moved MIRROR bits into bits 2 and 3 of what used to be `uv_clamp` member of TextureObject renamed `uv_clamp` member to `uv_wrap` updated and commented code accessing `uv_wrap` for both clamp and mirror settings
505 lines
13 KiB
C
505 lines
13 KiB
C
#ifndef PRIVATE_H
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#define PRIVATE_H
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#include <stdint.h>
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#include <stdio.h>
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#include "gl_assert.h"
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#include "platform.h"
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#include "types.h"
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#include "../include/GL/gl.h"
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#include "../include/GL/glext.h"
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#include "../include/GL/glkos.h"
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#include "../containers/aligned_vector.h"
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#include "../containers/named_array.h"
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#define MAX_GLDC_4BPP_PALETTE_SLOTS 16
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#define MAX_GLDC_PALETTE_SLOTS 4
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#define MAX_GLDC_SHARED_PALETTES (MAX_GLDC_PALETTE_SLOTS*MAX_GLDC_4BPP_PALETTE_SLOTS)
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extern void* memcpy4 (void *dest, const void *src, size_t count);
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#define GL_NO_INSTRUMENT inline __attribute__((no_instrument_function))
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#define GL_INLINE_DEBUG GL_NO_INSTRUMENT __attribute__((always_inline))
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#define GL_FORCE_INLINE static GL_INLINE_DEBUG
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#define GL_NO_INLINE __attribute__((noinline))
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#define _GL_UNUSED(x) (void)(x)
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#define _PACK4(v) ((v * 0xF) / 0xFF)
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#define PACK_ARGB4444(a,r,g,b) (_PACK4(a) << 12) | (_PACK4(r) << 8) | (_PACK4(g) << 4) | (_PACK4(b))
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#define PACK_ARGB8888(a,r,g,b) ( ((a & 0xFF) << 24) | ((r & 0xFF) << 16) | ((g & 0xFF) << 8) | (b & 0xFF) )
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#define PACK_ARGB1555(a,r,g,b) \
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(((GLushort)(a > 0) << 15) | (((GLushort) r >> 3) << 10) | (((GLushort)g >> 3) << 5) | ((GLushort)b >> 3))
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#define PACK_RGB565(r,g,b) \
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((((GLushort)r & 0xf8) << 8) | (((GLushort) g & 0xfc) << 3) | ((GLushort) b >> 3))
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#define TRACE_ENABLED 0
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#define TRACE() if(TRACE_ENABLED) {fprintf(stderr, "%s\n", __func__);} (void) 0
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#define VERTEX_ENABLED_FLAG (1 << 0)
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#define UV_ENABLED_FLAG (1 << 1)
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#define ST_ENABLED_FLAG (1 << 2)
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#define DIFFUSE_ENABLED_FLAG (1 << 3)
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#define NORMAL_ENABLED_FLAG (1 << 4)
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#define MAX_TEXTURE_SIZE 1024
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/* This gives us an easy way to switch
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* internal matrix order if necessary */
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#define TRANSPOSE 0
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#if TRANSPOSE
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#define M0 0
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#define M1 4
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#define M2 8
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#define M3 12
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#define M4 1
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#define M5 5
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#define M6 9
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#define M7 13
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#define M8 2
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#define M9 6
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#define M10 10
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#define M11 14
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#define M12 3
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#define M13 7
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#define M14 11
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#define M15 15
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#else
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#define M0 0
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#define M1 1
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#define M2 2
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#define M3 3
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#define M4 4
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#define M5 5
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#define M6 6
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#define M7 7
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#define M8 8
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#define M9 9
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#define M10 10
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#define M11 11
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#define M12 12
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#define M13 13
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#define M14 14
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#define M15 15
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#endif
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typedef struct {
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unsigned int flags; /* Constant PVR_CMD_USERCLIP */
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unsigned int d1, d2, d3; /* Ignored for this type */
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unsigned int sx, /* Start x */
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sy, /* Start y */
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ex, /* End x */
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ey; /* End y */
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} PVRTileClipCommand; /* Tile Clip command for the pvr */
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typedef struct {
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unsigned int list_type;
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AlignedVector vector;
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} PolyList;
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typedef struct {
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/* Palette data is always stored in RAM as RGBA8888 and packed as ARGB8888
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* when uploaded to the PVR */
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GLubyte* data;
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GLushort width; /* The user specified width */
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GLushort size; /* The size of the bank (16 or 256) */
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GLenum format;
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GLshort bank;
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} TexturePalette;
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typedef struct {
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//0
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GLuint index;
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GLuint color; /* This is the PVR texture format */
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//8
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GLenum minFilter;
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GLenum magFilter;
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//16
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GLvoid *data;
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TexturePalette* palette;
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//24
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GLushort width;
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GLushort height;
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//28
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GLushort mipmap; /* Bitmask of supplied mipmap levels */
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/* When using the shared palette, this is the bank (0-3) */
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GLushort shared_bank;
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//32
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GLuint dataStride;
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//36
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GLubyte mipmap_bias;
