaled.z = 0.f;
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else if (scaled.z > 65535.0f)
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scaled.z = 65535.0f;
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} else if (writeOutsideFlag && (scaled.x > SCREEN_BOUND || scaled.y >= SCREEN_BOUND || scaled.x < 0 || scaled.y < 0)) {
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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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static_assert(SCREEN_SCALE_FACTOR == 16, "Currently only supports scale 16");
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int x = (int)(scaled.x * 16.0f + 0.375f - gstate.getOffsetX16());
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int y = (int)(scaled.y * 16.0f + 0.375f - gstate.getOffsetY16());
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return ScreenCoords(x, y, scaled.z);
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}
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static inline ScreenCoords ClipToScreenInternal(const ClipCoords &coords, bool *outside_range_flag) {
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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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if (gstate.isDepthClampEnabled()) {
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if (outside_range_flag)
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return ClipToScreenInternal<true, true>(Vec3f(x, y, z), coords, outside_range_flag);
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return ClipToScreenInternal<true, false>(Vec3f(x, y, z), coords, outside_range_flag);
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}
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if (outside_range_flag)
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return ClipToScreenInternal<false, true>(Vec3f(x, y, z), coords, outside_range_flag);
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return ClipToScreenInternal<false, false>(Vec3f(x, y, z), coords, outside_range_flag);
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}
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ScreenCoords TransformUnit::ClipToScreen(const ClipCoords &coords) {
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return ClipToScreenInternal(coords, nullptr);
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}
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ScreenCoords TransformUnit::DrawingToScreen(const DrawingCoords &coords, u16 z) {
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ScreenCoords ret;
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ret.x = (u32)coords.x * SCREEN_SCALE_FACTOR;
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ret.y = (u32)coords.y * SCREEN_SCALE_FACTOR;
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ret.z = z;
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return ret;
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}
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enum class MatrixMode {
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POS_TO_CLIP = 1,
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WORLD_TO_CLIP = 2,
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};
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struct TransformState {
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Lighting::State lightingState;
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float matrix[16];
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Vec4f posToFog;
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Vec3f screenScale;
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Vec3f screenAdd;
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ScreenCoords(*roundToScreen)(Vec3f scaled, const ClipCoords &coords, bool *outside_range_flag);
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struct {
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bool enableTransform : 1;
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bool enableLighting : 1;
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bool enableFog : 1;
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bool readUV : 1;
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bool readWeights : 1;
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bool negateNormals : 1;
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uint8_t uvGenMode : 2;
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uint8_t matrixMode : 2;
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};
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};
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void ComputeTransformState(TransformState *state, const VertexReader &vreader) {
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state->enableTransform = !vreader.isThrough();
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state->enableLighting = gstate.isLightingEnabled();
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state->enableFog = gstate.isFogEnabled();
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state->readUV = !gstate.isModeClear() && gstate.isTextureMapEnabled() && vreader.hasUV();
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state->readWeights = vreader.skinningEnabled() && state->enableTransform;
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state->negateNormals = gstate.areNormalsReversed();
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state->uvGenMode = gstate.getUVGenMode();
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if (state->uvGenMode == GE_TEXMAP_UNKNOWN)
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state->uvGenMode = GE_TEXMAP_TEXTURE_COORDS;
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if (state->enableTransform) {
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bool canSkipWorldPos = true;
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if (state->enableLighting) {
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Lighting::ComputeState(&state->lightingState, vreader.hasColor0());
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for (int i = 0; i < 4; ++i) {
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if (!state->lightingState.lights[i].enabled)
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continue;
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if (!state->lightingState.lights[i].directional)
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canSkipWorldPos = false;
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}
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}
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float world[16];
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float view[16];
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float worldview[16];
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ConvertMatrix4x3To4x4(view, gstate.viewMatrix);
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if (state->enableFog || canSkipWorldPos) {
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ConvertMatrix4x3To4x4(world, gstate.worldMatrix);
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Matrix4ByMatrix4(worldview, world, view);
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}
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if (canSkipWorldPos) {
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state->matrixMode = (uint8_t)MatrixMode::POS_TO_CLIP;
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Matrix4ByMatrix4(state->matrix, worldview, gstate.projMatrix);
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} else {
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state->matrixMode = (uint8_t)MatrixMode::WORLD_TO_CLIP;
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Matrix4ByMatrix4(state->matrix, view, gstate.projMatrix);
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}
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if (state->enableFog) {
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float fogEnd = getFloat24(gstate.fog1);
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float fogSlope = getFloat24(gstate.fog2);
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// Same fixup as in ShaderManagerGLES.cpp
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if (my_isnanorinf(fogEnd)) {
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fogEnd = std::signbit(fogEnd) ? -INFINITY : INFINITY;
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}
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if (my_isnanorinf(fogSlope)) {
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fogSlope = std::signbit(fogSlope) ? -INFINITY : INFINITY;
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}
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// We bake fog end and slope into the dot product.
