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[spline/bezier]Unify the word "tesselate" to "tessellate".
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@ -407,7 +407,7 @@ u32 DrawEngineCommon::NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr,
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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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// Normals are generated during tessellation 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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@ -443,7 +443,7 @@ u32 DrawEngineCommon::NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr,
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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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sv.uv[0] = 0.0f; // This will get filled in during tesselation
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sv.uv[0] = 0.0f; // This will get filled in during tessellation
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sv.uv[1] = 0.0f;
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}
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if (vertType & GE_VTYPE_COL_MASK) {
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@ -452,7 +452,7 @@ u32 DrawEngineCommon::NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr,
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memcpy(sv.color, defaultColor, 4);
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}
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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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// Normals are generated during tessellation 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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sv.nrm.x = 0.0f;
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@ -354,7 +354,7 @@ static void SplinePatchFullQuality(u8 *&dest, u16 *indices, int &count, const Sp
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spline_knot(spatch.count_u - 1, spatch.type_u, knot_u);
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spline_knot(spatch.count_v - 1, spatch.type_v, knot_v);
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// Increase tesselation based on the size. Should be approximately right?
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// Increase tessellation based on the size. Should be approximately right?
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int patch_div_s = (spatch.count_u - 3) * spatch.tess_u;
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int patch_div_t = (spatch.count_v - 3) * spatch.tess_v;
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if (quality > 1) {
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@ -367,7 +367,7 @@ static void SplinePatchFullQuality(u8 *&dest, u16 *indices, int &count, const Sp
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}
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}
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// Downsample until it fits, in case crazy tesselation factors are sent.
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// Downsample until it fits, in case crazy tessellation factors are sent.
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while ((patch_div_s + 1) * (patch_div_t + 1) > maxVertices) {
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patch_div_s /= 2;
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patch_div_t /= 2;
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@ -543,7 +543,7 @@ static void SplinePatchFullQuality(u8 *&dest, u16 *indices, int &count, const Sp
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}
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GEPatchPrimType prim_type = spatch.primType;
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// Tesselate.
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// Tessellate.
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for (int tile_v = 0; tile_v < patch_div_t; ++tile_v) {
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for (int tile_u = 0; tile_u < patch_div_s; ++tile_u) {
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int idx0 = tile_v * (patch_div_s + 1) + tile_u;
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@ -594,7 +594,7 @@ static void SplinePatchFullQualityDispatch(u8 *&dest, u16 *indices, int &count,
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SplinePatchFullQualityDispatch2<false>(dest, indices, count, spatch, origVertType, quality, maxVertices);
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}
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void TesselateSplinePatch(u8 *&dest, u16 *indices, int &count, const SplinePatchLocal &spatch, u32 origVertType, int maxVertexCount) {
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void TessellateSplinePatch(u8 *&dest, u16 *indices, int &count, const SplinePatchLocal &spatch, u32 origVertType, int maxVertexCount) {
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switch (g_Config.iSplineBezierQuality) {
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case LOW_QUALITY:
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_SplinePatchLowQuality(dest, indices, count, spatch, origVertType);
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@ -797,7 +797,7 @@ static void _BezierPatchHighQuality(u8 *&dest, u16 *&indices, int &count, int te
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}
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// Prepare mesh of one patch for "Instanced Tessellation".
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static void TesselateBezierPatchHardware(u8 *&dest, u16 *indices, int &count, int tess_u, int tess_v, GEPatchPrimType primType) {
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static void TessellateBezierPatchHardware(u8 *&dest, u16 *indices, int &count, int tess_u, int tess_v, GEPatchPrimType primType) {
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SimpleVertex *&vertices = (SimpleVertex*&)dest;
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float inv_u = 1.0f / (float)tess_u;
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@ -827,7 +827,7 @@ static void TesselateBezierPatchHardware(u8 *&dest, u16 *indices, int &count, in
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}
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}
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void TesselateBezierPatch(u8 *&dest, u16 *&indices, int &count, int tess_u, int tess_v, const BezierPatch &patch, u32 origVertType) {
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void TessellateBezierPatch(u8 *&dest, u16 *&indices, int &count, int tess_u, int tess_v, const BezierPatch &patch, u32 origVertType) {
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switch (g_Config.iSplineBezierQuality) {
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case LOW_QUALITY:
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_BezierPatchLowQuality(dest, indices, count, tess_u, tess_v, patch, origVertType);
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@ -947,7 +947,7 @@ void DrawEngineCommon::SubmitSpline(const void *control_points, const void *indi
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numPatches = (count_u - 3) * (count_v - 3);
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} else {
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int maxVertexCount = SPLINE_BUFFER_SIZE / vertexSize;
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TesselateSplinePatch(dest, quadIndices_, count, patch, origVertType, maxVertexCount);
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TessellateSplinePatch(dest, quadIndices_, count, patch, origVertType, maxVertexCount);
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}
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delete[] points;
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@ -1067,18 +1067,18 @@ void DrawEngineCommon::SubmitBezier(const void *control_points, const void *indi
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u16 *inds = quadIndices_;
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if (g_Config.bHardwareTessellation && g_Config.bHardwareTransform && !g_Config.bSoftwareRendering) {
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tessDataTransfer->SendDataToShader(pos, tex, col, count_u * count_v, hasColor, hasTexCoords);
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TesselateBezierPatchHardware(dest, inds, count, tess_u, tess_v, prim_type);
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TessellateBezierPatchHardware(dest, inds, count, tess_u, tess_v, prim_type);
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numPatches = num_patches_u * num_patches_v;
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} else {
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int maxVertices = SPLINE_BUFFER_SIZE / vertexSize;
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// Downsample until it fits, in case crazy tesselation factors are sent.
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// Downsample until it fits, in case crazy tessellation factors are sent.
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while ((tess_u + 1) * (tess_v + 1) * num_patches_u * num_patches_v > maxVertices) {
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tess_u /= 2;
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tess_v /= 2;
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}
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for (int patch_idx = 0; patch_idx < num_patches_u*num_patches_v; ++patch_idx) {
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const BezierPatch &patch = patches[patch_idx];
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TesselateBezierPatch(dest, inds, count, tess_u, tess_v, patch, origVertType);
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TessellateBezierPatch(dest, inds, count, tess_u, tess_v, patch, origVertType);
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}
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delete[] patches;
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}
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@ -65,5 +65,5 @@ enum SplineQuality {
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HIGH_QUALITY = 2,
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};
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void TesselateSplinePatch(u8 *&dest, u16 *indices, int &count, const SplinePatchLocal &spatch, u32 origVertType, int maxVertices);
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void TesselateBezierPatch(u8 *&dest, u16 *&indices, int &count, int tess_u, int tess_v, const BezierPatch &patch, u32 origVertType, int maxVertices);
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void TessellateSplinePatch(u8 *&dest, u16 *indices, int &count, const SplinePatchLocal &spatch, u32 origVertType, int maxVertices);
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void TessellateBezierPatch(u8 *&dest, u16 *&indices, int &count, int tess_u, int tess_v, const BezierPatch &patch, u32 origVertType, int maxVertices);
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