A fix to D3D NativeVertexFormat. Might not fix much, but should be a step in the right direction. Other misc bits and bobs.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2644 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard
2009-03-10 22:51:17 +00:00
parent d83dd8a4ae
commit c70a472522
9 changed files with 53 additions and 20 deletions

View File

@ -76,7 +76,7 @@ struct PortableVertexDeclaration
VarType color_gl_type; // always GL_UNSIGNED_BYTE
int color_offset[2];
VarType texcoord_gl_type[8];
int texcoord_gl_size[8];
//int texcoord_gl_size[8];
int texcoord_offset[8];
int texcoord_size[8];
int posmtx_offset;

View File

@ -102,11 +102,12 @@ void LOADERDECL TexMtx_Write_Float2()
VertexManager::s_pCurBufferPointer += 8;
}
void LOADERDECL TexMtx_Write_Short3()
void LOADERDECL TexMtx_Write_Short4()
{
((s16*)VertexManager::s_pCurBufferPointer)[0] = 0;
((s16*)VertexManager::s_pCurBufferPointer)[1] = 0;
((s16*)VertexManager::s_pCurBufferPointer)[2] = s_curtexmtx[s_texmtxwrite++];
((s16*)VertexManager::s_pCurBufferPointer)[3] = 0; // Just to fill out with 0.
VertexManager::s_pCurBufferPointer += 8;
}
@ -260,6 +261,9 @@ void VertexLoader::CompileVertexTranslator()
WriteCall(pFunc);
vtx_decl.num_normals = vtx_attr.NormalElements ? 3 : 1;
vtx_decl.normal_offset[0] = -1;
vtx_decl.normal_offset[1] = -1;
vtx_decl.normal_offset[2] = -1;
switch (vtx_attr.NormalFormat) {
case FORMAT_UBYTE:
case FORMAT_BYTE:
@ -310,6 +314,8 @@ void VertexLoader::CompileVertexTranslator()
}
vtx_decl.color_gl_type = VAR_UNSIGNED_BYTE;
vtx_decl.color_offset[0] = -1;
vtx_decl.color_offset[1] = -1;
for (int i = 0; i < 2; i++) {
m_NativeFmt->m_components |= VB_HAS_COL0 << i;
switch (col[i])
@ -366,6 +372,7 @@ void VertexLoader::CompileVertexTranslator()
// Texture matrix indices (remove if corresponding texture coordinate isn't enabled)
for (int i = 0; i < 8; i++) {
vtx_decl.texcoord_offset[i] = -1;
m_NativeFmt->m_components |= VB_HAS_UV0 << i;
int elements = m_VtxAttr.texCoord[i].Elements;
switch (tc[i])
@ -425,7 +432,7 @@ void VertexLoader::CompileVertexTranslator()
vtx_decl.texcoord_gl_type[i] = VAR_SHORT;
vtx_decl.texcoord_size[i] = 4;
nat_offset += 8; // still include the texture coordinate, but this time as 6 + 2 bytes
WriteCall(TexMtx_Write_Short3);
WriteCall(TexMtx_Write_Short4);
}
}
else {
@ -434,8 +441,6 @@ void VertexLoader::CompileVertexTranslator()
vtx_decl.texcoord_gl_type[i] = VAR_FLOAT;
vtx_decl.texcoord_size[i] = vtx_attr.texCoord[i].Elements ? 2 : 1;
nat_offset += 4 * (vtx_attr.texCoord[i].Elements ? 2 : 1);
} else {
vtx_decl.texcoord_offset[i] = -1;
}
}

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@ -128,6 +128,14 @@ struct TRectangle
dest->top = (int)(factor_y * top);
dest->bottom = (int)(factor_y * bottom);
}
void Clamp(int x1, int y1, int x2, int y2)
{
if (left < x1) left = x1;
if (right > x2) right = x2;
if (top < y1) top = y1;
if (bottom > y2) bottom = y2;
}
};
// Logging