905 lines
26 KiB
C
905 lines
26 KiB
C
#include <stdio.h>
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#include <stdint.h>
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#include <string.h>
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#include <stdlib.h>
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#include <math.h>
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#include <limits.h>
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#include "private.h"
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#include "platform.h"
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GLubyte ACTIVE_CLIENT_TEXTURE;
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extern GLboolean AUTOSORT_ENABLED;
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#define ITERATE(count) \
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GLuint i = count; \
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while(i--)
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typedef GLuint (*IndexParseFunc)(const GLubyte* in);
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static inline GLuint _parseUByteIndex(const GLubyte* in) {
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return (GLuint) *in;
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}
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static inline GLuint _parseUIntIndex(const GLubyte* in) {
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return *((GLuint*) in);
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}
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static inline GLuint _parseUShortIndex(const GLubyte* in) {
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return *((GLshort*) in);
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}
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GL_FORCE_INLINE GLsizei index_size(GLenum type) {
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switch(type) {
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case GL_UNSIGNED_BYTE: return sizeof(GLubyte);
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case GL_UNSIGNED_SHORT: return sizeof(GLushort);
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case GL_UNSIGNED_INT: return sizeof(GLuint);
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default: return sizeof(GLushort);
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}
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}
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GL_FORCE_INLINE IndexParseFunc _calcParseIndexFunc(GLenum type) {
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switch(type) {
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case GL_UNSIGNED_BYTE:
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return &_parseUByteIndex;
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break;
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case GL_UNSIGNED_INT:
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return &_parseUIntIndex;
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break;
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case GL_UNSIGNED_SHORT:
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default:
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break;
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}
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return &_parseUShortIndex;
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}
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/* There was a bug in this macro that shipped with Kos
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* which has now been fixed. But just in case...
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*/
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#undef mat_trans_single3_nodiv
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#define mat_trans_single3_nodiv(x, y, z) { \
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register float __x __asm__("fr12") = (x); \
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register float __y __asm__("fr13") = (y); \
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register float __z __asm__("fr14") = (z); \
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__asm__ __volatile__( \
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"fldi1 fr15\n" \
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"ftrv xmtrx, fv12\n" \
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: "=f" (__x), "=f" (__y), "=f" (__z) \
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: "0" (__x), "1" (__y), "2" (__z) \
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: "fr15"); \
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x = __x; y = __y; z = __z; \
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}
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/* FIXME: Is this right? Shouldn't it be fr12->15? */
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#undef mat_trans_normal3
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#define mat_trans_normal3(x, y, z) { \
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register float __x __asm__("fr8") = (x); \
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register float __y __asm__("fr9") = (y); \
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register float __z __asm__("fr10") = (z); \
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__asm__ __volatile__( \
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"fldi0 fr11\n" \
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"ftrv xmtrx, fv8\n" \
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: "=f" (__x), "=f" (__y), "=f" (__z) \
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: "0" (__x), "1" (__y), "2" (__z) \
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: "fr11"); \
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x = __x; y = __y; z = __z; \
