softgpu: Add class to manage and enqueue for bins.

For now, just forwarding.
This commit is contained in:
Unknown W. Brackets 2022-01-13 09:26:59 -08:00
parent 6839aac109
commit a0a9b1e89b
15 changed files with 183 additions and 65 deletions

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@ -1583,6 +1583,8 @@ set(GPU_SOURCES
GPU/GPUState.h
GPU/Math3D.cpp
GPU/Math3D.h
GPU/Software/BinManager.cpp
GPU/Software/BinManager.h
GPU/Software/Clipper.cpp
GPU/Software/Clipper.h
GPU/Software/DrawPixel.cpp

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@ -452,6 +452,7 @@
<ClInclude Include="GPUInterface.h" />
<ClInclude Include="GPUState.h" />
<ClInclude Include="Math3D.h" />
<ClInclude Include="Software\BinManager.h" />
<ClInclude Include="Software\Clipper.h" />
<ClInclude Include="Software\DrawPixel.h" />
<ClInclude Include="Software\Lighting.h" />
@ -630,6 +631,7 @@
<ClCompile Include="GPUCommon.cpp" />
<ClCompile Include="GPUState.cpp" />
<ClCompile Include="Math3D.cpp" />
<ClCompile Include="Software\BinManager.cpp" />
<ClCompile Include="Software\Clipper.cpp" />
<ClCompile Include="Software\DrawPixel.cpp" />
<ClCompile Include="Software\DrawPixelX86.cpp" />

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@ -276,6 +276,9 @@
<ClInclude Include="Software\RasterizerRegCache.h">
<Filter>Software</Filter>
</ClInclude>
<ClInclude Include="Software\BinManager.h">
<Filter>Software</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="Math3D.cpp">
@ -554,6 +557,9 @@
<ClCompile Include="Software\RasterizerRegCache.cpp">
<Filter>Software</Filter>
</ClCompile>
<ClCompile Include="Software\BinManager.cpp">
<Filter>Software</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<FxCompile Include="..\assets\shaders\tex_4xbrz.csh">

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@ -0,0 +1,60 @@
// Copyright (c) 2022- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include "GPU/Software/BinManager.h"
#include "GPU/Software/Rasterizer.h"
#include "GPU/Software/RasterizerRectangle.h"
void BinManager::AddTriangle(const VertexData &v0, const VertexData &v1, const VertexData &v2) {
Vec2<int> d01((int)v0.screenpos.x - (int)v1.screenpos.x, (int)v0.screenpos.y - (int)v1.screenpos.y);
Vec2<int> d02((int)v0.screenpos.x - (int)v2.screenpos.x, (int)v0.screenpos.y - (int)v2.screenpos.y);
Vec2<int> d12((int)v1.screenpos.x - (int)v2.screenpos.x, (int)v1.screenpos.y - (int)v2.screenpos.y);
// Drop primitives which are not in CCW order by checking the cross product.
if (d01.x * d02.y - d01.y * d02.x < 0)
return;
// If all points have identical coords, we'll have 0 weights and not skip properly, so skip here.
if (d01.x == 0 && d01.y == 0 && d02.x == 0 && d02.y == 0)
return;
// TODO
Rasterizer::DrawTriangle(v0, v1, v2, enqueueState_);
}
void BinManager::AddClearRect(const VertexData &v0, const VertexData &v1) {
// TODO
Rasterizer::ClearRectangle(v0, v1, enqueueState_);
}
void BinManager::AddSprite(const VertexData &v0, const VertexData &v1) {
// TODO
Rasterizer::DrawSprite(v0, v1, enqueueState_);
}
void BinManager::AddLine(const VertexData &v0, const VertexData &v1) {
// TODO
Rasterizer::DrawLine(v0, v1, enqueueState_);
}
void BinManager::AddPoint(const VertexData &v0) {
// TODO
Rasterizer::DrawPoint(v0, enqueueState_);
}
void BinManager::Flush() {
// TODO
}

42
GPU/Software/BinManager.h Normal file
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@ -0,0 +1,42 @@
// Copyright (c) 2022- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#pragma once
#include "GPU/Software/Rasterizer.h"
class BinManager {
public:
void SetEnqueueState(const Rasterizer::RasterizerState &state) {
enqueueState_ = state;
}
const Rasterizer::RasterizerState &State() {
return enqueueState_;
}
void AddTriangle(const VertexData &v0, const VertexData &v1, const VertexData &v2);
void AddClearRect(const VertexData &v0, const VertexData &v1);
void AddSprite(const VertexData &v0, const VertexData &v1);
void AddLine(const VertexData &v0, const VertexData &v1);
void AddPoint(const VertexData &v0);
void Flush();
private:
Rasterizer::RasterizerState enqueueState_;
};

