mirror of
https://github.com/PCSX2/pcsx2.git
synced 2026-10-02 09:15:50 +02:00
This pull request is for the pending reorganization of the folder structure on GSdx, making it better organized and easier to work with. Also remove unused GSTextureFX.cpp file.
267 lines
5.0 KiB
C
267 lines
5.0 KiB
C
/*
|
|
* Copyright (C) 2007-2009 Gabest
|
|
* http://www.gabest.org
|
|
*
|
|
* This Program is free software; you can redistribute it and/or modify
|
|
* it under the terms of the GNU General Public License as published by
|
|
* the Free Software Foundation; either version 2, or (at your option)
|
|
* any later version.
|
|
*
|
|
* This Program is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
* GNU General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU General Public License
|
|
* along with GNU Make; see the file COPYING. If not, write to
|
|
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
|
|
* http://www.gnu.org/copyleft/gpl.html
|
|
*
|
|
*/
|
|
|
|
#pragma once
|
|
|
|
#include "GSVector.h"
|
|
|
|
struct alignas(32) GSVertexSW
|
|
{
|
|
GSVector4 p, _pad, t, c;
|
|
|
|
__forceinline GSVertexSW() {}
|
|
__forceinline GSVertexSW(const GSVertexSW& v) {*this = v;}
|
|
|
|
__forceinline static GSVertexSW zero()
|
|
{
|
|
GSVertexSW v;
|
|
|
|
v.p = GSVector4::zero();
|
|
v.t = GSVector4::zero();
|
|
v.c = GSVector4::zero();
|
|
|
|
return v;
|
|
}
|
|
__forceinline void operator = (const GSVertexSW& v)
|
|
{
|
|
p = v.p;
|
|
t = v.t;
|
|
c = v.c;
|
|
}
|
|
|
|
__forceinline void operator += (const GSVertexSW& v)
|
|
{
|
|
p += v.p;
|
|
t += v.t;
|
|
c += v.c;
|
|
}
|
|
|
|
__forceinline friend GSVertexSW operator + (const GSVertexSW& a, const GSVertexSW& b)
|
|
{
|
|
GSVertexSW v;
|
|
|
|
v.p = a.p + b.p;
|
|
v.t = a.t + b.t;
|
|
v.c = a.c + b.c;
|
|
|
|
return v;
|
|
}
|
|
|
|
__forceinline friend GSVertexSW operator - (const GSVertexSW& a, const GSVertexSW& b)
|
|
{
|
|
GSVertexSW v;
|
|
|
|
v.p = a.p - b.p;
|
|
v.t = a.t - b.t;
|
|
v.c = a.c - b.c;
|
|
|
|
return v;
|
|
}
|
|
|
|
__forceinline friend GSVertexSW operator * (const GSVertexSW& a, const GSVector4& b)
|
|
{
|
|
GSVertexSW v;
|
|
|
|
v.p = a.p * b;
|
|
v.t = a.t * b;
|
|
v.c = a.c * b;
|
|
|
|
return v;
|
|
}
|
|
|
|
__forceinline friend GSVertexSW operator / (const GSVertexSW& a, const GSVector4& b)
|
|
{
|
|
GSVertexSW v;
|
|
|
|
v.p = a.p / b;
|
|
v.t = a.t / b;
|
|
v.c = a.c / b;
|
|
|
|
return v;
|
|
}
|
|
|
|
static bool IsQuad(const GSVertexSW* v, int& tl, int& br)
|
|
{
|
|
GSVector4 v0 = v[0].p.xyxy(v[0].t);
|
|
GSVector4 v1 = v[1].p.xyxy(v[1].t);
|
|
GSVector4 v2 = v[2].p.xyxy(v[2].t);
|
|
|
|
GSVector4 v01 = v0 == v1;
|
|
GSVector4 v12 = v1 == v2;
|
|
GSVector4 v02 = v0 == v2;
|
|
|
|
GSVector4 vtl, vbr;
|
|
|
|
GSVector4 test;
|
|
|
|
int i;
|
|
|
|
if(v12.allfalse())
|
|
{
|
|
test = (v01 ^ v02) & (v01 ^ v02.zwxy());
|
|
vtl = v0;
|
|
vbr = v1 + (v2 - v0);
