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IndexGenerator.h
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IndexGenerator.h
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// 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 <algorithm>
#include "Common/CommonTypes.h"
#include "Common/Swap.h"
#include "GPU/ge_constants.h"
class IndexGenerator {
public:
void Setup(u16 *indexptr);
void Reset() {
prim_ = GE_PRIM_INVALID;
count_ = 0;
index_ = 0;
seenPrims_ = 0;
pureCount_ = 0;
this->inds_ = indsBase_;
}
bool PrimCompatible(int prim1, int prim2) {
if (prim1 == GE_PRIM_INVALID || prim2 == GE_PRIM_KEEP_PREVIOUS)
return true;
return indexedPrimitiveType[prim1] == indexedPrimitiveType[prim2];
}
bool PrimCompatible(int prim) const {
if (prim_ == GE_PRIM_INVALID || prim == GE_PRIM_KEEP_PREVIOUS)
return true;
return indexedPrimitiveType[prim] == prim_;
}
GEPrimitiveType Prim() const { return prim_; }
void AddPrim(int prim, int vertexCount, bool clockwise = true);
void TranslatePrim(int prim, int numInds, const u8 *inds, int indexOffset, bool clockwise);
void TranslatePrim(int prim, int numInds, const u16_le *inds, int indexOffset, bool clockwise);
void TranslatePrim(int prim, int numInds, const u32_le *inds, int indexOffset, bool clockwise);
void Advance(int numVerts) {
index_ += numVerts;
}
void SetIndex(int ind) { index_ = ind; }
int MaxIndex() const { return index_; } // Really NextIndex rather than MaxIndex, it's one more than the highest index generated
int VertexCount() const { return count_; }
bool Empty() const { return index_ == 0; }
int SeenPrims() const { return seenPrims_; }
int PureCount() const { return pureCount_; }
bool SeenOnlyPurePrims() const {
return seenPrims_ == (1 << GE_PRIM_TRIANGLES) ||
seenPrims_ == (1 << GE_PRIM_LINES) ||
seenPrims_ == (1 << GE_PRIM_POINTS) ||
seenPrims_ == (1 << GE_PRIM_TRIANGLE_STRIP);
}
private:
// Points (why index these? code simplicity)
void AddPoints(int numVerts);
// Triangles
void AddList(int numVerts, bool clockwise);
void AddStrip(int numVerts, bool clockwise);
void AddFan(int numVerts, bool clockwise);
// Lines
void AddLineList(int numVerts);
void AddLineStrip(int numVerts);
// Rectangles
void AddRectangles(int numVerts);
// These translate already indexed lists
template <class ITypeLE, int flag>
void TranslatePoints(int numVerts, const ITypeLE *inds, int indexOffset);
template <class ITypeLE, int flag>
void TranslateList(int numVerts, const ITypeLE *inds, int indexOffset, bool clockwise);
template <class ITypeLE, int flag>
inline void TranslateLineList(int numVerts, const ITypeLE *inds, int indexOffset);
template <class ITypeLE, int flag>
inline void TranslateLineStrip(int numVerts, const ITypeLE *inds, int indexOffset);
template <class ITypeLE, int flag>
void TranslateStrip(int numVerts, const ITypeLE *inds, int indexOffset, bool clockwise);
template <class ITypeLE, int flag>
void TranslateFan(int numVerts, const ITypeLE *inds, int indexOffset, bool clockwise);
template <class ITypeLE, int flag>
inline void TranslateRectangles(int numVerts, const ITypeLE *inds, int indexOffset);
enum {
SEEN_INDEX8 = 1 << 16,
SEEN_INDEX16 = 1 << 17,
SEEN_INDEX32 = 1 << 18,
};
u16 *indsBase_;
u16 *inds_;
int index_;
int count_;
int pureCount_;
GEPrimitiveType prim_;
int seenPrims_;
static const u8 indexedPrimitiveType[7];
};