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state->posToFog = Vec4f(worldview[2], worldview[6], worldview[10], worldview[14] + fogEnd);
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state->posToFog *= fogSlope;
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}
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state->screenScale = Vec3f(gstate.getViewportXScale(), gstate.getViewportYScale(), gstate.getViewportZScale());
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state->screenAdd = Vec3f(gstate.getViewportXCenter(), gstate.getViewportYCenter(), gstate.getViewportZCenter());
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}
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if (gstate.isDepthClampEnabled())
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state->roundToScreen = &ClipToScreenInternal<true, true>;
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else
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state->roundToScreen = &ClipToScreenInternal<false, true>;
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}
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ClipVertexData TransformUnit::ReadVertex(VertexReader &vreader, const TransformState &state) {
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PROFILE_THIS_SCOPE("read_vert");
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// If we ever thread this, we'll have to change this.
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ClipVertexData vertex;
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ModelCoords pos;
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// VertexDecoder normally scales z, but we want it unscaled.
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vreader.ReadPosThroughZ16(pos.AsArray());
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static Vec3Packedf lastTC;
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if (state.readUV) {
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vreader.ReadUV(vertex.v.texturecoords.AsArray());
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vertex.v.texturecoords.q() = 0.0f;
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lastTC = vertex.v.texturecoords;
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} else {
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vertex.v.texturecoords = lastTC;
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}
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Vec3f normal;
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static Vec3f lastnormal;
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if (vreader.hasNormal()) {
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vreader.ReadNrm(normal.AsArray());
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lastnormal = normal;
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if (state.negateNormals)
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normal = -normal;
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} else {
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normal = lastnormal;
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}
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if (state.readWeights) {
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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 < vreader.numBoneWeights(); ++i) {
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Vec3<float> step = Vec3ByMatrix43(pos, gstate.boneMatrix + i * 12);
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tmppos += step * W[i];
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if (vreader.hasNormal()) {
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step = Norm3ByMatrix43(normal, gstate.boneMatrix + i * 12);
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tmpnrm += step * W[i];
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}
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}
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pos = tmppos;
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if (vreader.hasNormal())
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normal = tmpnrm;
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}
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if (vreader.hasColor0()) {
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vreader.ReadColor0_8888((u8 *)&vertex.v.color0);
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} else {
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vertex.v.color0 = gstate.getMaterialAmbientRGBA();
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}
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vertex.v.color1 = 0;
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if (state.enableTransform) {
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WorldCoords worldpos;
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switch (MatrixMode(state.matrixMode)) {
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case MatrixMode::POS_TO_CLIP:
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vertex.clippos = Vec3ByMatrix44(pos, state.matrix);
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break;
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case MatrixMode::WORLD_TO_CLIP:
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worldpos = TransformUnit::ModelToWorld(pos);
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vertex.clippos = Vec3ByMatrix44(worldpos, state.matrix);
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break;
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}
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Vec3f screenScaled;
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#ifdef _M_SSE
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screenScaled.vec = _mm_mul_ps(vertex.clippos.vec, state.screenScale.vec);
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screenScaled.vec = _mm_div_ps(screenScaled.vec, _mm_shuffle_ps(vertex.clippos.vec, vertex.clippos.vec, _MM_SHUFFLE(3, 3, 3, 3)));
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screenScaled.vec = _mm_add_ps(screenScaled.vec, state.screenAdd.vec);
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#else
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screenScaled = vertex.clippos.xyz() * state.screenScale / vertex.clippos.w + state.screenAdd;
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#endif
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bool outside_range_flag = false;
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vertex.v.screenpos = state.roundToScreen(screenScaled, vertex.clippos, &outside_range_flag);
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if (outside_range_flag) {
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// We use this, essentially, as the flag.
