GPU/SW: Port triangle/line rasterizer from Mednafen
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@ -31,17 +31,17 @@ protected:
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struct SWVertex
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{
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s32 x, y;
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u8 color_r, color_g, color_b;
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u8 texcoord_x, texcoord_y;
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u8 r, g, b;
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u8 u, v;
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ALWAYS_INLINE void SetPosition(VertexPosition p)
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ALWAYS_INLINE void SetPosition(VertexPosition p, s32 offset_x, s32 offset_y)
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{
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x = p.x;
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y = p.y;
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x = TruncateVertexPosition(offset_x + p.x);
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y = TruncateVertexPosition(offset_y + p.y);
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}
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ALWAYS_INLINE void SetColorRGB24(u32 color) { std::tie(color_r, color_g, color_b) = UnpackColorRGB24(color); }
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ALWAYS_INLINE void SetTexcoord(u16 value) { std::tie(texcoord_x, texcoord_y) = UnpackTexcoord(value); }
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ALWAYS_INLINE void SetColorRGB24(u32 color) { std::tie(r, g, b) = UnpackColorRGB24(color); }
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ALWAYS_INLINE void SetTexcoord(u16 value) { std::tie(u, v) = UnpackTexcoord(value); }
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};
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//////////////////////////////////////////////////////////////////////////
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@ -60,19 +60,9 @@ protected:
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void DispatchRenderCommand() override;
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static bool IsClockwiseWinding(const SWVertex* v0, const SWVertex* v1, const SWVertex* v2);
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template<bool texture_enable, bool raw_texture_enable, bool transparency_enable, bool dithering_enable>
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void ShadePixel(u32 x, u32 y, u8 color_r, u8 color_g, u8 color_b, u8 texcoord_x, u8 texcoord_y);
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template<bool shading_enable, bool texture_enable, bool raw_texture_enable, bool transparency_enable,
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bool dithering_enable>
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void DrawTriangle(const SWVertex* v0, const SWVertex* v1, const SWVertex* v2);
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using DrawTriangleFunction = void (GPU_SW::*)(const SWVertex* v0, const SWVertex* v1, const SWVertex* v2);
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DrawTriangleFunction GetDrawTriangleFunction(bool shading_enable, bool texture_enable, bool raw_texture_enable,
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bool transparency_enable, bool dithering_enable);
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template<bool texture_enable, bool raw_texture_enable, bool transparency_enable>
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void DrawRectangle(s32 origin_x, s32 origin_y, u32 width, u32 height, u8 r, u8 g, u8 b, u8 origin_texcoord_x,
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u8 origin_texcoord_y);
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@ -82,6 +72,45 @@ protected:
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DrawRectangleFunction GetDrawRectangleFunction(bool texture_enable, bool raw_texture_enable,
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bool transparency_enable);
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//////////////////////////////////////////////////////////////////////////
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// Polygon and line rasterization ported from Mednafen
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//////////////////////////////////////////////////////////////////////////
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struct i_deltas
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{
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u32 du_dx, dv_dx;
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u32 dr_dx, dg_dx, db_dx;
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u32 du_dy, dv_dy;
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u32 dr_dy, dg_dy, db_dy;
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};
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struct i_group
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{
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u32 u, v;
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u32 r, g, b;
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};
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template<bool shading_enable, bool texture_enable>
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bool CalcIDeltas(i_deltas& idl, const SWVertex* A, const SWVertex* B, const SWVertex* C);
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template<bool shading_enable, bool texture_enable>
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void AddIDeltas_DX(i_group& ig, const i_deltas& idl, u32 count = 1);
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template<bool shading_enable, bool texture_enable>
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void AddIDeltas_DY(i_group& ig, const i_deltas& idl, u32 count = 1);
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template<bool shading_enable, bool texture_enable, bool raw_texture_enable, bool transparency_enable,
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bool dithering_enable>
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void DrawSpan(s32 y, s32 x_start, s32 x_bound, i_group ig, const i_deltas& idl);
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template<bool shading_enable, bool texture_enable, bool raw_texture_enable, bool transparency_enable,
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bool dithering_enable>
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void DrawTriangle(const SWVertex* v0, const SWVertex* v1, const SWVertex* v2);
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using DrawTriangleFunction = void (GPU_SW::*)(const SWVertex* v0, const SWVertex* v1, const SWVertex* v2);
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DrawTriangleFunction GetDrawTriangleFunction(bool shading_enable, bool texture_enable, bool raw_texture_enable,
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bool transparency_enable, bool dithering_enable);
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template<bool shading_enable, bool transparency_enable, bool dithering_enable>
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void DrawLine(const SWVertex* p0, const SWVertex* p1);
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