IndexGenerator.cpp 5.5 KB

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  1. // Copyright 2008 Dolphin Emulator Project
  2. // Licensed under GPLv2+
  3. // Refer to the license.txt file included.
  4. #include <cstddef>
  5. #include "Common/CommonTypes.h"
  6. #include "VideoCommon/IndexGenerator.h"
  7. #include "VideoCommon/OpcodeDecoding.h"
  8. #include "VideoCommon/VideoConfig.h"
  9. //Init
  10. u16 *IndexGenerator::index_buffer_current;
  11. u16 *IndexGenerator::BASEIptr;
  12. u32 IndexGenerator::base_index;
  13. static const u16 s_primitive_restart = -1;
  14. static u16* (*primitive_table[8])(u16*, u32, u32);
  15. void IndexGenerator::Init()
  16. {
  17. if (g_Config.backend_info.bSupportsPrimitiveRestart)
  18. {
  19. primitive_table[GX_DRAW_QUADS] = IndexGenerator::AddQuads<true>;
  20. primitive_table[GX_DRAW_QUADS_2] = IndexGenerator::AddQuads_nonstandard<true>;
  21. primitive_table[GX_DRAW_TRIANGLES] = IndexGenerator::AddList<true>;
  22. primitive_table[GX_DRAW_TRIANGLE_STRIP] = IndexGenerator::AddStrip<true>;
  23. primitive_table[GX_DRAW_TRIANGLE_FAN] = IndexGenerator::AddFan<true>;
  24. }
  25. else
  26. {
  27. primitive_table[GX_DRAW_QUADS] = IndexGenerator::AddQuads<false>;
  28. primitive_table[GX_DRAW_QUADS_2] = IndexGenerator::AddQuads_nonstandard<false>;
  29. primitive_table[GX_DRAW_TRIANGLES] = IndexGenerator::AddList<false>;
  30. primitive_table[GX_DRAW_TRIANGLE_STRIP] = IndexGenerator::AddStrip<false>;
  31. primitive_table[GX_DRAW_TRIANGLE_FAN] = IndexGenerator::AddFan<false>;
  32. }
  33. primitive_table[GX_DRAW_LINES] = &IndexGenerator::AddLineList;
  34. primitive_table[GX_DRAW_LINE_STRIP] = &IndexGenerator::AddLineStrip;
  35. primitive_table[GX_DRAW_POINTS] = &IndexGenerator::AddPoints;
  36. }
  37. void IndexGenerator::Start(u16* Indexptr)
  38. {
  39. index_buffer_current = Indexptr;
  40. BASEIptr = Indexptr;
  41. base_index = 0;
  42. }
  43. void IndexGenerator::AddIndices(int primitive, u32 numVerts)
  44. {
  45. index_buffer_current = primitive_table[primitive](index_buffer_current, numVerts, base_index);
  46. base_index += numVerts;
  47. }
  48. // Triangles
  49. template <bool pr> __forceinline u16* IndexGenerator::WriteTriangle(u16 *Iptr, u32 index1, u32 index2, u32 index3)
  50. {
  51. *Iptr++ = index1;
  52. *Iptr++ = index2;
  53. *Iptr++ = index3;
  54. if (pr)
  55. *Iptr++ = s_primitive_restart;
  56. return Iptr;
  57. }
  58. template <bool pr> u16* IndexGenerator::AddList(u16 *Iptr, u32 const numVerts, u32 index)
  59. {
  60. for (u32 i = 2; i < numVerts; i+=3)
  61. {
  62. Iptr = WriteTriangle<pr>(Iptr, index + i - 2, index + i - 1, index + i);
  63. }
  64. return Iptr;
  65. }
  66. template <bool pr> u16* IndexGenerator::AddStrip(u16 *Iptr, u32 const numVerts, u32 index)
  67. {
  68. if (pr)
  69. {
  70. for (u32 i = 0; i < numVerts; ++i)
  71. {
  72. *Iptr++ = index + i;
  73. }
  74. *Iptr++ = s_primitive_restart;
  75. }
  76. else
  77. {
  78. bool wind = false;
  79. for (u32 i = 2; i < numVerts; ++i)
  80. {
  81. Iptr = WriteTriangle<pr>(Iptr,
  82. index + i - 2,
  83. index + i - !wind,
  84. index + i - wind);
  85. wind ^= true;
  86. }
  87. }
  88. return Iptr;
  89. }
  90. /**
  91. * FAN simulator:
  92. *
  93. * 2---3
  94. * / \ / \
  95. * 1---0---4
  96. *
  97. * would generate this triangles:
  98. * 012, 023, 034
  99. *
