Much faster clipping
This commit is contained in:
parent
1a678d2c8d
commit
0f65eab86a
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@ -9,8 +9,7 @@
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#define likely(x) __builtin_expect(!!(x), 1)
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#define unlikely(x) __builtin_expect(!!(x), 0)
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#define SQ_BASE_ADDRESS (uint32_t *)(void *) \
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(0xe0000000 | (((uint32_t)0x10000000) & 0x03ffffe0))
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#define SQ_BASE_ADDRESS (void*) 0xe0000000
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GL_FORCE_INLINE bool glIsVertex(const float flags) {
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@ -51,21 +50,18 @@ GL_FORCE_INLINE void _glPerspectiveDivideVertex(Vertex* vertex, const float h) {
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const float f = _glFastInvert(vertex->w);
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/* Convert to NDC and apply viewport */
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vertex->xyz[0] = __builtin_fmaf(
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VIEWPORT.hwidth, vertex->xyz[0] * f, VIEWPORT.x_plus_hwidth
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);
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vertex->xyz[1] = h - __builtin_fmaf(
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VIEWPORT.hheight, vertex->xyz[1] * f, VIEWPORT.y_plus_hheight
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);
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vertex->xyz[0] = ((vertex->xyz[0] * f) * 320) + 320;
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vertex->xyz[1] = ((vertex->xyz[1] * f) * -240) + 240;
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vertex->xyz[2] = f;
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/* Orthographic projections need to use invZ otherwise we lose
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the depth information. As w == 1, and clip-space range is -w to +w
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we add 1.0 to the Z to bring it into range. We add a little extra to
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avoid a divide by zero.
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*/
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vertex->xyz[2] = (vertex->w == 1.0f) ? _glFastInvert(1.0001f + vertex->xyz[2]) : f;
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if(vertex->w == 1.0f) {
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vertex->xyz[2] = _glFastInvert(1.0001f + vertex->xyz[2]);
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}
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}
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GL_FORCE_INLINE void _glSubmitHeaderOrVertex(volatile uint32_t* d, const Vertex* v) {
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@ -91,37 +87,29 @@ GL_FORCE_INLINE void _glSubmitHeaderOrVertex(volatile uint32_t* d, const Vertex*
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d += 8;
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}
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static inline void interpolateColour(const uint32_t* a, const uint32_t* b, const float t, uint32_t* out) {
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const static uint32_t MASK1 = 0x00FF00FF;
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const static uint32_t MASK2 = 0xFF00FF00;
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const uint32_t f2 = 256 * t;
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const uint32_t f1 = 256 - f2;
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*out = (((((*a & MASK1) * f1) + ((*b & MASK1) * f2)) >> 8) & MASK1) |
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(((((*a & MASK2) * f1) + ((*b & MASK2) * f2)) >> 8) & MASK2);
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}
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static inline void _glClipEdge(const Vertex* v1, const Vertex* v2, Vertex* vout) {
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/* Clipping time! */
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static inline void _glClipEdge(const Vertex* const v1, const Vertex* const v2, Vertex* vout) {
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const static float o = 1.0f / 255.0f;
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const float d0 = v1->w + v1->xyz[2];
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const float d1 = v2->w + v2->xyz[2];
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const float sign = ((2.0f * (d1 < d0)) - 1.0f);
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const float epsilon = -0.00001f * sign;
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const float n = (d0 - d1);
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const float r = (1.f / sqrtf(n * n)) * sign;
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float t = fmaf(r, d0, epsilon);
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const float t = (fabs(d0) * (1.0f / sqrtf((d1 - d0) * (d1 - d0)))) + 0.000001f;
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const float invt = 1.0f - t;
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vout->xyz[0] = fmaf(v2->xyz[0] - v1->xyz[0], t, v1->xyz[0]);
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vout->xyz[1] = fmaf(v2->xyz[1] - v1->xyz[1], t, v1->xyz[1]);
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vout->xyz[2] = fmaf(v2->xyz[2] - v1->xyz[2], t, v1->xyz[2]);
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vout->w = fmaf(v2->w - v1->w, t, v1->w);
