Fix not working properly, defer matrix calculation until needed
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2f26574a44
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29
GL/draw.c
29
GL/draw.c
@ -946,35 +946,6 @@ static void light(SubmissionTarget* target) {
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_glPerformLighting(vertex, ES, target->count);
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}
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GL_FORCE_INLINE void divide(SubmissionTarget* target) {
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TRACE();
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/* Perform perspective divide on each vertex */
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Vertex* vertex = _glSubmissionTargetStart(target);
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const float h = GetVideoMode()->height;
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ITERATE(target->count) {
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const float f = MATH_Fast_Invert(vertex->w);
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/* Convert to NDC and apply viewport */
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vertex->xyz[0] = MATH_fmac(
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VIEWPORT.hwidth, vertex->xyz[0] * f, VIEWPORT.x_plus_hwidth
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);
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vertex->xyz[1] = h - MATH_fmac(
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VIEWPORT.hheight, vertex->xyz[1] * f, VIEWPORT.y_plus_hheight
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);
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/* Apply depth range */
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vertex->xyz[2] = MAX(
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1.0f - MATH_fmac(vertex->xyz[2] * f, 0.5f, 0.5f),
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PVR_MIN_Z
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);
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++vertex;
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}
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}
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GL_FORCE_INLINE int _calc_pvr_face_culling() {
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if(!_glIsCullingEnabled()) {
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return GPU_CULLING_SMALL;
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43
GL/matrix.c
43
GL/matrix.c
@ -16,9 +16,11 @@ GLfloat DEPTH_RANGE_MULTIPLIER_H = (0 + 1) / 2;
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static Stack __attribute__((aligned(32))) MATRIX_STACKS[4]; // modelview, projection, texture
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static Matrix4x4 __attribute__((aligned(32))) NORMAL_MATRIX;
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static Matrix4x4 __attribute__((aligned(32))) VIEWPORT_MATRIX;
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static Matrix4x4 __attribute__((aligned(32))) PROJECTION_MATRIX;
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static GLenum MATRIX_MODE = GL_MODELVIEW;
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static GLubyte MATRIX_IDX = 0;
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static GLboolean NORMAL_DIRTY, PROJECTION_DIRTY;
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static const Matrix4x4 __attribute__((aligned(32))) IDENTITY = {
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1.0f, 0.0f, 0.0f, 0.0f,
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@ -92,25 +94,24 @@ static void transpose(GLfloat* m) {
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}
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/* When projection matrix changes, need to pre-multiply with viewport transform matrix */
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static void OnProjectionChanged() {
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static void UpdateProjectionMatrix() {
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PROJECTION_DIRTY = false;
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UploadMatrix4x4(&VIEWPORT_MATRIX);
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MultiplyMatrix4x4(stack_top(MATRIX_STACKS + (GL_PROJECTION & 0xF)));
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DownloadMatrix4x4(stack_top(MATRIX_STACKS + (GL_PROJECTION & 0xF)));
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DownloadMatrix4x4(&PROJECTION_MATRIX);
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}
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/* When modelview matrix changes, need to re-compute normal matrix */
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static void OnModelviewChanged() {
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static void UpdateNormalMatrix() {
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NORMAL_DIRTY = false;
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MEMCPY4(NORMAL_MATRIX, stack_top(MATRIX_STACKS + (GL_MODELVIEW & 0xF)), sizeof(Matrix4x4));
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inverse((GLfloat*) NORMAL_MATRIX);
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transpose((GLfloat*) NORMAL_MATRIX);
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}
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static void OnMatrixChanged() {
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if(MATRIX_MODE == GL_MODELVIEW) {
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OnModelviewChanged();
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} else if(MATRIX_MODE == GL_PROJECTION) {
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OnProjectionChanged();
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}
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if(MATRIX_MODE == GL_MODELVIEW) NORMAL_DIRTY = true;
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if(MATRIX_MODE == GL_PROJECTION) PROJECTION_DIRTY = true;
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}
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@ -125,13 +126,12 @@ void APIENTRY glPushMatrix() {
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void* ret = stack_push(MATRIX_STACKS + MATRIX_IDX, top);
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(void) ret;
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assert(ret);
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OnMatrixChanged();
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}
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void APIENTRY glPopMatrix() {
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stack_pop(MATRIX_STACKS + MATRIX_IDX);
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if(MATRIX_MODE == GL_MODELVIEW) {
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OnModelviewChanged();
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}
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OnMatrixChanged();
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}
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void APIENTRY glLoadIdentity() {
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@ -356,14 +356,14 @@ void glMultTransposeMatrixf(const GLfloat *m) {
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/* Set the GL viewport */
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void APIENTRY glViewport(GLint x, GLint y, GLsizei width, GLsizei height) {
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VIEWPORT_MATRIX[0][0] = width * 0.5f;
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VIEWPORT_MATRIX[1][1] = -height * 0.5f;
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VIEWPORT_MATRIX[2][2] = 1.0f;
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VIEWPORT_MATRIX[3][3] = 1.0f;
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VIEWPORT_MATRIX[M0] = width * 0.5f;
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VIEWPORT_MATRIX[M5] = height * -0.5f;
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VIEWPORT_MATRIX[M10] = 1.0f;
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VIEWPORT_MATRIX[M15] = 1.0f;
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VIEWPORT_MATRIX[3][0] = x + width * 0.5f;
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VIEWPORT_MATRIX[3][1] = GetVideoMode()->height - (y + height * 0.5f);
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OnProjectionChanged();
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VIEWPORT_MATRIX[M12] = x + width * 0.5f;
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VIEWPORT_MATRIX[M13] = GetVideoMode()->height - (y + height * 0.5f);
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PROJECTION_DIRTY = true;
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}
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/* Set the depth range */
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@ -455,14 +455,17 @@ void _glMatrixLoadModelView() {
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}
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void _glMatrixLoadProjection() {
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UploadMatrix4x4((const Matrix4x4*) stack_top(MATRIX_STACKS + (GL_PROJECTION & 0xF)));
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if (PROJECTION_DIRTY) UpdateProjectionMatrix();
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UploadMatrix4x4(&PROJECTION_MATRIX);
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}
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void _glMatrixLoadModelViewProjection() {
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UploadMatrix4x4((const Matrix4x4*) stack_top(MATRIX_STACKS + (GL_PROJECTION & 0xF)));
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if (PROJECTION_DIRTY) UpdateProjectionMatrix();
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UploadMatrix4x4(&PROJECTION_MATRIX);
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MultiplyMatrix4x4((const Matrix4x4*) stack_top(MATRIX_STACKS + (GL_MODELVIEW & 0xF)));
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}
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void _glMatrixLoadNormal() {
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if (NORMAL_DIRTY) UpdateNormalMatrix();
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UploadMatrix4x4((const Matrix4x4*) &NORMAL_MATRIX);
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}
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