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Extract the software transform code into its own file.
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@@ -1002,6 +1002,7 @@ add_library(GPU OBJECT
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GPU/GLES/TextureScaler.h
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GPU/GLES/TransformPipeline.cpp
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GPU/GLES/TransformPipeline.h
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GPU/GLES/SoftwareTransform.cpp
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GPU/GLES/VertexDecoder.cpp
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GPU/GLES/VertexDecoder.h
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GPU/GLES/VertexShaderGenerator.cpp
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@@ -0,0 +1,679 @@
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// 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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#include "gfx_es2/gl_state.h"
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#include "Core/Config.h"
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#include "GPU/GPUState.h"
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#include "GPU/Math3D.h"
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#include "GPU/GLES/ShaderManager.h"
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#include "GPU/GLES/TransformPipeline.h"
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// This is the software transform pipeline, which is necessary for supporting RECT
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// primitives correctly without geometry shaders, and may be easier to use for
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// debugging than the hardware transform pipeline.
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// There's code here that simply expands transformed RECTANGLES into plain triangles.
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// We're gonna have to keep software transforming RECTANGLES, unless we use a geom shader which we can't on OpenGL ES 2.0.
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// Usually, though, these primitives don't use lighting etc so it's no biggie performance wise, but it would be nice to get rid of
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// this code.
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// Actually, if we find the camera-relative right and down vectors, it might even be possible to add the extra points in pre-transformed
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// space and thus make decent use of hardware transform.
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// Actually again, single quads could be drawn more efficiently using GL_TRIANGLE_STRIP, no need to duplicate verts as for
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// GL_TRIANGLES. Still need to sw transform to compute the extra two corners though.
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//
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extern const GLuint glprim[8];
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// Check for max first as clamping to max is more common than min when lighting.
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inline float clamp(float in, float min, float max) {
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return in > max ? max : (in < min ? min : in);
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}
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// Convenient way to do precomputation to save the parts of the lighting calculation
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// that's common between the many vertices of a draw call.
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class Lighter {
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public:
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Lighter();
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void Light(float colorOut0[4], float colorOut1[4], const float colorIn[4], Vec3f pos, Vec3f normal);
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private:
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Color4 globalAmbient;
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Color4 materialEmissive;
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Color4 materialAmbient;
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Color4 materialDiffuse;
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Color4 materialSpecular;
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float specCoef_;
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// Vec3f viewer_;
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bool doShadeMapping_;
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int materialUpdate_;
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};
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Lighter::Lighter() {
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doShadeMapping_ = gstate.getUVGenMode() == GE_TEXMAP_ENVIRONMENT_MAP;
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materialEmissive.GetFromRGB(gstate.materialemissive);
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materialEmissive.a = 0.0f;
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globalAmbient.GetFromRGB(gstate.ambientcolor);
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globalAmbient.GetFromA(gstate.ambientalpha);
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materialAmbient.GetFromRGB(gstate.materialambient);
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materialAmbient.GetFromA(gstate.materialalpha);
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materialDiffuse.GetFromRGB(gstate.materialdiffuse);
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materialDiffuse.a = 1.0f;
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materialSpecular.GetFromRGB(gstate.materialspecular);
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materialSpecular.a = 1.0f;
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specCoef_ = getFloat24(gstate.materialspecularcoef);
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// viewer_ = Vec3f(-gstate.viewMatrix[9], -gstate.viewMatrix[10], -gstate.viewMatrix[11]);
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materialUpdate_ = gstate.materialupdate & 7;
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}
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void Lighter::Light(float colorOut0[4], float colorOut1[4], const float colorIn[4], Vec3f pos, Vec3f norm)
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{
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Color4 in(colorIn);
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const Color4 *ambient;
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if (materialUpdate_ & 1)
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ambient = ∈
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else
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ambient = &materialAmbient;
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const Color4 *diffuse;
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if (materialUpdate_ & 2)
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diffuse = ∈
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else
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diffuse = &materialDiffuse;
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const Color4 *specular;
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if (materialUpdate_ & 4)
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specular = ∈
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else
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specular = &materialSpecular;
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Color4 lightSum0 = globalAmbient * *ambient + materialEmissive;
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Color4 lightSum1(0, 0, 0, 0);
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for (int l = 0; l < 4; l++)
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{
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// can we skip this light?
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if (!gstate.isLightChanEnabled(l))
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continue;
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GELightType type = gstate.getLightType(l);
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Vec3f toLight(0,0,0);
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Vec3f lightDir(0,0,0);
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if (type == GE_LIGHTTYPE_DIRECTIONAL)
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toLight = Vec3f(gstate_c.lightpos[l]); // lightdir is for spotlights
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else
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toLight = Vec3f(gstate_c.lightpos[l]) - pos;
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bool doSpecular = gstate.isUsingSpecularLight(l);
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bool poweredDiffuse = gstate.isUsingPoweredDiffuseLight(l);
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float distanceToLight = toLight.Length();
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float dot = 0.0f;
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float angle = 0.0f;
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float lightScale = 0.0f;
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if (distanceToLight > 0.0f) {
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toLight /= distanceToLight;
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dot = Dot(toLight, norm);
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}
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// Clamp dot to zero.
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if (dot < 0.0f) dot = 0.0f;
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if (poweredDiffuse)
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dot = powf(dot, specCoef_);
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// Attenuation
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switch (type) {
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case GE_LIGHTTYPE_DIRECTIONAL:
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lightScale = 1.0f;
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break;
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case GE_LIGHTTYPE_POINT:
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lightScale = clamp(1.0f / (gstate_c.lightatt[l][0] + gstate_c.lightatt[l][1]*distanceToLight + gstate_c.lightatt[l][2]*distanceToLight*distanceToLight), 0.0f, 1.0f);
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break;
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case GE_LIGHTTYPE_SPOT:
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case GE_LIGHTTYPE_UNKNOWN:
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lightDir = gstate_c.lightdir[l];
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angle = Dot(toLight.Normalized(), lightDir.Normalized());
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if (angle >= gstate_c.lightangle[l])
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lightScale = clamp(1.0f / (gstate_c.lightatt[l][0] + gstate_c.lightatt[l][1]*distanceToLight + gstate_c.lightatt[l][2]*distanceToLight*distanceToLight), 0.0f, 1.0f) * powf(angle, gstate_c.lightspotCoef[l]);
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break;
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default:
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// ILLEGAL
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break;
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}
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Color4 lightDiff(gstate_c.lightColor[1][l], 0.0f);
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Color4 diff = (lightDiff * *diffuse) * dot;
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// Real PSP specular
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Vec3f toViewer(0,0,1);
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// Better specular
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// Vec3f toViewer = (viewer - pos).Normalized();
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if (doSpecular)
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{
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Vec3f halfVec = (toLight + toViewer);
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halfVec.Normalize();
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dot = Dot(halfVec, norm);
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if (dot > 0.0f)
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{
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Color4 lightSpec(gstate_c.lightColor[2][l], 0.0f);
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lightSum1 += (lightSpec * *specular * (powf(dot, specCoef_) * lightScale));
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}
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}
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if (gstate.isLightChanEnabled(l))
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{
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Color4 lightAmbient(gstate_c.lightColor[0][l], 0.0f);
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lightSum0 += (lightAmbient * *ambient + diff) * lightScale;
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}
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}
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// 4?
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for (int i = 0; i < 4; i++) {
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colorOut0[i] = lightSum0[i] > 1.0f ? 1.0f : lightSum0[i];
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colorOut1[i] = lightSum1[i] > 1.0f ? 1.0f : lightSum1[i];
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}
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}
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// The verts are in the order: BR BL TL TR
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static void SwapUVs(TransformedVertex &a, TransformedVertex &b) {
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float tempu = a.u;
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float tempv = a.v;
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a.u = b.u;
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a.v = b.v;
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b.u = tempu;
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b.v = tempv;
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}
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// 2 3 3 2 0 3 2 1
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// to to or
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// 1 0 0 1 1 2 3 0
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// See comment below where this was called before.
