GLdc/GL/private.h
jnmartin84 0cd447dbcf don't waste a full byte on mirror/flip setting
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
2025-07-13 00:16:43 -04:00

505 lines
13 KiB
C

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