Merge remote-tracking branch 'upstream/master'

This commit is contained in:
Dave 2023-05-13 11:00:52 +02:00
commit a544221f98
18 changed files with 1290 additions and 503 deletions

View File

@ -17,6 +17,7 @@ string(TOUPPER ${BACKEND} BACKEND_UPPER)
add_definitions(-DBACKEND_${BACKEND_UPPER})
set(CMAKE_C_STANDARD 99)
set(CMAKE_CXX_STANDARD 11)
include_directories(include)
@ -30,17 +31,29 @@ else()
if(COMPILER_HAS_FSRRA)
set(CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS_RELEASE} -mfsrra")
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} -mfsrra")
set(CMAKE_C_FLAGS_RELWITHDEBINFO "${CMAKE_C_FLAGS_RELWITHDEBINFO} -mfsrra")
set(CMAKE_CXX_FLAGS_RELWITHDEBINFO "${CMAKE_CXX_FLAGS_RELWITHDEBINFO} -mfsrra")
endif()
if(COMPILER_HAS_FSCA)
set(CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS_RELEASE} -mfsca")
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} -mfsca")
set(CMAKE_C_FLAGS_RELWITHDEBINFO "${CMAKE_C_FLAGS_RELWITHDEBINFO} -mfsca")
set(CMAKE_CXX_FLAGS_RELWITHDEBINFO "${CMAKE_CXX_FLAGS_RELWITHDEBINFO} -mfsca")
endif()
set(CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS_RELEASE} -ffp-contract=fast -ffast-math")
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} -ffast-math")
set(CMAKE_C_FLAGS_RELWITHDEBINFO "${CMAKE_C_FLAGS_RELWITHDEBINFO} -ffp-contract=fast -ffast-math")
set(CMAKE_CXX_FLAGS_RELWITHDEBINFO "${CMAKE_CXX_FLAGS_RELWITHDEBINFO} -ffast-math")
endif()
set(CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS_RELEASE} -O3 -fexpensive-optimizations -fomit-frame-pointer -finline-functions")
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} -std=c++14 -fwhole-program -O3 -g0 -s -fomit-frame-pointer -fstrict-aliasing")
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} -std=c++14 -O3 -g0 -s -fomit-frame-pointer -fstrict-aliasing")
set(CMAKE_C_FLAGS_RELWITHDEBINFO "${CMAKE_C_FLAGS_RELWITHDEBINFO} -O3 -fexpensive-optimizations -fomit-frame-pointer -finline-functions")
set(CMAKE_CXX_FLAGS_RELWITHDEBINFO "${CMAKE_CXX_FLAGS_RELWITHDEBINFO} -std=c++14 -O3 -fomit-frame-pointer -fstrict-aliasing")
set(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG} -O0 -g -Wall -Wextra")
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} -O0 -g -Wall -Wextra")
@ -178,6 +191,7 @@ gen_sample(scissor samples/scissor/main.c)
gen_sample(polymark samples/polymark/main.c)
gen_sample(cubes samples/cubes/main.cpp)
gen_sample(zclip_test tests/zclip/main.cpp)
if(PLATFORM_DREAMCAST)
gen_sample(trimark samples/trimark/main.c)

View File

@ -239,7 +239,7 @@ static void _fillWithNegZVE(const GLubyte* __restrict__ input, GLubyte* __restri
float x, y, z;
} V;
const static V NegZ = {0.0f, 0.0f, -1.0f};
static const V NegZ = {0.0f, 0.0f, -1.0f};
*((V*) out) = NegZ;
}
@ -391,12 +391,12 @@ GL_FORCE_INLINE void transformNormalToEyeSpace(GLfloat* normal) {
}
GL_FORCE_INLINE PolyHeader *_glSubmissionTargetHeader(SubmissionTarget* target) {
gl_assert(target->header_offset < target->output->vector.size);
gl_assert(target->header_offset < aligned_vector_size(&target->output->vector));
return aligned_vector_at(&target->output->vector, target->header_offset);
}
GL_INLINE_DEBUG Vertex* _glSubmissionTargetStart(SubmissionTarget* target) {
gl_assert(target->start_offset < target->output->vector.size);
gl_assert(target->start_offset < aligned_vector_size(&target->output->vector));
return aligned_vector_at(&target->output->vector, target->start_offset);
}
@ -1210,15 +1210,14 @@ GL_FORCE_INLINE void submitVertices(GLenum mode, GLsizei first, GLuint count, GL
return;
}
GLboolean header_required = (target->output->vector.size == 0) || _glGPUStateIsDirty();
// We don't handle this any further, so just make sure we never pass it down */
gl_assert(mode != GL_POLYGON);
target->output = _glActivePolyList();
GLboolean header_required = (aligned_vector_header(&target->output->vector)->size == 0) || _glGPUStateIsDirty();
target->count = (mode == GL_TRIANGLE_FAN) ? ((count - 2) * 3) : count;
target->header_offset = target->output->vector.size;
target->header_offset = aligned_vector_header(&target->output->vector)->size;
target->start_offset = target->header_offset + (header_required);
gl_assert(target->count);

View File

@ -5,75 +5,123 @@
MAKE_FUNC(POLYMODE)
{
const Vertex* const start = _glSubmissionTargetStart(target);
const VertexExtra* const ve_start = aligned_vector_at(target->extras, 0);
const GLuint vstride = ATTRIB_POINTERS.vertex.stride;
GLuint uvstride = ATTRIB_POINTERS.uv.stride;
GLuint ststride = ATTRIB_POINTERS.st.stride;
GLuint dstride = ATTRIB_POINTERS.colour.stride;
GLuint nstride = ATTRIB_POINTERS.normal.stride;
const GLubyte* pos = (ENABLED_VERTEX_ATTRIBUTES & VERTEX_ENABLED_FLAG) ? ATTRIB_POINTERS.vertex.ptr + (first * vstride) : NULL;
const GLubyte* uv = (ENABLED_VERTEX_ATTRIBUTES & UV_ENABLED_FLAG) ? ATTRIB_POINTERS.uv.ptr + (first * uvstride) : NULL;
const GLubyte* col = (ENABLED_VERTEX_ATTRIBUTES & DIFFUSE_ENABLED_FLAG) ? ATTRIB_POINTERS.colour.ptr + (first * dstride) : NULL;
const GLubyte* st = (ENABLED_VERTEX_ATTRIBUTES & ST_ENABLED_FLAG) ? ATTRIB_POINTERS.st.ptr + (first * ststride) : NULL;
const GLubyte* n = (ENABLED_VERTEX_ATTRIBUTES & NORMAL_ENABLED_FLAG) ? ATTRIB_POINTERS.normal.ptr + (first * nstride) : NULL;
const float w = 1.0f;
if(!pos) {
static const float w = 1.0f;
if(!(ENABLED_VERTEX_ATTRIBUTES & VERTEX_ENABLED_FLAG)) {
/* If we don't have vertices, do nothing */
return;
}
if(!col) {
col = (GLubyte*) &U4ONE;
dstride = 0;
}
/* This is the best value we have. PROCESS_VERTEX_FLAGS needs to operate on quads and tris and so
this need to be divisible by 4 and 3. Even though we should be able to go much higher than this
and still be cache-local, trial and error says otherwise... */
if(!uv) {
uv = (GLubyte*) &F2ZERO;
uvstride = 0;
}
#define BATCH_SIZE 60
if(!st) {
st = (GLubyte*) &F2ZERO;
ststride = 0;
}
GLuint min = 0;
GLuint stride;
const GLubyte* ptr;
Vertex* it;
VertexExtra* ve;
if(!n) {
n = (GLubyte*) &F3Z;
nstride = 0;
}
VertexExtra* ve = (VertexExtra*) ve_start;
Vertex* it = (Vertex*) start;
for(min = 0; min < count; min += BATCH_SIZE) {
const Vertex* start = ((Vertex*) _glSubmissionTargetStart(target)) + min;
const int_fast32_t loop = ((min + BATCH_SIZE) > count) ? count - min : BATCH_SIZE;
const int offset = (first + min);
for(int_fast32_t i = 0; i < count; ++i) {
TransformVertex((const float*) pos, &w, it->xyz, &it->w);
pos += vstride;
PREFETCH(pos);
stride = ATTRIB_POINTERS.vertex.stride;
ptr = ATTRIB_POINTERS.vertex.ptr + (offset * stride);
it = (Vertex*) start;
*((Float2*) it->uv) = *((Float2*) uv);
uv += uvstride;
PREFETCH(uv);
PREFETCH(ptr);
for(int_fast32_t i = 0; i < loop; ++i, ++it) {
PREFETCH(ptr + stride);
TransformVertex((const float*) ptr, &w, it->xyz, &it->w);
PROCESS_VERTEX_FLAGS(it, min + i);
ptr += stride;
}
*((uint32_t*) it->bgra) = *((uint32_t*) col);
col += dstride;
PREFETCH(col);
stride = ATTRIB_POINTERS.uv.stride;
ptr = (ENABLED_VERTEX_ATTRIBUTES & UV_ENABLED_FLAG) ? ATTRIB_POINTERS.uv.ptr + ((first + min) * stride) : NULL;
it = (Vertex*) start;
*((Float2*) ve->st) = *((Float2*) st);
st += ststride;
PREFETCH(st);
if(ptr) {
PREFETCH(ptr);
for(int_fast32_t i = 0; i < loop; ++i, ++it) {
PREFETCH(ptr + stride);
it->uv[0] = ((float*) ptr)[0];
it->uv[1] = ((float*) ptr)[1];
ptr += stride;
}
} else {
for(int_fast32_t i = 0; i < loop; ++i, ++it) {
it->uv[0] = 0;
it->uv[1] = 0;
}
}
*((Float3*) ve->nxyz) = *((Float3*) n);
n += nstride;
PREFETCH(n);
stride = ATTRIB_POINTERS.colour.stride;
ptr = (ENABLED_VERTEX_ATTRIBUTES & DIFFUSE_ENABLED_FLAG) ? ATTRIB_POINTERS.colour.ptr + (offset * stride) : NULL;
it = (Vertex*) start;
PROCESS_VERTEX_FLAGS(it, i);
if(ptr) {
PREFETCH(ptr);
for(int_fast32_t i = 0; i < loop; ++i, ++it) {
PREFETCH(ptr + stride);
it->bgra[0] = ptr[0];
it->bgra[1] = ptr[1];
it->bgra[2] = ptr[2];
it->bgra[3] = ptr[3];
ptr += stride;
}
} else {
for(int_fast32_t i = 0; i < loop; ++i, ++it) {
*((uint32_t*) it->bgra) = ~0;
}
}
++it;
++ve;
start = aligned_vector_at(target->extras, min);
stride = ATTRIB_POINTERS.st.stride;
ptr = (ENABLED_VERTEX_ATTRIBUTES & ST_ENABLED_FLAG) ? ATTRIB_POINTERS.st.ptr + (offset * stride) : NULL;
ve = (VertexExtra*) start;
if(ptr) {
PREFETCH(ptr);
for(int_fast32_t i = 0; i < loop; ++i, ++ve) {
PREFETCH(ptr + stride);
ve->st[0] = ((float*) ptr)[0];
ve->st[1] = ((float*) ptr)[1];
ptr += stride;
}
} else {
for(int_fast32_t i = 0; i < loop; ++i, ++ve) {
ve->st[0] = 0;
ve->st[1] = 0;
}
}
stride = ATTRIB_POINTERS.normal.stride;
ptr = (ENABLED_VERTEX_ATTRIBUTES & NORMAL_ENABLED_FLAG) ? ATTRIB_POINTERS.normal.ptr + (offset * stride) : NULL;
ve = (VertexExtra*) start;
if(ptr) {
PREFETCH(ptr);
for(int_fast32_t i = 0; i < loop; ++i, ++ve) {
PREFETCH(ptr + stride);
ve->nxyz[0] = ((float*) ptr)[0];
ve->nxyz[1] = ((float*) ptr)[1];
ve->nxyz[2] = ((float*) ptr)[2];
ptr += stride;
}
} else {
for(int_fast32_t i = 0; i < loop; ++i, ++ve) {
ve->nxyz[0] = 0;
ve->nxyz[1] = 0;
ve->nxyz[2] = 0;
}
}
}
}

