Clean up aligned vector
This commit is contained in:
parent
e683b8becb
commit
9cffe14ad6
13
GL/draw.c
13
GL/draw.c
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@ -239,7 +239,7 @@ static void _fillWithNegZVE(const GLubyte* __restrict__ input, GLubyte* __restri
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float x, y, z;
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} V;
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const static V NegZ = {0.0f, 0.0f, -1.0f};
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static const V NegZ = {0.0f, 0.0f, -1.0f};
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*((V*) out) = NegZ;
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}
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@ -391,12 +391,12 @@ GL_FORCE_INLINE void transformNormalToEyeSpace(GLfloat* normal) {
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}
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GL_FORCE_INLINE PolyHeader *_glSubmissionTargetHeader(SubmissionTarget* target) {
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gl_assert(target->header_offset < target->output->vector.size);
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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 < target->output->vector.size);
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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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@ -1210,15 +1210,14 @@ GL_FORCE_INLINE void submitVertices(GLenum mode, GLsizei first, GLuint count, GL
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return;
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}
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GLboolean header_required = (target->output->vector.size == 0) || _glGPUStateIsDirty();
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// We don't handle this any further, so just make sure we never pass it down */
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gl_assert(mode != GL_POLYGON);
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target->output = _glActivePolyList();
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GLboolean header_required = (aligned_vector_header(&target->output->vector)->size == 0) || _glGPUStateIsDirty();
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target->count = (mode == GL_TRIANGLE_FAN) ? ((count - 2) * 3) : count;
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target->header_offset = target->output->vector.size;
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target->header_offset = aligned_vector_header(&target->output->vector)->size;
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target->start_offset = target->header_offset + (header_required);
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gl_assert(target->count);
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@ -24,7 +24,7 @@ MAKE_FUNC(POLYMODE)
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VertexExtra* ve;
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for(int min = 0; min < count; min += BATCH_SIZE) {
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for(min = 0; min < count; min += BATCH_SIZE) {
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const Vertex* start = ((Vertex*) _glSubmissionTargetStart(target)) + min;
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const int_fast32_t loop = ((min + BATCH_SIZE) > count) ? count - min : BATCH_SIZE;
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const int offset = (first + min);
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12
GL/flush.c
12
GL/flush.c
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@ -93,21 +93,21 @@ void APIENTRY glKosSwapBuffers() {
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TRACE();
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SceneBegin();
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if(OP_LIST.vector.size > 2) {
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if(aligned_vector_header(&OP_LIST.vector)->size > 2) {
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SceneListBegin(GPU_LIST_OP_POLY);
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SceneListSubmit((Vertex*) OP_LIST.vector.data, OP_LIST.vector.size);
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SceneListSubmit((Vertex*) aligned_vector_front(&OP_LIST.vector), aligned_vector_size(&OP_LIST.vector));
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SceneListFinish();
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}
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if(PT_LIST.vector.size > 2) {
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if(aligned_vector_header(&PT_LIST.vector)->size > 2) {
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SceneListBegin(GPU_LIST_PT_POLY);
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SceneListSubmit((Vertex*) PT_LIST.vector.data, PT_LIST.vector.size);
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SceneListSubmit((Vertex*) aligned_vector_front(&PT_LIST.vector), aligned_vector_size(&PT_LIST.vector));
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SceneListFinish();
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}
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if(TR_LIST.vector.size > 2) {
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if(aligned_vector_header(&TR_LIST.vector)->size > 2) {
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SceneListBegin(GPU_LIST_TR_POLY);
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SceneListSubmit((Vertex*) TR_LIST.vector.data, TR_LIST.vector.size);
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SceneListSubmit((Vertex*) aligned_vector_front(&TR_LIST.vector), aligned_vector_size(&TR_LIST.vector));
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SceneListFinish();
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}
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SceneFinish();
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@ -50,7 +50,7 @@ void _glInitImmediateMode(GLuint initial_size) {
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aligned_vector_init(&VERTICES, sizeof(IMVertex));
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aligned_vector_reserve(&VERTICES, initial_size);
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IM_ATTRIBS.vertex.ptr = VERTICES.data;
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IM_ATTRIBS.vertex.ptr = aligned_vector_front(&VERTICES);
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IM_ATTRIBS.vertex.size = 3;
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IM_ATTRIBS.vertex.type = GL_FLOAT;
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IM_ATTRIBS.vertex.stride = sizeof(IMVertex);
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@ -161,12 +161,11 @@ void APIENTRY glColor3fv(const GLfloat* v) {
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void APIENTRY glVertex3f(GLfloat x, GLfloat y, GLfloat z) {
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IM_ENABLED_VERTEX_ATTRIBUTES |= VERTEX_ENABLED_FLAG;
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unsigned int cap = VERTICES.capacity;
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uint32_t cap = aligned_vector_capacity(&VERTICES);
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IMVertex* vert = aligned_vector_extend(&VERTICES, 1);
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if(cap != VERTICES.capacity) {
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if(cap != aligned_vector_capacity(&VERTICES)) {
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/* Resizing could've invalidated the pointers */
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IM_ATTRIBS.vertex.ptr = VERTICES.data;
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IM_ATTRIBS.vertex.ptr = aligned_vector_front(&VERTICES);
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IM_ATTRIBS.uv.ptr = IM_ATTRIBS.vertex.ptr + (sizeof(GLfloat) * 3);
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IM_ATTRIBS.st.ptr = IM_ATTRIBS.vertex.ptr + (sizeof(GLfloat) * 5);
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IM_ATTRIBS.colour.ptr = IM_ATTRIBS.vertex.ptr + (sizeof(GLfloat) * 7);
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@ -281,7 +280,7 @@ void APIENTRY glEnd() {
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FAST_PATH_ENABLED = GL_TRUE;
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#endif
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glDrawArrays(ACTIVE_POLYGON_MODE, 0, VERTICES.size);
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glDrawArrays(ACTIVE_POLYGON_MODE, 0, aligned_vector_header(&VERTICES)->size);
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ATTRIB_POINTERS = stashed_attrib_pointers;
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@ -50,9 +50,8 @@ 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] = ((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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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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/* 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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@ -61,6 +60,8 @@ GL_FORCE_INLINE void _glPerspectiveDivideVertex(Vertex* vertex, const float h) {
