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Merge pull request #10973 from weihuoya/cullmode
handle cull mode by indices, refer to issue #10172
This commit is contained in:
commit
e98ea812f6
5 changed files with 106 additions and 51 deletions
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@ -520,7 +520,12 @@ void DrawEngineCommon::DecodeVertsStep(u8 *dest, int &i, int &decodedVerts) {
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dec_->DecodeVerts(dest + decodedVerts * (int)dec_->GetDecVtxFmt().stride,
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dc.verts, indexLowerBound, indexUpperBound);
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decodedVerts += indexUpperBound - indexLowerBound + 1;
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indexGen.AddPrim(dc.prim, dc.vertexCount);
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bool clockwise = true;
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if (dc.cullMode != -1 && gstate.isCullEnabled() && gstate.getCullMode() != dc.cullMode) {
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clockwise = false;
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}
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indexGen.AddPrim(dc.prim, dc.vertexCount, clockwise);
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} else {
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// It's fairly common that games issue long sequences of PRIM calls, with differing
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// inds pointer but the same base vertex pointer. We'd like to reuse vertices between
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@ -544,17 +549,29 @@ void DrawEngineCommon::DecodeVertsStep(u8 *dest, int &i, int &decodedVerts) {
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switch (dc.indexType) {
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case GE_VTYPE_IDX_8BIT >> GE_VTYPE_IDX_SHIFT:
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for (int j = i; j <= lastMatch; j++) {
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indexGen.TranslatePrim(drawCalls[j].prim, drawCalls[j].vertexCount, (const u8 *)drawCalls[j].inds, indexLowerBound);
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bool clockwise = true;
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if (drawCalls[j].cullMode != -1 && gstate.isCullEnabled() && gstate.getCullMode() != drawCalls[j].cullMode) {
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clockwise = false;
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}
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indexGen.TranslatePrim(drawCalls[j].prim, drawCalls[j].vertexCount, (const u8 *)drawCalls[j].inds, indexLowerBound, clockwise);
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}
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break;
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case GE_VTYPE_IDX_16BIT >> GE_VTYPE_IDX_SHIFT:
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for (int j = i; j <= lastMatch; j++) {
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indexGen.TranslatePrim(drawCalls[j].prim, drawCalls[j].vertexCount, (const u16_le *)drawCalls[j].inds, indexLowerBound);
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bool clockwise = true;
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if (drawCalls[j].cullMode != -1 && gstate.isCullEnabled() && gstate.getCullMode() != drawCalls[j].cullMode) {
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clockwise = false;
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}
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indexGen.TranslatePrim(drawCalls[j].prim, drawCalls[j].vertexCount, (const u16_le *)drawCalls[j].inds, indexLowerBound, clockwise);
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}
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break;
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case GE_VTYPE_IDX_32BIT >> GE_VTYPE_IDX_SHIFT:
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for (int j = i; j <= lastMatch; j++) {
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indexGen.TranslatePrim(drawCalls[j].prim, drawCalls[j].vertexCount, (const u32_le *)drawCalls[j].inds, indexLowerBound);
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bool clockwise = true;
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if (drawCalls[j].cullMode != -1 && gstate.isCullEnabled() && gstate.getCullMode() != drawCalls[j].cullMode) {
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clockwise = false;
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}
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indexGen.TranslatePrim(drawCalls[j].prim, drawCalls[j].vertexCount, (const u32_le *)drawCalls[j].inds, indexLowerBound, clockwise);
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}
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break;
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}
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@ -659,7 +676,7 @@ ReliableHashType DrawEngineCommon::ComputeHash() {
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}
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// vertTypeID is the vertex type but with the UVGen mode smashed into the top bits.
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void DrawEngineCommon::SubmitPrim(void *verts, void *inds, GEPrimitiveType prim, int vertexCount, u32 vertTypeID, int *bytesRead) {
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void DrawEngineCommon::SubmitPrim(void *verts, void *inds, GEPrimitiveType prim, int vertexCount, u32 vertTypeID, int cullMode, int *bytesRead) {
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if (!indexGen.PrimCompatible(prevPrim_, prim) || numDrawCalls >= MAX_DEFERRED_DRAW_CALLS || vertexCountInDrawCalls_ + vertexCount > VERTEX_BUFFER_MAX) {
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DispatchFlush();
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}
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@ -697,6 +714,7 @@ void DrawEngineCommon::SubmitPrim(void *verts, void *inds, GEPrimitiveType prim,
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dc.prim = prim;
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dc.vertexCount = vertexCount;
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dc.uvScale = gstate_c.uv;
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dc.cullMode = cullMode;
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if (inds) {
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GetIndexBounds(inds, vertexCount, vertTypeID, &dc.indexLowerBound, &dc.indexUpperBound);
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@ -67,12 +67,12 @@ public:
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// is different. Should probably refactor that.
