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https://github.com/dolphin-emu/dolphin.git
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304adc6e0d
As we do lots of writes to *Iptr, the compiler isn't allowed to cache any shared variable (neither index nor Iptr itself). This commit inlines Iptr + index into the index generator functions, so the compiler know that they are const.
239 lines
4.8 KiB
C++
239 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::index_buffer_current;
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u16 *IndexGenerator::BASEIptr;
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u32 IndexGenerator::base_index;
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static const u16 s_primitive_restart = -1;
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static u16* (*primitive_table[8])(u16*, u32, 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* Indexptr)
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{
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index_buffer_current = Indexptr;
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BASEIptr = Indexptr;
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base_index = 0;
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}
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void IndexGenerator::AddIndices(int primitive, u32 numVerts)
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{
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index_buffer_current = primitive_table[primitive](index_buffer_current, numVerts, base_index);
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base_index += numVerts;
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}
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// Triangles
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template <bool pr> __forceinline u16* IndexGenerator::WriteTriangle(u16 *Iptr, u32 index1, u32 index2, u32 index3)
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{
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*Iptr++ = index1;
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*Iptr++ = index2;
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*Iptr++ = index3;
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if(pr)
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*Iptr++ = s_primitive_restart;
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return Iptr;
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}
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template <bool pr> u16* IndexGenerator::AddList(u16 *Iptr, u32 const numVerts, u32 index)
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{
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for (u32 i = 2; i < numVerts; i+=3)
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{
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Iptr = WriteTriangle<pr>(Iptr, index + i - 2, index + i - 1, index + i);
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}
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return Iptr;
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}
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template <bool pr> u16* IndexGenerator::AddStrip(u16 *Iptr, u32 const numVerts, u32 index)
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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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*Iptr++ = index + i;
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}
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*Iptr++ = s_primitive_restart;
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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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Iptr = WriteTriangle<pr>(Iptr,
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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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return Iptr;
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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> u16* IndexGenerator::AddFan(u16 *Iptr, u32 numVerts, u32 index)
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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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*Iptr++ = index + i - 1;
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*Iptr++ = index + i + 0;
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*Iptr++ = index;
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*Iptr++ = index + i + 1;
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*Iptr++ = index + i + 2;
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*Iptr++ = s_primitive_restart;
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}
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for(; i+2<=numVerts; i+=2)
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{
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*Iptr++ = index + i - 1;
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*Iptr++ = index + i + 0;
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*Iptr++ = index;
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*Iptr++ = index + i + 1;
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*Iptr++ = s_primitive_restart;
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}
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}
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for (; i < numVerts; ++i)
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{
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Iptr = WriteTriangle<pr>(Iptr, index, index + i - 1, index + i);
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}
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return Iptr;
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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> u16* IndexGenerator::AddQuads(u16 *Iptr, u32 numVerts, u32 index)
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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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*Iptr++ = index + i - 2;
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*Iptr++ = index + i - 1;
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*Iptr++ = index + i - 3;
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*Iptr++ = index + i - 0;
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*Iptr++ = s_primitive_restart;
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}
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else
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{
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Iptr = WriteTriangle<pr>(Iptr, index + i - 3, index + i - 2, index + i - 1);
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Iptr = WriteTriangle<pr>(Iptr, 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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Iptr = WriteTriangle<pr>(Iptr, index+numVerts-3, index+numVerts-2, index+numVerts-1);
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}
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return Iptr;
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}
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// Lines
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u16* IndexGenerator::AddLineList(u16 *Iptr, u32 numVerts, u32 index)
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{
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for (u32 i = 1; i < numVerts; i+=2)
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{
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*Iptr++ = index + i - 1;
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*Iptr++ = index + i;
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}
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return Iptr;
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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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u16* IndexGenerator::AddLineStrip(u16 *Iptr, u32 numVerts, u32 index)
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{
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for (u32 i = 1; i < numVerts; ++i)
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{
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*Iptr++ = index + i - 1;
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*Iptr++ = index + i;
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}
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return Iptr;
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}
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// Points
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u16* IndexGenerator::AddPoints(u16 *Iptr, u32 numVerts, u32 index)
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{
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for (u32 i = 0; i != numVerts; ++i)
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{
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*Iptr++ = index + i;
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}
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return Iptr;
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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 - base_index;
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}
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