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vertex.v.screenpos.x = 0x7FFFFFFF;
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return vertex;
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}
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if (state.enableFog) {
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vertex.v.fogdepth = Dot(state.posToFog, Vec4f(pos, 1.0f));
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} else {
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vertex.v.fogdepth = 1.0f;
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}
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vertex.v.clipw = vertex.clippos.w;
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Vec3<float> worldnormal;
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if (vreader.hasNormal()) {
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worldnormal = TransformUnit::ModelToWorldNormal(normal);
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worldnormal.NormalizeOr001();
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} else {
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worldnormal = Vec3<float>(0.0f, 0.0f, 1.0f);
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}
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// Time to generate some texture coords. Lighting will handle shade mapping.
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if (state.uvGenMode == GE_TEXMAP_TEXTURE_MATRIX) {
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Vec3f source;
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switch (gstate.getUVProjMode()) {
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case GE_PROJMAP_POSITION:
|
|
source = pos;
|
|
break;
|
|
|
|
case GE_PROJMAP_UV:
|
|
source = Vec3f(vertex.v.texturecoords.uv(), 0.0f);
|
|
break;
|
|
|
|
case GE_PROJMAP_NORMALIZED_NORMAL:
|
|
// This does not use 0, 0, 1 if length is zero.
|
|
source = normal.Normalized(cpu_info.bSSE4_1);
|
|
break;
|
|
|
|
case GE_PROJMAP_NORMAL:
|
|
source = normal;
|
|
break;
|
|
}
|
|
|
|
// Note that UV scale/offset are not used in this mode.
|
|
Vec3<float> stq = Vec3ByMatrix43(source, gstate.tgenMatrix);
|
|
vertex.v.texturecoords = Vec3Packedf(stq.x, stq.y, stq.z);
|
|
} else if (state.uvGenMode == GE_TEXMAP_ENVIRONMENT_MAP) {
|
|
Lighting::GenerateLightST(vertex.v, worldnormal);
|
|
}
|
|
|
|
PROFILE_THIS_SCOPE("light");
|
|
if (state.enableLighting)
|
|
Lighting::Process(vertex.v, worldpos, worldnormal, state.lightingState);
|
|
} else {
|
|
vertex.v.screenpos.x = (int)(pos[0] * SCREEN_SCALE_FACTOR);
|
|
vertex.v.screenpos.y = (int)(pos[1] * SCREEN_SCALE_FACTOR);
|
|
vertex.v.screenpos.z = pos[2];
|
|
vertex.v.clipw = 1.0f;
|
|
vertex.v.fogdepth = 1.0f;
|
|
}
|
|
|
|
return vertex;
|
|
}
|
|
|
|
void TransformUnit::SetDirty(SoftDirty flags) {
|
|
binner_->SetDirty(flags);
|
|
}
|
|
SoftDirty TransformUnit::GetDirty() {
|
|
return binner_->GetDirty();
|
|
}
|
|
|
|
class SoftwareVertexReader {
|
|
public:
|
|
SoftwareVertexReader(u8 *base, VertexDecoder &vdecoder, u32 vertex_type, int vertex_count, const void *vertices, const void *indices, const TransformState &transformState, TransformUnit &transform)
|
|
: vreader_(base, vdecoder.GetDecVtxFmt(), vertex_type), conv_(vertex_type, indices), transformState_(transformState), transform_(transform) {
|
|
useIndices_ = indices != nullptr;
|
|
lowerBound_ = 0;
|
|
upperBound_ = vertex_count == 0 ? 0 : vertex_count - 1;
|
|
|
|
if (useIndices_)
|
|
GetIndexBounds(indices, vertex_count, vertex_type, &lowerBound_, &upperBound_);
|
|
if (vertex_count != 0)
|
|
vdecoder.DecodeVerts(base, vertices, lowerBound_, upperBound_);
|
|
|
|
// If we're only using a subset of verts, it's better to decode with random access (usually.)
|
|
// However, if we're reusing a lot of verts, we should read and cache them.
