Fixes and optimizations to vertex decoding and lighting.

Motorcycles are now visible in MotoGP.
This commit is contained in:
Henrik Rydgard 2012-11-16 15:16:14 +01:00
parent 2bed15f122
commit e5c6cf965b
11 changed files with 308 additions and 327 deletions

View File

@ -74,7 +74,6 @@ char *GenerateFragmentShader()
#endif
int lmode = gstate.lmode & 1;
lmode = 0; /// for now
if (gstate.textureMapEnable & 1)
WRITE(p, "uniform sampler2D tex;\n");

View File

@ -400,18 +400,6 @@ struct DXT1Block
u16 color2;
};
inline u8 Convert5To8(u8 v)
{
// Swizzle bits: 00012345 -> 12345123
return (v << 3) | (v >> 2);
}
inline u8 Convert6To8(u8 v)
{
// Swizzle bits: 00123456 -> 12345612
return (v << 2) | (v >> 4);
}
inline u32 makecol(int r, int g, int b, int a)
{
return (a << 24)|(r << 16)|(g << 8)|b;

View File

@ -57,72 +57,86 @@ uint16_t indexBuffer[65536]; // Unused
// TODO: This should really return 2 colors, one for specular and one for diffuse.
void Light(float colorOut[4], const float colorIn[4], Vec3 pos, Vec3 normal, float dots[4])
{
// could cache a lot of stuff, such as ambient, across vertices...
// Convenient way to do precomputation to save the parts of the lighting calculation
// that's common between the many vertices of a draw call.
class Lighter {
public:
Lighter();
void Light(float colorOut0[4], float colorOut1[4], const float colorIn[4], Vec3 pos, Vec3 normal, float dots[4]);
bool doShadeMapping = (gstate.texmapmode & 0x3) == 2;
if (!doShadeMapping && !(gstate.lightEnable[0]&1) && !(gstate.lightEnable[1]&1) && !(gstate.lightEnable[2]&1) && !(gstate.lightEnable[3]&1))
{
memcpy(colorOut, colorIn, sizeof(float) * 4);
return;
}
Color4 emissive;
emissive.GetFromRGB(gstate.materialemissive);
private:
bool disabled_;
Color4 globalAmbient;
Color4 materialEmissive;
Color4 materialAmbient;
Color4 materialDiffuse;
Color4 materialSpecular;
float specCoef_;
Vec3 viewer_;
bool doShadeMapping_;
int materialUpdate_;
};
Lighter::Lighter() {
disabled_ = false;
doShadeMapping_ = (gstate.texmapmode & 0x3) == 2;
if (!doShadeMapping_ && !(gstate.lightEnable[0]&1) && !(gstate.lightEnable[1]&1) && !(gstate.lightEnable[2]&1) && !(gstate.lightEnable[3]&1))
{
disabled_ = true;
}
materialEmissive.GetFromRGB(gstate.materialemissive);
materialEmissive.a = 0.0f;
globalAmbient.GetFromRGB(gstate.ambientcolor);
globalAmbient.GetFromA(gstate.ambientalpha);
materialAmbient.GetFromRGB(gstate.materialambient);
materialAmbient.a = 1.0f;
materialDiffuse.GetFromRGB(gstate.materialdiffuse);
materialDiffuse.a = 1.0f;
materialSpecular.GetFromRGB(gstate.materialspecular);
materialSpecular.a = 1.0f;
specCoef_ = getFloat24(gstate.materialspecularcoef);
viewer_ = Vec3(-gstate.viewMatrix[9], -gstate.viewMatrix[10], -gstate.viewMatrix[11]);
materialUpdate_ = gstate.materialupdate & 7;
}
void Lighter::Light(float colorOut0[4], float colorOut1[4], const float colorIn[4], Vec3 pos, Vec3 normal, float dots[4])
{
if (disabled_) {
memcpy(colorOut0, colorIn, sizeof(float) * 4);
memset(colorOut1, 0, sizeof(float) * 4);
return;
}
Vec3 norm = normal.Normalized();
Color4 in(colorIn);
Color4 ambient;
if (gstate.materialupdate & 1)
{
ambient = in;
}
const Color4 *ambient;
if (materialUpdate_ & 1)
ambient = &in;
else
{
ambient.GetFromRGB(gstate.materialambient);
ambient.a=1.0f;
}
ambient = &materialAmbient;
Color4 diffuse;
if (gstate.materialupdate & 2)
{
diffuse = in;
}
const Color4 *diffuse;
if (materialUpdate_ & 2)
diffuse = &in;
else
{
diffuse.GetFromRGB(gstate.materialdiffuse);
diffuse.a=1.0f;
}
diffuse = &materialDiffuse;
Color4 specular;
if (gstate.materialupdate & 4)
{
specular = in;
}
const Color4 *specular;
if (materialUpdate_ & 4)
specular = &in;
else
{
specular.GetFromRGB(gstate.materialspecular);
specular.a=1.0f;
}
float specCoef = getFloat24(gstate.materialspecularcoef);
Vec3 viewer(-gstate.viewMatrix[9], -gstate.viewMatrix[10], -gstate.viewMatrix[11]);
Color4 lightSum = globalAmbient * ambient + emissive;
specular = &materialSpecular;
Color4 lightSum0 = globalAmbient * *ambient + materialEmissive;
Color4 lightSum1(0,0,0,0);
// Try lights.elf - there's something wrong with the lighting
for (int l = 0; l < 4; l++)
{
// can we skip this light?
if ((gstate.lightEnable[l] & 1) == 0 && !doShadeMapping)
if ((gstate.lightEnable[l] & 1) == 0 && !doShadeMapping_)
continue;
GELightComputation comp = (GELightComputation)(gstate.ltype[l]&3);
@ -151,10 +165,9 @@ void Light(float colorOut[4], const float colorIn[4], Vec3 pos, Vec3 normal, flo
if (dot < 0.0f) dot = 0.0f;
if (poweredDiffuse)
dot = powf(dot, specCoef);
dot = powf(dot, specCoef_);
Color4 diff = (gstate.lightColor[1][l] * diffuse) * (dot * lightScale);
Color4 spec(0,0,0,0);
Color4 diff = (gstate.lightColor[1][l] * *diffuse) * (dot * lightScale);
// Real PSP specular
Vec3 toViewer(0,0,1);
@ -170,20 +183,27 @@ void Light(float colorOut[4], const float colorIn[4], Vec3 pos, Vec3 normal, flo
dot = halfVec * norm;
if (dot >= 0)
{
spec += (gstate.lightColor[2][l] * specular * (powf(dot, specCoef)*lightScale));
lightSum1 += (gstate.lightColor[2][l] * *specular * (powf(dot, specCoef_)*lightScale));
}
}
dots[l] = dot;
if (gstate.lightEnable[l] & 1)
{
lightSum += gstate.lightColor[0][l]*ambient + diff + spec;
lightSum0 += gstate.lightColor[0][l] * *ambient + diff;
}
}
for (int i = 0; i < 3; i++)
colorOut[i] = lightSum[i];
// 4?
for (int i = 0; i < 4; i++) {
colorOut0[i] = lightSum0[i];
colorOut1[i] = lightSum1[i];
}
}
// This is the software transform pipeline, which is necessary for supporting RECT
// primitives correctly. Other primitives are possible to transform and light in hardware
// using vertex shader, which will be way, way faster, especially on mobile. This has
// not yet been implemented though.
void TransformAndDrawPrim(void *verts, void *inds, int prim, int vertexCount, LinkedShader *program, float *customUV, int forceIndexType)
{
// First, decode the verts and apply morphing
@ -234,6 +254,8 @@ void TransformAndDrawPrim(void *verts, void *inds, int prim, int vertexCount, Li
vertexCount = 0x10000/3;
#endif
Lighter lighter;
for (int i = 0; i < vertexCount; i++)
{
int indexType = (gstate.vertType & GE_VTYPE_IDX_MASK);