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}
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GL_FORCE_INLINE PolyHeader *_glSubmissionTargetHeader(SubmissionTarget* target) {
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gl_assert(target->header_offset < aligned_vector_size(&target->output->vector));
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return aligned_vector_at(&target->output->vector, target->header_offset);
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}
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GL_INLINE_DEBUG Vertex* _glSubmissionTargetStart(SubmissionTarget* target) {
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gl_assert(target->start_offset < aligned_vector_size(&target->output->vector));
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return aligned_vector_at(&target->output->vector, target->start_offset);
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}
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Vertex* _glSubmissionTargetEnd(SubmissionTarget* target) {
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return _glSubmissionTargetStart(target) + target->count;
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}
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GL_FORCE_INLINE void genTriangles(Vertex* output, GLuint count) {
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Vertex* it = output + 2;
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GLuint i;
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for(i = 0; i < count; i += 3) {
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it->flags = GPU_CMD_VERTEX_EOL;
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it += 3;
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}
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}
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GL_FORCE_INLINE void genQuads(Vertex* output, GLuint count) {
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Vertex* pen = output + 2;
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Vertex* final = output + 3;
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GLuint i = count >> 2;
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while(i--) {
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PREFETCH(pen + 4);
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PREFETCH(final + 4);
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swapVertex(pen, final);
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final->flags = GPU_CMD_VERTEX_EOL;
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pen += 4;
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final += 4;
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}
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}
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GL_FORCE_INLINE void genTriangleStrip(Vertex* output, GLuint count) {
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output[count - 1].flags = GPU_CMD_VERTEX_EOL;
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}
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#define QUADSTRIP_COUNT(count) (((count) - 2) * 2)
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static GL_NO_INLINE void genQuadStrip(Vertex* output, GLuint count) {
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Vertex* dst = output + QUADSTRIP_COUNT(count) - 1;
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Vertex* src = output + count;//(count - 1);
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for (; count > 2; count -= 2) {
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// Have to copy because of src/dst overlapping on first quad
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Vertex src1 = src[-1], src2 = src[-2], src3 = src[-3], src4 = src[-4];
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*dst = src3;
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(*dst--).flags = GPU_CMD_VERTEX_EOL;
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*dst-- = src4;
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*dst-- = src1;
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*dst-- = src2;
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src -= 2;
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}
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}
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#define TRIFAN_COUNT(count) (((count) - 2) * 3)
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static GL_NO_INLINE void genTriangleFan(Vertex* output, GLuint count) {
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Vertex* dst = output + TRIFAN_COUNT(count) - 1;
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Vertex* src = output + count - 1;
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// Triangles generated as {first vertex, prior vertex, current vertex}
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// e.g. {v1, v2, v3, v4} produces {v1, v2, v3}, {v1, v3, v4}
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for (; count > 2; count--) {
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*dst = *src--;
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(*dst--).flags = GPU_CMD_VERTEX_EOL;
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*dst-- = *src;
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*dst-- = *output;
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}
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}
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#define POINTS_COUNT(count) ((count) * 4)
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static GL_NO_INLINE void genPoints(Vertex* output, GLuint count) {
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Vertex* dst = output + POINTS_COUNT(count) - 1;
