Merge branch 'sketchy_vertex_formats' into 'master'
Implemented support for all vertex attribute fmts. See merge request simulant/GLdc!156
This commit is contained in:
commit
0285e2027d
177
GL/attributes.c
177
GL/attributes.c
@ -31,11 +31,10 @@ GL_FORCE_INLINE GLboolean _glStateUnchanged(AttribPointer* p, GLint size, GLenum
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return (p->size == size && p->type == type && p->stride == stride);
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}
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GLuint* _glGetEnabledAttributes() {
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GLuint* _glGetEnabledAttributes(void) {
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return &ATTRIB_LIST.enabled;
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}
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static void _readPosition3f3f(const GLubyte* __restrict__ in, GLubyte* __restrict__ out) {
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const float* input = (const float*) in;
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Vertex* it = (Vertex*) out;
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@ -47,6 +46,17 @@ static void _readPosition3f3f(const GLubyte* __restrict__ in, GLubyte* __restric
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TransformVertex(x, y, z, w, it->xyz, &it->w);
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}
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static void _readPosition3d3f(const GLubyte* __restrict__ in, GLubyte* __restrict__ out) {
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const double* input = (const double*) in;
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Vertex* it = (Vertex*) out;
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float x = input[0];
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float y = input[1];
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float z = input[2];
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float w = 1.0f;
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TransformVertex(x, y, z, w, it->xyz, &it->w);
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}
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static void _readPosition3ub3f(const GLubyte* input, GLubyte* out) {
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Vertex* it = (Vertex*)out;
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@ -90,6 +100,17 @@ static void _readPosition2f3f(const GLubyte* in, GLubyte* out) {
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TransformVertex(x, y, z, w, it->xyz, &it->w);
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}
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static void _readPosition2d3f(const GLubyte* in, GLubyte* out) {
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const double* input = (const double*) in;
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Vertex* it = (Vertex*) out;
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float x = input[0];
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float y = input[1];
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float z = 0.0f;
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float w = 1.0f;
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TransformVertex(x, y, z, w, it->xyz, &it->w);
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}
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static void _readPosition2ub3f(const GLubyte* input, GLubyte* out) {
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Vertex* it = (Vertex*) out;
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@ -122,10 +143,12 @@ static void _readPosition2ui3f(const GLubyte* in, GLubyte* out) {
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TransformVertex(x, y, z, w, it->xyz, &it->w);
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}
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static ReadAttributeFunc calcReadPositionFunc() {
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static ReadAttributeFunc calcReadPositionFunc(void) {
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switch(ATTRIB_LIST.vertex.type) {
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default:
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case GL_DOUBLE:
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return (ATTRIB_LIST.vertex.size == 3) ? _readPosition3d3f:
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_readPosition2d3f;
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default:
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case GL_FLOAT:
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return (ATTRIB_LIST.vertex.size == 3) ? _readPosition3f3f:
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_readPosition2f3f;
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@ -144,7 +167,6 @@ static ReadAttributeFunc calcReadPositionFunc() {
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}
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}
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static void _fillWhiteARGB(const GLubyte* __restrict__ input, GLubyte* __restrict__ output) {
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_GL_UNUSED(input);
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*((uint32_t*) output) = ~0;
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@ -157,24 +179,6 @@ static void _readColour4ubARGB(const GLubyte* input, GLubyte* output) {
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output[A8IDX] = input[3];
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}
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static void _readColour4fARGB(const GLubyte* in, GLubyte* output) {
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const float* input = (const float*) in;
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output[R8IDX] = (GLubyte) clamp(input[0] * 255.0f, 0, 255);
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output[G8IDX] = (GLubyte) clamp(input[1] * 255.0f, 0, 255);
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output[B8IDX] = (GLubyte) clamp(input[2] * 255.0f, 0, 255);
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output[A8IDX] = (GLubyte) clamp(input[3] * 255.0f, 0, 255);
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}
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static void _readColour3fARGB(const GLubyte* in, GLubyte* output) {
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const float* input = (const float*) in;
