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https://github.com/dolphin-emu/dolphin.git
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VideoSW: reuse Common::Vec2/3/4
This commit is contained in:
parent
e6ed939952
commit
fa4127b145
8 changed files with 48 additions and 137 deletions
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@ -643,7 +643,6 @@
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<ClInclude Include="VideoBackends\Software\TextureEncoder.h" />
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<ClInclude Include="VideoBackends\Software\TextureSampler.h" />
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<ClInclude Include="VideoBackends\Software\TransformUnit.h" />
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<ClInclude Include="VideoBackends\Software\Vec3.h" />
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<ClInclude Include="VideoBackends\Software\VideoBackend.h" />
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<ClInclude Include="VideoBackends\Vulkan\CommandBufferManager.h" />
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<ClInclude Include="VideoBackends\Vulkan\Constants.h" />
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@ -30,7 +30,6 @@ add_library(videosoftware
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TextureSampler.h
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TransformUnit.cpp
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TransformUnit.h
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Vec3.h
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VideoBackend.h
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)
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@ -76,7 +76,7 @@ enum
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static inline int CalcClipMask(const OutputVertexData* v)
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{
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int cmask = 0;
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Vec4 pos = v->projectedPosition;
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Common::Vec4 pos = v->projectedPosition;
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if (pos.w - pos.x < 0)
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cmask |= CLIP_POS_X_BIT;
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@ -546,8 +546,8 @@ bool IsBackface(const OutputVertexData* v0, const OutputVertexData* v1, const Ou
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void PerspectiveDivide(OutputVertexData* vertex)
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{
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Vec4& projected = vertex->projectedPosition;
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Vec3& screen = vertex->screenPosition;
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Common::Vec4& projected = vertex->projectedPosition;
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Common::Vec3& screen = vertex->screenPosition;
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float wInverse = 1.0f / projected.w;
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screen.x = projected.x * wInverse * xfmem.viewport.wd + xfmem.viewport.xOrig;
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@ -7,25 +7,17 @@
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#include <cstddef>
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#include "Common/CommonTypes.h"
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#include "VideoBackends/Software/Vec3.h"
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struct Vec4
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{
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float x;
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float y;
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float z;
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float w;
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};
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#include "Common/Matrix.h"
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struct InputVertexData
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{
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u8 posMtx;
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std::array<u8, 8> texMtx;
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Vec3 position;
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std::array<Vec3, 3> normal;
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Common::Vec3 position;
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std::array<Common::Vec3, 3> normal;
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std::array<std::array<u8, 4>, 2> color;
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std::array<std::array<float, 2>, 8> texCoords;
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std::array<Common::Vec2, 8> texCoords;
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};
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struct OutputVertexData
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@ -39,12 +31,12 @@ struct OutputVertexData
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ALP_C
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};
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Vec3 mvPosition = {};
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Vec4 projectedPosition = {};
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Vec3 screenPosition = {};
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std::array<Vec3, 3> normal{};
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Common::Vec3 mvPosition = {};
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Common::Vec4 projectedPosition = {};
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Common::Vec3 screenPosition = {};
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std::array<Common::Vec3, 3> normal{};
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std::array<std::array<u8, 4>, 2> color{};
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std::array<Vec3, 8> texCoords{};
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std::array<Common::Vec3, 8> texCoords{};
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void Lerp(float t, const OutputVertexData* a, const OutputVertexData* b)
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{
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@ -392,11 +392,12 @@ static void DrawTriangleFrontFace(const OutputVertexData* v0, const OutputVertex
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for (unsigned int i = 0; i < bpmem.genMode.numtexgens; i++)
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{
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for (int comp = 0; comp < 3; comp++)
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{
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TexSlopes[i][comp] = Slope(v0->texCoords[i][comp] * w[0], v1->texCoords[i][comp] * w[1],
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v2->texCoords[i][comp] * w[2], ctx);
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}
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TexSlopes[i][0] =
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Slope(v0->texCoords[i].x * w[0], v1->texCoords[i].x * w[1], v2->texCoords[i].x * w[2], ctx);
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TexSlopes[i][1] =
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Slope(v0->texCoords[i].y * w[0], v1->texCoords[i].y * w[1], v2->texCoords[i].y * w[2], ctx);
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TexSlopes[i][2] =