|
|
useCache_ = useIndices_ && vertex_count > (upperBound_ - lowerBound_ + 1);
|
|
if (useCache_ && cached_.size() < upperBound_ - lowerBound_ + 1)
|
|
cached_.resize(std::max(128, upperBound_ - lowerBound_ + 1));
|
|
}
|
|
|
|
const VertexReader &GetVertexReader() const {
|
|
return vreader_;
|
|
}
|
|
|
|
bool IsThrough() const {
|
|
return vreader_.isThrough();
|
|
}
|
|
|
|
void UpdateCache() {
|
|
if (!useCache_)
|
|
return;
|
|
|
|
for (int i = 0; i < upperBound_ - lowerBound_ + 1; ++i) {
|
|
vreader_.Goto(i);
|
|
cached_[i] = transform_.ReadVertex(vreader_, transformState_);
|
|
}
|
|
}
|
|
|
|
inline ClipVertexData Read(int vtx) {
|
|
if (useIndices_) {
|
|
if (useCache_) {
|
|
return cached_[conv_(vtx) - lowerBound_];
|
|
}
|
|
vreader_.Goto(conv_(vtx) - lowerBound_);
|
|
} else {
|
|
vreader_.Goto(vtx);
|
|
}
|
|
|
|
return transform_.ReadVertex(vreader_, transformState_);
|
|
};
|
|
|
|
protected:
|
|
VertexReader vreader_;
|
|
const IndexConverter conv_;
|
|
const TransformState &transformState_;
|
|
TransformUnit &transform_;
|
|
uint16_t lowerBound_;
|
|
uint16_t upperBound_;
|
|
static std::vector<ClipVertexData> cached_;
|
|
bool useIndices_ = false;
|
|
bool useCache_ = false;
|
|
};
|
|
|
|
// Static to reduce allocations mid-frame.
|
|
std::vector<ClipVertexData> SoftwareVertexReader::cached_;
|
|
|
|
void TransformUnit::SubmitPrimitive(const void* vertices, const void* indices, GEPrimitiveType prim_type, int vertex_count, u32 vertex_type, int *bytesRead, SoftwareDrawEngine *drawEngine)
|
|
{
|
|
VertexDecoder &vdecoder = *drawEngine->FindVertexDecoder(vertex_type);
|
|
|
|
if (bytesRead)
|
|
*bytesRead = vertex_count * vdecoder.VertexSize();
|
|
|
|
// Frame skipping.
|
|
if (gstate_c.skipDrawReason & SKIPDRAW_SKIPFRAME) {
|
|
return;
|
|
}
|
|
// Vertices without position are just entirely culled.
|
|
// Note: Throughmode does draw 8-bit primitives, but positions are always zero - handled in decode.
|
|
if ((vertex_type & GE_VTYPE_POS_MASK) == 0)
|
|
return;
|
|
|
|
static TransformState transformState;
|
|
SoftwareVertexReader vreader(decoded_, vdecoder, vertex_type, vertex_count, vertices, indices, transformState, *this);
|
|
|
|
if (prim_type != GE_PRIM_KEEP_PREVIOUS) {
|
|
data_index_ = 0;
|
|
prev_prim_ = prim_type;
|
|
} else {
|
|
prim_type = prev_prim_;
|
|
}
|
|
|
|
binner_->UpdateState();
|
|
hasDraws_ = true;
|
|
|
|
if (binner_->HasDirty(SoftDirty::LIGHT_ALL | SoftDirty::TRANSFORM_ALL)) {
|
|
ComputeTransformState(&transformState, vreader.GetVertexReader());
|
|
binner_->ClearDirty(SoftDirty::LIGHT_ALL | SoftDirty::TRANSFORM_ALL);
|
|
}
|
|
vreader.UpdateCache();
|
|
|
|
bool skipCull = !gstate.isCullEnabled() || gstate.isModeClear();
|
|
const CullType cullType = skipCull ? CullType::OFF : (gstate.getCullMode() ? CullType::CCW : CullType::CW);
|
|
|
|
if (vreader.IsThrough() && cullType == CullType::OFF && prim_type == GE_PRIM_TRIANGLES && data_index_ == 0 && vertex_count >= 6 && ((vertex_count) % 6) == 0) {
|
|
// Some games send rectangles as a series of regular triangles.
|
|
// We look for this, but only in throughmode.
