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30 lines
1.6 KiB
C++
30 lines
1.6 KiB
C++
#pragma once
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#include "Common/CommonTypes.h"
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#include "GPU/ge_constants.h"
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struct DepthScreenVertex {
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int x;
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int y;
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int z;
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};
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// Specialized, very limited depth-only rasterizer.
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// Meant to run in parallel with hardware rendering, in games that read back the depth buffer
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// for effects like lens flare.
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// So, we can be quite inaccurate without any issues, and skip a lot of functionality.
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class VertexDecoder;
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struct TransformedVertex;
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int DepthRasterClipIndexedTriangles(int *tx, int *ty, float *tz, const float *transformed, const uint16_t *indexBuffer, int count);
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int DepthRasterClipIndexedRectangles(int *tx, int *ty, float *tz, const float *transformed, const uint16_t *indexBuffer, int count);
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void DecodeAndTransformForDepthRaster(float *dest, const float *worldviewproj, const void *vertexData, int indexLowerBound, int indexUpperBound, VertexDecoder *dec, u32 vertTypeID);
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void TransformPredecodedForDepthRaster(float *dest, const float *worldviewproj, const void *decodedVertexData, VertexDecoder *dec, int count);
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void ConvertPredecodedThroughForDepthRaster(float *dest, const void *decodedVertexData, VertexDecoder *dec, int count);
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void DepthRasterConvertTransformed(int *tx, int *ty, float *tz, const float *transformed, const uint16_t *indexBuffer, int count);
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// void DepthRasterConvertTransformed(int *tx, int *ty, int *tz, GEPrimitiveType prim, const TransformedVertex *transformed, int count);
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void DepthRasterScreenVerts(uint16_t *depth, int depthStride, GEPrimitiveType prim, int x1, int y1, int x2, int y2, const int *tx, const int *ty, const float *tz, int count);
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