winamp/src/pse/gpu_hw.cpp
2019-09-13 01:09:07 +10:00

127 lines
2.8 KiB
C++

#include "gpu_hw.h"
#include "YBaseLib/Assert.h"
#include <sstream>
GPU_HW::GPU_HW() = default;
GPU_HW::~GPU_HW() = default;
void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices)
{
switch (rc.primitive)
{
case Primitive::Polygon:
{
const u32 first_colour = m_GP0_command[0] & UINT32_C(0x00FFFFFF);
const bool shaded = rc.shading_enable;
const bool textured = rc.texture_enable;
// if we're drawing quads, we need to create a degenerate triangle to restart the triangle strip
if (rc.quad_polygon && !m_vertex_staging.empty())
m_vertex_staging.push_back(m_vertex_staging.back());
u32 buffer_pos = 1;
for (u32 i = 0; i < num_vertices; i++)
{
HWVertex hw_vert;
hw_vert.color = (shaded && i > 0) ? (m_GP0_command[buffer_pos++] & UINT32_C(0x00FFFFFF)) : first_colour;
const VertexPosition vp{m_GP0_command[buffer_pos++]};
hw_vert.x = vp.x();
hw_vert.y = vp.y();
if (textured)
hw_vert.texcoord = (m_GP0_command[buffer_pos++] & UINT32_C(0x0000FFFF));
else
hw_vert.texcoord = 0;
m_vertex_staging.push_back(hw_vert);
}
}
break;
default:
UnreachableCode();
break;
}
}
void GPU_HW::CalcViewport(int* x, int* y, int* width, int* height)
{
*x = m_drawing_offset.x;
*y = m_drawing_offset.y;
*width = std::max(static_cast<int>(VRAM_WIDTH - m_drawing_offset.x), 1);
*height = std::max(static_cast<int>(VRAM_HEIGHT - m_drawing_offset.y), 1);
}
void GPU_HW::CalcScissorRect(int* left, int* top, int* right, int* bottom)
{
*left = m_drawing_area.top_left_x;
*right = m_drawing_area.bottom_right_x;
*top = m_drawing_area.top_left_y;
*bottom = m_drawing_area.bottom_right_y;
}
std::string GPU_HW::GenerateVertexShader(bool textured)
{
std::stringstream ss;
ss << "#version 330 core\n";
if (textured)
ss << "#define TEXTURED 1\n";
else
ss << "/* #define TEXTURED 0 */\n";
ss << R"(
in ivec2 a_position;
in vec4 a_color;
in uint a_texcoord;
out vec4 v_color;
#if TEXTURED
out vec2 v_texcoord;
#endif
void main()
{
// 0..+1023 -> -1..1
float pos_x = (float(a_position.x) / 511.5) - 1.0;
float pos_y = (float(a_position.y) / 255.5) + 1.0;
gl_Position = vec4(pos_x, pos_y, 0.0, 1.0);
v_color = a_color;
#if TEXTURED
v_texcoord = vec2(float(a_texcoord & 0xFFu) / 256.0, float((a_texcoord >> 8) & 0xFFu) / 256.0);
#endif
}
)";
return ss.str();
}
std::string GPU_HW::GenerateFragmentShader(bool textured)
{
std::stringstream ss;
ss << "#version 330 core\n";
if (textured)
ss << "#define TEXTURED 1\n";
else
ss << "/* #define TEXTURED 0 */\n";
ss << R"(
in vec4 v_color;
#if TEXTURED
in vec2 v_texcoord;
#endif
out vec4 ocol0;
void main()
{
ocol0 = v_color;
//ocol0 = vec4(1.0, 0.5, 0.5, 1.0);
}
)";
return ss.str();
}