View File

@ -93,21 +93,21 @@ void APIENTRY glKosSwapBuffers() {
TRACE();
SceneBegin();
if(OP_LIST.vector.size > 2) {
if(aligned_vector_header(&OP_LIST.vector)->size > 2) {
SceneListBegin(GPU_LIST_OP_POLY);
SceneListSubmit(OP_LIST.vector.data, OP_LIST.vector.size);
SceneListSubmit((Vertex*) aligned_vector_front(&OP_LIST.vector), aligned_vector_size(&OP_LIST.vector));
SceneListFinish();
}
if(PT_LIST.vector.size > 2) {
if(aligned_vector_header(&PT_LIST.vector)->size > 2) {
SceneListBegin(GPU_LIST_PT_POLY);
SceneListSubmit(PT_LIST.vector.data, PT_LIST.vector.size);
SceneListSubmit((Vertex*) aligned_vector_front(&PT_LIST.vector), aligned_vector_size(&PT_LIST.vector));
SceneListFinish();
}
if(TR_LIST.vector.size > 2) {
if(aligned_vector_header(&TR_LIST.vector)->size > 2) {
SceneListBegin(GPU_LIST_TR_POLY);
SceneListSubmit(TR_LIST.vector.data, TR_LIST.vector.size);
SceneListSubmit((Vertex*) aligned_vector_front(&TR_LIST.vector), aligned_vector_size(&TR_LIST.vector));
SceneListFinish();
}
SceneFinish();

View File

@ -50,7 +50,7 @@ void _glInitImmediateMode(GLuint initial_size) {
aligned_vector_init(&VERTICES, sizeof(IMVertex));
aligned_vector_reserve(&VERTICES, initial_size);
IM_ATTRIBS.vertex.ptr = VERTICES.data;
IM_ATTRIBS.vertex.ptr = aligned_vector_front(&VERTICES);
IM_ATTRIBS.vertex.size = 3;
IM_ATTRIBS.vertex.type = GL_FLOAT;
IM_ATTRIBS.vertex.stride = sizeof(IMVertex);
@ -161,12 +161,11 @@ void APIENTRY glColor3fv(const GLfloat* v) {
void APIENTRY glVertex3f(GLfloat x, GLfloat y, GLfloat z) {
IM_ENABLED_VERTEX_ATTRIBUTES |= VERTEX_ENABLED_FLAG;
unsigned int cap = VERTICES.capacity;
uint32_t cap = aligned_vector_capacity(&VERTICES);
IMVertex* vert = aligned_vector_extend(&VERTICES, 1);
if(cap != VERTICES.capacity) {
if(cap != aligned_vector_capacity(&VERTICES)) {
/* Resizing could've invalidated the pointers */
IM_ATTRIBS.vertex.ptr = VERTICES.data;
IM_ATTRIBS.vertex.ptr = aligned_vector_front(&VERTICES);
IM_ATTRIBS.uv.ptr = IM_ATTRIBS.vertex.ptr + (sizeof(GLfloat) * 3);
IM_ATTRIBS.st.ptr = IM_ATTRIBS.vertex.ptr + (sizeof(GLfloat) * 5);
IM_ATTRIBS.colour.ptr = IM_ATTRIBS.vertex.ptr + (sizeof(GLfloat) * 7);
@ -281,7 +280,7 @@ void APIENTRY glEnd() {
FAST_PATH_ENABLED = GL_TRUE;
#endif
glDrawArrays(ACTIVE_POLYGON_MODE, 0, VERTICES.size);
glDrawArrays(ACTIVE_POLYGON_MODE, 0, aligned_vector_header(&VERTICES)->size);
ATTRIB_POINTERS = stashed_attrib_pointers;

View File

@ -5,6 +5,7 @@
#include <stdbool.h>
#include "gl_assert.h"
#include "types.h"
#define MEMSET(dst, v, size) memset((dst), (v), (size))
@ -260,7 +261,7 @@ typedef float Matrix4x4[16];
void SceneBegin();
void SceneListBegin(GPUList list);
void SceneListSubmit(void* src, int n);
void SceneListSubmit(Vertex* v2, int n);
void SceneListFinish();
void SceneFinish();