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vout->xyz[0] = invt * v1->xyz[0] + t * v2->xyz[0];
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vout->xyz[1] = invt * v1->xyz[1] + t * v2->xyz[1];
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vout->xyz[2] = invt * v1->xyz[2] + t * v2->xyz[2];
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vout->uv[0] = fmaf(v2->uv[0] - v1->uv[0], t, v1->uv[0]);
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vout->uv[1] = fmaf(v2->uv[1] - v1->uv[1], t, v1->uv[1]);
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vout->uv[0] = invt * v1->uv[0] + t * v2->uv[0];
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vout->uv[1] = invt * v1->uv[1] + t * v2->uv[1];
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interpolateColour((uint32_t*) v1->bgra, (uint32_t*) v2->bgra, t, (uint32_t*) vout->bgra);
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vout->w = invt * v1->w + t * v2->w;
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const float m = 255 * t;
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const float n = 255 - m;
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vout->bgra[0] = (v1->bgra[0] * n + v2->bgra[0] * m) * o;
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vout->bgra[1] = (v1->bgra[1] * n + v2->bgra[1] * m) * o;
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vout->bgra[2] = (v1->bgra[2] * n + v2->bgra[2] * m) * o;
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vout->bgra[3] = (v1->bgra[3] * n + v2->bgra[3] * m) * o;
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}
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#define SPAN_SORT_CFG 0x005F8030
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@ -146,17 +134,9 @@ void SceneListSubmit(void* src, int n) {
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//Set QACR registers
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QACR[1] = QACR[0] = 0x11;
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volatile uint32_t *d = SQ_BASE_ADDRESS;
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volatile uint32_t *sq = SQ_BASE_ADDRESS;
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int8_t queue_head = 0;
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int8_t queue_tail = 0;
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/* The most vertices ever in the queue is 5 (as some clipping operations
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* produce and additional couple of vertice, but we add one more so the ring buffer doesn't
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* trip over itself (e.g. if tail == head we can guarantee it's empty, not full) */
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const static uint8_t queue_capacity = 4;
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Vertex __attribute__((aligned(32))) queue[queue_capacity];
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Vertex* vertex = (Vertex*) src;
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uint32_t clipping_disabled_mask = (_glNearZClippingEnabled()) ? 0 : 0x7;
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#if CLIP_DEBUG
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for(int i = 0; i < n; ++i) {
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@ -165,83 +145,100 @@ void SceneListSubmit(void* src, int n) {
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fprintf(stderr, "----\n");
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#endif
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uint8_t visible_mask = 0;
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bool last_vertex = false;
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uint8_t counter = 0;
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Vertex* v2 = (Vertex*) src;
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while(n--) {
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uint8_t counter = 0;
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last_vertex = false;
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memcpy_vertex(queue + queue_tail, vertex++);
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switch(queue[queue_tail].flags) {
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__builtin_prefetch(v2 + 1);
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switch(v2->flags) {
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case GPU_CMD_VERTEX_EOL:
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last_vertex = true;
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case GPU_CMD_VERTEX:
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visible_mask = (visible_mask >> 1) | (queue[queue_tail].xyz[2] >= -queue[queue_tail].w) << 2;
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assert(visible_mask < 15);
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queue_tail = (queue_tail + 1) % queue_capacity;
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counter = (queue_tail - queue_head + queue_capacity) % queue_capacity;
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if(++counter < 3) {
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v2++;
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continue;
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}
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break;
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default:
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_glSubmitHeaderOrVertex(d, &queue[queue_tail]);
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break;
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_glSubmitHeaderOrVertex(sq, v2++);
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counter = 0;