@ -255,9 +277,10 @@ void TransformAndDrawPrim(void *verts, void *inds, int prim, int vertexCount, Li
index = i;
}
float v[3] = {0,0,0};
float c[4] = {1,1,1,1};
float uv[2] = {0,0};
float v[3] = {0, 0, 0};
float c0[4] = {1, 1, 1, 1};
float c1[4] = {0, 0, 0, 0};
float uv[2] = {0, 0};
if (gstate.vertType & GE_VTYPE_THROUGH_MASK)
{
@ -265,8 +288,11 @@ void TransformAndDrawPrim(void *verts, void *inds, int prim, int vertexCount, Li
for (int j=0; j<3; j++)
v[j] = decoded[index].pos[j];
// TODO : check if has color
for (int j=0; j<4; j++)
c[j] = decoded[index].color[j];
for (int j=0; j<4; j++) {
c0[j] = decoded[index].color[j] / 255.0f;
c1[j] = 0.0f;
}
// TODO : check if has uv
for (int j=0; j<2; j++)
uv[j] = decoded[index].uv[j];
@ -304,30 +330,51 @@ void TransformAndDrawPrim(void *verts, void *inds, int prim, int vertexCount, Li
Norm3ByMatrix43(norm, nsum.v, gstate.worldMatrix);
}
// Perform lighting here if enabled. don't need to check through, it's checked above.
float dots[4] = {0,0,0,0};
if (program->a_color0 != -1)
{
//c[1] = norm[1];
float litColor[4] = {0,0,0,0};
Light(litColor, decoded[index].color, out, norm, dots);
float unlitColor[4];
for (int j = 0; j < 4; j++) {
unlitColor[j] = decoded[index].color[j] / 255.0f;
}
float litColor0[4];
float litColor1[4];
lighter.Light(litColor0, litColor1, unlitColor, out, norm, dots);
if (gstate.lightingEnable & 1)
{
memcpy(c, litColor, sizeof(litColor));
// TODO: don't ignore gstate.lmode - we should send two colors in that case
if (gstate.lmode & 1) {
// Separate colors
for (int j = 0; j < 4; j++) {
c0[j] = litColor0[j];
c1[j] = litColor1[j];
}
} else {
// Summed color into c0
for (int j = 0; j < 4; j++) {
c0[j] = litColor0[j] + litColor1[j];
c1[j] = 0.0f;
}
}
}
else
{
// no lighting? copy the color.
for (int j = 0; j < 4; j++)
c[j] = decoded[index].color[j];
for (int j = 0; j < 4; j++) {
c0[j] = unlitColor[j];
c1[j] = 0.0f;
}
}
}
else
{
// no color in the fragment program???
for (int j = 0; j < 4; j++)
c[j] = decoded[index].color[j];
for (int j = 0; j < 4; j++) {
c0[j] = decoded[index].color[j] / 255.0f;
c1[j] = 0.0f;
}
}
if (customUV) {
@ -382,11 +429,13 @@ void TransformAndDrawPrim(void *verts, void *inds, int prim, int vertexCount, Li
}
}
// Transform the coord by the view matrix. Should this be done before or after texcoord generation?
// Transform the coord by the view matrix.
// We only really need to do it here for RECTANGLES drawing. However,
// there's no point in optimizing it out because all other primitives
// will be moved to hardware transform anyway.
Vec3ByMatrix43(v, out, gstate.viewMatrix);
}
// We need to tesselate axis-aligned rectangles, as they're only specified by two coordinates.
if (prim == GE_PRIM_RECTANGLES)
{
@ -404,42 +453,48 @@ void TransformAndDrawPrim(void *verts, void *inds, int prim, int vertexCount, Li
trans->x = v[0]; trans->y = v[1];
trans->z = v[2];
trans->uv[0] = uv[0]; trans->uv[1] = uv[1];
memcpy(trans->color, c, 4*sizeof(float));
memcpy(trans->color0, c0, 4*sizeof(float));
memcpy(trans->color1, c1, 4*sizeof(float));
trans++;
// top right
trans->x = v2[0]; trans->y = v[1];
trans->z = v[2];
trans->uv[0] = uv2[0]; trans->uv[1] = uv[1];
memcpy(trans->color, c, 4*sizeof(float));
memcpy(trans->color0, c0, 4*sizeof(float));
memcpy(trans->color1, c1, 4*sizeof(float));
trans++;
// bottom right
trans->x = v2[0]; trans->y = v2[1];
trans->z = v[2];
trans->uv[0] = uv2[0]; trans->uv[1] = uv2[1];
memcpy(trans->color, c, 4*sizeof(float));
memcpy(trans->color0, c0, 4*sizeof(float));
memcpy(trans->color1, c1, 4*sizeof(float));
trans++;
// bottom left
trans->x = v[0]; trans->y = v2[1];
trans->z = v[2];
trans->uv[0] = uv[0]; trans->uv[1] = uv2[1];
memcpy(trans->color, c, 4*sizeof(float));
memcpy(trans->color0, c0, 4*sizeof(float));
memcpy(trans->color1, c1, 4*sizeof(float));
trans++;
// top left
trans->x = v[0]; trans->y = v[1];
trans->z = v[2];
trans->uv[0] = uv[0]; trans->uv[1] = uv[1];
memcpy(trans->color, c, 4*sizeof(float));
memcpy(trans->color0, c0, 4*sizeof(float));
memcpy(trans->color1, c1, 4*sizeof(float));
trans++;
// bottom right
trans->x = v2[0]; trans->y = v2[1];
trans->z = v[2];
trans->uv[0] = uv2[0]; trans->uv[1] = uv2[1];
memcpy(trans->color, c, 4*sizeof(float));
memcpy(trans->color0, c0, 4*sizeof(float));
memcpy(trans->color1, c1, 4*sizeof(float));
trans++;
numTrans += 6;
@ -448,7 +503,8 @@ void TransformAndDrawPrim(void *verts, void *inds, int prim, int vertexCount, Li
else
{
memcpy(&trans->x, v, 3*sizeof(float));
memcpy(trans->color, c, 4*sizeof(float));
memcpy(trans->color0, c0, 4*sizeof(float));
memcpy(trans->color1, c1, 4*sizeof(float));
memcpy(trans->uv, uv, 2*sizeof(float));
trans++;
numTrans++;
@ -458,15 +514,18 @@ void TransformAndDrawPrim(void *verts, void *inds, int prim, int vertexCount, Li
glEnableVertexAttribArray(program->a_position);
if (useTexCoord && program->a_texcoord != -1) glEnableVertexAttribArray(program->a_texcoord);
if (program->a_color0 != -1) glEnableVertexAttribArray(program->a_color0);
if (program->a_color1 != -1) glEnableVertexAttribArray(program->a_color1);
const int vertexSize = sizeof(*trans);
glVertexAttribPointer(program->a_position, 3, GL_FLOAT, GL_FALSE, vertexSize, transformed);
if (useTexCoord && program->a_texcoord != -1) glVertexAttribPointer(program->a_texcoord, 2, GL_FLOAT, GL_FALSE, vertexSize, ((uint8_t*)transformed) + 3 * 4);
if (program->a_color0 != -1) glVertexAttribPointer(program->a_color0, 4, GL_FLOAT, GL_FALSE, vertexSize, ((uint8_t*)transformed) + 5 * 4);
if (program->a_color1 != -1) glVertexAttribPointer(program->a_color1, 4, GL_FLOAT, GL_FALSE, vertexSize, ((uint8_t*)transformed) + 9 * 4);
// NOTICE_LOG(G3D,"DrawPrimitive: %i", numTrans);
glDrawArrays(glprim[prim], 0, numTrans);
glDisableVertexAttribArray(program->a_position);
if (useTexCoord && program->a_texcoord != -1) glDisableVertexAttribArray(program->a_texcoord);
if (program->a_color0 != -1) glDisableVertexAttribArray(program->a_color0);
if (program->a_color1 != -1) glDisableVertexAttribArray(program->a_color1);
/*
if (((gstate.vertType ) & GE_VTYPE_IDX_MASK) == GE_VTYPE_IDX_8BIT)