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GLubyte env;
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GLubyte mipmapCount; /* The number of mipmap levels */
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GLubyte uv_wrap; /* clamp and flip settings for u and v */
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//40
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/* Mipmap textures have a different
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* offset for the base level when supplying the data, this
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* keeps track of that. baseDataOffset == 0
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* means that the texture has no mipmaps
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*/
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GLuint baseDataOffset;
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GLuint baseDataSize; /* The data size of mipmap level 0 */
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//48
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GLboolean isCompressed;
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GLboolean isPaletted;
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//50
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GLenum internalFormat;
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//54
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GLubyte padding[10]; // Pad to 64-bytes
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} __attribute__((aligned(32))) TextureObject;
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typedef struct {
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GLfloat emissive[4];
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GLfloat ambient[4];
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GLfloat diffuse[4];
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GLfloat specular[4];
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/* Valid values are 0-128 */
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GLfloat exponent;
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/* Base ambient + emission colour for
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* the current material + light */
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GLfloat baseColour[4];
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} Material;
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typedef struct {
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GLfloat position[4];
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GLfloat spot_direction[3];
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GLfloat spot_cutoff;
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GLfloat constant_attenuation;
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GLfloat linear_attenuation;
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GLfloat quadratic_attenuation;
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GLfloat spot_exponent;
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GLfloat diffuse[4];
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GLfloat specular[4];
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GLfloat ambient[4];
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GLboolean isDirectional;
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GLboolean isEnabled;
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/* We set these when the material changes
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* so we don't calculate them per-vertex. They are
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* light_value * materia_value */
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GLfloat ambientMaterial[4];
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GLfloat diffuseMaterial[4];
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GLfloat specularMaterial[4];
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} LightSource;
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#define argbcpy(dst, src) \
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*((GLuint*) dst) = *((const GLuint*) src) \
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typedef struct {
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float xy[2];
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} _glvec2;
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typedef struct {
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float xyz[3];
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} _glvec3;
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typedef struct {
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float xyzw[4];
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} _glvec4;
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#define vec2cpy(dst, src) \
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*((_glvec2*) dst) = *((_glvec2*) src)
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#define vec3cpy(dst, src) \
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*((_glvec3*) dst) = *((_glvec3*) src)
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#define vec4cpy(dst, src) \
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*((_glvec4*) dst) = *((_glvec4*) src)
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GL_FORCE_INLINE float clamp(float d, float min, float max) {
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return (d < min) ? min : (d > max) ? max : d;
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}
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GL_FORCE_INLINE void memcpy_vertex(Vertex *dest, const Vertex *src) {
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#ifdef _arch_dreamcast
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_Complex float double_scratch;
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asm volatile (
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"fschg\n\t"
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"clrs\n\t"
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".align 2\n\t"
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"fmov.d @%[in]+, %[scratch]\n\t"
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"fmov.d %[scratch], @%[out]\n\t"
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"fmov.d @%[in]+, %[scratch]\n\t"
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"add #8, %[out]\n\t"
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"fmov.d %[scratch], @%[out]\n\t"
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"fmov.d @%[in]+, %[scratch]\n\t"
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"add #8, %[out]\n\t"
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"fmov.d %[scratch], @%[out]\n\t"
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"fmov.d @%[in], %[scratch]\n\t"
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"add #8, %[out]\n\t"
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"fmov.d %[scratch], @%[out]\n\t"
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"fschg\n"
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: [in] "+&r" ((uint32_t) src), [scratch] "=&d" (double_scratch), [out] "+&r" ((uint32_t) dest)
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:
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: "t", "memory" // clobbers
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);
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#else
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*dest = *src;
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#endif
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}
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#define swapVertex(a, b) \
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do { \
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Vertex __attribute__((aligned(32))) c; \
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memcpy_vertex(&c, a); \
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memcpy_vertex(a, b); \
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memcpy_vertex(b, &c); \
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} while(0)
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#ifdef _arch_dreamcast
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#define fast_rsqrt(x) frsqrt(x)
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#else
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#define fast_rsqrt(x) (1.0f / __builtin_sqrtf(x))
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#endif
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/* ClipVertex doesn't have room for these, so we need to parse them
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* out separately. Potentially 'w' will be housed here if we support oargb */
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typedef struct {
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float nxyz[3];
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float st[2];
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} VertexExtra;
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/* Generating PVR vertices from the user-submitted data gets complicated, particularly
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* when a realloc could invalidate pointers. This structure holds all the information
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* we need on the target vertex array to allow passing around to the various stages (e.g. generate/clip etc.)