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Vertex* src = output + count - 1;
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float half_size = HALF_POINT_SIZE;
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// Expands v to { v + (S/2,-S/2), v + (S/2,S/2), v + (-S/2,-S/2), (-S/2,S/2) }
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for (; count > 0; count--, src--) {
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*dst = *src;
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dst->flags = GPU_CMD_VERTEX_EOL;
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dst->xyz[0] -= half_size; dst->xyz[1] += half_size;
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dst--;
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*dst = *src;
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dst->xyz[0] += half_size; dst->xyz[1] += half_size;
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dst--;
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*dst = *src;
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dst->xyz[0] -= half_size; dst->xyz[1] -= half_size;
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dst--;
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*dst = *src;
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dst->xyz[0] += half_size; dst->xyz[1] -= half_size;
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dst--;
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}
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}
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// Heavily based on the pvrline example by jnmartin84
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// Which is based on https://devcry.heiho.net/html/2017/20170820-opengl-line-drawing.html
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static Vertex* draw_line(Vertex* dst, Vertex* v1, Vertex* v2) {
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Vertex ov1 = *v1;
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Vertex ov2 = *v2;
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// TODO don't copy unless dst might overlap v1/v2
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// Essentially "expands" a line into a quad by
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// 1) Calculating normal of the line from v1 to v2
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// 2) Scaling normal by the line width
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// 3) Offseting the endpoints wrt the scaled normal
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float dx = ov2.xyz[0] - ov1.xyz[0];
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float dy = ov2.xyz[1] - ov1.xyz[1];
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float inverse_mag = fast_rsqrt((dx*dx) + (dy*dy)) * HALF_LINE_WIDTH;
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float nx = -dy * inverse_mag;
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float ny = dx * inverse_mag;
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*dst = ov2;
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dst->flags = GPU_CMD_VERTEX_EOL;
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dst->xyz[0] -= nx;
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dst->xyz[1] -= ny;
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dst--;
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*dst = ov1;
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dst->xyz[0] -= nx;
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dst->xyz[1] -= ny;
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dst--;
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*dst = ov2;
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dst->xyz[0] += nx;
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dst->xyz[1] += ny;
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dst--;
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*dst = ov1;
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dst->xyz[0] += nx;
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dst->xyz[1] += ny;
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dst--;
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return dst;
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}
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#define LINES_COUNT(count) (((count) / 2) * 4)
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static GL_NO_INLINE void genLines(Vertex* output, GLuint count) {
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Vertex* dst = output + LINES_COUNT(count) - 1;
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Vertex* src = output + count - 1;
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// Draws line using two vertices
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for (; count >= 2; count -= 2, src -= 2) {
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dst = draw_line(dst, src, src - 1);
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}
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}
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#define LINE_STRIP_COUNT(count) (((count) - 1) * 4)
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static GL_NO_INLINE void genLineStrip(Vertex* output, GLuint count) {
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Vertex* dst = output + LINE_STRIP_COUNT(count) - 1;
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Vertex* src = output + count - 1;
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// Draws line using current and prior vertex
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for (; count > 1; count--, src--) {
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dst = draw_line(dst, src, src - 1);
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}
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}
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#define LINE_LOOP_COUNT(count) ((count) * 4)
