GLdc/GL/flush.c

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#include "../containers/aligned_vector.h"
#include "private.h"
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PolyList OP_LIST;
PolyList PT_LIST;
PolyList TR_LIST;
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/**
* FAST_MODE will use invW for all Z coordinates sent to the
* GPU.
*
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* This will break orthographic mode so default is FALSE
**/
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#define FAST_MODE GL_FALSE
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GLboolean AUTOSORT_ENABLED = GL_FALSE;
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PolyList* _glOpaquePolyList() {
return &OP_LIST;
}
PolyList* _glPunchThruPolyList() {
return &PT_LIST;
}
PolyList *_glTransparentPolyList() {
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return &TR_LIST;
}
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void APIENTRY glFlush() {
}
void APIENTRY glFinish() {
}
void APIENTRY glKosInitConfig(GLdcConfig* config) {
config->autosort_enabled = GL_FALSE;
config->fsaa_enabled = GL_FALSE;
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config->initial_op_capacity = 1024 * 3;
config->initial_pt_capacity = 512 * 3;
config->initial_tr_capacity = 1024 * 3;
config->initial_immediate_capacity = 1024 * 3;
config->internal_palette_format = GL_RGBA8;
}
void APIENTRY glKosInitEx(GLdcConfig* config) {
TRACE();
printf("\nWelcome to GLdc! Git revision: %s\n\n", GLDC_VERSION);
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InitGPU(config->autosort_enabled, config->fsaa_enabled);
AUTOSORT_ENABLED = config->autosort_enabled;
_glInitMatrices();
_glInitAttributePointers();
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_glInitContext();
_glInitLights();
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_glInitImmediateMode(config->initial_immediate_capacity);
_glInitFramebuffers();
_glSetInternalPaletteFormat(config->internal_palette_format);
_glInitTextures();
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OP_LIST.list_type = GPU_LIST_OP_POLY;
PT_LIST.list_type = GPU_LIST_PT_POLY;
TR_LIST.list_type = GPU_LIST_TR_POLY;
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aligned_vector_init(&OP_LIST.vector, sizeof(Vertex));
aligned_vector_init(&PT_LIST.vector, sizeof(Vertex));
aligned_vector_init(&TR_LIST.vector, sizeof(Vertex));
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aligned_vector_reserve(&OP_LIST.vector, config->initial_op_capacity);
aligned_vector_reserve(&PT_LIST.vector, config->initial_pt_capacity);
aligned_vector_reserve(&TR_LIST.vector, config->initial_tr_capacity);
}
void APIENTRY glKosInit() {
GLdcConfig config;
glKosInitConfig(&config);
glKosInitEx(&config);
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}
void APIENTRY glKosSwapBuffers() {
TRACE();
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SceneBegin();
SceneListBegin(GPU_LIST_OP_POLY);
SceneListSubmit(OP_LIST.vector.data, OP_LIST.vector.size);
SceneListFinish();
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SceneListBegin(GPU_LIST_PT_POLY);
SceneListSubmit(PT_LIST.vector.data, PT_LIST.vector.size);
SceneListFinish();
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SceneListBegin(GPU_LIST_TR_POLY);
SceneListSubmit(TR_LIST.vector.data, TR_LIST.vector.size);
SceneListFinish();
SceneFinish();
aligned_vector_clear(&OP_LIST.vector);
aligned_vector_clear(&PT_LIST.vector);
aligned_vector_clear(&TR_LIST.vector);
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_glApplyScissor(true);
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}