ppsspp/GPU/Common/SplineCommon.h
xebra da1176f2b3 [spline/bezier]Improve template parameter dispatch method.
# Conflicts:
#	GPU/Common/SplineCommon.h
2018-10-07 23:53:58 +09:00

108 lines
3 KiB
C++

// Copyright (c) 2013- 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 "Common/CommonTypes.h"
#include "Common/Swap.h"
#include "GPU/Math3D.h"
#include "GPU/ge_constants.h"
// PSP compatible format so we can use the end of the pipeline in beziers etc
struct SimpleVertex {
float uv[2];
union {
u8 color[4];
u32_le color_32;
};
Vec3Packedf nrm;
Vec3Packedf pos;
};
// We decode all vertices into a common format for easy interpolation and stuff.
// Not fast but can be optimized later.
struct BezierPatch {
Vec3f *pos;
Vec4f *col;
Vec2f *tex;
u32_le defcolor;
int count_u;
int count_v;
GEPatchPrimType primType;
bool patchFacing;
};
struct SplinePatchLocal {
Vec3f *pos;
Vec4f *col;
Vec2f *tex;
u32_le defcolor;
int tess_u;
int tess_v;
int count_u;
int count_v;
int type_u;
int type_v;
bool patchFacing;
GEPatchPrimType primType;
};
enum SplineQuality {
LOW_QUALITY = 0,
MEDIUM_QUALITY = 1,
HIGH_QUALITY = 2,
};
bool CanUseHardwareTessellation(GEPatchPrimType prim);
void TessellateSplinePatch(u8 *&dest, u16 *indices, int &count, const SplinePatchLocal &spatch, u32 origVertType, int maxVertices);
void TessellateBezierPatch(u8 *&dest, u16 *&indices, int &count, int tess_u, int tess_v, const BezierPatch &patch, u32 origVertType, int maxVertices);
#define TEMPLATE_PARAMETER_DISPATCHER(NAME, FUNCNAME) \
template<typename Func, int NumParams> \
class TemplateParameterDispatcher##NAME { \
/* Store all combinations of template functions into an array */ \
template<int LoopCount, int Index = 0, bool ...Params> \
struct Initializer { \
Initializer(Func funcs[]) { \
Initializer<LoopCount - 1, (Index << 1) + 1, true, Params...> _true(funcs); \
Initializer<LoopCount - 1, (Index << 1) + 0, false, Params...> _false(funcs); \
} \
}; \
/* Specialized for terminates the recursive loop */ \
template<int Index, bool ...Params> \
struct Initializer<0, Index, Params...> { \
Initializer(Func funcs[]) { \
funcs[Index] = &FUNCNAME<Params...>; \
} \
}; \
\
private: \
Func funcs[1 << NumParams]; /* Function pointers array */ \
public: \
TemplateParameterDispatcher##NAME() { \
Initializer<NumParams>::Initializer(funcs); \
} \
\
Func GetFunc(const bool params[]) const { \
/* Convert bool parameters to index of the array */ \
int param = 0; \
for (int i = 0; i < NumParams; ++i) \
param |= params[i] << i; \
\
return funcs[param]; \
} \
};