mirror of
https://github.com/hrydgard/ppsspp.git
synced 2026-11-13 09:39:33 +01:00
Clean up some indentation
This commit is contained in:
1 parent
5e2c30c640
commit
60c8cdec39
1 file changed
+268
-268
@@ -175,26 +175,26 @@ struct DeclTypeInfo {
|
||||
};
|
||||
|
||||
static const DeclTypeInfo VComp[] = {
|
||||
{0, "NULL"}, // DEC_NONE,
|
||||
{D3DDECLTYPE_FLOAT1 ,"D3DDECLTYPE_FLOAT1 "}, // DEC_FLOAT_1,
|
||||
{D3DDECLTYPE_FLOAT2 ,"D3DDECLTYPE_FLOAT2 "}, // DEC_FLOAT_2,
|
||||
{D3DDECLTYPE_FLOAT3 ,"D3DDECLTYPE_FLOAT3 "}, // DEC_FLOAT_3,
|
||||
{D3DDECLTYPE_FLOAT4 ,"D3DDECLTYPE_FLOAT4 "}, // DEC_FLOAT_4,
|
||||
// Not supported in regular DX9 so faking, will cause graphics bugs until worked around
|
||||
{D3DDECLTYPE_UBYTE4 ,"D3DDECLTYPE_BYTE4N "}, // DEC_S8_3,
|
||||
{ 0, "NULL" }, // DEC_NONE,
|
||||
{ D3DDECLTYPE_FLOAT1, "D3DDECLTYPE_FLOAT1 " }, // DEC_FLOAT_1,
|
||||
{ D3DDECLTYPE_FLOAT2, "D3DDECLTYPE_FLOAT2 " }, // DEC_FLOAT_2,
|
||||
{ D3DDECLTYPE_FLOAT3, "D3DDECLTYPE_FLOAT3 " }, // DEC_FLOAT_3,
|
||||
{ D3DDECLTYPE_FLOAT4, "D3DDECLTYPE_FLOAT4 " }, // DEC_FLOAT_4,
|
||||
|
||||
{D3DDECLTYPE_SHORT4N ,"D3DDECLTYPE_SHORT4N "}, // DEC_S16_3,
|
||||
{D3DDECLTYPE_UBYTE4N ,"D3DDECLTYPE_UBYTE4N "}, // DEC_U8_1,
|
||||
{D3DDECLTYPE_UBYTE4N ,"D3DDECLTYPE_UBYTE4N "}, // DEC_U8_2,
|
||||
{D3DDECLTYPE_UBYTE4N ,"D3DDECLTYPE_UBYTE4N "}, // DEC_U8_3,
|
||||
{D3DDECLTYPE_UBYTE4N ,"D3DDECLTYPE_UBYTE4N "}, // DEC_U8_4,
|
||||
{D3DDECLTYPE_USHORT2N, "D3DDECLTYPE_USHORT2N " }, // DEC_U16_1,
|
||||
{D3DDECLTYPE_USHORT2N, "D3DDECLTYPE_USHORT2N " }, // DEC_U16_2,
|
||||
{D3DDECLTYPE_USHORT4N ,"D3DDECLTYPE_USHORT4N "}, // DEC_U16_3,
|
||||
{D3DDECLTYPE_USHORT4N ,"D3DDECLTYPE_USHORT4N "}, // DEC_U16_4,
|
||||
{ 0, "UNUSED" }, // DEC_S8_3,
|
||||
|
||||
{ D3DDECLTYPE_SHORT4N, "D3DDECLTYPE_SHORT4N " }, // DEC_S16_3,
|
||||
{ D3DDECLTYPE_UBYTE4N, "D3DDECLTYPE_UBYTE4N " }, // DEC_U8_1,
|
||||
{ D3DDECLTYPE_UBYTE4N, "D3DDECLTYPE_UBYTE4N " }, // DEC_U8_2,
|
||||
{ D3DDECLTYPE_UBYTE4N, "D3DDECLTYPE_UBYTE4N " }, // DEC_U8_3,
|
||||
{ D3DDECLTYPE_UBYTE4N, "D3DDECLTYPE_UBYTE4N " }, // DEC_U8_4,
|
||||
{0, "UNUSED_DEC_U16_1" }, // DEC_U16_1,
|
||||
{0, "UNUSED_DEC_U16_2" }, // DEC_U16_2,
|
||||
{D3DDECLTYPE_USHORT4N ,"D3DDECLTYPE_USHORT4N "}, // DEC_U16_3,
|
||||
{D3DDECLTYPE_USHORT4N ,"D3DDECLTYPE_USHORT4N "}, // DEC_U16_4,
|
||||
// Not supported in regular DX9 so faking, will cause graphics bugs until worked around
|
||||
{D3DDECLTYPE_UBYTE4 ,"D3DDECLTYPE_BYTE4 "}, // DEC_U8A_2,
|
||||
{D3DDECLTYPE_USHORT2N, "D3DDECLTYPE_USHORT4 " }, // DEC_U16A_2,
|
||||
{0,"UNUSED_DEC_U8A_2"}, // DEC_U8A_2,
|
||||
{0,"UNUSED_DEC_U16A_2" }, // DEC_U16A_2,
|
||||
};
