コード例 #1
0
void TransformUnit::SubmitPrimitive(void* vertices, void* indices, GEPrimitiveType prim_type, int vertex_count, u32 vertex_type, int *bytesRead, SoftwareDrawEngine *drawEngine)
{
	VertexDecoder &vdecoder = *drawEngine->FindVertexDecoder(vertex_type);
	const DecVtxFormat &vtxfmt = vdecoder.GetDecVtxFmt();

	if (bytesRead)
		*bytesRead = vertex_count * vdecoder.VertexSize();

	// Frame skipping.
	if (gstate_c.skipDrawReason & SKIPDRAW_SKIPFRAME) {
		return;
	}

	u16 index_lower_bound = 0;
	u16 index_upper_bound = vertex_count - 1;
	IndexConverter idxConv(vertex_type, indices);

	if (indices)
		GetIndexBounds(indices, vertex_count, vertex_type, &index_lower_bound, &index_upper_bound);
	vdecoder.DecodeVerts(buf, vertices, index_lower_bound, index_upper_bound);

	VertexReader vreader(buf, vtxfmt, vertex_type);

	const int max_vtcs_per_prim = 3;
	static VertexData data[max_vtcs_per_prim];
	// This is the index of the next vert in data (or higher, may need modulus.)
	static int data_index = 0;

	static GEPrimitiveType prev_prim = GE_PRIM_POINTS;
	if (prim_type != GE_PRIM_KEEP_PREVIOUS) {
		data_index = 0;
		prev_prim = prim_type;
	} else {
		prim_type = prev_prim;
	}

	int vtcs_per_prim;
	switch (prim_type) {
	case GE_PRIM_POINTS: vtcs_per_prim = 1; break;
	case GE_PRIM_LINES: vtcs_per_prim = 2; break;
	case GE_PRIM_TRIANGLES: vtcs_per_prim = 3; break;
	case GE_PRIM_RECTANGLES: vtcs_per_prim = 2; break;
	default: vtcs_per_prim = 0; break;
	}

	// TODO: Do this in two passes - first process the vertices (before indexing/stripping),
	// then resolve the indices. This lets us avoid transforming shared vertices twice.

	switch (prim_type) {
	case GE_PRIM_POINTS:
	case GE_PRIM_LINES:
	case GE_PRIM_TRIANGLES:
	case GE_PRIM_RECTANGLES:
		{
			for (int vtx = 0; vtx < vertex_count; ++vtx) {
				if (indices) {
					vreader.Goto(idxConv.convert(vtx) - index_lower_bound);
				} else {
					vreader.Goto(vtx);
				}

				data[data_index++] = ReadVertex(vreader);
				if (data_index < vtcs_per_prim) {
					// Keep reading.  Note: an incomplete prim will stay read for GE_PRIM_KEEP_PREVIOUS.
					continue;
				}

				// Okay, we've got enough verts.  Reset the index for next time.
				data_index = 0;
				if (outside_range_flag) {
					// Cull the prim if it was outside, and move to the next prim.
					outside_range_flag = false;
					continue;
				}

				switch (prim_type) {
				case GE_PRIM_TRIANGLES:
				{
					if (!gstate.isCullEnabled() || gstate.isModeClear()) {
						Clipper::ProcessTriangle(data[0], data[1], data[2]);
						Clipper::ProcessTriangle(data[2], data[1], data[0]);
					} else if (!gstate.getCullMode()) {
						Clipper::ProcessTriangle(data[2], data[1], data[0]);
					} else {
						Clipper::ProcessTriangle(data[0], data[1], data[2]);
					}
					break;
				}

				case GE_PRIM_RECTANGLES:
					Clipper::ProcessRect(data[0], data[1]);
					break;

				case GE_PRIM_LINES:
					Clipper::ProcessLine(data[0], data[1]);
					break;

				case GE_PRIM_POINTS:
					Clipper::ProcessPoint(data[0]);
					break;

				default:
					_dbg_assert_msg_(G3D, false, "Unexpected prim type: %d", prim_type);
				}
			}
			break;
		}

