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- // Copyright 2008 Dolphin Emulator Project
- // Licensed under GPLv2+
- // Refer to the license.txt file included.
- #include <cstddef>
- #include "Common/CommonTypes.h"
- #include "VideoCommon/IndexGenerator.h"
- #include "VideoCommon/OpcodeDecoding.h"
- #include "VideoCommon/VideoConfig.h"
- //Init
- u16 *IndexGenerator::index_buffer_current;
- u16 *IndexGenerator::BASEIptr;
- u32 IndexGenerator::base_index;
- static const u16 s_primitive_restart = -1;
- static u16* (*primitive_table[8])(u16*, u32, u32);
- void IndexGenerator::Init()
- {
- if (g_Config.backend_info.bSupportsPrimitiveRestart)
- {
- primitive_table[GX_DRAW_QUADS] = IndexGenerator::AddQuads<true>;
- primitive_table[GX_DRAW_QUADS_2] = IndexGenerator::AddQuads_nonstandard<true>;
- primitive_table[GX_DRAW_TRIANGLES] = IndexGenerator::AddList<true>;
- primitive_table[GX_DRAW_TRIANGLE_STRIP] = IndexGenerator::AddStrip<true>;
- primitive_table[GX_DRAW_TRIANGLE_FAN] = IndexGenerator::AddFan<true>;
- }
- else
- {
- primitive_table[GX_DRAW_QUADS] = IndexGenerator::AddQuads<false>;
- primitive_table[GX_DRAW_QUADS_2] = IndexGenerator::AddQuads_nonstandard<false>;
- primitive_table[GX_DRAW_TRIANGLES] = IndexGenerator::AddList<false>;
- primitive_table[GX_DRAW_TRIANGLE_STRIP] = IndexGenerator::AddStrip<false>;
- primitive_table[GX_DRAW_TRIANGLE_FAN] = IndexGenerator::AddFan<false>;
- }
- primitive_table[GX_DRAW_LINES] = &IndexGenerator::AddLineList;
- primitive_table[GX_DRAW_LINE_STRIP] = &IndexGenerator::AddLineStrip;
- primitive_table[GX_DRAW_POINTS] = &IndexGenerator::AddPoints;
- }
- void IndexGenerator::Start(u16* Indexptr)
- {
- index_buffer_current = Indexptr;
- BASEIptr = Indexptr;
- base_index = 0;
- }
- void IndexGenerator::AddIndices(int primitive, u32 numVerts)
- {
- index_buffer_current = primitive_table[primitive](index_buffer_current, numVerts, base_index);
- base_index += numVerts;
- }
- // Triangles
- template <bool pr> __forceinline 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)
- return max_index - base_index;
- }
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