Merge branch 'master' of https://gitlab.com/simulant/GLdc into pvr_direct

This commit is contained in:
Falco Girgis 2024-08-11 01:21:06 -05:00
commit 0f3be24cec
5 changed files with 86 additions and 135 deletions

View File

@ -946,35 +946,6 @@ static void light(SubmissionTarget* target) {
_glPerformLighting(vertex, ES, target->count);
}
GL_FORCE_INLINE void divide(SubmissionTarget* target) {
TRACE();
/* Perform perspective divide on each vertex */
Vertex* vertex = _glSubmissionTargetStart(target);
const float h = GetVideoMode()->height;
ITERATE(target->count) {
const float f = MATH_Fast_Invert(vertex->w);
/* Convert to NDC and apply viewport */
vertex->xyz[0] = MATH_fmac(
VIEWPORT.hwidth, vertex->xyz[0] * f, VIEWPORT.x_plus_hwidth
);
vertex->xyz[1] = h - MATH_fmac(
VIEWPORT.hheight, vertex->xyz[1] * f, VIEWPORT.y_plus_hheight
);
/* Apply depth range */
vertex->xyz[2] = MAX(
1.0f - MATH_fmac(vertex->xyz[2] * f, 0.5f, 0.5f),
PVR_MIN_Z
);
++vertex;
}
}
GL_FORCE_INLINE int _calc_pvr_face_culling() {
if(!_glIsCullingEnabled()) {
return GPU_CULLING_SMALL;

