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c6d8af0c7f
zzogl: check harder that the previous primitive exist. git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5232 96395faa-99c1-11dd-bbfe-3dabce05a288
256 lines
7.7 KiB
C++
256 lines
7.7 KiB
C++
/* ZZ Open GL graphics plugin
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* Copyright (c)2009-2010 zeydlitz@gmail.com, arcum42@gmail.com
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* Based on Zerofrog's ZeroGS KOSMOS (c)2005-2008
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*
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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; either version 2 of the License, or
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* (at your option) any later version.
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*
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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 for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "ZZoglDrawing.h"
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#include "ZZoglVB.h"
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Kick* ZZKick;
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const u32 g_primmult[8] = { 1, 2, 2, 3, 3, 3, 2, 0xff };
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const u32 g_primsub[8] = { 1, 2, 1, 3, 1, 1, 2, 0 };
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const GLenum primtype[8] = { GL_POINTS, GL_LINES, GL_LINES, GL_TRIANGLES, GL_TRIANGLES, GL_TRIANGLES, GL_TRIANGLES, 0xffffffff };
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extern float fiTexWidth[2], fiTexHeight[2]; // current tex width and height
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// Still thinking about the best place to put this.
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// called on a primitive switch
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void Prim()
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{
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FUNCLOG
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VB& curvb = vb[prim->ctxt];
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if (curvb.CheckPrim()) Flush(prim->ctxt);
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curvb.SetCurrentPrim();
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}
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// Replaced by a macro -> see ZZoglDrawing.h
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// return true if triangle SHOULD be painted.
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// Hackish and should be replaced.
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// bool __forceinline NoHighlights(int i)
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// {
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// //Old code
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// return (!(conf.settings().xenosaga_spec) || !vb[i].zbuf.zmsk || prim->iip) ;
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// }
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// Not inlining for the moment to avoid getting 'unresolved external symbol' errors in Windows.
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// This could also be resolved by moving the function into the header...
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void Kick::KickVertex(bool adc)
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{
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FUNCLOG
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if (++gs.primC >= (int)g_primmult[prim->prim])
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{
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if (!adc && NoHighlights(prim->ctxt)) DrawPrim(prim->prim);
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else DirtyValidPrevPrim();
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gs.primC -= g_primsub[prim->prim];
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}
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gs.primIndex = gs.primNext();
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}
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template<bool DO_Z_FOG>
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void Kick::Set_Vertex(VertexGPU *p, Vertex & gsvertex)
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{
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VB& curvb = vb[prim->ctxt];
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p->move_x(gsvertex, curvb.offset.x);
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p->move_y(gsvertex, curvb.offset.y);
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if(DO_Z_FOG) {
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p->move_z(gsvertex, curvb.zprimmask);
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p->move_fog(gsvertex);
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}
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p->rgba = prim->iip ? gsvertex.rgba : gs.rgba;
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if (conf.settings().texa)
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{
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u32 B = ((p->rgba & 0xfe000000) >> 1) + (0x01000000 * vb[prim->ctxt].fba.fba);
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p->rgba = (p->rgba & 0xffffff) + B;
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}
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if (prim->tme)
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{
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if (prim->fst)
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{
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p->s = (float)gsvertex.u * fiTexWidth[prim->ctxt];
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p->t = (float)gsvertex.v * fiTexHeight[prim->ctxt];
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p->q = 1;
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}
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else
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{
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p->s = gsvertex.s;
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p->t = gsvertex.t;
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p->q = gsvertex.q;
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}
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}
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}
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__forceinline void Kick::Output_Vertex(VertexGPU vert, u32 id)
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{
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#ifdef WRITE_PRIM_LOGS
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ZZLog::Prim_Log("%c%d(%d): xyzf=(%4d,%4d,0x%x,%3d), rgba=0x%8.8x, stq = (%2.5f,%2.5f,%2.5f)",
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id == 0 ? '*' : ' ', id, prim->prim, vert.x / 8, vert.y / 8, vert.z, vert.f / 128,
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vert.rgba, Clamp(vert.s, -10, 10), Clamp(vert.t, -10, 10), Clamp(vert.q, -10, 10));
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#endif
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}
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void Kick::DrawPrim(u32 prim_type)
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{
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VB& curvb = vb[prim->ctxt];
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curvb.FlushTexData();
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if ((vb[!prim->ctxt].nCount > 0) && (vb[prim->ctxt].gsfb.fbp == vb[!prim->ctxt].gsfb.fbp))
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{
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assert(vb[prim->ctxt].nCount == 0);
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Flush(!prim->ctxt);
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}
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// check enough place is left for the biggest primitive (sprite)
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// This function is unlikely to be called so do not inline it.
