mirror of
https://github.com/libretro/ppsspp.git
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a04af187ea
This was causing us to draw double the rectangles. 8-bit indexed rectangles are already correct.
426 lines
13 KiB
C++
426 lines
13 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include "IndexGenerator.h"
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#include "Common/Common.h"
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// Points don't need indexing...
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static const u8 indexedPrimitiveType[7] = {
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GE_PRIM_POINTS,
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GE_PRIM_LINES,
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GE_PRIM_LINES,
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GE_PRIM_TRIANGLES,
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GE_PRIM_TRIANGLES,
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GE_PRIM_TRIANGLES,
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GE_PRIM_RECTANGLES,
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};
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void IndexGenerator::Reset() {
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prim_ = GE_PRIM_INVALID;
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count_ = 0;
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index_ = 0;
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seenPrims_ = 0;
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pureCount_ = 0;
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this->inds_ = indsBase_;
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}
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bool IndexGenerator::PrimCompatible(int prim1, int prim2) {
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if (prim1 == GE_PRIM_INVALID || prim2 == GE_PRIM_KEEP_PREVIOUS)
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return true;
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return indexedPrimitiveType[prim1] == indexedPrimitiveType[prim2];
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}
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bool IndexGenerator::PrimCompatible(int prim) const {
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if (prim_ == GE_PRIM_INVALID || prim == GE_PRIM_KEEP_PREVIOUS)
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return true;
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return indexedPrimitiveType[prim] == prim_;
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}
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void IndexGenerator::Setup(u16 *inds) {
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this->indsBase_ = inds;
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Reset();
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}
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void IndexGenerator::AddPrim(int prim, int vertexCount) {
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switch (prim) {
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case GE_PRIM_POINTS: AddPoints(vertexCount); break;
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case GE_PRIM_LINES: AddLineList(vertexCount); break;
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case GE_PRIM_LINE_STRIP: AddLineStrip(vertexCount); break;
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case GE_PRIM_TRIANGLES: AddList(vertexCount); break;
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case GE_PRIM_TRIANGLE_STRIP: AddStrip(vertexCount); break;
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case GE_PRIM_TRIANGLE_FAN: AddFan(vertexCount); break;
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case GE_PRIM_RECTANGLES: AddRectangles(vertexCount); break; // Same
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}
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}
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void IndexGenerator::AddPoints(int numVerts) {
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u16 *outInds = inds_;
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const int startIndex = index_;
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for (int i = 0; i < numVerts; i++)
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*outInds++ = startIndex + i;
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inds_ = outInds;
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// ignore overflow verts
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index_ += numVerts;
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count_ += numVerts;
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prim_ = GE_PRIM_POINTS;
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seenPrims_ |= 1 << GE_PRIM_POINTS;
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}
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void IndexGenerator::AddList(int numVerts) {
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u16 *outInds = inds_;
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const int startIndex = index_;
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for (int i = 0; i < numVerts; i += 3) {
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*outInds++ = startIndex + i;
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*outInds++ = startIndex + i + 1;
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*outInds++ = startIndex + i + 2;
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}
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inds_ = outInds;
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// ignore overflow verts
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index_ += numVerts;
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count_ += numVerts;
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prim_ = GE_PRIM_TRIANGLES;
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seenPrims_ |= 1 << GE_PRIM_TRIANGLES;
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}
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void IndexGenerator::AddStrip(int numVerts) {
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int wind = 1;
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const int numTris = numVerts - 2;
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u16 *outInds = inds_;
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int ibase = index_;
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for (int i = 0; i < numTris; i++) {
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*outInds++ = ibase;
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*outInds++ = ibase + wind;
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wind ^= 3; // toggle between 1 and 2
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*outInds++ = ibase + wind;
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ibase++;
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}
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inds_ = outInds;
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index_ += numVerts;
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if (numTris > 0)
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count_ += numTris * 3;
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// This is so we can detect one single strip by just looking at seenPrims_.