	case GE_PRIM_LINE_STRIP:
		{
			// Don't draw a line when loading the first vertex.
			// If data_index is 1 or 2, etc., it means we're continuing a line strip.
			int skip_count = data_index == 0 ? 1 : 0;
			for (int vtx = 0; vtx < vertex_count; ++vtx) {
				if (indices) {
					vreader.Goto(idxConv.convert(vtx) - index_lower_bound);
				} else {
					vreader.Goto(vtx);
				}

				data[(data_index++) & 1] = ReadVertex(vreader);
				if (outside_range_flag) {
					// Drop all primitives containing the current vertex
					skip_count = 2;
					outside_range_flag = false;
					continue;
				}

				if (skip_count) {
					--skip_count;
				} else {
					// We already incremented data_index, so data_index & 1 is previous one.
					Clipper::ProcessLine(data[data_index & 1], data[(data_index & 1) ^ 1]);
				}
			}
			break;
		}

	case GE_PRIM_TRIANGLE_STRIP:
		{
			// Don't draw a triangle when loading the first two vertices.
			int skip_count = data_index >= 2 ? 0 : 2 - data_index;

			for (int vtx = 0; vtx < vertex_count; ++vtx) {
				if (indices) {
					vreader.Goto(idxConv.convert(vtx) - index_lower_bound);
				} else {
					vreader.Goto(vtx);
				}

				data[(data_index++) % 3] = ReadVertex(vreader);
				if (outside_range_flag) {
					// Drop all primitives containing the current vertex
					skip_count = 2;
					outside_range_flag = false;
					continue;
				}

				if (skip_count) {
					--skip_count;
					continue;
				}

				if (!gstate.isCullEnabled() || gstate.isModeClear()) {
					Clipper::ProcessTriangle(data[0], data[1], data[2]);
					Clipper::ProcessTriangle(data[2], data[1], data[0]);
				} else if ((!gstate.getCullMode()) ^ ((data_index - 1) % 2)) {
					// We need to reverse the vertex order for each second primitive,
					// but we additionally need to do that for every primitive if CCW cullmode is used.
					Clipper::ProcessTriangle(data[2], data[1], data[0]);
				} else {
					Clipper::ProcessTriangle(data[0], data[1], data[2]);
				}
			}
			break;
		}

	case GE_PRIM_TRIANGLE_FAN:
		{
			// Don't draw a triangle when loading the first two vertices.
			// (this doesn't count the central one.)
			int skip_count = data_index <= 1 ? 1 : 0;
			int start_vtx = 0;

			// Only read the central vertex if we're not continuing.
			if (data_index == 0) {
				if (indices) {
					vreader.Goto(idxConv.convert(0) - index_lower_bound);
				} else {
					vreader.Goto(0);
				}
				data[0] = ReadVertex(vreader);
				data_index++;
				start_vtx = 1;
			}

			for (int vtx = start_vtx; vtx < vertex_count; ++vtx) {
				if (indices) {
					vreader.Goto(idxConv.convert(vtx) - index_lower_bound);
				} else {
					vreader.Goto(vtx);
				}

				data[2 - ((data_index++) % 2)] = ReadVertex(vreader);
				if (outside_range_flag) {
					// Drop all primitives containing the current vertex
					skip_count = 2;
					outside_range_flag = false;
					continue;
				}

				if (skip_count) {
					--skip_count;
					continue;
				}

				if (!gstate.isCullEnabled() || gstate.isModeClear()) {
					Clipper::ProcessTriangle(data[0], data[1], data[2]);
					Clipper::ProcessTriangle(data[2], data[1], data[0]);
				} else if ((!gstate.getCullMode()) ^ ((data_index - 1) % 2)) {
					// We need to reverse the vertex order for each second primitive,
					// but we additionally need to do that for every primitive if CCW cullmode is used.
					Clipper::ProcessTriangle(data[2], data[1], data[0]);
				} else {
					Clipper::ProcessTriangle(data[0], data[1], data[2]);
				}
			}
			break;
		}

	default:
		ERROR_LOG(G3D, "Unexpected prim type: %d", prim_type);
		break;
	}

	GPUDebug::NotifyDraw();
}
コード例 #2
0
void TransformUnit::SubmitPrimitive(void* vertices, void* indices, u32 prim_type, int vertex_count, u32 vertex_type)
{
	// TODO: Cache VertexDecoder objects
	VertexDecoder vdecoder;
	vdecoder.SetVertexType(vertex_type);
	const DecVtxFormat& vtxfmt = vdecoder.GetDecVtxFmt();

