dolphin/Source/Core/VideoCommon/Src/IndexGenerator.cpp
Lioncash 8da425b008 Formatting cleanup for VideoCommon.
Block braces on new lines.

Also killed off trailing whitespace and dangling elses.

Spaced some things out to make them more readable (only in places where it looked like a bit of a clusterfuck).
2013-04-24 09:21:54 -04:00

266 lines
5.4 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include <cstddef>
#include "Common.h"
#include "VideoConfig.h"
#include "IndexGenerator.h"
//Init
u16 *IndexGenerator::Tptr;
u16 *IndexGenerator::BASETptr;
u16 *IndexGenerator::Lptr;
u16 *IndexGenerator::BASELptr;
u16 *IndexGenerator::Pptr;
u16 *IndexGenerator::BASEPptr;
u32 IndexGenerator::numT;
u32 IndexGenerator::numL;
u32 IndexGenerator::numP;
u32 IndexGenerator::index;
static const u16 s_primitive_restart = -1;
static void (*primitive_table[8])(u32);
void IndexGenerator::Init()
{
if(g_Config.backend_info.bSupportsPrimitiveRestart)
{
primitive_table[0] = IndexGenerator::AddQuads<true>;
primitive_table[2] = IndexGenerator::AddList<true>;
primitive_table[3] = IndexGenerator::AddStrip<true>;
primitive_table[4] = IndexGenerator::AddFan<true>;
}
else
{
primitive_table[0] = IndexGenerator::AddQuads<false>;
primitive_table[2] = IndexGenerator::AddList<false>;
primitive_table[3] = IndexGenerator::AddStrip<false>;
primitive_table[4] = IndexGenerator::AddFan<false>;
}
primitive_table[1] = NULL;
primitive_table[5] = &IndexGenerator::AddLineList;
primitive_table[6] = &IndexGenerator::AddLineStrip;
primitive_table[7] = &IndexGenerator::AddPoints;
}
void IndexGenerator::Start(u16* Triangleptr, u16* Lineptr, u16* Pointptr)
{
Tptr = Triangleptr;
Lptr = Lineptr;
Pptr = Pointptr;
BASETptr = Triangleptr;
BASELptr = Lineptr;
BASEPptr = Pointptr;
index = 0;
numT = 0;
numL = 0;
numP = 0;
}
void IndexGenerator::AddIndices(int primitive, u32 numVerts)
{
primitive_table[primitive](numVerts);
index += numVerts;
}
// Triangles
template <bool pr> __forceinline void IndexGenerator::WriteTriangle(u32 index1, u32 index2, u32 index3)
{
*Tptr++ = index1;
*Tptr++ = index2;
*Tptr++ = index3;
if(pr)
*Tptr++ = s_primitive_restart;
++numT;
}
template <bool pr> void IndexGenerator::AddList(u32 const numVerts)
{
auto const numTris = numVerts / 3;
for (u32 i = 0; i != numTris; ++i)
{
WriteTriangle<pr>(index + i * 3, index + i * 3 + 1, index + i * 3 + 2);
}
u32 remainingVerts = numVerts - numTris*3;
if(remainingVerts)
ERROR_LOG(VIDEO, "AddList: unknown count of vertices found");
}
template <bool pr> void IndexGenerator::AddStrip(u32 const numVerts)
{
if(pr)
{
for (u32 i = 0; i < numVerts; ++i)
{
*Tptr++ = index + i;
}
*Tptr++ = s_primitive_restart;
numT += numVerts - 2;
}
else
{
bool wind = false;
for (u32 i = 2; i < numVerts; ++i)
{
WriteTriangle<pr>(
index + i - 2,
index + i - !wind,
index + i - wind);
wind ^= true;
}
}
}
/**
* FAN simulator:
*
* 2---3
* / \ / \
* 1---0---4
*
* would generate this triangles:
* 012, 023, 034
*
* rotated (for better striping):
* 120, 302, 034
*
* as odd ones have to winded, following strip is fine:
* 12034
*
* so we use 6 indices for 3 triangles
*/
template <bool pr> void IndexGenerator::AddFan(u32 numVerts)
{
u32 i = 2;
if(pr)
{
for(; i<=numVerts-3; i+=3)
{
*Tptr++ = index + i - 1;
*Tptr++ = index + i + 0;
*Tptr++ = index;
*Tptr++ = index + i + 1;
*Tptr++ = index + i + 2;
*Tptr++ = s_primitive_restart;
numT += 3;
}
for(; i<=numVerts-2; i+=2)
{
*Tptr++ = index + i - 1;
*Tptr++ = index + i + 0;
*Tptr++ = index;
*Tptr++ = index + i + 1;
*Tptr++ = s_primitive_restart;
numT += 2;
}
}
for (; i < numVerts; ++i)
{
WriteTriangle<pr>(index, index + i - 1, index + i);
}
}
/*
* QUAD simulator
*
* 0---1 4---5
* |\ | |\ |
* | \ | | \ |
* | \| | \|
* 3---2 7---6
*
* 012,023, 456,467 ...
* or 120,302, 564,746
* or as strip: 1203, 5647
*
* Warning:
* A simple triangle has to be rendered for three vertices.
* ZWW do this for sun rays
*/
template <bool pr> void IndexGenerator::AddQuads(u32 numVerts)
{
auto const numQuads = numVerts / 4;
for (u32 i = 0; i != numQuads; ++i)
{
if(pr)
{
*Tptr++ = index + i * 4 + 1;
*Tptr++ = index + i * 4 + 2;
*Tptr++ = index + i * 4 + 0;
*Tptr++ = index + i * 4 + 3;
*Tptr++ = s_primitive_restart;
numT += 2;
}
else
{
WriteTriangle<pr>(index + i * 4, index + i * 4 + 1, index + i * 4 + 2);
WriteTriangle<pr>(index + i * 4, index + i * 4 + 2, index + i * 4 + 3);
}
}
// three vertices remaining, so render a triangle
u32 remainingVerts = numVerts - numQuads*4;
if(remainingVerts == 3)
{
WriteTriangle<pr>(index+numVerts-3, index+numVerts-2, index+numVerts-1);
}
else if(remainingVerts)
{
ERROR_LOG(VIDEO, "AddQuads: unknown count of vertices found");
}
}
// Lines
void IndexGenerator::AddLineList(u32 numVerts)
{
auto const numLines = numVerts / 2;
for (u32 i = 0; i != numLines; ++i)
{
*Lptr++ = index + i * 2;
*Lptr++ = index + i * 2 + 1;
++numL;
}
u32 remainingVerts = numVerts - numLines*2;
if(remainingVerts)
ERROR_LOG(VIDEO, "AddLineList: unknown count of vertices found");
}
// shouldn't be used as strips as LineLists are much more common
// so converting them to lists
void IndexGenerator::AddLineStrip(u32 numVerts)
{
for (u32 i = 1; i < numVerts; ++i)
{
*Lptr++ = index + i - 1;
*Lptr++ = index + i;
++numL;
}
}
// Points
void IndexGenerator::AddPoints(u32 numVerts)
{
for (u32 i = 0; i != numVerts; ++i)
{
*Pptr++ = index + i;
++numP;
}
}
u32 IndexGenerator::GetRemainingIndices()
{
u32 max_index = 65534; // -1 is reserved for primitive restart (ogl + dx11)
return max_index - index;
}