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if (!seenPrims_) {
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seenPrims_ = 1 << GE_PRIM_TRIANGLE_STRIP;
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prim_ = GE_PRIM_TRIANGLE_STRIP;
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pureCount_ = numVerts;
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} else {
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seenPrims_ |= (1 << GE_PRIM_TRIANGLE_STRIP) | (1 << GE_PRIM_TRIANGLES);
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prim_ = GE_PRIM_TRIANGLES;
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pureCount_ = 0;
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}
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}
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void IndexGenerator::AddFan(int numVerts) {
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const int numTris = numVerts - 2;
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u16 *outInds = inds_;
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const int startIndex = index_;
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for (int i = 0; i < numTris; i++) {
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*outInds++ = startIndex;
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*outInds++ = startIndex + i + 1;
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*outInds++ = startIndex + i + 2;
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}
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inds_ = outInds;
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index_ += numVerts;
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count_ += numTris * 3;
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prim_ = GE_PRIM_TRIANGLES;
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seenPrims_ |= 1 << GE_PRIM_TRIANGLE_FAN;
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}
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//Lines
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void IndexGenerator::AddLineList(int numVerts) {
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u16 *outInds = inds_;
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const int startIndex = index_;
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for (int i = 0; i < numVerts; i += 2) {
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*outInds++ = startIndex + i;
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*outInds++ = startIndex + i + 1;
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}
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inds_ = outInds;
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index_ += numVerts;
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count_ += numVerts;
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prim_ = GE_PRIM_LINES;
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seenPrims_ |= 1 << prim_;
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}
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void IndexGenerator::AddLineStrip(int numVerts) {
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const int numLines = numVerts - 1;
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u16 *outInds = inds_;
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const int startIndex = index_;
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for (int i = 0; i < numLines; i++) {
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*outInds++ = startIndex + i;
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*outInds++ = startIndex + i + 1;
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}
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inds_ = outInds;
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index_ += numVerts;
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count_ += numLines * 2;
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prim_ = GE_PRIM_LINES;
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seenPrims_ |= 1 << GE_PRIM_LINE_STRIP;
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}
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void IndexGenerator::AddRectangles(int numVerts) {
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u16 *outInds = inds_;
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const int startIndex = index_;
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//rectangles always need 2 vertices, disregard the last one if there's an odd number
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numVerts = numVerts & ~1;
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for (int i = 0; i < numVerts; i += 2) {
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*outInds++ = startIndex + i;
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*outInds++ = startIndex + i + 1;
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}
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inds_ = outInds;
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index_ += numVerts;
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count_ += numVerts;
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prim_ = GE_PRIM_RECTANGLES;
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seenPrims_ |= 1 << GE_PRIM_RECTANGLES;
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}
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void IndexGenerator::TranslatePrim(int prim, int numInds, const u8 *inds, int indexOffset) {
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switch (prim) {
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case GE_PRIM_POINTS: TranslatePoints(numInds, inds, indexOffset); break;
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case GE_PRIM_LINES: TranslateLineList(numInds, inds, indexOffset); break;
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case GE_PRIM_LINE_STRIP: TranslateLineStrip(numInds, inds, indexOffset); break;
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case GE_PRIM_TRIANGLES: TranslateList(numInds, inds, indexOffset); break;
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case GE_PRIM_TRIANGLE_STRIP: TranslateStrip(numInds, inds, indexOffset); break;
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case GE_PRIM_TRIANGLE_FAN: TranslateFan(numInds, inds, indexOffset); break;
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case GE_PRIM_RECTANGLES: TranslateRectangles(numInds, inds, indexOffset); break; // Same
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}
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}
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void IndexGenerator::TranslatePrim(int prim, int numInds, const u16 *inds, int indexOffset) {
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switch (prim) {
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case GE_PRIM_POINTS: TranslatePoints(numInds, inds, indexOffset); break;
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case GE_PRIM_LINES: TranslateLineList(numInds, inds, indexOffset); break;
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case GE_PRIM_LINE_STRIP: TranslateLineStrip(numInds, inds, indexOffset); break;
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case GE_PRIM_TRIANGLES: TranslateList(numInds, inds, indexOffset); break;
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case GE_PRIM_TRIANGLE_STRIP: TranslateStrip(numInds, inds, indexOffset); break;
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case GE_PRIM_TRIANGLE_FAN: TranslateFan(numInds, inds, indexOffset); break;
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case GE_PRIM_RECTANGLES: TranslateRectangles(numInds, inds, indexOffset); break; // Same
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}
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}
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void IndexGenerator::TranslatePoints(int numInds, const u8 *inds, int indexOffset) {
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indexOffset = index_ - indexOffset;
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u16 *outInds = inds_;
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for (int i = 0; i < numInds; i++)
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*outInds++ = indexOffset + inds[i];