	static u8 buf[65536 * 48]; // yolo
	u16 index_lower_bound = 0;
	u16 index_upper_bound = vertex_count - 1;
	bool indices_16bit = (vertex_type & GE_VTYPE_IDX_MASK) == GE_VTYPE_IDX_16BIT;
	u8* indices8 = (u8*)indices;
	u16* indices16 = (u16*)indices;
	if (indices)
		GetIndexBounds(indices, vertex_count, vertex_type, &index_lower_bound, &index_upper_bound);
	vdecoder.DecodeVerts(buf, vertices, index_lower_bound, index_upper_bound);

	VertexReader vreader(buf, vtxfmt, vertex_type);

	const int max_vtcs_per_prim = 3;
	int vtcs_per_prim = 0;
	if (prim_type == GE_PRIM_POINTS) vtcs_per_prim = 1;
	else if (prim_type == GE_PRIM_LINES) vtcs_per_prim = 2;
	else if (prim_type == GE_PRIM_TRIANGLES) vtcs_per_prim = 3;
	else if (prim_type == GE_PRIM_RECTANGLES) vtcs_per_prim = 2;
	else {
		// TODO: Unsupported
	}

	if (prim_type == GE_PRIM_POINTS || prim_type == GE_PRIM_LINES || prim_type == GE_PRIM_TRIANGLES || prim_type == GE_PRIM_RECTANGLES) {
		for (int vtx = 0; vtx < vertex_count; vtx += vtcs_per_prim) {
			VertexData data[max_vtcs_per_prim];

			for (int i = 0; i < vtcs_per_prim; ++i) {
				if (indices)
					vreader.Goto(indices_16bit ? indices16[vtx+i] : indices8[vtx+i]);
				else
					vreader.Goto(vtx+i);

				data[i] = ReadVertex(vreader);
				if (outside_range_flag)
					break;
			}
			if (outside_range_flag) {
				outside_range_flag = false;
				continue;
			}


			switch (prim_type) {
			case GE_PRIM_TRIANGLES:
			{
				if (!gstate.isCullEnabled() || gstate.isModeClear()) {
					Clipper::ProcessTriangle(data[0], data[1], data[2]);
					Clipper::ProcessTriangle(data[2], data[1], data[0]);
				} else if (!gstate.getCullMode())
					Clipper::ProcessTriangle(data[2], data[1], data[0]);
				else
					Clipper::ProcessTriangle(data[0], data[1], data[2]);
				break;
			}

			case GE_PRIM_RECTANGLES:
				Clipper::ProcessQuad(data[0], data[1]);
				break;
			}
		}
	} else if (prim_type == GE_PRIM_TRIANGLE_STRIP) {
		VertexData data[3];
		unsigned int skip_count = 2; // Don't draw a triangle when loading the first two vertices

		for (int vtx = 0; vtx < vertex_count; ++vtx) {
			if (indices)
				vreader.Goto(indices_16bit ? indices16[vtx] : indices8[vtx]);
			else
				vreader.Goto(vtx);

			data[vtx % 3] = ReadVertex(vreader);
			if (outside_range_flag) {
				// Drop all primitives containing the current vertex
				skip_count = 2;
				outside_range_flag = false;
				continue;
			}

			if (skip_count) {
				--skip_count;
				continue;
			}

			if (!gstate.isCullEnabled() || gstate.isModeClear()) {
				Clipper::ProcessTriangle(data[0], data[1], data[2]);
				Clipper::ProcessTriangle(data[2], data[1], data[0]);
			} else if ((!gstate.getCullMode()) ^ (vtx % 2)) {
				// We need to reverse the vertex order for each second primitive,
				// but we additionally need to do that for every primitive if CCW cullmode is used.
				Clipper::ProcessTriangle(data[2], data[1], data[0]);
			} else {
				Clipper::ProcessTriangle(data[0], data[1], data[2]);
			}
		}
	} else if (prim_type == GE_PRIM_TRIANGLE_FAN) {
		VertexData data[3];
		unsigned int skip_count = 1; // Don't draw a triangle when loading the first two vertices