View File

@ -19,4 +19,5 @@
struct LinkedShader;
void TransformAndDrawPrim(void *verts, void *inds, int prim, int count, LinkedShader *shader, float *customUV = 0, int forceIndexType = -1);

View File

@ -46,8 +46,6 @@ inline int align(int n, int align)
return (n+(align-1)) & ~(align-1);
}
static int onesize;
void VertexDecoder::SetVertexType(u32 fmt)
{
fmt = fmt;
@ -80,13 +78,13 @@ void VertexDecoder::SetVertexType(u32 fmt)
size = align(size, tcalign[tc]);
tcoff = size;
size += tcsize[tc];
if (tcalign[tc]>biggest)
biggest=tcalign[tc];
if (tcalign[tc] > biggest)
biggest = tcalign[tc];
}
if (col)
{
size = align(size,colalign[col]);
size = align(size, colalign[col]);
coloff = size;
size += colsize[col];
if (colalign[col] > biggest)
@ -96,26 +94,27 @@ void VertexDecoder::SetVertexType(u32 fmt)
{
coloff = 0;
}
if (nrm)
{
size = align(size,nrmalign[nrm]);
size = align(size, nrmalign[nrm]);
nrmoff = size;
size += nrmsize[nrm];
if (nrmalign[nrm] > biggest)
biggest = nrmalign[nrm];
}
//if (pos)
//if (pos) - there's always a position
{
size = align(size,posalign[pos]);
size = align(size, posalign[pos]);
posoff = size;
size += possize[pos];
if (posalign[pos] > biggest)
biggest = posalign[pos];
}
size = align(size,biggest);
onesize = size;
size = align(size, biggest);
onesize_ = size;
size *= morphcount;
DEBUG_LOG(G3D,"SVT : size = %i, aligned to biggest %i", size, biggest);
}
@ -127,24 +126,36 @@ void VertexDecoder::DecodeVerts(DecodedVertex *decoded, const void *verts, const
char *ptr = (char *)verts;
for (int i = 0; i < count; i++)
{
int index;
if (idx == (GE_VTYPE_IDX_8BIT >> 11))
{
index = ((u8*)inds)[i];
}
else if (idx == (GE_VTYPE_IDX_16BIT >> 11))
{
index = ((u16*)inds)[i];
// Find index bounds. Could cache this in display lists.
int lowerBound = 0x7FFFFFFF;
int upperBound = 0;
if (idx == (GE_VTYPE_IDX_8BIT >> GE_VTYPE_IDX_SHIFT)) {
const u8 *ind8 = (const u8 *)inds;
for (int i = 0; i < count; i++) {
if (ind8[i] < lowerBound)
lowerBound = ind8[i];
if (ind8[i] > upperBound)
upperBound = ind8[i];
}
else
{
index = i;
} else if (idx == (GE_VTYPE_IDX_16BIT >> GE_VTYPE_IDX_SHIFT)) {
const u16 *ind16 = (const u16*)inds;
for (int i = 0; i < count; i++) {
if (ind16[i] < lowerBound)
lowerBound = ind16[i];
if (ind16[i] > upperBound)
upperBound = ind16[i];
}
} else {
lowerBound = 0;
upperBound = count - 1;
}
// Decode the vertices within the found bounds, once each (unlike the previous way..)
for (int index = lowerBound; index <= upperBound; index++)
{
ptr = (char*)verts + (index * size);
// TODO: Should weights be morphed?
float *wt = decoded[index].weights;
switch (weighttype)
{
@ -153,29 +164,30 @@ void VertexDecoder::DecodeVerts(DecodedVertex *decoded, const void *verts, const
case GE_VTYPE_WEIGHT_8BIT >> 9:
{
u8 *wdata = (u8*)(ptr);
for (int j=0; j<nweights; j++)
const u8 *wdata = (const u8*)(ptr);
for (int j = 0; j < nweights; j++)
wt[j] = (float)wdata[j] / 255.0f;
}
break;
case GE_VTYPE_WEIGHT_16BIT >> 9:
{
u16 *wdata = (u16*)(ptr);
for (int j=0; j<nweights; j++)
const u16 *wdata = (const u16*)(ptr);
for (int j = 0; j < nweights; j++)
wt[j] = (float)wdata[j] / 65535.0f;
}
break;
case GE_VTYPE_WEIGHT_FLOAT >> 9:
{
float *wdata = (float*)(ptr+0);
for (int j=0; j<nweights; j++)
const float *wdata = (const float*)(ptr+0);
for (int j = 0; j < nweights; j++)
wt[j] = wdata[j];
}
break;
}
// TODO: Not morphing UV yet
float *uv = decoded[index].uv;
switch (tc)
{
@ -186,15 +198,15 @@ void VertexDecoder::DecodeVerts(DecodedVertex *decoded, const void *verts, const
case GE_VTYPE_TC_8BIT:
{
u8 *uvdata = (u8*)(ptr + tcoff);
for (int j=0; j<2; j++)
const u8 *uvdata = (const u8*)(ptr + tcoff);
for (int j = 0; j < 2; j++)
uv[j] = (float)uvdata[j]/255.0f;
break;
}
case GE_VTYPE_TC_16BIT:
{
u16 *uvdata = (u16*)(ptr + tcoff);
const u16 *uvdata = (const u16*)(ptr + tcoff);
if (throughmode)
{
uv[0] = (float)uvdata[0] / (float)(gstate.curTextureWidth);
@ -210,81 +222,86 @@ void VertexDecoder::DecodeVerts(DecodedVertex *decoded, const void *verts, const
case GE_VTYPE_TC_FLOAT:
{
float *uvdata = (float*)(ptr + tcoff);
for (int j=0; j<2; j++)
const float *uvdata = (const float*)(ptr + tcoff);
for (int j = 0; j < 2; j++)
uv[j] = uvdata[j];
}
break;
}
float *c = decoded[index].color;
// TODO: Not morphing color yet