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static GL_NO_INLINE void genLineLoop(Vertex* output, GLuint count) {
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Vertex* dst = output + LINE_LOOP_COUNT(count) - 1;
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Vertex* src = output + count - 1;
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Vertex last = *src, first = *output;
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// Draws line using current and prior vertex
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for (; count > 1; count--, src--) {
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dst = draw_line(dst, src, src - 1);
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}
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// Connect first and last vertex
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draw_line(dst, &first, &last);
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}
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static void _readPositionData(const GLuint first, const GLuint count, Vertex* it) {
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const ReadAttributeFunc func = ATTRIB_LIST.vertex_func;
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const GLsizei vstride = ATTRIB_LIST.vertex.stride;
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const GLubyte* vptr = ((GLubyte*) ATTRIB_LIST.vertex.ptr + (first * vstride));
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ITERATE(count) {
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PREFETCH(vptr + vstride);
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func(vptr, (GLubyte*) it);
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it->flags = GPU_CMD_VERTEX;
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vptr += vstride;
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++it;
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}
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}
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static void _readUVData(const GLuint first, const GLuint count, Vertex* it) {
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const ReadAttributeFunc func = ATTRIB_LIST.uv_func;
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const GLsizei uvstride = ATTRIB_LIST.uv.stride;
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const GLubyte* uvptr = ((GLubyte*) ATTRIB_LIST.uv.ptr + (first * uvstride));
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ITERATE(count) {
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PREFETCH(uvptr + uvstride);
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func(uvptr, (GLubyte*) it->uv);
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uvptr += uvstride;
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++it;
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}
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}
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static void _readSTData(const GLuint first, const GLuint count, VertexExtra* it) {
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const ReadAttributeFunc func = ATTRIB_LIST.st_func;
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const GLsizei ststride = ATTRIB_LIST.st.stride;
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const GLubyte* stptr = ((GLubyte*) ATTRIB_LIST.st.ptr + (first * ststride));
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ITERATE(count) {
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PREFETCH(stptr + ststride);
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func(stptr, (GLubyte*) it->st);
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stptr += ststride;
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++it;
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}
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}
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static void _readNormalData(const GLuint first, const GLuint count, VertexExtra* it) {
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const ReadAttributeFunc func = ATTRIB_LIST.normal_func;
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const GLsizei nstride = ATTRIB_LIST.normal.stride;
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const GLubyte* nptr = ((GLubyte*) ATTRIB_LIST.normal.ptr + (first * nstride));
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ITERATE(count) {
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func(nptr, (GLubyte*) it->nxyz);
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nptr += nstride;
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if(_glIsNormalizeEnabled()) {
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GLfloat* n = (GLfloat*) it->nxyz;
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float temp = n[0] * n[0] + n[1] * n[1] + n[2] * n[2];
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float ilength = MATH_fsrra(temp);
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n[0] *= ilength;
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n[1] *= ilength;
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n[2] *= ilength;
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}
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++it;
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}
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}
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static void _readDiffuseData(const GLuint first, const GLuint count, Vertex* it) {
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const ReadAttributeFunc func = ATTRIB_LIST.colour_func;
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const GLuint cstride = ATTRIB_LIST.colour.stride;
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const GLubyte* cptr = ((GLubyte*) ATTRIB_LIST.colour.ptr) + (first * cstride);