		if (indices)
			vreader.Goto(indices_16bit ? indices16[0] : indices8[0]);
		else
			vreader.Goto(0);
		data[0] = ReadVertex(vreader);

		for (int vtx = 1; vtx < vertex_count; ++vtx) {
			if (indices)
				vreader.Goto(indices_16bit ? indices16[vtx] : indices8[vtx]);
			else
				vreader.Goto(vtx);

			data[2 - (vtx % 2)] = ReadVertex(vreader);
			if (outside_range_flag) {
				// Drop all primitives containing the current vertex
				skip_count = 2;
				outside_range_flag = false;
				continue;
			}

			if (skip_count) {
				--skip_count;
				continue;
			}

			if (!gstate.isCullEnabled() || gstate.isModeClear()) {
				Clipper::ProcessTriangle(data[0], data[1], data[2]);
				Clipper::ProcessTriangle(data[2], data[1], data[0]);
			} else if ((!gstate.getCullMode()) ^ (vtx % 2)) {
				// We need to reverse the vertex order for each second primitive,
				// but we additionally need to do that for every primitive if CCW cullmode is used.
				Clipper::ProcessTriangle(data[2], data[1], data[0]);
			} else {
				Clipper::ProcessTriangle(data[0], data[1], data[2]);
			}
		}
	}
}
コード例 #3
0
ファイル: TransformUnit.cpp プロジェクト: Alceris/ppsspp
void TransformUnit::SubmitPrimitive(void* vertices, void* indices, u32 prim_type, int vertex_count, u32 vertex_type, int *bytesRead)
{
	// TODO: Cache VertexDecoder objects
	VertexDecoder vdecoder;
	VertexDecoderOptions options;
	memset(&options, 0, sizeof(options));
	options.expandAllUVtoFloat = false;
	vdecoder.SetVertexType(vertex_type, options);
	const DecVtxFormat& vtxfmt = vdecoder.GetDecVtxFmt();

	if (bytesRead)
		*bytesRead = vertex_count * vdecoder.VertexSize();

	// Frame skipping.
	if (gstate_c.skipDrawReason & SKIPDRAW_SKIPFRAME) {
		return;
	}

	u16 index_lower_bound = 0;
	u16 index_upper_bound = vertex_count - 1;
	bool indices_16bit = (vertex_type & GE_VTYPE_IDX_MASK) == GE_VTYPE_IDX_16BIT;
	bool indices_32bit = (vertex_type & GE_VTYPE_IDX_MASK) == GE_VTYPE_IDX_32BIT;
	u8 *indices8 = (u8 *)indices;
	u16 *indices16 = (u16 *)indices;
	u32 *indices32 = (u32 *)indices;
	if (indices)
		GetIndexBounds(indices, vertex_count, vertex_type, &index_lower_bound, &index_upper_bound);
	vdecoder.DecodeVerts(buf, vertices, index_lower_bound, index_upper_bound);

	VertexReader vreader(buf, vtxfmt, vertex_type);

	const int max_vtcs_per_prim = 3;
	int vtcs_per_prim = 0;

	switch (prim_type) {
	case GE_PRIM_POINTS: vtcs_per_prim = 1; break;
	case GE_PRIM_LINES: vtcs_per_prim = 2; break;
	case GE_PRIM_TRIANGLES: vtcs_per_prim = 3; break;
	case GE_PRIM_RECTANGLES: vtcs_per_prim = 2; break;
	}

	VertexData data[max_vtcs_per_prim];

	// TODO: Do this in two passes - first process the vertices (before indexing/stripping),
	// then resolve the indices. This lets us avoid transforming shared vertices twice.

	switch (prim_type) {
	case GE_PRIM_POINTS:
	case GE_PRIM_LINES:
	case GE_PRIM_TRIANGLES:
	case GE_PRIM_RECTANGLES:
		{
			for (int vtx = 0; vtx < vertex_count; vtx += vtcs_per_prim) {
				for (int i = 0; i < vtcs_per_prim; ++i) {
					if (indices) {
						if (indices_32bit) {
							vreader.Goto(indices32[vtx + i]);
						} else if (indices_16bit) {
							vreader.Goto(indices16[vtx + i]);
						} else {
							vreader.Goto(indices8[vtx + i]);
						}
					} else {
						vreader.Goto(vtx+i);
					}