u8 *c = decoded[index].color;
switch (col)
{
case GE_VTYPE_COL_4444>>2:
case GE_VTYPE_COL_4444 >> 2:
{
u16 cdata = *(u16*)(ptr + coloff);
for (int j = 0; j < 4; j++)
c[j] = (float)(cdata>>(j * 4) & 0xF) / 15.0f;
c[j] = Convert4To8((cdata >> (j * 4)) & 0xF);
}
break;
case GE_VTYPE_COL_565>>2:
case GE_VTYPE_COL_565 >> 2:
{
u16 cdata = *(u16*)(ptr + coloff);
c[0] = (float)(cdata & 0x1f) / 31.0f;
c[1] = (float)((cdata>>5) & 0x3f) / 63.0f;
c[2] = (float)((cdata>>11) & 0x1f) / 31.0f;
c[0] = Convert5To8(cdata & 0x1f);
c[1] = Convert6To8((cdata>>5) & 0x3f);
c[2] = Convert5To8((cdata>>11) & 0x1f);
c[3] = 1.0f;
}
break;
case GE_VTYPE_COL_5551>>2:
case GE_VTYPE_COL_5551 >> 2:
{
u16 cdata = *(u16*)(ptr + coloff);
c[0] = (float)(cdata & 0x1f) / 31.0f;
c[1] = (float)((cdata>>5) & 0x1f) / 31.0f;
c[2] = (float)((cdata>>10) & 0x1f) / 31.0f;
c[3] = (float)(cdata>>15);
c[0] = Convert5To8(cdata & 0x1f);
c[1] = Convert5To8((cdata>>5) & 0x1f);
c[2] = Convert5To8((cdata>>10) & 0x1f);
c[3] = (cdata>>15) ? 255 : 0;
}
break;
case GE_VTYPE_COL_8888>>2:
case GE_VTYPE_COL_8888 >> 2:
{
// TODO: speedup
u8 *cdata = (u8*)(ptr + coloff);
for (int j=0; j<4; j++)
c[j] = (float)cdata[j] / 255.0f;
for (int j = 0; j < 4; j++)
c[j] = cdata[j];
}
break;
default:
c[0]=1.0f; c[1]=1.0f; c[2]=1.0f; c[3]=1.0f;
c[0]=255; c[1]=255; c[2]=255; c[3]=255;
break;
}
float *normal = decoded[index].normal;
memset(normal,0,sizeof(float)*3);
for (int n=0; n<morphcount; n++)
memset(normal, 0, sizeof(float)*3);
for (int n = 0; n < morphcount; n++)
{
float multiplier = gstate.morphWeights[n];
if (gstate.reversenormals & 0xFFFFFF) {
multiplier = -multiplier;
}
switch (nrm)
{
case 0:
//no normals
break;
case GE_VTYPE_NRM_FLOAT>>5:
case GE_VTYPE_NRM_FLOAT >> 5:
{
float *fv = (float*)(ptr + onesize*n + nrmoff);
for (int j=0; j<3; j++)
normal[j] += fv[j] * gstate.morphWeights[n];
const float *fv = (const float*)(ptr + onesize_*n + nrmoff);
for (int j = 0; j < 3; j++)
normal[j] += fv[j] * multiplier;
}
break;
case GE_VTYPE_NRM_16BIT>>5:
case GE_VTYPE_NRM_16BIT >> 5:
{
short *sv = (short*)(ptr + onesize*n + nrmoff);
for (int j=0; j<3; j++)
normal[j] += (sv[j]/32767.0f) * gstate.morphWeights[n];
const short *sv = (const short*)(ptr + onesize_*n + nrmoff);
for (int j = 0; j < 3; j++)
normal[j] += (sv[j]/32767.0f) * multiplier;
}
break;
@ -294,38 +311,78 @@ void VertexDecoder::DecodeVerts(DecodedVertex *decoded, const void *verts, const
}
}
if (gstate.reversenormals & 0xFFFFFF)
{
for (int j = 0; j < 3; j++)
normal[j] = -normal[j];
}
float *v = decoded[index].pos;
memset(v, 0, sizeof(float)*3);
for (int n = 0; n < morphcount; n++)
{
if (morphcount == 1) {
switch (pos)
{
case GE_VTYPE_POS_FLOAT>>7:
case GE_VTYPE_POS_FLOAT >> 7:
{
float *fv = (float*)(ptr + onesize*n + posoff);
for (int j=0; j<3; j++)
v[j] += fv[j] * gstate.morphWeights[n];
const float *fv = (const float*)(ptr + posoff);
for (int j = 0; j < 3; j++)
v[j] = fv[j];
}
break;
case GE_VTYPE_POS_16BIT>>7:
case GE_VTYPE_POS_16BIT >> 7:
{
short *sv = (short*)(ptr + onesize*n + posoff);
float multiplier = 1.0f / 32767.0f;
if (throughmode) multiplier = 1.0f;
const short *sv = (const short*)(ptr + posoff);
for (int j = 0; j < 3; j++)
v[j] += sv[j] * gstate.morphWeights[n];
v[j] = sv[j] * multiplier;
}
break;
case GE_VTYPE_POS_8BIT >> 7:
{
const s8 *sv = (const s8*)(ptr + posoff);
for (int j = 0; j < 3; j++)
v[j] = sv[j] / 127.f;
}
break;
default:
DEBUG_LOG(G3D,"Unknown position format %i",pos);
ERROR_LOG(G3D,"Unknown position format %i",pos);
break;
}
} else {
memset(v, 0, sizeof(float) * 3);
for (int n = 0; n < morphcount; n++)
{
switch (pos)
{
case GE_VTYPE_POS_FLOAT >> 7:
{
const float *fv = (const float*)(ptr + posoff);
for (int j = 0; j < 3; j++)
v[j] += fv[j] * gstate.morphWeights[n];
}
break;
case GE_VTYPE_POS_16BIT >> 7:
{
float multiplier = 1.0f / 32767.0f;
if (throughmode) multiplier = 1.0f;
const short *sv = (const short*)(ptr + posoff);
for (int j = 0; j < 3; j++)
v[j] += (sv[j] * multiplier) * gstate.morphWeights[n];
}
break;
case GE_VTYPE_POS_8BIT >> 7:
{
const s8 *sv = (const s8*)(ptr + posoff);
for (int j = 0; j < 3; j++)
v[j] += (sv[j] / 127.f) * gstate.morphWeights[n];
}
break;
default:
ERROR_LOG(G3D,"Unknown position format %i",pos);
break;
}
}
}
}
}