|
||||
|
||||
static void VertexAttribSetup(D3DVERTEXELEMENT9 * VertexElement, u8 fmt, u8 offset, u8 usage, u8 usage_index = 0) {
|
||||
@@ -654,286 +654,286 @@ void TransformDrawEngineDX9::DoFlush() {
|
||||
VSShader *vshader = shaderManager_->ApplyShader(prim, lastVType_);
|
||||
|
||||
if (vshader->UseHWTransform()) {
|
||||
LPDIRECT3DVERTEXBUFFER9 vb_ = NULL;
|
||||
LPDIRECT3DINDEXBUFFER9 ib_ = NULL;
|
||||
LPDIRECT3DVERTEXBUFFER9 vb_ = NULL;
|
||||
LPDIRECT3DINDEXBUFFER9 ib_ = NULL;
|
||||
|
||||
int vertexCount = 0;
|
||||
int maxIndex = 0;
|
||||
bool useElements = true;
|
||||
int vertexCount = 0;
|
||||
int maxIndex = 0;
|
||||
bool useElements = true;
|
||||
|
||||
// Cannot cache vertex data with morph enabled.
|
||||
bool useCache = g_Config.bVertexCache && !(lastVType_ & GE_VTYPE_MORPHCOUNT_MASK);
|
||||
// Also avoid caching when software skinning.
|
||||
if (g_Config.bSoftwareSkinning && (lastVType_ & GE_VTYPE_WEIGHT_MASK))
|
||||
useCache = false;
|
||||
// Cannot cache vertex data with morph enabled.
|
||||
bool useCache = g_Config.bVertexCache && !(lastVType_ & GE_VTYPE_MORPHCOUNT_MASK);
|
||||
// Also avoid caching when software skinning.
|
||||
if (g_Config.bSoftwareSkinning && (lastVType_ & GE_VTYPE_WEIGHT_MASK))
|
||||
useCache = false;
|
||||
|
||||
if (useCache) {
|
||||
u32 id = dcid_;
|
||||
auto iter = vai_.find(id);
|
||||
VertexArrayInfoDX9 *vai;
|
||||
if (iter != vai_.end()) {
|
||||
// We've seen this before. Could have been a cached draw.
|
||||
vai = iter->second;
|
||||
} else {
|
||||
vai = new VertexArrayInfoDX9();
|
||||
vai_[id] = vai;
|
||||
if (useCache) {
|
||||
u32 id = dcid_;
|
||||
auto iter = vai_.find(id);
|
||||
VertexArrayInfoDX9 *vai;
|
||||
if (iter != vai_.end()) {
|
||||
// We've seen this before. Could have been a cached draw.
|
||||
vai = iter->second;
|
||||
} else {
|
||||
vai = new VertexArrayInfoDX9();
|
||||
vai_[id] = vai;
|
||||
}
|
||||
|
||||
switch (vai->status) {
|
||||
case VertexArrayInfoDX9::VAI_NEW:
|
||||
{
|
||||
// Haven't seen this one before.
|
||||
u32 dataHash = ComputeHash();
|
||||
vai->hash = dataHash;
|
||||
vai->minihash = ComputeMiniHash();
|
||||
vai->status = VertexArrayInfoDX9::VAI_HASHING;
|
||||
vai->drawsUntilNextFullHash = 0;
|
||||
DecodeVerts(); // writes to indexGen
|
||||
vai->numVerts = indexGen.VertexCount();
|
||||
vai->prim = indexGen.Prim();
|
||||
vai->maxIndex = indexGen.MaxIndex();
|
||||
vai->flags = gstate_c.vertexFullAlpha ? VAI_FLAG_VERTEXFULLALPHA : 0;
|
||||
|
||||
goto rotateVBO;
|
||||
}
|
||||
|
||||
switch (vai->status) {
|
||||
case VertexArrayInfoDX9::VAI_NEW:
|
||||
{
|
||||
// Haven't seen this one before.