					data[i] = ReadVertex(vreader);
					if (outside_range_flag)
						break;
				}
				if (outside_range_flag) {
					outside_range_flag = false;
					continue;
				}

				switch (prim_type) {
				case GE_PRIM_TRIANGLES:
				{
					if (!gstate.isCullEnabled() || gstate.isModeClear()) {
						Clipper::ProcessTriangle(data[0], data[1], data[2]);
						Clipper::ProcessTriangle(data[2], data[1], data[0]);
					} else if (!gstate.getCullMode())
						Clipper::ProcessTriangle(data[2], data[1], data[0]);
					else
						Clipper::ProcessTriangle(data[0], data[1], data[2]);
					break;
				}

				case GE_PRIM_RECTANGLES:
					Clipper::ProcessRect(data[0], data[1]);
					break;

				case GE_PRIM_LINES:
					Clipper::ProcessLine(data[0], data[1]);
					break;

				case GE_PRIM_POINTS:
					Clipper::ProcessPoint(data[0]);
					break;
				}
			}
			break;
		}

	case GE_PRIM_LINE_STRIP:
		{
			int skip_count = 1; // Don't draw a line when loading the first vertex
			for (int vtx = 0; vtx < vertex_count; ++vtx) {
				if (indices)
					vreader.Goto(indices_16bit ? indices16[vtx] : indices8[vtx]);
				else
					vreader.Goto(vtx);

				data[vtx & 1] = ReadVertex(vreader);
				if (outside_range_flag) {
					// Drop all primitives containing the current vertex
					skip_count = 2;
					outside_range_flag = false;
					continue;
				}

				if (skip_count) {
					--skip_count;
				} else {
					Clipper::ProcessLine(data[(vtx & 1) ^ 1], data[vtx & 1]);
				}
			}
			break;
		}

	case GE_PRIM_TRIANGLE_STRIP:
		{
			int skip_count = 2; // Don't draw a triangle when loading the first two vertices

			for (int vtx = 0; vtx < vertex_count; ++vtx) {
				if (indices)
					vreader.Goto(indices_16bit ? indices16[vtx] : indices8[vtx]);
				else
					vreader.Goto(vtx);

				data[vtx % 3] = ReadVertex(vreader);
				if (outside_range_flag) {
					// Drop all primitives containing the current vertex
					skip_count = 2;
					outside_range_flag = false;
					continue;
				}

				if (skip_count) {
					--skip_count;
					continue;
				}

				if (!gstate.isCullEnabled() || gstate.isModeClear()) {
					Clipper::ProcessTriangle(data[0], data[1], data[2]);
					Clipper::ProcessTriangle(data[2], data[1], data[0]);
				} else if ((!gstate.getCullMode()) ^ (vtx % 2)) {
					// We need to reverse the vertex order for each second primitive,
					// but we additionally need to do that for every primitive if CCW cullmode is used.
					Clipper::ProcessTriangle(data[2], data[1], data[0]);
				} else {
					Clipper::ProcessTriangle(data[0], data[1], data[2]);
				}
			}
			break;
		}

	case GE_PRIM_TRIANGLE_FAN:
		{
			unsigned int skip_count = 1; // Don't draw a triangle when loading the first two vertices

			if (indices)
				vreader.Goto(indices_16bit ? indices16[0] : indices8[0]);
			else
				vreader.Goto(0);
			data[0] = ReadVertex(vreader);

			for (int vtx = 1; vtx < vertex_count; ++vtx) {
				if (indices)
					vreader.Goto(indices_16bit ? indices16[vtx] : indices8[vtx]);
				else
					vreader.Goto(vtx);

				data[2 - (vtx % 2)] = ReadVertex(vreader);
				if (outside_range_flag) {
					// Drop all primitives containing the current vertex
					skip_count = 2;
					outside_range_flag = false;
					continue;
				}

				if (skip_count) {
					--skip_count;
					continue;
				}

				if (!gstate.isCullEnabled() || gstate.isModeClear()) {
					Clipper::ProcessTriangle(data[0], data[1], data[2]);
					Clipper::ProcessTriangle(data[2], data[1], data[0]);
				} else if ((!gstate.getCullMode()) ^ (vtx % 2)) {
					// We need to reverse the vertex order for each second primitive,
					// but we additionally need to do that for every primitive if CCW cullmode is used.
					Clipper::ProcessTriangle(data[2], data[1], data[0]);
				} else {
					Clipper::ProcessTriangle(data[0], data[1], data[2]);
				}
			}
			break;
		}
	}