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@ -19,6 +19,7 @@
#include "GPU/GPUState.h"
#include "GPU/Software/BinManager.h"
#include "GPU/Software/Clipper.h"
#include "GPU/Software/Rasterizer.h"
#include "GPU/Software/RasterizerRectangle.h"
@ -127,7 +128,7 @@ static void RotateUVThrough(const VertexData &tl, const VertexData &br, VertexDa
}
}
void ProcessTriangleInternal(VertexData &v0, VertexData &v1, VertexData &v2, const VertexData &provoking, const Rasterizer::RasterizerState &state, bool fromRectangle);
void ProcessTriangleInternal(VertexData &v0, VertexData &v1, VertexData &v2, const VertexData &provoking, BinManager &binner, bool fromRectangle);
static inline bool CheckOutsideZ(ClipCoords p, int &pos, int &neg) {
constexpr float outsideValue = 1.000030517578125f;
@ -143,7 +144,7 @@ static inline bool CheckOutsideZ(ClipCoords p, int &pos, int &neg) {
return false;
}
void ProcessRect(const VertexData &v0, const VertexData &v1, const Rasterizer::RasterizerState &state) {
void ProcessRect(const VertexData &v0, const VertexData &v1, BinManager &binner) {
if (!gstate.isModeThrough()) {
// We may discard the entire rect based on depth values.
int outsidePos = 0, outsideNeg = 0;
@ -191,14 +192,14 @@ void ProcessRect(const VertexData &v0, const VertexData &v1, const Rasterizer::R
}
// Four triangles to do backfaces as well. Two of them will get backface culled.
ProcessTriangleInternal(*topleft, *topright, *bottomright, buf[3], state, true);
ProcessTriangleInternal(*bottomright, *topright, *topleft, buf[3], state, true);
ProcessTriangleInternal(*bottomright, *bottomleft, *topleft, buf[3], state, true);
ProcessTriangleInternal(*topleft, *bottomleft, *bottomright, buf[3], state, true);
ProcessTriangleInternal(*topleft, *topright, *bottomright, buf[3], binner, true);
ProcessTriangleInternal(*bottomright, *topright, *topleft, buf[3], binner, true);
ProcessTriangleInternal(*bottomright, *bottomleft, *topleft, buf[3], binner, true);
ProcessTriangleInternal(*topleft, *bottomleft, *bottomright, buf[3], binner, true);
} else {
// through mode handling
if (Rasterizer::RectangleFastPath(v0, v1, state)) {
if (Rasterizer::RectangleFastPath(v0, v1, binner)) {
return;
}
@ -240,26 +241,26 @@ void ProcessRect(const VertexData &v0, const VertexData &v1, const Rasterizer::R
RotateUVThrough(v0, v1, *topright, *bottomleft);
if (gstate.isModeClear()) {
Rasterizer::ClearRectangle(v0, v1, state);
binner.AddClearRect(v0, v1);
} else {
// Four triangles to do backfaces as well. Two of them will get backface culled.
Rasterizer::DrawTriangle(*topleft, *topright, *bottomleft, state);
Rasterizer::DrawTriangle(*bottomleft, *topright, *topleft, state);
Rasterizer::DrawTriangle(*topright, *bottomright, *bottomleft, state);
Rasterizer::DrawTriangle(*bottomleft, *bottomright, *topright, state);
binner.AddTriangle(*topleft, *topright, *bottomleft);
binner.AddTriangle(*bottomleft, *topright, *topleft);
binner.AddTriangle(*topright, *bottomright, *bottomleft);
binner.AddTriangle(*bottomleft, *bottomright, *topright);
}
}
}
void ProcessPoint(VertexData &v0, const Rasterizer::RasterizerState &state) {
void ProcessPoint(VertexData &v0, BinManager &binner) {
// Points need no clipping. Will be bounds checked in the rasterizer (which seems backwards?)
Rasterizer::DrawPoint(v0, state);
binner.AddPoint(v0);
}
void ProcessLine(VertexData &v0, VertexData &v1, const Rasterizer::RasterizerState &state) {
void ProcessLine(VertexData &v0, VertexData &v1, BinManager &binner) {
if (gstate.isModeThrough()) {
// Actually, should clip this one too so we don't need to do bounds checks in the rasterizer.
Rasterizer::DrawLine(v0, v1, state);
binner.AddLine(v0, v1);
return;
}
@ -286,19 +287,19 @@ void ProcessLine(VertexData &v0, VertexData &v1, const Rasterizer::RasterizerSta
VertexData data[2] = { *Vertices[0], *Vertices[1] };
data[0].screenpos = TransformUnit::ClipToScreen(data[0].clippos);
data[1].screenpos = TransformUnit::ClipToScreen(data[1].clippos);
Rasterizer::DrawLine(data[0], data[1], state);
binner.AddLine(data[0], data[1]);
}
void ProcessTriangleInternal(VertexData &v0, VertexData &v1, VertexData &v2, const VertexData &provoking, const Rasterizer::RasterizerState &state, bool fromRectangle) {
void ProcessTriangleInternal(VertexData &v0, VertexData &v1, VertexData &v2, const VertexData &provoking, BinManager &binner, bool fromRectangle) {
if (gstate.isModeThrough()) {
// In case of cull reordering, make sure the right color is on the final vertex.
if (gstate.getShadeMode() == GE_SHADE_FLAT) {
VertexData corrected2 = v2;
corrected2.color0 = provoking.color0;
corrected2.color1 = provoking.color1;
Rasterizer::DrawTriangle(v0, v1, corrected2, state);
binner.AddTriangle(v0, v1, corrected2);
} else {
Rasterizer::DrawTriangle(v0, v1, v2, state);
binner.AddTriangle(v0, v1, v2);
}
return;
}
@ -382,13 +383,13 @@ void ProcessTriangleInternal(VertexData &v0, VertexData &v1, VertexData &v2, con
data[2].color1 = provoking.color1;
}
Rasterizer::DrawTriangle(data[0], data[1], data[2], state);
binner.AddTriangle(data[0], data[1], data[2]);
}
}
}
void ProcessTriangle(VertexData &v0, VertexData &v1, VertexData &v2, const VertexData &provoking, const Rasterizer::RasterizerState &state) {
ProcessTriangleInternal(v0, v1, v2, provoking, state, false);
void ProcessTriangle(VertexData &v0, VertexData &v1, VertexData &v2, const VertexData &provoking, BinManager &binner) {
ProcessTriangleInternal(v0, v1, v2, provoking, binner, false);
}
} // namespace

