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https://github.com/hrydgard/ppsspp.git
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82e5787bbe
The bezier/spline code will no longer need to handle morph and splines, when it's finally written. This is done by pre-skinning in software and pre-decoding to get rid of the morph.
58 lines
1.6 KiB
C
58 lines
1.6 KiB
C
// Copyright (c) 2012- 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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#pragma once
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#include "Globals.h"
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// #define USE_BONE_ARRAY
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struct VertexShaderID
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{
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VertexShaderID() {d[0] = 0xFFFFFFFF;}
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void clear() {d[0] = 0xFFFFFFFF;}
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u32 d[2];
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bool operator < (const VertexShaderID &other) const
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{
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for (size_t i = 0; i < sizeof(d) / sizeof(u32); i++)
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{
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if (d[i] < other.d[i])
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return true;
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if (d[i] > other.d[i])
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return false;
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}
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return false;
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}
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bool operator == (const VertexShaderID &other) const
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{
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for (size_t i = 0; i < sizeof(d) / sizeof(u32); i++)
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{
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if (d[i] != other.d[i])
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return false;
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}
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return true;
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}
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};
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bool CanUseHardwareTransform(int prim);
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void ComputeVertexShaderID(VertexShaderID *id, u32 vertexType, int prim, bool useHWTransform);
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void GenerateVertexShader(int prim, u32 vertexType, char *buffer, bool useHWTransform);
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// Collapse to less skinning shaders to reduce shader switching, which is expensive.
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int TranslateNumBones(int bones);
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