|
||||
u32 dataHash = ComputeHash();
|
||||
vai->hash = dataHash;
|
||||
vai->minihash = ComputeMiniHash();
|
||||
vai->status = VertexArrayInfoDX9::VAI_HASHING;
|
||||
vai->drawsUntilNextFullHash = 0;
|
||||
DecodeVerts(); // writes to indexGen
|
||||
// Hashing - still gaining confidence about the buffer.
|
||||
// But if we get this far it's likely to be worth creating a vertex buffer.
|
||||
case VertexArrayInfoDX9::VAI_HASHING:
|
||||
{
|
||||
vai->numDraws++;
|
||||
if (vai->lastFrame != gpuStats.numFlips) {
|
||||
vai->numFrames++;
|
||||
}
|
||||
if (vai->drawsUntilNextFullHash == 0) {
|
||||
// Let's try to skip a full hash if mini would fail.
|
||||
const u32 newMiniHash = ComputeMiniHash();
|
||||
u32 newHash = vai->hash;
|
||||
if (newMiniHash == vai->minihash) {
|
||||
newHash = ComputeHash();
|
||||
}
|
||||
if (newMiniHash != vai->minihash || newHash != vai->hash) {
|
||||
MarkUnreliable(vai);
|
||||
DecodeVerts();
|
||||
goto rotateVBO;
|
||||
}
|
||||
if (vai->numVerts > 64) {
|
||||
// exponential backoff up to 16 draws, then every 24
|
||||
vai->drawsUntilNextFullHash = std::min(24, vai->numFrames);
|
||||
} else {
|
||||
// Lower numbers seem much more likely to change.
|
||||
vai->drawsUntilNextFullHash = 0;
|
||||
}
|
||||
// TODO: tweak
|
||||
//if (vai->numFrames > 1000) {
|
||||
// vai->status = VertexArrayInfo::VAI_RELIABLE;
|
||||
//}
|
||||
} else {
|
||||
vai->drawsUntilNextFullHash--;
|
||||
u32 newMiniHash = ComputeMiniHash();
|
||||
if (newMiniHash != vai->minihash) {
|
||||
MarkUnreliable(vai);
|
||||
DecodeVerts();
|
||||
goto rotateVBO;
|
||||
}
|
||||
}
|
||||
|
||||
if (vai->vbo == 0) {
|
||||
DecodeVerts();
|
||||
vai->numVerts = indexGen.VertexCount();
|
||||
vai->prim = indexGen.Prim();
|
||||
vai->maxIndex = indexGen.MaxIndex();
|
||||
vai->flags = gstate_c.vertexFullAlpha ? VAI_FLAG_VERTEXFULLALPHA : 0;
|
||||
|
||||
goto rotateVBO;
|
||||
}
|
||||
|
||||
// Hashing - still gaining confidence about the buffer.
|
||||
// But if we get this far it's likely to be worth creating a vertex buffer.
|
||||
case VertexArrayInfoDX9::VAI_HASHING:
|
||||
{
|
||||
vai->numDraws++;
|
||||
if (vai->lastFrame != gpuStats.numFlips) {
|
||||
vai->numFrames++;
|
||||
useElements = !indexGen.SeenOnlyPurePrims();
|
||||
if (!useElements && indexGen.PureCount()) {
|
||||
vai->numVerts = indexGen.PureCount();
|
||||
}
|
||||
if (vai->drawsUntilNextFullHash == 0) {
|
||||
// Let's try to skip a full hash if mini would fail.
|
||||
const u32 newMiniHash = ComputeMiniHash();
|
||||
u32 newHash = vai->hash;
|
||||
if (newMiniHash == vai->minihash) {
|
||||
newHash = ComputeHash();
|
||||
}
|
||||
if (newMiniHash != vai->minihash || newHash != vai->hash) {
|
||||
MarkUnreliable(vai);
|
||||
DecodeVerts();
|
||||
goto rotateVBO;
|
||||
}
|
||||
if (vai->numVerts > 64) {
|
||||
// exponential backoff up to 16 draws, then every 24
|
||||
vai->drawsUntilNextFullHash = std::min(24, vai->numFrames);
|
||||
} else {
|
||||
// Lower numbers seem much more likely to change.