View File

@ -15,13 +15,12 @@ GLfloat DEPTH_RANGE_MULTIPLIER_H = (0 + 1) / 2;
static Stack __attribute__((aligned(32))) MATRIX_STACKS[4]; // modelview, projection, texture
static Matrix4x4 __attribute__((aligned(32))) NORMAL_MATRIX;
Viewport VIEWPORT = {
0, 0, 640, 480, 320.0f, 240.0f, 320.0f, 240.0f
};
static Matrix4x4 __attribute__((aligned(32))) VIEWPORT_MATRIX;
static Matrix4x4 __attribute__((aligned(32))) PROJECTION_MATRIX;
static GLenum MATRIX_MODE = GL_MODELVIEW;
static GLubyte MATRIX_IDX = 0;
static GLboolean NORMAL_DIRTY, PROJECTION_DIRTY;
static const Matrix4x4 __attribute__((aligned(32))) IDENTITY = {
1.0f, 0.0f, 0.0f, 0.0f,
@ -94,12 +93,28 @@ static void transpose(GLfloat* m) {
swap(m[11], m[14]);
}
static void recalculateNormalMatrix() {
/* When projection matrix changes, need to pre-multiply with viewport transform matrix */
static void UpdateProjectionMatrix() {
PROJECTION_DIRTY = false;
UploadMatrix4x4(&VIEWPORT_MATRIX);
MultiplyMatrix4x4(stack_top(MATRIX_STACKS + (GL_PROJECTION & 0xF)));
DownloadMatrix4x4(&PROJECTION_MATRIX);
}
/* When modelview matrix changes, need to re-compute normal matrix */
static void UpdateNormalMatrix() {
NORMAL_DIRTY = false;
MEMCPY4(NORMAL_MATRIX, stack_top(MATRIX_STACKS + (GL_MODELVIEW & 0xF)), sizeof(Matrix4x4));
inverse((GLfloat*) NORMAL_MATRIX);
transpose((GLfloat*) NORMAL_MATRIX);
}
static void OnMatrixChanged() {
if(MATRIX_MODE == GL_MODELVIEW) NORMAL_DIRTY = true;
if(MATRIX_MODE == GL_PROJECTION) PROJECTION_DIRTY = true;
}
void APIENTRY glMatrixMode(GLenum mode) {
MATRIX_MODE = mode;
MATRIX_IDX = mode & 0xF;
@ -111,17 +126,17 @@ void APIENTRY glPushMatrix() {
void* ret = stack_push(MATRIX_STACKS + MATRIX_IDX, top);
(void) ret;
assert(ret);
OnMatrixChanged();
}
void APIENTRY glPopMatrix() {
stack_pop(MATRIX_STACKS + MATRIX_IDX);
if(MATRIX_MODE == GL_MODELVIEW) {
recalculateNormalMatrix();
}
OnMatrixChanged();
}
void APIENTRY glLoadIdentity() {
stack_replace(MATRIX_STACKS + MATRIX_IDX, IDENTITY);
OnMatrixChanged();
}
void APIENTRY glTranslatef(GLfloat x, GLfloat y, GLfloat z) {
@ -141,10 +156,7 @@ void APIENTRY glTranslatef(GLfloat x, GLfloat y, GLfloat z) {
assert(top);
DownloadMatrix4x4(top);
if(MATRIX_MODE == GL_MODELVIEW) {
recalculateNormalMatrix();
}
OnMatrixChanged();
}
@ -159,10 +171,7 @@ void APIENTRY glScalef(GLfloat x, GLfloat y, GLfloat z) {
UploadMatrix4x4(stack_top(MATRIX_STACKS + MATRIX_IDX));
MultiplyMatrix4x4(&scale);
DownloadMatrix4x4(stack_top(MATRIX_STACKS + MATRIX_IDX));
if(MATRIX_MODE == GL_MODELVIEW) {
recalculateNormalMatrix();
}
OnMatrixChanged();
}
void APIENTRY glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z) {
@ -207,10 +216,7 @@ void APIENTRY glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z) {
UploadMatrix4x4(stack_top(MATRIX_STACKS + MATRIX_IDX));
MultiplyMatrix4x4((const Matrix4x4*) &rotate);
DownloadMatrix4x4(stack_top(MATRIX_STACKS + MATRIX_IDX));
if(MATRIX_MODE == GL_MODELVIEW) {
recalculateNormalMatrix();
}
OnMatrixChanged();
}
/* Load an arbitrary matrix */