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if (unlikely(curvb.nCount + 6 > curvb.nNumVertices))
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curvb.IncreaseVertexBuffer();
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VertexGPU* p = curvb.pBufferData + curvb.nCount;
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u32 prev;
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u32 last;
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switch(prim_type) {
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case PRIM_POINT:
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Set_Vertex<true>(&p[0], gs.gsvertex[gs.primIndex]);
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curvb.nCount ++;
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break;
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case PRIM_LINE:
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Set_Vertex<true>(&p[0], gs.gsvertex[gs.primPrev()]);
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Set_Vertex<true>(&p[1], gs.gsvertex[gs.primIndex]);
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curvb.nCount += 2;
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break;
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case PRIM_LINE_STRIP:
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if (likely(ValidPrevPrim) && curvb.nCount != 0) {
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assert(curvb.nCount >= 1);
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p[0] = p[-1];
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} else {
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Set_Vertex<true>(&p[0], gs.gsvertex[gs.primPrev()]);
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ValidPrevPrim = true;
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}
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Set_Vertex<true>(&p[1], gs.gsvertex[gs.primIndex]);
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curvb.nCount += 2;
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break;
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case PRIM_TRIANGLE:
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Set_Vertex<true>(&p[0], gs.gsvertex[gs.primPrev(2)]);
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Set_Vertex<true>(&p[1], gs.gsvertex[gs.primPrev()]);
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Set_Vertex<true>(&p[2], gs.gsvertex[gs.primIndex]);
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curvb.nCount += 3;
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break;
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case PRIM_TRIANGLE_STRIP:
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if (likely(ValidPrevPrim) && curvb.nCount != 0) {
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assert(curvb.nCount >= 2);
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p[0] = p[-2];
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p[1] = p[-1];
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} else {
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Set_Vertex<true>(&p[0], gs.gsvertex[gs.primPrev(2)]);
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Set_Vertex<true>(&p[1], gs.gsvertex[gs.primPrev()]);
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ValidPrevPrim = true;
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}
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Set_Vertex<true>(&p[2], gs.gsvertex[gs.primIndex]);
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curvb.nCount += 3;
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break;
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case PRIM_TRIANGLE_FAN:
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if (likely(ValidPrevPrim) && curvb.nCount != 0) {
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assert(curvb.nCount >= 2);
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VertexGPU* TriFanVert = curvb.pBufferData + gs.nTriFanVert;
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p[0] = TriFanVert[0];
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p[1] = p[-1];
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} else {
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Set_Vertex<true>(&p[0], gs.gsTriFanVertex);
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Set_Vertex<true>(&p[1], gs.gsvertex[gs.primPrev(1)]);
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ValidPrevPrim = true;
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// Remenber the base for future processing
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gs.nTriFanVert = curvb.nCount;
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}
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Set_Vertex<true>(&p[2], gs.gsvertex[gs.primIndex]);
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curvb.nCount += 3;
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break;
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case PRIM_SPRITE:
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prev = gs.primPrev();
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last = gs.primIndex;
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// sprite is too small and AA shows lines (tek4, Mana Khemia)
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gs.gsvertex[last].x += (4 * AA.x);
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gs.gsvertex[last].y += (4 * AA.y);
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// might be bad sprite (KH dialog text)
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//if( gs.gsvertex[prev].x == gs.gsvertex[last].x || gs.gsvertex[prev].y == gs.gsvertex[last].y )
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//return;
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// process sprite as 2 triangles. The common diagonal is 0,1 and 3,4
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Set_Vertex<false>(&p[0], gs.gsvertex[prev]);
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Set_Vertex<true>(&p[1], gs.gsvertex[last]);
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// Only fog and Z of last vertex is valid
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p[0].z = p[1].z;
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p[0].f = p[1].f;
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// Duplicate the vertex
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p[3] = p[0];
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p[2] = p[0];
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p[4] = p[1];
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p[5] = p[1];
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// Move some vertex x coord to create the others corners of the sprite
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p[2].s = p[1].s;
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p[2].x = p[1].x;
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p[5].s = p[0].s;
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p[5].x = p[0].x;
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curvb.nCount += 6;
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break;
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default: break;
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}
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// Print DEBUG info and code assertion
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switch(prim_type) {
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case PRIM_TRIANGLE:
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case PRIM_TRIANGLE_STRIP:
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case PRIM_TRIANGLE_FAN:
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assert(gs.primC >= 3);
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Output_Vertex(p[2],2);
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case PRIM_LINE:
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case PRIM_LINE_STRIP:
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case PRIM_SPRITE:
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assert(gs.primC >= 2);
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Output_Vertex(p[1],1);
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case PRIM_POINT:
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assert(gs.primC >= 1);
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Output_Vertex(p[0],0);
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default: break;
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}
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}
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