VideoCommon: merge triangle+list+point index buffers

We are used to render them out of order as long as everything else matches, but rendering order does matter, so we have to flush on primitive switch. This commit implements this flush.
Also as we flush on primitive switch, we don't have to create three different index buffers. All indices are now stored in one buffer.

This will slow down games which switch often primitive types (eg ztp), but it should be more accurate.
This commit is contained in:
degasus
2014-01-15 21:44:46 +01:00
parent 770485ad04
commit 6b01839525
7 changed files with 133 additions and 175 deletions

View File

@ -9,15 +9,9 @@
#include "IndexGenerator.h"
//Init
u16 *IndexGenerator::Tptr;
u16 *IndexGenerator::BASETptr;
u16 *IndexGenerator::Lptr;
u16 *IndexGenerator::BASELptr;
u16 *IndexGenerator::Pptr;
u16 *IndexGenerator::BASEPptr;
u32 IndexGenerator::numT;
u32 IndexGenerator::numL;
u32 IndexGenerator::numP;
u16 *IndexGenerator::Iptr;
u16 *IndexGenerator::BASEIptr;
u32 IndexGenerator::numI;
u32 IndexGenerator::index;
static const u16 s_primitive_restart = -1;
@ -46,18 +40,12 @@ void IndexGenerator::Init()
primitive_table[7] = &IndexGenerator::AddPoints;
}
void IndexGenerator::Start(u16* Triangleptr, u16* Lineptr, u16* Pointptr)
void IndexGenerator::Start(u16* Indexptr)
{
Tptr = Triangleptr;
Lptr = Lineptr;
Pptr = Pointptr;
BASETptr = Triangleptr;
BASELptr = Lineptr;
BASEPptr = Pointptr;
Iptr = Indexptr;
BASEIptr = Indexptr;
index = 0;
numT = 0;
numL = 0;
numP = 0;
numI = 0;
}
void IndexGenerator::AddIndices(int primitive, u32 numVerts)
@ -69,13 +57,13 @@ void IndexGenerator::AddIndices(int primitive, u32 numVerts)
// Triangles
template <bool pr> __forceinline void IndexGenerator::WriteTriangle(u32 index1, u32 index2, u32 index3)
{
*Tptr++ = index1;
*Tptr++ = index2;
*Tptr++ = index3;
*Iptr++ = index1;
*Iptr++ = index2;
*Iptr++ = index3;
if(pr)
*Tptr++ = s_primitive_restart;
*Iptr++ = s_primitive_restart;
++numT;
++numI;
}
template <bool pr> void IndexGenerator::AddList(u32 const numVerts)
@ -92,10 +80,10 @@ template <bool pr> void IndexGenerator::AddStrip(u32 const numVerts)
{
for (u32 i = 0; i < numVerts; ++i)
{
*Tptr++ = index + i;
*Iptr++ = index + i;
}
*Tptr++ = s_primitive_restart;
numT += numVerts - 2;
*Iptr++ = s_primitive_restart;
numI += numVerts - 2;
}
else
@ -140,23 +128,23 @@ template <bool pr> void IndexGenerator::AddFan(u32 numVerts)
{
for(; i+3<=numVerts; i+=3)
{
*Tptr++ = index + i - 1;
*Tptr++ = index + i + 0;
*Tptr++ = index;
*Tptr++ = index + i + 1;
*Tptr++ = index + i + 2;
*Tptr++ = s_primitive_restart;
numT += 3;
*Iptr++ = index + i - 1;
*Iptr++ = index + i + 0;
*Iptr++ = index;
*Iptr++ = index + i + 1;
*Iptr++ = index + i + 2;
*Iptr++ = s_primitive_restart;
numI += 3;
}
for(; i+2<=numVerts; i+=2)
{
*Tptr++ = index + i - 1;
*Tptr++ = index + i + 0;
*Tptr++ = index;
*Tptr++ = index + i + 1;
*Tptr++ = s_primitive_restart;
numT += 2;
*Iptr++ = index + i - 1;
*Iptr++ = index + i + 0;
*Iptr++ = index;
*Iptr++ = index + i + 1;
*Iptr++ = s_primitive_restart;
numI += 2;
}
}
@ -190,12 +178,12 @@ template <bool pr> void IndexGenerator::AddQuads(u32 numVerts)
{
if(pr)
{
*Tptr++ = index + i - 2;
*Tptr++ = index + i - 1;
*Tptr++ = index + i - 3;
*Tptr++ = index + i - 0;
*Tptr++ = s_primitive_restart;
numT += 2;
*Iptr++ = index + i - 2;
*Iptr++ = index + i - 1;
*Iptr++ = index + i - 3;
*Iptr++ = index + i - 0;
*Iptr++ = s_primitive_restart;
numI += 2;
}
else
{
@ -216,9 +204,9 @@ void IndexGenerator::AddLineList(u32 numVerts)
{
for (u32 i = 1; i < numVerts; i+=2)
{
*Lptr++ = index + i - 1;
*Lptr++ = index + i;
++numL;
*Iptr++ = index + i - 1;
*Iptr++ = index + i;
++numI;
}
}
@ -229,9 +217,9 @@ void IndexGenerator::AddLineStrip(u32 numVerts)
{
for (u32 i = 1; i < numVerts; ++i)
{
*Lptr++ = index + i - 1;
*Lptr++ = index + i;
++numL;
*Iptr++ = index + i - 1;
*Iptr++ = index + i;
++numI;
}
}
@ -240,8 +228,8 @@ void IndexGenerator::AddPoints(u32 numVerts)
{
for (u32 i = 0; i != numVerts; ++i)
{
*Pptr++ = index + i;
++numP;
*Iptr++ = index + i;
++numI;
}
}