View File

@ -24,15 +24,16 @@ struct DecodedVertex
float pos[3]; // in case of morph, preblend during decode
float normal[3]; // in case of morph, preblend during decode
float uv[2]; // scaled by uscale, vscale, if there
float color[4]; // unlit
float weights[8];
u8 color[4]; // unlit
float weights[8]; // ugh, expensive
};
struct TransformedVertex
{
float x, y, z; // in case of morph, preblend during decode
float uv[2]; // scaled by uscale, vscale, if there
float color[4]; // prelit
float color0[4]; // prelit
float color1[4]; // prelit
};
@ -44,22 +45,30 @@ struct TransformedVertex
// - will compile into lighting fast specialized x86
// - will not bother translating components that can be read directly
// by OpenGL ES. Will still have to translate 565 colors, and things
// like that. DecodedVertex will not be a fixed struct.
// like that. DecodedVertex will not be a fixed struct. Will have to
// do morphing here.
//
// We want 100% perf on 1Ghz even in vertex complex games!
class VertexDecoder
{
public:
VertexDecoder() : coloff(0), nrmoff(0), posoff(0) {}
~VertexDecoder() {}
void SetVertexType(u32 fmt);
void DecodeVerts(DecodedVertex *decoded, const void *verts, const void *inds, int prim, int count) const;
private:
u32 fmt;
bool throughmode;
int biggest;
int size;
int onesize_;
int weightoff;
int tcoff;
int coloff;
int nrmoff;
int posoff;
int size;
int oneSize;
int tc;
int col;
@ -70,11 +79,4 @@ class VertexDecoder
int morphcount;
int nweights;
public:
VertexDecoder() : coloff(0), nrmoff(0), posoff(0) {}
~VertexDecoder() {}
void SetVertexType(u32 fmt);
void DecodeVerts(DecodedVertex *decoded, const void *verts, const void *inds, int prim, int count) const;
// void DoGLVertexAttribPointer()
};

View File

@ -60,7 +60,6 @@ char *GenerateVertexShader()
#endif
int lmode = gstate.lmode & 1;
lmode = 0; // TODO: support separate specular
WRITE("attribute vec4 a_position;");
WRITE("attribute vec2 a_texcoord;");

View File

@ -35,6 +35,24 @@ inline u32 _byteswap_ulong(u32 data)
#endif
inline u8 Convert4To8(u8 v)
{
// Swizzle bits: 00012345 -> 12345123
return (v << 4) | (v);
}
inline u8 Convert5To8(u8 v)
{
// Swizzle bits: 00012345 -> 12345123
return (v << 3) | (v >> 2);
}
inline u8 Convert6To8(u8 v)
{
// Swizzle bits: 00123456 -> 12345612
return (v << 2) | (v >> 4);
}
#ifndef DISALLOW_COPY_AND_ASSIGN
#define DISALLOW_COPY_AND_ASSIGN(t) \
private: \