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// Note that vertTypeID should be computed using GetVertTypeID().
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virtual void DispatchSubmitPrim(void *verts, void *inds, GEPrimitiveType prim, int vertexCount, u32 vertTypeID, int *bytesRead) {
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SubmitPrim(verts, inds, prim, vertexCount, vertTypeID, bytesRead);
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SubmitPrim(verts, inds, prim, vertexCount, vertTypeID, -1, bytesRead);
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}
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bool TestBoundingBox(void* control_points, int vertexCount, u32 vertType, int *bytesRead);
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void SubmitPrim(void *verts, void *inds, GEPrimitiveType prim, int vertexCount, u32 vertTypeID, int *bytesRead);
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void SubmitPrim(void *verts, void *inds, GEPrimitiveType prim, int vertexCount, u32 vertTypeID, int cullMode, int *bytesRead);
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void SubmitSpline(const void *control_points, const void *indices, int tess_u, int tess_v, int count_u, int count_v, int type_u, int type_v, GEPatchPrimType prim_type, bool computeNormals, bool patchFacing, u32 vertType, int *bytesRead);
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void SubmitBezier(const void *control_points, const void *indices, int tess_u, int tess_v, int count_u, int count_v, GEPatchPrimType prim_type, bool computeNormals, bool patchFacing, u32 vertType, int *bytesRead);
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@ -143,6 +143,7 @@ protected:
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u16 indexLowerBound;
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u16 indexUpperBound;
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UVScale uvScale;
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int cullMode;
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};
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enum { MAX_DEFERRED_DRAW_CALLS = 128 };
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@ -36,14 +36,14 @@ void IndexGenerator::Setup(u16 *inds) {
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Reset();
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}
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void IndexGenerator::AddPrim(int prim, int vertexCount) {
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void IndexGenerator::AddPrim(int prim, int vertexCount, bool clockwise) {
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switch (prim) {
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case GE_PRIM_POINTS: AddPoints(vertexCount); break;
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case GE_PRIM_LINES: AddLineList(vertexCount); break;
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case GE_PRIM_LINE_STRIP: AddLineStrip(vertexCount); break;
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case GE_PRIM_TRIANGLES: AddList(vertexCount); break;
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case GE_PRIM_TRIANGLE_STRIP: AddStrip(vertexCount); break;
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case GE_PRIM_TRIANGLE_FAN: AddFan(vertexCount); break;
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case GE_PRIM_TRIANGLES: AddList(vertexCount, clockwise); break;
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case GE_PRIM_TRIANGLE_STRIP: AddStrip(vertexCount, clockwise); break;
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case GE_PRIM_TRIANGLE_FAN: AddFan(vertexCount, clockwise); break;
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case GE_PRIM_RECTANGLES: AddRectangles(vertexCount); break; // Same
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}
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}
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@ -61,13 +61,15 @@ void IndexGenerator::AddPoints(int numVerts) {
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seenPrims_ |= 1 << GE_PRIM_POINTS;
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}
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void IndexGenerator::AddList(int numVerts) {
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void IndexGenerator::AddList(int numVerts, bool clockwise) {
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u16 *outInds = inds_;
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const int startIndex = index_;
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const int v1 = clockwise ? 1 : 2;
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const int v2 = clockwise ? 2 : 1;
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for (int i = 0; i < numVerts; i += 3) {
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*outInds++ = startIndex + i;
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*outInds++ = startIndex + i + 1;
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*outInds++ = startIndex + i + 2;
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*outInds++ = startIndex + i + v1;
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*outInds++ = startIndex + i + v2;
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}
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inds_ = outInds;
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// ignore overflow verts
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@ -77,8 +79,8 @@ void IndexGenerator::AddList(int numVerts) {
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seenPrims_ |= 1 << GE_PRIM_TRIANGLES;
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}
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void IndexGenerator::AddStrip(int numVerts) {
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int wind = 1;
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void IndexGenerator::AddStrip(int numVerts, bool clockwise) {
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int wind = clockwise ? 1 : 2;
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const int numTris = numVerts - 2;
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u16 *outInds = inds_;
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int ibase = index_;
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@ -105,14 +107,16 @@ void IndexGenerator::AddStrip(int numVerts) {
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}
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}
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void IndexGenerator::AddFan(int numVerts) {