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ITERATE(count) {
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PREFETCH(cptr + cstride);
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func(cptr, it->bgra);
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cptr += cstride;
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++it;
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}
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}
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static void generateElements(
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SubmissionTarget* target, const GLsizei first, const GLuint count,
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const GLubyte* indices, const GLenum type) {
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const GLsizei istride = index_size(type);
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const IndexParseFunc IndexFunc = _calcParseIndexFunc(type);
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GLubyte* xyz;
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GLubyte* uv;
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GLubyte* bgra;
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GLubyte* st;
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GLubyte* nxyz;
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Vertex* output = _glSubmissionTargetStart(target);
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VertexExtra* ve = aligned_vector_at(target->extras, 0);
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uint32_t i = first;
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uint32_t idx = 0;
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const ReadAttributeFunc pos_func = ATTRIB_LIST.vertex_func;
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const GLsizei vstride = ATTRIB_LIST.vertex.stride;
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const ReadAttributeFunc uv_func = ATTRIB_LIST.uv_func;
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const GLuint uvstride = ATTRIB_LIST.uv.stride;
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const ReadAttributeFunc st_func = ATTRIB_LIST.st_func;
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const GLuint ststride = ATTRIB_LIST.st.stride;
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const ReadAttributeFunc diffuse_func = ATTRIB_LIST.colour_func;
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const GLuint dstride = ATTRIB_LIST.colour.stride;
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const ReadAttributeFunc normal_func = ATTRIB_LIST.normal_func;
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const GLuint nstride = ATTRIB_LIST.normal.stride;
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for(; i < first + count; ++i) {
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idx = IndexFunc(indices + (i * istride));
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xyz = (GLubyte*) ATTRIB_LIST.vertex.ptr + (idx * vstride);
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uv = (GLubyte*) ATTRIB_LIST.uv.ptr + (idx * uvstride);
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bgra = (GLubyte*) ATTRIB_LIST.colour.ptr + (idx * dstride);
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st = (GLubyte*) ATTRIB_LIST.st.ptr + (idx * ststride);
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nxyz = (GLubyte*) ATTRIB_LIST.normal.ptr + (idx * nstride);
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pos_func(xyz, (GLubyte*) output);
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uv_func(uv, (GLubyte*) output->uv);
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diffuse_func(bgra, output->bgra);
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st_func(st, (GLubyte*) ve->st);
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normal_func(nxyz, (GLubyte*) ve->nxyz);
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output->flags = GPU_CMD_VERTEX;
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++output;
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++ve;
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}
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}
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typedef struct {
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float x, y, z;
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} Float3;
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typedef struct {
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float u, v;
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} Float2;
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static const Float3 F3Z = {0.0f, 0.0f, 1.0f};
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static const Float2 F2ZERO = {0.0f, 0.0f};
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static void generateElementsFastPath(
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SubmissionTarget* target, const GLsizei first, const GLuint count,
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const GLubyte* indices, const GLenum type) {
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Vertex* start = _glSubmissionTargetStart(target);
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const GLuint vstride = ATTRIB_LIST.vertex.stride;
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const GLuint uvstride = ATTRIB_LIST.uv.stride;
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const GLuint ststride = ATTRIB_LIST.st.stride;
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const GLuint dstride = ATTRIB_LIST.colour.stride;
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const GLuint nstride = ATTRIB_LIST.normal.stride;
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const GLsizei istride = index_size(type);