View File

@ -9,11 +9,7 @@
#define likely(x) __builtin_expect(!!(x), 1)
#define unlikely(x) __builtin_expect(!!(x), 0)
#define SQ_BASE_ADDRESS (uint32_t *)(void *) \
(0xe0000000 | (((uint32_t)0x10000000) & 0x03ffffe0))
static volatile uint32_t* PVR_LMMODE0 = (uint32_t*) 0xA05F6884;
#define SQ_BASE_ADDRESS (void*) 0xe0000000
GL_FORCE_INLINE bool glIsVertex(const float flags) {
@ -54,377 +50,382 @@ GL_FORCE_INLINE void _glPerspectiveDivideVertex(Vertex* vertex, const float h) {
const float f = _glFastInvert(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
);
vertex->xyz[0] = (vertex->xyz[0] * f * 320) + 320;
vertex->xyz[1] = (vertex->xyz[1] * f * -240) + 240;
/* Orthographic projections need to use invZ otherwise we lose
the depth information. As w == 1, and clip-space range is -w to +w
we add 1.0 to the Z to bring it into range. We add a little extra to
avoid a divide by zero.
*/
vertex->xyz[2] = (vertex->w == 1.0f) ? _glFastInvert(1.0001f + vertex->xyz[2]) : f;
if(vertex->w == 1.0f) {
vertex->xyz[2] = _glFastInvert(1.0001f + vertex->xyz[2]);
} else {
vertex->xyz[2] = f;
}
}
GL_FORCE_INLINE void _glSubmitHeaderOrVertex(uint32_t* d, const Vertex* v) {
#ifndef NDEBUG
gl_assert(!isnan(v->xyz[2]));
gl_assert(!isnan(v->w));
#endif
#if CLIP_DEBUG
printf("Submitting: %x (%x)\n", v, v->flags);
#endif
volatile uint32_t *sq = SQ_BASE_ADDRESS;
uint32_t *s = (uint32_t*) v;
d[0] = *(s++);
d[1] = *(s++);
d[2] = *(s++);
d[3] = *(s++);
d[4] = *(s++);
d[5] = *(s++);
d[6] = *(s++);
d[7] = *(s++);
__asm__("pref @%0" : : "r"(d));
d += 8;
static inline void _glFlushBuffer() {}
static inline void _glPushHeaderOrVertex(Vertex* v) {
uint32_t* s = (uint32_t*) v;
sq[0] = *(s++);
sq[1] = *(s++);
sq[2] = *(s++);
sq[3] = *(s++);
sq[4] = *(s++);
sq[5] = *(s++);
sq[6] = *(s++);
sq[7] = *(s++);
__asm__("pref @%0" : : "r"(sq));
sq += 8;
}
static struct __attribute__((aligned(32))) {
Vertex* v;
int visible;
} triangle[3];
static int tri_count = 0;
static int strip_count = 0;
static inline void interpolateColour(const uint32_t* a, const uint32_t* b, const float t, uint32_t* out) {
const static uint32_t MASK1 = 0x00FF00FF;
const static uint32_t MASK2 = 0xFF00FF00;
const uint32_t f2 = 256 * t;
const uint32_t f1 = 256 - f2;
*out = (((((*a & MASK1) * f1) + ((*b & MASK1) * f2)) >> 8) & MASK1) |
(((((*a & MASK2) * f1) + ((*b & MASK2) * f2)) >> 8) & MASK2);
}
static inline void _glClipEdge(const Vertex* v1, const Vertex* v2, Vertex* vout) {
/* Clipping time! */
static inline void _glClipEdge(const Vertex* const v1, const Vertex* const v2, Vertex* vout) {
const static float o = 0.003921569f; // 1 / 255
const float d0 = v1->w + v1->xyz[2];
const float d1 = v2->w + v2->xyz[2];
const float sign = ((2.0f * (d1 < d0)) - 1.0f);
const float epsilon = -0.00001f * sign;
const float n = (d0 - d1);
const float r = (1.f / sqrtf(n * n)) * sign;
float t = fmaf(r, d0, epsilon);
const float t = (fabs(d0) * (1.0f / sqrtf((d1 - d0) * (d1 - d0)))) + 0.000001f;
const float invt = 1.0f - t;
vout->xyz[0] = fmaf(v2->xyz[0] - v1->xyz[0], t, v1->xyz[0]);
vout->xyz[1] = fmaf(v2->xyz[1] - v1->xyz[1], t, v1->xyz[1]);
vout->xyz[2] = fmaf(v2->xyz[2] - v1->xyz[2], t, v1->xyz[2]);
vout->w = fmaf(v2->w - v1->w, t, v1->w);
vout->xyz[0] = invt * v1->xyz[0] + t * v2->xyz[0];
vout->xyz[1] = invt * v1->xyz[1] + t * v2->xyz[1];
vout->xyz[2] = invt * v1->xyz[2] + t * v2->xyz[2];
vout->uv[0] = fmaf(v2->uv[0] - v1->uv[0], t, v1->uv[0]);
vout->uv[1] = fmaf(v2->uv[1] - v1->uv[1], t, v1->uv[1]);
vout->uv[0] = invt * v1->uv[0] + t * v2->uv[0];
vout->uv[1] = invt * v1->uv[1] + t * v2->uv[1];
interpolateColour((uint32_t*) v1->bgra, (uint32_t*) v2->bgra, t, (uint32_t*) vout->bgra);
}
vout->w = invt * v1->w + t * v2->w;
GL_FORCE_INLINE void ClearTriangle() {
tri_count = 0;
}
const float m = 255 * t;
const float n = 255 - m;
static inline void ShiftTriangle() {
if(!tri_count) {
return;
}
tri_count--;
triangle[0] = triangle[1];
triangle[1] = triangle[2];
#ifndef NDEBUG
triangle[2].v = NULL;
triangle[2].visible = false;
#endif
}
static inline void ShiftRotateTriangle() {
if(!tri_count) {
return;
}
if(triangle[0].v < triangle[1].v) {
triangle[0] = triangle[2];
} else {
triangle[1] = triangle[2];
}
tri_count--;
vout->bgra[0] = (v1->bgra[0] * n + v2->bgra[0] * m) * o;
vout->bgra[1] = (v1->bgra[1] * n + v2->bgra[1] * m) * o;
vout->bgra[2] = (v1->bgra[2] * n + v2->bgra[2] * m) * o;
vout->bgra[3] = (v1->bgra[3] * n + v2->bgra[3] * m) * o;
}
#define SPAN_SORT_CFG 0x005F8030
static volatile uint32_t* PVR_LMMODE0 = (uint32_t*) 0xA05F6884;
static volatile uint32_t *PVR_LMMODE1 = (uint32_t*) 0xA05F6888;
static volatile uint32_t *QACR = (uint32_t*) 0xFF000038;
void SceneListSubmit(Vertex* v2, int n) {
/* You need at least a header, and 3 vertices to render anything */
if(n < 4) {
return;
}
void SceneListSubmit(void* src, int n) {
const float h = GetVideoMode()->height;
PVR_SET(SPAN_SORT_CFG, 0x0);
//Set PVR DMA registers
volatile int *pvrdmacfg = (int*)0xA05F6888;
pvrdmacfg[0] = 1;
pvrdmacfg[1] = 0;
*PVR_LMMODE0 = 0;
*PVR_LMMODE1 = 0;
//Set QACR registers
volatile int *qacr = (int*)0xFF000038;
qacr[1] = qacr[0] = 0x11;
uint32_t *d = SQ_BASE_ADDRESS;
Vertex __attribute__((aligned(32))) tmp;
/* Perform perspective divide on each vertex */
Vertex* vertex = (Vertex*) src;
if(!_glNearZClippingEnabled()) {
/* Prep store queues */
while(n--) {
if(glIsVertex(vertex->flags)) {
_glPerspectiveDivideVertex(vertex, h);
}
_glSubmitHeaderOrVertex(d, vertex);
++vertex;
}
return;
}
tri_count = 0;
strip_count = 0;
QACR[1] = QACR[0] = 0x11;
#if CLIP_DEBUG
printf("----\n");
#endif
Vertex* vertex = (Vertex*) src;
for(int i = 0; i < n; ++i) {
fprintf(stderr, "{%f, %f, %f, %f}, // %x (%x)\n", vertex[i].xyz[0], vertex[i].xyz[1], vertex[i].xyz[2], vertex[i].w, vertex[i].flags, &vertex[i]);
}
for(int i = 0; i < n; ++i, ++vertex) {
PREFETCH(vertex + 1);
PREFETCH(vertex + 2);
/* Wait until we fill the triangle */
if(tri_count < 3) {
if(glIsVertex(vertex->flags)) {
++strip_count;
triangle[tri_count].v = vertex;
triangle[tri_count].visible = vertex->xyz[2] >= -vertex->w;
if(++tri_count < 3) {
fprintf(stderr, "----\n");
#endif
uint8_t visible_mask = 0;
uint8_t counter = 0;
sq = SQ_BASE_ADDRESS;
for(int i = 0; i < n; ++i, ++v2) {
PREFETCH(v2 + 1);
switch(v2->flags) {
case GPU_CMD_VERTEX_EOL:
if(counter < 2) {
continue;
}
} else {
/* We hit a header */
tri_count = 0;
strip_count = 0;
_glSubmitHeaderOrVertex(d, vertex);
counter = 0;
break;
case GPU_CMD_VERTEX:
++counter;
if(counter < 3) {
continue;
}
break;
default:
_glPushHeaderOrVertex(v2);
counter = 0;
continue;
}
}
};
#if CLIP_DEBUG
printf("SC: %d\n", strip_count);
#endif
Vertex* const v0 = v2 - 2;
Vertex* const v1 = v2 - 1;
/* If we got here, then triangle contains 3 vertices */
int visible_mask = triangle[0].visible | (triangle[1].visible << 1) | (triangle[2].visible << 2);
/* Clipping time!
There are 6 distinct possibilities when clipping a triangle. 3 of them result
in another triangle, 3 of them result in a quadrilateral.
Assuming you iterate the edges of the triangle in order, and create a new *visible*
vertex when you cross the plane, and discard vertices behind the plane, then the only
difference between the two cases is that the final two vertices that need submitting have
to be reversed.
Unfortunately we have to copy vertices here, because if we persp-divide a vertex it may
be used in a subsequent triangle in the strip and would end up being double divided.
*/
#define SUBMIT_QUEUED() \
if(strip_count > 3) { \
tmp = *(vertex - 2); \
/* If we had triangles ahead of this one, submit and finalize */ \
_glPerspectiveDivideVertex(&tmp, h); \
_glSubmitHeaderOrVertex(d, &tmp); \
tmp = *(vertex - 1); \
tmp.flags = GPU_CMD_VERTEX_EOL; \
_glPerspectiveDivideVertex(&tmp, h); \
_glSubmitHeaderOrVertex(d, &tmp); \
}
bool is_last_in_strip = glIsLastVertex(vertex->flags);
visible_mask = (
(v0->xyz[2] > -v0->w) << 0 |
(v1->xyz[2] > -v1->w) << 1 |
(v2->xyz[2] > -v2->w) << 2 |
(counter == 0) << 3
);
switch(visible_mask) {
case 1: {
SUBMIT_QUEUED();
/* 0, 0a, 2a */
tmp = *triangle[0].v;
tmp.flags = GPU_CMD_VERTEX;
_glPerspectiveDivideVertex(&tmp, h);
_glSubmitHeaderOrVertex(d, &tmp);
case 15: /* All visible, but final vertex in strip */
{
_glPerspectiveDivideVertex(v0, h);
_glPushHeaderOrVertex(v0);
_glClipEdge(triangle[0].v, triangle[1].v, &tmp);
tmp.flags = GPU_CMD_VERTEX;