|
||||
vai->drawsUntilNextFullHash = 0;
|
||||
}
|
||||
// TODO: tweak
|
||||
//if (vai->numFrames > 1000) {
|
||||
// vai->status = VertexArrayInfo::VAI_RELIABLE;
|
||||
//}
|
||||
// Always
|
||||
if (1) {
|
||||
void * pVb;
|
||||
u32 size = dec_->GetDecVtxFmt().stride * indexGen.MaxIndex();
|
||||
pD3Ddevice->CreateVertexBuffer(size, D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &vai->vbo, NULL);
|
||||
vai->vbo->Lock(0, size, &pVb, 0);
|
||||
memcpy(pVb, decoded, size);
|
||||
vai->vbo->Unlock();
|
||||
}
|
||||
// Ib
|
||||
if (useElements) {
|
||||
void * pIb;
|
||||
u32 size = sizeof(short) * indexGen.VertexCount();
|
||||
pD3Ddevice->CreateIndexBuffer(size, D3DUSAGE_WRITEONLY, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &vai->ebo, NULL);
|
||||
vai->ebo->Lock(0, size, &pIb, 0);
|
||||
memcpy(pIb, decIndex, size);
|
||||
vai->ebo->Unlock();
|
||||
} else {
|
||||
vai->drawsUntilNextFullHash--;
|
||||
u32 newMiniHash = ComputeMiniHash();
|
||||
if (newMiniHash != vai->minihash) {
|
||||
MarkUnreliable(vai);
|
||||
DecodeVerts();
|
||||
goto rotateVBO;
|
||||
}
|
||||
}
|
||||
|
||||
if (vai->vbo == 0) {
|
||||
DecodeVerts();
|
||||
vai->numVerts = indexGen.VertexCount();
|
||||
vai->prim = indexGen.Prim();
|
||||
vai->maxIndex = indexGen.MaxIndex();
|
||||
vai->flags = gstate_c.vertexFullAlpha ? VAI_FLAG_VERTEXFULLALPHA : 0;
|
||||
useElements = !indexGen.SeenOnlyPurePrims();
|
||||
if (!useElements && indexGen.PureCount()) {
|
||||
vai->numVerts = indexGen.PureCount();
|
||||
}
|
||||
// Always
|
||||
if (1) {
|
||||
void * pVb;
|
||||
u32 size = dec_->GetDecVtxFmt().stride * indexGen.MaxIndex();
|
||||
pD3Ddevice->CreateVertexBuffer(size, D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &vai->vbo, NULL);
|
||||
vai->vbo->Lock(0, size, &pVb, 0);
|
||||
memcpy(pVb, decoded, size);
|
||||
vai->vbo->Unlock();
|
||||
}
|
||||
// Ib
|
||||
if (useElements) {
|
||||
void * pIb;
|
||||
u32 size = sizeof(short) * indexGen.VertexCount();
|
||||
pD3Ddevice->CreateIndexBuffer(size, D3DUSAGE_WRITEONLY, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &vai->ebo, NULL);
|
||||
vai->ebo->Lock(0, size, &pIb, 0);
|
||||
memcpy(pIb, decIndex, size);
|
||||
vai->ebo->Unlock();
|
||||
} else {
|
||||
vai->ebo = 0;
|
||||
}
|
||||
} else {
|
||||
gpuStats.numCachedDrawCalls++;
|
||||
useElements = vai->ebo ? true : false;
|
||||
gpuStats.numCachedVertsDrawn += vai->numVerts;
|
||||
gstate_c.vertexFullAlpha = vai->flags & VAI_FLAG_VERTEXFULLALPHA;
|
||||
}
|
||||
vb_ = vai->vbo;
|
||||
ib_ = vai->ebo;
|
||||
vertexCount = vai->numVerts;
|
||||
maxIndex = vai->maxIndex;
|
||||
prim = static_cast<GEPrimitiveType>(vai->prim);
|
||||
break;
|
||||
}
|
||||
|
||||
// Reliable - we don't even bother hashing anymore. Right now we don't go here until after a very long time.
