GLdc/GL/framebuffer.c

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#include <stdio.h>
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#include <assert.h>
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#include "private.h"
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typedef struct {
GLuint index;
GLuint texture_id;
GLboolean is_complete;
/* FIXME: Add OP, TR and PT lists per framebuffer */
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} FrameBuffer;
static FrameBuffer* ACTIVE_FRAMEBUFFER = NULL;
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static NamedArray FRAMEBUFFERS;
void _glInitFramebuffers() {
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named_array_init(&FRAMEBUFFERS, sizeof(FrameBuffer), 32);
// Reserve zero so that it is never given to anyone as an ID!
named_array_reserve(&FRAMEBUFFERS, 0);
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}
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void _glWipeTextureOnFramebuffers(GLuint texture) {
/* Spec says we don't update inactive framebuffers, they'll presumably just cause
* a GL_INVALID_OPERATION if we try to render to them */
if(ACTIVE_FRAMEBUFFER && ACTIVE_FRAMEBUFFER->texture_id == texture) {
ACTIVE_FRAMEBUFFER->texture_id = 0;
}
}
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void APIENTRY glGenFramebuffersEXT(GLsizei n, GLuint* framebuffers) {
TRACE();
while(n--) {
GLuint id = 0;
FrameBuffer* fb = (FrameBuffer*) named_array_alloc(&FRAMEBUFFERS, &id);
fb->index = id;
fb->is_complete = GL_FALSE;
fb->texture_id = 0;
*framebuffers = id;
framebuffers++;
}
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}
void APIENTRY glDeleteFramebuffersEXT(GLsizei n, const GLuint* framebuffers) {
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TRACE();
while(n--) {
FrameBuffer* fb = (FrameBuffer*) named_array_get(&FRAMEBUFFERS, *framebuffers);
if(fb == ACTIVE_FRAMEBUFFER) {
ACTIVE_FRAMEBUFFER = NULL;
}
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named_array_release(&FRAMEBUFFERS, *framebuffers++);
}
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}
void APIENTRY glBindFramebufferEXT(GLenum target, GLuint framebuffer) {
_GL_UNUSED(target);
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TRACE();
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if(framebuffer) {
ACTIVE_FRAMEBUFFER = (FrameBuffer*) named_array_get(&FRAMEBUFFERS, framebuffer);
} else {
ACTIVE_FRAMEBUFFER = NULL;
/* FIXME: This is where we need to submit the lists and then clear them. Binding zero means returning to the
* default framebuffer so we need to render a frame to the texture at that point */
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}
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}
void APIENTRY glFramebufferTexture2DEXT(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) {
_GL_UNUSED(target);
_GL_UNUSED(attachment);
_GL_UNUSED(textarget);
_GL_UNUSED(level);
if(texture != 0 && !glIsTexture(texture)) {
_glKosThrowError(GL_INVALID_OPERATION, __func__);
return;
}
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if(!ACTIVE_FRAMEBUFFER) {
_glKosThrowError(GL_INVALID_OPERATION, __func__);
return;
}
ACTIVE_FRAMEBUFFER->texture_id = texture;
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}
GL_FORCE_INLINE GLuint A1555(GLuint v) {
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const GLuint MASK = (1 << 15);
return (v & MASK) >> 8;
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}
GL_FORCE_INLINE GLuint R1555(GLuint v) {
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const GLuint MASK = (31 << 10);
return (v & MASK) >> 7;
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}
GL_FORCE_INLINE GLuint G1555(GLuint v) {
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const GLuint MASK = (31 << 5);
return (v & MASK) >> 2;
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}
GL_FORCE_INLINE GLuint B1555(GLuint v) {
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const GLuint MASK = (31 << 0);
return (v & MASK) << 3;
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}
GL_FORCE_INLINE GLuint A4444(GLuint v) {
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const GLuint MASK = (0xF << 12);
return (v & MASK) >> 12;
}
GL_FORCE_INLINE GLuint R4444(GLuint v) {
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const GLuint MASK = (0xF << 8);
return (v & MASK) >> 8;
}
GL_FORCE_INLINE GLuint G4444(GLuint v) {
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const GLuint MASK = (0xF << 4);
return (v & MASK) >> 4;
}
GL_FORCE_INLINE GLuint B4444(GLuint v) {
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const GLuint MASK = (0xF << 0);
return (v & MASK) >> 0;
}
GL_FORCE_INLINE GLuint R565(GLuint v) {
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const GLuint MASK = (31 << 11);
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return (v & MASK) >> 8;
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}
GL_FORCE_INLINE GLuint G565(GLuint v) {
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const GLuint MASK = (63 << 5);
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return (v & MASK) >> 3;
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}
GL_FORCE_INLINE GLuint B565(GLuint v) {
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const GLuint MASK = (31 << 0);
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return (v & MASK) << 3;
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}
static GL_NO_INSTRUMENT GLboolean _glCalculateAverageTexel(GLuint pvrFormat, const GLubyte* src1, const GLubyte* src2, const GLubyte* src3, const GLubyte* src4, GLubyte* t) {
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GLuint a, r, g, b;
GLubyte format = ((pvrFormat & (1 << 27)) | (pvrFormat & (1 << 26))) >> 26;
const GLubyte ARGB1555 = 0;
const GLubyte ARGB4444 = 1;
const GLubyte RGB565 = 2;
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if((pvrFormat & GPU_TXRFMT_PAL8BPP) == GPU_TXRFMT_PAL8BPP) {
/* Paletted... all we can do really is just pick one of the
* 4 texels.. unless we want to change the palette (bad) or
* pick the closest available colour (slow, and probably bad)
*/
*t = *src1;
} else if(format == RGB565) {
GLushort* s1 = (GLushort*) src1;
GLushort* s2 = (GLushort*) src2;
GLushort* s3 = (GLushort*) src3;
GLushort* s4 = (GLushort*) src4;
GLushort* d1 = (GLushort*) t;
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r = R565(*s1) + R565(*s2) + R565(*s3) + R565(*s4);
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g = G565(*s1) + G565(*s2) + G565(*s3) + G565(*s4);
b = B565(*s1) + B565(*s2) + B565(*s3) + B565(*s4);
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r /= 4;
g /= 4;
b /= 4;
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*d1 = PACK_RGB565(r, g, b);
} else if(format == ARGB4444) {
GLushort* s1 = (GLushort*) src1;
GLushort* s2 = (GLushort*) src2;
GLushort* s3 = (GLushort*) src3;
GLushort* s4 = (GLushort*) src4;
GLushort* d1 = (GLushort*) t;
a = A4444(*s1) + A4444(*s2) + A4444(*s3) + A4444(*s4);
r = R4444(*s1) + R4444(*s2) + R4444(*s3) + R4444(*s4);
g = G4444(*s1) + G4444(*s2) + G4444(*s3) + G4444(*s4);
b = B4444(*s1) + B4444(*s2) + B4444(*s3) + B4444(*s4);
a /= 4;
r /= 4;
g /= 4;
b /= 4;
*d1 = PACK_ARGB4444(a, r, g, b);
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} else {