mirror of
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More code deduplication. Also normalized some line endings.
This commit is contained in:
parent
6c313385ab
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07c7687052
@ -21,6 +21,8 @@
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#include "GPU/ge_constants.h"
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#include "GPU/GPUState.h"
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#include "Core/Config.h"
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#include <algorithm>
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DrawEngineCommon::~DrawEngineCommon() { }
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@ -39,31 +41,31 @@ static void PlanesFromMatrix(float mtx[16], Plane planes[6]) {
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planes[4].Set(mtx[3]+mtx[2], mtx[7]+mtx[6], mtx[11]+mtx[10], mtx[15]+mtx[14]); // Near
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planes[5].Set(mtx[3]-mtx[2], mtx[7]-mtx[6], mtx[11]-mtx[10], mtx[15]-mtx[14]); // Far
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}
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static Vec3f ClipToScreen(const Vec4f& coords) {
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// TODO: Check for invalid parameters (x2 < x1, etc)
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float vpx1 = getFloat24(gstate.viewportx1);
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float vpx2 = getFloat24(gstate.viewportx2);
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float vpy1 = getFloat24(gstate.viewporty1);
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float vpy2 = getFloat24(gstate.viewporty2);
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float vpz1 = getFloat24(gstate.viewportz1);
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float vpz2 = getFloat24(gstate.viewportz2);
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float retx = coords.x * vpx1 / coords.w + vpx2;
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float rety = coords.y * vpy1 / coords.w + vpy2;
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float retz = coords.z * vpz1 / coords.w + vpz2;
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// 16 = 0xFFFF / 4095.9375
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return Vec3f(retx * 16, rety * 16, retz);
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}
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static Vec3f ScreenToDrawing(const Vec3f& coords) {
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Vec3f ret;
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ret.x = (coords.x - gstate.getOffsetX16()) * (1.0f / 16.0f);
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ret.y = (coords.y - gstate.getOffsetY16()) * (1.0f / 16.0f);
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ret.z = coords.z;
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return ret;
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}
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static Vec3f ClipToScreen(const Vec4f& coords) {
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// TODO: Check for invalid parameters (x2 < x1, etc)
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float vpx1 = getFloat24(gstate.viewportx1);
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float vpx2 = getFloat24(gstate.viewportx2);
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float vpy1 = getFloat24(gstate.viewporty1);
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float vpy2 = getFloat24(gstate.viewporty2);
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float vpz1 = getFloat24(gstate.viewportz1);
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float vpz2 = getFloat24(gstate.viewportz2);
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float retx = coords.x * vpx1 / coords.w + vpx2;
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float rety = coords.y * vpy1 / coords.w + vpy2;
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float retz = coords.z * vpz1 / coords.w + vpz2;
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// 16 = 0xFFFF / 4095.9375
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return Vec3f(retx * 16, rety * 16, retz);
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}
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static Vec3f ScreenToDrawing(const Vec3f& coords) {
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Vec3f ret;
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ret.x = (coords.x - gstate.getOffsetX16()) * (1.0f / 16.0f);
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ret.y = (coords.y - gstate.getOffsetY16()) * (1.0f / 16.0f);
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ret.z = coords.z;
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return ret;
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}
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// This code is HIGHLY unoptimized!
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//
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@ -135,104 +137,207 @@ bool DrawEngineCommon::TestBoundingBox(void* control_points, int vertexCount, u3
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return true;
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}
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// TODO: This probably is not the best interface.
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bool DrawEngineCommon::GetCurrentSimpleVertices(int count, std::vector<GPUDebugVertex> &vertices, std::vector<u16> &indices) {
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// This is always for the current vertices.
