More restructure
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40aedc2530
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0de40d4f27
80
GL/flush.c
80
GL/flush.c
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@ -21,37 +21,57 @@ static const int STRIDE = sizeof(Vertex) / sizeof(GLuint);
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typedef struct {
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int count;
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Vertex* current;
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GLboolean current_is_vertex;
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} ListIterator;
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GL_FORCE_INLINE GLboolean isVertex(const Vertex* vertex) {
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return (
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vertex->flags == PVR_CMD_VERTEX ||
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vertex->flags == PVR_CMD_VERTEX_EOL
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);
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}
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GL_FORCE_INLINE GLboolean isVisible(const Vertex* vertex) {
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return vertex->w >= 0 && vertex->xyz[2] >= -vertex->w;
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}
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static inline ListIterator* next(ListIterator* it) {
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/* Move the list iterator to the next vertex to
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* submit. Takes care of clipping the triangle strip
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* and perspective dividing the vertex before
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* returning */
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if(--it->count) {
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while(--it->count) {
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it->current++;
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/* Ignore dead vertices */
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if(it->current->flags == DEAD) {
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continue;
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}
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/* If this is a header, then we submit! */
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it->current_is_vertex = isVertex(it->current);
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if(it->current_is_vertex) {
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return it;
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}
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/* All other vertices are fine */
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return it;
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} else {
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return NULL;
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}
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return NULL;
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}
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static inline ListIterator* begin(void* src, int n) {
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ListIterator* it = (ListIterator*) malloc(sizeof(ListIterator));
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it->count = n;
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it->current = (Vertex*) src;
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it->current_is_vertex = GL_FALSE;
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return (n) ? it : NULL;
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}
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GL_FORCE_INLINE isVertex(const Vertex* vertex) {
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return (
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vertex->flags == PVR_CMD_VERTEX ||
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vertex->flags == PVR_CMD_VERTEX_EOL
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);
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}
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static inline void perspective_divide(Vertex* vertex) {
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float f = MATH_Fast_Invert(vertex->w);
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vertex->xyz[0] *= f;
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@ -63,32 +83,34 @@ static inline void perspective_divide(Vertex* vertex) {
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static void pvr_list_submit(void *src, int n) {
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GLuint *d = TA_SQ_ADDR;
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/* First entry is assumed to always be a header and therefore
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* always submitted (e.g. not clipped) */
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ListIterator* it = begin(src, n);
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/* fill/write queues as many times necessary */
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while(it) {
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__asm__("pref @%0" : : "r"(it->current + 1)); /* prefetch 64 bytes for next loop */
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if(it->current->flags != DEAD) {
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if(isVertex(it->current)) {
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perspective_divide(it->current);
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}
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GLuint* s = (GLuint*) it->current;
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d[0] = *(s++);
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d[1] = *(s++);
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d[2] = *(s++);
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d[3] = *(s++);
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d[4] = *(s++);
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d[5] = *(s++);
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d[6] = *(s++);
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d[7] = *(s++);
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/* This prefetch actually commits 32 bytes to the SQ */
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__asm__("pref @%0" : : "r"(d));
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d += 8; /* Move to the next SQ address */
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if(it->current_is_vertex) {
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perspective_divide(it->current);
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}
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GLuint* s = (GLuint*) it->current;
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d[0] = *(s++);
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d[1] = *(s++);
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d[2] = *(s++);
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d[3] = *(s++);
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d[4] = *(s++);
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d[5] = *(s++);
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d[6] = *(s++);
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d[7] = *(s++);
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/* This prefetch actually commits 32 bytes to the SQ */
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__asm__("pref @%0" : : "r"(d));
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d += 8; /* Move to the next SQ address */
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it = next(it);
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}
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