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/*
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static void RotateUV(TransformedVertex v[4]) {
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float x1 = v[2].x;
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float x2 = v[0].x;
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float y1 = v[2].y;
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float y2 = v[0].y;
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if ((x1 < x2 && y1 < y2) || (x1 > x2 && y1 > y2))
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SwapUVs(v[1], v[3]);
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}*/
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static void RotateUVThrough(TransformedVertex v[4]) {
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float x1 = v[2].x;
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float x2 = v[0].x;
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float y1 = v[2].y;
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float y2 = v[0].y;
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if ((x1 < x2 && y1 > y2) || (x1 > x2 && y1 < y2))
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SwapUVs(v[1], v[3]);
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}
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// Clears on the PSP are best done by drawing a series of vertical strips
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// in clear mode. This tries to detect that.
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bool TransformDrawEngine::IsReallyAClear(int numVerts) const {
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if (transformed[0].x != 0.0f || transformed[0].y != 0.0f)
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return false;
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u32 matchcolor;
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memcpy(&matchcolor, transformed[0].color0, 4);
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float matchz = transformed[0].z;
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int bufW = gstate_c.curRTWidth;
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int bufH = gstate_c.curRTHeight;
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float prevX = 0.0f;
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for (int i = 1; i < numVerts; i++) {
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u32 vcolor;
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memcpy(&vcolor, transformed[i].color0, 4);
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if (vcolor != matchcolor || transformed[i].z != matchz)
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return false;
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if ((i & 1) == 0) {
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// Top left of a rectangle
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if (transformed[i].y != 0)
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return false;
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if (i > 0 && transformed[i].x != transformed[i - 1].x)
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return false;
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} else {
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// Bottom right
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if (transformed[i].y != bufH)
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return false;
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if (transformed[i].x <= transformed[i - 1].x)
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return false;
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}
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}
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// The last vertical strip often extends outside the drawing area.
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if (transformed[numVerts - 1].x < bufW)
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return false;
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return true;
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}
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void TransformDrawEngine::SoftwareTransformAndDraw(
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int prim, u8 *decoded, LinkedShader *program, int vertexCount, u32 vertType, void *inds, int indexType, const DecVtxFormat &decVtxFormat, int maxIndex) {
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bool throughmode = (vertType & GE_VTYPE_THROUGH_MASK) != 0;
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bool lmode = gstate.isUsingSecondaryColor() && gstate.isLightingEnabled();
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// TODO: Split up into multiple draw calls for GLES 2.0 where you can't guarantee support for more than 0x10000 verts.
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#if defined(USING_GLES2)
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if (vertexCount > 0x10000/3)
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vertexCount = 0x10000/3;
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#endif
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float uscale = 1.0f;
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float vscale = 1.0f;
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if (throughmode) {
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uscale /= gstate_c.curTextureWidth;
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vscale /= gstate_c.curTextureHeight;
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}
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bool scaleUV = !g_Config.bPrescaleUV;
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bool skinningEnabled = vertTypeIsSkinningEnabled(vertType);
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int w = gstate.getTextureWidth(0);
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int h = gstate.getTextureHeight(0);
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float widthFactor = (float) w / (float) gstate_c.curTextureWidth;
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float heightFactor = (float) h / (float) gstate_c.curTextureHeight;
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Lighter lighter;
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float fog_end = getFloat24(gstate.fog1);
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float fog_slope = getFloat24(gstate.fog2);
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VertexReader reader(decoded, decVtxFormat, vertType);
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for (int index = 0; index < maxIndex; index++) {
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reader.Goto(index);
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float v[3] = {0, 0, 0};
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float c0[4] = {1, 1, 1, 1};
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float c1[4] = {0, 0, 0, 0};
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float uv[3] = {0, 0, 1};
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float fogCoef = 1.0f;
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if (throughmode) {
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// Do not touch the coordinates or the colors. No lighting.
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reader.ReadPos(v);
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if (reader.hasColor0()) {
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reader.ReadColor0(c0);
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for (int j = 0; j < 4; j++) {
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c1[j] = 0.0f;
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}
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} else {
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c0[0] = gstate.getMaterialAmbientR() / 255.f;
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c0[1] = gstate.getMaterialAmbientG() / 255.f;
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c0[2] = gstate.getMaterialAmbientB() / 255.f;
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c0[3] = gstate.getMaterialAmbientA() / 255.f;
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}
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if (reader.hasUV()) {
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reader.ReadUV(uv);
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uv[0] *= uscale;
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uv[1] *= vscale;
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}
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fogCoef = 1.0f;
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// Scale UV?
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} else {
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// We do software T&L for now
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float out[3], norm[3];
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float pos[3], nrm[3];
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Vec3f normal(0, 0, 1);
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reader.ReadPos(pos);
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if (reader.hasNormal())
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reader.ReadNrm(nrm);
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if (!skinningEnabled) {
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Vec3ByMatrix43(out, pos, gstate.worldMatrix);
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if (reader.hasNormal()) {
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Norm3ByMatrix43(norm, nrm, gstate.worldMatrix);
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normal = Vec3f(norm).Normalized();
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}
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} else {
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float weights[8];
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reader.ReadWeights(weights);
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// Skinning
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Vec3f psum(0,0,0);
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Vec3f nsum(0,0,0);
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for (int i = 0; i < vertTypeGetNumBoneWeights(vertType); i++) {
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if (weights[i] != 0.0f) {
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Vec3ByMatrix43(out, pos, gstate.boneMatrix+i*12);
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Vec3f tpos(out);
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psum += tpos * weights[i];
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if (reader.hasNormal()) {
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Norm3ByMatrix43(norm, nrm, gstate.boneMatrix+i*12);
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Vec3f tnorm(norm);
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nsum += tnorm * weights[i];
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}
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}
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}
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// Yes, we really must multiply by the world matrix too.
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Vec3ByMatrix43(out, psum.AsArray(), gstate.worldMatrix);
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if (reader.hasNormal()) {
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Norm3ByMatrix43(norm, nsum.AsArray(), gstate.worldMatrix);
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normal = Vec3f(norm).Normalized();
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}
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}
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// Perform lighting here if enabled. don't need to check through, it's checked above.
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float unlitColor[4] = {1, 1, 1, 1};
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if (reader.hasColor0()) {
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reader.ReadColor0(unlitColor);
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} else {
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unlitColor[0] = gstate.getMaterialAmbientR() / 255.f;
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unlitColor[1] = gstate.getMaterialAmbientG() / 255.f;
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unlitColor[2] = gstate.getMaterialAmbientB() / 255.f;
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unlitColor[3] = gstate.getMaterialAmbientA() / 255.f;
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}
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float litColor0[4];
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float litColor1[4];
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lighter.Light(litColor0, litColor1, unlitColor, out, normal);
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if (gstate.isLightingEnabled()) {
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// Don't ignore gstate.lmode - we should send two colors in that case
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for (int j = 0; j < 4; j++) {
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c0[j] = litColor0[j];
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}
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if (lmode) {
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// Separate colors
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for (int j = 0; j < 4; j++) {
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c1[j] = litColor1[j];
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}
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} else {
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// Summed color into c0
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for (int j = 0; j < 4; j++) {
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c0[j] = ((c0[j] + litColor1[j]) > 1.0f) ? 1.0f : (c0[j] + litColor1[j]);
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}
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}
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} else {
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if (reader.hasColor0()) {
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for (int j = 0; j < 4; j++) {
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c0[j] = unlitColor[j];
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}
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} else {
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c0[0] = gstate.getMaterialAmbientR() / 255.f;
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c0[1] = gstate.getMaterialAmbientG() / 255.f;
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c0[2] = gstate.getMaterialAmbientB() / 255.f;
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c0[3] = gstate.getMaterialAmbientA() / 255.f;
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}
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if (lmode) {
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for (int j = 0; j < 4; j++) {
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c1[j] = 0.0f;
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}
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}
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}
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float ruv[2] = {0.0f, 0.0f};
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if (reader.hasUV())
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reader.ReadUV(ruv);
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|
||||
// Perform texture coordinate generation after the transform and lighting - one style of UV depends on lights.