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inds_ = outInds;
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count_ += numInds;
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prim_ = GE_PRIM_POINTS;
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seenPrims_ |= (1 << GE_PRIM_POINTS) | SEEN_INDEX8;
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}
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void IndexGenerator::TranslatePoints(int numInds, const u16 *_inds, int indexOffset) {
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indexOffset = index_ - indexOffset;
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const u16_le *inds = (u16_le*)_inds;
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u16 *outInds = inds_;
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for (int i = 0; i < numInds; i++)
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*outInds++ = indexOffset + inds[i];
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inds_ = outInds;
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count_ += numInds;
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prim_ = GE_PRIM_POINTS;
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seenPrims_ |= (1 << GE_PRIM_POINTS) | SEEN_INDEX16;
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}
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void IndexGenerator::TranslateList(int numInds, const u8 *inds, int indexOffset) {
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indexOffset = index_ - indexOffset;
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u16 *outInds = inds_;
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int numTris = numInds / 3; // Round to whole triangles
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numInds = numTris * 3;
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for (int i = 0; i < numInds; i += 3) {
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*outInds++ = indexOffset + inds[i];
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*outInds++ = indexOffset + inds[i + 1];
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*outInds++ = indexOffset + inds[i + 2];
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}
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inds_ = outInds;
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count_ += numInds;
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prim_ = GE_PRIM_TRIANGLES;
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seenPrims_ |= (1 << GE_PRIM_TRIANGLES) | SEEN_INDEX8;
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}
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void IndexGenerator::TranslateStrip(int numInds, const u8 *inds, int indexOffset) {
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int wind = 1;
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indexOffset = index_ - indexOffset;
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int numTris = numInds - 2;
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u16 *outInds = inds_;
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for (int i = 0; i < numTris; i++) {
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*outInds++ = indexOffset + inds[i];
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*outInds++ = indexOffset + inds[i + wind];
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wind ^= 3; // Toggle between 1 and 2
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*outInds++ = indexOffset + inds[i + wind];
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}
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inds_ = outInds;
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count_ += numTris * 3;
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prim_ = GE_PRIM_TRIANGLES;
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seenPrims_ |= (1 << GE_PRIM_TRIANGLE_STRIP) | SEEN_INDEX8;
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}
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void IndexGenerator::TranslateFan(int numInds, const u8 *inds, int indexOffset) {
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if (numInds <= 0) return;
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indexOffset = index_ - indexOffset;
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int numTris = numInds - 2;
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u16 *outInds = inds_;
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for (int i = 0; i < numTris; i++) {
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*outInds++ = indexOffset + inds[0];
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*outInds++ = indexOffset + inds[i + 1];
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*outInds++ = indexOffset + inds[i + 2];
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}
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inds_ = outInds;
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count_ += numTris * 3;
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prim_ = GE_PRIM_TRIANGLES;
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seenPrims_ |= (1 << GE_PRIM_TRIANGLE_FAN) | SEEN_INDEX8;
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}
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void IndexGenerator::TranslateList(int numInds, const u16 *_inds, int indexOffset) {
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const u16_le *inds = (u16_le*)_inds;
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indexOffset = index_ - indexOffset;
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u16 *outInds = inds_;
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int numTris = numInds / 3; // Round to whole triangles
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numInds = numTris * 3;
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for (int i = 0; i < numInds; i += 3) {
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*outInds++ = indexOffset + inds[i];
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*outInds++ = indexOffset + inds[i + 1];
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*outInds++ = indexOffset + inds[i + 2];
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}
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inds_ = outInds;
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count_ += numInds;
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prim_ = GE_PRIM_TRIANGLES;
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seenPrims_ |= (1 << GE_PRIM_TRIANGLES) | SEEN_INDEX16;
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}
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void IndexGenerator::TranslateStrip(int numInds, const u16 *_inds, int indexOffset) {
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const u16_le *inds = (u16_le*)_inds;
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int wind = 1;
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indexOffset = index_ - indexOffset;
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int numTris = numInds - 2;
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u16 *outInds = inds_;
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for (int i = 0; i < numTris; i++) {
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*outInds++ = indexOffset + inds[i];
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*outInds++ = indexOffset + inds[i + wind];
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wind ^= 3; // Toggle between 1 and 2
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*outInds++ = indexOffset + inds[i + wind];
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}
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inds_ = outInds;
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count_ += numTris * 3;
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prim_ = GE_PRIM_TRIANGLES;
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seenPrims_ |= (1 << GE_PRIM_TRIANGLE_STRIP) | SEEN_INDEX16;
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}
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void IndexGenerator::TranslateFan(int numInds, const u16 *_inds, int indexOffset) {
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const u16_le *inds = (u16_le*)_inds;