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@ -22,15 +22,13 @@
struct PixelFuncID;
struct SamplerID;
namespace Rasterizer {
struct RasterizerState;
};
class BinManager;
namespace Clipper {
void ProcessPoint(VertexData &v0, const Rasterizer::RasterizerState &state);
void ProcessLine(VertexData &v0, VertexData &v1, const Rasterizer::RasterizerState &state);
void ProcessTriangle(VertexData &v0, VertexData &v1, VertexData &v2, const VertexData &provoking, const Rasterizer::RasterizerState &state);
void ProcessRect(const VertexData &v0, const VertexData &v1, const Rasterizer::RasterizerState &state);
void ProcessPoint(VertexData &v0, BinManager &binner);
void ProcessLine(VertexData &v0, VertexData &v1, BinManager &binner);
void ProcessTriangle(VertexData &v0, VertexData &v1, VertexData &v2, const VertexData &provoking, BinManager &binner);
void ProcessRect(const VertexData &v0, const VertexData &v1, BinManager &binner);
}

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@ -970,17 +970,6 @@ void DrawTriangleSlice(
void DrawTriangle(const VertexData &v0, const VertexData &v1, const VertexData &v2, const RasterizerState &state) {
PROFILE_THIS_SCOPE("draw_tri");
Vec2<int> d01((int)v0.screenpos.x - (int)v1.screenpos.x, (int)v0.screenpos.y - (int)v1.screenpos.y);
Vec2<int> d02((int)v0.screenpos.x - (int)v2.screenpos.x, (int)v0.screenpos.y - (int)v2.screenpos.y);
Vec2<int> d12((int)v1.screenpos.x - (int)v2.screenpos.x, (int)v1.screenpos.y - (int)v2.screenpos.y);
// Drop primitives which are not in CCW order by checking the cross product
if (d01.x * d02.y - d01.y * d02.x < 0)
return;
// If all points have identical coords, we'll have 0 weights and not skip properly, so skip here.
if (d01.x == 0 && d01.y == 0 && d02.x == 0 && d02.y == 0)
return;
int minX = std::min(std::min(v0.screenpos.x, v1.screenpos.x), v2.screenpos.x) & ~0xF;
int minY = std::min(std::min(v0.screenpos.y, v1.screenpos.y), v2.screenpos.y) & ~0xF;
int maxX = std::max(std::max(v0.screenpos.x, v1.screenpos.x), v2.screenpos.x) | 0xF;