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continue;
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}
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if(counter < 3) {
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continue;
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}
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Vertex* const v0 = v2 - 2;
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Vertex* const v1 = v2 - 1;
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#if CLIP_DEBUG
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fprintf(stderr, "%d\n", visible_mask);
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#endif
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Vertex __attribute__((aligned(32))) a, b; // Scratch vertices
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switch(visible_mask | (last_vertex << 3)) {
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const uint8_t visible_mask = (
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(v0->xyz[2] > -v0->w) << 0 |
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(v1->xyz[2] > -v1->w) << 1 |
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(v2->xyz[2] > -v2->w) << 2 |
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((v2->flags == GPU_CMD_VERTEX_EOL) << 3) |
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clipping_disabled_mask // This forces everything to be marked visible if clipping is disabled
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);
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switch(visible_mask) {
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case 0:
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break;
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case 15: /* All visible, but final vertex in strip */
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const int8_t v1 = (queue_head + 1) % queue_capacity;
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const int8_t v2 = (queue_head + 2) % queue_capacity;
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{
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_glPerspectiveDivideVertex(v0, h);
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_glSubmitHeaderOrVertex(sq, v0);
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_glPerspectiveDivideVertex(&queue[queue_head], h);
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_glSubmitHeaderOrVertex(d, &queue[queue_head]);
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Vertex __attribute__((aligned(32))) a = *v1;
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_glPerspectiveDivideVertex(&a, h);
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_glSubmitHeaderOrVertex(sq, &a);
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_glPerspectiveDivideVertex(&queue[v1], h);
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_glSubmitHeaderOrVertex(d, &queue[v1]);
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_glPerspectiveDivideVertex(&queue[v2], h);
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_glSubmitHeaderOrVertex(d, &queue[v2]);
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a = *v2;
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_glPerspectiveDivideVertex(&a, h);
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_glSubmitHeaderOrVertex(sq, &a);
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}
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break;
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case 7:
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/* All visible, push the first vertex and move on */
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_glPerspectiveDivideVertex(&queue[queue_head], h);
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_glSubmitHeaderOrVertex(d, &queue[queue_head]);
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_glPerspectiveDivideVertex(v0, h);
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_glSubmitHeaderOrVertex(sq, v0);
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break;
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case 9:
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case 1:
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/* First vertex was visible */
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/* First vertex was visible, last in strip */
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{
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Vertex* v0 = &queue[queue_head];
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Vertex* v1 = &queue[(queue_head + 1) % queue_capacity];
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Vertex* v2 = &queue[(queue_head + 2) % queue_capacity];
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Vertex __attribute__((aligned(32))) a, b;
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_glClipEdge(v0, v1, &a);
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_glClipEdge(v2, v0, &b);
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a.flags = GPU_CMD_VERTEX;
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_glClipEdge(v0, v1, &a);
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a.flags = GPU_CMD_VERTEX;
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/* If v2 was the last in the strip, then b should be. If it wasn't
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we'll create a degenerate triangle by adding b twice in a row so that the
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strip processing will continue correctly after crossing the plane so it can
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cross back*/
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b.flags = v2->flags;