_glPerspectiveDivideVertex(&tmp, h);
_glSubmitHeaderOrVertex(d, &tmp);
_glPerspectiveDivideVertex(v1, h);
_glPushHeaderOrVertex(v1);
_glClipEdge(triangle[2].v, triangle[0].v, &tmp);
tmp.flags = GPU_CMD_VERTEX_EOL;
_glPerspectiveDivideVertex(&tmp, h);
_glSubmitHeaderOrVertex(d, &tmp);
} break;
case 2: {
SUBMIT_QUEUED();
/* 0a, 1, 1a */
_glClipEdge(triangle[0].v, triangle[1].v, &tmp);
tmp.flags = GPU_CMD_VERTEX;
_glPerspectiveDivideVertex(&tmp, h);
_glSubmitHeaderOrVertex(d, &tmp);
tmp = *triangle[1].v;
tmp.flags = GPU_CMD_VERTEX;
_glPerspectiveDivideVertex(&tmp, h);
_glSubmitHeaderOrVertex(d, &tmp);
_glClipEdge(triangle[1].v, triangle[2].v, &tmp);
tmp.flags = GPU_CMD_VERTEX_EOL;
_glPerspectiveDivideVertex(&tmp, h);
_glSubmitHeaderOrVertex(d, &tmp);
} break;
case 3: {
SUBMIT_QUEUED();
/* 0, 1, 2a, 1a */
tmp = *triangle[0].v;
tmp.flags = GPU_CMD_VERTEX;
_glPerspectiveDivideVertex(&tmp, h);
_glSubmitHeaderOrVertex(d, &tmp);
tmp = *triangle[1].v;
tmp.flags = GPU_CMD_VERTEX;
_glPerspectiveDivideVertex(&tmp, h);
_glSubmitHeaderOrVertex(d, &tmp);
_glClipEdge(triangle[2].v, triangle[0].v, &tmp);
tmp.flags = GPU_CMD_VERTEX;
_glPerspectiveDivideVertex(&tmp, h);
_glSubmitHeaderOrVertex(d, &tmp);
_glClipEdge(triangle[1].v, triangle[2].v, &tmp);
tmp.flags = GPU_CMD_VERTEX_EOL;
_glPerspectiveDivideVertex(&tmp, h);
_glSubmitHeaderOrVertex(d, &tmp);
} break;
case 4: {
SUBMIT_QUEUED();
/* 1a, 2, 2a */
_glClipEdge(triangle[1].v, triangle[2].v, &tmp);
tmp.flags = GPU_CMD_VERTEX;
_glPerspectiveDivideVertex(&tmp, h);
_glSubmitHeaderOrVertex(d, &tmp);
tmp = *triangle[2].v;
tmp.flags = GPU_CMD_VERTEX;
_glPerspectiveDivideVertex(&tmp, h);
_glSubmitHeaderOrVertex(d, &tmp);
_glClipEdge(triangle[2].v, triangle[0].v, &tmp);
tmp.flags = GPU_CMD_VERTEX_EOL;
_glPerspectiveDivideVertex(&tmp, h);
_glSubmitHeaderOrVertex(d, &tmp);
} break;
case 5: {
SUBMIT_QUEUED();
/* 0, 0a, 2, 1a */
tmp = *triangle[0].v;
tmp.flags = GPU_CMD_VERTEX;
_glPerspectiveDivideVertex(&tmp, h);
_glSubmitHeaderOrVertex(d, &tmp);
_glClipEdge(triangle[0].v, triangle[1].v, &tmp);
tmp.flags = GPU_CMD_VERTEX;
_glPerspectiveDivideVertex(&tmp, h);
_glSubmitHeaderOrVertex(d, &tmp);
tmp = *triangle[2].v;
tmp.flags = GPU_CMD_VERTEX;
_glPerspectiveDivideVertex(&tmp, h);
_glSubmitHeaderOrVertex(d, &tmp);
_glClipEdge(triangle[1].v, triangle[2].v, &tmp);
tmp.flags = GPU_CMD_VERTEX_EOL;
_glPerspectiveDivideVertex(&tmp, h);
_glSubmitHeaderOrVertex(d, &tmp);
} break;
case 6: {
SUBMIT_QUEUED();
/* 0a, 1, 2a, 2 */
_glClipEdge(triangle[0].v, triangle[1].v, &tmp);
tmp.flags = GPU_CMD_VERTEX;
_glPerspectiveDivideVertex(&tmp, h);
_glSubmitHeaderOrVertex(d, &tmp);
tmp = *triangle[1].v;
tmp.flags = GPU_CMD_VERTEX;
_glPerspectiveDivideVertex(&tmp, h);
_glSubmitHeaderOrVertex(d, &tmp);
_glClipEdge(triangle[2].v, triangle[0].v, &tmp);
tmp.flags = GPU_CMD_VERTEX;
_glPerspectiveDivideVertex(&tmp, h);
_glSubmitHeaderOrVertex(d, &tmp);
tmp = *triangle[2].v;
tmp.flags = GPU_CMD_VERTEX_EOL;
_glPerspectiveDivideVertex(&tmp, h);
_glSubmitHeaderOrVertex(d, &tmp);
} break;
case 7: {
/* All the vertices are visible! We divide and submit v0, then shift */
_glPerspectiveDivideVertex(vertex - 2, h);
_glSubmitHeaderOrVertex(d, vertex - 2);
if(is_last_in_strip) {
_glPerspectiveDivideVertex(vertex - 1, h);
_glSubmitHeaderOrVertex(d, vertex - 1);
_glPerspectiveDivideVertex(vertex, h);
_glSubmitHeaderOrVertex(d, vertex);
tri_count = 0;
strip_count = 0;
}
ShiftRotateTriangle();
continue;
} break;
case 0:
default:
_glPerspectiveDivideVertex(v2, h);
_glPushHeaderOrVertex(v2);
}
break;
}
case 7:
/* All visible, push the first vertex and move on */
_glPerspectiveDivideVertex(v0, h);
_glPushHeaderOrVertex(v0);
break;
case 9:
/* First vertex was visible, last in strip */
{
Vertex __attribute__((aligned(32))) scratch[2];
Vertex* a = &scratch[0];
Vertex* b = &scratch[1];
/* If this was the last in the strip, we don't need to
submit anything else, we just wipe the tri_count */
if(is_last_in_strip) {
tri_count = 0;
strip_count = 0;
} else {
ShiftRotateTriangle();
strip_count = 2;
_glClipEdge(v0, v1, a);
a->flags = GPU_CMD_VERTEX;
_glClipEdge(v2, v0, b);
b->flags = GPU_CMD_VERTEX_EOL;
_glPerspectiveDivideVertex(v0, h);
_glPushHeaderOrVertex(v0);
_glPerspectiveDivideVertex(a, h);
_glPushHeaderOrVertex(a);
_glPerspectiveDivideVertex(b, h);
_glPushHeaderOrVertex(b);
}
break;
case 1:
/* First vertex was visible, but not last in strip */
{
Vertex __attribute__((aligned(32))) scratch[2];
Vertex* a = &scratch[0];
Vertex* b = &scratch[1];
_glClipEdge(v0, v1, a);
a->flags = GPU_CMD_VERTEX;
_glClipEdge(v2, v0, b);
b->flags = GPU_CMD_VERTEX;
_glPerspectiveDivideVertex(v0, h);
_glPushHeaderOrVertex(v0);
_glPerspectiveDivideVertex(a, h);
_glPushHeaderOrVertex(a);
_glPerspectiveDivideVertex(b, h);
_glPushHeaderOrVertex(b);
_glPushHeaderOrVertex(b);
}
break;
case 10:
case 2:
/* Second vertex was visible. In self case we need to create a triangle and produce
two new vertices: 1-2, and 2-3. */
{
Vertex __attribute__((aligned(32))) scratch[2];
Vertex* a = &scratch[0];
Vertex* c = &scratch[1];
memcpy_vertex(c, v1);
_glClipEdge(v0, c, a);
a->flags = GPU_CMD_VERTEX;
_glPerspectiveDivideVertex(a, h);
_glPushHeaderOrVertex(a);
_glClipEdge(c, v2, a);
a->flags = v2->flags;
_glPerspectiveDivideVertex(c, h);
_glPushHeaderOrVertex(c);
_glPerspectiveDivideVertex(a, h);
_glPushHeaderOrVertex(a);
}
break;
case 11:
case 3: /* First and second vertex were visible */
{
Vertex __attribute__((aligned(32))) scratch[3];
Vertex* a = &scratch[0];
Vertex* b = &scratch[1];
Vertex* c = &scratch[2];
memcpy_vertex(c, v1);
_glClipEdge(v2, v0, b);
b->flags = GPU_CMD_VERTEX;
_glPerspectiveDivideVertex(v0, h);
_glPushHeaderOrVertex(v0);
_glClipEdge(v1, v2, a);
a->flags = v2->flags;
_glPerspectiveDivideVertex(c, h);
_glPushHeaderOrVertex(c);
_glPerspectiveDivideVertex(b, h);
_glPushHeaderOrVertex(b);
_glPerspectiveDivideVertex(a, h);
_glPushHeaderOrVertex(c);
_glPushHeaderOrVertex(a);
}
break;
case 12:
case 4:
/* Third vertex was visible. */
{
Vertex __attribute__((aligned(32))) scratch[3];
Vertex* a = &scratch[0];
Vertex* b = &scratch[1];
Vertex* c = &scratch[2];
memcpy_vertex(c, v2);
_glClipEdge(v2, v0, a);
a->flags = GPU_CMD_VERTEX;
_glClipEdge(v1, v2, b);
b->flags = GPU_CMD_VERTEX;
_glPerspectiveDivideVertex(a, h);
_glPushHeaderOrVertex(a);
if(counter % 2 == 1) {
_glPushHeaderOrVertex(a);
}
_glPerspectiveDivideVertex(b, h);
_glPushHeaderOrVertex(b);
_glPerspectiveDivideVertex(c, h);
_glPushHeaderOrVertex(c);
}
break;
case 13:
{
Vertex __attribute__((aligned(32))) scratch[3];
Vertex* a = &scratch[0];
Vertex* b = &scratch[1];
Vertex* c = &scratch[2];
memcpy_vertex(c, v2);
c->flags = GPU_CMD_VERTEX;
_glClipEdge(v0, v1, a);
a->flags = GPU_CMD_VERTEX;
_glClipEdge(v1, v2, b);
b->flags = GPU_CMD_VERTEX;
_glPerspectiveDivideVertex(v0, h);
_glPushHeaderOrVertex(v0);
_glPerspectiveDivideVertex(a, h);
_glPushHeaderOrVertex(a);
_glPerspectiveDivideVertex(c, h);
_glPushHeaderOrVertex(c);
_glPerspectiveDivideVertex(b, h);
_glPushHeaderOrVertex(b);
c->flags = GPU_CMD_VERTEX_EOL;
_glPushHeaderOrVertex(c);
}
break;
case 5: /* First and third vertex were visible */
{
Vertex __attribute__((aligned(32))) scratch[3];
Vertex* a = &scratch[0];
Vertex* b = &scratch[1];
Vertex* c = &scratch[2];
memcpy_vertex(c, v2);
c->flags = GPU_CMD_VERTEX;
_glClipEdge(v0, v1, a);
a->flags = GPU_CMD_VERTEX;
_glClipEdge(v1, v2, b);
b->flags = GPU_CMD_VERTEX;
_glPerspectiveDivideVertex(v0, h);
_glPushHeaderOrVertex(v0);
_glPerspectiveDivideVertex(a, h);
_glPushHeaderOrVertex(a);
_glPerspectiveDivideVertex(c, h);
_glPushHeaderOrVertex(c);
_glPerspectiveDivideVertex(b, h);
_glPushHeaderOrVertex(b);
_glPushHeaderOrVertex(c);
}
break;
case 14:
case 6: /* Second and third vertex were visible */
{
Vertex __attribute__((aligned(32))) scratch[4];
Vertex* a = &scratch[0];
Vertex* b = &scratch[1];
Vertex* c = &scratch[2];
Vertex* d = &scratch[3];
memcpy_vertex(c, v1);
memcpy_vertex(d, v2);
_glClipEdge(v0, v1, a);
a->flags = GPU_CMD_VERTEX;
_glClipEdge(v2, v0, b);
b->flags = GPU_CMD_VERTEX;
_glPerspectiveDivideVertex(a, h);
_glPushHeaderOrVertex(a);
_glPerspectiveDivideVertex(c, h);
_glPushHeaderOrVertex(c);
_glPerspectiveDivideVertex(b, h);
_glPushHeaderOrVertex(b);
_glPushHeaderOrVertex(c);
_glPerspectiveDivideVertex(d, h);
_glPushHeaderOrVertex(d);
}
break;
default:
break;
}
}
_glFlushBuffer();
}
void SceneListFinish() {