|
||||
case VertexArrayInfoDX9::VAI_RELIABLE:
|
||||
{
|
||||
vai->numDraws++;
|
||||
if (vai->lastFrame != gpuStats.numFlips) {
|
||||
vai->numFrames++;
|
||||
vai->ebo = 0;
|
||||
}
|
||||
} else {
|
||||
gpuStats.numCachedDrawCalls++;
|
||||
useElements = vai->ebo ? true : false;
|
||||
gpuStats.numCachedVertsDrawn += vai->numVerts;
|
||||
vb_ = vai->vbo;
|
||||
ib_ = vai->ebo;
|
||||
|
||||
vertexCount = vai->numVerts;
|
||||
|
||||
maxIndex = vai->maxIndex;
|
||||
prim = static_cast<GEPrimitiveType>(vai->prim);
|
||||
|
||||
gstate_c.vertexFullAlpha = vai->flags & VAI_FLAG_VERTEXFULLALPHA;
|
||||
break;
|
||||
}
|
||||
|
||||
case VertexArrayInfoDX9::VAI_UNRELIABLE:
|
||||
{
|
||||
vai->numDraws++;
|
||||
if (vai->lastFrame != gpuStats.numFlips) {
|
||||
vai->numFrames++;
|
||||
}
|
||||
DecodeVerts();
|
||||
goto rotateVBO;
|
||||
}
|
||||
vb_ = vai->vbo;
|
||||
ib_ = vai->ebo;
|
||||
vertexCount = vai->numVerts;
|
||||
maxIndex = vai->maxIndex;
|
||||
prim = static_cast<GEPrimitiveType>(vai->prim);
|
||||
break;
|
||||
}
|
||||
|
||||
vai->lastFrame = gpuStats.numFlips;
|
||||
} else {
|
||||
DecodeVerts();
|
||||
rotateVBO:
|
||||
gpuStats.numUncachedVertsDrawn += indexGen.VertexCount();
|
||||
useElements = !indexGen.SeenOnlyPurePrims();
|
||||
vertexCount = indexGen.VertexCount();
|
||||
maxIndex = indexGen.MaxIndex();
|
||||
if (!useElements && indexGen.PureCount()) {
|
||||
vertexCount = indexGen.PureCount();
|
||||
// Reliable - we don't even bother hashing anymore. Right now we don't go here until after a very long time.
|
||||
case VertexArrayInfoDX9::VAI_RELIABLE:
|
||||
{
|
||||
vai->numDraws++;
|
||||
if (vai->lastFrame != gpuStats.numFlips) {
|
||||
vai->numFrames++;
|
||||
}
|
||||
gpuStats.numCachedDrawCalls++;
|
||||
gpuStats.numCachedVertsDrawn += vai->numVerts;
|
||||
vb_ = vai->vbo;
|
||||
ib_ = vai->ebo;
|
||||
|
||||
vertexCount = vai->numVerts;
|
||||
|
||||
maxIndex = vai->maxIndex;
|
||||
prim = static_cast<GEPrimitiveType>(vai->prim);
|
||||
|
||||
gstate_c.vertexFullAlpha = vai->flags & VAI_FLAG_VERTEXFULLALPHA;
|
||||
break;
|
||||
}
|
||||
prim = indexGen.Prim();
|
||||
}
|
||||
|
||||
DEBUG_LOG(G3D, "Flush prim %i! %i verts in one go", prim, vertexCount);
|
||||
bool hasColor = (lastVType_ & GE_VTYPE_COL_MASK) != GE_VTYPE_COL_NONE;
|
||||
if (gstate.isModeThrough()) {
|
||||
gstate_c.vertexFullAlpha = gstate_c.vertexFullAlpha && (hasColor || gstate.getMaterialAmbientA() == 255);
|
||||
} else {
|
||||
gstate_c.vertexFullAlpha = gstate_c.vertexFullAlpha && ((hasColor && (gstate.materialupdate & 1)) || gstate.getMaterialAmbientA() == 255) && (!gstate.isLightingEnabled() || gstate.getAmbientA() == 255);
|
||||
}
|
||||
|
||||
IDirect3DVertexDeclaration9 *pHardwareVertexDecl = SetupDecFmtForDraw(vshader, dec_->GetDecVtxFmt(), dec_->VertexType());
|
||||
|
||||
if (pHardwareVertexDecl) {
