zfreeze: cache vertex positions

Suggested by degasus.
This commit is contained in:
Tillmann Karras
2015-06-01 19:58:27 +02:00
parent 9e2f4dd7da
commit 5ddd2cef6c
9 changed files with 80 additions and 17 deletions

View File

@ -279,7 +279,6 @@ void VertexManager::DoState(PointerWrap& p)
void VertexManager::CalculateZSlope(NativeVertexFormat* format)
{
float vtx[9];
float out[12];
float viewOffset[2] = { xfmem.viewport.xOrig - bpmem.scissorOffset.x * 2,
xfmem.viewport.yOrig - bpmem.scissorOffset.y * 2};
@ -290,31 +289,24 @@ void VertexManager::CalculateZSlope(NativeVertexFormat* format)
// Global matrix ID.
u32 mtxIdx = g_main_cp_state.matrix_index_a.PosNormalMtxIdx;
const PortableVertexDeclaration vert_decl = format->GetVertexDeclaration();
size_t posOff = vert_decl.position.offset;
size_t mtxOff = vert_decl.posmtx.offset;
// Make sure the buffer contains at least 3 vertices.
if ((s_pCurBufferPointer - s_pBaseBufferPointer) < (vert_decl.stride * 3))
return;
// Lookup vertices of the last rendered triangle and software-transform them
// This allows us to determine the depth slope, which will be used if z--freeze
// This allows us to determine the depth slope, which will be used if z-freeze
// is enabled in the following flush.
for (unsigned int i = 0; i < 3; ++i)
{
u8* vtx_ptr = s_pCurBufferPointer - vert_decl.stride * (3 - i);
vtx[0 + i * 3] = ((float*)(vtx_ptr + posOff))[0];
vtx[1 + i * 3] = ((float*)(vtx_ptr + posOff))[1];
if (vert_decl.position.components == 3)
vtx[2 + i * 3] = ((float*)(vtx_ptr + posOff))[2];
else
vtx[2 + i * 3] = 0;
// If this vertex format has per-vertex position matrix IDs, look it up.
if (vert_decl.posmtx.enable)
mtxIdx = *((u32*)(vtx_ptr + mtxOff));
mtxIdx = VertexLoaderManager::position_matrix_index[2 - i];
VertexShaderManager::TransformToClipSpace(&vtx[i * 3], &out[i * 4], mtxIdx);
if (vert_decl.position.components == 2)
VertexLoaderManager::position_cache[2 - i][2] = 0;
VertexShaderManager::TransformToClipSpace(&VertexLoaderManager::position_cache[2 - i][0], &out[i * 4], mtxIdx);
// Transform to Screenspace
float inv_w = 1.0f / out[3 + i * 4];