|
||||
switch (gstate.getUVGenMode()) {
|
||||
case GE_TEXMAP_TEXTURE_COORDS: // UV mapping
|
||||
case GE_TEXMAP_UNKNOWN: // Seen in Riviera. Unsure of meaning, but this works.
|
||||
// Texture scale/offset is only performed in this mode.
|
||||
if (scaleUV) {
|
||||
uv[0] = uscale * (ruv[0]*gstate_c.uv.uScale + gstate_c.uv.uOff);
|
||||
uv[1] = vscale * (ruv[1]*gstate_c.uv.vScale + gstate_c.uv.vOff);
|
||||
} else {
|
||||
uv[0] = uscale * ruv[0];
|
||||
uv[1] = vscale * ruv[1];
|
||||
}
|
||||
uv[2] = 1.0f;
|
||||
break;
|
||||
|
||||
case GE_TEXMAP_TEXTURE_MATRIX:
|
||||
{
|
||||
// Projection mapping
|
||||
Vec3f source;
|
||||
switch (gstate.getUVProjMode()) {
|
||||
case GE_PROJMAP_POSITION: // Use model space XYZ as source
|
||||
source = pos;
|
||||
break;
|
||||
|
||||
case GE_PROJMAP_UV: // Use unscaled UV as source
|
||||
source = Vec3f(ruv[0], ruv[1], 0.0f);
|
||||
break;
|
||||
|
||||
case GE_PROJMAP_NORMALIZED_NORMAL: // Use normalized normal as source
|
||||
if (reader.hasNormal()) {
|
||||
source = Vec3f(norm).Normalized();
|
||||
} else {
|
||||
ERROR_LOG_REPORT(G3D, "Normal projection mapping without normal?");
|
||||
source = Vec3f(0.0f, 0.0f, 1.0f);
|
||||
}
|
||||
break;
|
||||
|
||||
case GE_PROJMAP_NORMAL: // Use non-normalized normal as source!
|
||||
if (reader.hasNormal()) {
|
||||
source = Vec3f(norm);
|
||||
} else {
|
||||
ERROR_LOG_REPORT(G3D, "Normal projection mapping without normal?");
|
||||
source = Vec3f(0.0f, 0.0f, 1.0f);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
float uvw[3];
|
||||
Vec3ByMatrix43(uvw, &source.x, gstate.tgenMatrix);
|
||||
uv[0] = uvw[0];
|
||||
uv[1] = uvw[1];
|
||||
uv[2] = uvw[2];
|
||||
}
|
||||
break;
|
||||
|
||||
case GE_TEXMAP_ENVIRONMENT_MAP:
|
||||
// Shade mapping - use two light sources to generate U and V.
|
||||
{
|
||||
Vec3f lightpos0 = Vec3f(gstate_c.lightpos[gstate.getUVLS0()]).Normalized();
|
||||
Vec3f lightpos1 = Vec3f(gstate_c.lightpos[gstate.getUVLS1()]).Normalized();
|
||||
|
||||
uv[0] = (1.0f + Dot(lightpos0, normal))/2.0f;
|
||||
uv[1] = (1.0f - Dot(lightpos1, normal))/2.0f;
|
||||
uv[2] = 1.0f;
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
// Illegal
|
||||
ERROR_LOG_REPORT(G3D, "Impossible UV gen mode? %d", gstate.getUVGenMode());
|
||||
break;
|
||||
}
|
||||
|
||||
uv[0] = uv[0] * widthFactor;
|
||||
uv[1] = uv[1] * heightFactor;
|
||||
|
||||
// Transform the coord by the view matrix.
|
||||
Vec3ByMatrix43(v, out, gstate.viewMatrix);
|
||||
fogCoef = (v[2] + fog_end) * fog_slope;
|
||||
}
|
||||
|
||||
// TODO: Write to a flexible buffer, we don't always need all four components.
|
||||
memcpy(&transformed[index].x, v, 3 * sizeof(float));
|
||||
transformed[index].fog = fogCoef;
|
||||
memcpy(&transformed[index].u, uv, 3 * sizeof(float));
|
||||
if (gstate_c.flipTexture) {
|
||||
transformed[index].v = 1.0f - transformed[index].v;
|
||||
}
|
||||
for (int i = 0; i < 4; i++) {
|
||||
transformed[index].color0[i] = c0[i] * 255.0f;
|
||||
}
|
||||
for (int i = 0; i < 3; i++) {
|
||||
transformed[index].color1[i] = c1[i] * 255.0f;
|
||||
}
|
||||
}
|
||||
|
||||
// Here's the best opportunity to try to detect rectangles used to clear the screen, and
|
||||
// replace them with real OpenGL clears. This can provide a speedup on certain mobile chips.
|
||||
// Disabled for now - depth does not come out exactly the same.
|
||||
//
|
||||
// An alternative option is to simply ditch all the verts except the first and last to create a single
|
||||
// rectangle out of many. Quite a small optimization though.
|
||||
if (false && maxIndex > 1 && gstate.isModeClear() && prim == GE_PRIM_RECTANGLES && IsReallyAClear(maxIndex)) {
|
||||
u32 clearColor;
|
||||
memcpy(&clearColor, transformed[0].color0, 4);
|
||||
float clearDepth = transformed[0].z;
|
||||
const float col[4] = {
|
||||
((clearColor & 0xFF)) / 255.0f,
|
||||
((clearColor & 0xFF00) >> 8) / 255.0f,
|
||||
((clearColor & 0xFF0000) >> 16) / 255.0f,
|
||||
((clearColor & 0xFF000000) >> 24) / 255.0f,
|
||||
};
|
||||
|
||||
bool colorMask = gstate.isClearModeColorMask();
|
||||
bool alphaMask = gstate.isClearModeAlphaMask();
|
||||
glstate.colorMask.set(colorMask, colorMask, colorMask, alphaMask);
|
||||
if (alphaMask) {
|
||||
glstate.stencilTest.set(true);
|
||||
// Clear stencil
|
||||
// TODO: extract the stencilValue properly, see below
|
||||
int stencilValue = 0;
|
||||
glstate.stencilFunc.set(GL_ALWAYS, stencilValue, 255);
|
||||
} else {
|
||||
// Don't touch stencil
|
||||
glstate.stencilTest.set(false);
|
||||
}
|
||||
glstate.scissorTest.set(false);
|
||||
bool depthMask = gstate.isClearModeDepthMask();
|
||||
|
||||
int target = 0;
|
||||
if (colorMask || alphaMask) target |= GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT;
|
||||
if (depthMask) target |= GL_DEPTH_BUFFER_BIT;
|
||||
|
||||
glClearColor(col[0], col[1], col[2], col[3]);
|
||||
#ifdef USING_GLES2
|
||||
glClearDepthf(clearDepth);
|
||||
#else
|
||||
glClearDepth(clearDepth);
|
||||
#endif
|
||||
glClearStencil(0); // TODO - take from alpha?
|
||||
glClear(target);
|
||||
return;
|
||||
}
|
||||
|
||||
// Step 2: expand rectangles.
|
||||
const TransformedVertex *drawBuffer = transformed;
|
||||
int numTrans = 0;
|
||||
|
||||
bool drawIndexed = false;
|
||||
|
||||
if (prim != GE_PRIM_RECTANGLES) {
|
||||
// We can simply draw the unexpanded buffer.
|
||||
numTrans = vertexCount;
|
||||
drawIndexed = true;
|
||||
} else {
|
||||
numTrans = 0;
|
||||
drawBuffer = transformedExpanded;
|
||||
TransformedVertex *trans = &transformedExpanded[0];
|
||||
TransformedVertex saved;
|
||||
u32 stencilValue;
|
||||
for (int i = 0; i < vertexCount; i += 2) {
|
||||
int index = ((const u16*)inds)[i];
|
||||
saved = transformed[index];
|
||||
int index2 = ((const u16*)inds)[i + 1];
|
||||
TransformedVertex &transVtx = transformed[index2];
|
||||
if (i == 0)
|
||||
stencilValue = transVtx.color0[3];
|
||||
// We have to turn the rectangle into two triangles, so 6 points. Sigh.