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u16 indexLowerBound = 0;
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u16 indexUpperBound = count - 1;
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bool savedVertexFullAlpha = gstate_c.vertexFullAlpha;
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if ((gstate.vertType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) {
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const u8 *inds = Memory::GetPointer(gstate_c.indexAddr);
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const u16 *inds16 = (const u16 *)inds;
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if (inds) {
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GetIndexBounds(inds, count, gstate.vertType, &indexLowerBound, &indexUpperBound);
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indices.resize(count);
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switch (gstate.vertType & GE_VTYPE_IDX_MASK) {
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case GE_VTYPE_IDX_16BIT:
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for (int i = 0; i < count; ++i) {
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indices[i] = inds16[i];
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}
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break;
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case GE_VTYPE_IDX_8BIT:
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for (int i = 0; i < count; ++i) {
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indices[i] = inds[i];
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}
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break;
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default:
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return false;
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}
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} else {
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indices.clear();
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}
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} else {
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indices.clear();
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}
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static std::vector<u32> temp_buffer;
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static std::vector<SimpleVertex> simpleVertices;
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temp_buffer.resize(std::max((int)indexUpperBound, 8192) * 128 / sizeof(u32));
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simpleVertices.resize(indexUpperBound + 1);
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NormalizeVertices((u8 *)(&simpleVertices[0]), (u8 *)(&temp_buffer[0]), Memory::GetPointer(gstate_c.vertexAddr), indexLowerBound, indexUpperBound, gstate.vertType);
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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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float worldviewproj[16];
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ConvertMatrix4x3To4x4(world, gstate.worldMatrix);
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ConvertMatrix4x3To4x4(view, gstate.viewMatrix);
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Matrix4ByMatrix4(worldview, world, view);
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Matrix4ByMatrix4(worldviewproj, worldview, gstate.projMatrix);
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vertices.resize(indexUpperBound + 1);
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for (int i = indexLowerBound; i <= indexUpperBound; ++i) {
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const SimpleVertex &vert = simpleVertices[i];
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if (gstate.isModeThrough()) {
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if (gstate.vertType & GE_VTYPE_TC_MASK) {
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vertices[i].u = vert.uv[0];
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vertices[i].v = vert.uv[1];
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} else {
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vertices[i].u = 0.0f;
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vertices[i].v = 0.0f;
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}
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vertices[i].x = vert.pos.x;
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vertices[i].y = vert.pos.y;
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vertices[i].z = vert.pos.z;
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if (gstate.vertType & GE_VTYPE_COL_MASK) {
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memcpy(vertices[i].c, vert.color, sizeof(vertices[i].c));
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} else {
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memset(vertices[i].c, 0, sizeof(vertices[i].c));
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}
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} else {
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float clipPos[4];
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Vec3ByMatrix44(clipPos, vert.pos.AsArray(), worldviewproj);
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Vec3f screenPos = ClipToScreen(clipPos);
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Vec3f drawPos = ScreenToDrawing(screenPos);
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if (gstate.vertType & GE_VTYPE_TC_MASK) {
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vertices[i].u = vert.uv[0];
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vertices[i].v = vert.uv[1];
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} else {
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vertices[i].u = 0.0f;
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vertices[i].v = 0.0f;
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}
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vertices[i].x = drawPos.x;
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vertices[i].y = drawPos.y;
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vertices[i].z = drawPos.z;
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if (gstate.vertType & GE_VTYPE_COL_MASK) {
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memcpy(vertices[i].c, vert.color, sizeof(vertices[i].c));
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} else {
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memset(vertices[i].c, 0, sizeof(vertices[i].c));
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}
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}
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}
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gstate_c.vertexFullAlpha = savedVertexFullAlpha;
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return true;
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}
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// TODO: This probably is not the best interface.
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bool DrawEngineCommon::GetCurrentSimpleVertices(int count, std::vector<GPUDebugVertex> &vertices, std::vector<u16> &indices) {
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// This is always for the current vertices.
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u16 indexLowerBound = 0;
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u16 indexUpperBound = count - 1;
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// This normalizes a set of vertices in any format to SimpleVertex format, by processing away morphing AND skinning.
