mirror of
https://github.com/hrydgard/ppsspp.git
synced 2026-07-11 01:25:07 +02:00
Split out the depth stuff from the file, move to GPU/Common
This commit is contained in:
+2
-1
@@ -1499,7 +1499,7 @@ if(NOT MOBILE_DEVICE)
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endif()
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set(GPU_GLES
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GPU/GLES/DepthBufferGLES.cpp
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GPU/GLES/StencilBufferGLES.cpp
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GPU/GLES/GPU_GLES.cpp
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GPU/GLES/GPU_GLES.h
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GPU/GLES/FragmentTestCacheGLES.cpp
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@@ -1580,6 +1580,7 @@ set(GPU_SOURCES
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${GPU_NEON}
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GPU/Common/Draw2D.cpp
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GPU/Common/Draw2D.h
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GPU/Common/DepthBufferCommon.cpp
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GPU/Common/TextureShaderCommon.cpp
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GPU/Common/TextureShaderCommon.h
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GPU/Common/DepalettizeShaderCommon.cpp
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@@ -21,10 +21,9 @@
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#include "Common/LogReporting.h"
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#include "Core/ConfigValues.h"
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#include "GPU/Common/GPUStateUtils.h"
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#include "GPU/GLES/DrawEngineGLES.h"
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#include "GPU/GLES/FramebufferManagerGLES.h"
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#include "GPU/GLES/ShaderManagerGLES.h"
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#include "GPU/GLES/TextureCacheGLES.h"
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#include "GPU/Common/DrawEngineCommon.h"
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#include "GPU/Common/FramebufferManagerCommon.h"
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#include "GPU/Common/TextureCacheCommon.h"
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#include "Common/GPU/ShaderWriter.h"
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@@ -123,7 +122,7 @@ static bool SupportsDepthTexturing() {
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return gl_extensions.ARB_texture_float;
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}
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static Draw::Pipeline *CreateReadbackPipeline(Draw::DrawContext *draw, const char *tag, const UniformBufferDesc *ubDesc, const char *fs, const char *fsTag, const char *vs, const char *vsTag) {
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Draw::Pipeline *CreateReadbackPipeline(Draw::DrawContext *draw, const char *tag, const UniformBufferDesc *ubDesc, const char *fs, const char *fsTag, const char *vs, const char *vsTag) {
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using namespace Draw;
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const ShaderLanguageDesc &shaderLanguageDesc = draw->GetShaderLanguageDesc();
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@@ -268,7 +267,7 @@ bool FramebufferManagerCommon::ReadbackDepthbufferSync(Draw::Framebuffer *fbo, i
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// TODO: Apply this in the shader? May have precision issues if it becomes important to match.
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// We downloaded float values directly in this case.
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uint16_t *dest = pixels;
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const GLfloat *packedf = (GLfloat *)convBuf_;
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const float *packedf = (float *)convBuf_;
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DepthScaleFactors depthScale = GetDepthScaleFactors();
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for (int yp = 0; yp < h; ++yp) {
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for (int xp = 0; xp < w; ++xp) {
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@@ -289,75 +288,3 @@ bool FramebufferManagerCommon::ReadbackDepthbufferSync(Draw::Framebuffer *fbo, i
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gstate_c.Dirty(DIRTY_ALL_RENDER_STATE);
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return true;
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}
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// Well, this is not depth, but it's depth/stencil related.
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bool FramebufferManagerGLES::ReadbackStencilbufferSync(Draw::Framebuffer *fbo, int x, int y, int w, int h, uint8_t *pixels, int pixelsStride) {
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using namespace Draw;
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if (!fbo) {
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ERROR_LOG_REPORT_ONCE(vfbfbozero, SCEGE, "ReadbackStencilbufferSync: bad fbo");
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return false;
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}
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const bool useColorPath = gl_extensions.IsGLES;
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if (!useColorPath) {
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return draw_->CopyFramebufferToMemorySync(fbo, FB_STENCIL_BIT, x, y, w, h, DataFormat::S8, pixels, pixelsStride, "ReadbackStencilbufferSync");
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}
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// Unsupported below GLES 3.1 or without ARB_stencil_texturing.