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Slope(v0->texCoords[i].z * w[0], v1->texCoords[i].z * w[1], v2->texCoords[i].z * w[2], ctx);
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}
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// Half-edge constants
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@ -200,42 +200,42 @@ void SWVertexLoader::ParseVertex(const PortableVertexDeclaration& vdec, int inde
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m_cpu_vertex_buffer.data() + m_cpu_vertex_buffer.size());
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src.Skip(index * vdec.stride);
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ReadVertexAttribute<float>(&m_vertex.position[0], src, vdec.position, 0, 3, false);
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ReadVertexAttribute<float>(&m_vertex.position.x, src, vdec.position, 0, 3, false);
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for (std::size_t i = 0; i < m_vertex.normal.size(); i++)
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{
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ReadVertexAttribute<float>(&m_vertex.normal[i][0], src, vdec.normals[i], 0, 3, false);
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ReadVertexAttribute<float>(&m_vertex.normal[i].x, src, vdec.normals[i], 0, 3, false);
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}
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if (!vdec.normals[0].enable)
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{
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auto& system = Core::System::GetInstance();
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auto& vertex_shader_manager = system.GetVertexShaderManager();
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m_vertex.normal[0][0] = vertex_shader_manager.constants.cached_normal[0];
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m_vertex.normal[0][1] = vertex_shader_manager.constants.cached_normal[1];
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m_vertex.normal[0][2] = vertex_shader_manager.constants.cached_normal[2];
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m_vertex.normal[0].x = vertex_shader_manager.constants.cached_normal[0];
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m_vertex.normal[0].y = vertex_shader_manager.constants.cached_normal[1];
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m_vertex.normal[0].z = vertex_shader_manager.constants.cached_normal[2];
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}
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if (!vdec.normals[1].enable)
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{
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auto& system = Core::System::GetInstance();
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auto& vertex_shader_manager = system.GetVertexShaderManager();
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m_vertex.normal[1][0] = vertex_shader_manager.constants.cached_tangent[0];
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m_vertex.normal[1][1] = vertex_shader_manager.constants.cached_tangent[1];
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m_vertex.normal[1][2] = vertex_shader_manager.constants.cached_tangent[2];
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m_vertex.normal[1].x = vertex_shader_manager.constants.cached_tangent[0];
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m_vertex.normal[1].y = vertex_shader_manager.constants.cached_tangent[1];
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m_vertex.normal[1].z = vertex_shader_manager.constants.cached_tangent[2];
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}
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if (!vdec.normals[2].enable)
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{
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auto& system = Core::System::GetInstance();
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auto& vertex_shader_manager = system.GetVertexShaderManager();
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m_vertex.normal[2][0] = vertex_shader_manager.constants.cached_binormal[0];
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m_vertex.normal[2][1] = vertex_shader_manager.constants.cached_binormal[1];
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m_vertex.normal[2][2] = vertex_shader_manager.constants.cached_binormal[2];
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m_vertex.normal[2].x = vertex_shader_manager.constants.cached_binormal[0];
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m_vertex.normal[2].y = vertex_shader_manager.constants.cached_binormal[1];
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m_vertex.normal[2].z = vertex_shader_manager.constants.cached_binormal[2];
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}
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ParseColorAttributes(&m_vertex, src, vdec);
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for (std::size_t i = 0; i < m_vertex.texCoords.size(); i++)
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{
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ReadVertexAttribute<float>(m_vertex.texCoords[i].data(), src, vdec.texcoords[i], 0, 2, false);
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ReadVertexAttribute<float>(&m_vertex.texCoords[i].x, src, vdec.texcoords[i], 0, 2, false);
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// the texmtr is stored as third component of the texCoord
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if (vdec.texcoords[i].components >= 3)
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@ -11,17 +11,21 @@
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#include "Common/Assert.h"
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#include "Common/CommonTypes.h"
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#include "Common/Logging/Log.h"
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#include "Common/Matrix.h"
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#include "Common/MsgHandler.h"
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#include "Common/Swap.h"
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#include "VideoBackends/Software/NativeVertexFormat.h"
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#include "VideoBackends/Software/Vec3.h"
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#include "VideoCommon/BPMemory.h"
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#include "VideoCommon/XFMemory.h"
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namespace TransformUnit
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{
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using Vec3 = Common::Vec3;
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using Vec4 = Common::Vec4;
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static void MultiplyVec2Mat24(const Vec3& vec, const float* mat, Vec3& result)
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{
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result.x = mat[0] * vec.x + mat[1] * vec.y + mat[2] + mat[3];
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@ -102,7 +106,7 @@ void TransformNormal(const InputVertexData* src, OutputVertexData* dst)
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// By normalising the first transformed normal (which is used by lighting calculations and needs
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// to be unit length), the same transform matrix can do double duty, scaling for emboss mapping,
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// and not scaling for lighting.
