GPU: Use degenerate triangles to split strips and batch them

This commit is contained in:
Connor McLaughlin 2019-09-15 00:17:43 +10:00
parent 1c8e326624
commit 273f010d17
2 changed files with 21 additions and 9 deletions

View file

@ -84,7 +84,7 @@ protected:
{
u32 bits;
BitField<u32, u32, 0, 23> color_for_first_vertex;
BitField<u32, u32, 0, 24> color_for_first_vertex;
BitField<u32, bool, 24, 1> texture_blend_disable; // not valid for lines
BitField<u32, bool, 25, 1> transparency_enable;
BitField<u32, bool, 26, 1> texture_enable;

View file

@ -13,19 +13,20 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices)
{
case Primitive::Polygon:
{
const u32 first_colour = m_GP0_command[0] & UINT32_C(0x00FFFFFF);
// if we're drawing quads, we need to create a degenerate triangle to restart the triangle strip
bool restart_strip = (rc.quad_polygon && !m_batch_vertices.empty());
if (restart_strip)
m_batch_vertices.push_back(m_batch_vertices.back());
const u32 first_color = rc.color_for_first_vertex;
const bool shaded = rc.shading_enable;
const bool textured = rc.texture_enable;
// if we're drawing quads, we need to create a degenerate triangle to restart the triangle strip
if (rc.quad_polygon && !m_batch_vertices.empty())
m_batch_vertices.push_back(m_batch_vertices.back());
u32 buffer_pos = 1;
for (u32 i = 0; i < num_vertices; i++)
{
HWVertex hw_vert;
hw_vert.color = (shaded && i > 0) ? (m_GP0_command[buffer_pos++] & UINT32_C(0x00FFFFFF)) : first_colour;
hw_vert.color = (shaded && i > 0) ? (m_GP0_command[buffer_pos++] & UINT32_C(0x00FFFFFF)) : first_color;
const VertexPosition vp{m_GP0_command[buffer_pos++]};
hw_vert.x = vp.x();
@ -39,14 +40,23 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices)
hw_vert.padding = 0;
m_batch_vertices.push_back(hw_vert);
if (restart_strip)
{
m_batch_vertices.push_back(m_batch_vertices.back());
restart_strip = false;
}
}
}
break;
case Primitive::Rectangle:
{
u32 buffer_pos = 1;
// if we're drawing quads, we need to create a degenerate triangle to restart the triangle strip
const bool restart_strip = !m_batch_vertices.empty();
if (restart_strip)
m_batch_vertices.push_back(m_batch_vertices.back());
u32 buffer_pos = 1;
const bool textured = rc.texture_enable;
const u32 color = rc.color_for_first_vertex;
const VertexPosition vp{m_GP0_command[buffer_pos++]};
@ -83,6 +93,8 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices)
const u8 tex_bottom = static_cast<u8>(tex_top + (rectangle_height - 1));
m_batch_vertices.push_back(HWVertex{pos_left, pos_top, color, HWVertex::EncodeTexcoord(tex_left, tex_top)});
if (restart_strip)
m_batch_vertices.push_back(m_batch_vertices.back());
m_batch_vertices.push_back(HWVertex{pos_right, pos_top, color, HWVertex::EncodeTexcoord(tex_right, tex_top)});
m_batch_vertices.push_back(HWVertex{pos_left, pos_bottom, color, HWVertex::EncodeTexcoord(tex_left, tex_bottom)});
m_batch_vertices.push_back(
@ -365,7 +377,7 @@ void GPU_HW::DispatchRenderCommand(RenderCommand rc, u32 num_vertices)
}
// flush when the command changes
if (!m_batch_vertices.empty()) // && m_batch_command.bits != rc.bits)
if (!m_batch_vertices.empty() && m_batch_command.bits != rc.bits)
FlushRender();
m_batch_command = rc;