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// OES_texture_stencil8 is related, but used to specify texture data.
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if ((gl_extensions.IsGLES && !gl_extensions.VersionGEThan(3, 1)) && !gl_extensions.ARB_stencil_texturing)
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return false;
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// Pixel size always 4 here because we always request RGBA back.
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const u32 bufSize = w * h * 4;
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if (!convBuf_ || convBufSize_ < bufSize) {
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delete[] convBuf_;
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convBuf_ = new u8[bufSize];
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convBufSize_ = bufSize;
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}
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if (!stencilReadbackPipeline_) {
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stencilReadbackPipeline_ = CreateReadbackPipeline(draw_, "stencil_dl", &depthUBDesc, stencil_dl_fs, "stencil_dl_fs", stencil_vs, "stencil_vs");
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stencilReadbackSampler_ = draw_->CreateSamplerState({});
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}
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shaderManager_->DirtyLastShader();
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auto *blitFBO = GetTempFBO(TempFBO::COPY, fbo->Width(), fbo->Height());
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draw_->BindFramebufferAsRenderTarget(blitFBO, { RPAction::DONT_CARE, RPAction::DONT_CARE, RPAction::DONT_CARE }, "ReadbackStencilbufferSync");
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Draw::Viewport viewport = { 0.0f, 0.0f, (float)fbo->Width(), (float)fbo->Height(), 0.0f, 1.0f };
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draw_->SetViewports(1, &viewport);
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draw_->BindFramebufferAsTexture(fbo, TEX_SLOT_PSP_TEXTURE, FB_STENCIL_BIT, 0);
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draw_->BindSamplerStates(TEX_SLOT_PSP_TEXTURE, 1, &stencilReadbackSampler_);
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// We must bind the program after starting the render pass.
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draw_->SetScissorRect(0, 0, w, h);
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draw_->BindPipeline(stencilReadbackPipeline_);
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// Fullscreen triangle coordinates.
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static const float positions[6] = {
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0.0, 0.0,
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1.0, 0.0,
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0.0, 1.0,
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};
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draw_->DrawUP(positions, 3);
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draw_->CopyFramebufferToMemorySync(blitFBO, FB_COLOR_BIT, x, y, w, h, DataFormat::R8G8B8A8_UNORM, convBuf_, w, "ReadbackStencilbufferSync");
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textureCache_->ForgetLastTexture();
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// TODO: Use 1/4 width to write all values directly and skip CPU conversion?
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uint8_t *dest = pixels;
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const u32_le *packed32 = (u32_le *)convBuf_;
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for (int yp = 0; yp < h; ++yp) {
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for (int xp = 0; xp < w; ++xp) {
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dest[xp] = packed32[xp] & 0xFF;
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}
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dest += pixelsStride;
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packed32 += w;
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}
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gstate_c.Dirty(DIRTY_ALL_RENDER_STATE);
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return true;
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}
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@@ -0,0 +1,170 @@
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// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include <algorithm>
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#include "Common/GPU/OpenGL/GLFeatures.h"
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#include "Common/LogReporting.h"
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#include "Core/ConfigValues.h"
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#include "GPU/Common/GPUStateUtils.h"
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#include "GPU/Common/DrawEngineCommon.h"
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#include "GPU/Common/TextureCacheCommon.h"
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#include "GPU/GLES/FramebufferManagerGLES.h"
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#include "Common/GPU/ShaderWriter.h"
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static const InputDef vs_inputs[] = {
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{ "vec2", "a_position", Draw::SEM_POSITION },
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};
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struct DepthUB {
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float u_depthFactor[4];
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float u_depthShift[4];
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float u_depthTo8[4];
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};
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const UniformDef depthUniforms[] = {
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{ "vec4", "u_depthFactor", 0 },
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{ "vec4", "u_depthShift", 1},
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{ "vec4", "u_depthTo8", 2},
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};
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const UniformBufferDesc depthUBDesc{ sizeof(DepthUB), {
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{ "u_depthFactor", -1, -1, UniformType::FLOAT4, 0 },
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{ "u_depthShift", -1, -1, UniformType::FLOAT4, 16 },
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{ "u_depthTo8", -1, -1, UniformType::FLOAT4, 32 },
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} };