|
|
i = 0;
|
|
}
|
|
else if(v02.allfalse())
|
|
{
|
|
test = (v01 ^ v12) & (v01 ^ v12.zwxy());
|
|
vtl = v1;
|
|
vbr = v0 + (v2 - v1);
|
|
i = 1;
|
|
}
|
|
else if(v01.allfalse())
|
|
{
|
|
test = (v02 ^ v12) & (v02 ^ v12.zwxy());
|
|
vtl = v2;
|
|
vbr = v0 + (v1 - v2);
|
|
i = 2;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if(!test.alltrue())
|
|
{
|
|
return false;
|
|
}
|
|
|
|
tl = i;
|
|
|
|
GSVector4 v3 = v[3].p.xyxy(v[3].t);
|
|
GSVector4 v4 = v[4].p.xyxy(v[4].t);
|
|
GSVector4 v5 = v[5].p.xyxy(v[5].t);
|
|
|
|
GSVector4 v34 = v3 == v4;
|
|
GSVector4 v45 = v4 == v5;
|
|
GSVector4 v35 = v3 == v5;
|
|
|
|
if(v34.allfalse())
|
|
{
|
|
test = (v35 ^ v45) & (v35 ^ v45.zwxy()) & (vtl + v5 == v3 + v4) & (vbr == v5);
|
|
i = 5;
|
|
}
|
|
else if(v35.allfalse())
|
|
{
|
|
test = (v34 ^ v45) & (v34 ^ v45.zwxy()) & (vtl + v4 == v3 + v5) & (vbr == v4);
|
|
i = 4;
|
|
}
|
|
else if(v45.allfalse())
|
|
{
|
|
test = (v34 ^ v35) & (v34 ^ v35.zwxy()) & (vtl + v3 == v5 + v4) & (vbr == v3);
|
|
i = 3;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if(!test.alltrue())
|
|
{
|
|
return false;
|
|
}
|
|
|
|
br = i;
|
|
|
|
#if _M_SSE >= 0x500
|
|
|
|
{
|
|
// p.z, p.w, t.z, t.w, c.x, c.y, c.z, c.w
|
|
|
|
GSVector8 v0 = GSVector8(v[0].p.zwzw(v[0].t), v[0].c);
|
|
GSVector8 v1 = GSVector8(v[1].p.zwzw(v[1].t), v[1].c);
|
|
GSVector8 v2 = GSVector8(v[2].p.zwzw(v[2].t), v[2].c);
|
|
GSVector8 v3 = GSVector8(v[3].p.zwzw(v[3].t), v[3].c);
|
|
GSVector8 v4 = GSVector8(v[4].p.zwzw(v[4].t), v[4].c);
|
|
GSVector8 v5 = GSVector8(v[5].p.zwzw(v[5].t), v[5].c);
|
|
|
|
GSVector8 test = ((v0 == v1) & (v0 == v2)) & ((v0 == v3) & (v0 == v4)) & (v0 == v5);
|
|
|
|
return test.alltrue();
|
|
}
|
|
|
|
#else
|
|
|
|
v0 = v[0].p.zwzw(v[0].t);
|
|
v1 = v[1].p.zwzw(v[1].t);
|
|
v2 = v[2].p.zwzw(v[2].t);
|
|
v3 = v[3].p.zwzw(v[3].t);
|
|
v4 = v[4].p.zwzw(v[4].t);
|
|
v5 = v[5].p.zwzw(v[5].t);
|
|
|
|
test = ((v0 == v1) & (v0 == v2)) & ((v0 == v3) & (v0 == v4)) & (v0 == v5);
|
|
|
|
if(!test.alltrue())
|
|
{
|
|
return false;
|
|
}
|
|
|
|
v0 = v[0].c;
|
|
v1 = v[1].c;
|
|
v2 = v[2].c;
|
|
v3 = v[3].c;
|
|
v4 = v[4].c;
|
|
v5 = v[5].c;
|
|
|
|
test = ((v0 == v1) & (v0 == v2)) & ((v0 == v3) & (v0 == v4)) & (v0 == v5);
|
|
|
|
if(!test.alltrue())
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
|
|
#endif
|
|
}
|
|
};
|
|
|
|
#if _M_SSE >= 0x501
|
|
|
|
struct alignas(32) GSVertexSW2
|
|
{
|
|
GSVector4 p, _pad;
|
|
GSVector8 tc;
|
|
|
|
__forceinline GSVertexSW2() {}
|
|
__forceinline GSVertexSW2(const GSVertexSW2& v) {*this = v;}
|
|
|
|
__forceinline void operator = (const GSVertexSW2& v)
|
|
{
|
|
p = v.p;
|
|
tc = v.tc;
|
|
}
|
|
|
|
__forceinline friend GSVertexSW2 operator - (const GSVertexSW2& a, const GSVertexSW2& b)
|
|
{
|
|
GSVertexSW2 v;
|
|
|
|
v.p = a.p - b.p;
|
|
v.tc = a.tc - b.tc;
|
|
|
|
return v;
|
|
}
|
|
};
|
|
|
|
#endif
|
|
|