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// The rest of the transform pipeline like lighting will go as normal, either hardware or software.
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// The implementation is initially a bit inefficient but shouldn't be a big deal.
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// An intermediate buffer of not-easy-to-predict size is stored at bufPtr.
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u32 DrawEngineCommon::NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, VertexDecoder *dec, int lowerBound, int upperBound, u32 vertType) {
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// First, decode the vertices into a GPU compatible format. This step can be eliminated but will need a separate
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// implementation of the vertex decoder.
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dec->DecodeVerts(bufPtr, inPtr, lowerBound, upperBound);
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bool savedVertexFullAlpha = gstate_c.vertexFullAlpha;
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// OK, morphing eliminated but bones still remain to be taken care of.
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// Let's do a partial software transform where we only do skinning.
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if ((gstate.vertType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) {
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const u8 *inds = Memory::GetPointer(gstate_c.indexAddr);
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const u16 *inds16 = (const u16 *)inds;
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VertexReader reader(bufPtr, dec->GetDecVtxFmt(), vertType);
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if (inds) {
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GetIndexBounds(inds, count, gstate.vertType, &indexLowerBound, &indexUpperBound);
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indices.resize(count);
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switch (gstate.vertType & GE_VTYPE_IDX_MASK) {
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case GE_VTYPE_IDX_16BIT:
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for (int i = 0; i < count; ++i) {
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indices[i] = inds16[i];
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}
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break;
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case GE_VTYPE_IDX_8BIT:
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for (int i = 0; i < count; ++i) {
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indices[i] = inds[i];
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}
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break;
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default:
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return false;
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SimpleVertex *sverts = (SimpleVertex *)outPtr;
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const u8 defaultColor[4] = {
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(u8)gstate.getMaterialAmbientR(),
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(u8)gstate.getMaterialAmbientG(),
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(u8)gstate.getMaterialAmbientB(),
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(u8)gstate.getMaterialAmbientA(),
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};
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// Let's have two separate loops, one for non skinning and one for skinning.
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if (!g_Config.bSoftwareSkinning && (vertType & GE_VTYPE_WEIGHT_MASK) != GE_VTYPE_WEIGHT_NONE) {
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int numBoneWeights = vertTypeGetNumBoneWeights(vertType);
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for (int i = lowerBound; i <= upperBound; i++) {
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reader.Goto(i);
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SimpleVertex &sv = sverts[i];
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if (vertType & GE_VTYPE_TC_MASK) {
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reader.ReadUV(sv.uv);
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}
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} else {
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indices.clear();
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if (vertType & GE_VTYPE_COL_MASK) {
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reader.ReadColor0_8888(sv.color);
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} else {
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memcpy(sv.color, defaultColor, 4);
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}
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float nrm[3], pos[3];
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float bnrm[3], bpos[3];
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if (vertType & GE_VTYPE_NRM_MASK) {
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// Normals are generated during tesselation anyway, not sure if any need to supply
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reader.ReadNrm(nrm);
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} else {
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nrm[0] = 0;
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nrm[1] = 0;
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nrm[2] = 1.0f;
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}
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reader.ReadPos(pos);
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// Apply skinning transform directly
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float weights[8];
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reader.ReadWeights(weights);
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// Skinning
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Vec3Packedf psum(0, 0, 0);
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Vec3Packedf nsum(0, 0, 0);
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for (int w = 0; w < numBoneWeights; w++) {
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if (weights[w] != 0.0f) {
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Vec3ByMatrix43(bpos, pos, gstate.boneMatrix + w * 12);
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Vec3Packedf tpos(bpos);
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psum += tpos * weights[w];
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Norm3ByMatrix43(bnrm, nrm, gstate.boneMatrix + w * 12);
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Vec3Packedf tnorm(bnrm);
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nsum += tnorm * weights[w];
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}
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}
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sv.pos = psum;
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sv.nrm = nsum;
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}
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} else {
