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ppsspp/GPU/Common/DepthRaster.h
2025-05-14 15:13:59 +02:00

60 lines
1.9 KiB
C++

#pragma once
#include "Common/CommonTypes.h"
#include "GPU/ge_constants.h"
struct DepthScreenVertex {
int x;
int y;
int z;
};
// X11.h, sigh.
#ifdef Always
#undef Always
#endif
// We only need to support these three modes.
enum class ZCompareMode : u8 {
Greater, // Most common
Less, // Less common
Always, // Mostly used for clears
};
struct DepthScissor {
u16 x1;
u16 y1;
u16 x2;
u16 y2;
DepthScissor Tile(int tile, int numTiles) const;
};
struct DepthDraw {
u32 depthAddr;
u16 depthStride;
u8 cullMode;
GEPrimitiveType prim;
ZCompareMode compareMode;
bool cullEnabled;
DepthScissor scissor;
int vertexOffset;
int indexOffset;
int vertexCount;
};
// Specialized, very limited depth-only rasterizer.
// Meant to run in parallel with hardware rendering, in games that read back the depth buffer
// for effects like lens flare.
// So, we can be quite inaccurate without any issues, and skip a lot of functionality.
class VertexDecoder;
struct TransformedVertex;
int DepthRasterClipIndexedTriangles(int *tx, int *ty, float *tz, const float *transformed, const uint16_t *indexBuffer, const DepthDraw &draw, const DepthScissor scissor);
int DepthRasterClipIndexedRectangles(int *tx, int *ty, float *tz, const float *transformed, const uint16_t *indexBuffer, const DepthDraw &draw, const DepthScissor scissor);
void DecodeAndTransformForDepthRaster(float *dest, const float *worldviewproj, const void *vertexData, int indexLowerBound, int indexUpperBound, const VertexDecoder *dec, u32 vertTypeID);
void TransformPredecodedForDepthRaster(float *dest, const float *worldviewproj, const void *decodedVertexData, const VertexDecoder *dec, int count);
void ConvertPredecodedThroughForDepthRaster(float *dest, const void *decodedVertexData, const VertexDecoder *dec, int count);
void DepthRasterScreenVerts(uint16_t *depth, int depthStride, const int *tx, const int *ty, const float *tz, int count, const DepthDraw &draw, const DepthScissor scissor, bool lowQ);