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output[R8IDX] = (GLubyte) clamp(input[0] * 255.0f, 0, 255);
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output[G8IDX] = (GLubyte) clamp(input[1] * 255.0f, 0, 255);
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output[B8IDX] = (GLubyte) clamp(input[2] * 255.0f, 0, 255);
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output[A8IDX] = 255;
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}
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static void _readColour3ubARGB(const GLubyte* __restrict__ input, GLubyte* __restrict__ output) {
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output[R8IDX] = input[0];
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output[G8IDX] = input[1];
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@ -182,6 +186,30 @@ static void _readColour3ubARGB(const GLubyte* __restrict__ input, GLubyte* __res
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output[A8IDX] = 255;
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}
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#define DEF_READ_COLOUR_4_ARGB_FP(prefix, intype) \
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static void _readColour##prefix##ARGB(const GLubyte* __restrict in, GLubyte* __restrict out) { \
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const intype* input = (const intype*) in; \
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out[R8IDX] = (GLubyte) clamp(input[0] * 255.0f, 0, 255); \
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out[G8IDX] = (GLubyte) clamp(input[1] * 255.0f, 0, 255); \
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out[B8IDX] = (GLubyte) clamp(input[2] * 255.0f, 0, 255); \
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out[A8IDX] = (GLubyte) clamp(input[3] * 255.0f, 0, 255); \
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}
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#define DEF_READ_COLOUR_3_ARGB_FP(prefix, intype) \
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static void _readColour##prefix##ARGB(const GLubyte* __restrict in, GLubyte* __restrict out) { \
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const intype* input = (const intype*) in; \
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out[R8IDX] = (GLubyte) clamp(input[0] * 255.0f, 0, 255); \
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out[G8IDX] = (GLubyte) clamp(input[1] * 255.0f, 0, 255); \
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out[B8IDX] = (GLubyte) clamp(input[2] * 255.0f, 0, 255); \
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out[A8IDX] = 255; \
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}
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DEF_READ_COLOUR_4_ARGB_FP(4f, float)
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DEF_READ_COLOUR_4_ARGB_FP(4d, double)
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DEF_READ_COLOUR_3_ARGB_FP(3f, float)
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DEF_READ_COLOUR_3_ARGB_FP(3d, double)
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static void _readColour4ubRevARGB(const GLubyte* __restrict__ input, GLubyte* __restrict__ output) {
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argbcpy(output, input);
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}
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@ -195,51 +223,58 @@ static void _readColour4fRevARGB(const GLubyte* __restrict__ in, GLubyte* __rest
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output[3] = (GLubyte) clamp(input[3] * 255.0f, 0, 255);
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}
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static void _readColour3usARGB(const GLubyte* input, GLubyte* output) {
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_GL_UNUSED(input);
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_GL_UNUSED(output);
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gl_assert(0 && "Not Implemented");
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static void _readColour4dRevARGB(const GLubyte* __restrict__ in, GLubyte* __restrict__ output) {
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const double* input = (const double*) in;
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output[0] = (GLubyte) clamp(input[0] * 255.0f, 0, 255);
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output[1] = (GLubyte) clamp(input[1] * 255.0f, 0, 255);
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output[2] = (GLubyte) clamp(input[2] * 255.0f, 0, 255);
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output[3] = (GLubyte) clamp(input[3] * 255.0f, 0, 255);
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}
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static void _readColour3uiARGB(const GLubyte* input, GLubyte* output) {
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_GL_UNUSED(input);
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_GL_UNUSED(output);
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gl_assert(0 && "Not Implemented");
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}
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#define DEF_READ_COLOUR_N_ARGB_INT(prefix, intype, max, alpha, i0, i1, i2, i3) \
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static void _readColour##prefix##ARGB(const GLubyte* __restrict in, GLubyte* __restrict out) { \
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const intype* input = (const intype*) in; \
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out[i0] = (GLubyte) clamp((float)input[0] / (float)max * 255.0f, 0, 255); \
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out[i1] = (GLubyte) clamp((float)input[1] / (float)max * 255.0f, 0, 255); \
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out[i2] = (GLubyte) clamp((float)input[2] / (float)max * 255.0f, 0, 255); \
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out[i3] = alpha; \
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}
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static void _readColour4usARGB(const GLubyte* input, GLubyte* output) {
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_GL_UNUSED(input);
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_GL_UNUSED(output);
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gl_assert(0 && "Not Implemented");
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}