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*/
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typedef struct __attribute__((aligned(32))) {
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PolyList* output;
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uint32_t header_offset; // The offset of the header in the output list
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uint32_t start_offset; // The offset into the output list
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uint32_t count; // The number of vertices in this output
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/* Pointer to count * VertexExtra; */
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AlignedVector* extras;
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} SubmissionTarget;
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Vertex* _glSubmissionTargetStart(SubmissionTarget* target);
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Vertex* _glSubmissionTargetEnd(SubmissionTarget* target);
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typedef enum {
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CLIP_RESULT_ALL_IN_FRONT,
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CLIP_RESULT_ALL_BEHIND,
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CLIP_RESULT_ALL_ON_PLANE,
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CLIP_RESULT_FRONT_TO_BACK,
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CLIP_RESULT_BACK_TO_FRONT
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} ClipResult;
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#define A8IDX 3
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#define R8IDX 2
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#define G8IDX 1
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#define B8IDX 0
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struct SubmissionTarget;
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PolyList* _glOpaquePolyList();
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PolyList* _glPunchThruPolyList();
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PolyList *_glTransparentPolyList();
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void _glInitAttributePointers();
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void _glInitContext();
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void _glInitLights();
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void _glInitImmediateMode(GLuint initial_size);
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void _glInitMatrices();
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void _glInitFramebuffers();
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void _glInitSubmissionTarget();
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void _glMatrixLoadNormal();
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void _glMatrixLoadModelView();
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void _glMatrixLoadProjection();
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void _glMatrixLoadModelViewProjection();
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extern GLfloat DEPTH_RANGE_MULTIPLIER_L;
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extern GLfloat DEPTH_RANGE_MULTIPLIER_H;
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extern GLfloat HALF_LINE_WIDTH;
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extern GLfloat HALF_POINT_SIZE;
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Matrix4x4* _glGetProjectionMatrix();
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Matrix4x4* _glGetModelViewMatrix();
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Matrix4x4* _glGetTextureMatrix();
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Matrix4x4* _glGetColorMatrix();
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GLenum _glGetMatrixMode();
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GLboolean _glIsIdentity(const Matrix4x4* m);
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void _glWipeTextureOnFramebuffers(GLuint texture);
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GLubyte _glInitTextures();
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void _glUpdatePVRTextureContext(PolyContext* context, GLshort textureUnit);
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void _glAllocateSpaceForMipmaps(TextureObject* active);
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typedef struct {
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const void* ptr; // 4
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GLenum type; // 4
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GLsizei stride; // 4
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GLint size; // 4
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} AttribPointer;
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typedef void (*ReadAttributeFunc)(const GLubyte*, GLubyte*);
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typedef struct {
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AttribPointer vertex; // 16
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AttribPointer colour; // 32
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AttribPointer uv; // 48
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AttribPointer st; // 64
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AttribPointer normal; // 80
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GLuint enabled; // list of currently enabled/used attributes
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GLuint dirty; // list of attributes that need state recalculating
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GLboolean fast_path;
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ReadAttributeFunc vertex_func;
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ReadAttributeFunc colour_func;
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ReadAttributeFunc uv_func;
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ReadAttributeFunc st_func;
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ReadAttributeFunc normal_func;
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} AttribPointerList;
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extern AttribPointerList ATTRIB_LIST;
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GLboolean _glCheckValidEnum(GLint param, GLint* values, const char* func);
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GLuint* _glGetEnabledAttributes();
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GL_NO_INLINE void _glUpdateAttributes();
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GLenum _glGetShadeModel();
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TextureObject* _glGetTexture0();
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TextureObject* _glGetTexture1();
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TextureObject* _glGetBoundTexture();
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extern GLubyte ACTIVE_TEXTURE;
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extern GLboolean TEXTURES_ENABLED[];
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extern GLubyte ACTIVE_CLIENT_TEXTURE;
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GLubyte _glGetActiveTexture();
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GLint _glGetTextureInternalFormat();
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GLboolean _glGetTextureTwiddle();
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void _glSetTextureTwiddle(GLboolean v);
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GLuint _glGetActiveClientTexture();
