VideoCommon/IndexGenerator: Move stateless functions into anonymous namespace

These don't rely on any of the static members within the IndexGenerator
class, so we can make all of these functions fully internal to the
translation unit.
This commit is contained in:
Lioncash 2019-12-05 09:38:49 -05:00
parent 69f2ca2230
commit fb3fda775f
2 changed files with 186 additions and 213 deletions

View File

@ -9,7 +9,6 @@
#include <cstring>
#include "Common/CommonTypes.h"
#include "Common/Compiler.h"
#include "Common/Logging/Log.h"
#include "VideoCommon/OpcodeDecoding.h"
#include "VideoCommon/VideoConfig.h"
@ -20,6 +19,189 @@ constexpr u16 s_primitive_restart = UINT16_MAX;
using PrimitiveFunction = u16*(*)(u16*, u32, u32);
std::array<PrimitiveFunction, 8> s_primitive_table;
template <bool pr>
u16* WriteTriangle(u16* index_ptr, u32 index1, u32 index2, u32 index3)
{
*index_ptr++ = index1;
*index_ptr++ = index2;
*index_ptr++ = index3;
if (pr)
*index_ptr++ = s_primitive_restart;
return index_ptr;
}
template <bool pr>
u16* AddList(u16* index_ptr, u32 num_verts, u32 index)
{
for (u32 i = 2; i < num_verts; i += 3)
{
index_ptr = WriteTriangle<pr>(index_ptr, index + i - 2, index + i - 1, index + i);
}
return index_ptr;
}
template <bool pr>
u16* AddStrip(u16* index_ptr, u32 num_verts, u32 index)
{
if (pr)
{
for (u32 i = 0; i < num_verts; ++i)
{
*index_ptr++ = index + i;
}
*index_ptr++ = s_primitive_restart;
}
else
{
bool wind = false;
for (u32 i = 2; i < num_verts; ++i)
{
index_ptr = WriteTriangle<pr>(index_ptr, index + i - 2, index + i - !wind, index + i - wind);
wind ^= true;
}
}
return index_ptr;
}
/**
* FAN simulator:
*
* 2---3
* / \ / \
* 1---0---4
*
* would generate this triangles:
* 012, 023, 034
*
* rotated (for better striping):
* 120, 302, 034
*
* as odd ones have to winded, following strip is fine:
* 12034
*
* so we use 6 indices for 3 triangles
*/
template <bool pr>
u16* AddFan(u16* index_ptr, u32 num_verts, u32 index)
{
u32 i = 2;
if (pr)
{
for (; i + 3 <= num_verts; i += 3)
{
*index_ptr++ = index + i - 1;
*index_ptr++ = index + i + 0;
*index_ptr++ = index;
*index_ptr++ = index + i + 1;
*index_ptr++ = index + i + 2;
*index_ptr++ = s_primitive_restart;
}
for (; i + 2 <= num_verts; i += 2)
{
*index_ptr++ = index + i - 1;
*index_ptr++ = index + i + 0;
*index_ptr++ = index;
*index_ptr++ = index + i + 1;
*index_ptr++ = s_primitive_restart;
}
}
for (; i < num_verts; ++i)
{
index_ptr = WriteTriangle<pr>(index_ptr, index, index + i - 1, index + i);
}
return index_ptr;
}
/*
* QUAD simulator
*
* 0---1 4---5
* |\ | |\ |
* | \ | | \ |
* | \| | \|
* 3---2 7---6
*
* 012,023, 456,467 ...
* or 120,302, 564,746
* or as strip: 1203, 5647
*
* Warning:
* A simple triangle has to be rendered for three vertices.
* ZWW do this for sun rays
*/
template <bool pr>
u16* AddQuads(u16* index_ptr, u32 num_verts, u32 index)
{
u32 i = 3;
for (; i < num_verts; i += 4)
{
if (pr)
{
*index_ptr++ = index + i - 2;
*index_ptr++ = index + i - 1;
*index_ptr++ = index + i - 3;
*index_ptr++ = index + i - 0;
*index_ptr++ = s_primitive_restart;
}
else
{
index_ptr = WriteTriangle<pr>(index_ptr, index + i - 3, index + i - 2, index + i - 1);
