summaryrefslogtreecommitdiff
path: root/Source/Core/VideoCommon/IndexGenerator.cpp
blob: 2f25c976401e1f47ed730a1d3f70173f0a7717a2 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
// Copyright 2008 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.

#include <cstddef>

#include "Common/Common.h"
#include "Common/CommonTypes.h"
#include "Common/Logging/Log.h"
#include "VideoCommon/IndexGenerator.h"
#include "VideoCommon/OpcodeDecoding.h"
#include "VideoCommon/VideoConfig.h"

//Init
u16 *IndexGenerator::index_buffer_current;
u16 *IndexGenerator::BASEIptr;
u32 IndexGenerator::base_index;

static const u16 s_primitive_restart = -1;

static u16* (*primitive_table[8])(u16*, u32, u32);

void IndexGenerator::Init()
{
	if (g_Config.backend_info.bSupportsPrimitiveRestart)
	{
		primitive_table[GX_DRAW_QUADS] = IndexGenerator::AddQuads<true>;
		primitive_table[GX_DRAW_QUADS_2] = IndexGenerator::AddQuads_nonstandard<true>;
		primitive_table[GX_DRAW_TRIANGLES] = IndexGenerator::AddList<true>;
		primitive_table[GX_DRAW_TRIANGLE_STRIP] = IndexGenerator::AddStrip<true>;
		primitive_table[GX_DRAW_TRIANGLE_FAN] = IndexGenerator::AddFan<true>;
	}
	else
	{
		primitive_table[GX_DRAW_QUADS] = IndexGenerator::AddQuads<false>;
		primitive_table[GX_DRAW_QUADS_2] = IndexGenerator::AddQuads_nonstandard<false>;
		primitive_table[GX_DRAW_TRIANGLES] = IndexGenerator::AddList<false>;
		primitive_table[GX_DRAW_TRIANGLE_STRIP] = IndexGenerator::AddStrip<false>;
		primitive_table[GX_DRAW_TRIANGLE_FAN] = IndexGenerator::AddFan<false>;
	}
	primitive_table[GX_DRAW_LINES] = &IndexGenerator::AddLineList;
	primitive_table[GX_DRAW_LINE_STRIP] = &IndexGenerator::AddLineStrip;
	primitive_table[GX_DRAW_POINTS] = &IndexGenerator::AddPoints;
}

void IndexGenerator::Start(u16* Indexptr)
{
	index_buffer_current = Indexptr;
	BASEIptr = Indexptr;
	base_index = 0;
}

void IndexGenerator::AddIndices(int primitive, u32 numVerts)
{
	index_buffer_current = primitive_table[primitive](index_buffer_current, numVerts, base_index);
	base_index += numVerts;
}

// Triangles
template <bool pr> __forceinline u16* IndexGenerator::WriteTriangle(u16 *Iptr, u32 index1, u32 index2, u32 index3)
{
	*Iptr++ = index1;
	*Iptr++ = index2;
	*Iptr++ = index3;
	if (pr)
		*Iptr++ = s_primitive_restart;
	return Iptr;
}

template <bool pr> u16* IndexGenerator::AddList(u16 *Iptr, u32 const numVerts, u32 index)
{
	for (u32 i = 2; i < numVerts; i+=3)
	{
		Iptr = WriteTriangle<pr>(Iptr, index + i - 2, index + i - 1, index + i);
	}
	return Iptr;
}

template <bool pr> u16* IndexGenerator::AddStrip(u16 *Iptr, u32 const numVerts, u32 index)
{
	if (pr)
	{
		for (u32 i = 0; i < numVerts; ++i)
		{
			*Iptr++ = index + i;
		}
		*Iptr++ = s_primitive_restart;

	}
	else
	{
		bool wind = false;
		for (u32 i = 2; i < numVerts; ++i)
		{
			Iptr = WriteTriangle<pr>(Iptr,
				index + i - 2,
				index + i - !wind,
				index + i - wind);

			wind ^= true;
		}
	}
	return Iptr;
}

/**
 * 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> u16* IndexGenerator::AddFan(u16 *Iptr, u32 numVerts, u32 index)
{
	u32 i = 2;

	if (pr)
	{
		for (; i+3<=numVerts; i+=3)
		{
			*Iptr++ = index + i - 1;
			*Iptr++ = index + i + 0;
			*Iptr++ = index;
			*Iptr++ = index + i + 1;
			*Iptr++ = index + i + 2;
			*Iptr++ = s_primitive_restart;
		}

		for (; i+2<=numVerts; i+=2)
		{
			*Iptr++ = index + i - 1;
			*Iptr++ = index + i + 0;
			*Iptr++ = index;
			*Iptr++ = index + i + 1;
			*Iptr++ = s_primitive_restart;
		}
	}

	for (; i < numVerts; ++i)
	{
		Iptr = WriteTriangle<pr>(Iptr, index, index + i - 1, index + i);
	}
	return Iptr;
}

/*
 * 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> u16* IndexGenerator::AddQuads(u16 *Iptr, u32 numVerts, u32 index)
{
	u32 i = 3;
	for (; i < numVerts; i+=4)
	{
		if (pr)
		{
			*Iptr++ = index + i - 2;
			*Iptr++ = index + i - 1;
			*Iptr++ = index + i - 3;
			*Iptr++ = index + i - 0;
			*Iptr++ = s_primitive_restart;
		}
		else
		{
			Iptr = WriteTriangle<pr>(Iptr, index + i - 3, index + i - 2, index + i - 1);
			Iptr = WriteTriangle<pr>(Iptr, index + i - 3, index + i - 1, index + i - 0);
		}
	}

	// three vertices remaining, so render a triangle
	if (i == numVerts)
	{
		Iptr = WriteTriangle<pr>(Iptr, index+numVerts-3, index+numVerts-2, index+numVerts-1);
	}
	return Iptr;
}

template <bool pr> u16* IndexGenerator::AddQuads_nonstandard(u16 *Iptr, u32 numVerts, u32 index)
{
	WARN_LOG(VIDEO, "Non-standard primitive drawing command GL_DRAW_QUADS_2");
	return AddQuads<pr>(Iptr, numVerts, index);
}

// Lines
u16* IndexGenerator::AddLineList(u16 *Iptr, u32 numVerts, u32 index)
{
	for (u32 i = 1; i < numVerts; i+=2)
	{
		*Iptr++ = index + i - 1;
		*Iptr++ = index + i;
	}
	return Iptr;

}

// shouldn't be used as strips as LineLists are much more common
// so converting them to lists
u16* IndexGenerator::AddLineStrip(u16 *Iptr, u32 numVerts, u32 index)
{
	for (u32 i = 1; i < numVerts; ++i)
	{
		*Iptr++ = index + i - 1;
		*Iptr++ = index + i;
	}
	return Iptr;
}

// Points
u16* IndexGenerator::AddPoints(u16 *Iptr, u32 numVerts, u32 index)
{
	for (u32 i = 0; i != numVerts; ++i)
	{
		*Iptr++ = index + i;
	}
	return Iptr;
}


u32 IndexGenerator::GetRemainingIndices()
{
	u32 max_index = 65534; // -1 is reserved for primitive restart (ogl + dx11)
	return max_index - base_index;
}