|
|
ClipVertexData buf[6];
|
|
int buf_index = data_index_;
|
|
for (int i = 0; i < data_index_; ++i) {
|
|
buf[i] = data_[i];
|
|
}
|
|
|
|
for (int vtx = 0; vtx < vertex_count; ++vtx) {
|
|
buf[buf_index++] = vreader.Read(vtx);
|
|
if (buf_index < 6)
|
|
continue;
|
|
|
|
int tl = -1, br = -1;
|
|
if (Rasterizer::DetectRectangleFromPair(binner_->State(), buf, &tl, &br)) {
|
|
Clipper::ProcessRect(buf[tl], buf[br], *binner_);
|
|
} else {
|
|
SendTriangle(cullType, &buf[0]);
|
|
SendTriangle(cullType, &buf[3]);
|
|
}
|
|
|
|
buf_index = 0;
|
|
}
|
|
|
|
if (buf_index >= 3) {
|
|
SendTriangle(cullType, &buf[0]);
|
|
data_index_ = 0;
|
|
for (int i = 3; i < buf_index; ++i) {
|
|
data_[data_index_++] = buf[i];
|
|
}
|
|
} else if (buf_index > 0) {
|
|
for (int i = 0; i < buf_index; ++i) {
|
|
data_[i] = buf[i];
|
|
}
|
|
data_index_ = buf_index;
|
|
} else {
|
|
data_index_ = 0;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
// Note: intentionally, these allow for the case of vertex_count == 0, but data_index_ > 0.
|
|
// This is used for immediate-mode primitives.
|
|
switch (prim_type) {
|
|
case GE_PRIM_POINTS:
|
|
for (int i = 0; i < data_index_; ++i)
|
|
Clipper::ProcessPoint(data_[i], *binner_);
|
|
data_index_ = 0;
|
|
for (int vtx = 0; vtx < vertex_count; ++vtx) {
|
|
data_[0] = vreader.Read(vtx);
|
|
Clipper::ProcessPoint(data_[0], *binner_);
|
|
}
|
|
break;
|
|
|
|
case GE_PRIM_LINES:
|
|
for (int i = 0; i < data_index_ - 1; i += 2)
|
|
Clipper::ProcessLine(data_[i + 0], data_[i + 1], *binner_);
|
|
data_index_ &= 1;
|
|
for (int vtx = 0; vtx < vertex_count; ++vtx) {
|
|
data_[data_index_++] = vreader.Read(vtx);
|
|
if (data_index_ == 2) {
|
|
Clipper::ProcessLine(data_[0], data_[1], *binner_);
|
|
data_index_ = 0;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case GE_PRIM_TRIANGLES:
|
|
for (int vtx = 0; vtx < vertex_count; ++vtx) {
|
|
data_[data_index_++] = vreader.Read(vtx);
|
|
if (data_index_ < 3) {
|
|
// Keep reading. Note: an incomplete prim will stay read for GE_PRIM_KEEP_PREVIOUS.
|
|
continue;
|
|
}
|
|
// Okay, we've got enough verts. Reset the index for next time.
|
|
data_index_ = 0;
|
|
|
|
SendTriangle(cullType, &data_[0]);
|
|
}
|
|
// In case vertex_count was 0.
|
|
if (data_index_ >= 3) {
|
|
SendTriangle(cullType, &data_[0]);
|
|
data_index_ = 0;
|
|
}
|
|
break;
|
|
|
|
case GE_PRIM_RECTANGLES:
|
|
for (int vtx = 0; vtx < vertex_count; ++vtx) {
|
|
data_[data_index_++] = vreader.Read(vtx);
|
|
|
|
if (data_index_ == 4 && vreader.IsThrough() && cullType == CullType::OFF) {
|
|
if (Rasterizer::DetectRectangleThroughModeSlices(binner_->State(), data_)) {
|
|
data_[1] = data_[3];
|
|
data_index_ = 2;
|
|
}
|
|
}
|
|
|
|
if (data_index_ == 4) {
|
|
Clipper::ProcessRect(data_[0], data_[1], *binner_);
|
|
Clipper::ProcessRect(data_[2], data_[3], *binner_);
|
|
data_index_ = 0;
|
|
}
|
|
}
|
|
|
|
if (data_index_ >= 2) {
|
|
Clipper::ProcessRect(data_[0], data_[1], *binner_);
|
|
data_index_ -= 2;
|
|
}
|
|
break;
|
|
|
|
case GE_PRIM_LINE_STRIP:
|
|
{
|
|
// Don't draw a line when loading the first vertex.