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static const SamplerDef samplers[] = {
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{ 0, "tex" },
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};
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static const VaryingDef varyings[] = {
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{ "vec2", "v_texcoord", Draw::SEM_TEXCOORD0, 0, "highp" },
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};
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static const char *stencil_dl_fs = R"(
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#ifdef GL_ES
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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#endif
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#if __VERSION__ >= 130
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#define varying in
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#define texture2D texture
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#define gl_FragColor fragColor0
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out vec4 fragColor0;
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#endif
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varying vec2 v_texcoord;
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lowp uniform usampler2D tex;
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void main() {
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uint stencil = texture2D(tex, v_texcoord).r;
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float scaled = float(stencil) / 255.0;
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gl_FragColor = vec4(scaled, scaled, scaled, scaled);
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}
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)";
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static const char *stencil_vs = R"(
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#ifdef GL_ES
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precision highp float;
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#endif
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#if __VERSION__ >= 130
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#define attribute in
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#define varying out
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#endif
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attribute vec2 a_position;
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varying vec2 v_texcoord;
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void main() {
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v_texcoord = a_position * 2.0;
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gl_Position = vec4(v_texcoord * 2.0 - vec2(1.0, 1.0), 0.0, 1.0);
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}
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)";
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Draw::Pipeline *CreateReadbackPipeline(Draw::DrawContext *draw, const char *tag, const UniformBufferDesc *ubDesc, const char *fs, const char *fsTag, const char *vs, const char *vsTag);
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// Well, this is not depth, but it's depth/stencil related.
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bool FramebufferManagerGLES::ReadbackStencilbufferSync(Draw::Framebuffer *fbo, int x, int y, int w, int h, uint8_t *pixels, int pixelsStride) {
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using namespace Draw;
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if (!fbo) {
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ERROR_LOG_REPORT_ONCE(vfbfbozero, SCEGE, "ReadbackStencilbufferSync: bad fbo");
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return false;
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}
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const bool useColorPath = gl_extensions.IsGLES;
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if (!useColorPath) {
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return draw_->CopyFramebufferToMemorySync(fbo, FB_STENCIL_BIT, x, y, w, h, DataFormat::S8, pixels, pixelsStride, "ReadbackStencilbufferSync");
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}
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// Unsupported below GLES 3.1 or without ARB_stencil_texturing.
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// OES_texture_stencil8 is related, but used to specify texture data.
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if ((gl_extensions.IsGLES && !gl_extensions.VersionGEThan(3, 1)) && !gl_extensions.ARB_stencil_texturing)
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return false;
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// Pixel size always 4 here because we always request RGBA back.
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const u32 bufSize = w * h * 4;
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if (!convBuf_ || convBufSize_ < bufSize) {
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delete[] convBuf_;
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convBuf_ = new u8[bufSize];
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convBufSize_ = bufSize;
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}
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if (!stencilReadbackPipeline_) {
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stencilReadbackPipeline_ = CreateReadbackPipeline(draw_, "stencil_dl", &depthUBDesc, stencil_dl_fs, "stencil_dl_fs", stencil_vs, "stencil_vs");
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stencilReadbackSampler_ = draw_->CreateSamplerState({});
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}
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shaderManager_->DirtyLastShader();
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auto *blitFBO = GetTempFBO(TempFBO::COPY, fbo->Width(), fbo->Height());
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draw_->BindFramebufferAsRenderTarget(blitFBO, { RPAction::DONT_CARE, RPAction::DONT_CARE, RPAction::DONT_CARE }, "ReadbackStencilbufferSync");
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Draw::Viewport viewport = { 0.0f, 0.0f, (float)fbo->Width(), (float)fbo->Height(), 0.0f, 1.0f };
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draw_->SetViewports(1, &viewport);
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draw_->BindFramebufferAsTexture(fbo, TEX_SLOT_PSP_TEXTURE, FB_STENCIL_BIT, 0);
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draw_->BindSamplerStates(TEX_SLOT_PSP_TEXTURE, 1, &stencilReadbackSampler_);
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// We must bind the program after starting the render pass.