|
||||
pD3Ddevice->SetVertexDeclaration(pHardwareVertexDecl);
|
||||
if (vb_ == NULL) {
|
||||
if (useElements) {
|
||||
pD3Ddevice->DrawIndexedPrimitiveUP(glprim[prim], 0, vertexCount, D3DPrimCount(glprim[prim], vertexCount), decIndex, D3DFMT_INDEX16, decoded, dec_->GetDecVtxFmt().stride);
|
||||
} else {
|
||||
pD3Ddevice->DrawPrimitiveUP(glprim[prim], D3DPrimCount(glprim[prim], vertexCount), decoded, dec_->GetDecVtxFmt().stride);
|
||||
}
|
||||
} else {
|
||||
pD3Ddevice->SetStreamSource(0, vb_, 0, dec_->GetDecVtxFmt().stride);
|
||||
|
||||
if (useElements) {
|
||||
pD3Ddevice->SetIndices(ib_);
|
||||
|
||||
pD3Ddevice->DrawIndexedPrimitive(glprim[prim], 0, 0, vertexCount, 0, D3DPrimCount(glprim[prim], vertexCount));
|
||||
} else {
|
||||
pD3Ddevice->DrawPrimitive(glprim[prim], 0, D3DPrimCount(glprim[prim], vertexCount));
|
||||
case VertexArrayInfoDX9::VAI_UNRELIABLE:
|
||||
{
|
||||
vai->numDraws++;
|
||||
if (vai->lastFrame != gpuStats.numFlips) {
|
||||
vai->numFrames++;
|
||||
}
|
||||
DecodeVerts();
|
||||
goto rotateVBO;
|
||||
}
|
||||
}
|
||||
|
||||
vai->lastFrame = gpuStats.numFlips;
|
||||
} else {
|
||||
DecodeVerts();
|
||||
bool hasColor = (lastVType_ & GE_VTYPE_COL_MASK) != GE_VTYPE_COL_NONE;
|
||||
if (gstate.isModeThrough()) {
|
||||
gstate_c.vertexFullAlpha = gstate_c.vertexFullAlpha && (hasColor || gstate.getMaterialAmbientA() == 255);
|
||||
} else {
|
||||
gstate_c.vertexFullAlpha = gstate_c.vertexFullAlpha && ((hasColor && (gstate.materialupdate & 1)) || gstate.getMaterialAmbientA() == 255) && (!gstate.isLightingEnabled() || gstate.getAmbientA() == 255);
|
||||
}
|
||||
|
||||
rotateVBO:
|
||||
gpuStats.numUncachedVertsDrawn += indexGen.VertexCount();
|
||||
prim = indexGen.Prim();
|
||||
// Undo the strip optimization, not supported by the SW code yet.
|
||||
if (prim == GE_PRIM_TRIANGLE_STRIP)
|
||||
prim = GE_PRIM_TRIANGLES;
|
||||
DEBUG_LOG(G3D, "Flush prim %i SW! %i verts in one go", prim, indexGen.VertexCount());
|
||||
|
||||
int numTrans = 0;
|
||||
bool drawIndexed = false;
|
||||
u16 *inds = decIndex;
|
||||
TransformedVertex *drawBuffer = NULL;
|
||||
SoftwareTransformResult result;
|
||||
memset(&result, 0, sizeof(result));
|
||||
|
||||
SoftwareTransform(
|
||||
prim, decoded, indexGen.VertexCount(),
|
||||
dec_->VertexType(), (void *)inds, GE_VTYPE_IDX_16BIT, dec_->GetDecVtxFmt(),
|
||||
indexGen.MaxIndex(), framebufferManager_, textureCache_, transformed, transformedExpanded, drawBuffer, numTrans, drawIndexed, &result);
|
||||
|
||||
if (result.action == SW_DRAW_PRIMITIVES) {
|
||||
if (result.setStencil) {
|
||||
dxstate.stencilFunc.set(D3DCMP_ALWAYS, result.stencilValue, 255);
|
||||
}
|
||||
|
||||
// TODO: Add a post-transform cache here for multi-RECTANGLES only.
|
||||
// Might help for text drawing.
|
||||
|
||||
// these spam the gDebugger log.