View File

@ -35,8 +35,6 @@ Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
Debug|x64 = Debug|x64
DebugFast|Win32 = DebugFast|Win32
DebugFast|x64 = DebugFast|x64
Release|Win32 = Release|Win32
Release|x64 = Release|x64
EndGlobalSection
@ -45,10 +43,6 @@ Global
{567AF8DB-42C1-4D08-96CD-D70A2DFEFC6B}.Debug|Win32.Build.0 = Debug|Win32
{567AF8DB-42C1-4D08-96CD-D70A2DFEFC6B}.Debug|x64.ActiveCfg = Debug|x64
{567AF8DB-42C1-4D08-96CD-D70A2DFEFC6B}.Debug|x64.Build.0 = Debug|x64
{567AF8DB-42C1-4D08-96CD-D70A2DFEFC6B}.DebugFast|Win32.ActiveCfg = DebugFast|Win32
{567AF8DB-42C1-4D08-96CD-D70A2DFEFC6B}.DebugFast|Win32.Build.0 = DebugFast|Win32
{567AF8DB-42C1-4D08-96CD-D70A2DFEFC6B}.DebugFast|x64.ActiveCfg = Debug|x64
{567AF8DB-42C1-4D08-96CD-D70A2DFEFC6B}.DebugFast|x64.Build.0 = Debug|x64
{567AF8DB-42C1-4D08-96CD-D70A2DFEFC6B}.Release|Win32.ActiveCfg = Release|Win32
{567AF8DB-42C1-4D08-96CD-D70A2DFEFC6B}.Release|Win32.Build.0 = Release|Win32
{567AF8DB-42C1-4D08-96CD-D70A2DFEFC6B}.Release|x64.ActiveCfg = Release|x64
@ -57,10 +51,6 @@ Global
{3FCDBAE2-5103-4350-9A8E-848CE9C73195}.Debug|Win32.Build.0 = Debug|Win32
{3FCDBAE2-5103-4350-9A8E-848CE9C73195}.Debug|x64.ActiveCfg = Debug|x64
{3FCDBAE2-5103-4350-9A8E-848CE9C73195}.Debug|x64.Build.0 = Debug|x64
{3FCDBAE2-5103-4350-9A8E-848CE9C73195}.DebugFast|Win32.ActiveCfg = Debug|Win32
{3FCDBAE2-5103-4350-9A8E-848CE9C73195}.DebugFast|Win32.Build.0 = Debug|Win32
{3FCDBAE2-5103-4350-9A8E-848CE9C73195}.DebugFast|x64.ActiveCfg = Debug|x64
{3FCDBAE2-5103-4350-9A8E-848CE9C73195}.DebugFast|x64.Build.0 = Debug|x64
{3FCDBAE2-5103-4350-9A8E-848CE9C73195}.Release|Win32.ActiveCfg = Release|Win32
{3FCDBAE2-5103-4350-9A8E-848CE9C73195}.Release|Win32.Build.0 = Release|Win32
{3FCDBAE2-5103-4350-9A8E-848CE9C73195}.Release|x64.ActiveCfg = Release|x64
@ -69,10 +59,6 @@ Global
{F761046E-6C38-4428-A5F1-38391A37BB34}.Debug|Win32.Build.0 = Debug|Win32
{F761046E-6C38-4428-A5F1-38391A37BB34}.Debug|x64.ActiveCfg = Debug|x64
{F761046E-6C38-4428-A5F1-38391A37BB34}.Debug|x64.Build.0 = Debug|x64
{F761046E-6C38-4428-A5F1-38391A37BB34}.DebugFast|Win32.ActiveCfg = Debug|Win32
{F761046E-6C38-4428-A5F1-38391A37BB34}.DebugFast|Win32.Build.0 = Debug|Win32
{F761046E-6C38-4428-A5F1-38391A37BB34}.DebugFast|x64.ActiveCfg = Debug|x64
{F761046E-6C38-4428-A5F1-38391A37BB34}.DebugFast|x64.Build.0 = Debug|x64
{F761046E-6C38-4428-A5F1-38391A37BB34}.Release|Win32.ActiveCfg = Release|Win32
{F761046E-6C38-4428-A5F1-38391A37BB34}.Release|Win32.Build.0 = Release|Win32
{F761046E-6C38-4428-A5F1-38391A37BB34}.Release|x64.ActiveCfg = Release|x64
@ -81,10 +67,6 @@ Global
{457F45D2-556F-47BC-A31D-AFF0D15BEAED}.Debug|Win32.Build.0 = Debug|Win32
{457F45D2-556F-47BC-A31D-AFF0D15BEAED}.Debug|x64.ActiveCfg = Debug|x64
{457F45D2-556F-47BC-A31D-AFF0D15BEAED}.Debug|x64.Build.0 = Debug|x64
{457F45D2-556F-47BC-A31D-AFF0D15BEAED}.DebugFast|Win32.ActiveCfg = Debug|Win32
{457F45D2-556F-47BC-A31D-AFF0D15BEAED}.DebugFast|Win32.Build.0 = Debug|Win32
{457F45D2-556F-47BC-A31D-AFF0D15BEAED}.DebugFast|x64.ActiveCfg = Debug|x64
{457F45D2-556F-47BC-A31D-AFF0D15BEAED}.DebugFast|x64.Build.0 = Debug|x64
{457F45D2-556F-47BC-A31D-AFF0D15BEAED}.Release|Win32.ActiveCfg = Release|Win32