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TexturePalette* _glGetSharedPalette(GLshort bank);
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void _glSetInternalPaletteFormat(GLenum val);
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GLboolean _glIsSharedTexturePaletteEnabled();
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void _glApplyColorTable(TexturePalette *palette);
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GLboolean _glIsBlendingEnabled();
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GLboolean _glIsAlphaTestEnabled();
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GLboolean _glIsCullingEnabled();
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GLboolean _glIsDepthTestEnabled();
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GLboolean _glIsDepthWriteEnabled();
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GLboolean _glIsScissorTestEnabled();
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GLboolean _glIsFogEnabled();
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GLenum _glGetDepthFunc();
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GLenum _glGetCullFace();
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GLenum _glGetFrontFace();
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GLenum _glGetGpuBlendSrcFactor();
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GLenum _glGetGpuBlendDstFactor();
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extern PolyList OP_LIST;
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extern PolyList PT_LIST;
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extern PolyList TR_LIST;
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GL_FORCE_INLINE PolyList* _glActivePolyList() {
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if(_glIsBlendingEnabled()) {
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return &TR_LIST;
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} else if(_glIsAlphaTestEnabled()) {
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return &PT_LIST;
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} else {
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return &OP_LIST;
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}
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}
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GLboolean _glIsMipmapComplete(const TextureObject* obj);
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GLubyte* _glGetMipmapLocation(const TextureObject* obj, GLuint level);
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GLuint _glGetMipmapLevelCount(const TextureObject* obj);
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GLboolean _glIsLightingEnabled();
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void _glEnableLight(GLubyte light, GLboolean value);
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GLboolean _glIsColorMaterialEnabled();
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GLboolean _glIsNormalizeEnabled();
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extern GLboolean IMMEDIATE_MODE_ACTIVE;
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GL_NO_INLINE void _glKosThrowError(GLenum error, const char *function);
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GL_FORCE_INLINE GLboolean _glCheckImmediateModeInactive(const char* func) {
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/* Returns 1 on error */
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if(IMMEDIATE_MODE_ACTIVE) {
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_glKosThrowError(GL_INVALID_OPERATION, func);
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return GL_TRUE;
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}
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return GL_FALSE;
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}
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extern void _glPerformLighting(Vertex* vertices, VertexExtra* extra, const uint32_t count);
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unsigned char _glIsClippingEnabled();
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void _glEnableClipping(unsigned char v);
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GLuint _glFreeTextureMemory();
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GLuint _glUsedTextureMemory();
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GLuint _glFreeContiguousTextureMemory();
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void _glApplyScissor(bool force);
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void _glSetColorMaterialMask(GLenum mask);
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void _glSetColorMaterialMode(GLenum mode);
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GLenum _glColorMaterialMode();
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Material* _glActiveMaterial();
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void _glSetLightModelViewerInEyeCoordinates(GLboolean v);
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void _glSetLightModelSceneAmbient(const GLfloat* v);
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void _glSetLightModelColorControl(GLint v);
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GLuint _glEnabledLightCount();
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void _glRecalcEnabledLights();
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GLfloat* _glLightModelSceneAmbient();
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GLfloat* _glGetLightModelSceneAmbient();
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LightSource* _glLightAt(GLuint i);
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GLboolean _glNearZClippingEnabled();
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GLboolean _glGPUStateIsDirty();
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void _glGPUStateMarkClean();
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void _glGPUStateMarkDirty();
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#define MAX_GLDC_TEXTURE_UNITS 2
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#define MAX_GLDC_LIGHTS 8
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#define AMBIENT_MASK 1
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#define DIFFUSE_MASK 2
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#define EMISSION_MASK 4
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#define SPECULAR_MASK 8
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#define SCENE_AMBIENT_MASK 16
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void _glTnlLoadMatrix(void);
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void _glTnlApplyEffects(SubmissionTarget* target);
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void _glTnlUpdateLighting(void);
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void _glTnlUpdateTextureMatrix(void);
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void _glTnlUpdateColorMatrix(void);
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/* This is from KOS pvr_buffers.c */
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#define PVR_MIN_Z 0.0001f
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#define MIN(a,b) (((a)<(b))?(a):(b))
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#define MAX(a,b) (((a)>(b))?(a):(b))
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#define CLAMP( X, _MIN, _MAX ) ( (X)<(_MIN) ? (_MIN) : ((X)>(_MAX) ? (_MAX) : (X)) )
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#endif // PRIVATE_H
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