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@ -16,6 +16,7 @@
#include "GPU/GPUState.h"
#include "GPU/Common/TextureCacheCommon.h"
#include "GPU/Software/BinManager.h"
#include "GPU/Software/DrawPixel.h"
#include "GPU/Software/Rasterizer.h"
#include "GPU/Software/Sampler.h"
@ -273,7 +274,9 @@ static inline bool NoClampOrWrap(const Vec2f &tc) {
}
// Returns true if the normal path should be skipped.
bool RectangleFastPath(const VertexData &v0, const VertexData &v1, const RasterizerState &state) {
bool RectangleFastPath(const VertexData &v0, const VertexData &v1, BinManager &binner) {
const RasterizerState &state = binner.State();
g_DarkStalkerStretch = DSStretch::Off;
// Check for 1:1 texture mapping. In that case we can call DrawSprite.
int xdiff = v1.screenpos.x - v0.screenpos.x;
@ -289,7 +292,7 @@ bool RectangleFastPath(const VertexData &v0, const VertexData &v1, const Rasteri
bool state_check = !state.pixelID.clearMode && NoClampOrWrap(v0.texturecoords) && NoClampOrWrap(v1.texturecoords);
// TODO: No mipmap levels? Might be a font at level 1...
if ((coord_check || !state.enableTextures) && orient_check && state_check) {
Rasterizer::DrawSprite(v0, v1, state);
binner.AddSprite(v0, v1);
return true;
}
@ -311,7 +314,7 @@ bool RectangleFastPath(const VertexData &v0, const VertexData &v1, const Rasteri
gstate.textureMapEnable &= ~1;
VertexData newV1 = v1;
newV1.color0 = Vec4<int>(0, 0, 0, 255);
Rasterizer::DrawSprite(v0, newV1, state);
binner.AddSprite(v0, newV1);
gstate.textureMapEnable |= 1;
}
return true;

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@ -12,9 +12,12 @@
// sense to specifically detect rectangles that do 1:1 texture mapping (like a sprite), because
// the JIT will then be able to eliminate UV interpolation.
class BinManager;
namespace Rasterizer {
// Returns true if the normal path should be skipped.
bool RectangleFastPath(const VertexData &v0, const VertexData &v1, const RasterizerState &state);
bool RectangleFastPath(const VertexData &v0, const VertexData &v1, BinManager &binner);
void DrawSprite(const VertexData &v0, const VertexData &v1, const RasterizerState &state);
bool DetectRectangleFromThroughModeStrip(const VertexData data[4]);
bool DetectRectangleFromThroughModeFan(const VertexData *data, int c, int *tlIndex, int *brIndex);