@ -219,10 +225,7 @@ void APIENTRY glLoadMatrixf(const GLfloat *m) {
memcpy(TEMP, m, sizeof(float) * 16);
stack_replace(MATRIX_STACKS + MATRIX_IDX, TEMP);
if(MATRIX_MODE == GL_MODELVIEW) {
recalculateNormalMatrix();
}
OnMatrixChanged();
}
/* Ortho */
@ -248,6 +251,7 @@ void APIENTRY glOrtho(GLfloat left, GLfloat right,
UploadMatrix4x4(stack_top(MATRIX_STACKS + MATRIX_IDX));
MultiplyMatrix4x4((const Matrix4x4*) &OrthoMatrix);
DownloadMatrix4x4(stack_top(MATRIX_STACKS + MATRIX_IDX));
OnMatrixChanged();
}
@ -279,6 +283,7 @@ void APIENTRY glFrustum(GLfloat left, GLfloat right,
UploadMatrix4x4(stack_top(MATRIX_STACKS + MATRIX_IDX));
MultiplyMatrix4x4((const Matrix4x4*) &FrustumMatrix);
DownloadMatrix4x4(stack_top(MATRIX_STACKS + MATRIX_IDX));
OnMatrixChanged();
}
@ -290,10 +295,7 @@ void glMultMatrixf(const GLfloat *m) {
UploadMatrix4x4(stack_top(MATRIX_STACKS + MATRIX_IDX));
MultiplyMatrix4x4(&TEMP);
DownloadMatrix4x4(stack_top(MATRIX_STACKS + MATRIX_IDX));
if(MATRIX_MODE == GL_MODELVIEW) {
recalculateNormalMatrix();
}
OnMatrixChanged();
}
/* Load an arbitrary transposed matrix */
@ -324,10 +326,7 @@ void glLoadTransposeMatrixf(const GLfloat *m) {
TEMP[M15] = m[15];
stack_replace(MATRIX_STACKS + MATRIX_IDX, TEMP);
if(MATRIX_MODE == GL_MODELVIEW) {
recalculateNormalMatrix();
}
OnMatrixChanged();
}
/* Multiply the current matrix by an arbitrary transposed matrix */
@ -357,22 +356,19 @@ void glMultTransposeMatrixf(const GLfloat *m) {
UploadMatrix4x4(stack_top(MATRIX_STACKS + MATRIX_IDX));
MultiplyMatrix4x4((const Matrix4x4*) &TEMP);
DownloadMatrix4x4(stack_top(MATRIX_STACKS + MATRIX_IDX));
if(MATRIX_MODE == GL_MODELVIEW) {
recalculateNormalMatrix();
}
OnMatrixChanged();
}
/* Set the GL viewport */
void APIENTRY glViewport(GLint x, GLint y, GLsizei width, GLsizei height) {
VIEWPORT.x = x;
VIEWPORT.y = y;
VIEWPORT.width = width;
VIEWPORT.height = height;
VIEWPORT.hwidth = ((GLfloat) VIEWPORT.width) * 0.5f;
VIEWPORT.hheight = ((GLfloat) VIEWPORT.height) * 0.5f;
VIEWPORT.x_plus_hwidth = VIEWPORT.x + VIEWPORT.hwidth;
VIEWPORT.y_plus_hheight = VIEWPORT.y + VIEWPORT.hheight;
VIEWPORT_MATRIX[M0] = width * 0.5f;
VIEWPORT_MATRIX[M5] = height * -0.5f;
VIEWPORT_MATRIX[M10] = 1.0f;
VIEWPORT_MATRIX[M15] = 1.0f;
VIEWPORT_MATRIX[M12] = x + width * 0.5f;
VIEWPORT_MATRIX[M13] = GetVideoMode()->height - (y + height * 0.5f);
PROJECTION_DIRTY = true;
}
/* Set the depth range */
@ -464,14 +460,17 @@ void _glMatrixLoadModelView() {
}
void _glMatrixLoadProjection() {
UploadMatrix4x4((const Matrix4x4*) stack_top(MATRIX_STACKS + (GL_PROJECTION & 0xF)));
if (PROJECTION_DIRTY) UpdateProjectionMatrix();
UploadMatrix4x4(&PROJECTION_MATRIX);
}
void _glMatrixLoadModelViewProjection() {
UploadMatrix4x4((const Matrix4x4*) stack_top(MATRIX_STACKS + (GL_PROJECTION & 0xF)));
if (PROJECTION_DIRTY) UpdateProjectionMatrix();
UploadMatrix4x4(&PROJECTION_MATRIX);
MultiplyMatrix4x4((const Matrix4x4*) stack_top(MATRIX_STACKS + (GL_MODELVIEW & 0xF)));
}
void _glMatrixLoadNormal() {
if (NORMAL_DIRTY) UpdateNormalMatrix();
UploadMatrix4x4((const Matrix4x4*) &NORMAL_MATRIX);
}