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indices.clear();
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}
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static std::vector<u32> temp_buffer;
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static std::vector<SimpleVertex> simpleVertices;
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temp_buffer.resize(std::max((int)indexUpperBound, 8192) * 128 / sizeof(u32));
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simpleVertices.resize(indexUpperBound + 1);
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NormalizeVertices((u8 *)(&simpleVertices[0]), (u8 *)(&temp_buffer[0]), Memory::GetPointer(gstate_c.vertexAddr), indexLowerBound, indexUpperBound, gstate.vertType);
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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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float worldviewproj[16];
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ConvertMatrix4x3To4x4(world, gstate.worldMatrix);
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ConvertMatrix4x3To4x4(view, gstate.viewMatrix);
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Matrix4ByMatrix4(worldview, world, view);
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Matrix4ByMatrix4(worldviewproj, worldview, gstate.projMatrix);
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vertices.resize(indexUpperBound + 1);
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for (int i = indexLowerBound; i <= indexUpperBound; ++i) {
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const SimpleVertex &vert = simpleVertices[i];
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if (gstate.isModeThrough()) {
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if (gstate.vertType & GE_VTYPE_TC_MASK) {
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vertices[i].u = vert.uv[0];
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vertices[i].v = vert.uv[1];
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for (int i = lowerBound; i <= upperBound; i++) {
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reader.Goto(i);
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SimpleVertex &sv = sverts[i];
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if (vertType & GE_VTYPE_TC_MASK) {
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reader.ReadUV(sv.uv);
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} else {
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vertices[i].u = 0.0f;
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vertices[i].v = 0.0f;
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sv.uv[0] = 0; // This will get filled in during tesselation
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sv.uv[1] = 0;
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}
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vertices[i].x = vert.pos.x;
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vertices[i].y = vert.pos.y;
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vertices[i].z = vert.pos.z;
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if (gstate.vertType & GE_VTYPE_COL_MASK) {
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memcpy(vertices[i].c, vert.color, sizeof(vertices[i].c));
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if (vertType & GE_VTYPE_COL_MASK) {
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reader.ReadColor0_8888(sv.color);
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} else {
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memset(vertices[i].c, 0, sizeof(vertices[i].c));
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memcpy(sv.color, defaultColor, 4);
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}
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} else {
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float clipPos[4];
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Vec3ByMatrix44(clipPos, vert.pos.AsArray(), worldviewproj);
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Vec3f screenPos = ClipToScreen(clipPos);
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Vec3f drawPos = ScreenToDrawing(screenPos);
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if (gstate.vertType & GE_VTYPE_TC_MASK) {
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vertices[i].u = vert.uv[0];
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vertices[i].v = vert.uv[1];
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if (vertType & GE_VTYPE_NRM_MASK) {
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// Normals are generated during tesselation anyway, not sure if any need to supply
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reader.ReadNrm((float *)&sv.nrm);
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} else {
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vertices[i].u = 0.0f;
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vertices[i].v = 0.0f;
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}
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vertices[i].x = drawPos.x;
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vertices[i].y = drawPos.y;
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vertices[i].z = drawPos.z;
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if (gstate.vertType & GE_VTYPE_COL_MASK) {
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memcpy(vertices[i].c, vert.color, sizeof(vertices[i].c));
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} else {
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memset(vertices[i].c, 0, sizeof(vertices[i].c));
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sv.nrm.x = 0;
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sv.nrm.y = 0;
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sv.nrm.z = 1.0f;
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}
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reader.ReadPos((float *)&sv.pos);
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}
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}
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gstate_c.vertexFullAlpha = savedVertexFullAlpha;
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return true;
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// Okay, there we are! Return the new type (but keep the index bits)
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return GE_VTYPE_TC_FLOAT | GE_VTYPE_COL_8888 | GE_VTYPE_NRM_FLOAT | GE_VTYPE_POS_FLOAT | (vertType & (GE_VTYPE_IDX_MASK | GE_VTYPE_THROUGH));
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}
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@ -23,6 +23,8 @@
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#include "GPU/Common/GPUDebugInterface.h"
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class VertexDecoder;
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class DrawEngineCommon {
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public:
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virtual ~DrawEngineCommon();
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@ -32,7 +34,9 @@ public:
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// TODO: This can be shared once the decoder cache / etc. are.