View File

@ -255,7 +255,7 @@ GL_FORCE_INLINE void ShiftRotateTriangle() {
tri_count--;
}
void SceneListSubmit(void* src, int n) {
void SceneListSubmit(Vertex* src, int n) {
/* Perform perspective divide on each vertex */
Vertex* vertex = (Vertex*) src;

View File

@ -233,11 +233,41 @@ GL_FORCE_INLINE float clamp(float d, float min, float max) {
return (d < min) ? min : (d > max) ? max : d;
}
GL_FORCE_INLINE void memcpy_vertex(Vertex *dest, const Vertex *src) {
#ifdef __DREAMCAST__
_Complex float double_scratch;
asm volatile (
"fschg\n\t"
"clrs\n\t"
".align 2\n\t"
"fmov.d @%[in]+, %[scratch]\n\t"
"fmov.d %[scratch], @%[out]\n\t"
"fmov.d @%[in]+, %[scratch]\n\t"
"add #8, %[out]\n\t"
"fmov.d %[scratch], @%[out]\n\t"
"fmov.d @%[in]+, %[scratch]\n\t"
"add #8, %[out]\n\t"
"fmov.d %[scratch], @%[out]\n\t"
"fmov.d @%[in], %[scratch]\n\t"
"add #8, %[out]\n\t"
"fmov.d %[scratch], @%[out]\n\t"
"fschg\n"
: [in] "+&r" ((uint32_t) src), [scratch] "=&d" (double_scratch), [out] "+&r" ((uint32_t) dest)
:
: "t", "memory" // clobbers
);
#else
*dest = *src;
#endif
}
#define swapVertex(a, b) \
do { \
Vertex c = *a; \
*a = *b; \
*b = c; \
Vertex __attribute__((aligned(32))) c; \
memcpy_vertex(&c, a); \
memcpy_vertex(a, b); \
memcpy_vertex(b, &c); \
} while(0)
/* ClipVertex doesn't have room for these, so we need to parse them

View File

@ -403,8 +403,8 @@ GLAPI void APIENTRY glEnable(GLenum cap) {
}
break;
case GL_CULL_FACE: {
if(GPUState.cull_face != GL_TRUE) {
GPUState.cull_face = GL_TRUE;
if(GPUState.culling_enabled != GL_TRUE) {
GPUState.culling_enabled = GL_TRUE;
GPUState.is_dirty = GL_TRUE;
}
@ -507,8 +507,8 @@ GLAPI void APIENTRY glDisable(GLenum cap) {
}
break;
case GL_CULL_FACE: {
if(GPUState.cull_face != GL_FALSE) {
GPUState.cull_face = GL_FALSE;
if(GPUState.culling_enabled != GL_FALSE) {
GPUState.culling_enabled = GL_FALSE;
GPUState.is_dirty = GL_TRUE;
}

View File

@ -12,36 +12,44 @@
#include "aligned_vector.h"
extern inline void* aligned_vector_resize(AlignedVector* vector, const unsigned int element_count);
extern inline void* aligned_vector_extend(AlignedVector* vector, const unsigned int additional_count);
extern inline void* aligned_vector_reserve(AlignedVector* vector, unsigned int element_count);
extern inline void* aligned_vector_push_back(AlignedVector* vector, const void* objs, unsigned int count);
extern inline void* aligned_vector_resize(AlignedVector* vector, const uint32_t element_count);
extern inline void* aligned_vector_extend(AlignedVector* vector, const uint32_t additional_count);
extern inline void* aligned_vector_reserve(AlignedVector* vector, uint32_t element_count);
extern inline void* aligned_vector_push_back(AlignedVector* vector, const void* objs, uint32_t count);
void aligned_vector_init(AlignedVector* vector, unsigned int element_size) {
vector->size = vector->capacity = 0;
vector->element_size = element_size;
vector->data = NULL;
void aligned_vector_init(AlignedVector* vector, uint32_t element_size) {
/* Now initialize the header*/
AlignedVectorHeader* const hdr = &vector->hdr;
hdr->size = 0;
hdr->capacity = ALIGNED_VECTOR_CHUNK_SIZE;
hdr->element_size = element_size;
/* Reserve some initial capacity */
aligned_vector_reserve(vector, ALIGNED_VECTOR_CHUNK_SIZE);
/* Reserve some initial capacity. This will do the allocation but not set up the header */
void* ptr = aligned_vector_reserve(vector, ALIGNED_VECTOR_CHUNK_SIZE);
assert(ptr);
(void) ptr;
}
void aligned_vector_shrink_to_fit(AlignedVector* vector) {
if(vector->size == 0) {
AlignedVectorHeader* const hdr = &vector->hdr;
if(hdr->size == 0) {
uint32_t element_size = hdr->element_size;
free(vector->data);
vector->data = NULL;
vector->capacity = 0;
/* Reallocate the header */
vector->data = memalign(0x20, sizeof(AlignedVectorHeader));
hdr->size = hdr->capacity = 0;
hdr->element_size = element_size;
} else {
unsigned int new_byte_size = vector->size * vector->element_size;
unsigned char* original_data = vector->data;
uint32_t new_byte_size = (hdr->size * hdr->element_size);
uint8_t* original_data = vector->data;
vector->data = (unsigned char*) memalign(0x20, new_byte_size);
if(original_data) {
FASTCPY(vector->data, original_data, new_byte_size);
free(original_data);
}
vector->capacity = vector->size;
hdr->capacity = hdr->size;
}
}

View File

@ -4,6 +4,7 @@
#include <stdlib.h>
#include <string.h>
#include <stdint.h>
#include <stdio.h>
#ifdef __cplusplus
extern "C" {
@ -12,6 +13,7 @@ extern "C" {
#if defined(__APPLE__) || defined(__WIN32__)
/* Linux + Kos define this, OSX does not, so just use malloc there */
static inline void* memalign(size_t alignment, size_t size) {
(void) alignment;
return malloc(size);
}
#else
@ -65,10 +67,14 @@ AV_FORCE_INLINE void *AV_MEMCPY4(void *dest, const void *src, size_t len)
#endif
typedef struct {
uint8_t* __attribute__((aligned(32))) data;
uint32_t size;
uint32_t capacity;
uint32_t element_size;
} __attribute__((aligned(32))) AlignedVectorHeader;
typedef struct {
AlignedVectorHeader hdr;
uint8_t* data;
} AlignedVector;
#define ALIGNED_VECTOR_CHUNK_SIZE 256u
@ -78,90 +84,129 @@ typedef struct {
((((v) + ALIGNED_VECTOR_CHUNK_SIZE - 1) / ALIGNED_VECTOR_CHUNK_SIZE) * ALIGNED_VECTOR_CHUNK_SIZE)
void aligned_vector_init(AlignedVector* vector, unsigned int element_size);
void aligned_vector_init(AlignedVector* vector, uint32_t element_size);
AV_FORCE_INLINE void* aligned_vector_reserve(AlignedVector* vector, unsigned int element_count) {
if(element_count <= vector->capacity) {
return NULL;
AV_FORCE_INLINE void* aligned_vector_at(const AlignedVector* vector, const uint32_t index) {
const AlignedVectorHeader* hdr = &vector->hdr;
assert(index < hdr->size);
return vector->data + (index * hdr->element_size);
}
AV_FORCE_INLINE void* aligned_vector_reserve(AlignedVector* vector, uint32_t element_count) {
AlignedVectorHeader* hdr = &vector->hdr;
if(element_count < hdr->capacity) {
return aligned_vector_at(vector, element_count);
}
unsigned int original_byte_size = vector->size * vector->element_size;
uint32_t original_byte_size = (hdr->size * hdr->element_size);
/* We overallocate so that we don't make small allocations during push backs */
element_count = ROUND_TO_CHUNK_SIZE(element_count);
unsigned int new_byte_size = element_count * vector->element_size;
unsigned char* original_data = vector->data;
uint32_t new_byte_size = (element_count * hdr->element_size);
uint8_t* original_data = vector->data;
vector->data = (unsigned char*) memalign(0x20, new_byte_size);
vector->data = (uint8_t*) memalign(0x20, new_byte_size);
assert(vector->data);
if(original_data) {
AV_MEMCPY4(vector->data, original_data, original_byte_size);
free(original_data);
}
vector->capacity = element_count;
AV_MEMCPY4(vector->data, original_data, original_byte_size);
free(original_data);
hdr->capacity = element_count;
return vector->data + original_byte_size;
}
AV_FORCE_INLINE void* aligned_vector_at(const AlignedVector* vector, const unsigned int index) {
assert(index < vector->size);
return &vector->data[index * vector->element_size];
AV_FORCE_INLINE AlignedVectorHeader* aligned_vector_header(const AlignedVector* vector) {
return (AlignedVectorHeader*) &vector->hdr;
}
AV_FORCE_INLINE void* aligned_vector_resize(AlignedVector* vector, const unsigned int element_count) {
AV_FORCE_INLINE uint32_t aligned_vector_size(const AlignedVector* vector) {
const AlignedVectorHeader* hdr = &vector->hdr;
return hdr->size;
}
AV_FORCE_INLINE uint32_t aligned_vector_capacity(const AlignedVector* vector) {
const AlignedVectorHeader* hdr = &vector->hdr;
return hdr->capacity;
}
AV_FORCE_INLINE void* aligned_vector_front(const AlignedVector* vector) {
return vector->data;
}
/* Resizes the array and returns a pointer to the first new element (if upsizing) or NULL (if downsizing) */
AV_FORCE_INLINE void* aligned_vector_resize(AlignedVector* vector, const uint32_t element_count) {
void* ret = NULL;
unsigned int previousCount = vector->size;
if(vector->capacity < element_count) {
AlignedVectorHeader* hdr = &vector->hdr;
uint32_t previous_count = hdr->size;
if(hdr->capacity <= element_count) {
/* If we didn't have capacity, increase capacity (slow) */
vector->size = element_count;
ret = aligned_vector_reserve(vector, element_count);
} else if(previousCount < element_count) {
aligned_vector_reserve(vector, element_count);
hdr->size = element_count;
ret = aligned_vector_at(vector, previous_count);
assert(hdr->size == element_count);
assert(hdr->size <= hdr->capacity);
} else if(previous_count < element_count) {
/* So we grew, but had the capacity, just get a pointer to
* where we were */
vector->size = element_count;
ret = aligned_vector_at(vector, previousCount);
} else {
vector->size = element_count;
hdr->size = element_count;
assert(hdr->size < hdr->capacity);
ret = aligned_vector_at(vector, previous_count);
} else if(hdr->size != element_count) {
hdr->size = element_count;
assert(hdr->size < hdr->capacity);
}
return ret;
}
AV_FORCE_INLINE void* aligned_vector_push_back(AlignedVector* vector, const void* objs, unsigned int count) {
AV_FORCE_INLINE void* aligned_vector_push_back(AlignedVector* vector, const void* objs, uint32_t count) {
/* Resize enough room */
AlignedVectorHeader* hdr = &vector->hdr;
assert(count);
assert(vector->element_size);
assert(hdr->element_size);
unsigned int initial_size = vector->size;
aligned_vector_resize(vector, vector->size + count);
#ifndef NDEBUG
uint32_t element_size = hdr->element_size;
uint32_t initial_size = hdr->size;
#endif
assert(vector->size == initial_size + count);
unsigned char* dest = vector->data + (vector->element_size * initial_size);
uint8_t* dest = (uint8_t*) aligned_vector_resize(vector, hdr->size + count);
assert(dest);
/* Copy the objects in */
AV_MEMCPY4(dest, objs, vector->element_size * count);
AV_MEMCPY4(dest, objs, hdr->element_size * count);
assert(hdr->element_size == element_size);
assert(hdr->size == initial_size + count);
return dest;
}
AV_FORCE_INLINE void* aligned_vector_extend(AlignedVector* vector, const unsigned int additional_count) {
return aligned_vector_resize(vector, vector->size + additional_count);
AV_FORCE_INLINE void* aligned_vector_extend(AlignedVector* vector, const uint32_t additional_count) {
AlignedVectorHeader* hdr = &vector->hdr;
void* ret = aligned_vector_resize(vector, hdr->size + additional_count);
assert(ret); // Should always return something
return ret;
}
AV_FORCE_INLINE void aligned_vector_clear(AlignedVector* vector){
vector->size = 0;
AlignedVectorHeader* hdr = &vector->hdr;
hdr->size = 0;
}
void aligned_vector_shrink_to_fit(AlignedVector* vector);
void aligned_vector_cleanup(AlignedVector* vector);
static inline void* aligned_vector_back(AlignedVector* vector){
return aligned_vector_at(vector, vector->size - 1);
AV_FORCE_INLINE void* aligned_vector_back(AlignedVector* vector){
AlignedVectorHeader* hdr = &vector->hdr;
return aligned_vector_at(vector, hdr->size - 1);
}
#ifdef __cplusplus