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dst->normal[0].Normalize();
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dst->normal[0] = dst->normal[0].Normalized();
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}
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static void TransformTexCoordRegular(const TexMtxInfo& texinfo, int coordNum,
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@ -127,8 +131,8 @@ static void TransformTexCoordRegular(const TexMtxInfo& texinfo, int coordNum,
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{
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ASSERT(texinfo.sourcerow >= SourceRow::Tex0 && texinfo.sourcerow <= SourceRow::Tex7);
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u32 texnum = static_cast<u32>(texinfo.sourcerow.Value()) - static_cast<u32>(SourceRow::Tex0);
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src.x = srcVertex->texCoords[texnum][0];
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src.y = srcVertex->texCoords[texnum][1];
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src.x = srcVertex->texCoords[texnum].x;
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src.y = srcVertex->texCoords[texnum].y;
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src.z = 1.0f;
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break;
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}
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@ -228,22 +232,22 @@ static float CalculateLightAttn(const LightPointer* light, Vec3* _ldir, const Ve
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case AttenuationFunc::Spec:
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{
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ldir = ldir.Normalized();
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attn = (ldir * normal) >= 0.0 ? std::max(0.0f, light->dir * normal) : 0;
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attn = ldir.Dot(normal) >= 0.0 ? std::max(0.0f, light->dir.Dot(normal)) : 0;
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Vec3 attLen = Vec3(1.0, attn, attn * attn);
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Vec3 cosAttn = light->cosatt;
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Vec3 distAttn = light->distatt;
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if (chan.diffusefunc != DiffuseFunc::None)
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distAttn = distAttn.Normalized();
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attn = SafeDivide(std::max(0.0f, attLen * cosAttn), attLen * distAttn);
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attn = SafeDivide(std::max(0.0f, attLen.Dot(cosAttn)), attLen.Dot(distAttn));
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break;
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}
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case AttenuationFunc::Spot:
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{
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float dist2 = ldir.Length2();
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float dist2 = ldir.LengthSquared();
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float dist = sqrtf(dist2);
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ldir = ldir / dist;
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attn = std::max(0.0f, ldir * light->dir);
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attn = std::max(0.0f, ldir.Dot(light->dir));
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float cosAtt = light->cosatt.x + (light->cosatt.y * attn) + (light->cosatt.z * attn * attn);
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float distAtt = light->distatt.x + (light->distatt.y * dist) + (light->distatt.z * dist2);
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Vec3 ldir = light->pos - pos;
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float attn = CalculateLightAttn(light, &ldir, normal, chan);
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float difAttn = ldir * normal;
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float difAttn = ldir.Dot(normal);
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switch (chan.diffusefunc)
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{
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case DiffuseFunc::None:
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Vec3 ldir = light->pos - pos;
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float attn = CalculateLightAttn(light, &ldir, normal, chan);
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float difAttn = ldir * normal;
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float difAttn = ldir.Dot(normal);
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switch (chan.diffusefunc)
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{
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case DiffuseFunc::None:
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@ -412,8 +416,8 @@ void TransformTexCoord(const InputVertexData* src, OutputVertexData* dst)
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const LightPointer* light = (const LightPointer*)&xfmem.lights[texinfo.embosslightshift];
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Vec3 ldir = (light->pos - dst->mvPosition).Normalized();
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float d1 = ldir * dst->normal[1];
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float d2 = ldir * dst->normal[2];
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float d1 = ldir.Dot(dst->normal[1]);
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float d2 = ldir.Dot(dst->normal[2]);
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dst->texCoords[coordNum].x = dst->texCoords[texinfo.embosssourceshift].x + d1;
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dst->texCoords[coordNum].y = dst->texCoords[texinfo.embosssourceshift].y + d2;
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@ -440,8 +444,8 @@ void TransformTexCoord(const InputVertexData* src, OutputVertexData* dst)
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for (u32 coordNum = 0; coordNum < xfmem.numTexGen.numTexGens; coordNum++)
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{
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dst->texCoords[coordNum][0] *= (bpmem.texcoords[coordNum].s.scale_minus_1 + 1);