  100. * rotated (for better striping):
  101. * 120, 302, 034
  102. *
  103. * as odd ones have to winded, following strip is fine:
  104. * 12034
  105. *
  106. * so we use 6 indices for 3 triangles
  107. */
  108. template <bool pr> u16* IndexGenerator::AddFan(u16 *Iptr, u32 numVerts, u32 index)
  109. {
  110. u32 i = 2;
  111. if (pr)
  112. {
  113. for (; i+3<=numVerts; i+=3)
  114. {
  115. *Iptr++ = index + i - 1;
  116. *Iptr++ = index + i + 0;
  117. *Iptr++ = index;
  118. *Iptr++ = index + i + 1;
  119. *Iptr++ = index + i + 2;
  120. *Iptr++ = s_primitive_restart;
  121. }
  122. for (; i+2<=numVerts; i+=2)
  123. {
  124. *Iptr++ = index + i - 1;
  125. *Iptr++ = index + i + 0;
  126. *Iptr++ = index;
  127. *Iptr++ = index + i + 1;
  128. *Iptr++ = s_primitive_restart;
  129. }
  130. }
  131. for (; i < numVerts; ++i)
  132. {
  133. Iptr = WriteTriangle<pr>(Iptr, index, index + i - 1, index + i);
  134. }
  135. return Iptr;
  136. }
  137. /*
  138. * QUAD simulator
  139. *
  140. * 0---1 4---5
  141. * |\ | |\ |
  142. * | \ | | \ |
  143. * | \| | \|
  144. * 3---2 7---6
  145. *
  146. * 012,023, 456,467 ...
  147. * or 120,302, 564,746
  148. * or as strip: 1203, 5647
  149. *
  150. * Warning:
  151. * A simple triangle has to be rendered for three vertices.
  152. * ZWW do this for sun rays
  153. */
  154. template <bool pr> u16* IndexGenerator::AddQuads(u16 *Iptr, u32 numVerts, u32 index)
  155. {
  156. u32 i = 3;
  157. for (; i < numVerts; i+=4)
  158. {
  159. if (pr)
  160. {
  161. *Iptr++ = index + i - 2;
  162. *Iptr++ = index + i - 1;
  163. *Iptr++ = index + i - 3;
  164. *Iptr++ = index + i - 0;
  165. *Iptr++ = s_primitive_restart;
  166. }
  167. else
  168. {
  169. Iptr = WriteTriangle<pr>(Iptr, index + i - 3, index + i - 2, index + i - 1);
  170. Iptr = WriteTriangle<pr>(Iptr, index + i - 3, index + i - 1, index + i - 0);
  171. }
  172. }
  173. // three vertices remaining, so render a triangle
  174. if (i == numVerts)
  175. {
  176. Iptr = WriteTriangle<pr>(Iptr, index+numVerts-3, index+numVerts-2, index+numVerts-1);
  177. }
  178. return Iptr;
  179. }
  180. template <bool pr> u16* IndexGenerator::AddQuads_nonstandard(u16 *Iptr, u32 numVerts, u32 index)
  181. {
  182. WARN_LOG(VIDEO, "Non-standard primitive drawing command GL_DRAW_QUADS_2");
  183. return AddQuads<pr>(Iptr, numVerts, index);
  184. }
  185. // Lines
  186. u16* IndexGenerator::AddLineList(u16 *Iptr, u32 numVerts, u32 index)
  187. {
  188. for (u32 i = 1; i < numVerts; i+=2)
  189. {
  190. *Iptr++ = index + i - 1;
  191. *Iptr++ = index + i;
  192. }
  193. return Iptr;
  194. }
  195. // shouldn't be used as strips as LineLists are much more common
  196. // so converting them to lists
  197. u16* IndexGenerator::AddLineStrip(u16 *Iptr, u32 numVerts, u32 index)
  198. {
  199. for (u32 i = 1; i < numVerts; ++i)
  200. {
  201. *Iptr++ = index + i - 1;
  202. *Iptr++ = index + i;
  203. }
  204. return Iptr;
  205. }
  206. // Points
  207. u16* IndexGenerator::AddPoints(u16 *Iptr, u32 numVerts, u32 index)
  208. {
  209. for (u32 i = 0; i != numVerts; ++i)
  210. {
  211. *Iptr++ = index + i;
  212. }
  213. return Iptr;
  214. }
  215. u32 IndexGenerator::GetRemainingIndices()
  216. {
  217. u32 max_index = 65534; // -1 is reserved for primitive restart (ogl + dx11)
  218. return max_index - base_index;
  219. }