|
||||
const int vertexSize = sizeof(transformed[0]);
|
||||
|
||||
pD3Ddevice->SetVertexDeclaration(pSoftVertexDecl);
|
||||
if (drawIndexed) {
|
||||
pD3Ddevice->DrawIndexedPrimitiveUP(glprim[prim], 0, indexGen.MaxIndex(), D3DPrimCount(glprim[prim], numTrans), inds, D3DFMT_INDEX16, drawBuffer, sizeof(TransformedVertex));
|
||||
} else {
|
||||
pD3Ddevice->DrawPrimitiveUP(glprim[prim], D3DPrimCount(glprim[prim], numTrans), drawBuffer, sizeof(TransformedVertex));
|
||||
}
|
||||
} else if (result.action == SW_CLEAR) {
|
||||
u32 clearColor = result.color;
|
||||
float clearDepth = result.depth;
|
||||
|
||||
int mask = gstate.isClearModeColorMask() ? D3DCLEAR_TARGET : 0;
|
||||
if (gstate.isClearModeAlphaMask()) mask |= D3DCLEAR_STENCIL;
|
||||
if (gstate.isClearModeDepthMask()) mask |= D3DCLEAR_ZBUFFER;
|
||||
|
||||
if (mask & D3DCLEAR_ZBUFFER) {
|
||||
framebufferManager_->SetDepthUpdated();
|
||||
}
|
||||
if (mask & D3DCLEAR_TARGET) {
|
||||
framebufferManager_->SetColorUpdated();
|
||||
}
|
||||
|
||||
dxstate.colorMask.set((mask & D3DCLEAR_TARGET) != 0, (mask & D3DCLEAR_TARGET) != 0, (mask & D3DCLEAR_TARGET) != 0, (mask & D3DCLEAR_STENCIL) != 0);
|
||||
pD3Ddevice->Clear(0, NULL, mask, clearColor, clearDepth, clearColor >> 24);
|
||||
useElements = !indexGen.SeenOnlyPurePrims();
|
||||
vertexCount = indexGen.VertexCount();
|
||||
maxIndex = indexGen.MaxIndex();
|
||||
if (!useElements && indexGen.PureCount()) {
|
||||
vertexCount = indexGen.PureCount();
|
||||
}
|
||||
prim = indexGen.Prim();
|
||||
}
|
||||
|
||||
indexGen.Reset();
|
||||
decodedVerts_ = 0;
|
||||
numDrawCalls = 0;
|
||||
vertexCountInDrawCalls = 0;
|
||||
decodeCounter_ = 0;
|
||||
dcid_ = 0;
|
||||
prevPrim_ = GE_PRIM_INVALID;
|
||||
gstate_c.vertexFullAlpha = true;
|
||||
framebufferManager_->SetColorUpdated();
|
||||
DEBUG_LOG(G3D, "Flush prim %i! %i verts in one go", prim, vertexCount);
|
||||
bool hasColor = (lastVType_ & GE_VTYPE_COL_MASK) != GE_VTYPE_COL_NONE;
|
||||
if (gstate.isModeThrough()) {
|
||||
gstate_c.vertexFullAlpha = gstate_c.vertexFullAlpha && (hasColor || gstate.getMaterialAmbientA() == 255);
|
||||
} else {
|
||||
gstate_c.vertexFullAlpha = gstate_c.vertexFullAlpha && ((hasColor && (gstate.materialupdate & 1)) || gstate.getMaterialAmbientA() == 255) && (!gstate.isLightingEnabled() || gstate.getAmbientA() == 255);
|
||||
}
|
||||
|
||||
host->GPUNotifyDraw();
|
||||
IDirect3DVertexDeclaration9 *pHardwareVertexDecl = SetupDecFmtForDraw(vshader, dec_->GetDecVtxFmt(), dec_->VertexType());
|
||||
|
||||
if (pHardwareVertexDecl) {
|
||||
pD3Ddevice->SetVertexDeclaration(pHardwareVertexDecl);
|
||||
if (vb_ == NULL) {
|
||||
if (useElements) {
|
||||
pD3Ddevice->DrawIndexedPrimitiveUP(glprim[prim], 0, vertexCount, D3DPrimCount(glprim[prim], vertexCount), decIndex, D3DFMT_INDEX16, decoded, dec_->GetDecVtxFmt().stride);
|
||||
} else {
|
||||
pD3Ddevice->DrawPrimitiveUP(glprim[prim], D3DPrimCount(glprim[prim], vertexCount), decoded, dec_->GetDecVtxFmt().stride);
|
||||
}
|
||||
} else {
|
||||
pD3Ddevice->SetStreamSource(0, vb_, 0, dec_->GetDecVtxFmt().stride);
|
||||
|
||||
if (useElements) {
|
||||
pD3Ddevice->SetIndices(ib_);
|
||||
|
||||
pD3Ddevice->DrawIndexedPrimitive(glprim[prim], 0, 0, vertexCount, 0, D3DPrimCount(glprim[prim], vertexCount));
|
||||
} else {
|
||||
pD3Ddevice->DrawPrimitive(glprim[prim], 0, D3DPrimCount(glprim[prim], vertexCount));
|
||||
}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
DecodeVerts();
|
||||
bool hasColor = (lastVType_ & GE_VTYPE_COL_MASK) != GE_VTYPE_COL_NONE;
|
||||
if (gstate.isModeThrough()) {
|
||||
gstate_c.vertexFullAlpha = gstate_c.vertexFullAlpha && (hasColor || gstate.getMaterialAmbientA() == 255);
|
||||
} else {
|
||||
gstate_c.vertexFullAlpha = gstate_c.vertexFullAlpha && ((hasColor && (gstate.materialupdate & 1)) || gstate.getMaterialAmbientA() == 255) && (!gstate.isLightingEnabled() || gstate.getAmbientA() == 255);
|
||||
}
|
||||
|
||||
gpuStats.numUncachedVertsDrawn += indexGen.VertexCount();
|
||||
prim = indexGen.Prim();
|
||||
// Undo the strip optimization, not supported by the SW code yet.