{457F45D2-556F-47BC-A31D-AFF0D15BEAED}.Release|Win32.Build.0 = Release|Win32
{457F45D2-556F-47BC-A31D-AFF0D15BEAED}.Release|x64.ActiveCfg = Release|x64
@ -93,10 +75,6 @@ Global
{533F1D30-D04D-47CC-AD71-20F658907E36}.Debug|Win32.Build.0 = Debug|Win32
{533F1D30-D04D-47CC-AD71-20F658907E36}.Debug|x64.ActiveCfg = Debug|x64
{533F1D30-D04D-47CC-AD71-20F658907E36}.Debug|x64.Build.0 = Debug|x64
{533F1D30-D04D-47CC-AD71-20F658907E36}.DebugFast|Win32.ActiveCfg = Debug|Win32
{533F1D30-D04D-47CC-AD71-20F658907E36}.DebugFast|Win32.Build.0 = Debug|Win32
{533F1D30-D04D-47CC-AD71-20F658907E36}.DebugFast|x64.ActiveCfg = Debug|x64
{533F1D30-D04D-47CC-AD71-20F658907E36}.DebugFast|x64.Build.0 = Debug|x64
{533F1D30-D04D-47CC-AD71-20F658907E36}.Release|Win32.ActiveCfg = Release|Win32
{533F1D30-D04D-47CC-AD71-20F658907E36}.Release|Win32.Build.0 = Release|Win32
{533F1D30-D04D-47CC-AD71-20F658907E36}.Release|x64.ActiveCfg = Release|x64
@ -105,10 +83,6 @@ Global
{E8B58922-9827-493D-81E0-4B6E6BD77171}.Debug|Win32.Build.0 = Debug|Win32
{E8B58922-9827-493D-81E0-4B6E6BD77171}.Debug|x64.ActiveCfg = Debug|x64
{E8B58922-9827-493D-81E0-4B6E6BD77171}.Debug|x64.Build.0 = Debug|x64
{E8B58922-9827-493D-81E0-4B6E6BD77171}.DebugFast|Win32.ActiveCfg = Debug|Win32
{E8B58922-9827-493D-81E0-4B6E6BD77171}.DebugFast|Win32.Build.0 = Debug|Win32
{E8B58922-9827-493D-81E0-4B6E6BD77171}.DebugFast|x64.ActiveCfg = Debug|x64
{E8B58922-9827-493D-81E0-4B6E6BD77171}.DebugFast|x64.Build.0 = Debug|x64
{E8B58922-9827-493D-81E0-4B6E6BD77171}.Release|Win32.ActiveCfg = Release|Win32
{E8B58922-9827-493D-81E0-4B6E6BD77171}.Release|Win32.Build.0 = Release|Win32
{E8B58922-9827-493D-81E0-4B6E6BD77171}.Release|x64.ActiveCfg = Release|x64
@ -117,10 +91,6 @@ Global
{EE9BD869-CAA3-447D-8328-294D90DE2C1F}.Debug|Win32.Build.0 = Debug|Win32
{EE9BD869-CAA3-447D-8328-294D90DE2C1F}.Debug|x64.ActiveCfg = Debug|x64
{EE9BD869-CAA3-447D-8328-294D90DE2C1F}.Debug|x64.Build.0 = Debug|x64
{EE9BD869-CAA3-447D-8328-294D90DE2C1F}.DebugFast|Win32.ActiveCfg = Debug|Win32
{EE9BD869-CAA3-447D-8328-294D90DE2C1F}.DebugFast|Win32.Build.0 = Debug|Win32
{EE9BD869-CAA3-447D-8328-294D90DE2C1F}.DebugFast|x64.ActiveCfg = Debug|x64
{EE9BD869-CAA3-447D-8328-294D90DE2C1F}.DebugFast|x64.Build.0 = Debug|x64
{EE9BD869-CAA3-447D-8328-294D90DE2C1F}.Release|Win32.ActiveCfg = Release|Win32
{EE9BD869-CAA3-447D-8328-294D90DE2C1F}.Release|Win32.Build.0 = Release|Win32
{EE9BD869-CAA3-447D-8328-294D90DE2C1F}.Release|x64.ActiveCfg = Release|x64
@ -129,10 +99,6 @@ Global
{3BAAE095-E0AB-4B0E-B5DF-CE39C8AE31DE}.Debug|Win32.Build.0 = Debug|Win32
{3BAAE095-E0AB-4B0E-B5DF-CE39C8AE31DE}.Debug|x64.ActiveCfg = Debug|x64
{3BAAE095-E0AB-4B0E-B5DF-CE39C8AE31DE}.Debug|x64.Build.0 = Debug|x64
{3BAAE095-E0AB-4B0E-B5DF-CE39C8AE31DE}.DebugFast|Win32.ActiveCfg = Debug|Win32
{3BAAE095-E0AB-4B0E-B5DF-CE39C8AE31DE}.DebugFast|Win32.Build.0 = Debug|Win32
{3BAAE095-E0AB-4B0E-B5DF-CE39C8AE31DE}.DebugFast|x64.ActiveCfg = Debug|x64
{3BAAE095-E0AB-4B0E-B5DF-CE39C8AE31DE}.DebugFast|x64.Build.0 = Debug|x64
{3BAAE095-E0AB-4B0E-B5DF-CE39C8AE31DE}.Release|Win32.ActiveCfg = Release|Win32
{3BAAE095-E0AB-4B0E-B5DF-CE39C8AE31DE}.Release|Win32.Build.0 = Release|Win32
{3BAAE095-E0AB-4B0E-B5DF-CE39C8AE31DE}.Release|x64.ActiveCfg = Release|x64