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#define DEF_READ_COLOUR_3_ARGB_INT(prefix, intype, max) \
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DEF_READ_COLOUR_N_ARGB_INT(prefix, intype, max, 255, R8IDX, G8IDX, B8IDX, A8IDX)
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static void _readColour4uiARGB(const GLubyte* input, GLubyte* output) {
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_GL_UNUSED(input);
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_GL_UNUSED(output);
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gl_assert(0 && "Not Implemented");
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}
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#define DEF_READ_COLOUR_4_ARGB_INT(prefix, intype, max) \
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DEF_READ_COLOUR_N_ARGB_INT(prefix, intype, max, \
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((GLubyte)clamp((float)input[3] / (float)max * 255.0f, 0, 255)), \
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R8IDX, G8IDX, B8IDX, A8IDX)
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static void _readColour4usRevARGB(const GLubyte* input, GLubyte* output) {
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_GL_UNUSED(input);
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_GL_UNUSED(output);
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gl_assert(0 && "Not Implemented");
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}
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#define DEF_READ_COLOUR_4_REV_ARGB_INT(prefix, intype, max) \
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DEF_READ_COLOUR_N_ARGB_INT(prefix##Rev, intype, max, \
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((GLubyte)clamp((float)input[3] / (float)max * 255.0f, 0, 255)), \
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0, 1, 2, 3)
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static void _readColour4uiRevARGB(const GLubyte* input, GLubyte* output) {
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_GL_UNUSED(input);
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_GL_UNUSED(output);
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gl_assert(0 && "Not Implemented");
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}
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DEF_READ_COLOUR_3_ARGB_INT(3us, GLushort, UINT16_MAX)
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DEF_READ_COLOUR_3_ARGB_INT(3ui, GLuint, UINT32_MAX)
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static ReadAttributeFunc calcReadDiffuseFunc() {
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DEF_READ_COLOUR_4_ARGB_INT(4us, GLushort, UINT16_MAX)
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DEF_READ_COLOUR_4_ARGB_INT(4ui, GLuint, UINT32_MAX)
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DEF_READ_COLOUR_4_REV_ARGB_INT(4us, GLushort, UINT16_MAX)
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DEF_READ_COLOUR_4_REV_ARGB_INT(4ui, GLuint, UINT32_MAX)
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static ReadAttributeFunc calcReadDiffuseFunc(void) {
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if((ATTRIB_LIST.enabled & DIFFUSE_ENABLED_FLAG) != DIFFUSE_ENABLED_FLAG) {
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/* Just fill the whole thing white if the attribute is disabled */
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return _fillWhiteARGB;
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}
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switch(ATTRIB_LIST.colour.type) {
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default:
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case GL_DOUBLE:
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return (ATTRIB_LIST.colour.size == 3) ? _readColour3dARGB:
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(ATTRIB_LIST.colour.size == 4) ? _readColour4dARGB:
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_readColour4dRevARGB;
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default:
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case GL_FLOAT:
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return (ATTRIB_LIST.colour.size == 3) ? _readColour3fARGB:
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(ATTRIB_LIST.colour.size == 4) ? _readColour4fARGB:
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@ -276,6 +311,11 @@ static void _readTexcoord2f2f(const GLubyte* in, GLubyte* out) {
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vec2cpy(out, in);
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}
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static void _readTexcoord2d2f(const GLubyte* in, GLubyte* out) {
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((float*)out)[0] = ((const double*)in)[0];
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((float*)out)[1] = ((const double*)in)[1];
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}
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static void _readTexcoord2ub2f(const GLubyte* input, GLubyte* out) {
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float* output = (float*) out;
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@ -299,14 +339,15 @@ static void _readTexcoord2ui2f(const GLubyte* in, GLubyte* out) {
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output[1] = input[1];
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}
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static ReadAttributeFunc calcReadUVFunc() {
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static ReadAttributeFunc calcReadUVFunc(void) {
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if((ATTRIB_LIST.enabled & UV_ENABLED_FLAG) != UV_ENABLED_FLAG) {
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return _fillZero2f;
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}
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switch(ATTRIB_LIST.uv.type) {
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default:
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case GL_DOUBLE:
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return _readTexcoord2d2f;
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default:
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case GL_FLOAT:
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return _readTexcoord2f2f;
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case GL_BYTE:
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@ -321,14 +362,15 @@ static ReadAttributeFunc calcReadUVFunc() {