|
|
// If data_index_ is 1 or 2, etc., it means we're continuing a line strip.
|
|
int skip_count = data_index_ == 0 ? 1 : 0;
|
|
for (int vtx = 0; vtx < vertex_count; ++vtx) {
|
|
data_[(data_index_++) & 1] = vreader.Read(vtx);
|
|
|
|
if (skip_count) {
|
|
--skip_count;
|
|
} else {
|
|
// We already incremented data_index_, so data_index_ & 1 is previous one.
|
|
Clipper::ProcessLine(data_[data_index_ & 1], data_[(data_index_ & 1) ^ 1], *binner_);
|
|
}
|
|
}
|
|
// If this is from immediate-mode drawing, we always had one new vert (already in data_.)
|
|
if (isImmDraw_ && data_index_ >= 2)
|
|
Clipper::ProcessLine(data_[data_index_ & 1], data_[(data_index_ & 1) ^ 1], *binner_);
|
|
break;
|
|
}
|
|
|
|
case GE_PRIM_TRIANGLE_STRIP:
|
|
{
|
|
// Don't draw a triangle when loading the first two vertices.
|
|
int skip_count = data_index_ >= 2 ? 0 : 2 - data_index_;
|
|
int start_vtx = 0;
|
|
|
|
// If index count == 4, check if we can convert to a rectangle.
|
|
// This is for Darkstalkers (and should speed up many 2D games).
|
|
if (data_index_ == 0 && vertex_count >= 4 && (vertex_count & 1) == 0 && cullType == CullType::OFF) {
|
|
for (int base = 0; base < vertex_count - 2; base += 2) {
|
|
for (int vtx = base == 0 ? 0 : 2; vtx < 4; ++vtx) {
|
|
data_[vtx] = vreader.Read(base + vtx);
|
|
}
|
|
|
|
// If a strip is effectively a rectangle, draw it as such!
|
|
int tl = -1, br = -1;
|
|
if (Rasterizer::DetectRectangleFromStrip(binner_->State(), data_, &tl, &br)) {
|
|
Clipper::ProcessRect(data_[tl], data_[br], *binner_);
|
|
start_vtx += 2;
|
|
skip_count = 2;
|
|
if (base + 4 >= vertex_count) {
|
|
start_vtx = vertex_count;
|
|
break;
|
|
}
|
|
|
|
// Just copy the first two so we can detect easier.
|
|
// TODO: Maybe should give detection two halves?
|
|
data_[0] = data_[2];
|
|
data_[1] = data_[3];
|
|
data_index_ = 2;
|
|
} else {
|
|
// Go into triangle mode. Unfortunately, we re-read the verts.
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
for (int vtx = start_vtx; vtx < vertex_count && skip_count > 0; ++vtx) {
|
|
int provoking_index = (data_index_++) % 3;
|
|
data_[provoking_index] = vreader.Read(vtx);
|
|
--skip_count;
|
|
++start_vtx;
|
|
}
|
|
|
|
for (int vtx = start_vtx; vtx < vertex_count; ++vtx) {
|
|
int provoking_index = (data_index_++) % 3;
|
|
data_[provoking_index] = vreader.Read(vtx);
|
|
|
|
int wind = (data_index_ - 1) % 2;
|
|
CullType altCullType = cullType == CullType::OFF ? cullType : CullType((int)cullType ^ wind);
|
|
SendTriangle(altCullType, &data_[0], provoking_index);
|
|
}
|
|
|
|
// If this is from immediate-mode drawing, we always had one new vert (already in data_.)
|
|
if (isImmDraw_ && data_index_ >= 3) {
|
|
int provoking_index = (data_index_ - 1) % 3;
|
|
int wind = (data_index_ - 1) % 2;
|
|
CullType altCullType = cullType == CullType::OFF ? cullType : CullType((int)cullType ^ wind);
|
|
SendTriangle(altCullType, &data_[0], provoking_index);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case GE_PRIM_TRIANGLE_FAN:
|
|
{
|
|
// Don't draw a triangle when loading the first two vertices.
