#include #include #include #include #include #include #include "private.h" #include "platform.h" AttribPointerList ATTRIB_POINTERS; GLuint ENABLED_VERTEX_ATTRIBUTES = 0; static const float ONE_OVER_TWO_FIVE_FIVE = 1.0f / 255.0f; extern inline GLuint _glRecalcFastPath(); GL_FORCE_INLINE GLsizei byte_size(GLenum type) { switch(type) { case GL_BYTE: return sizeof(GLbyte); case GL_UNSIGNED_BYTE: return sizeof(GLubyte); case GL_SHORT: return sizeof(GLshort); case GL_UNSIGNED_SHORT: return sizeof(GLushort); case GL_INT: return sizeof(GLint); case GL_UNSIGNED_INT: return sizeof(GLuint); case GL_DOUBLE: return sizeof(GLdouble); case GL_UNSIGNED_INT_2_10_10_10_REV: return sizeof(GLuint); case GL_FLOAT: default: return sizeof(GLfloat); } } // Used to avoid checking and updating attribute related state unless necessary GL_FORCE_INLINE GLboolean _glStateUnchanged(AttribPointer* p, GLint size, GLenum type, GLsizei stride) { return (p->size == size && p->type == type && p->stride == stride); } static void _readVertexData3f3f(const GLubyte* __restrict__ in, GLubyte* __restrict__ out) { vec3cpy(out, in); } // 10:10:10:2REV format static void _readVertexData1i3f(const GLubyte* in, GLubyte* out) { static const float MULTIPLIER = 1.0f / 1023.0f; GLfloat* output = (GLfloat*) out; union { int value; struct { signed int x: 10; signed int y: 10; signed int z: 10; signed int w: 2; } bits; } input; input.value = *((const GLint*) in); output[0] = (2.0f * (float) input.bits.x + 1.0f) * MULTIPLIER; output[1] = (2.0f * (float) input.bits.y + 1.0f) * MULTIPLIER; output[2] = (2.0f * (float) input.bits.z + 1.0f) * MULTIPLIER; } static void _readVertexData3us3f(const GLubyte* in, GLubyte* out) { const GLushort* input = (const GLushort*) in; float* output = (float*) out; output[0] = input[0]; output[1] = input[1]; output[2] = input[2]; } static void _readVertexData3ui3f(const GLubyte* in, GLubyte* out) { const GLuint* input = (const GLuint*) in; float* output = (float*) out; output[0] = input[0]; output[1] = input[1]; output[2] = input[2]; } static void _readVertexData3ub3f(const GLubyte* input, GLubyte* out) { float* output = (float*) out; output[0] = input[0] * ONE_OVER_TWO_FIVE_FIVE; output[1] = input[1] * ONE_OVER_TWO_FIVE_FIVE; output[2] = input[2] * ONE_OVER_TWO_FIVE_FIVE; } static void _readVertexData2f2f(const GLubyte* in, GLubyte* out) { vec2cpy(out, in); } static void _readVertexData2f3f(const GLubyte* in, GLubyte* out) { const float* input = (const float*) in; float* output = (float*) out; vec2cpy(output, input); output[2] = 0.0f; } static void _readVertexData2ub3f(const GLubyte* input, GLubyte* out) { float* output = (float*) out; output[0] = input[0] * ONE_OVER_TWO_FIVE_FIVE; output[1] = input[1] * ONE_OVER_TWO_FIVE_FIVE; output[2] = 0.0f; } static void _readVertexData2us3f(const GLubyte* in, GLubyte* out) { const GLushort* input = (const