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https://github.com/RetroDECK/Duckstation.git
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GPU: Use degenerate triangles to split strips and batch them
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1c8e326624
commit
273f010d17
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@ -84,7 +84,7 @@ protected:
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{
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u32 bits;
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BitField<u32, u32, 0, 23> color_for_first_vertex;
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BitField<u32, u32, 0, 24> color_for_first_vertex;
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BitField<u32, bool, 24, 1> texture_blend_disable; // not valid for lines
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BitField<u32, bool, 25, 1> transparency_enable;
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BitField<u32, bool, 26, 1> texture_enable;
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@ -13,19 +13,20 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices)
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{
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case Primitive::Polygon:
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{
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const u32 first_colour = m_GP0_command[0] & UINT32_C(0x00FFFFFF);
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// if we're drawing quads, we need to create a degenerate triangle to restart the triangle strip
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bool restart_strip = (rc.quad_polygon && !m_batch_vertices.empty());
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if (restart_strip)
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m_batch_vertices.push_back(m_batch_vertices.back());
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const u32 first_color = rc.color_for_first_vertex;
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const bool shaded = rc.shading_enable;
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const bool textured = rc.texture_enable;
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// if we're drawing quads, we need to create a degenerate triangle to restart the triangle strip
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if (rc.quad_polygon && !m_batch_vertices.empty())
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m_batch_vertices.push_back(m_batch_vertices.back());
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u32 buffer_pos = 1;
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for (u32 i = 0; i < num_vertices; i++)
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{
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HWVertex hw_vert;
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hw_vert.color = (shaded && i > 0) ? (m_GP0_command[buffer_pos++] & UINT32_C(0x00FFFFFF)) : first_colour;
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hw_vert.color = (shaded && i > 0) ? (m_GP0_command[buffer_pos++] & UINT32_C(0x00FFFFFF)) : first_color;
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const VertexPosition vp{m_GP0_command[buffer_pos++]};
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hw_vert.x = vp.x();
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@ -39,14 +40,23 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices)
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hw_vert.padding = 0;
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m_batch_vertices.push_back(hw_vert);
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if (restart_strip)
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{
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m_batch_vertices.push_back(m_batch_vertices.back());
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restart_strip = false;
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}
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}
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}
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break;
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case Primitive::Rectangle:
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{
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u32 buffer_pos = 1;
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// if we're drawing quads, we need to create a degenerate triangle to restart the triangle strip
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const bool restart_strip = !m_batch_vertices.empty();
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if (restart_strip)
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m_batch_vertices.push_back(m_batch_vertices.back());
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u32 buffer_pos = 1;
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const bool textured = rc.texture_enable;
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const u32 color = rc.color_for_first_vertex;
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const VertexPosition vp{m_GP0_command[buffer_pos++]};
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@ -83,6 +93,8 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices)
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const u8 tex_bottom = static_cast<u8>(tex_top + (rectangle_height - 1));
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m_batch_vertices.push_back(HWVertex{pos_left, pos_top, color, HWVertex::EncodeTexcoord(tex_left, tex_top)});
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if (restart_strip)
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m_batch_vertices.push_back(m_batch_vertices.back());
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m_batch_vertices.push_back(HWVertex{pos_right, pos_top, color, HWVertex::EncodeTexcoord(tex_right, tex_top)});
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m_batch_vertices.push_back(HWVertex{pos_left, pos_bottom, color, HWVertex::EncodeTexcoord(tex_left, tex_bottom)});
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m_batch_vertices.push_back(
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@ -365,7 +377,7 @@ void GPU_HW::DispatchRenderCommand(RenderCommand rc, u32 num_vertices)
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}
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// flush when the command changes
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if (!m_batch_vertices.empty()) // && m_batch_command.bits != rc.bits)
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if (!m_batch_vertices.empty() && m_batch_command.bits != rc.bits)
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FlushRender();
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m_batch_command = rc;
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