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_glClipEdge(v2, v0, &b);
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b.flags = GPU_CMD_VERTEX_EOL;
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_glPerspectiveDivideVertex(v0, h);
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_glSubmitHeaderOrVertex(d, v0);
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_glPerspectiveDivideVertex(v0, h);
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_glSubmitHeaderOrVertex(sq, v0);
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_glPerspectiveDivideVertex(&a, h);
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_glSubmitHeaderOrVertex(d, &a);
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_glPerspectiveDivideVertex(&a, h);
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_glSubmitHeaderOrVertex(sq, &a);
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_glPerspectiveDivideVertex(&b, h);
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_glSubmitHeaderOrVertex(d, &b);
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_glSubmitHeaderOrVertex(d, &b);
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_glPerspectiveDivideVertex(&b, h);
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_glSubmitHeaderOrVertex(sq, &b);
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}
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break;
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case 1:
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/* First vertex was visible, but not last in strip */
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{
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Vertex __attribute__((aligned(32))) a, b;
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_glClipEdge(v0, v1, &a);
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a.flags = GPU_CMD_VERTEX;
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_glClipEdge(v2, v0, &b);
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b.flags = GPU_CMD_VERTEX;
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_glPerspectiveDivideVertex(v0, h);
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_glSubmitHeaderOrVertex(sq, v0);
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_glPerspectiveDivideVertex(&a, h);
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_glSubmitHeaderOrVertex(sq, &a);
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_glPerspectiveDivideVertex(&b, h);
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_glSubmitHeaderOrVertex(sq, &b);
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_glSubmitHeaderOrVertex(sq, &b);
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}
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break;
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case 10:
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@ -249,133 +246,164 @@ void SceneListSubmit(void* src, int n) {
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/* Second vertex was visible. In self case we need to create a triangle and produce
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two new vertices: 1-2, and 2-3. */
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{
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Vertex* v0 = &queue[queue_head];
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Vertex __attribute__((aligned(32))) v1 = queue[(queue_head + 1) % queue_capacity];
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const Vertex* v2 = &queue[(queue_head + 2) % queue_capacity];
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Vertex __attribute__((aligned(32))) a;
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Vertex __attribute__((aligned(32))) c = *v1;
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_glClipEdge(v0, &c, &a);
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a.flags = GPU_CMD_VERTEX;
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_glClipEdge(v0, &v1, &a);
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_glClipEdge(&v1, v2, &b);
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a.flags = GPU_CMD_VERTEX;
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b.flags = v2->flags;
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_glPerspectiveDivideVertex(&a, h);
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_glSubmitHeaderOrVertex(sq, &a);
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_glPerspectiveDivideVertex(&v1, h);
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_glPerspectiveDivideVertex(&a, h);
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_glPerspectiveDivideVertex(&b, h);
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_glClipEdge(&c, v2, &a);
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a.flags = v2->flags;
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_glSubmitHeaderOrVertex(d, &a);
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_glSubmitHeaderOrVertex(d, &v1);
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_glSubmitHeaderOrVertex(d, &b);
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_glPerspectiveDivideVertex(&c, h);
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_glSubmitHeaderOrVertex(sq, &c);
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_glPerspectiveDivideVertex(&a, h);
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_glSubmitHeaderOrVertex(sq, &a);
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}
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break;
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case 11:
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case 3: /* First and second vertex were visible */
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{