View File

@ -79,9 +79,10 @@ GL_FORCE_INLINE void _glPerspectiveDivideVertex(Vertex* vertex, const float h, i
for(int v = 0; v < count; ++v) {
const float f = _glFastInvert(vertex[v].w);
/* Convert to NDC and apply viewport */
vertex[v].xyz[0] = (vertex[v].xyz[0] * f * 320) + 320;
vertex[v].xyz[1] = (vertex[v].xyz[1] * f * -240) + 240;
/* Convert to screenspace */
/* (note that vertices have already been viewport transformed) */
vertex->xyz[0] *= f;
vertex->xyz[1] *= f;
/* Orthographic projections need to use invZ otherwise we lose
the depth information. As w == 1, and clip-space range is -w to +w

View File

@ -75,17 +75,13 @@ void SceneListBegin(GPUList list) {
vertex_counter = 0;
}
GL_FORCE_INLINE void _glPerspectiveDivideVertex(Vertex* vertex, const float h) {
GL_FORCE_INLINE void _glPerspectiveDivideVertex(Vertex* vertex) {
const float f = 1.0f / (vertex->w);
/* Convert to NDC and apply viewport */
vertex->xyz[0] = __builtin_fmaf(
VIEWPORT.hwidth, vertex->xyz[0] * f, VIEWPORT.x_plus_hwidth
);
vertex->xyz[1] = h - __builtin_fmaf(
VIEWPORT.hheight, vertex->xyz[1] * f, VIEWPORT.y_plus_hheight
);
/* Convert to screenspace */
/* (note that vertices have already been viewport transformed) */
vertex->xyz[0] = vertex->xyz[0] * f;
vertex->xyz[1] = vertex->xyz[1] * f;
if(vertex->w == 1.0f) {
vertex->xyz[2] = 1.0f / (1.0001f + vertex->xyz[2]);
@ -143,8 +139,6 @@ void SceneListSubmit(Vertex* v2, int n) {
return;
}
const float h = GetVideoMode()->height;
uint8_t visible_mask = 0;
uint8_t counter = 0;
@ -182,19 +176,19 @@ void SceneListSubmit(Vertex* v2, int n) {
switch(visible_mask) {
case 15: /* All visible, but final vertex in strip */
{
_glPerspectiveDivideVertex(v0, h);
_glPerspectiveDivideVertex(v0);
_glPushHeaderOrVertex(v0);
_glPerspectiveDivideVertex(v1, h);
_glPerspectiveDivideVertex(v1);
_glPushHeaderOrVertex(v1);
_glPerspectiveDivideVertex(v2, h);
_glPerspectiveDivideVertex(v2);
_glPushHeaderOrVertex(v2);
}
break;
case 7:
/* All visible, push the first vertex and move on */
_glPerspectiveDivideVertex(v0, h);
_glPerspectiveDivideVertex(v0);
_glPushHeaderOrVertex(v0);
break;
case 9:
@ -210,13 +204,13 @@ void SceneListSubmit(Vertex* v2, int n) {
_glClipEdge(v2, v0, b);
b->flags = GPU_CMD_VERTEX_EOL;
_glPerspectiveDivideVertex(v0, h);
_glPerspectiveDivideVertex(v0);
_glPushHeaderOrVertex(v0);
_glPerspectiveDivideVertex(a, h);
_glPerspectiveDivideVertex(a);
_glPushHeaderOrVertex(a);
_glPerspectiveDivideVertex(b, h);
_glPerspectiveDivideVertex(b);
_glPushHeaderOrVertex(b);
}
break;
@ -233,13 +227,13 @@ void SceneListSubmit(Vertex* v2, int n) {
_glClipEdge(v2, v0, b);
b->flags = GPU_CMD_VERTEX;
_glPerspectiveDivideVertex(v0, h);
_glPerspectiveDivideVertex(v0);
_glPushHeaderOrVertex(v0);
_glPerspectiveDivideVertex(a, h);
_glPerspectiveDivideVertex(a);
_glPushHeaderOrVertex(a);
_glPerspectiveDivideVertex(b, h);
_glPerspectiveDivideVertex(b);
_glPushHeaderOrVertex(b);
_glPushHeaderOrVertex(b);
}
@ -262,13 +256,13 @@ void SceneListSubmit(Vertex* v2, int n) {
_glClipEdge(v1, v2, b);
b->flags = v2->flags;
_glPerspectiveDivideVertex(a, h);
_glPerspectiveDivideVertex(a);
_glPushHeaderOrVertex(a);
_glPerspectiveDivideVertex(c, h);