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draw_->SetScissorRect(0, 0, w, h);
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draw_->BindPipeline(stencilReadbackPipeline_);
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|
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// Fullscreen triangle coordinates.
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static const float positions[6] = {
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0.0, 0.0,
|
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1.0, 0.0,
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0.0, 1.0,
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};
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draw_->DrawUP(positions, 3);
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draw_->CopyFramebufferToMemorySync(blitFBO, FB_COLOR_BIT, x, y, w, h, DataFormat::R8G8B8A8_UNORM, convBuf_, w, "ReadbackStencilbufferSync");
|
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|
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textureCache_->ForgetLastTexture();
|
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|
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// TODO: Use 1/4 width to write all values directly and skip CPU conversion?
|
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uint8_t *dest = pixels;
|
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const u32_le *packed32 = (u32_le *)convBuf_;
|
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for (int yp = 0; yp < h; ++yp) {
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for (int xp = 0; xp < w; ++xp) {
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dest[xp] = packed32[xp] & 0xFF;
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||||
}
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dest += pixelsStride;
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packed32 += w;
|
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}
|
||||
|
||||
gstate_c.Dirty(DIRTY_ALL_RENDER_STATE);
|
||||
return true;
|
||||
}
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+2
-6
@@ -454,6 +454,7 @@
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||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\ext\xbrz\xbrz.cpp" />
|
||||
<ClCompile Include="Common\DepthBufferCommon.cpp" />
|
||||
<ClCompile Include="Common\TextureShaderCommon.cpp" />
|
||||
<ClCompile Include="Common\Draw2D.cpp" />
|
||||
<ClCompile Include="Common\GeometryShaderGenerator.cpp" />
|
||||
@@ -525,12 +526,6 @@
|
||||
<ClCompile Include="Directx9\DrawEngineDX9.cpp" />
|
||||
<ClCompile Include="GeDisasm.cpp" />
|
||||
<ClCompile Include="GeConstants.cpp" />
|
||||
<ClCompile Include="GLES\DepthBufferGLES.cpp">
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'">true</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'">true</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</ExcludedFromBuild>
|
||||
</ClCompile>
|
||||
<ClCompile Include="GLES\FragmentTestCacheGLES.cpp">
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'">true</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</ExcludedFromBuild>
|
||||
@@ -561,6 +556,7 @@
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'">true</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</ExcludedFromBuild>
|
||||
</ClCompile>
|
||||
<ClCompile Include="GLES\StencilBufferGLES.cpp" />
|
||||
<ClCompile Include="GLES\TextureCacheGLES.cpp">
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'">true</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</ExcludedFromBuild>