|
||||
|
||||
// bottom right
|
||||
trans[0] = transVtx;
|
||||
|
||||
// bottom left
|
||||
trans[1] = transVtx;
|
||||
trans[1].y = saved.y;
|
||||
trans[1].v = saved.v;
|
||||
|
||||
// top left
|
||||
trans[2] = transVtx;
|
||||
trans[2].x = saved.x;
|
||||
trans[2].y = saved.y;
|
||||
trans[2].u = saved.u;
|
||||
trans[2].v = saved.v;
|
||||
|
||||
// top right
|
||||
trans[3] = transVtx;
|
||||
trans[3].x = saved.x;
|
||||
trans[3].u = saved.u;
|
||||
|
||||
// That's the four corners. Now process UV rotation.
|
||||
if (throughmode)
|
||||
RotateUVThrough(trans);
|
||||
|
||||
// Apparently, non-through RotateUV just breaks things.
|
||||
// If we find a game where it helps, we'll just have to figure out how they differ.
|
||||
// Possibly, it has something to do with flipped viewport Y axis, which a few games use.
|
||||
// One game might be one of the Metal Gear ones, can't find the issue right now though.
|
||||
// else
|
||||
// RotateUV(trans);
|
||||
|
||||
// bottom right
|
||||
trans[4] = trans[0];
|
||||
|
||||
// top left
|
||||
trans[5] = trans[2];
|
||||
trans += 6;
|
||||
|
||||
numTrans += 6;
|
||||
}
|
||||
|
||||
// We don't know the color until here, so we have to do it now, instead of in StateMapping.
|
||||
// Might want to reconsider the order of things later...
|
||||
if (gstate.isModeClear() && gstate.isClearModeAlphaMask()) {
|
||||
glstate.stencilFunc.set(GL_ALWAYS, stencilValue, 255);
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: Add a post-transform cache here for multi-RECTANGLES only.
|
||||
// Might help for text drawing.
|
||||
|
||||
// these spam the gDebugger log.
|
||||
const int vertexSize = sizeof(transformed[0]);
|
||||
|
||||
bool doTextureProjection = gstate.getUVGenMode() == GE_TEXMAP_TEXTURE_MATRIX;
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glVertexAttribPointer(ATTR_POSITION, 4, GL_FLOAT, GL_FALSE, vertexSize, drawBuffer);
|
||||
int attrMask = program->attrMask;
|
||||
if (attrMask & (1 << ATTR_TEXCOORD)) glVertexAttribPointer(ATTR_TEXCOORD, doTextureProjection ? 3 : 2, GL_FLOAT, GL_FALSE, vertexSize, ((uint8_t*)drawBuffer) + 4 * 4);
|
||||
if (attrMask & (1 << ATTR_COLOR0)) glVertexAttribPointer(ATTR_COLOR0, 4, GL_UNSIGNED_BYTE, GL_TRUE, vertexSize, ((uint8_t*)drawBuffer) + 7 * 4);
|
||||
if (attrMask & (1 << ATTR_COLOR1)) glVertexAttribPointer(ATTR_COLOR1, 3, GL_UNSIGNED_BYTE, GL_TRUE, vertexSize, ((uint8_t*)drawBuffer) + 8 * 4);
|
||||
if (drawIndexed) {
|
||||
#ifdef USING_GLES2
|
||||
glDrawElements(glprim[prim], numTrans, GL_UNSIGNED_SHORT, inds);
|
||||
#else
|
||||
glDrawRangeElements(glprim[prim], 0, indexGen.MaxIndex(), numTrans, GL_UNSIGNED_SHORT, inds);
|
||||
#endif
|
||||
} else {
|
||||
glDrawArrays(glprim[prim], 0, numTrans);
|
||||
}
|
||||
}
|
||||
@@ -15,8 +15,6 @@
|
||||
// Official git repository and contact information can be found at
|
||||
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
|
||||
|
||||
|
||||
|
||||
// Ideas for speeding things up on mobile OpenGL ES implementations
|
||||
//
|
||||
// Use superbuffers! Yes I just invented that name.
|
||||
@@ -89,7 +87,7 @@
|
||||
#include "GPU/GLES/GLES_GPU.h"
|
||||
#include "GPU/Common/SplineCommon.h"
|
||||
|
||||
const GLuint glprim[8] = {
|
||||
extern const GLuint glprim[8] = {
|
||||
GL_POINTS,
|
||||
GL_LINES,
|
||||
GL_LINE_STRIP,
|
||||
@@ -110,11 +108,6 @@ enum {
|
||||
|
||||
#define VERTEXCACHE_DECIMATION_INTERVAL 17
|
||||
|
||||
// Check for max first as clamping to max is more common than min when lighting.
|
||||
inline float clamp(float in, float min, float max) {
|
||||
return in > max ? max : (in < min ? min : in);
|
||||
}
|
||||
|
||||
TransformDrawEngine::TransformDrawEngine()
|
||||
: collectedVerts(0),
|
||||
prevPrim_(GE_PRIM_INVALID),
|
||||
@@ -200,156 +193,6 @@ void TransformDrawEngine::GLLost() {
|
||||
InitDeviceObjects();
|
||||
}
|
||||
|
||||
// Convenient way to do precomputation to save the parts of the lighting calculation
|
||||
// that's common between the many vertices of a draw call.
|
||||
class Lighter {
|
||||
public:
|
||||
Lighter();
|
||||
void Light(float colorOut0[4], float colorOut1[4], const float colorIn[4], Vec3f pos, Vec3f normal);
|
||||
|
||||
private:
|
||||
Color4 globalAmbient;
|
||||
Color4 materialEmissive;
|
||||
Color4 materialAmbient;
|
||||
Color4 materialDiffuse;
|
||||
Color4 materialSpecular;
|
||||
float specCoef_;
|
||||
// Vec3f viewer_;
|
||||
bool doShadeMapping_;
|
||||
int materialUpdate_;
|
||||
};
|
||||
|
||||
Lighter::Lighter() {
|
||||
doShadeMapping_ = gstate.getUVGenMode() == GE_TEXMAP_ENVIRONMENT_MAP;
|
||||
materialEmissive.GetFromRGB(gstate.materialemissive);
|
||||
materialEmissive.a = 0.0f;
|
||||
globalAmbient.GetFromRGB(gstate.ambientcolor);
|
||||
globalAmbient.GetFromA(gstate.ambientalpha);
|
||||
materialAmbient.GetFromRGB(gstate.materialambient);
|
||||
materialAmbient.GetFromA(gstate.materialalpha);
|
||||
materialDiffuse.GetFromRGB(gstate.materialdiffuse);
|
||||
materialDiffuse.a = 1.0f;
|
||||
materialSpecular.GetFromRGB(gstate.materialspecular);
|
||||
materialSpecular.a = 1.0f;
|
||||
specCoef_ = getFloat24(gstate.materialspecularcoef);
|
||||
// viewer_ = Vec3f(-gstate.viewMatrix[9], -gstate.viewMatrix[10], -gstate.viewMatrix[11]);
|
||||
materialUpdate_ = gstate.materialupdate & 7;
|
||||
}
|
||||
|
||||
void Lighter::Light(float colorOut0[4], float colorOut1[4], const float colorIn[4], Vec3f pos, Vec3f norm)
|
||||
{
|
||||
Color4 in(colorIn);
|
||||
|
||||
const Color4 *ambient;
|
||||
if (materialUpdate_ & 1)
|
||||
ambient = ∈
|
||||
else
|
||||
ambient = &materialAmbient;
|
||||
|
||||
const Color4 *diffuse;
|
||||
if (materialUpdate_ & 2)
|
||||
diffuse = ∈
|
||||
else
|
||||
diffuse = &materialDiffuse;
|
||||
|
||||
const Color4 *specular;
|
||||
if (materialUpdate_ & 4)
|
||||
specular = ∈
|
||||
else
|
||||
specular = &materialSpecular;
|
||||
|
||||
Color4 lightSum0 = globalAmbient * *ambient + materialEmissive;
|
||||
Color4 lightSum1(0, 0, 0, 0);
|
||||
|
||||
for (int l = 0; l < 4; l++)
|
||||
{
|
||||
// can we skip this light?