View file

@ -29,6 +29,7 @@
#include "GPU/Common/SplineCommon.h"
#include "GPU/Common/TextureDecoder.h"
#include "GPU/Debugger/Debugger.h"
#include "GPU/Software/BinManager.h"
#include "GPU/Software/Clipper.h"
#include "GPU/Software/FuncId.h"
#include "GPU/Software/Lighting.h"
@ -345,6 +346,9 @@ void TransformUnit::SubmitPrimitive(void* vertices, void* indices, GEPrimitiveTy
Rasterizer::RasterizerState state;
ComputeRasterizerState(&state);
BinManager binner;
binner.SetEnqueueState(state);
bool outside_range_flag = false;
switch (prim_type) {
case GE_PRIM_POINTS:
@ -376,22 +380,22 @@ void TransformUnit::SubmitPrimitive(void* vertices, void* indices, GEPrimitiveTy
case GE_PRIM_TRIANGLES:
{
if (!gstate.isCullEnabled() || gstate.isModeClear()) {
Clipper::ProcessTriangle(data[0], data[1], data[2], data[2], state);
Clipper::ProcessTriangle(data[2], data[1], data[0], data[2], state);
Clipper::ProcessTriangle(data[0], data[1], data[2], data[2], binner);
Clipper::ProcessTriangle(data[2], data[1], data[0], data[2], binner);
} else if (!gstate.getCullMode()) {
Clipper::ProcessTriangle(data[2], data[1], data[0], data[2], state);
Clipper::ProcessTriangle(data[2], data[1], data[0], data[2], binner);
} else {
Clipper::ProcessTriangle(data[0], data[1], data[2], data[2], state);
Clipper::ProcessTriangle(data[0], data[1], data[2], data[2], binner);
}
break;
}
case GE_PRIM_LINES:
Clipper::ProcessLine(data[0], data[1], state);
Clipper::ProcessLine(data[0], data[1], binner);
break;
case GE_PRIM_POINTS:
Clipper::ProcessPoint(data[0], state);
Clipper::ProcessPoint(data[0], binner);
break;
default:
@ -431,14 +435,14 @@ void TransformUnit::SubmitPrimitive(void* vertices, void* indices, GEPrimitiveTy
}
if (data_index == 4) {
Clipper::ProcessRect(data[0], data[1], state);
Clipper::ProcessRect(data[2], data[3], state);
Clipper::ProcessRect(data[0], data[1], binner);
Clipper::ProcessRect(data[2], data[3], binner);
data_index = 0;
}
}
if (data_index >= 2) {
Clipper::ProcessRect(data[0], data[1], state);
Clipper::ProcessRect(data[0], data[1], binner);
data_index -= 2;
}
break;
@ -467,7 +471,7 @@ void TransformUnit::SubmitPrimitive(void* vertices, void* indices, GEPrimitiveTy
--skip_count;
} else {
// We already incremented data_index, so data_index & 1 is previous one.
Clipper::ProcessLine(data[data_index & 1], data[(data_index & 1) ^ 1], state);
Clipper::ProcessLine(data[data_index & 1], data[(data_index & 1) ^ 1], binner);
}
}
break;
@ -493,7 +497,7 @@ void TransformUnit::SubmitPrimitive(void* vertices, void* indices, GEPrimitiveTy
// If a strip is effectively a rectangle, draw it as such!
if (!outside_range_flag && Rasterizer::DetectRectangleFromThroughModeStrip(data)) {
Clipper::ProcessRect(data[0], data[3], state);
Clipper::ProcessRect(data[0], data[3], binner);
break;
}
}
@ -521,14 +525,14 @@ void TransformUnit::SubmitPrimitive(void* vertices, void* indices, GEPrimitiveTy
}
if (!gstate.isCullEnabled() || gstate.isModeClear()) {
Clipper::ProcessTriangle(data[0], data[1], data[2], data[provoking_index], state);
Clipper::ProcessTriangle(data[2], data[1], data[0], data[provoking_index], state);
Clipper::ProcessTriangle(data[0], data[1], data[2], data[provoking_index], binner);
Clipper::ProcessTriangle(data[2], data[1], data[0], data[provoking_index], binner);
} else if ((!gstate.getCullMode()) ^ ((data_index - 1) % 2)) {
// We need to reverse the vertex order for each second primitive,
// but we additionally need to do that for every primitive if CCW cullmode is used.
Clipper::ProcessTriangle(data[2], data[1], data[0], data[provoking_index], state);
Clipper::ProcessTriangle(data[2], data[1], data[0], data[provoking_index], binner);
} else {
Clipper::ProcessTriangle(data[0], data[1], data[2], data[provoking_index], state);
Clipper::ProcessTriangle(data[0], data[1], data[2], data[provoking_index], binner);
}
}
break;
@ -569,7 +573,7 @@ void TransformUnit::SubmitPrimitive(void* vertices, void* indices, GEPrimitiveTy
int tl = -1, br = -1;
if (!outside_range_flag && Rasterizer::DetectRectangleFromThroughModeFan(data, vertex_count, &tl, &br)) {
Clipper::ProcessRect(data[tl], data[br], state);
Clipper::ProcessRect(data[tl], data[br], binner);
break;
}
}
@ -597,14 +601,14 @@ void TransformUnit::SubmitPrimitive(void* vertices, void* indices, GEPrimitiveTy
}
if (!gstate.isCullEnabled() || gstate.isModeClear()) {
Clipper::ProcessTriangle(data[0], data[1], data[2], data[provoking_index], state);
Clipper::ProcessTriangle(data[2], data[1], data[0], data[provoking_index], state);
Clipper::ProcessTriangle(data[0], data[1], data[2], data[provoking_index], binner);
Clipper::ProcessTriangle(data[2], data[1], data[0], data[provoking_index], binner);
} else if ((!gstate.getCullMode()) ^ ((data_index - 1) % 2)) {
// We need to reverse the vertex order for each second primitive,
// but we additionally need to do that for every primitive if CCW cullmode is used.
Clipper::ProcessTriangle(data[2], data[1], data[0], data[provoking_index], state);
Clipper::ProcessTriangle(data[2], data[1], data[0], data[provoking_index], binner);
} else {
Clipper::ProcessTriangle(data[0], data[1], data[2], data[provoking_index], state);
Clipper::ProcessTriangle(data[0], data[1], data[2], data[provoking_index], binner);
}
}
break;
@ -615,6 +619,8 @@ void TransformUnit::SubmitPrimitive(void* vertices, void* indices, GEPrimitiveTy
break;
}
binner.Flush();
GPUDebug::NotifyDraw();
}

