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https://github.com/Lime3DS/Lime3DS
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36981a5aa6
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.
57 lines
1.6 KiB
C++
57 lines
1.6 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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#pragma once
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#include <functional>
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#include "video_core/regs_pipeline.h"
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namespace Pica {
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/*
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* Utility class to build triangles from a series of vertices,
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* according to a given triangle topology.
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*/
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template <typename VertexType>
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struct PrimitiveAssembler {
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using TriangleHandler =
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std::function<void(const VertexType& v0, const VertexType& v1, const VertexType& v2)>;
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PrimitiveAssembler(
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PipelineRegs::TriangleTopology topology = PipelineRegs::TriangleTopology::List);
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/*
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* Queues a vertex, builds primitives from the vertex queue according to the given
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* triangle topology, and calls triangle_handler for each generated primitive.
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* NOTE: We could specify the triangle handler in the constructor, but this way we can
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* keep event and handler code next to each other.
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*/
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void SubmitVertex(const VertexType& vtx, TriangleHandler triangle_handler);
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/**
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* Invert the vertex order of the next triangle. Called by geometry shader emitter.
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* This only takes effect for TriangleTopology::Shader.
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*/
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void SetWinding();
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/**
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* Resets the internal state of the PrimitiveAssembler.
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*/
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void Reset();
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/**
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* Reconfigures the PrimitiveAssembler to use a different triangle topology.
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*/
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void Reconfigure(PipelineRegs::TriangleTopology topology);
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private:
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PipelineRegs::TriangleTopology topology;
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int buffer_index;
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VertexType buffer[2];
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bool strip_ready = false;
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bool winding = false;
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};
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} // namespace
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