|
||||
if (!gstate.isLightChanEnabled(l))
|
||||
continue;
|
||||
|
||||
GELightType type = gstate.getLightType(l);
|
||||
|
||||
Vec3f toLight(0,0,0);
|
||||
Vec3f lightDir(0,0,0);
|
||||
|
||||
if (type == GE_LIGHTTYPE_DIRECTIONAL)
|
||||
toLight = Vec3f(gstate_c.lightpos[l]); // lightdir is for spotlights
|
||||
else
|
||||
toLight = Vec3f(gstate_c.lightpos[l]) - pos;
|
||||
|
||||
bool doSpecular = gstate.isUsingSpecularLight(l);
|
||||
bool poweredDiffuse = gstate.isUsingPoweredDiffuseLight(l);
|
||||
|
||||
float distanceToLight = toLight.Length();
|
||||
float dot = 0.0f;
|
||||
float angle = 0.0f;
|
||||
float lightScale = 0.0f;
|
||||
|
||||
if (distanceToLight > 0.0f) {
|
||||
toLight /= distanceToLight;
|
||||
dot = Dot(toLight, norm);
|
||||
}
|
||||
// Clamp dot to zero.
|
||||
if (dot < 0.0f) dot = 0.0f;
|
||||
|
||||
if (poweredDiffuse)
|
||||
dot = powf(dot, specCoef_);
|
||||
|
||||
// Attenuation
|
||||
switch (type) {
|
||||
case GE_LIGHTTYPE_DIRECTIONAL:
|
||||
lightScale = 1.0f;
|
||||
break;
|
||||
case GE_LIGHTTYPE_POINT:
|
||||
lightScale = clamp(1.0f / (gstate_c.lightatt[l][0] + gstate_c.lightatt[l][1]*distanceToLight + gstate_c.lightatt[l][2]*distanceToLight*distanceToLight), 0.0f, 1.0f);
|
||||
break;
|
||||
case GE_LIGHTTYPE_SPOT:
|
||||
case GE_LIGHTTYPE_UNKNOWN:
|
||||
lightDir = gstate_c.lightdir[l];
|
||||
angle = Dot(toLight.Normalized(), lightDir.Normalized());
|
||||
if (angle >= gstate_c.lightangle[l])
|
||||
lightScale = clamp(1.0f / (gstate_c.lightatt[l][0] + gstate_c.lightatt[l][1]*distanceToLight + gstate_c.lightatt[l][2]*distanceToLight*distanceToLight), 0.0f, 1.0f) * powf(angle, gstate_c.lightspotCoef[l]);
|
||||
break;
|
||||
default:
|
||||
// ILLEGAL
|
||||
break;
|
||||
}
|
||||
|
||||
Color4 lightDiff(gstate_c.lightColor[1][l], 0.0f);
|
||||
Color4 diff = (lightDiff * *diffuse) * dot;
|
||||
|
||||
// Real PSP specular
|
||||
Vec3f toViewer(0,0,1);
|
||||
// Better specular
|
||||
// Vec3f toViewer = (viewer - pos).Normalized();
|
||||
|
||||
if (doSpecular)
|
||||
{
|
||||
Vec3f halfVec = (toLight + toViewer);
|
||||
halfVec.Normalize();
|
||||
|
||||
dot = Dot(halfVec, norm);
|
||||
if (dot > 0.0f)
|
||||
{
|
||||
Color4 lightSpec(gstate_c.lightColor[2][l], 0.0f);
|
||||
lightSum1 += (lightSpec * *specular * (powf(dot, specCoef_) * lightScale));
|
||||
}
|
||||
}
|
||||
|
||||
if (gstate.isLightChanEnabled(l))
|
||||
{
|
||||
Color4 lightAmbient(gstate_c.lightColor[0][l], 0.0f);
|
||||
lightSum0 += (lightAmbient * *ambient + diff) * lightScale;
|
||||
}
|
||||
}
|
||||
|
||||
// 4?
|
||||
for (int i = 0; i < 4; i++) {
|
||||
colorOut0[i] = lightSum0[i] > 1.0f ? 1.0f : lightSum0[i];
|
||||
colorOut1[i] = lightSum1[i] > 1.0f ? 1.0f : lightSum1[i];
|
||||
}
|
||||
}
|
||||
|
||||
struct GlTypeInfo {
|
||||
u16 type;
|
||||
u8 count;
|
||||
@@ -394,499 +237,6 @@ static void SetupDecFmtForDraw(LinkedShader *program, const DecVtxFormat &decFmt
|
||||
VertexAttribSetup(ATTR_POSITION, decFmt.posfmt, decFmt.stride, vertexData + decFmt.posoff);
|
||||
}
|
||||
|
||||
// The verts are in the order: BR BL TL TR
|
||||
static void SwapUVs(TransformedVertex &a, TransformedVertex &b) {
|
||||
float tempu = a.u;
|
||||
float tempv = a.v;
|
||||
a.u = b.u;
|
||||
a.v = b.v;
|
||||
b.u = tempu;
|
||||
b.v = tempv;
|
||||
}
|
||||
|
||||
// 2 3 3 2 0 3 2 1
|
||||
// to to or
|
||||
// 1 0 0 1 1 2 3 0
|
||||
|
||||
|
||||
// See comment below where this was called before.
|
||||
/*
|
||||
static void RotateUV(TransformedVertex v[4]) {
|
||||
float x1 = v[2].x;
|
||||
float x2 = v[0].x;
|
||||
float y1 = v[2].y;
|
||||
float y2 = v[0].y;
|
||||
|
||||
if ((x1 < x2 && y1 < y2) || (x1 > x2 && y1 > y2))
|
||||
SwapUVs(v[1], v[3]);
|
||||
}*/
|
||||
|
||||
static void RotateUVThrough(TransformedVertex v[4]) {
|
||||
float x1 = v[2].x;
|
||||
float x2 = v[0].x;
|
||||
float y1 = v[2].y;
|
||||
float y2 = v[0].y;
|
||||
|
||||
if ((x1 < x2 && y1 > y2) || (x1 > x2 && y1 < y2))
|
||||
SwapUVs(v[1], v[3]);
|
||||
}
|
||||
|
||||
// Clears on the PSP are best done by drawing a series of vertical strips
|
||||
// in clear mode. This tries to detect that.
|
||||
bool TransformDrawEngine::IsReallyAClear(int numVerts) const {
|
||||
if (transformed[0].x != 0.0f || transformed[0].y != 0.0f)
|
||||
return false;
|
||||
|
||||
u32 matchcolor;
|
||||
memcpy(&matchcolor, transformed[0].color0, 4);
|
||||
float matchz = transformed[0].z;
|
||||
|
||||
int bufW = gstate_c.curRTWidth;
|
||||
int bufH = gstate_c.curRTHeight;
|
||||
|
||||
float prevX = 0.0f;
|
||||
for (int i = 1; i < numVerts; i++) {
|
||||
u32 vcolor;
|
||||
memcpy(&vcolor, transformed[i].color0, 4);
|
||||
if (vcolor != matchcolor || transformed[i].z != matchz)
|
||||
return false;
|
||||
|
||||
if ((i & 1) == 0) {
|
||||
// Top left of a rectangle
|
||||
if (transformed[i].y != 0)
|
||||
return false;
|
||||
if (i > 0 && transformed[i].x != transformed[i - 1].x)
|
||||
return false;
|
||||
} else {
|
||||
// Bottom right
|
||||
if (transformed[i].y != bufH)
|
||||
return false;
|
||||
if (transformed[i].x <= transformed[i - 1].x)
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// The last vertical strip often extends outside the drawing area.