|
||||
|
||||
@@ -461,9 +461,6 @@
|
||||
<ClCompile Include="Debugger\Debugger.cpp">
|
||||
<Filter>Debugger</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="GLES\DepthBufferGLES.cpp">
|
||||
<Filter>GLES</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Debugger\Playback.cpp">
|
||||
<Filter>Debugger</Filter>
|
||||
</ClCompile>
|
||||
@@ -518,6 +515,12 @@
|
||||
<ClCompile Include="Common\GeometryShaderGenerator.cpp">
|
||||
<Filter>Common</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Common\DepthBufferCommon.cpp">
|
||||
<Filter>Common</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="GLES\StencilBufferGLES.cpp">
|
||||
<Filter>GLES</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<FxCompile Include="..\assets\shaders\tex_4xbrz.csh">
|
||||
|
||||
@@ -441,6 +441,7 @@
|
||||
<ClInclude Include="targetver.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\GPU\Common\DepthBufferCommon.cpp" />
|
||||
<ClCompile Include="..\..\GPU\Common\TextureShaderCommon.cpp" />
|
||||
<ClCompile Include="..\..\GPU\Common\DepalettizeShaderCommon.cpp" />
|
||||
<ClCompile Include="..\..\GPU\Common\Draw2D.cpp" />
|
||||
@@ -531,4 +532,4 @@
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
</Project>
|
||||
@@ -60,6 +60,7 @@
|
||||
<ClCompile Include="..\..\GPU\Common\ReinterpretFramebuffer.cpp" />
|
||||
<ClCompile Include="..\..\GPU\Common\Draw2D.cpp" />
|
||||
<ClCompile Include="..\..\GPU\Common\TextureShaderCommon.cpp" />
|
||||
<ClCompile Include="..\..\GPU\Common\DepthBufferCommon.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\GPU\Common\DepalettizeShaderCommon.h" />
|
||||
@@ -123,4 +124,4 @@
|
||||
<ClInclude Include="..\..\GPU\Common\Draw2D.h" />
|
||||
<ClInclude Include="..\..\GPU\Common\TextureShaderCommon.h" />
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
</Project>
|
||||
@@ -372,6 +372,7 @@ EXEC_AND_LIB_FILES := \
|
||||
$(SRC)/GPU/Common/GPUStateUtils.cpp.arm \
|
||||
$(SRC)/GPU/Common/SoftwareTransformCommon.cpp.arm \
|
||||
$(SRC)/GPU/Common/ReinterpretFramebuffer.cpp \
|
||||
$(SRC)/GPU/Common/DepthBufferCommon.cpp \
|
||||
$(SRC)/GPU/Common/VertexDecoderCommon.cpp.arm \
|
||||
$(SRC)/GPU/Common/TextureCacheCommon.cpp.arm \
|
||||
$(SRC)/GPU/Common/TextureScalerCommon.cpp.arm \
|
||||
@@ -392,7 +393,7 @@ EXEC_AND_LIB_FILES := \
|
||||
$(SRC)/GPU/Debugger/Record.cpp \
|
||||
$(SRC)/GPU/Debugger/Stepping.cpp \
|
||||
$(SRC)/GPU/GLES/FramebufferManagerGLES.cpp \
|
||||
$(SRC)/GPU/GLES/DepthBufferGLES.cpp \
|
||||
$(SRC)/GPU/GLES/StencilBufferGLES.cpp \
|
||||
$(SRC)/GPU/GLES/GPU_GLES.cpp.arm \
|
||||
$(SRC)/GPU/GLES/TextureCacheGLES.cpp.arm \
|
||||
$(SRC)/GPU/GLES/DrawEngineGLES.cpp.arm \
|
||||
|
||||
@@ -391,6 +391,7 @@ SOURCES_CXX += \
|
||||
$(GPUDIR)/Common/TextureCacheCommon.cpp \
|
||||
$(GPUDIR)/Common/TextureScalerCommon.cpp \
|
||||
$(GPUDIR)/Common/SoftwareTransformCommon.cpp \
|
||||
$(GPUDIR)/Common/DepthBufferCommon.cpp \
|
||||
$(GPUDIR)/Common/StencilCommon.cpp \
|
||||
$(GPUDIR)/Software/TransformUnit.cpp \
|
||||
$(GPUDIR)/Software/SoftGpu.cpp \
|
||||
@@ -409,7 +410,7 @@ SOURCES_CXX += \
|
||||
$(GPUDIR)/Software/Rasterizer.cpp \
|
||||
$(GPUDIR)/Software/RasterizerRectangle.cpp \
|
||||
$(GPUDIR)/Software/RasterizerRegCache.cpp \
|
||||
$(GPUDIR)/GLES/DepthBufferGLES.cpp \
|
||||
$(GPUDIR)/GLES/StencilBufferGLES.cpp \
|
||||
$(GPUDIR)/GLES/DrawEngineGLES.cpp \
|
||||
$(GPUDIR)/GLES/GPU_GLES.cpp \
|
||||
$(GPUDIR)/GLES/FragmentTestCacheGLES.cpp \
|
||||
|
||||
Reference in New Issue
Block a user