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}
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}
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static ReadAttributeFunc calcReadSTFunc() {
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static ReadAttributeFunc calcReadSTFunc(void) {
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if((ATTRIB_LIST.enabled & ST_ENABLED_FLAG) != ST_ENABLED_FLAG) {
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return _fillZero2f;
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}
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switch(ATTRIB_LIST.st.type) {
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default:
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case GL_DOUBLE:
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return _readTexcoord2d2f;
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default:
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case GL_FLOAT:
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return _readTexcoord2f2f;
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case GL_BYTE:
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@ -357,6 +399,12 @@ static void _readNormal3f3f(const GLubyte* __restrict__ in, GLubyte* __restrict_
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vec3cpy(out, in);
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}
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static void _readNormal3d3f(const GLubyte* __restrict__ in, GLubyte* __restrict__ out) {
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((float*)out)[0] = ((const double*)in)[0];
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((float*)out)[1] = ((const double*)in)[1];
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((float*)out)[2] = ((const double*)in)[2];
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}
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static void _readNormal3ub3f(const GLubyte* input, GLubyte* out) {
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float* output = (float*) out;
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@ -406,15 +454,16 @@ static void _readNormal1i3f(const GLubyte* in, GLubyte* out) {
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output[2] = (2.0f * (float) input.bits.z + 1.0f) * MULTIPLIER;
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}
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static ReadAttributeFunc calcReadNormalFunc() {
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static ReadAttributeFunc calcReadNormalFunc(void) {
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if((ATTRIB_LIST.enabled & NORMAL_ENABLED_FLAG) != NORMAL_ENABLED_FLAG) {
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return _fillWithNegZVE;
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}
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switch(ATTRIB_LIST.normal.type) {
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default:
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case GL_DOUBLE:
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return _readNormal3d3f;
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case GL_FLOAT:
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default:
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return _readNormal3f3f;
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break;
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case GL_BYTE:
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@ -497,7 +546,7 @@ void APIENTRY glDisableClientState(GLenum cap) {
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}
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void APIENTRY glTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid * pointer) {
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void APIENTRY glTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer) {
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TRACE();
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stride = (stride) ? stride : size * byte_size(type);
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@ -591,7 +640,7 @@ void APIENTRY glNormalPointer(GLenum type, GLsizei stride, const GLvoid * poin
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}
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void _glInitAttributePointers() {
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void _glInitAttributePointers(void) {
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TRACE();
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ATTRIB_LIST.dirty = ~0; // all attributes dirty
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@ -601,7 +650,7 @@ void _glInitAttributePointers() {
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glNormalPointer(GL_FLOAT, 0, NULL);
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}
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GL_FORCE_INLINE GLuint _glIsVertexDataFastPathCompatible() {
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GL_FORCE_INLINE GLuint _glIsVertexDataFastPathCompatible(void) {
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/* The fast path is enabled when all enabled elements of the vertex
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* match the output format. This means:
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*
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@ -649,7 +698,7 @@ GL_FORCE_INLINE GLuint _glIsVertexDataFastPathCompatible() {
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return GL_TRUE;
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}
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void _glUpdateAttributes() {
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void _glUpdateAttributes(void) {
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if(ATTRIB_LIST.dirty & VERTEX_ENABLED_FLAG) {
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ATTRIB_LIST.vertex_func = calcReadPositionFunc();
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}
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@ -5,6 +5,8 @@
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#include "../types.h"
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#define __restrict
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#define PREFETCH(addr) do {} while(0)
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#define MATH_fsrra(x) (1.0f / sqrtf((x)))
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