	host->GPUNotifyDraw();
}
コード例 #4
0
void TransformUnit::SubmitSpline(void* control_points, void* indices, int count_u, int count_v, int type_u, int type_v, GEPatchPrimType prim_type, u32 vertex_type)
{
	VertexDecoder vdecoder;
	vdecoder.SetVertexType(vertex_type);
	const DecVtxFormat& vtxfmt = vdecoder.GetDecVtxFmt();

	static u8 buf[65536 * 48]; // yolo
	u16 index_lower_bound = 0;
	u16 index_upper_bound = count_u * count_v - 1;
	bool indices_16bit = (vertex_type & GE_VTYPE_IDX_MASK) == GE_VTYPE_IDX_16BIT;
	u8* indices8 = (u8*)indices;
	u16* indices16 = (u16*)indices;
	if (indices)
		GetIndexBounds(indices, count_u*count_v, vertex_type, &index_lower_bound, &index_upper_bound);
	vdecoder.DecodeVerts(buf, control_points, index_lower_bound, index_upper_bound);

	VertexReader vreader(buf, vtxfmt, vertex_type);

	int num_patches_u = count_u - 3;
	int num_patches_v = count_v - 3;

	// TODO: Do something less idiotic to manage this buffer
	SplinePatch* patches = new SplinePatch[num_patches_u * num_patches_v];

	for (int patch_u = 0; patch_u < num_patches_u; ++patch_u) {
		for (int patch_v = 0; patch_v < num_patches_v; ++patch_v) {
			SplinePatch& patch = patches[patch_u + patch_v * num_patches_u];

			for (int point = 0; point < 16; ++point) {
				int idx = (patch_u + point%4) + (patch_v + point/4) * count_u;
                if (indices)
                    vreader.Goto(indices_16bit ? indices16[idx] : indices8[idx]);
                else
                    vreader.Goto(idx);

				patch.points[point] = ReadVertex(vreader);
			}
			patch.type = (type_u | (type_v<<2));
			if (patch_u != 0) patch.type &= ~START_OPEN_U;
			if (patch_v != 0) patch.type &= ~START_OPEN_V;
			if (patch_u != num_patches_u-1) patch.type &= ~END_OPEN_U;
			if (patch_v != num_patches_v-1) patch.type &= ~END_OPEN_V;
		}
	}

	for (int patch_idx = 0; patch_idx < num_patches_u*num_patches_v; ++patch_idx) {
		SplinePatch& patch = patches[patch_idx];

		// TODO: Should do actual patch subdivision instead of just drawing the control points!
		const int tile_min_u = (patch.type & START_OPEN_U) ? 0 : 1;
		const int tile_min_v = (patch.type & START_OPEN_V) ? 0 : 1;
		const int tile_max_u = (patch.type & END_OPEN_U) ? 3 : 2;
		const int tile_max_v = (patch.type & END_OPEN_V) ? 3 : 2;
		for (int tile_u = tile_min_u; tile_u < tile_max_u; ++tile_u) {
			for (int tile_v = tile_min_v; tile_v < tile_max_v; ++tile_v) {
				int point_index = tile_u + tile_v*4;

				VertexData v0 = patch.points[point_index];
				VertexData v1 = patch.points[point_index+1];
				VertexData v2 = patch.points[point_index+4];
				VertexData v3 = patch.points[point_index+5];