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if (numInds <= 0) return;
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indexOffset = index_ - indexOffset;
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int numTris = numInds - 2;
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u16 *outInds = inds_;
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for (int i = 0; i < numTris; i++) {
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*outInds++ = indexOffset + inds[0];
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*outInds++ = indexOffset + inds[i + 1];
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*outInds++ = indexOffset + inds[i + 2];
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}
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inds_ = outInds;
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count_ += numTris * 3;
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prim_ = GE_PRIM_TRIANGLES;
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seenPrims_ |= (1 << GE_PRIM_TRIANGLE_FAN) | SEEN_INDEX16;
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}
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void IndexGenerator::TranslateLineList(int numInds, const u8 *inds, int indexOffset) {
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indexOffset = index_ - indexOffset;
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u16 *outInds = inds_;
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numInds = numInds & ~1;
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for (int i = 0; i < numInds; i += 2) {
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*outInds++ = indexOffset + inds[i];
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*outInds++ = indexOffset + inds[i+1];
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}
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inds_ = outInds;
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count_ += numInds;
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prim_ = GE_PRIM_LINES;
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seenPrims_ |= (1 << GE_PRIM_LINES) | SEEN_INDEX8;
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}
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void IndexGenerator::TranslateLineStrip(int numInds, const u8 *inds, int indexOffset) {
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indexOffset = index_ - indexOffset;
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int numLines = numInds - 1;
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u16 *outInds = inds_;
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for (int i = 0; i < numLines; i++) {
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*outInds++ = indexOffset + inds[i];
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*outInds++ = indexOffset + inds[i + 1];
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}
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inds_ = outInds;
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count_ += numLines * 2;
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prim_ = GE_PRIM_LINES;
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seenPrims_ |= (1 << GE_PRIM_LINE_STRIP) | SEEN_INDEX8;
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}
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void IndexGenerator::TranslateLineList(int numInds, const u16 *_inds, int indexOffset) {
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indexOffset = index_ - indexOffset;
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const u16_le *inds = (u16_le*)_inds;
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u16 *outInds = inds_;
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numInds = numInds & ~1;
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for (int i = 0; i < numInds; i += 2) {
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*outInds++ = indexOffset + inds[i];
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*outInds++ = indexOffset + inds[i+1];
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}
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inds_ = outInds;
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count_ += numInds;
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prim_ = GE_PRIM_LINES;
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seenPrims_ |= (1 << GE_PRIM_LINES) | SEEN_INDEX16;
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}
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void IndexGenerator::TranslateLineStrip(int numInds, const u16 *_inds, int indexOffset) {
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indexOffset = index_ - indexOffset;
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const u16_le *inds = (u16_le*)_inds;
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int numLines = numInds - 1;
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u16 *outInds = inds_;
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for (int i = 0; i < numLines; i++) {
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*outInds++ = indexOffset + inds[i];
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*outInds++ = indexOffset + inds[i + 1];
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}
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inds_ = outInds;
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count_ += numLines * 2;
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prim_ = GE_PRIM_LINES;
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seenPrims_ |= (1 << GE_PRIM_LINE_STRIP) | SEEN_INDEX16;
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}
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void IndexGenerator::TranslateRectangles(int numInds, const u8 *inds, int indexOffset) {
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indexOffset = index_ - indexOffset;
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u16 *outInds = inds_;
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//rectangles always need 2 vertices, disregard the last one if there's an odd number
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numInds = numInds & ~1;
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for (int i = 0; i < numInds; i += 2) {
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*outInds++ = indexOffset + inds[i];
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*outInds++ = indexOffset + inds[i+1];
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}
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inds_ = outInds;
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count_ += numInds;
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prim_ = GE_PRIM_RECTANGLES;
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seenPrims_ |= (1 << GE_PRIM_RECTANGLES) | SEEN_INDEX8;
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}
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void IndexGenerator::TranslateRectangles(int numInds, const u16 *_inds, int indexOffset) {
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indexOffset = index_ - indexOffset;
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const u16_le *inds = (u16_le*)_inds;
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u16 *outInds = inds_;
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//rectangles always need 2 vertices, disregard the last one if there's an odd number
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numInds = numInds & ~1;
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for (int i = 0; i < numInds; i += 2) {
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*outInds++ = indexOffset + inds[i];
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*outInds++ = indexOffset + inds[i+1];
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}
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inds_ = outInds;
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count_ += numInds;
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prim_ = GE_PRIM_RECTANGLES;
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seenPrims_ |= (1 << GE_PRIM_RECTANGLES) | SEEN_INDEX16;
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}
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