index_ptr = WriteTriangle<pr>(index_ptr, index + i - 3, index + i - 1, index + i - 0);
}
}
// three vertices remaining, so render a triangle
if (i == num_verts)
{
index_ptr = WriteTriangle<pr>(index_ptr, index + num_verts - 3, index + num_verts - 2,
index + num_verts - 1);
}
return index_ptr;
}
template <bool pr>
u16* AddQuads_nonstandard(u16* index_ptr, u32 num_verts, u32 index)
{
WARN_LOG(VIDEO, "Non-standard primitive drawing command GL_DRAW_QUADS_2");
return AddQuads<pr>(index_ptr, num_verts, index);
}
u16* AddLineList(u16* index_ptr, u32 num_verts, u32 index)
{
for (u32 i = 1; i < num_verts; i += 2)
{
*index_ptr++ = index + i - 1;
*index_ptr++ = index + i;
}
return index_ptr;
}
// Shouldn't be used as strips as LineLists are much more common
// so converting them to lists
u16* AddLineStrip(u16* index_ptr, u32 num_verts, u32 index)
{
for (u32 i = 1; i < num_verts; ++i)
{
*index_ptr++ = index + i - 1;
*index_ptr++ = index + i;
}
return index_ptr;
}
u16* AddPoints(u16* index_ptr, u32 num_verts, u32 index)
{
for (u32 i = 0; i != num_verts; ++i)
{
*index_ptr++ = index + i;
}
return index_ptr;
}
} // Anonymous namespace
// Init
@ -45,9 +227,9 @@ void IndexGenerator::Init()
s_primitive_table[OpcodeDecoder::GX_DRAW_TRIANGLE_STRIP] = AddStrip<false>;
s_primitive_table[OpcodeDecoder::GX_DRAW_TRIANGLE_FAN] = AddFan<false>;
}
s_primitive_table[OpcodeDecoder::GX_DRAW_LINES] = &AddLineList;
s_primitive_table[OpcodeDecoder::GX_DRAW_LINE_STRIP] = &AddLineStrip;
s_primitive_table[OpcodeDecoder::GX_DRAW_POINTS] = &AddPoints;
s_primitive_table[OpcodeDecoder::GX_DRAW_LINES] = AddLineList;
s_primitive_table[OpcodeDecoder::GX_DRAW_LINE_STRIP] = AddLineStrip;
s_primitive_table[OpcodeDecoder::GX_DRAW_POINTS] = AddPoints;
}
void IndexGenerator::Start(u16* Indexptr)
@ -70,193 +252,6 @@ void IndexGenerator::AddExternalIndices(const u16* indices, u32 num_indices, u32
base_index += num_vertices;
}
// Triangles
template <bool pr>
DOLPHIN_FORCE_INLINE u16* IndexGenerator::WriteTriangle(u16* Iptr, u32 index1, u32 index2,
u32 index3)
{
*Iptr++ = index1;
*Iptr++ = index2;
*Iptr++ = index3;
if (pr)
*Iptr++ = s_primitive_restart;
return Iptr;
}
template <bool pr>
u16* IndexGenerator::AddList(u16* Iptr, u32 const numVerts, u32 index)
{
for (u32 i = 2; i < numVerts; i += 3)
{
Iptr = WriteTriangle<pr>(Iptr, index + i - 2, index + i - 1, index + i);
}
return Iptr;
}
template <bool pr>
u16* IndexGenerator::AddStrip(u16* Iptr, u32 const numVerts, u32 index)
{
if (pr)
{
for (u32 i = 0; i < numVerts; ++i)
{
*Iptr++ = index + i;
}
*Iptr++ = s_primitive_restart;
}
else
{
bool wind = false;
for (u32 i = 2; i < numVerts; ++i)
{
Iptr = WriteTriangle<pr>(Iptr, index + i - 2, index + i - !wind, index + i - wind);
wind ^= true;
}
}
return Iptr;
}
/**
* FAN simulator:
*
* 2---3
* / \ / \
* 1---0---4
*
* would generate this triangles:
* 012, 023, 034
*
* rotated (for better striping):
* 120, 302, 034
*
* as odd ones have to winded, following strip is fine:
* 12034
*
* so we use 6 indices for 3 triangles
*/
template <bool pr>
u16* IndexGenerator::AddFan(u16* Iptr, u32 numVerts, u32 index)
{
u32 i = 2;
if (pr)
{