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virtual u32 NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, int lowerBound, int upperBound, u32 vertType) = 0;
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bool GetCurrentSimpleVertices(int count, std::vector<GPUDebugVertex> &vertices, std::vector<u16> &indices);
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bool GetCurrentSimpleVertices(int count, std::vector<GPUDebugVertex> &vertices, std::vector<u16> &indices);
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static u32 NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, VertexDecoder *dec, int lowerBound, int upperBound, u32 vertType);
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protected:
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// Vertex collector buffers
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@ -22,114 +22,11 @@
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#include "GPU/Common/VertexDecoderCommon.h"
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namespace DX9 {
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// This normalizes a set of vertices in any format to SimpleVertex format, by processing away morphing AND skinning.
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// The rest of the transform pipeline like lighting will go as normal, either hardware or software.
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// The implementation is initially a bit inefficient but shouldn't be a big deal.
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// An intermediate buffer of not-easy-to-predict size is stored at bufPtr.
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u32 TransformDrawEngineDX9::NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, VertexDecoder *dec, int lowerBound, int upperBound, u32 vertType) {
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// First, decode the vertices into a GPU compatible format. This step can be eliminated but will need a separate
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// implementation of the vertex decoder.
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dec->DecodeVerts(bufPtr, inPtr, lowerBound, upperBound);
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// OK, morphing eliminated but bones still remain to be taken care of.
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// Let's do a partial software transform where we only do skinning.
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VertexReader reader(bufPtr, dec->GetDecVtxFmt(), vertType);
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SimpleVertex *sverts = (SimpleVertex *)outPtr;
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const u8 defaultColor[4] = {
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(u8)gstate.getMaterialAmbientR(),
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(u8)gstate.getMaterialAmbientG(),
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(u8)gstate.getMaterialAmbientB(),
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(u8)gstate.getMaterialAmbientA(),
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};
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// Let's have two separate loops, one for non skinning and one for skinning.
|
||||
if (!g_Config.bSoftwareSkinning && (vertType & GE_VTYPE_WEIGHT_MASK) != GE_VTYPE_WEIGHT_NONE) {
|
||||
int numBoneWeights = vertTypeGetNumBoneWeights(vertType);