GLushort*) in; float* output = (float*) out; output[0] = input[0]; output[1] = input[1]; output[2] = 0.0f; } static void _readVertexData2us2f(const GLubyte* in, GLubyte* out) { const GLushort* input = (const GLushort*) in; float* output = (float*) out; output[0] = (float)input[0] / SHRT_MAX; output[1] = (float)input[1] / SHRT_MAX; } static void _readVertexData2ui2f(const GLubyte* in, GLubyte* out) { const GLuint* input = (const GLuint*) in; float* output = (float*) out; output[0] = input[0]; output[1] = input[1]; } static void _readVertexData2ub2f(const GLubyte* input, GLubyte* out) { float* output = (float*) out; output[0] = input[0] * ONE_OVER_TWO_FIVE_FIVE; output[1] = input[1] * ONE_OVER_TWO_FIVE_FIVE; } static void _readVertexData2ui3f(const GLubyte* in, GLubyte* out) { const GLuint* input = (const GLuint*) in; float* output = (float*) out; output[0] = input[0]; output[1] = input[1]; output[2] = 0.0f; } static void _readVertexData4ubARGB(const GLubyte* input, GLubyte* output) { output[R8IDX] = input[0]; output[G8IDX] = input[1]; output[B8IDX] = input[2]; output[A8IDX] = input[3]; } static void _readVertexData4fARGB(const GLubyte* in, GLubyte* output) { const float* input = (const float*) in; output[R8IDX] = (GLubyte) clamp(input[0] * 255.0f, 0, 255); output[G8IDX] = (GLubyte) clamp(input[1] * 255.0f, 0, 255); output[B8IDX] = (GLubyte) clamp(input[2] * 255.0f, 0, 255); output[A8IDX] = (GLubyte) clamp(input[3] * 255.0f, 0, 255); } static void _readVertexData3fARGB(const GLubyte* in, GLubyte* output) { const float* input = (const float*) in; output[R8IDX] = (GLubyte) clamp(input[0] * 255.0f, 0, 255); output[G8IDX] = (GLubyte) clamp(input[1] * 255.0f, 0, 255); output[B8IDX] = (GLubyte) clamp(input[2] * 255.0f, 0, 255); output[A8IDX] = 255; } static void _readVertexData3ubARGB(const GLubyte* __restrict__ input, GLubyte* __restrict__ output) { output[R8IDX] = input[0]; output[G8IDX] = input[1]; output[B8IDX] = input[2]; output[A8IDX] = 255; } static void _readVertexData4ubRevARGB(const GLubyte* __restrict__ input, GLubyte* __restrict__ output) { argbcpy(output, input); } static void _readVertexData4fRevARGB(const GLubyte* __restrict__ in, GLubyte* __restrict__ output) { const float* input = (const float*) in; output[0] = (GLubyte) clamp(input[0] * 255.0f, 0, 255); output[1] = (GLubyte) clamp(input[1] * 255.0f, 0, 255); output[2] = (GLubyte) clamp(input[2] * 255.0f, 0, 255); output[3] = (GLubyte) clamp(input[3] * 255.0f, 0, 255); } static void _fillWithNegZVE(const GLubyte* __restrict__ input, GLubyte* __restrict__ out) { _GL_UNUSED(input); typedef struct { float x, y, z; } V; static const V NegZ = {0.0f, 0.0f, -1.0f}; *((V*) out) = NegZ; } static void _fillWhiteARGB(const GLubyte* __restrict__ input, GLubyte* __restrict__ output) { _GL_UNUSED(input); *((uint32_t*) output) = ~0; } static void _fillZero2f(const GLubyte* __restrict__ input, GLubyte* __restrict__ out) { _GL_UNUSED(input); //memset(out, 0, sizeof(float) * 2); // memset does 8 byte writes - faster to manually write as uint32 uint32_t* dst = (uint32_t*)out; dst[0] = 0; dst[1] = 0; } static void _readVertexData3usARGB(const GLubyte* input, GLubyte* output) { _GL_UNUSED(input); _GL_UNUSED(output); gl_assert(0 && "Not Implemented"); } static void _readVertexData3uiARGB(const GLubyte* input, GLubyte* output) { _GL_UNUSED(input); _GL_UNUSED(output); gl_assert(0 && "Not Implemented"); } static void _readVertexData4usARGB(const GLubyte* input, GLubyte* output) { _GL_UNUSED(input); _GL_UNUSED(output); gl_assert(0 && "Not Implemented"); } static void _readVertexData4uiARGB(const GLubyte* input, GLubyte* output) { _GL_UNUSED(input); _GL_UNUSED(output); gl_assert(0 && "Not Implemented"); } static void _readVertexData4usRevARGB(const GLubyte* input, GLubyte* output) { _GL_UNUSED(input); _GL_UNUSED(output); gl_assert(0 && "Not Implemented"); } static void _readVertexData4uiRevARGB(const GLubyte* input, GLubyte* output) { _GL_UNUSED(input); _GL_UNUSED(output); gl_assert(0 && "Not Implemented"); } static ReadAttributeFunc calcReadDiffuseFunc() { if((ENABLED_VERTEX_ATTRIBUTES & DIFFUSE_ENABLED_FLAG) != DIFFUSE_ENABLED_FLAG) { /* Just fill the whole thing white if the attribute is disabled */ return _fillWhiteARGB; } switch(ATTRIB_POINTERS.colour.type) { default: case GL_DOUBLE: case GL_FLOAT: return (ATTRIB_POINTERS.colour.size == 3) ? _readVertexData3fARGB: (ATTRIB_POINTERS.colour.size == 4) ? _readVertexData4fARGB: _readVertexData4fRevARGB; case GL_BYTE: case GL_UNSIGNED_BYTE: return (ATTRIB_POINTERS.colour.size == 3) ? _readVertexData3ubARGB: (ATTRIB_POINTERS.colour.size == 4) ? _readVertexData4ubARGB: _readVertexData4ubRevARGB; case GL_SHORT: case GL_UNSIGNED_SHORT: return (ATTRIB_POINTERS.colour.size == 3) ? _readVertexData3usARGB: (ATTRIB_POINTERS.colour.size == 4) ? _readVertexData4usARGB: _readVertexData4usRevARGB; case GL_INT: case GL_UNSIGNED_INT: return (ATTRIB_POINTERS.colour.size == 3) ? _readVertexData3uiARGB: (ATTRIB_POINTERS.colour.size == 4) ? _readVertexData4uiARGB: _readVertexData4uiRevARGB; } } static ReadAttributeFunc calcReadPositionFunc() { switch(ATTRIB_POINTERS.vertex.type) { default: case GL_DOUBLE: case GL_FLOAT: return (ATTRIB_POINTERS.vertex.size == 3) ? _readVertexData3f3f: _readVertexData2f3f; case GL_BYTE: case GL_UNSIGNED_BYTE: return (ATTRIB_POINTERS.vertex.size == 3) ? _readVertexData3ub3f: _readVertexData2ub3f; case GL_SHORT: case GL_UNSIGNED_SHORT: return (ATTRIB_POINTERS.vertex.size == 3) ? _readVertexData3us3f: _readVertexData2us3f; case GL_INT: case GL_UNSIGNED_INT: return (ATTRIB_POINTERS.vertex.size == 3) ? _readVertexData3ui3f: _readVertexData2ui3f; } } static ReadAttributeFunc calcReadUVFunc() { if((ENABLED_VERTEX_ATTRIBUTES & UV_ENABLED_FLAG) != UV_ENABLED_FLAG) { return _fillZero2f; } switch(ATTRIB_POINTERS.uv.type) { default: case GL_DOUBLE: case GL_FLOAT: return _readVertexData2f2f; case GL_BYTE: case GL_UNSIGNED_BYTE: return _readVertexData2ub2f; case GL_SHORT: case GL_UNSIGNED_SHORT: return _readVertexData2us2f; case GL_INT: case GL_UNSIGNED_INT: return _readVertexData2ui2f; } } static ReadAttributeFunc calcReadSTFunc() { if((ENABLED_VERTEX_ATTRIBUTES & ST_ENABLED_FLAG) != ST_ENABLED_FLAG) { return _fillZero2f; } switch(ATTRIB_POINTERS.st.type) { default: case GL_DOUBLE: case GL_FLOAT: return _readVertexData2f2f; case GL_BYTE: case GL_UNSIGNED_BYTE: return _readVertexData2ub2f; case GL_SHORT: case GL_UNSIGNED_SHORT: return _readVertexData2us2f; case GL_INT: case GL_UNSIGNED_INT: return _readVertexData2ui2f; } } static ReadAttributeFunc calcReadNormalFunc() { if((ENABLED_VERTEX_ATTRIBUTES & NORMAL_ENABLED_FLAG) != NORMAL_ENABLED_FLAG) { return _fillWithNegZVE; } switch(ATTRIB_POINTERS.normal.type) { default: case GL_DOUBLE: case GL_FLOAT: return _readVertexData3f3f; break; case GL_BYTE: case GL_UNSIGNED_BYTE: return _readVertexData3ub3f; break; case GL_SHORT: case GL_UNSIGNED_SHORT: return _readVertexData3us3f; break; case GL_INT: case GL_UNSIGNED_INT: return _readVertexData3ui3f; break; case GL_UNSIGNED_INT_2_10_10_10_REV: return _readVertexData1i3f; break; } } void APIENTRY glEnableClientState(GLenum cap) { TRACE(); switch(cap) { case GL_VERTEX_ARRAY: ENABLED_VERTEX_ATTRIBUTES |= VERTEX_ENABLED_FLAG; ATTRIB_POINTERS.vertex_func = calcReadPositionFunc(); break; case GL_COLOR_ARRAY: ENABLED_VERTEX_ATTRIBUTES |= DIFFUSE_ENABLED_FLAG; ATTRIB_POINTERS.colour_func = calcReadDiffuseFunc(); break; case GL_NORMAL_ARRAY: ENABLED_VERTEX_ATTRIBUTES |= NORMAL_ENABLED_FLAG; ATTRIB_POINTERS.normal_func = calcReadNormalFunc(); break; case GL_TEXTURE_COORD_ARRAY: (ACTIVE_CLIENT_TEXTURE) ? (ENABLED_VERTEX_ATTRIBUTES |= ST_ENABLED_FLAG): (ENABLED_VERTEX_ATTRIBUTES |= UV_ENABLED_FLAG); ATTRIB_POINTERS.uv_func = calcReadUVFunc(); ATTRIB_POINTERS.st_func = calcReadSTFunc(); break; default: _glKosThrowError(GL_INVALID_ENUM, __func__); } /* It's possible that we called glVertexPointer and friends before * calling glEnableClientState, so we should recheck to make sure * everything is in the right format with this new information */ _glRecalcFastPath(); } void APIENTRY glDisableClientState(GLenum cap) { TRACE(); switch(cap) { case GL_VERTEX_ARRAY: ENABLED_VERTEX_ATTRIBUTES &= ~VERTEX_ENABLED_FLAG; ATTRIB_POINTERS.vertex_func = calcReadPositionFunc(); break; case GL_COLOR_ARRAY: ENABLED_VERTEX_ATTRIBUTES &= ~DIFFUSE_ENABLED_FLAG; ATTRIB_POINTERS.colour_func = calcReadDiffuseFunc(); break; case GL_NORMAL_ARRAY: ENABLED_VERTEX_ATTRIBUTES &= ~NORMAL_ENABLED_FLAG; ATTRIB_POINTERS.normal_func = calcReadNormalFunc(); break; case GL_TEXTURE_COORD_ARRAY: (ACTIVE_CLIENT_TEXTURE) ? (ENABLED_VERTEX_ATTRIBUTES &= ~ST_ENABLED_FLAG): (ENABLED_VERTEX_ATTRIBUTES &= ~UV_ENABLED_FLAG); ATTRIB_POINTERS.uv_func = calcReadUVFunc(); ATTRIB_POINTERS.st_func = calcReadSTFunc(); break; default: _glKosThrowError(GL_INVALID_ENUM, __func__); } /* State changed, recalculate */ _glRecalcFastPath(); } void APIENTRY glTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid * pointer) { TRACE(); stride = (stride) ? stride : size * byte_size(type); AttribPointer* tointer = (ACTIVE_CLIENT_TEXTURE == 0) ? &ATTRIB_POINTERS.uv : &ATTRIB_POINTERS.st; tointer->ptr = pointer; if(_glStateUnchanged(tointer, size, type, stride)) return; if(size < 1 || size > 4) { _glKosThrowError(GL_INVALID_VALUE, __func__); return; } tointer->stride = stride; tointer->type = type; tointer->size = size; ATTRIB_POINTERS.uv_func = calcReadUVFunc(); ATTRIB_POINTERS.st_func = calcReadSTFunc(); _glRecalcFastPath(); } void APIENTRY glVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid * pointer) { TRACE(); stride = (stride) ? stride : (size * byte_size(type)); ATTRIB_POINTERS.vertex.ptr = pointer; if(_glStateUnchanged(&ATTRIB_POINTERS.vertex, size, type, stride)) return; if(size < 2 || size > 4) { _glKosThrowError(GL_INVALID_VALUE, __func__); return; } ATTRIB_POINTERS.vertex.stride = stride; ATTRIB_POINTERS.vertex.type = type; ATTRIB_POINTERS.vertex.size = size; ATTRIB_POINTERS.vertex_func = calcReadPositionFunc(); _glRecalcFastPath(); } void APIENTRY glColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid * pointer) { TRACE(); stride = (stride) ? stride : ((size == GL_BGRA) ? 4 : size) * byte_size(type); ATTRIB_POINTERS.colour.ptr = pointer; if(_glStateUnchanged(&ATTRIB_POINTERS.colour, size, type, stride)) return; if(size != 3 && size != 4 && size != GL_BGRA) { _glKosThrowError(GL_INVALID_VALUE, __func__); return; } ATTRIB_POINTERS.colour.type = type; ATTRIB_POINTERS.colour.size = size; ATTRIB_POINTERS.colour.stride = stride; ATTRIB_POINTERS.colour_func = calcReadDiffuseFunc(); _glRecalcFastPath(); } void APIENTRY glNormalPointer(GLenum type, GLsizei stride, const GLvoid * pointer) { TRACE(); GLint validTypes[] = { GL_DOUBLE, GL_FLOAT, GL_BYTE, GL_UNSIGNED_BYTE, GL_INT, GL_UNSIGNED_INT, GL_UNSIGNED_INT_2_10_10_10_REV, 0 }; stride = (stride) ? stride : ATTRIB_POINTERS.normal.size * byte_size(type); ATTRIB_POINTERS.normal.ptr = pointer; if(_glStateUnchanged(&ATTRIB_POINTERS.normal, 3, type, stride)) return; if(_glCheckValidEnum(type, validTypes, __func__) != 0) { return; } ATTRIB_POINTERS.normal.size = (type == GL_UNSIGNED_INT_2_10_10_10_REV) ? 1 : 3; ATTRIB_POINTERS.normal.stride = stride; ATTRIB_POINTERS.normal.type = type; ATTRIB_POINTERS.normal_func = calcReadNormalFunc(); _glRecalcFastPath(); } void _glInitAttributePointers() { TRACE(); glVertexPointer(4, GL_FLOAT, 0, NULL); glTexCoordPointer(2, GL_FLOAT, 0, NULL); glColorPointer(4, GL_FLOAT, 0, NULL); glNormalPointer(GL_FLOAT, 0, NULL); }