View File

@ -1,18 +1,19 @@
#include <cstdio>
#include <stdbool.h>
#include <stdlib.h>
#include <time.h>
#include "GL/gl.h"
#include "GL/glu.h"
#ifdef __DREAMCAST__
#include <kos.h>
#include "GL/glext.h"
#include "GL/glkos.h"
float avgfps = -1;
#endif
#include "GL/gl.h"
#include "GL/glkos.h"
#include "GL/glu.h"
#include "GL/glext.h"
#define PI 3.14159265358979323846264338327950288f
#define RAD_TO_DEG 57.295779513082320876798154814105f
#define MAX_CUBES 350
@ -251,9 +252,7 @@ float rnd(float Min, float Max)
void initialize()
{
debugLog("Initialize video output");
#ifdef __DREAMCAST__
glKosInit();
#endif
glClearDepth(1.0);
glDepthFunc(GL_LEQUAL);
@ -280,7 +279,7 @@ void initialize()
glLoadIdentity();
// Set up colors (each face has a different color)
for (int i = 0; i < 6; i++)
for (int i = 0; i < 6; i++)
{
faceColors[i * 4] = colors[i];
faceColors[i * 4 + 1] = colors[i];

View File

@ -23,7 +23,11 @@ int ImageLoad(char *filename, Image *image) {
}
// seek through the bmp header, up to the width/height:
fseek(file, 18, SEEK_CUR);
fseek(file, 10, SEEK_CUR);
uint32_t offset;
fread(&offset, 4, 1, file);
fseek(file, 4, SEEK_CUR);
// read the width
if ((i = fread(&sizeX, 4, 1, file)) != 1) {
@ -65,7 +69,7 @@ int ImageLoad(char *filename, Image *image) {
}
// seek past the rest of the bitmap header.
fseek(file, 24, SEEK_CUR);
fseek(file, offset, SEEK_SET);
// read the data.
image->data = (char *) malloc(size);

View File

@ -157,4 +157,4 @@ NUMPOLLIES 36
2.0 0.0 -0.5 0.0 0.0
3.0 1.0 -0.5 1.0 1.0
2.0 1.0 -0.5 0.0 1.0
2.0 0.0 -0.5 0.0 0.0
2.0 0.0 -0.5 0.0 0.0

View File

@ -68,21 +68,16 @@ int check_start() {
}
void setup() {
//PVR needs to warm up for a frame, or results will be low
glKosInit();
GLdcConfig cfg;
glKosInitConfig(&cfg);
cfg.initial_immediate_capacity = 14000;
glKosInitEx(&cfg);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glOrtho(0, 640, 0, 480, -100, 100);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glDisable(GL_NEARZ_CLIPPING_KOS);
#ifdef __DREAMCAST__
pvr_wait_ready();
pvr_scene_begin();
pvr_scene_finish();
#endif
}
void do_frame() {
@ -116,6 +111,8 @@ time_t begin;
void switch_tests(int ppf) {
printf("Beginning new test: %d polys per frame (%d per second at 60fps)\n",
ppf * 2, ppf * 2 * 60);
fflush(stdout);
avgfps = -1;
polycnt = ppf;
}
@ -128,7 +125,6 @@ void check_switch() {
if(now >= (begin + 5)) {
begin = time(NULL);
printf(" Average Frame Rate: ~%f fps (%d pps)\n", avgfps, (int)(polycnt * avgfps * 2));
switch(phase) {
case PHASE_HALVE:
@ -169,19 +165,24 @@ void check_switch() {
case PHASE_FINAL:
break;
}
fflush(stdout);
}
}
#define PROFILE 0
int main(int argc, char **argv) {
#ifndef NDEBUG
#ifdef __DREAMCAST__
#if PROFILE
profiler_init("/pc/gmon.out");
profiler_start();
#endif
#endif
setup();
#if PROFILE
profiler_start();
#endif
/* Start off with something obscene */
switch_tests(200000 / 60);
begin = time(NULL);
@ -200,11 +201,9 @@ int main(int argc, char **argv) {
stats();
#ifdef __DREAMCAST__
#ifndef NDEBUG
#if PROFILE
profiler_stop();
profiler_clean_up();
#endif
#endif
return 0;

View File

@ -28,6 +28,8 @@ void InitGL(int Width, int Height) // We call this right after our OpenG
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glEnable(GL_CULL_FACE);
}
/* The function called when our window is resized (which shouldn't happen, because we're fullscreen) */
@ -86,12 +88,13 @@ void DrawGLScene()
rotation = (rotation > 360.0f) ? rotation - 360.0f : rotation;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
glClearColor(0.5f, 0.5f, 0.5f, 0.5f);
glLoadIdentity(); // Reset The View
glDisable(GL_CULL_FACE);
glPushMatrix();
glTranslatef(0.0f, -1.0f, movement);
glTranslatef(0.0f, -1.0f, -movement);
glRotatef(rotation, 0.0f, 1.0f, 0.0f);
glBegin(GL_TRIANGLES);