_glPerspectiveDivideVertex(c);
_glPushHeaderOrVertex(c);
_glPerspectiveDivideVertex(b, h);
_glPerspectiveDivideVertex(b);
_glPushHeaderOrVertex(b);
}
break;
@ -285,19 +279,19 @@ void SceneListSubmit(Vertex* v2, int n) {
_glClipEdge(v2, v0, b);
b->flags = GPU_CMD_VERTEX;
_glPerspectiveDivideVertex(v0, h);
_glPerspectiveDivideVertex(v0);
_glPushHeaderOrVertex(v0);
_glClipEdge(v1, v2, a);
a->flags = v2->flags;
_glPerspectiveDivideVertex(c, h);
_glPerspectiveDivideVertex(c);
_glPushHeaderOrVertex(c);
_glPerspectiveDivideVertex(b, h);
_glPerspectiveDivideVertex(b);
_glPushHeaderOrVertex(b);
_glPerspectiveDivideVertex(a, h);
_glPerspectiveDivideVertex(a);
_glPushHeaderOrVertex(c);
_glPushHeaderOrVertex(a);
}
@ -319,17 +313,17 @@ void SceneListSubmit(Vertex* v2, int n) {
_glClipEdge(v1, v2, b);
b->flags = GPU_CMD_VERTEX;
_glPerspectiveDivideVertex(a, h);
_glPerspectiveDivideVertex(a);
_glPushHeaderOrVertex(a);
if(counter % 2 == 1) {
_glPushHeaderOrVertex(a);
}
_glPerspectiveDivideVertex(b, h);
_glPerspectiveDivideVertex(b);
_glPushHeaderOrVertex(b);
_glPerspectiveDivideVertex(c, h);
_glPerspectiveDivideVertex(c);
_glPushHeaderOrVertex(c);
}
break;
@ -349,15 +343,15 @@ void SceneListSubmit(Vertex* v2, int n) {
_glClipEdge(v1, v2, b);
b->flags = GPU_CMD_VERTEX;
_glPerspectiveDivideVertex(v0, h);
_glPerspectiveDivideVertex(v0);
_glPushHeaderOrVertex(v0);
_glPerspectiveDivideVertex(a, h);
_glPerspectiveDivideVertex(a);
_glPushHeaderOrVertex(a);
_glPerspectiveDivideVertex(c, h);
_glPerspectiveDivideVertex(c);
_glPushHeaderOrVertex(c);
_glPerspectiveDivideVertex(b, h);
_glPerspectiveDivideVertex(b);
_glPushHeaderOrVertex(b);
c->flags = GPU_CMD_VERTEX_EOL;
@ -380,15 +374,15 @@ void SceneListSubmit(Vertex* v2, int n) {
_glClipEdge(v1, v2, b);
b->flags = GPU_CMD_VERTEX;
_glPerspectiveDivideVertex(v0, h);
_glPerspectiveDivideVertex(v0);
_glPushHeaderOrVertex(v0);
_glPerspectiveDivideVertex(a, h);
_glPerspectiveDivideVertex(a);
_glPushHeaderOrVertex(a);
_glPerspectiveDivideVertex(c, h);
_glPerspectiveDivideVertex(c);
_glPushHeaderOrVertex(c);
_glPerspectiveDivideVertex(b, h);
_glPerspectiveDivideVertex(b);
_glPushHeaderOrVertex(b);
_glPushHeaderOrVertex(c);
}
@ -411,17 +405,17 @@ void SceneListSubmit(Vertex* v2, int n) {
_glClipEdge(v2, v0, b);
b->flags = GPU_CMD_VERTEX;
_glPerspectiveDivideVertex(a, h);
_glPerspectiveDivideVertex(a);
_glPushHeaderOrVertex(a);
_glPerspectiveDivideVertex(c, h);
_glPerspectiveDivideVertex(c);
_glPushHeaderOrVertex(c);
_glPerspectiveDivideVertex(b, h);
_glPerspectiveDivideVertex(b);
_glPushHeaderOrVertex(b);
_glPushHeaderOrVertex(c);
_glPerspectiveDivideVertex(d, h);
_glPerspectiveDivideVertex(d);
_glPushHeaderOrVertex(d);
}
break;

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@ -104,20 +104,6 @@ typedef struct {
AlignedVector vector;
} PolyList;
typedef struct {
GLint x;
GLint y;
GLint width;
GLint height;
float x_plus_hwidth;
float y_plus_hheight;
float hwidth; /* width * 0.5f */
float hheight; /* height * 0.5f */
} Viewport;
extern Viewport VIEWPORT;
typedef struct {
/* Palette data is always stored in RAM as RGBA8888 and packed as ARGB8888
* when uploaded to the PVR */