|
||||
for (int i = lowerBound; i <= upperBound; i++) {
|
||||
reader.Goto(i);
|
||||
SimpleVertex &sv = sverts[i];
|
||||
if (vertType & GE_VTYPE_TC_MASK) {
|
||||
reader.ReadUV(sv.uv);
|
||||
}
|
||||
|
||||
if (vertType & GE_VTYPE_COL_MASK) {
|
||||
reader.ReadColor0_8888(sv.color);
|
||||
} else {
|
||||
memcpy(sv.color, defaultColor, 4);
|
||||
}
|
||||
|
||||
float nrm[3], pos[3];
|
||||
float bnrm[3], bpos[3];
|
||||
|
||||
if (vertType & GE_VTYPE_NRM_MASK) {
|
||||
// Normals are generated during tesselation anyway, not sure if any need to supply
|
||||
reader.ReadNrm(nrm);
|
||||
} else {
|
||||
nrm[0] = 0;
|
||||
nrm[1] = 0;
|
||||
nrm[2] = 1.0f;
|
||||
}
|
||||
reader.ReadPos(pos);
|
||||
|
||||
// Apply skinning transform directly
|
||||
float weights[8];
|
||||
reader.ReadWeights(weights);
|
||||
// Skinning
|
||||
Vec3Packedf psum(0,0,0);
|
||||
Vec3Packedf nsum(0,0,0);
|
||||
for (int w = 0; w < numBoneWeights; w++) {
|
||||
if (weights[w] != 0.0f) {
|
||||
Vec3ByMatrix43(bpos, pos, gstate.boneMatrix+w*12);
|
||||
Vec3Packedf tpos(bpos);
|
||||
psum += tpos * weights[w];
|
||||
|
||||
Norm3ByMatrix43(bnrm, nrm, gstate.boneMatrix+w*12);
|
||||
Vec3Packedf tnorm(bnrm);
|
||||
nsum += tnorm * weights[w];
|
||||
}
|
||||
}
|
||||
sv.pos = psum;
|
||||
sv.nrm = nsum;
|
||||
}
|
||||
} else {
|
||||
for (int i = lowerBound; i <= upperBound; i++) {
|
||||
reader.Goto(i);
|
||||
SimpleVertex &sv = sverts[i];
|
||||
if (vertType & GE_VTYPE_TC_MASK) {
|
||||
reader.ReadUV(sv.uv);
|
||||
} else {
|
||||
sv.uv[0] = 0; // This will get filled in during tesselation
|
||||
sv.uv[1] = 0;
|
||||
}
|
||||
if (vertType & GE_VTYPE_COL_MASK) {
|
||||
reader.ReadColor0_8888(sv.color);
|
||||
} else {
|
||||
memcpy(sv.color, defaultColor, 4);
|
||||
}
|
||||
if (vertType & GE_VTYPE_NRM_MASK) {
|
||||
// Normals are generated during tesselation anyway, not sure if any need to supply
|
||||
reader.ReadNrm((float *)&sv.nrm);
|
||||
} else {
|
||||
sv.nrm.x = 0;
|
||||
sv.nrm.y = 0;
|
||||
sv.nrm.z = 1.0f;
|
||||
}
|
||||
reader.ReadPos((float *)&sv.pos);
|
||||
}
|
||||
}
|
||||
|
||||
// Okay, there we are! Return the new type (but keep the index bits)
|
||||
return GE_VTYPE_TC_FLOAT | GE_VTYPE_COL_8888 | GE_VTYPE_NRM_FLOAT | GE_VTYPE_POS_FLOAT | (vertType & (GE_VTYPE_IDX_MASK | GE_VTYPE_THROUGH));
|
||||
}
|
||||
|
||||
u32 TransformDrawEngineDX9::NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, int lowerBound, int upperBound, u32 vertType) {
|
||||
const u32 vertTypeID = (vertType & 0xFFFFFF) | (gstate.getUVGenMode() << 24);
|
||||
VertexDecoder *dec = GetVertexDecoder(vertTypeID);
|
||||
return NormalizeVertices(outPtr, bufPtr, inPtr, dec, lowerBound, upperBound, vertType);
|
||||
return DrawEngineCommon::NormalizeVertices(outPtr, bufPtr, inPtr, dec, lowerBound, upperBound, vertType);
|
||||
}
|
||||
|
||||
void TransformDrawEngineDX9::SubmitSpline(void* control_points, void* indices, int count_u, int count_v, int type_u, int type_v, GEPatchPrimType prim_type, u32 vertType) {
|
||||
|
@ -185,9 +185,6 @@ private:
|
||||
|
||||
IDirect3DVertexDeclaration9 *SetupDecFmtForDraw(VSShader *vshader, const DecVtxFormat &decFmt, u32 pspFmt);
|
||||
|
||||
// Preprocessing for spline/bezier
|
||||
u32 NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, VertexDecoder *dec, int lowerBound, int upperBound, u32 vertType);
|
||||
|
||||
u32 ComputeMiniHash();
|
||||
u32 ComputeHash(); // Reads deferred vertex data.