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void IndexGenerator::AddFan(int numVerts, bool clockwise) {
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const int numTris = numVerts - 2;
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u16 *outInds = inds_;
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const int startIndex = index_;
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const int v1 = clockwise ? 1 : 2;
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const int v2 = clockwise ? 2 : 1;
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for (int i = 0; i < numTris; i++) {
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*outInds++ = startIndex;
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*outInds++ = startIndex + i + 1;
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*outInds++ = startIndex + i + 2;
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*outInds++ = startIndex + i + v1;
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*outInds++ = startIndex + i + v2;
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}
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inds_ = outInds;
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index_ += numVerts;
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@ -210,7 +214,7 @@ void IndexGenerator::TranslateLineStrip(int numInds, const ITypeLE *inds, int in
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}
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template <class ITypeLE, int flag>
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void IndexGenerator::TranslateList(int numInds, const ITypeLE *inds, int indexOffset) {
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void IndexGenerator::TranslateList(int numInds, const ITypeLE *inds, int indexOffset, bool clockwise) {
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indexOffset = index_ - indexOffset;
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// We only bother doing this minor optimization in triangle list, since it's by far the most
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// common operation that can benefit.
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@ -222,10 +226,12 @@ void IndexGenerator::TranslateList(int numInds, const ITypeLE *inds, int indexOf
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u16 *outInds = inds_;
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int numTris = numInds / 3; // Round to whole triangles
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numInds = numTris * 3;
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const int v1 = clockwise ? 1 : 2;
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const int v2 = clockwise ? 2 : 1;
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for (int i = 0; i < numInds; i += 3) {
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*outInds++ = indexOffset + inds[i];
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*outInds++ = indexOffset + inds[i + 1];
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*outInds++ = indexOffset + inds[i + 2];
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*outInds++ = indexOffset + inds[i + v1];
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*outInds++ = indexOffset + inds[i + v2];
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}
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inds_ = outInds;
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count_ += numInds;
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@ -235,8 +241,8 @@ void IndexGenerator::TranslateList(int numInds, const ITypeLE *inds, int indexOf
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}
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template <class ITypeLE, int flag>
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void IndexGenerator::TranslateStrip(int numInds, const ITypeLE *inds, int indexOffset) {
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int wind = 1;
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void IndexGenerator::TranslateStrip(int numInds, const ITypeLE *inds, int indexOffset, bool clockwise) {
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int wind = clockwise ? 1 : 2;
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indexOffset = index_ - indexOffset;
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int numTris = numInds - 2;
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u16 *outInds = inds_;
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@ -253,15 +259,17 @@ void IndexGenerator::TranslateStrip(int numInds, const ITypeLE *inds, int indexO
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}
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template <class ITypeLE, int flag>
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void IndexGenerator::TranslateFan(int numInds, const ITypeLE *inds, int indexOffset) {
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void IndexGenerator::TranslateFan(int numInds, const ITypeLE *inds, int indexOffset, bool clockwise) {
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if (numInds <= 0) return;
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indexOffset = index_ - indexOffset;
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int numTris = numInds - 2;
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u16 *outInds = inds_;
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const int v1 = clockwise ? 1 : 2;
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const int v2 = clockwise ? 2 : 1;
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for (int i = 0; i < numTris; i++) {
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*outInds++ = indexOffset + inds[0];
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*outInds++ = indexOffset + inds[i + 1];
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*outInds++ = indexOffset + inds[i + 2];
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*outInds++ = indexOffset + inds[i + v1];
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*outInds++ = indexOffset + inds[i + v2];
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}
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inds_ = outInds;
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count_ += numTris * 3;
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@ -286,38 +294,38 @@ inline void IndexGenerator::TranslateRectangles(int numInds, const ITypeLE *inds
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}
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// Could template this too, but would have to define in header.
