mirror of
https://github.com/dolphin-emu/dolphin.git
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a2e132dd4b
- rewrite loops to not use divisions and multiplications - remove warnings as the current implementations seems to be correct (ignore additional vertices)
254 lines
4.8 KiB
C++
254 lines
4.8 KiB
C++
// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#include <cstddef>
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#include "Common.h"
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#include "VideoConfig.h"
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#include "IndexGenerator.h"
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//Init
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u16 *IndexGenerator::Tptr;
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u16 *IndexGenerator::BASETptr;
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u16 *IndexGenerator::Lptr;
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u16 *IndexGenerator::BASELptr;
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u16 *IndexGenerator::Pptr;
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u16 *IndexGenerator::BASEPptr;
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u32 IndexGenerator::numT;
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u32 IndexGenerator::numL;
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u32 IndexGenerator::numP;
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u32 IndexGenerator::index;
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static const u16 s_primitive_restart = -1;
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static void (*primitive_table[8])(u32);
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void IndexGenerator::Init()
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{
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if(g_Config.backend_info.bSupportsPrimitiveRestart)
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{
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primitive_table[0] = IndexGenerator::AddQuads<true>;
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primitive_table[2] = IndexGenerator::AddList<true>;
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primitive_table[3] = IndexGenerator::AddStrip<true>;
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primitive_table[4] = IndexGenerator::AddFan<true>;
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}
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else
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{
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primitive_table[0] = IndexGenerator::AddQuads<false>;
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primitive_table[2] = IndexGenerator::AddList<false>;
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primitive_table[3] = IndexGenerator::AddStrip<false>;
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primitive_table[4] = IndexGenerator::AddFan<false>;
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}
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primitive_table[1] = NULL;
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primitive_table[5] = &IndexGenerator::AddLineList;
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primitive_table[6] = &IndexGenerator::AddLineStrip;
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primitive_table[7] = &IndexGenerator::AddPoints;
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}
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void IndexGenerator::Start(u16* Triangleptr, u16* Lineptr, u16* Pointptr)
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{
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Tptr = Triangleptr;
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Lptr = Lineptr;
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Pptr = Pointptr;
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BASETptr = Triangleptr;
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BASELptr = Lineptr;
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BASEPptr = Pointptr;
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index = 0;
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numT = 0;
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numL = 0;
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numP = 0;
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}
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void IndexGenerator::AddIndices(int primitive, u32 numVerts)
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{
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primitive_table[primitive](numVerts);
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index += numVerts;
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}
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// Triangles
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template <bool pr> __forceinline void IndexGenerator::WriteTriangle(u32 index1, u32 index2, u32 index3)
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{
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*Tptr++ = index1;
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*Tptr++ = index2;
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*Tptr++ = index3;
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if(pr)
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*Tptr++ = s_primitive_restart;
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++numT;
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}
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template <bool pr> void IndexGenerator::AddList(u32 const numVerts)
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{
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for (u32 i = 2; i < numVerts; i+=3)
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{
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WriteTriangle<pr>(index + i - 2, index + i - 1, index + i);
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}
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}
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template <bool pr> void IndexGenerator::AddStrip(u32 const numVerts)
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{
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if(pr)
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{
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for (u32 i = 0; i < numVerts; ++i)
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{
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*Tptr++ = index + i;
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}
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*Tptr++ = s_primitive_restart;
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numT += numVerts - 2;
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}
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else
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{
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bool wind = false;
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for (u32 i = 2; i < numVerts; ++i)
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{
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WriteTriangle<pr>(
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index + i - 2,
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index + i - !wind,
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index + i - wind);
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wind ^= true;
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}
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}
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}
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/**
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* FAN simulator:
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*
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* 2---3
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* / \ / \
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* 1---0---4
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*
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* would generate this triangles:
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* 012, 023, 034
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*
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* rotated (for better striping):
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* 120, 302, 034
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*
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* as odd ones have to winded, following strip is fine:
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* 12034
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*
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* so we use 6 indices for 3 triangles
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*/
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template <bool pr> void IndexGenerator::AddFan(u32 numVerts)
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{
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u32 i = 2;
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if(pr)
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{
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for(; i+3<=numVerts; i+=3)
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{
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*Tptr++ = index + i - 1;
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*Tptr++ = index + i + 0;
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*Tptr++ = index;
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*Tptr++ = index + i + 1;
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*Tptr++ = index + i + 2;
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*Tptr++ = s_primitive_restart;
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numT += 3;
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}
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for(; i+2<=numVerts; i+=2)
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{
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*Tptr++ = index + i - 1;
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*Tptr++ = index + i + 0;
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*Tptr++ = index;
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*Tptr++ = index + i + 1;
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*Tptr++ = s_primitive_restart;
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numT += 2;
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}
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}
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for (; i < numVerts; ++i)
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{
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WriteTriangle<pr>(index, index + i - 1, index + i);
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}
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}
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/*
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* QUAD simulator
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*
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* 0---1 4---5
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* |\ | |\ |
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* | \ | | \ |
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* | \| | \|
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* 3---2 7---6
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*
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* 012,023, 456,467 ...
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* or 120,302, 564,746
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* or as strip: 1203, 5647
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*
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* Warning:
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* A simple triangle has to be rendered for three vertices.
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* ZWW do this for sun rays
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*/
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template <bool pr> void IndexGenerator::AddQuads(u32 numVerts)
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{
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u32 i = 3;
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for (; i < numVerts; i+=4)
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{
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if(pr)
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{
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*Tptr++ = index + i - 2;
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*Tptr++ = index + i - 1;
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*Tptr++ = index + i - 3;
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*Tptr++ = index + i - 0;
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*Tptr++ = s_primitive_restart;
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numT += 2;
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}
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else
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{
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WriteTriangle<pr>(index + i - 3, index + i - 2, index + i - 1);
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WriteTriangle<pr>(index + i - 3, index + i - 1, index + i - 0);
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}
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}
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// three vertices remaining, so render a triangle
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if(i == numVerts)
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{
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WriteTriangle<pr>(index+numVerts-3, index+numVerts-2, index+numVerts-1);
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}
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}
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// Lines
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void IndexGenerator::AddLineList(u32 numVerts)
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{
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for (u32 i = 1; i < numVerts; i+=2)
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{
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*Lptr++ = index + i - 1;
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*Lptr++ = index + i;
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++numL;
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}
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}
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// shouldn't be used as strips as LineLists are much more common
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// so converting them to lists
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void IndexGenerator::AddLineStrip(u32 numVerts)
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{
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for (u32 i = 1; i < numVerts; ++i)
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{
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*Lptr++ = index + i - 1;
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*Lptr++ = index + i;
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++numL;
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}
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}
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// Points
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void IndexGenerator::AddPoints(u32 numVerts)
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{
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for (u32 i = 0; i != numVerts; ++i)
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{
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*Pptr++ = index + i;
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++numP;
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}
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}
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u32 IndexGenerator::GetRemainingIndices()
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{
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u32 max_index = 65534; // -1 is reserved for primitive restart (ogl + dx11)
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return max_index - index;
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}
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