637
tests/zclip/main.cpp Normal file
View File

@ -0,0 +1,637 @@
#include <cstdint>
#include <vector>
#include <cstdio>
#include <cmath>
#include <stdexcept>
#include <cassert>
#define SQ_BASE_ADDRESS 0
#define SPAN_SORT_CFG 0
#define PVR_SET(x, y) (void)(x); (void)(y)
struct Vertex {
uint32_t flags;
float xyz[3];
float uv[2];
float w;
uint8_t bgra[4];
};
struct {
float hwidth;
float x_plus_hwidth;
float hheight;
float y_plus_hheight;
} VIEWPORT = {320, 320, 240, 240};
struct VideoMode {
float height;
};
static VideoMode* GetVideoMode() {
static VideoMode mode = {320.0f};
return &mode;
}
enum GPUCommand {
GPU_CMD_POLYHDR = 0x80840000,
GPU_CMD_VERTEX = 0xe0000000,
GPU_CMD_VERTEX_EOL = 0xf0000000,
GPU_CMD_USERCLIP = 0x20000000,
GPU_CMD_MODIFIER = 0x80000000,
GPU_CMD_SPRITE = 0xA0000000
};
static std::vector<Vertex> sent;
static inline void interpolateColour(const uint32_t* a, const uint32_t* b, const float t, uint32_t* out) {
const static uint32_t MASK1 = 0x00FF00FF;
const static uint32_t MASK2 = 0xFF00FF00;
const uint32_t f2 = 256 * t;
const uint32_t f1 = 256 - f2;
*out = (((((*a & MASK1) * f1) + ((*b & MASK1) * f2)) >> 8) & MASK1) |
(((((*a & MASK2) * f1) + ((*b & MASK2) * f2)) >> 8) & MASK2);
}
static inline void _glClipEdge(const Vertex* v1, const Vertex* v2, Vertex* vout) {
/* Clipping time! */
const float d0 = v1->w + v1->xyz[2];
const float d1 = v2->w + v2->xyz[2];
const float sign = ((2.0f * (d1 < d0)) - 1.0f);
const float epsilon = -0.00001f * sign;
const float n = (d0 - d1);
const float r = (1.f / sqrtf(n * n)) * sign;
float t = fmaf(r, d0, epsilon);
vout->xyz[0] = fmaf(v2->xyz[0] - v1->xyz[0], t, v1->xyz[0]);
vout->xyz[1] = fmaf(v2->xyz[1] - v1->xyz[1], t, v1->xyz[1]);
vout->xyz[2] = fmaf(v2->xyz[2] - v1->xyz[2], t, v1->xyz[2]);
vout->w = fmaf(v2->w - v1->w, t, v1->w);
vout->uv[0] = fmaf(v2->uv[0] - v1->uv[0], t, v1->uv[0]);
vout->uv[1] = fmaf(v2->uv[1] - v1->uv[1], t, v1->uv[1]);
interpolateColour((uint32_t*) v1->bgra, (uint32_t*) v2->bgra, t, (uint32_t*) vout->bgra);
}
bool glIsVertex(const uint32_t flags) {
return flags == GPU_CMD_VERTEX_EOL || flags == GPU_CMD_VERTEX;
}
bool glIsLastVertex(const uint32_t flags) {
return flags == GPU_CMD_VERTEX_EOL;
}
void _glSubmitHeaderOrVertex(volatile uint32_t*, Vertex* vtx) {
sent.push_back(*vtx);
}
float _glFastInvert(float x) {
return (1.f / __builtin_sqrtf(x * x));
}
void _glPerspectiveDivideVertex(Vertex* vertex, const float h) {
const float f = _glFastInvert(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
);
/* Orthographic projections need to use invZ otherwise we lose
the depth information. As w == 1, and clip-space range is -w to +w
we add 1.0 to the Z to bring it into range. We add a little extra to
avoid a divide by zero.
*/
vertex->xyz[2] = (vertex->w == 1.0f) ? _glFastInvert(1.0001f + vertex->xyz[2]) : f;
}
void memcpy_vertex(Vertex* dst, Vertex* src) {
*dst = *src;
}
/* Zclipping is so difficult to get right, that self sample tests all the cases of clipping and makes sure that things work as expected */
#ifdef __DREAMCAST__
static volatile int *pvrdmacfg = (int*)0xA05F6888;
static volatile int *qacr = (int*)0xFF000038;
#else
static int pvrdmacfg[2];
static int qacr[2];
#endif
void SceneListSubmit(void* src, int n) {
/* You need at least a header, and 3 vertices to render anything */
if(n < 4) {
return;
}
const float h = GetVideoMode()->height;
PVR_SET(SPAN_SORT_CFG, 0x0);
//Set PVR DMA registers
pvrdmacfg[0] = 1;
pvrdmacfg[1] = 1;
//Set QACR registers
qacr[1] = qacr[0] = 0x11;
volatile uint32_t *d = SQ_BASE_ADDRESS;
int8_t queue_head = 0;
int8_t queue_tail = 0;
/* The most vertices ever in the queue is 5 (as some clipping operations
* produce and additional couple of vertice, but we add one more so the ring buffer doesn't
* trip over itself (e.g. if tail == head we can guarantee it's empty, not full) */
Vertex __attribute__((aligned(32))) queue[4];
const int queue_capacity = sizeof(queue) / sizeof(Vertex);
Vertex* vertex = (Vertex*) src;
uint32_t visible_mask = 0;
#if CLIP_DEBUG
for(int i = 0; i < n; ++i) {
fprintf(stderr, "{%f, %f, %f, %f}, // %x (%x)\n", vertex[i].xyz[0], vertex[i].xyz[1], vertex[i].xyz[2], vertex[i].w, vertex[i].flags, &vertex[i]);
}
fprintf(stderr, "----\n");
#endif
while(n--) {
bool last_vertex = false;
memcpy_vertex(queue + queue_tail, vertex);
++vertex;
switch(queue[queue_tail].flags) {
case GPU_CMD_POLYHDR:
_glSubmitHeaderOrVertex(d, &queue[queue_tail]);
break;
case GPU_CMD_VERTEX_EOL:
last_vertex = true;
case GPU_CMD_VERTEX:
visible_mask = (visible_mask >> 1) | (queue[queue_tail].xyz[2] >= -queue[queue_tail].w) << 2;
assert(visible_mask < 15);
queue_tail = (queue_tail + 1) % queue_capacity;
default:
break;
}
int counter = (queue_tail - queue_head + queue_capacity) % queue_capacity;
if(counter < 3) {
continue;
}
#if CLIP_DEBUG
fprintf(stderr, "%d\n", visible_mask);
#endif
Vertex __attribute__((aligned(32))) a, b; // Scratch vertices
switch(visible_mask) {
case 0:
break;
case 7:
/* All visible, push the first vertex and move on */
_glPerspectiveDivideVertex(&queue[queue_head], h);
_glSubmitHeaderOrVertex(d, &queue[queue_head]);
if(last_vertex) {
/* If this was the last vertex in the strip, we need to flush the queue and then
restart it again */
int v1 = (queue_head + 1) % queue_capacity;
int v2 = (queue_head + 2) % queue_capacity;
_glPerspectiveDivideVertex(&queue[v1], h);
_glSubmitHeaderOrVertex(d, &queue[v1]);
_glPerspectiveDivideVertex(&queue[v2], h);
_glSubmitHeaderOrVertex(d, &queue[v2]);
}
break;
case 1:
/* First vertex was visible */
{
Vertex* v0 = &queue[queue_head];
Vertex* v1 = &queue[(queue_head + 1) % queue_capacity];
Vertex* v2 = &queue[(queue_head + 2) % queue_capacity];
_glClipEdge(v0, v1, &a);
_glClipEdge(v2, v0, &b);
a.flags = GPU_CMD_VERTEX;
/* If v2 was the last in the strip, then b should be. If it wasn't
we'll create a degenerate triangle by adding b twice in a row so that the
strip processing will continue correctly after crossing the plane so it can
cross back*/
b.flags = v2->flags;
_glPerspectiveDivideVertex(v0, h);
_glPerspectiveDivideVertex(&a, h);
_glPerspectiveDivideVertex(&b, h);
_glSubmitHeaderOrVertex(d, v0);
_glSubmitHeaderOrVertex(d, &a);
_glSubmitHeaderOrVertex(d, &b);
_glSubmitHeaderOrVertex(d, &b);
}
break;
case 2:
/* Second vertex was visible. In self case we need to create a triangle and produce
two new vertices: 1-2, and 2-3. */
{
Vertex* v0 = &queue[queue_head];
const Vertex* v1 = &queue[(queue_head + 1) % queue_capacity];
const Vertex* v2 = &queue[(queue_head + 2) % queue_capacity];
_glClipEdge(v0, v1, &a);
_glClipEdge(v1, v2, &b);
a.flags = GPU_CMD_VERTEX;
b.flags = v2->flags;
_glPerspectiveDivideVertex(v0, h);
_glPerspectiveDivideVertex(&a, h);
_glPerspectiveDivideVertex(&b, h);
_glSubmitHeaderOrVertex(d, &a);
_glSubmitHeaderOrVertex(d, v0);
_glSubmitHeaderOrVertex(d, &b);
}
break;
case 3: /* First and second vertex were visible */
{
Vertex* v0 = &queue[queue_head];
Vertex __attribute__((aligned(32))) v1 = queue[(queue_head + 1) % queue_capacity];
Vertex* v2 = &queue[(queue_head + 2) % queue_capacity];
_glClipEdge(&v1, v2, &a);
_glClipEdge(v2, v0, &b);
a.flags = v2->flags;
b.flags = GPU_CMD_VERTEX;
_glPerspectiveDivideVertex(v0, h);
_glPerspectiveDivideVertex(&v1, h);
_glPerspectiveDivideVertex(&a, h);
_glPerspectiveDivideVertex(&b, h);
_glSubmitHeaderOrVertex(d, v0);
_glSubmitHeaderOrVertex(d, &v1);
_glSubmitHeaderOrVertex(d, &b);
_glSubmitHeaderOrVertex(d, &v1);
_glSubmitHeaderOrVertex(d, &a);
}
break;
case 4:
/* Third vertex was visible. */
{
Vertex* v0 = &queue[queue_head];
Vertex* v1 = &queue[(queue_head + 1) % queue_capacity];
Vertex __attribute__((aligned(32))) v2 = queue[(queue_head + 2) % queue_capacity];
_glClipEdge(&v2, v0, &a);
_glClipEdge(v1, &v2, &b);
a.flags = GPU_CMD_VERTEX;
b.flags = GPU_CMD_VERTEX;
_glPerspectiveDivideVertex(&v2, h);
_glPerspectiveDivideVertex(&a, h);
_glPerspectiveDivideVertex(&b, h);
_glSubmitHeaderOrVertex(d, &a);
_glSubmitHeaderOrVertex(d, &a);