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void IndexGenerator::TranslatePrim(int prim, int numInds, const u8 *inds, int indexOffset) {
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void IndexGenerator::TranslatePrim(int prim, int numInds, const u8 *inds, int indexOffset, bool clockwise) {
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switch (prim) {
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case GE_PRIM_POINTS: TranslatePoints<u8, SEEN_INDEX8>(numInds, inds, indexOffset); break;
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case GE_PRIM_LINES: TranslateLineList<u8, SEEN_INDEX8>(numInds, inds, indexOffset); break;
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case GE_PRIM_LINE_STRIP: TranslateLineStrip<u8, SEEN_INDEX8>(numInds, inds, indexOffset); break;
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case GE_PRIM_TRIANGLES: TranslateList<u8, SEEN_INDEX8>(numInds, inds, indexOffset); break;
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case GE_PRIM_TRIANGLE_STRIP: TranslateStrip<u8, SEEN_INDEX8>(numInds, inds, indexOffset); break;
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case GE_PRIM_TRIANGLE_FAN: TranslateFan<u8, SEEN_INDEX8>(numInds, inds, indexOffset); break;
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case GE_PRIM_TRIANGLES: TranslateList<u8, SEEN_INDEX8>(numInds, inds, indexOffset, clockwise); break;
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case GE_PRIM_TRIANGLE_STRIP: TranslateStrip<u8, SEEN_INDEX8>(numInds, inds, indexOffset, clockwise); break;
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case GE_PRIM_TRIANGLE_FAN: TranslateFan<u8, SEEN_INDEX8>(numInds, inds, indexOffset, clockwise); break;
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case GE_PRIM_RECTANGLES: TranslateRectangles<u8, SEEN_INDEX8>(numInds, inds, indexOffset); break; // Same
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}
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}
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void IndexGenerator::TranslatePrim(int prim, int numInds, const u16_le *inds, int indexOffset) {
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void IndexGenerator::TranslatePrim(int prim, int numInds, const u16_le *inds, int indexOffset, bool clockwise) {
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switch (prim) {
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case GE_PRIM_POINTS: TranslatePoints<u16_le, SEEN_INDEX16>(numInds, inds, indexOffset); break;
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case GE_PRIM_LINES: TranslateLineList<u16_le, SEEN_INDEX16>(numInds, inds, indexOffset); break;
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case GE_PRIM_LINE_STRIP: TranslateLineStrip<u16_le, SEEN_INDEX16>(numInds, inds, indexOffset); break;
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case GE_PRIM_TRIANGLES: TranslateList<u16_le, SEEN_INDEX16>(numInds, inds, indexOffset); break;
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case GE_PRIM_TRIANGLE_STRIP: TranslateStrip<u16_le, SEEN_INDEX16>(numInds, inds, indexOffset); break;
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case GE_PRIM_TRIANGLE_FAN: TranslateFan<u16_le, SEEN_INDEX16>(numInds, inds, indexOffset); break;
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case GE_PRIM_TRIANGLES: TranslateList<u16_le, SEEN_INDEX16>(numInds, inds, indexOffset, clockwise); break;
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case GE_PRIM_TRIANGLE_STRIP: TranslateStrip<u16_le, SEEN_INDEX16>(numInds, inds, indexOffset, clockwise); break;
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case GE_PRIM_TRIANGLE_FAN: TranslateFan<u16_le, SEEN_INDEX16>(numInds, inds, indexOffset, clockwise); break;
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case GE_PRIM_RECTANGLES: TranslateRectangles<u16_le, SEEN_INDEX16>(numInds, inds, indexOffset); break; // Same
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}
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}
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void IndexGenerator::TranslatePrim(int prim, int numInds, const u32_le *inds, int indexOffset) {
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void IndexGenerator::TranslatePrim(int prim, int numInds, const u32_le *inds, int indexOffset, bool clockwise) {
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switch (prim) {
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case GE_PRIM_POINTS: TranslatePoints<u32_le, SEEN_INDEX32>(numInds, inds, indexOffset); break;
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case GE_PRIM_LINES: TranslateLineList<u32_le, SEEN_INDEX32>(numInds, inds, indexOffset); break;
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case GE_PRIM_LINE_STRIP: TranslateLineStrip<u32_le, SEEN_INDEX32>(numInds, inds, indexOffset); break;
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case GE_PRIM_TRIANGLES: TranslateList<u32_le, SEEN_INDEX32>(numInds, inds, indexOffset); break;
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case GE_PRIM_TRIANGLE_STRIP: TranslateStrip<u32_le, SEEN_INDEX32>(numInds, inds, indexOffset); break;
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case GE_PRIM_TRIANGLE_FAN: TranslateFan<u32_le, SEEN_INDEX32>(numInds, inds, indexOffset); break;
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case GE_PRIM_TRIANGLES: TranslateList<u32_le, SEEN_INDEX32>(numInds, inds, indexOffset, clockwise); break;
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case GE_PRIM_TRIANGLE_STRIP: TranslateStrip<u32_le, SEEN_INDEX32>(numInds, inds, indexOffset, clockwise); break;
