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@ -80,7 +80,6 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices, const u32* command
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const bool shaded = rc.shading_enable;
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const bool textured = rc.texture_enable;
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BatchVertex* old_vertex_ptr = m_batch_current_vertex_ptr;
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s32 min_x = std::numeric_limits<s32>::max();
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s32 max_x = std::numeric_limits<s32>::min();
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s32 min_y = std::numeric_limits<s32>::max();
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@ -100,7 +99,7 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices, const u32* command
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min_y = std::min(min_y, y);
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max_y = std::max(max_y, y);
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(m_batch_current_vertex_ptr++)->Set(x, y, color, texpage, packed_texcoord);
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AddVertex(x, y, color, texpage, packed_texcoord);
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if (restart_strip)
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{
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@ -113,7 +112,9 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices, const u32* command
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if (static_cast<u32>(max_x - min_x) > MAX_PRIMITIVE_WIDTH ||
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static_cast<u32>(max_y - min_y) > MAX_PRIMITIVE_HEIGHT)
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{
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m_batch_current_vertex_ptr = old_vertex_ptr;
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m_batch_current_vertex_ptr -= 2;
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AddDuplicateVertex();
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AddDuplicateVertex();
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}
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}
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break;
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@ -165,13 +166,13 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices, const u32* command
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const u16 tex_right = tex_left + static_cast<u16>(rectangle_width);
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const u16 tex_bottom = tex_top + static_cast<u16>(rectangle_height);
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(m_batch_current_vertex_ptr++)->Set(pos_left, pos_top, color, texpage, tex_left, tex_top);
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AddVertex(pos_left, pos_top, color, texpage, tex_left, tex_top);
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if (restart_strip)
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AddDuplicateVertex();
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(m_batch_current_vertex_ptr++)->Set(pos_right, pos_top, color, texpage, tex_right, tex_top);
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(m_batch_current_vertex_ptr++)->Set(pos_left, pos_bottom, color, texpage, tex_left, tex_bottom);
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(m_batch_current_vertex_ptr++)->Set(pos_right, pos_bottom, color, texpage, tex_right, tex_bottom);
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AddVertex(pos_right, pos_top, color, texpage, tex_right, tex_top);
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AddVertex(pos_left, pos_bottom, color, texpage, tex_left, tex_bottom);
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AddVertex(pos_right, pos_bottom, color, texpage, tex_right, tex_bottom);
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}
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break;
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@ -180,7 +181,6 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices, const u32* command
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const u32 first_color = rc.color_for_first_vertex;
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const bool shaded = rc.shading_enable;
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BatchVertex* old_vertex_ptr = m_batch_current_vertex_ptr;
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s32 min_x = std::numeric_limits<s32>::max();
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s32 max_x = std::numeric_limits<s32>::min();
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s32 min_y = std::numeric_limits<s32>::max();
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@ -201,12 +201,6 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices, const u32* command
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(m_batch_current_vertex_ptr++)->Set(x, y, color, 0, 0);
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}
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if (static_cast<u32>(max_x - min_x) > MAX_PRIMITIVE_WIDTH ||
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static_cast<u32>(max_y - min_y) > MAX_PRIMITIVE_HEIGHT)
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{
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m_batch_current_vertex_ptr = old_vertex_ptr;
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}
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}
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break;
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@ -218,7 +212,7 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices, const u32* command
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void GPU_HW::AddDuplicateVertex()
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{
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std::memcpy(m_batch_current_vertex_ptr, m_batch_current_vertex_ptr - 1, sizeof(BatchVertex));
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std::memcpy(m_batch_current_vertex_ptr, &m_batch_last_vertex, sizeof(BatchVertex));
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m_batch_current_vertex_ptr++;
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}
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