				// TODO: Backface culling etc
				Clipper::ProcessTriangle(v0, v1, v2);
				Clipper::ProcessTriangle(v2, v1, v0);
				Clipper::ProcessTriangle(v2, v1, v3);
				Clipper::ProcessTriangle(v3, v1, v2);
			}
		}
	}
	delete[] patches;
}
コード例 #5
0
ファイル: TransformUnit.cpp プロジェクト: Alceris/ppsspp
void TransformUnit::SubmitSpline(void* control_points, void* indices, int count_u, int count_v, int type_u, int type_v, GEPatchPrimType prim_type, u32 vertex_type) {
	VertexDecoder vdecoder;
	VertexDecoderOptions options;
	memset(&options, 0, sizeof(options));
	options.expandAllUVtoFloat = false;
	vdecoder.SetVertexType(vertex_type, options);
	const DecVtxFormat& vtxfmt = vdecoder.GetDecVtxFmt();

	static u8 buf[65536 * 48]; // yolo
	u16 index_lower_bound = 0;
	u16 index_upper_bound = count_u * count_v - 1;
	bool indices_16bit = (vertex_type & GE_VTYPE_IDX_MASK) == GE_VTYPE_IDX_16BIT;
	bool indices_32bit = (vertex_type & GE_VTYPE_IDX_MASK) == GE_VTYPE_IDX_32BIT;
	u8 *indices8 = (u8 *)indices;
	u16 *indices16 = (u16 *)indices;
	u32 *indices32 = (u32 *)indices;
	if (indices)
		GetIndexBounds(indices, count_u*count_v, vertex_type, &index_lower_bound, &index_upper_bound);
	vdecoder.DecodeVerts(buf, control_points, index_lower_bound, index_upper_bound);

	VertexReader vreader(buf, vtxfmt, vertex_type);

	int num_patches_u = count_u - 3;
	int num_patches_v = count_v - 3;

	if (patchBufferSize_ < num_patches_u * num_patches_v) {
		if (patchBuffer_) {
			FreeAlignedMemory(patchBuffer_);
		}
		patchBuffer_ = (SplinePatch *)AllocateAlignedMemory(num_patches_u * num_patches_v, 16);
		patchBufferSize_ = num_patches_u * num_patches_v;
	}
	SplinePatch *patches = patchBuffer_;

	for (int patch_u = 0; patch_u < num_patches_u; ++patch_u) {
		for (int patch_v = 0; patch_v < num_patches_v; ++patch_v) {
			SplinePatch& patch = patches[patch_u + patch_v * num_patches_u];

			for (int point = 0; point < 16; ++point) {
				int idx = (patch_u + point%4) + (patch_v + point/4) * count_u;
				if (indices) {
					if (indices_32bit) {
						vreader.Goto(indices32[idx]);
					} else if (indices_16bit) {
						vreader.Goto(indices16[idx]);
					} else {
						vreader.Goto(indices8[idx]);
					}
				} else {
					vreader.Goto(idx);
				}

				patch.points[point] = ReadVertex(vreader);
			}
			patch.type = (type_u | (type_v<<2));
			if (patch_u != 0) patch.type &= ~START_OPEN_U;
			if (patch_v != 0) patch.type &= ~START_OPEN_V;
			if (patch_u != num_patches_u-1) patch.type &= ~END_OPEN_U;
			if (patch_v != num_patches_v-1) patch.type &= ~END_OPEN_V;
		}
	}

	for (int patch_idx = 0; patch_idx < num_patches_u*num_patches_v; ++patch_idx) {
		SplinePatch& patch = patches[patch_idx];

		// TODO: Should do actual patch subdivision instead of just drawing the control points!
		const int tile_min_u = (patch.type & START_OPEN_U) ? 0 : 1;
		const int tile_min_v = (patch.type & START_OPEN_V) ? 0 : 1;
		const int tile_max_u = (patch.type & END_OPEN_U) ? 3 : 2;
		const int tile_max_v = (patch.type & END_OPEN_V) ? 3 : 2;
		for (int tile_u = tile_min_u; tile_u < tile_max_u; ++tile_u) {
			for (int tile_v = tile_min_v; tile_v < tile_max_v; ++tile_v) {
				int point_index = tile_u + tile_v*4;

				VertexData v0 = patch.points[point_index];
				VertexData v1 = patch.points[point_index+1];
				VertexData v2 = patch.points[point_index+4];
				VertexData v3 = patch.points[point_index+5];

				// TODO: Backface culling etc
				Clipper::ProcessTriangle(v0, v1, v2);
				Clipper::ProcessTriangle(v2, v1, v0);
				Clipper::ProcessTriangle(v2, v1, v3);
				Clipper::ProcessTriangle(v3, v1, v2);
			}
		}
	}

	host->GPUNotifyDraw();
}