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-rw-r--r--src/GPU3D.cpp42
1 files changed, 33 insertions, 9 deletions
diff --git a/src/GPU3D.cpp b/src/GPU3D.cpp
index d91daaa..3337d99 100644
--- a/src/GPU3D.cpp
+++ b/src/GPU3D.cpp
@@ -18,6 +18,7 @@
#include <stdio.h>
#include <string.h>
+#include <algorithm>
#include "NDS.h"
#include "GPU.h"
#include "FIFO.h"
@@ -855,6 +856,10 @@ void SubmitPolygon()
poly->VTop = vtop; poly->VBottom = vbot;
poly->YTop = ytop; poly->YBottom = ybot;
poly->XTop = xtop; poly->XBottom = xbot;
+
+ poly->SortKey = (ybot << 8) | ytop;
+ if (poly->Translucent) poly->SortKey |= 0x10000;
+
poly->WShift = wshift;
poly->WBuffer = (FlushAttributes & 0x2);
@@ -1791,20 +1796,39 @@ void VCount144()
}
+bool YSort(Polygon* a, Polygon* b)
+{
+ // Y-sorting rules:
+ // * polygons with lower bottom Y come first
+ // * upon equal bottom Y, polygons with lower top Y come first
+ // * upon equal bottom AND top Y, original ordering is used
+
+ return a->SortKey < b->SortKey;
+}
+
void VBlank()
{
if (FlushRequest)
{
- // separate translucent polygons from opaque ones
-
- u32 io = 0, it = NumOpaquePolygons;
- for (u32 i = 0; i < NumPolygons; i++)
+ if (NumPolygons)
{
- Polygon* poly = &CurPolygonRAM[i];
- if (poly->Translucent)
- RenderPolygonRAM[it++] = poly;
- else
- RenderPolygonRAM[io++] = poly;
+ // separate translucent polygons from opaque ones
+
+ u32 io = 0, it = NumOpaquePolygons;
+ for (u32 i = 0; i < NumPolygons; i++)
+ {
+ Polygon* poly = &CurPolygonRAM[i];
+ if (poly->Translucent)
+ RenderPolygonRAM[it++] = poly;
+ else
+ RenderPolygonRAM[io++] = poly;
+ }
+
+ // apply Y-sorting
+
+ std::stable_sort(RenderPolygonRAM.begin(),
+ RenderPolygonRAM.begin() + ((FlushAttributes & 0x1) ? NumOpaquePolygons : NumPolygons),
+ YSort);
}
RenderNumPolygons = NumPolygons;