ppsspp/GPU/GLES/VertexShaderGenerator.h
Henrik Rydgard e7097ca95a Fall back to software transform when hardware transform fails. Should help Mali devices.
This is done per shader so the speed hit should not be as bad as turning hw transform off entirely.
Displays a red error at the top of the screen so that we don't trigger this accidentally.
2013-06-06 10:09:37 +02:00

54 lines
1.5 KiB
C

// Copyright (c) 2012- 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 "Globals.h"
// #define USE_BONE_ARRAY
struct VertexShaderID
{
VertexShaderID() {d[0] = 0xFFFFFFFF;}
void clear() {d[0] = 0xFFFFFFFF;}
u32 d[2];
bool operator < (const VertexShaderID &other) const
{
for (size_t i = 0; i < sizeof(d) / sizeof(u32); i++)
{
if (d[i] < other.d[i])
return true;
if (d[i] > other.d[i])
return false;
}
return false;
}
bool operator == (const VertexShaderID &other) const
{
for (size_t i = 0; i < sizeof(d) / sizeof(u32); i++)
{
if (d[i] != other.d[i])
return false;
}
return true;
}
};
bool CanUseHardwareTransform(int prim);
void ComputeVertexShaderID(VertexShaderID *id, int prim, bool useHWTransform);
void GenerateVertexShader(int prim, char *buffer, bool useHWTransform);