|
||||
if (transformed[numVerts - 1].x < bufW)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// This is the software transform pipeline, which is necessary for supporting RECT
|
||||
// primitives correctly, and may be easier to use for debugging than the hardware
|
||||
// transform pipeline.
|
||||
|
||||
// There's code here that simply expands transformed RECTANGLES into plain triangles.
|
||||
|
||||
// We're gonna have to keep software transforming RECTANGLES, unless we use a geom shader which we can't on OpenGL ES 2.0.
|
||||
// Usually, though, these primitives don't use lighting etc so it's no biggie performance wise, but it would be nice to get rid of
|
||||
// this code.
|
||||
|
||||
// Actually, if we find the camera-relative right and down vectors, it might even be possible to add the extra points in pre-transformed
|
||||
// space and thus make decent use of hardware transform.
|
||||
|
||||
// Actually again, single quads could be drawn more efficiently using GL_TRIANGLE_STRIP, no need to duplicate verts as for
|
||||
// GL_TRIANGLES. Still need to sw transform to compute the extra two corners though.
|
||||
void TransformDrawEngine::SoftwareTransformAndDraw(
|
||||
int prim, u8 *decoded, LinkedShader *program, int vertexCount, u32 vertType, void *inds, int indexType, const DecVtxFormat &decVtxFormat, int maxIndex) {
|
||||
|
||||
bool throughmode = (vertType & GE_VTYPE_THROUGH_MASK) != 0;
|
||||
bool lmode = gstate.isUsingSecondaryColor() && gstate.isLightingEnabled();
|
||||
|
||||
// TODO: Split up into multiple draw calls for GLES 2.0 where you can't guarantee support for more than 0x10000 verts.
|
||||
|
||||
#if defined(USING_GLES2)
|
||||
if (vertexCount > 0x10000/3)
|
||||
vertexCount = 0x10000/3;
|
||||
#endif
|
||||
|
||||
float uscale = 1.0f;
|
||||
float vscale = 1.0f;
|
||||
if (throughmode) {
|
||||
uscale /= gstate_c.curTextureWidth;
|
||||
vscale /= gstate_c.curTextureHeight;
|
||||
}
|
||||
|
||||
bool scaleUV = !g_Config.bPrescaleUV;
|
||||
|
||||
int w = gstate.getTextureWidth(0);
|
||||
int h = gstate.getTextureHeight(0);
|
||||
float widthFactor = (float) w / (float) gstate_c.curTextureWidth;
|
||||
float heightFactor = (float) h / (float) gstate_c.curTextureHeight;
|
||||
|
||||
Lighter lighter;
|
||||
float fog_end = getFloat24(gstate.fog1);
|
||||
float fog_slope = getFloat24(gstate.fog2);
|
||||
|
||||
VertexReader reader(decoded, decVtxFormat, vertType);
|
||||
for (int index = 0; index < maxIndex; index++) {
|
||||
reader.Goto(index);
|
||||
|
||||
float v[3] = {0, 0, 0};
|
||||
float c0[4] = {1, 1, 1, 1};
|
||||
float c1[4] = {0, 0, 0, 0};
|
||||
float uv[3] = {0, 0, 1};
|
||||
float fogCoef = 1.0f;
|
||||
|
||||
if (throughmode) {
|
||||
// Do not touch the coordinates or the colors. No lighting.
|
||||
reader.ReadPos(v);
|
||||
if (reader.hasColor0()) {
|
||||
reader.ReadColor0(c0);
|
||||
for (int j = 0; j < 4; j++) {
|
||||
c1[j] = 0.0f;
|
||||
}
|
||||
} else {
|
||||
c0[0] = gstate.getMaterialAmbientR() / 255.f;
|
||||
c0[1] = gstate.getMaterialAmbientG() / 255.f;
|
||||
c0[2] = gstate.getMaterialAmbientB() / 255.f;
|
||||
c0[3] = gstate.getMaterialAmbientA() / 255.f;
|
||||
}
|
||||
|
||||
if (reader.hasUV()) {
|
||||
reader.ReadUV(uv);
|
||||
|
||||
uv[0] *= uscale;
|
||||
uv[1] *= vscale;
|
||||
}
|
||||
fogCoef = 1.0f;
|
||||
// Scale UV?
|
||||
} else {
|
||||
// We do software T&L for now
|
||||
float out[3], norm[3];
|
||||
float pos[3], nrm[3];
|
||||
Vec3f normal(0, 0, 1);
|
||||
reader.ReadPos(pos);
|
||||
if (reader.hasNormal())
|
||||
reader.ReadNrm(nrm);
|
||||
|
||||
if (!vertTypeIsSkinningEnabled(vertType)) {
|
||||
Vec3ByMatrix43(out, pos, gstate.worldMatrix);
|
||||
if (reader.hasNormal()) {
|
||||
Norm3ByMatrix43(norm, nrm, gstate.worldMatrix);
|
||||
normal = Vec3f(norm).Normalized();
|
||||
}
|
||||
} else {
|
||||
float weights[8];
|
||||
reader.ReadWeights(weights);
|
||||
// Skinning
|
||||
Vec3f psum(0,0,0);
|
||||
Vec3f nsum(0,0,0);
|
||||
for (int i = 0; i < vertTypeGetNumBoneWeights(vertType); i++) {
|
||||
if (weights[i] != 0.0f) {
|
||||
Vec3ByMatrix43(out, pos, gstate.boneMatrix+i*12);
|
||||
Vec3f tpos(out);
|
||||
psum += tpos * weights[i];
|
||||
if (reader.hasNormal()) {
|
||||
Norm3ByMatrix43(norm, nrm, gstate.boneMatrix+i*12);
|
||||
Vec3f tnorm(norm);
|
||||
nsum += tnorm * weights[i];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Yes, we really must multiply by the world matrix too.
|
||||
Vec3ByMatrix43(out, psum.AsArray(), gstate.worldMatrix);
|
||||
if (reader.hasNormal()) {
|
||||
Norm3ByMatrix43(norm, nsum.AsArray(), gstate.worldMatrix);
|
||||
normal = Vec3f(norm).Normalized();
|
||||
}
|
||||
}
|
||||
|
||||
// Perform lighting here if enabled. don't need to check through, it's checked above.
|
||||
float unlitColor[4] = {1, 1, 1, 1};
|
||||
if (reader.hasColor0()) {
|
||||
reader.ReadColor0(unlitColor);
|
||||
} else {
|
||||
unlitColor[0] = gstate.getMaterialAmbientR() / 255.f;
|
||||
unlitColor[1] = gstate.getMaterialAmbientG() / 255.f;
|
||||
unlitColor[2] = gstate.getMaterialAmbientB() / 255.f;
|
||||
unlitColor[3] = gstate.getMaterialAmbientA() / 255.f;
|
||||
}
|
||||
float litColor0[4];
|
||||
float litColor1[4];
|
||||
lighter.Light(litColor0, litColor1, unlitColor, out, normal);
|
||||
|
||||
if (gstate.isLightingEnabled()) {
|
||||
// Don't ignore gstate.lmode - we should send two colors in that case
|
||||
for (int j = 0; j < 4; j++) {
|
||||
c0[j] = litColor0[j];
|
||||
}
|
||||
if (lmode) {
|
||||
// Separate colors
|
||||
for (int j = 0; j < 4; j++) {
|
||||
c1[j] = litColor1[j];
|
||||
}
|
||||
} else {
|
||||
// Summed color into c0
|
||||
for (int j = 0; j < 4; j++) {
|
||||
c0[j] = ((c0[j] + litColor1[j]) > 1.0f) ? 1.0f : (c0[j] + litColor1[j]);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (reader.hasColor0()) {
|
||||
for (int j = 0; j < 4; j++) {
|
||||
c0[j] = unlitColor[j];
|
||||
}
|
||||
} else {
|
||||
c0[0] = gstate.getMaterialAmbientR() / 255.f;
|
||||
c0[1] = gstate.getMaterialAmbientG() / 255.f;
|
||||
c0[2] = gstate.getMaterialAmbientB() / 255.f;
|
||||
c0[3] = gstate.getMaterialAmbientA() / 255.f;
|
||||
}
|
||||
if (lmode) {
|
||||
for (int j = 0; j < 4; j++) {
|
||||
c1[j] = 0.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
float ruv[2] = {0.0f, 0.0f};
|
||||
if (reader.hasUV())
|
||||
reader.ReadUV(ruv);
|
||||
|
||||
// Perform texture coordinate generation after the transform and lighting - one style of UV depends on lights.