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const IndexParseFunc IndexFunc = _calcParseIndexFunc(type);
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/* Copy the pos, uv and color directly in one go */
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const GLubyte* pos = (ATTRIB_LIST.enabled & VERTEX_ENABLED_FLAG) ? ATTRIB_LIST.vertex.ptr : NULL;
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const GLubyte* uv = (ATTRIB_LIST.enabled & UV_ENABLED_FLAG) ? ATTRIB_LIST.uv.ptr : NULL;
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const GLubyte* col = (ATTRIB_LIST.enabled & DIFFUSE_ENABLED_FLAG) ? ATTRIB_LIST.colour.ptr : NULL;
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const GLubyte* st = (ATTRIB_LIST.enabled & ST_ENABLED_FLAG) ? ATTRIB_LIST.st.ptr : NULL;
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const GLubyte* n = (ATTRIB_LIST.enabled & NORMAL_ENABLED_FLAG) ? ATTRIB_LIST.normal.ptr : NULL;
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VertexExtra* ve = aligned_vector_at(target->extras, 0);
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Vertex* it = start;
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if(!pos) {
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return;
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}
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for(GLuint i = first; i < first + count; ++i) {
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GLuint idx = IndexFunc(indices + (i * istride));
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it->flags = GPU_CMD_VERTEX;
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pos = (GLubyte*) ATTRIB_LIST.vertex.ptr + (idx * vstride);
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TransformVertex(((float*) pos)[0], ((float*) pos)[1], ((float*) pos)[2], 1.0f, it->xyz, &it->w);
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if(uv) {
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uv = (GLubyte*) ATTRIB_LIST.uv.ptr + (idx * uvstride);
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MEMCPY4(it->uv, uv, sizeof(float) * 2);
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} else {
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*((Float2*) it->uv) = F2ZERO;
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}
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if(col) {
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col = (GLubyte*) ATTRIB_LIST.colour.ptr + (idx * dstride);
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MEMCPY4(it->bgra, col, sizeof(uint32_t));
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} else {
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*((uint32_t*) it->bgra) = ~0;
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}
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if(st) {
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st = (GLubyte*) ATTRIB_LIST.st.ptr + (idx * ststride);
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MEMCPY4(ve->st, st, sizeof(float) * 2);
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} else {
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*((Float2*) ve->st) = F2ZERO;
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}
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if(n) {
|
|
n = (GLubyte*) ATTRIB_LIST.normal.ptr + (idx * nstride);
|
|
MEMCPY4(ve->nxyz, n, sizeof(float) * 3);
|
|
} else {
|
|
*((Float3*) ve->nxyz) = F3Z;
|
|
}
|
|
|
|
it++;
|
|
ve++;
|
|
}
|
|
}
|
|
|
|
#define likely(x) __builtin_expect(!!(x), 1)
|
|
|
|
#define POLYMODE ALL
|
|
#define PROCESS_VERTEX_FLAGS(it, i) { \
|
|
(it)->flags = GPU_CMD_VERTEX; \
|
|
}
|
|
|
|
#include "draw_fastpath.inc"
|
|
#undef PROCESS_VERTEX_FLAGS
|
|
#undef POLYMODE
|
|
|
|
#define POLYMODE QUADS
|
|
#define PROCESS_VERTEX_FLAGS(it, i) { \
|
|
it->flags = GPU_CMD_VERTEX; \
|
|
if(((i + 1) % 4) == 0) { \
|
|
Vertex t = *it; \
|
|
*it = *(it - 1); \
|
|
*(it - 1) = t; \
|
|
it->flags = GPU_CMD_VERTEX_EOL; \
|
|
} \
|
|
}
|
|
|
|
#include "draw_fastpath.inc"
|
|
#undef PROCESS_VERTEX_FLAGS
|
|
#undef POLYMODE
|
|
|
|
#define POLYMODE TRIS
|
|
#define PROCESS_VERTEX_FLAGS(it, i) { \
|
|
it->flags = ((i + 1) % 3 == 0) ? GPU_CMD_VERTEX_EOL : GPU_CMD_VERTEX; \
|
|
}
|
|
#include "draw_fastpath.inc"
|
|
#undef PROCESS_VERTEX_FLAGS
|
|
#undef POLYMODE
|
|
|
|
static void generateArrays(SubmissionTarget* target, const GLsizei first, const GLuint count) {
|
|
Vertex* start = _glSubmissionTargetStart(target);
|
|
VertexExtra* ve = aligned_vector_at(target->extras, 0);
|
|
|
|
_readPositionData(first, count, start);
|
|
_readDiffuseData(first, count, start);
|
|
_readUVData(first, count, start);
|
|
_readNormalData(first, count, ve);
|
|
_readSTData(first, count, ve);
|
|
}
|
|
|
|
static void generate(SubmissionTarget* target, const GLenum mode, const GLsizei first, const GLuint count,
|
|
const GLubyte* indices, const GLenum type) {
|
|
/* Read from the client buffers and generate an array of ClipVertices */
|
|
TRACE();
|
|
|
|
if(ATTRIB_LIST.fast_path) {
|
|
if(indices) {
|
|
generateElementsFastPath(target, first, count, indices, type);
|
|
} else {
|
|
switch(mode) {
|
|
case GL_QUADS:
|
|
generateArraysFastPath_QUADS(target, first, count);
|
|
return; // Don't need to do any more processing
|
|
case GL_TRIANGLES:
|
|
generateArraysFastPath_TRIS(target, first, count);
|
|
return; // Don't need to do any more processing
|
|
default:
|
|
generateArraysFastPath_ALL(target, first, count);
|
|
}
|
|
}
|
|
} else {
|
|
if(indices) {
|
|
generateElements(target, first, count, indices, type);
|
|
} else {
|
|
generateArrays(target, first, count);
|
|
}
|
|
}
|
|
|
|
Vertex* it = _glSubmissionTargetStart(target);
|
|
// Drawing arrays
|
|
switch(mode) {
|
|
case GL_TRIANGLES:
|
|
genTriangles(it, count);
|
|
break;
|
|
case GL_QUADS:
|
|
genQuads(it, count);
|
|
break;
|
|
case GL_TRIANGLE_STRIP:
|
|
genTriangleStrip(it, count);
|
|
break;
|
|
|
|
case GL_QUAD_STRIP:
|
|
genQuadStrip(it, count);
|
|
break;
|
|
case GL_TRIANGLE_FAN:
|
|
genTriangleFan(it, count);
|
|
break;
|
|
|
|
case GL_POINTS:
|
|
genPoints(it, count);
|
|
break;
|
|
case GL_LINES:
|
|
genLines(it, count);
|
|
break;
|
|
case GL_LINE_STRIP:
|
|
genLineStrip(it, count);
|
|
break;
|
|
case GL_LINE_LOOP:
|
|
genLineLoop(it, count);
|
|
break;
|
|
default:
|
|
gl_assert(0 && "Not Implemented");
|
|
}
|
|
}
|
|
|
|
GL_FORCE_INLINE int _calc_pvr_face_culling() {
|
|
if(!_glIsCullingEnabled()) {
|
|
return GPU_CULLING_SMALL;
|
|
} else {
|
|
if(_glGetCullFace() == GL_BACK) {
|
|
return (_glGetFrontFace() == GL_CW) ? GPU_CULLING_CCW : GPU_CULLING_CW;
|
|
} else {
|
|
return (_glGetFrontFace() == GL_CCW) ? GPU_CULLING_CCW : GPU_CULLING_CW;
|
|
}
|
|
}
|
|
}
|
|
|
|
GL_FORCE_INLINE int _calc_pvr_depth_test() {
|
|
if(!_glIsDepthTestEnabled()) {
|
|
return GPU_DEPTHCMP_ALWAYS;
|
|
}
|
|
|
|
switch(_glGetDepthFunc()) {
|
|
case GL_NEVER:
|
|
return GPU_DEPTHCMP_NEVER;
|
|
case GL_LESS:
|
|
return GPU_DEPTHCMP_GREATER;
|
|
case GL_EQUAL:
|
|
return GPU_DEPTHCMP_EQUAL;
|
|
case GL_LEQUAL:
|
|
return GPU_DEPTHCMP_GEQUAL;
|
|
case GL_GREATER:
|
|
return GPU_DEPTHCMP_LESS;
|
|
case GL_NOTEQUAL:
|
|
return GPU_DEPTHCMP_NOTEQUAL;
|
|
case GL_GEQUAL:
|
|
return GPU_DEPTHCMP_LEQUAL;
|
|
break;
|
|
case GL_ALWAYS:
|
|
default:
|
|
return GPU_DEPTHCMP_ALWAYS;
|
|
}
|
|
}
|
|
|
|
GL_FORCE_INLINE void apply_poly_header(PolyHeader* header, GLboolean multiTextureHeader, PolyList* activePolyList, GLshort textureUnit) {
|
|
TRACE();
|
|
|
|
// Compile the header
|
|
PolyContext ctx;
|
|
memset(&ctx, 0, sizeof(PolyContext));
|
|
|
|
ctx.list_type = activePolyList->list_type;
|
|
ctx.fmt.color = GPU_CLRFMT_ARGBPACKED;
|
|
ctx.fmt.uv = GPU_UVFMT_32BIT;
|
|
ctx.gen.color_clamp = GPU_CLRCLAMP_DISABLE;
|
|
|
|
ctx.gen.culling = _calc_pvr_face_culling();
|
|
ctx.depth.comparison = _calc_pvr_depth_test();
|
|
ctx.depth.write = _glIsDepthWriteEnabled() ? GPU_DEPTHWRITE_ENABLE : GPU_DEPTHWRITE_DISABLE;
|
|
|
|
ctx.gen.shading = (_glGetShadeModel() == GL_SMOOTH) ? GPU_SHADE_GOURAUD : GPU_SHADE_FLAT;
|
|
|
|
if(_glIsScissorTestEnabled()) {
|
|
ctx.gen.clip_mode = GPU_USERCLIP_INSIDE;
|
|
} else {
|
|
ctx.gen.clip_mode = GPU_USERCLIP_DISABLE;
|
|
}
|
|
|
|
if(_glIsFogEnabled()) {
|
|
ctx.gen.fog_type = GPU_FOG_TABLE;
|
|
} else {
|
|
ctx.gen.fog_type = GPU_FOG_DISABLE;
|
|
}
|
|
|
|
if(_glIsBlendingEnabled() || _glIsAlphaTestEnabled()) {
|
|
ctx.gen.alpha = GPU_ALPHA_ENABLE;
|
|
} else {
|
|
ctx.gen.alpha = GPU_ALPHA_DISABLE;
|
|
}
|
|
|
|
if(ctx.list_type == GPU_LIST_OP_POLY) {
|
|
/* Opaque polys are always one/zero */
|
|
ctx.blend.src = GPU_BLEND_ONE;
|
|
ctx.blend.dst = GPU_BLEND_ZERO;
|
|
} else if(ctx.list_type == GPU_LIST_PT_POLY) {
|
|
/* Punch-through polys require fixed blending and depth modes */
|
|
ctx.blend.src = GPU_BLEND_SRCALPHA;
|
|
ctx.blend.dst = GPU_BLEND_INVSRCALPHA;
|
|
ctx.depth.comparison = GPU_DEPTHCMP_LEQUAL;
|
|
} else {
|
|
ctx.blend.src = _glGetGpuBlendSrcFactor();
|
|
ctx.blend.dst = _glGetGpuBlendDstFactor();
|
|
|
|
if(ctx.list_type == GPU_LIST_TR_POLY && AUTOSORT_ENABLED) {
|
|
/* Autosort mode requires this mode for transparent polys */
|
|
ctx.depth.comparison = GPU_DEPTHCMP_GEQUAL;
|
|
}
|
|
}
|
|
|
|
_glUpdatePVRTextureContext(&ctx, textureUnit);
|
|
|
|
if(multiTextureHeader) {
|
|
gl_assert(ctx.list_type == GPU_LIST_TR_POLY);
|
|
|
|
ctx.gen.alpha = GPU_ALPHA_ENABLE;
|
|
ctx.txr.alpha = GPU_TXRALPHA_ENABLE;
|
|
ctx.blend.src = GPU_BLEND_ZERO;
|
|
ctx.blend.dst = GPU_BLEND_DESTCOLOR;
|
|
ctx.depth.comparison = GPU_DEPTHCMP_EQUAL;
|
|
}
|
|
|
|
CompilePolyHeader(header, &ctx);
|
|
|
|
/* Force bits 18 and 19 on to switch to 6 triangle strips */
|
|
header->cmd |= 0xC0000;
|
|
|
|
/* Post-process the vertex list */
|
|
/*
|
|
* This is currently unnecessary. aligned_vector memsets the allocated objects
|
|
* to zero, and we don't touch oargb, also, we don't *enable* oargb yet in the
|
|
* pvr header so it should be ignored anyway. If this ever becomes a problem,
|
|
* uncomment this.
|
|
ClipVertex* vout = output;
|
|
const ClipVertex* end = output + count;
|
|
while(vout < end) {
|
|
vout->oargb = 0;
|
|
}
|
|
*/
|
|
}
|
|
|
|
#define DEBUG_CLIPPING 0
|
|
|
|
|
|
static AlignedVector VERTEX_EXTRAS;
|
|
static SubmissionTarget SUBMISSION_TARGET;
|
|
|
|
|
|
void _glInitSubmissionTarget() {
|
|
SubmissionTarget* target = &SUBMISSION_TARGET;
|
|
|
|
target->extras = NULL;
|
|
target->count = 0;
|
|
target->output = NULL;
|
|
target->header_offset = target->start_offset = 0;
|
|
|
|
aligned_vector_init(&VERTEX_EXTRAS, sizeof(VertexExtra));
|
|
target->extras = &VERTEX_EXTRAS;
|
|
}
|
|
|
|
GL_FORCE_INLINE GLuint calcFinalVertices(GLenum mode, GLuint count) {
|
|
switch (mode) {
|
|
case GL_POINTS:
|
|
return POINTS_COUNT(count);
|
|
case GL_LINE_LOOP:
|
|
return LINE_LOOP_COUNT(count);
|
|
case GL_LINE_STRIP:
|
|
return LINE_STRIP_COUNT(count);
|
|
case GL_LINES:
|
|
return LINES_COUNT(count);
|
|
case GL_TRIANGLE_FAN:
|
|
return TRIFAN_COUNT(count);
|
|
case GL_QUAD_STRIP:
|
|
return QUADSTRIP_COUNT(count);
|
|
}
|
|
return count;
|
|
}
|
|
|
|
GL_FORCE_INLINE void submitVertices(GLenum mode, GLsizei first, GLuint count, GLenum type, const GLvoid* indices) {
|
|
SubmissionTarget* const target = &SUBMISSION_TARGET;
|
|
AlignedVector* const extras = target->extras;
|
|
|
|
TRACE();
|
|
|
|
/* Do nothing if vertices aren't enabled */
|
|
if(!(ATTRIB_LIST.enabled & VERTEX_ENABLED_FLAG)) return;
|
|
if(ATTRIB_LIST.dirty) _glUpdateAttributes();
|
|
|
|
/* No vertices? Do nothing */
|
|
if(!count) return;
|
|
|
|
/* Polygons are treated as triangle fans, the only time this would be a
|
|
* problem is if we supported glPolygonMode(..., GL_LINE) but we don't.
|
|
* We optimise the triangle and quad cases.