|
||||
if (prim == GE_PRIM_TRIANGLE_STRIP)
|
||||
prim = GE_PRIM_TRIANGLES;
|
||||
DEBUG_LOG(G3D, "Flush prim %i SW! %i verts in one go", prim, indexGen.VertexCount());
|
||||
|
||||
int numTrans = 0;
|
||||
bool drawIndexed = false;
|
||||
u16 *inds = decIndex;
|
||||
TransformedVertex *drawBuffer = NULL;
|
||||
SoftwareTransformResult result;
|
||||
memset(&result, 0, sizeof(result));
|
||||
|
||||
SoftwareTransform(
|
||||
prim, decoded, indexGen.VertexCount(),
|
||||
dec_->VertexType(), (void *)inds, GE_VTYPE_IDX_16BIT, dec_->GetDecVtxFmt(),
|
||||
indexGen.MaxIndex(), framebufferManager_, textureCache_, transformed, transformedExpanded, drawBuffer, numTrans, drawIndexed, &result);
|
||||
|
||||
if (result.action == SW_DRAW_PRIMITIVES) {
|
||||
if (result.setStencil) {
|
||||
dxstate.stencilFunc.set(D3DCMP_ALWAYS, result.stencilValue, 255);
|
||||
}
|
||||
|
||||
// TODO: Add a post-transform cache here for multi-RECTANGLES only.
|
||||
// Might help for text drawing.
|
||||
|
||||
// these spam the gDebugger log.
|
||||
const int vertexSize = sizeof(transformed[0]);
|
||||
|
||||
pD3Ddevice->SetVertexDeclaration(pSoftVertexDecl);
|
||||
if (drawIndexed) {
|
||||
pD3Ddevice->DrawIndexedPrimitiveUP(glprim[prim], 0, indexGen.MaxIndex(), D3DPrimCount(glprim[prim], numTrans), inds, D3DFMT_INDEX16, drawBuffer, sizeof(TransformedVertex));
|
||||
} else {
|
||||
pD3Ddevice->DrawPrimitiveUP(glprim[prim], D3DPrimCount(glprim[prim], numTrans), drawBuffer, sizeof(TransformedVertex));
|
||||
}
|
||||
} else if (result.action == SW_CLEAR) {
|
||||
u32 clearColor = result.color;
|
||||
float clearDepth = result.depth;
|
||||
|
||||
int mask = gstate.isClearModeColorMask() ? D3DCLEAR_TARGET : 0;
|
||||
if (gstate.isClearModeAlphaMask()) mask |= D3DCLEAR_STENCIL;
|
||||
if (gstate.isClearModeDepthMask()) mask |= D3DCLEAR_ZBUFFER;
|
||||
|
||||
if (mask & D3DCLEAR_ZBUFFER) {
|
||||
framebufferManager_->SetDepthUpdated();
|
||||
}
|
||||
if (mask & D3DCLEAR_TARGET) {
|
||||
framebufferManager_->SetColorUpdated();
|
||||
}
|
||||
|
||||
dxstate.colorMask.set((mask & D3DCLEAR_TARGET) != 0, (mask & D3DCLEAR_TARGET) != 0, (mask & D3DCLEAR_TARGET) != 0, (mask & D3DCLEAR_STENCIL) != 0);
|
||||
pD3Ddevice->Clear(0, NULL, mask, clearColor, clearDepth, clearColor >> 24);
|
||||
}
|
||||
}
|
||||
|
||||
indexGen.Reset();
|
||||
decodedVerts_ = 0;
|
||||
numDrawCalls = 0;
|
||||
vertexCountInDrawCalls = 0;
|
||||
decodeCounter_ = 0;
|
||||
dcid_ = 0;
|
||||
prevPrim_ = GE_PRIM_INVALID;
|
||||
gstate_c.vertexFullAlpha = true;
|
||||
framebufferManager_->SetColorUpdated();
|
||||
|
||||
host->GPUNotifyDraw();
|
||||
}
|
||||
|
||||
void TransformDrawEngineDX9::Resized() {
|
||||
|
||||
Reference in new issue
Block a user