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92 lines
3.5 KiB
C++
92 lines
3.5 KiB
C++
// Copyright (c) 2013- 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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#pragma once
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#include <vector>
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#include "Common/CommonTypes.h"
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#include "Common/Math/lin/matrix4x4.h"
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#include "GPU/Common/VertexDecoderCommon.h"
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#include "GPU/Common/TransformCommon.h"
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#include "GPU/GPUCommon.h"
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class FramebufferManagerCommon;
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class TextureCacheCommon;
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enum SoftwareTransformAction {
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SW_DRAW_INDEXED,
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SW_CLEAR,
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SW_CULLED, // don't draw
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};
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struct TransformStats {
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u16 culledTrianglesNear;
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u16 culledTrianglesFar;
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u16 clippedTriangles; // Only near plane is clipped against
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};
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struct SoftwareTransformResult {
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u32 color;
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float depth;
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bool setStencil;
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u8 stencilValue;
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bool setSafeSize;
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u32 safeWidth;
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u32 safeHeight;
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TransformedVertex *drawBuffer;
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int drawVertexCount;
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int drawIndexCount;
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bool pixelMapped;
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TransformStats stats;
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};
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struct SoftwareTransformParams {
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u8 *decoded;
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TransformedVertex *transformed;
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TransformedVertex *transformedExpanded;
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ClipInfoFlags clipInfoFlags;
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bool allowClear;
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bool allowSeparateAlphaClear;
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bool everUsedEqualDepth;
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float pointScale = 1.0f; // Useful to increase these for debug views of bounding box corners.
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};
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// Converts an index buffer to make the provoking vertex the last.
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// In-place. So, better not be doing this on GPU memory!
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// TODO: We could do this already during index decode.
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void IndexBufferProvokingLastToFirst(int prim, u16 *inds, int indsSize);
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// indsSize is in indices, not bytes.
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// NOTE: In case of clipping, this might write extra vertices after params.transformed.
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// NOTE: Does not handle line strips, triangle strips or triangle fans - generate indices for those beforehand.
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// NOTE2: The output is ALWAYS an indexed triangle list, no matter the input primitive.
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SoftwareTransformAction RunSoftwareTransform(SoftwareTransformParams ¶ms, int prim, u32 vertexType, const DecVtxFormat &decVtxFormat, int numDecodedVerts, int vertsSize, int vertexCount, u16 *&inds, int indsSize, SoftwareTransformResult *result);
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class DrawEngineCommon;
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// Slow. See description in the cpp file.
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u32 NormalizeVertices(SimpleVertex *sverts, u8 *bufPtr, const u8 *inPtr, int lowerBound, int upperBound, const UVScale &uvScale, const VertexDecoder *dec, u32 vertType);
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// In the returned data, you should subtract the value of lowerIndexBound from the indices to get the actual vertex index in the vertices array.
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// This is because some draws in some games use very large indices, but they only use a small range of them in each PRIM submission.
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// Additionally, if the transformed flag is set in flags, the indices will be transformed into "generic" types (triangles instead of strips), etc.
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bool GetCurrentDrawAsDebugVertices(DrawEngineCommon *drawEngine, GECommand cmd, GEPrimitiveType prim, GEPrimitiveType *outPrim, int count, std::vector<GPUDebugVertex> *vertices, std::vector<u16> *indices, int *lowerIndexBound, TransformStats *stats, DebugVertexFlags flags);
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