ppsspp/GPU/Common/IndexGenerator.cpp
Unknown W. Brackets a04af187ea Fix 16-bit indexed rectangles.
This was causing us to draw double the rectangles.  8-bit indexed
rectangles are already correct.
2015-03-07 19:52:09 -08:00

426 lines
13 KiB
C++

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