PSP: add implementation for RenderGeometry
parent
e92a639b23
commit
f080273acd
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@ -108,9 +108,22 @@ typedef struct
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{
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float u, v;
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float x, y, z;
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} VertTV;
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typedef struct
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{
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int col;
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float x, y, z;
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} VertCV;
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typedef struct
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{
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float u, v;
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int col;
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float x, y, z;
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} VertTCV;
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#define PI 3.14159265358979f
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#define radToDeg(x) ((x)*180.f/PI)
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@ -473,6 +486,94 @@ PSP_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_F
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return 0;
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}
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static int
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PSP_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
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const float *xy, int xy_stride, const int *color, int color_stride, const float *uv, int uv_stride,
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int num_vertices, const void *indices, int num_indices, int size_indices,
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float scale_x, float scale_y)
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{
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int i;
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int count = indices ? num_indices : num_vertices;
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cmd->data.draw.count = count;
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size_indices = indices ? size_indices : 0;
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if (texture == NULL) {
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VertCV *verts;
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verts = (VertCV *) SDL_AllocateRenderVertices(renderer, count * sizeof (VertCV), 4, &cmd->data.draw.first);
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if (!verts) {
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return -1;
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}
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for (i = 0; i < count; i++) {
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int j;
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float *xy_;
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int col_;
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if (size_indices == 4) {
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j = ((const Uint32 *)indices)[i];
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} else if (size_indices == 2) {
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j = ((const Uint16 *)indices)[i];
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} else if (size_indices == 1) {
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j = ((const Uint8 *)indices)[i];
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} else {
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j = i;
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}
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xy_ = (float *)((char*)xy + j * xy_stride);
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col_ = *(int *)((char*)color + j * color_stride);
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verts->x = xy_[0] * scale_x;
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verts->y = xy_[1] * scale_y;
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verts->z = 0;
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verts->col = col_;
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verts++;
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}
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} else {
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PSP_TextureData *psp_texture = (PSP_TextureData *) texture->driverdata;
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VertTCV *verts;
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verts = (VertTCV *) SDL_AllocateRenderVertices(renderer, count * sizeof (VertTCV), 4, &cmd->data.draw.first);
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if (!verts) {
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return -1;
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}
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for (i = 0; i < count; i++) {
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int j;
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float *xy_;
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int col_;
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float *uv_;
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if (size_indices == 4) {
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j = ((const Uint32 *)indices)[i];
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} else if (size_indices == 2) {
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j = ((const Uint16 *)indices)[i];
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} else if (size_indices == 1) {
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j = ((const Uint8 *)indices)[i];
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} else {
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j = i;
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}
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xy_ = (float *)((char*)xy + j * xy_stride);
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col_ = *(int *)((char*)color + j * color_stride);
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uv_ = (float *)((char*)uv + j * uv_stride);
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verts->x = xy_[0] * scale_x;
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verts->y = xy_[1] * scale_y;
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verts->z = 0;
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verts->col = col_;
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verts->u = uv_[0] * psp_texture->textureWidth;
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verts->v = uv_[1] * psp_texture->textureHeight;
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verts++;
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}
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}
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return 0;
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}
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static int
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PSP_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
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{
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@ -853,6 +954,25 @@ PSP_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti
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break;
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}
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case SDL_RENDERCMD_GEOMETRY: {
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const size_t count = cmd->data.draw.count;
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if (cmd->data.draw.texture == NULL) {
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const VertCV *verts = (VertCV *) (gpumem + cmd->data.draw.first);
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sceGuDisable(GU_TEXTURE_2D);
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/* In GU_SMOOTH mode */
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sceGuDrawArray(GU_TRIANGLES, GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_2D, count, 0, verts);
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sceGuEnable(GU_TEXTURE_2D);
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} else {
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const VertTCV *verts = (VertTCV *) (gpumem + cmd->data.draw.first);
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TextureActivate(cmd->data.draw.texture);
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/* Need to force refresh of blending mode, probably something to FIXME */
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PSP_SetBlendMode(renderer, SDL_BLENDMODE_INVALID);
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PSP_SetBlendMode(renderer, cmd->data.draw.blend);
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sceGuDrawArray(GU_TRIANGLES, GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_2D, count, 0, verts);
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}
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break;
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}
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case SDL_RENDERCMD_NO_OP:
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break;
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}
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@ -967,6 +1087,7 @@ PSP_CreateRenderer(SDL_Window * window, Uint32 flags)
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renderer->QueueSetDrawColor = PSP_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */
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renderer->QueueDrawPoints = PSP_QueueDrawPoints;
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renderer->QueueDrawLines = PSP_QueueDrawPoints; /* lines and points queue vertices the same way. */
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renderer->QueueGeometry = PSP_QueueGeometry;
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renderer->QueueFillRects = PSP_QueueFillRects;
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renderer->QueueCopy = PSP_QueueCopy;
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renderer->QueueCopyEx = PSP_QueueCopyEx;
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@ -1028,8 +1149,11 @@ PSP_CreateRenderer(SDL_Window * window, Uint32 flags)
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sceGuEnable(GU_SCISSOR_TEST);
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/* Backface culling */
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/*
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FIXME: Culling probably un-needed ? It can conflict with SDL_RENDERCMD_GEOMETRY
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sceGuFrontFace(GU_CCW);
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sceGuEnable(GU_CULL_FACE);
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*/
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/* Texturing */
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sceGuEnable(GU_TEXTURE_2D);
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