View file

@ -425,6 +425,7 @@
<ClInclude Include="..\..\GPU\GPUInterface.h" />
<ClInclude Include="..\..\GPU\GPUState.h" />
<ClInclude Include="..\..\GPU\Math3D.h" />
<ClInclude Include="..\..\GPU\Software\BinManager.h" />
<ClInclude Include="..\..\GPU\Software\Clipper.h" />
<ClInclude Include="..\..\GPU\Software\DrawPixel.h" />
<ClInclude Include="..\..\GPU\Software\FuncId.h" />
@ -486,6 +487,7 @@
<ClCompile Include="..\..\GPU\GPUCommon.cpp" />
<ClCompile Include="..\..\GPU\GPUState.cpp" />
<ClCompile Include="..\..\GPU\Math3D.cpp" />
<ClCompile Include="..\..\GPU\Software\BinManager.cpp" />
<ClCompile Include="..\..\GPU\Software\Clipper.cpp" />
<ClCompile Include="..\..\GPU\Software\DrawPixel.cpp" />
<ClCompile Include="..\..\GPU\Software\FuncId.cpp" />

View file

@ -45,6 +45,7 @@
<ClCompile Include="..\..\GPU\GPUCommon.cpp" />
<ClCompile Include="..\..\GPU\GPUState.cpp" />
<ClCompile Include="..\..\GPU\Math3D.cpp" />
<ClCompile Include="..\..\GPU\Software\BinManager.cpp" />
<ClCompile Include="..\..\GPU\Software\Clipper.cpp" />
<ClCompile Include="..\..\GPU\Software\DrawPixel.cpp" />
<ClCompile Include="..\..\GPU\Software\FuncId.cpp" />
@ -104,6 +105,7 @@
<ClInclude Include="..\..\GPU\GPUInterface.h" />
<ClInclude Include="..\..\GPU\GPUState.h" />
<ClInclude Include="..\..\GPU\Math3D.h" />
<ClInclude Include="..\..\GPU\Software\BinManager.h" />
<ClInclude Include="..\..\GPU\Software\Clipper.h" />
<ClInclude Include="..\..\GPU\Software\DrawPixel.h" />
<ClInclude Include="..\..\GPU\Software\FuncId.h" />

View file

@ -364,6 +364,7 @@ EXEC_AND_LIB_FILES := \
$(SRC)/GPU/GLES/ShaderManagerGLES.cpp.arm \
$(SRC)/GPU/GLES/FragmentTestCacheGLES.cpp.arm \
$(SRC)/GPU/GLES/TextureScalerGLES.cpp \
$(SRC)/GPU/Software/BinManager.cpp \
$(SRC)/GPU/Software/Clipper.cpp \
$(SRC)/GPU/Software/DrawPixel.cpp.arm \
$(SRC)/GPU/Software/FuncId.cpp \

View file

@ -351,6 +351,7 @@ SOURCES_CXX += \
$(GPUDIR)/GPU.cpp \
$(GPUDIR)/GPUState.cpp \
$(GPUDIR)/Math3D.cpp \
$(GPUDIR)/Software/BinManager.cpp \
$(GPUDIR)/Software/Clipper.cpp \
$(GPUDIR)/Software/DrawPixel.cpp \
$(GPUDIR)/Software/FuncId.cpp \