|
|
// (this doesn't count the central one.)
|
|
int skip_count = data_index_ <= 1 ? 1 : 0;
|
|
int start_vtx = 0;
|
|
|
|
// Only read the central vertex if we're not continuing.
|
|
if (data_index_ == 0 && vertex_count > 0) {
|
|
data_[0] = vreader.Read(0);
|
|
data_index_++;
|
|
start_vtx = 1;
|
|
}
|
|
|
|
if (data_index_ == 1 && vertex_count == 4 && cullType == CullType::OFF) {
|
|
for (int vtx = start_vtx; vtx < vertex_count; ++vtx) {
|
|
data_[vtx] = vreader.Read(vtx);
|
|
}
|
|
|
|
int tl = -1, br = -1;
|
|
if (Rasterizer::DetectRectangleFromFan(binner_->State(), data_, vertex_count, &tl, &br)) {
|
|
Clipper::ProcessRect(data_[tl], data_[br], *binner_);
|
|
break;
|
|
}
|
|
}
|
|
|
|
for (int vtx = start_vtx; vtx < vertex_count && skip_count > 0; ++vtx) {
|
|
int provoking_index = 2 - ((data_index_++) % 2);
|
|
data_[provoking_index] = vreader.Read(vtx);
|
|
--skip_count;
|
|
++start_vtx;
|
|
}
|
|
|
|
for (int vtx = start_vtx; vtx < vertex_count; ++vtx) {
|
|
int provoking_index = 2 - ((data_index_++) % 2);
|
|
data_[provoking_index] = vreader.Read(vtx);
|
|
|
|
int wind = (data_index_ - 1) % 2;
|
|
CullType altCullType = cullType == CullType::OFF ? cullType : CullType((int)cullType ^ wind);
|
|
SendTriangle(altCullType, &data_[0], provoking_index);
|
|
}
|
|
|
|
// If this is from immediate-mode drawing, we always had one new vert (already in data_.)
|
|
if (isImmDraw_ && data_index_ >= 3) {
|
|
int wind = (data_index_ - 1) % 2;
|
|
int provoking_index = 2 - wind;
|
|
CullType altCullType = cullType == CullType::OFF ? cullType : CullType((int)cullType ^ wind);
|
|
SendTriangle(altCullType, &data_[0], provoking_index);
|
|
}
|
|
break;
|
|
}
|
|
|
|
default:
|
|
ERROR_LOG(G3D, "Unexpected prim type: %d", prim_type);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void TransformUnit::SubmitImmVertex(const ClipVertexData &vert, SoftwareDrawEngine *drawEngine) {
|
|
// Where we put it is different for STRIP/FAN types.
|
|
switch (prev_prim_) {
|
|
case GE_PRIM_POINTS:
|
|
case GE_PRIM_LINES:
|
|
case GE_PRIM_TRIANGLES:
|
|
case GE_PRIM_RECTANGLES:
|
|
// This is the easy one. SubmitPrimitive resets data_index_.
|
|
data_[data_index_++] = vert;
|
|
break;
|
|
|
|
case GE_PRIM_LINE_STRIP:
|
|
// This one alternates, and data_index_ > 0 means it draws a segment.
|
|
data_[(data_index_++) & 1] = vert;
|
|
break;
|
|
|
|
case GE_PRIM_TRIANGLE_STRIP:
|
|
data_[(data_index_++) % 3] = vert;
|
|
break;
|
|
|
|
case GE_PRIM_TRIANGLE_FAN:
|
|
if (data_index_ == 0) {
|
|
data_[data_index_++] = vert;
|
|
} else {
|
|
int provoking_index = 2 - ((data_index_++) % 2);
|
|
data_[provoking_index] = vert;
|
|
}
|
|
break;
|
|
|
|
default:
|
|
_assert_msg_(false, "Invalid prim type: %d", (int)prev_prim_);
|
|
break;
|
|
}
|
|
|
|
uint32_t vertTypeID = GetVertTypeID(gstate.vertType | GE_VTYPE_POS_FLOAT, gstate.getUVGenMode());
|
|
// This now processes the step with shared logic, given the existing data_.