_glSubmitHeaderOrVertex(d, &b);
_glSubmitHeaderOrVertex(d, &v2);
}
break;
case 5: /* First and third vertex were visible */
{
Vertex* v0 = &queue[queue_head];
Vertex* v1 = &queue[(queue_head + 1) % queue_capacity];
Vertex __attribute__((aligned(32))) v2 = queue[(queue_head + 2) % queue_capacity];
_glClipEdge(v0, v1, &a);
_glClipEdge(v1, &v2, &b);
a.flags = GPU_CMD_VERTEX;
b.flags = GPU_CMD_VERTEX;
_glPerspectiveDivideVertex(v0, h);
_glPerspectiveDivideVertex(&v2, h);
_glPerspectiveDivideVertex(&a, h);
_glPerspectiveDivideVertex(&b, h);
_glSubmitHeaderOrVertex(d, v0);
_glSubmitHeaderOrVertex(d, &a);
uint32_t v2_flags = v2.flags;
v2.flags = GPU_CMD_VERTEX;
_glSubmitHeaderOrVertex(d, &v2);
v2.flags = v2_flags;
_glSubmitHeaderOrVertex(d, &b);
_glSubmitHeaderOrVertex(d, &v2);
}
break;
case 6: /* Second and third vertex were visible */
{
Vertex* v0 = &queue[queue_head];
Vertex __attribute__((aligned(32))) v1 = queue[(queue_head + 1) % queue_capacity];
Vertex __attribute__((aligned(32))) v2 = queue[(queue_head + 2) % queue_capacity];
_glClipEdge(v0, &v1, &a);
_glClipEdge(&v2, v0, &b);
a.flags = GPU_CMD_VERTEX;
b.flags = GPU_CMD_VERTEX;
_glPerspectiveDivideVertex(&v1, h);
_glPerspectiveDivideVertex(&v2, h);
_glPerspectiveDivideVertex(&a, h);
_glPerspectiveDivideVertex(&b, h);
_glSubmitHeaderOrVertex(d, &a);
_glSubmitHeaderOrVertex(d, &v1);
_glSubmitHeaderOrVertex(d, &b);
_glSubmitHeaderOrVertex(d, &v1);
_glSubmitHeaderOrVertex(d, &v2);
}
break;
default:
break;
}
if(last_vertex) {
visible_mask = queue_head = queue_tail = 0;
} else {
queue_head = (queue_head + 1) % queue_capacity;
}
}
}
struct VertexTmpl {
VertexTmpl(float x, float y, float z, float w):
x(x), y(y), z(z), w(w) {}
float x, y, z, w;
};
std::vector<Vertex> make_vertices(const std::vector<VertexTmpl>& verts) {
std::vector<Vertex> result;
Vertex r;
r.flags = GPU_CMD_POLYHDR;
result.push_back(r);
for(auto& v: verts) {
r.flags = GPU_CMD_VERTEX;
r.xyz[0] = v.x;
r.xyz[1] = v.y;
r.xyz[2] = v.z;
r.uv[0] = 0.0f;
r.uv[1] = 0.0f;
r.w = v.w;
result.push_back(r);
}
result.back().flags = GPU_CMD_VERTEX_EOL;
return result;
}
template<typename T, typename U>
void check_equal(const T& lhs, const U& rhs) {
if(lhs != rhs) {
throw std::runtime_error("Assertion failed");
}
}
template<>
void check_equal(const Vertex& lhs, const Vertex& rhs) {
if(lhs.xyz[0] != rhs.xyz[0] ||
lhs.xyz[1] != rhs.xyz[1] ||
lhs.xyz[2] != rhs.xyz[2] ||
lhs.w != rhs.w) {
throw std::runtime_error("Assertion failed");
}
}
bool test_clip_case_001() {
/* The first vertex is visible only */
sent.clear();
auto data = make_vertices({
{0.000000, -2.414213, 3.080808, 5.000000},
{-4.526650, -2.414213, -7.121212, -5.000000},
{4.526650, -2.414213, -7.121212, -5.000000}
});
SceneListSubmit(&data[0], data.size());
check_equal(sent.size(), 5);
check_equal(sent[0].flags, GPU_CMD_POLYHDR);
check_equal(sent[1].flags, GPU_CMD_VERTEX);
check_equal(sent[2].flags, GPU_CMD_VERTEX);
// Because we're sending a single triangle, we end up sending a
// degenerate final vert. But if we were sending more than one triangle
// this would be GPU_CMD_VERTEX twice
check_equal(sent[3].flags, GPU_CMD_VERTEX_EOL);
check_equal(sent[4].flags, GPU_CMD_VERTEX_EOL);
check_equal(sent[3], sent[4]);
return true;
}
bool test_clip_case_010() {
/* The third vertex is visible only */
sent.clear();
auto data = make_vertices({
{-4.526650, -2.414213, -7.121212, -5.000000},
{0.000000, -2.414213, 3.080808, 5.000000},
{4.526650, -2.414213, -7.121212, -5.000000}
});
SceneListSubmit(&data[0], data.size());
check_equal(sent.size(), 4);
check_equal(sent[0].flags, GPU_CMD_POLYHDR);
check_equal(sent[1].flags, GPU_CMD_VERTEX);
check_equal(sent[2].flags, GPU_CMD_VERTEX);
check_equal(sent[3].flags, GPU_CMD_VERTEX_EOL);
return true;
}
bool test_clip_case_100() {
/* The third vertex is visible only */
sent.clear();
auto data = make_vertices({
{-4.526650, -2.414213, -7.121212, -5.000000},
{4.526650, -2.414213, -7.121212, -5.000000},
{0.000000, -2.414213, 3.080808, 5.000000}
});
SceneListSubmit(&data[0], data.size());
check_equal(sent.size(), 5);
check_equal(sent[0].flags, GPU_CMD_POLYHDR);
check_equal(sent[1].flags, GPU_CMD_VERTEX);
check_equal(sent[2].flags, GPU_CMD_VERTEX);
// Because we're sending a single triangle, we end up sending a
// degenerate final vert. But if we were sending more than one triangle
// this would be GPU_CMD_VERTEX twice
check_equal(sent[3].flags, GPU_CMD_VERTEX);
check_equal(sent[4].flags, GPU_CMD_VERTEX_EOL);
check_equal(sent[1], sent[2]);
return true;
}
bool test_clip_case_110() {
/* 2nd and 3rd visible */
sent.clear();
auto data = make_vertices({
{0.0, -2.414213, -7.121212, -5.000000},
{-4.526650, -2.414213, 3.080808, 5.000000},
{4.526650, -2.414213, 3.080808, 5.000000}
});
SceneListSubmit(&data[0], data.size());
check_equal(sent.size(), 6);
check_equal(sent[0].flags, GPU_CMD_POLYHDR);
check_equal(sent[1].flags, GPU_CMD_VERTEX);
check_equal(sent[2].flags, GPU_CMD_VERTEX);
check_equal(sent[3].flags, GPU_CMD_VERTEX);
check_equal(sent[4].flags, GPU_CMD_VERTEX);
check_equal(sent[5].flags, GPU_CMD_VERTEX_EOL);
check_equal(sent[2], sent[4]);
return true;
}
bool test_clip_case_011() {
/* 1st and 2nd visible */
sent.clear();
auto data = make_vertices({
{-4.526650, -2.414213, 3.080808, 5.000000},
{4.526650, -2.414213, 3.080808, 5.000000},
{0.0, -2.414213, -7.121212, -5.000000}
});
SceneListSubmit(&data[0], data.size());
check_equal(sent.size(), 6);
check_equal(sent[0].flags, GPU_CMD_POLYHDR);
check_equal(sent[1].flags, GPU_CMD_VERTEX);
check_equal(sent[2].flags, GPU_CMD_VERTEX);
check_equal(sent[3].flags, GPU_CMD_VERTEX);
check_equal(sent[4].flags, GPU_CMD_VERTEX);
check_equal(sent[5].flags, GPU_CMD_VERTEX_EOL);
check_equal(sent[2], sent[4]);
return true;
}
bool test_clip_case_101() {
/* 1st and 3rd visible */
sent.clear();
auto data = make_vertices({
{-4.526650, -2.414213, 3.080808, 5.000000},
{0.0, -2.414213, -7.121212, -5.000000},
{4.526650, -2.414213, 3.080808, 5.000000},
});
SceneListSubmit(&data[0], data.size());
check_equal(sent.size(), 6);
check_equal(sent[0].flags, GPU_CMD_POLYHDR);
check_equal(sent[1].flags, GPU_CMD_VERTEX);
check_equal(sent[2].flags, GPU_CMD_VERTEX);
check_equal(sent[3].flags, GPU_CMD_VERTEX);
check_equal(sent[4].flags, GPU_CMD_VERTEX);
check_equal(sent[5].flags, GPU_CMD_VERTEX_EOL);
check_equal(sent[3], sent[5]);
return true;
}
bool test_clip_case_111() {
/* 1st and 3rd visible */
sent.clear();
auto data = make_vertices({
{-4.526650, -2.414213, 3.080808, 5.000000},
{0.0, -2.414213, -7.121212, 8.000000},
{4.526650, -2.414213, 3.080808, 5.000000},
});
SceneListSubmit(&data[0], data.size());
check_equal(sent.size(), 4);
check_equal(sent[0].flags, GPU_CMD_POLYHDR);
check_equal(sent[1].flags, GPU_CMD_VERTEX);
check_equal(sent[2].flags, GPU_CMD_VERTEX);
check_equal(sent[3].flags, GPU_CMD_VERTEX_EOL);
return true;
}
bool test_start_behind() {
/* Triangle behind the plane, but the strip continues in front */
sent.clear();
auto data = make_vertices({
{-3.021717, -2.414213, -10.155344, -9.935254},
{5.915236, -2.414213, -9.354721, -9.136231},
{-5.915236, -2.414213, -0.264096, -0.063767},
{3.021717, -2.414213, 0.536527, 0.735255},
{-7.361995, -2.414213, 4.681529, 4.871976},
{1.574958, -2.414213, 5.482152, 5.670999},
});
SceneListSubmit(&data[0], data.size());
return true;
}
bool test_longer_strip() {
sent.clear();
auto data = make_vertices({
{-4.384623, -2.414213, -5.699644, -5.488456},
{4.667572, -2.414213, -5.621354, -5.410322},
{-4.667572, -2.414213, 4.319152, 4.510323},
{4.384623, -2.414213, 4.397442, 4.588456},
{-4.809045, -2.414213, 9.328549, 9.509711},
{4.243149, -2.414213, 9.406840, 9.587846},
});
SceneListSubmit(&data[0], data.size());
return true;
}
int main(int argc, char* argv[]) {
// test_clip_case_000();
test_clip_case_001();
test_clip_case_010();
test_clip_case_100();
test_clip_case_110();
test_clip_case_011();
test_clip_case_101();
test_clip_case_111();
test_start_behind();
test_longer_strip();
return 0;
}