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Vertex* v0 = &queue[queue_head];
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Vertex __attribute__((aligned(32))) v1 = queue[(queue_head + 1) % queue_capacity];
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Vertex* v2 = &queue[(queue_head + 2) % queue_capacity];
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{
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Vertex __attribute__((aligned(32))) a, b;
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Vertex __attribute__((aligned(32))) c = *v1;
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_glClipEdge(&v1, v2, &a);
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_glClipEdge(v2, v0, &b);
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_glClipEdge(v2, v0, &b);
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b.flags = GPU_CMD_VERTEX;
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a.flags = v2->flags;
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b.flags = GPU_CMD_VERTEX;
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_glPerspectiveDivideVertex(v0, h);
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_glSubmitHeaderOrVertex(sq, v0);
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_glPerspectiveDivideVertex(v0, h);
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_glPerspectiveDivideVertex(&v1, h);
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_glPerspectiveDivideVertex(&a, h);
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_glPerspectiveDivideVertex(&b, h);
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_glClipEdge(v1, v2, &a);
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a.flags = v2->flags;
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_glSubmitHeaderOrVertex(d, v0);
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_glSubmitHeaderOrVertex(d, &v1);
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_glSubmitHeaderOrVertex(d, &b);
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_glSubmitHeaderOrVertex(d, &v1);
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_glSubmitHeaderOrVertex(d, &a);
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_glPerspectiveDivideVertex(&c, h);
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_glSubmitHeaderOrVertex(sq, &c);
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_glPerspectiveDivideVertex(&b, h);
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_glSubmitHeaderOrVertex(sq, &b);
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_glPerspectiveDivideVertex(&a, h);
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_glSubmitHeaderOrVertex(sq, &c);
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_glSubmitHeaderOrVertex(sq, &a);
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}
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break;
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case 12:
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case 4:
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/* Third vertex was visible. */
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{
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Vertex* v0 = &queue[queue_head];
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Vertex* v1 = &queue[(queue_head + 1) % queue_capacity];
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Vertex __attribute__((aligned(32))) v2 = queue[(queue_head + 2) % queue_capacity];
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Vertex __attribute__((aligned(32))) a, b;
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Vertex __attribute__((aligned(32))) c = *v2;
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_glClipEdge(&v2, v0, &a);
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_glClipEdge(v1, &v2, &b);
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a.flags = GPU_CMD_VERTEX;
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b.flags = GPU_CMD_VERTEX;
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_glClipEdge(v2, v0, &a);
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a.flags = GPU_CMD_VERTEX;
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_glPerspectiveDivideVertex(&v2, h);
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_glPerspectiveDivideVertex(&a, h);
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_glPerspectiveDivideVertex(&b, h);
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_glClipEdge(v1, v2, &b);
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b.flags = GPU_CMD_VERTEX;
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_glSubmitHeaderOrVertex(d, &a);
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_glSubmitHeaderOrVertex(d, &a);
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_glSubmitHeaderOrVertex(d, &b);
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_glSubmitHeaderOrVertex(d, &v2);
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_glPerspectiveDivideVertex(&a, h);
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_glSubmitHeaderOrVertex(sq, &a);
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_glPerspectiveDivideVertex(&b, h);
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_glSubmitHeaderOrVertex(sq, &a);
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_glSubmitHeaderOrVertex(sq, &b);
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_glPerspectiveDivideVertex(&c, h);
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_glSubmitHeaderOrVertex(sq, &c);
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}
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break;
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case 13:
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{
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Vertex __attribute__((aligned(32))) a, b;