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case GE_PRIM_TRIANGLE_FAN: TranslateFan<u32_le, SEEN_INDEX32>(numInds, inds, indexOffset, clockwise); break;
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case GE_PRIM_RECTANGLES: TranslateRectangles<u32_le, SEEN_INDEX32>(numInds, inds, indexOffset); break; // Same
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}
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}
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@ -49,10 +49,10 @@ public:
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GEPrimitiveType Prim() const { return prim_; }
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void AddPrim(int prim, int vertexCount);
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void TranslatePrim(int prim, int numInds, const u8 *inds, int indexOffset);
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void TranslatePrim(int prim, int numInds, const u16_le *inds, int indexOffset);
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void TranslatePrim(int prim, int numInds, const u32_le *inds, int indexOffset);
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void AddPrim(int prim, int vertexCount, bool clockwise = true);
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void TranslatePrim(int prim, int numInds, const u8 *inds, int indexOffset, bool clockwise);
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void TranslatePrim(int prim, int numInds, const u16_le *inds, int indexOffset, bool clockwise);
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void TranslatePrim(int prim, int numInds, const u32_le *inds, int indexOffset, bool clockwise);
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void Advance(int numVerts) {
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index_ += numVerts;
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@ -75,9 +75,9 @@ private:
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// Points (why index these? code simplicity)
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void AddPoints(int numVerts);
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// Triangles
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void AddList(int numVerts);
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void AddStrip(int numVerts);
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void AddFan(int numVerts);
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void AddList(int numVerts, bool clockwise);
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void AddStrip(int numVerts, bool clockwise);
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void AddFan(int numVerts, bool clockwise);
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// Lines
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void AddLineList(int numVerts);
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void AddLineStrip(int numVerts);
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@ -88,16 +88,16 @@ private:
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template <class ITypeLE, int flag>
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void TranslatePoints(int numVerts, const ITypeLE *inds, int indexOffset);
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template <class ITypeLE, int flag>
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void TranslateList(int numVerts, const ITypeLE *inds, int indexOffset);
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void TranslateList(int numVerts, const ITypeLE *inds, int indexOffset, bool clockwise);
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template <class ITypeLE, int flag>
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inline void TranslateLineList(int numVerts, const ITypeLE *inds, int indexOffset);
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template <class ITypeLE, int flag>
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inline void TranslateLineStrip(int numVerts, const ITypeLE *inds, int indexOffset);
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template <class ITypeLE, int flag>
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void TranslateStrip(int numVerts, const ITypeLE *inds, int indexOffset);
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void TranslateStrip(int numVerts, const ITypeLE *inds, int indexOffset, bool clockwise);
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template <class ITypeLE, int flag>
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void TranslateFan(int numVerts, const ITypeLE *inds, int indexOffset);
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void TranslateFan(int numVerts, const ITypeLE *inds, int indexOffset, bool clockwise);
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template <class ITypeLE, int flag>
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inline void TranslateRectangles(int numVerts, const ITypeLE *inds, int indexOffset);
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|
@ -1531,8 +1531,11 @@ void GPUCommon::Execute_Prim(u32 op, u32 diff) {
|
|||
int bytesRead = 0;
|
||||
UpdateUVScaleOffset();
|
||||
|
||||
// cull mode
|
||||
int cullMode = gstate.isCullEnabled() ? gstate.getCullMode() : -1;
|
||||
|
||||
uint32_t vertTypeID = GetVertTypeID(vertexType, gstate.getUVGenMode());
|
||||
drawEngineCommon_->SubmitPrim(verts, inds, prim, count, vertTypeID, &bytesRead);
|
||||
drawEngineCommon_->SubmitPrim(verts, inds, prim, count, vertTypeID, cullMode, &bytesRead);
|
||||
// After drawing, we advance the vertexAddr (when non indexed) or indexAddr (when indexed).
