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https://github.com/Lime3DS/Lime3DS
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hwtest shows that, although GS always emit a group of three vertices as one primitive, it still respects to the topology type, as if the three vertices are input into the primitive assembler independently and sequentially. It is also shown that the winding flag in SETEMIT only takes effect for Shader topology type, which is believed to be the actual difference between List and Shader (hence removed the TODO). However, only Shader topology type is observed in official games when GS is in use, so the other mode seems to be just unintended usage.
77 lines
2.3 KiB
C++
77 lines
2.3 KiB
C++
// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include "common/logging/log.h"
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#include "video_core/primitive_assembly.h"
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#include "video_core/regs_pipeline.h"
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#include "video_core/shader/shader.h"
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namespace Pica {
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template <typename VertexType>
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PrimitiveAssembler<VertexType>::PrimitiveAssembler(PipelineRegs::TriangleTopology topology)
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: topology(topology), buffer_index(0) {}
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template <typename VertexType>
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void PrimitiveAssembler<VertexType>::SubmitVertex(const VertexType& vtx,
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TriangleHandler triangle_handler) {
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switch (topology) {
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case PipelineRegs::TriangleTopology::List:
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case PipelineRegs::TriangleTopology::Shader:
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if (buffer_index < 2) {
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buffer[buffer_index++] = vtx;
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} else {
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buffer_index = 0;
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if (topology == PipelineRegs::TriangleTopology::Shader && winding) {
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triangle_handler(buffer[1], buffer[0], vtx);
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winding = false;
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} else {
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triangle_handler(buffer[0], buffer[1], vtx);
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}
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}
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break;
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case PipelineRegs::TriangleTopology::Strip:
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case PipelineRegs::TriangleTopology::Fan:
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if (strip_ready)
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triangle_handler(buffer[0], buffer[1], vtx);
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buffer[buffer_index] = vtx;
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strip_ready |= (buffer_index == 1);
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if (topology == PipelineRegs::TriangleTopology::Strip)
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buffer_index = !buffer_index;
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else if (topology == PipelineRegs::TriangleTopology::Fan)
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buffer_index = 1;
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break;
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default:
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LOG_ERROR(HW_GPU, "Unknown triangle topology %x:", (int)topology);
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break;
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}
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}
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template <typename VertexType>
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void PrimitiveAssembler<VertexType>::SetWinding() {
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winding = true;
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}
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template <typename VertexType>
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void PrimitiveAssembler<VertexType>::Reset() {
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buffer_index = 0;
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strip_ready = false;
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winding = false;
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}
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template <typename VertexType>
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void PrimitiveAssembler<VertexType>::Reconfigure(PipelineRegs::TriangleTopology topology) {
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Reset();
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this->topology = topology;
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}
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// explicitly instantiate use cases
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template struct PrimitiveAssembler<Shader::OutputVertex>;
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} // namespace
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