|
||||
switch (gstate.getUVGenMode()) {
|
||||
case GE_TEXMAP_TEXTURE_COORDS: // UV mapping
|
||||
case GE_TEXMAP_UNKNOWN: // Seen in Riviera. Unsure of meaning, but this works.
|
||||
// Texture scale/offset is only performed in this mode.
|
||||
if (scaleUV) {
|
||||
uv[0] = uscale * (ruv[0]*gstate_c.uv.uScale + gstate_c.uv.uOff);
|
||||
uv[1] = vscale * (ruv[1]*gstate_c.uv.vScale + gstate_c.uv.vOff);
|
||||
} else {
|
||||
uv[0] = uscale * ruv[0];
|
||||
uv[1] = vscale * ruv[1];
|
||||
}
|
||||
uv[2] = 1.0f;
|
||||
break;
|
||||
|
||||
case GE_TEXMAP_TEXTURE_MATRIX:
|
||||
{
|
||||
// Projection mapping
|
||||
Vec3f source;
|
||||
switch (gstate.getUVProjMode()) {
|
||||
case GE_PROJMAP_POSITION: // Use model space XYZ as source
|
||||
source = pos;
|
||||
break;
|
||||
|
||||
case GE_PROJMAP_UV: // Use unscaled UV as source
|
||||
source = Vec3f(ruv[0], ruv[1], 0.0f);
|
||||
break;
|
||||
|
||||
case GE_PROJMAP_NORMALIZED_NORMAL: // Use normalized normal as source
|
||||
if (reader.hasNormal()) {
|
||||
source = Vec3f(norm).Normalized();
|
||||
} else {
|
||||
ERROR_LOG_REPORT(G3D, "Normal projection mapping without normal?");
|
||||
source = Vec3f(0.0f, 0.0f, 1.0f);
|
||||
}
|
||||
break;
|
||||
|
||||
case GE_PROJMAP_NORMAL: // Use non-normalized normal as source!
|
||||
if (reader.hasNormal()) {
|
||||
source = Vec3f(norm);
|
||||
} else {
|
||||
ERROR_LOG_REPORT(G3D, "Normal projection mapping without normal?");
|
||||
source = Vec3f(0.0f, 0.0f, 1.0f);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
float uvw[3];
|
||||
Vec3ByMatrix43(uvw, &source.x, gstate.tgenMatrix);
|
||||
uv[0] = uvw[0];
|
||||
uv[1] = uvw[1];
|
||||
uv[2] = uvw[2];
|
||||
}
|
||||
break;
|
||||
|
||||
case GE_TEXMAP_ENVIRONMENT_MAP:
|
||||
// Shade mapping - use two light sources to generate U and V.
|
||||
{
|
||||
Vec3f lightpos0 = Vec3f(gstate_c.lightpos[gstate.getUVLS0()]).Normalized();
|
||||
Vec3f lightpos1 = Vec3f(gstate_c.lightpos[gstate.getUVLS1()]).Normalized();
|
||||
|
||||
uv[0] = (1.0f + Dot(lightpos0, normal))/2.0f;
|
||||
uv[1] = (1.0f - Dot(lightpos1, normal))/2.0f;
|
||||
uv[2] = 1.0f;
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
// Illegal
|
||||
ERROR_LOG_REPORT(G3D, "Impossible UV gen mode? %d", gstate.getUVGenMode());
|
||||
break;
|
||||
}
|
||||
|
||||
uv[0] = uv[0] * widthFactor;
|
||||
uv[1] = uv[1] * heightFactor;
|
||||
|
||||
// Transform the coord by the view matrix.
|
||||
Vec3ByMatrix43(v, out, gstate.viewMatrix);
|
||||
fogCoef = (v[2] + fog_end) * fog_slope;
|
||||
}
|
||||
|
||||
// TODO: Write to a flexible buffer, we don't always need all four components.
|
||||
memcpy(&transformed[index].x, v, 3 * sizeof(float));
|
||||
transformed[index].fog = fogCoef;
|
||||
memcpy(&transformed[index].u, uv, 3 * sizeof(float));
|
||||
if (gstate_c.flipTexture) {
|
||||
transformed[index].v = 1.0f - transformed[index].v;
|
||||
}
|
||||
for (int i = 0; i < 4; i++) {
|
||||
transformed[index].color0[i] = c0[i] * 255.0f;
|
||||
}
|
||||
for (int i = 0; i < 3; i++) {
|
||||
transformed[index].color1[i] = c1[i] * 255.0f;
|
||||
}
|
||||
}
|
||||
|
||||
// Here's the best opportunity to try to detect rectangles used to clear the screen, and
|
||||
// replace them with real OpenGL clears. This can provide a speedup on certain mobile chips.
|
||||
// Disabled for now - depth does not come out exactly the same.
|
||||
//
|
||||
// An alternative option is to simply ditch all the verts except the first and last to create a single
|
||||
// rectangle out of many. Quite a small optimization though.
|
||||
if (false && maxIndex > 1 && gstate.isModeClear() && prim == GE_PRIM_RECTANGLES && IsReallyAClear(maxIndex)) {
|
||||
u32 clearColor;
|
||||
memcpy(&clearColor, transformed[0].color0, 4);
|
||||
float clearDepth = transformed[0].z;
|
||||
const float col[4] = {
|
||||
((clearColor & 0xFF)) / 255.0f,
|
||||
((clearColor & 0xFF00) >> 8) / 255.0f,
|
||||
((clearColor & 0xFF0000) >> 16) / 255.0f,
|
||||
((clearColor & 0xFF000000) >> 24) / 255.0f,
|
||||
};
|
||||
|
||||
bool colorMask = gstate.isClearModeColorMask();
|
||||
bool alphaMask = gstate.isClearModeAlphaMask();
|
||||
glstate.colorMask.set(colorMask, colorMask, colorMask, alphaMask);
|
||||
if (alphaMask) {
|
||||
glstate.stencilTest.set(true);
|
||||
// Clear stencil
|
||||
// TODO: extract the stencilValue properly, see below
|
||||
int stencilValue = 0;
|
||||
glstate.stencilFunc.set(GL_ALWAYS, stencilValue, 255);
|
||||
} else {
|
||||
// Don't touch stencil
|
||||
glstate.stencilTest.set(false);
|
||||
}
|
||||
glstate.scissorTest.set(false);
|
||||
bool depthMask = gstate.isClearModeDepthMask();
|
||||
|
||||
int target = 0;
|
||||
if (colorMask || alphaMask) target |= GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT;
|
||||
if (depthMask) target |= GL_DEPTH_BUFFER_BIT;
|
||||
|
||||
glClearColor(col[0], col[1], col[2], col[3]);
|
||||
#ifdef USING_GLES2
|
||||
glClearDepthf(clearDepth);
|
||||
#else
|
||||
glClearDepth(clearDepth);
|
||||
#endif
|
||||
glClearStencil(0); // TODO - take from alpha?
|
||||
glClear(target);
|
||||
return;
|
||||
}
|
||||
|
||||
// Step 2: expand rectangles.
|
||||
const TransformedVertex *drawBuffer = transformed;
|
||||
int numTrans = 0;
|
||||
|
||||
bool drawIndexed = false;
|
||||
|
||||
if (prim != GE_PRIM_RECTANGLES) {
|
||||
// We can simply draw the unexpanded buffer.