View File

@ -1,14 +1,6 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="DebugFast|Win32">
<Configuration>DebugFast</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="DebugFast|x64">
<Configuration>DebugFast</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
@ -33,11 +25,6 @@
<ProjectName>PPSSPPWindows</ProjectName>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='DebugFast|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<CharacterSet>MultiByte</CharacterSet>
<WholeProgramOptimization>false</WholeProgramOptimization>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<CharacterSet>MultiByte</CharacterSet>
@ -47,11 +34,6 @@
<ConfigurationType>Application</ConfigurationType>
<CharacterSet>MultiByte</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='DebugFast|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<CharacterSet>MultiByte</CharacterSet>
<WholeProgramOptimization>false</WholeProgramOptimization>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<CharacterSet>MultiByte</CharacterSet>
@ -64,10 +46,6 @@
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='DebugFast|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC71.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC71.props" />
@ -76,10 +54,6 @@
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC71.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='DebugFast|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC71.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC71.props" />
@ -102,18 +76,6 @@
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</IntDir>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</LinkIncremental>
<OutDir Condition="'$(Configuration)|$(Platform)'=='DebugFast|Win32'">..\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='DebugFast|Win32'">$(Configuration)\</IntDir>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='DebugFast|Win32'">false</LinkIncremental>
<OutDir Condition="'$(Configuration)|$(Platform)'=='DebugFast|x64'">$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='DebugFast|x64'">$(Platform)\$(Configuration)\</IntDir>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='DebugFast|x64'">false</LinkIncremental>
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='DebugFast|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='DebugFast|Win32'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='DebugFast|Win32'" />
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='DebugFast|x64'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='DebugFast|x64'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='DebugFast|x64'" />
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
@ -246,94 +208,34 @@
<FixedBaseAddress>true</FixedBaseAddress>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='DebugFast|Win32'">
<ClCompile>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;LOGGING;_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExceptionHandling>Sync</ExceptionHandling>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<BufferSecurityCheck>false</BufferSecurityCheck>
<PrecompiledHeader>Use</PrecompiledHeader>
<AssemblerOutput>
</AssemblerOutput>
<WarningLevel>Level3</WarningLevel>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
<AdditionalIncludeDirectories>../common;..;../native;../native/ext/glew;../ext/zlib</AdditionalIncludeDirectories>
<ForcedIncludeFiles>stdafx.h</ForcedIncludeFiles>
</ClCompile>
<Link>
<AdditionalDependencies>XInput.lib;Winmm.lib;Ws2_32.lib;opengl32.lib;dsound.lib;glu32.lib;comctl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<OutputFile>$(OutDir)$(TargetName)$(TargetExt)</OutputFile>
<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
<OptimizeReferences>true</OptimizeReferences>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<TargetMachine>MachineX86</TargetMachine>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='DebugFast|x64'">
<Midl>
<TargetEnvironment>X64</TargetEnvironment>
</Midl>
<ClCompile>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;LOGGING;_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExceptionHandling>Sync</ExceptionHandling>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<BufferSecurityCheck>false</BufferSecurityCheck>
<PrecompiledHeader>Use</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
<AdditionalIncludeDirectories>../common;..;../native;../native/ext/glew;../ext/zlib</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<AdditionalDependencies>imgdecoder.lib;opengl32.lib;dsound.lib;glu32.lib;comctl32.lib;XInput.lib;%(AdditionalDependencies)</AdditionalDependencies>
<OutputFile>$(OutDir)DaShDebugFast.exe</OutputFile>
<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
<OptimizeReferences>true</OptimizeReferences>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<TargetMachine>MachineX64</TargetMachine>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="..\android\jni\EmuScreen.cpp">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='DebugFast|Win32'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='DebugFast|x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</ExcludedFromBuild>
</ClCompile>
<ClCompile Include="..\android\jni\GamepadEmu.cpp">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='DebugFast|Win32'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='DebugFast|x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</ExcludedFromBuild>
</ClCompile>
<ClCompile Include="..\android\jni\MenuScreens.cpp">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='DebugFast|Win32'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='DebugFast|x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</ExcludedFromBuild>
</ClCompile>
<ClCompile Include="..\android\jni\NativeApp.cpp">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='DebugFast|Win32'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='DebugFast|x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</ExcludedFromBuild>
</ClCompile>
<ClCompile Include="..\android\jni\UIShader.cpp">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='DebugFast|Win32'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='DebugFast|x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</ExcludedFromBuild>
</ClCompile>
@ -344,12 +246,6 @@
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">NotUsing</PrecompiledHeader>
<ForcedIncludeFiles Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
</ForcedIncludeFiles>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='DebugFast|Win32'">NotUsing</PrecompiledHeader>
<ForcedIncludeFiles Condition="'$(Configuration)|$(Platform)'=='DebugFast|Win32'">
</ForcedIncludeFiles>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='DebugFast|x64'">NotUsing</PrecompiledHeader>
<ForcedIncludeFiles Condition="'$(Configuration)|$(Platform)'=='DebugFast|x64'">
</ForcedIncludeFiles>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Release|x64'">NotUsing</PrecompiledHeader>
<ForcedIncludeFiles Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
</ForcedIncludeFiles>
@ -368,8 +264,6 @@
<ClCompile Include="KeyboardDevice.cpp" />
<ClCompile Include="W32Util\DialogManager.cpp" />
<ClCompile Include="W32Util\Misc.cpp">
<ObjectFileName Condition="'$(Configuration)|$(Platform)'=='DebugFast|Win32'">$(IntDir)%(Filename)2.obj</ObjectFileName>
<ObjectFileName Condition="'$(Configuration)|$(Platform)'=='DebugFast|x64'">$(IntDir)%(Filename)2.obj</ObjectFileName>
<ObjectFileName Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(IntDir)%(Filename)2.obj</ObjectFileName>
<ObjectFileName Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(IntDir)%(Filename)2.obj</ObjectFileName>
<ObjectFileName Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(IntDir)%(Filename)2.obj</ObjectFileName>
@ -385,8 +279,6 @@
<ClCompile Include="..\Globals.cpp" />
<ClCompile Include="..\main.cpp" />
<ClCompile Include="..\stdafx.cpp">
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='DebugFast|Win32'">Create</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='DebugFast|x64'">Create</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Create</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Create</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Create</PrecompiledHeader>
@ -464,4 +356,4 @@
<UserProperties RESOURCE_FILE="DaSh.rc" />
</VisualStudio>
</ProjectExtensions>
</Project>
</Project>

View File

@ -5,7 +5,7 @@ LOCAL_PATH := $(call my-dir)
include $(CLEAR_VARS)
LOCAL_MODULE := native_audio
LOCAL_CFLAGS := -O2 -fsigned-char -Wall -Wno-multichar -Wno-psabi -std=gnu++0x
LOCAL_CFLAGS := -O2 -fsigned-char -ffast-math -Wall -Wno-multichar -Wno-psabi -std=gnu++0x
NATIVE := ../../native
LOCAL_SRC_FILES := \
$(NATIVE)/android/native-audio-so.cpp
@ -24,7 +24,7 @@ LOCAL_MODULE := ppsspp_jni
NATIVE := ../../native
SRC := ../..
LOCAL_CFLAGS := -DUSE_PROFILER -DGL_GLEXT_PROTOTYPES -O2 -fsigned-char -Wall -Wno-multichar -Wno-psabi -std=gnu++0x -Wno-unused-variable -fno-strict-aliasing
LOCAL_CFLAGS := -DUSE_PROFILER -DGL_GLEXT_PROTOTYPES -O2 -fsigned-char -Wall -Wno-multichar -Wno-psabi -std=gnu++0x -Wno-unused-variable -fno-strict-aliasing -ffast-math
LOCAL_CPPFLAGS :=
LOCAL_C_INCLUDES := \
$(LOCAL_PATH)/../../Common \