|
||||
// Some games rely on this, they don't bother reloading VADDR and IADDR.
|
||||
// The VADDR/IADDR registers are NOT updated.
|
||||
|
@ -1578,7 +1581,14 @@ void GPUCommon::Execute_Prim(u32 op, u32 diff) {
|
|||
inds = Memory::GetPointerUnchecked(gstate_c.indexAddr);
|
||||
}
|
||||
|
||||
drawEngineCommon_->SubmitPrim(verts, inds, newPrim, count, vertTypeID, &bytesRead);
|
||||
if (newPrim != GE_PRIM_TRIANGLE_STRIP && cullMode != -1 && cullMode != gstate.getCullMode()) {
|
||||
DEBUG_LOG(G3D, "flush cull mode before prim: %d", newPrim);
|
||||
drawEngineCommon_->DispatchFlush();
|
||||
gstate.cmdmem[GE_CMD_CULL] ^= 1;
|
||||
gstate_c.Dirty(DIRTY_RASTER_STATE);
|
||||
}
|
||||
|
||||
drawEngineCommon_->SubmitPrim(verts, inds, newPrim, count, vertTypeID, cullMode, &bytesRead);
|
||||
AdvanceVerts(vertexType, count, bytesRead);
|
||||
totalVertCount += count;
|
||||
break;
|
||||
|
@ -1605,6 +1615,10 @@ void GPUCommon::Execute_Prim(u32 op, u32 diff) {
|
|||
case GE_CMD_BASE:
|
||||
gstate.cmdmem[GE_CMD_BASE] = data;
|
||||
break;
|
||||
case GE_CMD_CULL:
|
||||
// flip face by indices for GE_PRIM_TRIANGLE_STRIP
|
||||
cullMode = data & 1;
|
||||
break;
|
||||
case GE_CMD_NOP:
|
||||
case GE_CMD_NOP_FF:
|
||||
break;
|
||||
|
@ -1619,6 +1633,14 @@ void GPUCommon::Execute_Prim(u32 op, u32 diff) {
|
|||
gstate.cmdmem[GE_CMD_TEXSCALEV] = data;
|
||||
gstate_c.uv.vScale = getFloat24(data);
|
||||
break;
|
||||
case GE_CMD_TEXOFFSETU:
|
||||
gstate.cmdmem[GE_CMD_TEXOFFSETU] = data;
|
||||
gstate_c.uv.uOff = getFloat24(data);
|
||||
break;
|
||||
case GE_CMD_TEXOFFSETV:
|
||||
gstate.cmdmem[GE_CMD_TEXOFFSETV] = data;
|
||||
gstate_c.uv.vOff = getFloat24(data);
|
||||
break;
|
||||
case GE_CMD_TEXLEVEL:
|
||||
// Same Gran Turismo hack from Execute_TexLevel
|
||||
if ((data & 3) != GE_TEXLEVEL_MODE_AUTO && (0x00FF0000 & data) != 0) {
|
||||
|
@ -1655,6 +1677,12 @@ bail:
|
|||
if (cmdCount > 0) {
|
||||
UpdatePC(currentList->pc, currentList->pc + cmdCount * 4);
|
||||
currentList->pc += cmdCount * 4;
|
||||
// flush back cull mode
|
||||
if (cullMode != -1 && cullMode != gstate.getCullMode()) {
|
||||
drawEngineCommon_->DispatchFlush();
|
||||
gstate.cmdmem[GE_CMD_CULL] ^= 1;
|
||||
gstate_c.Dirty(DIRTY_RASTER_STATE);
|
||||
}
|
||||
}
|
||||
|
||||
gpuStats.vertexGPUCycles += vertexCost_ * totalVertCount;
|
||||
|
|
Loading…
Add table
Reference in a new issue