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dst->texCoords[coordNum][1] *= (bpmem.texcoords[coordNum].t.scale_minus_1 + 1);
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dst->texCoords[coordNum].x *= bpmem.texcoords[coordNum].s.scale_minus_1 + 1;
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dst->texCoords[coordNum].y *= bpmem.texcoords[coordNum].t.scale_minus_1 + 1;
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}
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}
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} // namespace TransformUnit
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@ -1,84 +0,0 @@
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// Copyright 2010 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <cmath>
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#include <cstdlib>
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class Vec3
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{
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public:
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float x, y, z;
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Vec3() = default;
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explicit Vec3(float f) { x = y = z = f; }
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explicit Vec3(const float* f)
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{
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x = f[0];
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y = f[1];
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z = f[2];
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}
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Vec3(const float _x, const float _y, const float _z)
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{
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x = _x;
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y = _y;
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z = _z;
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}
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void set(const float _x, const float _y, const float _z)
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{
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x = _x;
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y = _y;
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z = _z;
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}
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Vec3 operator+(const Vec3& other) const { return Vec3(x + other.x, y + other.y, z + other.z); }
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void operator+=(const Vec3& other)
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{
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x += other.x;
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y += other.y;
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z += other.z;
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}
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Vec3 operator-(const Vec3& v) const { return Vec3(x - v.x, y - v.y, z - v.z); }
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void operator-=(const Vec3& other)
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{
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x -= other.x;
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y -= other.y;
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z -= other.z;
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}
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Vec3 operator-() const { return Vec3(-x, -y, -z); }
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Vec3 operator*(const float f) const { return Vec3(x * f, y * f, z * f); }
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Vec3 operator/(const float f) const
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{
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float invf = (1.0f / f);
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return Vec3(x * invf, y * invf, z * invf);
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}
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void operator/=(const float f) { *this = *this / f; }
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float operator*(const Vec3& other) const { return (x * other.x) + (y * other.y) + (z * other.z); }
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void operator*=(const float f) { *this = *this * f; }
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Vec3 ScaledBy(const Vec3& other) const { return Vec3(x * other.x, y * other.y, z * other.z); }
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Vec3 operator%(const Vec3& v) const
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{
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return Vec3((y * v.z) - (z * v.y), (z * v.x) - (x * v.z), (x * v.y) - (y * v.x));
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}
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float Length2() const { return (x * x) + (y * y) + (z * z); }
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float Length() const { return sqrtf(Length2()); }
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float Distance2To(Vec3& other) { return (other - (*this)).Length2(); }
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Vec3 Normalized() const { return (*this) / Length(); }
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void Normalize() { (*this) /= Length(); }
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float& operator[](int i) { return *((&x) + i); }
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float operator[](const int i) const { return *((&x) + i); }
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bool operator==(const Vec3& other) const { return x == other.x && y == other.y && z == other.z; }
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void SetZero()
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{
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x = 0.0f;
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y = 0.0f;
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z = 0.0f;
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}
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};
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