|
|
*/
|
|
if(mode == GL_POLYGON) {
|
|
switch(count) {
|
|
case 2:
|
|
mode = GL_LINES;
|
|
break;
|
|
case 3:
|
|
mode = GL_TRIANGLES;
|
|
break;
|
|
case 4:
|
|
mode = GL_QUADS;
|
|
break;
|
|
default:
|
|
mode = GL_TRIANGLE_FAN;
|
|
}
|
|
}
|
|
|
|
target->output = _glActivePolyList();
|
|
gl_assert(target->output);
|
|
gl_assert(extras);
|
|
|
|
uint32_t vector_size = aligned_vector_size(&target->output->vector);
|
|
|
|
GLboolean header_required = (vector_size == 0) || _glGPUStateIsDirty();
|
|
|
|
target->count = calcFinalVertices(mode, count);
|
|
target->header_offset = vector_size;
|
|
target->start_offset = target->header_offset + (header_required ? 1 : 0);
|
|
|
|
gl_assert(target->start_offset >= target->header_offset);
|
|
gl_assert(target->count);
|
|
|
|
/* Make sure we have enough room for all the "extra" data */
|
|
aligned_vector_resize(extras, target->count);
|
|
|
|
/* Make room for the vertices and header */
|
|
aligned_vector_extend(&target->output->vector, target->count + (header_required));
|
|
|
|
if(header_required) {
|
|
apply_poly_header(_glSubmissionTargetHeader(target), GL_FALSE, target->output, 0);
|
|
_glGPUStateMarkClean();
|
|
}
|
|
|
|
_glTnlLoadMatrix();
|
|
|
|
generate(target, mode, first, count, (GLubyte*) indices, type);
|
|
|
|
_glTnlApplyEffects(target);
|
|
|
|
// /*
|
|
// Now, if multitexturing is enabled, we want to send exactly the same vertices again, except:
|
|
// - We want to enable blending, and send them to the TR list
|
|
// - We want to set the depth func to GL_EQUAL
|
|
// - We want to set the second texture ID
|
|
// - We want to set the uv coordinates to the passed st ones
|
|
// */
|
|
|
|
// if(!TEXTURES_ENABLED[1]) {
|
|
// /* Multitexture actively disabled */
|
|
// return;
|
|
// }
|
|
|
|
// TextureObject* texture1 = _glGetTexture1();
|
|
|
|
// /* Multitexture implicitly disabled */
|
|
// if(!texture1 || ((ATTRIB_LIST.enabled & ST_ENABLED_FLAG) != ST_ENABLED_FLAG)) {
|
|
// /* Multitexture actively disabled */
|
|
// return;
|
|
// }
|
|
|
|
// /* Push back a copy of the list to the transparent poly list, including the header
|
|
// (hence the + 1)
|
|
// */
|
|
// Vertex* vertex = aligned_vector_push_back(
|
|
// &_glTransparentPolyList()->vector, (Vertex*) _glSubmissionTargetHeader(target), target->count + 1
|
|
// );
|
|
|
|
// gl_assert(vertex);
|
|
|
|
// PolyHeader* mtHeader = (PolyHeader*) vertex++;
|
|
// /* Send the buffer again to the transparent list */
|
|
// apply_poly_header(mtHeader, GL_TRUE, _glTransparentPolyList(), 1);
|
|
|
|
// /* Replace the UV coordinates with the ST ones */
|
|
// VertexExtra* ve = aligned_vector_at(target->extras, 0);
|
|
// ITERATE(target->count) {
|
|
// vertex->uv[0] = ve->st[0];
|
|
// vertex->uv[1] = ve->st[1];
|
|
// ++vertex;
|
|
// ++ve;
|
|
// }
|
|
}
|
|
|
|
void APIENTRY glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices) {
|
|
TRACE();
|
|
|
|
if(_glCheckImmediateModeInactive(__func__)) {
|
|
return;
|
|
}
|
|
|
|
submitVertices(mode, 0, count, type, indices);
|
|
}
|
|
|
|
void APIENTRY glDrawArrays(GLenum mode, GLint first, GLsizei count) {
|
|
TRACE();
|
|
|
|
if(_glCheckImmediateModeInactive(__func__)) {
|
|
return;
|
|
}
|
|
|
|
submitVertices(mode, first, count, GL_UNSIGNED_INT, NULL);
|
|
}
|
|
|
|
GLuint _glGetActiveClientTexture() {
|
|
return ACTIVE_CLIENT_TEXTURE;
|
|
}
|
|
|
|
void APIENTRY glClientActiveTextureARB(GLenum texture) {
|
|
TRACE();
|
|
|
|
if(texture < GL_TEXTURE0_ARB || texture > GL_TEXTURE0_ARB + MAX_GLDC_TEXTURE_UNITS) {
|
|
_glKosThrowError(GL_INVALID_ENUM, __func__);
|
|
return;
|
|
}
|
|
|
|
ACTIVE_CLIENT_TEXTURE = (texture == GL_TEXTURE1_ARB) ? 1 : 0;
|
|
}
|