|
||||
numTrans = vertexCount;
|
||||
drawIndexed = true;
|
||||
} else {
|
||||
numTrans = 0;
|
||||
drawBuffer = transformedExpanded;
|
||||
TransformedVertex *trans = &transformedExpanded[0];
|
||||
TransformedVertex saved;
|
||||
u32 stencilValue;
|
||||
for (int i = 0; i < vertexCount; i += 2) {
|
||||
int index = ((const u16*)inds)[i];
|
||||
saved = transformed[index];
|
||||
int index2 = ((const u16*)inds)[i + 1];
|
||||
TransformedVertex &transVtx = transformed[index2];
|
||||
if (i == 0)
|
||||
stencilValue = transVtx.color0[3];
|
||||
// We have to turn the rectangle into two triangles, so 6 points. Sigh.
|
||||
|
||||
// bottom right
|
||||
trans[0] = transVtx;
|
||||
|
||||
// bottom left
|
||||
trans[1] = transVtx;
|
||||
trans[1].y = saved.y;
|
||||
trans[1].v = saved.v;
|
||||
|
||||
// top left
|
||||
trans[2] = transVtx;
|
||||
trans[2].x = saved.x;
|
||||
trans[2].y = saved.y;
|
||||
trans[2].u = saved.u;
|
||||
trans[2].v = saved.v;
|
||||
|
||||
// top right
|
||||
trans[3] = transVtx;
|
||||
trans[3].x = saved.x;
|
||||
trans[3].u = saved.u;
|
||||
|
||||
// That's the four corners. Now process UV rotation.
|
||||
if (throughmode)
|
||||
RotateUVThrough(trans);
|
||||
|
||||
// Apparently, non-through RotateUV just breaks things.
|
||||
// If we find a game where it helps, we'll just have to figure out how they differ.
|
||||
// Possibly, it has something to do with flipped viewport Y axis, which a few games use.
|
||||
// One game might be one of the Metal Gear ones, can't find the issue right now though.
|
||||
// else
|
||||
// RotateUV(trans);
|
||||
|
||||
// bottom right
|
||||
trans[4] = trans[0];
|
||||
|
||||
// top left
|
||||
trans[5] = trans[2];
|
||||
trans += 6;
|
||||
|
||||
numTrans += 6;
|
||||
}
|
||||
|
||||
// We don't know the color until here, so we have to do it now, instead of in StateMapping.
|
||||
// Might want to reconsider the order of things later...
|
||||
if (gstate.isModeClear() && gstate.isClearModeAlphaMask()) {
|
||||
glstate.stencilFunc.set(GL_ALWAYS, stencilValue, 255);
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: Add a post-transform cache here for multi-RECTANGLES only.
|
||||
// Might help for text drawing.
|
||||
|
||||
// these spam the gDebugger log.
|
||||
const int vertexSize = sizeof(transformed[0]);
|
||||
|
||||
bool doTextureProjection = gstate.getUVGenMode() == GE_TEXMAP_TEXTURE_MATRIX;
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glVertexAttribPointer(ATTR_POSITION, 4, GL_FLOAT, GL_FALSE, vertexSize, drawBuffer);
|
||||
int attrMask = program->attrMask;
|
||||
if (attrMask & (1 << ATTR_TEXCOORD)) glVertexAttribPointer(ATTR_TEXCOORD, doTextureProjection ? 3 : 2, GL_FLOAT, GL_FALSE, vertexSize, ((uint8_t*)drawBuffer) + 4 * 4);
|
||||
if (attrMask & (1 << ATTR_COLOR0)) glVertexAttribPointer(ATTR_COLOR0, 4, GL_UNSIGNED_BYTE, GL_TRUE, vertexSize, ((uint8_t*)drawBuffer) + 7 * 4);
|
||||
if (attrMask & (1 << ATTR_COLOR1)) glVertexAttribPointer(ATTR_COLOR1, 3, GL_UNSIGNED_BYTE, GL_TRUE, vertexSize, ((uint8_t*)drawBuffer) + 8 * 4);
|
||||
if (drawIndexed) {
|
||||
#ifdef USING_GLES2
|
||||
glDrawElements(glprim[prim], numTrans, GL_UNSIGNED_SHORT, inds);
|
||||
#else
|
||||
glDrawRangeElements(glprim[prim], 0, indexGen.MaxIndex(), numTrans, GL_UNSIGNED_SHORT, inds);
|
||||
#endif
|
||||
} else {
|
||||
glDrawArrays(glprim[prim], 0, numTrans);
|
||||
}
|
||||
}
|
||||
|
||||
VertexDecoder *TransformDrawEngine::GetVertexDecoder(u32 vtype) {
|
||||
auto iter = decoderMap_.find(vtype);
|
||||
if (iter != decoderMap_.end())
|
||||
|
||||
@@ -24,6 +24,10 @@
|
||||
#include "VertexDecoder.h"
|
||||
#include "VertexShaderGenerator.h"
|
||||
|
||||
#if defined(_M_IX86) || defined(_M_X64)
|
||||
#include <emmintrin.h>
|
||||
#endif
|
||||
|
||||
extern void DisassembleArm(const u8 *data, int size);
|
||||
|
||||
static const u8 tcsize[4] = {0,2,4,8}, tcalign[4] = {0,1,2,4};
|
||||
@@ -880,6 +884,10 @@ JittedVertexDecoder VertexDecoderJitCache::Compile(const VertexDecoder &dec) {
|
||||
}
|
||||
}
|
||||
|
||||
// NEON skinning register mapping
|
||||
// The matrix will be built in Q12-Q15.
|
||||
// The temporary matrix to be added to the built matrix will be in Q8-Q11.
|
||||
|
||||
JumpTarget loopStart = GetCodePtr();
|
||||
for (int i = 0; i < dec.numSteps_; i++) {
|
||||
if (!CompileStep(dec, i)) {
|
||||
|
||||
+2
-1
@@ -242,6 +242,7 @@
|
||||
<ClCompile Include="GLES\StateMapping.cpp" />
|
||||
<ClCompile Include="GLES\TextureCache.cpp" />
|
||||
<ClCompile Include="GLES\TextureScaler.cpp" />
|
||||
<ClCompile Include="GLES\SoftwareTransform.cpp" />
|
||||
<ClCompile Include="GLES\TransformPipeline.cpp" />
|
||||
<ClCompile Include="GLES\VertexDecoder.cpp" />
|
||||
<ClCompile Include="GLES\VertexShaderGenerator.cpp" />
|
||||
@@ -267,4 +268,4 @@
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
</Project>
|
||||
@@ -200,6 +200,9 @@
|
||||
<ClCompile Include="GLES\TransformPipeline.cpp">
|
||||
<Filter>GLES</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="GLES\SoftwareTransform.cpp">
|
||||
<Filter>GLES</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="GLES\VertexDecoder.cpp">
|
||||
<Filter>GLES</Filter>
|
||||
</ClCompile>
|
||||
@@ -297,4 +300,4 @@
|
||||
<ItemGroup>
|
||||
<None Include="CMakeLists.txt" />
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
</Project>
|
||||
@@ -136,6 +136,7 @@ EXEC_AND_LIB_FILES := \
|
||||
$(SRC)/GPU/GLES/GLES_GPU.cpp.arm \
|
||||
$(SRC)/GPU/GLES/TextureCache.cpp.arm \
|
||||
$(SRC)/GPU/GLES/TransformPipeline.cpp.arm \
|
||||
$(SRC)/GPU/GLES/SoftwareTransform.cpp.arm \
|
||||
$(SRC)/GPU/GLES/StateMapping.cpp.arm \
|
||||
$(SRC)/GPU/GLES/VertexDecoder.cpp.arm \
|
||||
$(SRC)/GPU/GLES/ShaderManager.cpp.arm \
|
||||
|
||||
Reference in new issue
Block a user