|
||||
void MarkUnreliable(VertexArrayInfoDX9 *vai);
|
||||
|
@ -25,113 +25,10 @@
|
||||
// Here's how to evaluate them fast:
|
||||
// http://and-what-happened.blogspot.se/2012/07/evaluating-b-splines-aka-basis-splines.html
|
||||
|
||||
// This normalizes a set of vertices in any format to SimpleVertex format, by processing away morphing AND skinning.
|
||||
// The rest of the transform pipeline like lighting will go as normal, either hardware or software.
|
||||
// The implementation is initially a bit inefficient but shouldn't be a big deal.
|
||||
// An intermediate buffer of not-easy-to-predict size is stored at bufPtr.
|
||||
u32 TransformDrawEngine::NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, VertexDecoder *dec, int lowerBound, int upperBound, u32 vertType) {
|
||||
// First, decode the vertices into a GPU compatible format. This step can be eliminated but will need a separate
|
||||
// implementation of the vertex decoder.
|
||||
dec->DecodeVerts(bufPtr, inPtr, lowerBound, upperBound);
|
||||
|
||||
// OK, morphing eliminated but bones still remain to be taken care of.
|
||||
// Let's do a partial software transform where we only do skinning.
|
||||
|
||||
VertexReader reader(bufPtr, dec->GetDecVtxFmt(), vertType);
|
||||
|
||||
SimpleVertex *sverts = (SimpleVertex *)outPtr;
|
||||
|
||||
const u8 defaultColor[4] = {
|
||||
(u8)gstate.getMaterialAmbientR(),
|
||||
(u8)gstate.getMaterialAmbientG(),
|
||||
(u8)gstate.getMaterialAmbientB(),
|
||||
(u8)gstate.getMaterialAmbientA(),
|
||||
};
|
||||
|
||||
// Let's have two separate loops, one for non skinning and one for skinning.
|
||||
if (!g_Config.bSoftwareSkinning && (vertType & GE_VTYPE_WEIGHT_MASK) != GE_VTYPE_WEIGHT_NONE) {
|
||||
int numBoneWeights = vertTypeGetNumBoneWeights(vertType);
|
||||
for (int i = lowerBound; i <= upperBound; i++) {
|
||||
reader.Goto(i);
|
||||
SimpleVertex &sv = sverts[i];
|
||||
if (vertType & GE_VTYPE_TC_MASK) {
|
||||
reader.ReadUV(sv.uv);
|
||||
}
|
||||
|
||||
if (vertType & GE_VTYPE_COL_MASK) {
|
||||
reader.ReadColor0_8888(sv.color);
|
||||
} else {
|
||||
memcpy(sv.color, defaultColor, 4);
|
||||
}
|
||||
|
||||
float nrm[3], pos[3];
|
||||
float bnrm[3], bpos[3];
|
||||
|
||||
if (vertType & GE_VTYPE_NRM_MASK) {
|
||||
// Normals are generated during tesselation anyway, not sure if any need to supply
|
||||
reader.ReadNrm(nrm);
|
||||
} else {
|
||||
nrm[0] = 0;
|
||||
nrm[1] = 0;
|
||||
nrm[2] = 1.0f;
|
||||
}
|
||||
reader.ReadPos(pos);
|
||||
|
||||
// Apply skinning transform directly
|
||||
float weights[8];
|
||||
reader.ReadWeights(weights);
|
||||
// Skinning
|
||||
Vec3Packedf psum(0,0,0);
|
||||
Vec3Packedf nsum(0,0,0);
|
||||
for (int w = 0; w < numBoneWeights; w++) {
|
||||
if (weights[w] != 0.0f) {
|
||||
Vec3ByMatrix43(bpos, pos, gstate.boneMatrix+w*12);
|
||||
Vec3Packedf tpos(bpos);
|
||||
psum += tpos * weights[w];
|
||||
|
||||
Norm3ByMatrix43(bnrm, nrm, gstate.boneMatrix+w*12);