for (; i + 3 <= numVerts; i += 3)
{
*Iptr++ = index + i - 1;
*Iptr++ = index + i + 0;
*Iptr++ = index;
*Iptr++ = index + i + 1;
*Iptr++ = index + i + 2;
*Iptr++ = s_primitive_restart;
}
for (; i + 2 <= numVerts; i += 2)
{
*Iptr++ = index + i - 1;
*Iptr++ = index + i + 0;
*Iptr++ = index;
*Iptr++ = index + i + 1;
*Iptr++ = s_primitive_restart;
}
}
for (; i < numVerts; ++i)
{
Iptr = WriteTriangle<pr>(Iptr, index, index + i - 1, index + i);
}
return Iptr;
}
/*
* QUAD simulator
*
* 0---1 4---5
* |\ | |\ |
* | \ | | \ |
* | \| | \|
* 3---2 7---6
*
* 012,023, 456,467 ...
* or 120,302, 564,746
* or as strip: 1203, 5647
*
* Warning:
* A simple triangle has to be rendered for three vertices.
* ZWW do this for sun rays
*/
template <bool pr>
u16* IndexGenerator::AddQuads(u16* Iptr, u32 numVerts, u32 index)
{
u32 i = 3;
for (; i < numVerts; i += 4)
{
if (pr)
{
*Iptr++ = index + i - 2;
*Iptr++ = index + i - 1;
*Iptr++ = index + i - 3;
*Iptr++ = index + i - 0;
*Iptr++ = s_primitive_restart;
}
else
{
Iptr = WriteTriangle<pr>(Iptr, index + i - 3, index + i - 2, index + i - 1);
Iptr = WriteTriangle<pr>(Iptr, index + i - 3, index + i - 1, index + i - 0);
}
}
// three vertices remaining, so render a triangle
if (i == numVerts)
{
Iptr =
WriteTriangle<pr>(Iptr, index + numVerts - 3, index + numVerts - 2, index + numVerts - 1);
}
return Iptr;
}
template <bool pr>
u16* IndexGenerator::AddQuads_nonstandard(u16* Iptr, u32 numVerts, u32 index)
{
WARN_LOG(VIDEO, "Non-standard primitive drawing command GL_DRAW_QUADS_2");
return AddQuads<pr>(Iptr, numVerts, index);
}
// Lines
u16* IndexGenerator::AddLineList(u16* Iptr, u32 numVerts, u32 index)
{
for (u32 i = 1; i < numVerts; i += 2)
{
*Iptr++ = index + i - 1;
*Iptr++ = index + i;
}
return Iptr;
}
// shouldn't be used as strips as LineLists are much more common
// so converting them to lists
u16* IndexGenerator::AddLineStrip(u16* Iptr, u32 numVerts, u32 index)
{
for (u32 i = 1; i < numVerts; ++i)
{
*Iptr++ = index + i - 1;
*Iptr++ = index + i;
}
return Iptr;
}
// Points
u16* IndexGenerator::AddPoints(u16* Iptr, u32 numVerts, u32 index)
{
for (u32 i = 0; i != numVerts; ++i)
{
*Iptr++ = index + i;
}
return Iptr;
}
u32 IndexGenerator::GetRemainingIndices()
{
u32 max_index = 65534; // -1 is reserved for primitive restart (ogl + dx11)

View File

@ -26,28 +26,6 @@ public:
static u32 GetRemainingIndices();
private:
// Triangles
template <bool pr>
static u16* AddList(u16* Iptr, u32 numVerts, u32 index);
template <bool pr>
static u16* AddStrip(u16* Iptr, u32 numVerts, u32 index);
template <bool pr>
static u16* AddFan(u16* Iptr, u32 numVerts, u32 index);
template <bool pr>
static u16* AddQuads(u16* Iptr, u32 numVerts, u32 index);
template <bool pr>
static u16* AddQuads_nonstandard(u16* Iptr, u32 numVerts, u32 index);
// Lines
static u16* AddLineList(u16* Iptr, u32 numVerts, u32 index);
static u16* AddLineStrip(u16* Iptr, u32 numVerts, u32 index);
// Points
static u16* AddPoints(u16* Iptr, u32 numVerts, u32 index);
template <bool pr>
static u16* WriteTriangle(u16* Iptr, u32 index1, u32 index2, u32 index3);
static u16* index_buffer_current;
static u16* BASEIptr;
static u32 base_index;