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Vertex __attribute__((aligned(32))) c = *v2;
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c.flags = GPU_CMD_VERTEX;
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_glClipEdge(v0, v1, &a);
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a.flags = GPU_CMD_VERTEX;
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_glClipEdge(v1, v2, &b);
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b.flags = GPU_CMD_VERTEX;
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_glPerspectiveDivideVertex(v0, h);
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_glSubmitHeaderOrVertex(sq, v0);
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_glPerspectiveDivideVertex(&a, h);
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_glSubmitHeaderOrVertex(sq, &a);
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_glPerspectiveDivideVertex(&c, h);
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_glSubmitHeaderOrVertex(sq, &c);
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_glPerspectiveDivideVertex(&b, h);
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_glSubmitHeaderOrVertex(sq, &b);
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c.flags = GPU_CMD_VERTEX_EOL;
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_glSubmitHeaderOrVertex(sq, &c);
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}
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break;
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case 5: /* First and third vertex were visible */
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{
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Vertex* v0 = &queue[queue_head];
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Vertex* v1 = &queue[(queue_head + 1) % queue_capacity];
|
||||
Vertex __attribute__((aligned(32))) v2 = queue[(queue_head + 2) % queue_capacity];
|
||||
Vertex __attribute__((aligned(32))) a, b;
|
||||
Vertex __attribute__((aligned(32))) c = *v2;
|
||||
c.flags = GPU_CMD_VERTEX;
|
||||
|
||||
_glClipEdge(v0, v1, &a);
|
||||
_glClipEdge(v1, &v2, &b);
|
||||
a.flags = GPU_CMD_VERTEX;
|
||||
b.flags = GPU_CMD_VERTEX;
|
||||
_glClipEdge(v0, v1, &a);
|
||||
a.flags = GPU_CMD_VERTEX;
|
||||
|
||||
_glPerspectiveDivideVertex(v0, h);
|
||||
_glPerspectiveDivideVertex(&v2, h);
|
||||
_glPerspectiveDivideVertex(&a, h);
|
||||
_glPerspectiveDivideVertex(&b, h);
|
||||
_glClipEdge(v1, v2, &b);
|
||||
b.flags = GPU_CMD_VERTEX;
|
||||
|
||||
_glSubmitHeaderOrVertex(d, v0);
|
||||
_glSubmitHeaderOrVertex(d, &a);
|
||||
uint32_t v2_flags = v2.flags;
|
||||
v2.flags = GPU_CMD_VERTEX;
|
||||
_glSubmitHeaderOrVertex(d, &v2);
|
||||
v2.flags = v2_flags;
|
||||
_glSubmitHeaderOrVertex(d, &b);
|
||||
_glSubmitHeaderOrVertex(d, &v2);
|
||||
_glPerspectiveDivideVertex(v0, h);
|
||||
_glSubmitHeaderOrVertex(sq, v0);
|
||||
|
||||
_glPerspectiveDivideVertex(&a, h);
|
||||
_glSubmitHeaderOrVertex(sq, &a);
|
||||
|
||||
_glPerspectiveDivideVertex(&c, h);
|
||||
_glSubmitHeaderOrVertex(sq, &c);
|
||||
_glPerspectiveDivideVertex(&b, h);
|
||||
_glSubmitHeaderOrVertex(sq, &b);
|
||||
_glSubmitHeaderOrVertex(sq, &c);
|
||||
}
|
||||
break;
|
||||
case 14:
|
||||
case 6: /* Second and third vertex were visible */
|
||||
{
|
||||
Vertex* v0 = &queue[queue_head];
|
||||
Vertex __attribute__((aligned(32))) v1 = queue[(queue_head + 1) % queue_capacity];
|
||||
Vertex __attribute__((aligned(32))) v2 = queue[(queue_head + 2) % queue_capacity];
|
||||
Vertex __attribute__((aligned(32))) a, b;
|
||||
Vertex __attribute__((aligned(32))) c = *v1;
|
||||
|
||||
_glClipEdge(v0, &v1, &a);
|
||||
_glClipEdge(&v2, v0, &b);
|
||||
_glClipEdge(v0, v1, &a);
|
||||
a.flags = GPU_CMD_VERTEX;
|
||||
|
||||
a.flags = GPU_CMD_VERTEX;
|
||||
b.flags = GPU_CMD_VERTEX;
|
||||
_glClipEdge(v2, v0, &b);
|
||||
b.flags = GPU_CMD_VERTEX;
|
||||
|
||||
_glPerspectiveDivideVertex(&v1, h);
|
||||
_glPerspectiveDivideVertex(&v2, h);
|
||||
_glPerspectiveDivideVertex(&a, h);
|
||||
_glPerspectiveDivideVertex(&b, h);
|
||||
_glPerspectiveDivideVertex(&a, h);
|
||||
_glSubmitHeaderOrVertex(sq, &a);
|
||||
|
||||
_glSubmitHeaderOrVertex(d, &a);
|
||||
_glSubmitHeaderOrVertex(d, &v1);
|
||||
_glSubmitHeaderOrVertex(d, &b);
|
||||
_glSubmitHeaderOrVertex(d, &v1);
|
||||
_glSubmitHeaderOrVertex(d, &v2);
|
||||
_glPerspectiveDivideVertex(&c, h);
|
||||
_glSubmitHeaderOrVertex(sq, &c);
|
||||
|
||||
_glPerspectiveDivideVertex(&b, h);
|
||||
_glSubmitHeaderOrVertex(sq, &b);
|
||||
_glSubmitHeaderOrVertex(sq, &c);
|
||||
|
||||
c = *v2;
|
||||
_glPerspectiveDivideVertex(&c, h);
|
||||
_glSubmitHeaderOrVertex(sq, &c);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
if(last_vertex) {
|
||||
visible_mask = queue_head = queue_tail = 0;
|
||||
if(v2->flags == GPU_CMD_VERTEX_EOL) {
|
||||
counter = 0;
|
||||
} else {
|
||||
queue_head = (queue_head + 1) % queue_capacity;
|
||||
--counter;
|
||||
}
|
||||
|
||||
v2++;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -23,7 +23,11 @@ int ImageLoad(char *filename, Image *image) {
|
|||
}
|
||||
|
||||
// seek through the bmp header, up to the width/height:
|
||||
fseek(file, 18, SEEK_CUR);
|
||||
fseek(file, 10, SEEK_CUR);
|
||||
|
||||
uint32_t offset;
|
||||
fread(&offset, 4, 1, file);
|
||||
fseek(file, 4, SEEK_CUR);
|
||||
|
||||
// read the width
|
||||
if ((i = fread(&sizeX, 4, 1, file)) != 1) {
|
||||
|
@ -65,7 +69,7 @@ int ImageLoad(char *filename, Image *image) {
|
|||
}
|
||||
|
||||
// seek past the rest of the bitmap header.
|
||||
fseek(file, 24, SEEK_CUR);
|
||||
fseek(file, offset, SEEK_SET);
|
||||
|
||||
// read the data.
|
||||
image->data = (char *) malloc(size);
|
||||
|
|
Loading…
Reference in New Issue
Block a user