|
||||
Vec3Packedf tnorm(bnrm);
|
||||
nsum += tnorm * weights[w];
|
||||
}
|
||||
}
|
||||
sv.pos = psum;
|
||||
sv.nrm = nsum;
|
||||
}
|
||||
} else {
|
||||
for (int i = lowerBound; i <= upperBound; i++) {
|
||||
reader.Goto(i);
|
||||
SimpleVertex &sv = sverts[i];
|
||||
if (vertType & GE_VTYPE_TC_MASK) {
|
||||
reader.ReadUV(sv.uv);
|
||||
} else {
|
||||
sv.uv[0] = 0; // This will get filled in during tesselation
|
||||
sv.uv[1] = 0;
|
||||
}
|
||||
if (vertType & GE_VTYPE_COL_MASK) {
|
||||
reader.ReadColor0_8888(sv.color);
|
||||
} else {
|
||||
memcpy(sv.color, defaultColor, 4);
|
||||
}
|
||||
if (vertType & GE_VTYPE_NRM_MASK) {
|
||||
// Normals are generated during tesselation anyway, not sure if any need to supply
|
||||
reader.ReadNrm((float *)&sv.nrm);
|
||||
} else {
|
||||
sv.nrm.x = 0;
|
||||
sv.nrm.y = 0;
|
||||
sv.nrm.z = 1.0f;
|
||||
}
|
||||
reader.ReadPos((float *)&sv.pos);
|
||||
}
|
||||
}
|
||||
|
||||
// Okay, there we are! Return the new type (but keep the index bits)
|
||||
return GE_VTYPE_TC_FLOAT | GE_VTYPE_COL_8888 | GE_VTYPE_NRM_FLOAT | GE_VTYPE_POS_FLOAT | (vertType & (GE_VTYPE_IDX_MASK | GE_VTYPE_THROUGH));
|
||||
}
|
||||
|
||||
u32 TransformDrawEngine::NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, int lowerBound, int upperBound, u32 vertType) {
|
||||
const u32 vertTypeID = (vertType & 0xFFFFFF) | (gstate.getUVGenMode() << 24);
|
||||
VertexDecoder *dec = GetVertexDecoder(vertTypeID);
|
||||
return NormalizeVertices(outPtr, bufPtr, inPtr, dec, lowerBound, upperBound, vertType);
|
||||
return DrawEngineCommon::NormalizeVertices(outPtr, bufPtr, inPtr, dec, lowerBound, upperBound, vertType);
|
||||
}
|
||||
|
||||
void TransformDrawEngine::SubmitSpline(void* control_points, void* indices, int count_u, int count_v, int type_u, int type_v, GEPatchPrimType prim_type, u32 vertType) {
|
||||
|
@ -169,8 +169,6 @@ public:
|
||||
|
||||
bool IsCodePtrVertexDecoder(const u8 *ptr) const;
|
||||
|
||||
static u32 NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, VertexDecoder *dec, int lowerBound, int upperBound, u32 vertType);
|
||||
|
||||
protected:
|
||||
// Preprocessing for spline/bezier
|
||||
virtual u32 NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, int lowerBound, int upperBound, u32 vertType) override;
|
||||
|
@ -538,7 +538,7 @@ bool TransformUnit::GetCurrentSimpleVertices(int count, std::vector<GPUDebugVert
|
||||
memset(&options, 0, sizeof(options));
|
||||
options.expandAllUVtoFloat = false; // TODO: True should be fine here
|
||||
vdecoder.SetVertexType(gstate.vertType, options);
|
||||
TransformDrawEngine::NormalizeVertices((u8 *)(&simpleVertices[0]), (u8 *)(&temp_buffer[0]), Memory::GetPointer(gstate_c.vertexAddr), &vdecoder, indexLowerBound, indexUpperBound, gstate.vertType);
|
||||
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];
|
||||
|
Loading…
x
Reference in New Issue
Block a user