|
|
isImmDraw_ = true;
|
|
SubmitPrimitive(nullptr, nullptr, GE_PRIM_KEEP_PREVIOUS, 0, vertTypeID, nullptr, drawEngine);
|
|
isImmDraw_ = false;
|
|
}
|
|
|
|
void TransformUnit::SendTriangle(CullType cullType, const ClipVertexData *verts, int provoking) {
|
|
if (cullType == CullType::OFF) {
|
|
Clipper::ProcessTriangle(verts[0], verts[1], verts[2], verts[provoking], *binner_);
|
|
Clipper::ProcessTriangle(verts[2], verts[1], verts[0], verts[provoking], *binner_);
|
|
} else if (cullType == CullType::CW) {
|
|
Clipper::ProcessTriangle(verts[2], verts[1], verts[0], verts[provoking], *binner_);
|
|
} else {
|
|
Clipper::ProcessTriangle(verts[0], verts[1], verts[2], verts[provoking], *binner_);
|
|
}
|
|
}
|
|
|
|
void TransformUnit::Flush(const char *reason) {
|
|
if (!hasDraws_)
|
|
return;
|
|
|
|
binner_->Flush(reason);
|
|
GPUDebug::NotifyDraw();
|
|
hasDraws_ = false;
|
|
}
|
|
|
|
void TransformUnit::GetStats(char *buffer, size_t bufsize) {
|
|
// TODO: More stats?
|
|
binner_->GetStats(buffer, bufsize);
|
|
}
|
|
|
|
void TransformUnit::FlushIfOverlap(const char *reason, bool modifying, uint32_t addr, uint32_t stride, uint32_t w, uint32_t h) {
|
|
if (!hasDraws_)
|
|
return;
|
|
|
|
if (binner_->HasPendingWrite(addr, stride, w, h))
|
|
Flush(reason);
|
|
if (modifying && binner_->HasPendingRead(addr, stride, w, h))
|
|
Flush(reason);
|
|
}
|
|
|
|
void TransformUnit::NotifyClutUpdate(const void *src) {
|
|
binner_->UpdateClut(src);
|
|
}
|
|
|
|
// 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 (!Memory::IsValidAddress(gstate_c.vertexAddr) || count == 0)
|
|
return false;
|
|
|
|
if (count > 0 && (gstate.vertType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) {
|
|
const u8 *inds = Memory::GetPointer(gstate_c.indexAddr);
|
|
const u16_le *inds16 = (const u16_le *)inds;
|
|
const u32_le *inds32 = (const u32_le *)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(std::max((int)indexUpperBound, 8192) * 128 / sizeof(u32));
|
|
simpleVertices.resize(indexUpperBound + 1);
|
|
|
|
VertexDecoder vdecoder;
|
|
VertexDecoderOptions options{};
|
|
vdecoder.SetVertexType(gstate.vertType, options);
|
|
|
|
if (!Memory::IsValidRange(gstate_c.vertexAddr, (indexUpperBound + 1) * vdecoder.VertexSize()))
|
|
return false;
|
|
|
|
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);
|
|
|
|
const float zScale = gstate.getViewportZScale();
|
|
const float zCenter = gstate.getViewportZCenter();
|
|
|
|
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;
|
|
} else {
|
|
Vec4f clipPos = Vec3ByMatrix44(vert.pos, worldviewproj);
|
|
ScreenCoords screenPos = ClipToScreen(clipPos);
|
|
float z = clipPos.z * zScale / clipPos.w + zCenter;
|
|
|
|
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 = (float)screenPos.x / SCREEN_SCALE_FACTOR;
|
|
vertices[i].y = (float)screenPos.y / SCREEN_SCALE_FACTOR;
|
|
vertices[i].z = screenPos.z <= 0 || screenPos.z >= 0xFFFF ? z : (float)screenPos.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));
|
|
}
|
|
vertices[i].nx = vert.nrm.x;
|
|
vertices[i].ny = vert.nrm.y;
|
|
vertices[i].nz = vert.nrm.z;
|
|
}
|
|
|
|
// The GE debugger expects these to be set.
|
|
gstate_c.curTextureWidth = gstate.getTextureWidth(0);
|
|
gstate_c.curTextureHeight = gstate.getTextureHeight(0);
|
|
|
|
return true;
|
|
}
|