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*/
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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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} else {
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vertex->xyz[2] = f;
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}
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}
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@ -137,12 +138,13 @@ void SceneListSubmit(Vertex* v2, int n) {
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fprintf(stderr, "----\n");
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#endif
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uint8_t __attribute__((aligned(32))) visible_mask = 0;
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uint8_t __attribute__((aligned(32))) counter = 0;
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uint8_t visible_mask = 0;
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uint8_t counter = 0;
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sq = SQ_BASE_ADDRESS;
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for(int i = 0; i < n; ++i, ++v2) {
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PREFETCH(v2 + 1);
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switch(v2->flags) {
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case GPU_CMD_VERTEX_EOL:
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if(counter < 2) {
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@ -255,7 +255,7 @@ GL_FORCE_INLINE void ShiftRotateTriangle() {
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tri_count--;
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}
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void SceneListSubmit(void* src, int n) {
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void SceneListSubmit(Vertex* src, int n) {
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/* Perform perspective divide on each vertex */
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Vertex* vertex = (Vertex*) src;
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@ -12,36 +12,44 @@
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#include "aligned_vector.h"
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extern inline void* aligned_vector_resize(AlignedVector* vector, const unsigned int element_count);
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extern inline void* aligned_vector_extend(AlignedVector* vector, const unsigned int additional_count);
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extern inline void* aligned_vector_reserve(AlignedVector* vector, unsigned int element_count);
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extern inline void* aligned_vector_push_back(AlignedVector* vector, const void* objs, unsigned int count);
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extern inline void* aligned_vector_resize(AlignedVector* vector, const uint32_t element_count);
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extern inline void* aligned_vector_extend(AlignedVector* vector, const uint32_t additional_count);
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extern inline void* aligned_vector_reserve(AlignedVector* vector, uint32_t element_count);
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extern inline void* aligned_vector_push_back(AlignedVector* vector, const void* objs, uint32_t count);
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void aligned_vector_init(AlignedVector* vector, unsigned int element_size) {
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vector->size = vector->capacity = 0;
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vector->element_size = element_size;
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vector->data = NULL;
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void aligned_vector_init(AlignedVector* vector, uint32_t element_size) {
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/* Now initialize the header*/
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AlignedVectorHeader* const hdr = &vector->hdr;
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hdr->size = 0;
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hdr->capacity = ALIGNED_VECTOR_CHUNK_SIZE;
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hdr->element_size = element_size;
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/* Reserve some initial capacity */
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aligned_vector_reserve(vector, ALIGNED_VECTOR_CHUNK_SIZE);
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/* Reserve some initial capacity. This will do the allocation but not set up the header */
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void* ptr = aligned_vector_reserve(vector, ALIGNED_VECTOR_CHUNK_SIZE);
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assert(ptr);
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(void) ptr;
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}
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void aligned_vector_shrink_to_fit(AlignedVector* vector) {
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if(vector->size == 0) {
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AlignedVectorHeader* const hdr = &vector->hdr;
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if(hdr->size == 0) {
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uint32_t element_size = hdr->element_size;
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free(vector->data);
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vector->data = NULL;
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vector->capacity = 0;
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/* Reallocate the header */
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vector->data = memalign(0x20, sizeof(AlignedVectorHeader));
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hdr->size = hdr->capacity = 0;
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hdr->element_size = element_size;
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} else {
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unsigned int new_byte_size = vector->size * vector->element_size;
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unsigned char* original_data = vector->data;
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uint32_t new_byte_size = (hdr->size * hdr->element_size);
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uint8_t* original_data = vector->data;
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vector->data = (unsigned char*) memalign(0x20, new_byte_size);
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if(original_data) {
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FASTCPY(vector->data, original_data, new_byte_size);
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free(original_data);
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}
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vector->capacity = vector->size;
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hdr->capacity = hdr->size;
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}
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}
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@ -67,10 +67,14 @@ AV_FORCE_INLINE void *AV_MEMCPY4(void *dest, const void *src, size_t len)
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#endif
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typedef struct {
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uint8_t* __attribute__((aligned(32))) data;
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uint32_t size;
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uint32_t capacity;
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uint32_t element_size;
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} __attribute__((aligned(32))) AlignedVectorHeader;
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typedef struct {
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AlignedVectorHeader hdr;
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uint8_t* data;
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} AlignedVector;
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#define ALIGNED_VECTOR_CHUNK_SIZE 256u
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@ -80,91 +84,129 @@ typedef struct {
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((((v) + ALIGNED_VECTOR_CHUNK_SIZE - 1) / ALIGNED_VECTOR_CHUNK_SIZE) * ALIGNED_VECTOR_CHUNK_SIZE)
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void aligned_vector_init(AlignedVector* vector, unsigned int element_size);
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void aligned_vector_init(AlignedVector* vector, uint32_t element_size);
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AV_FORCE_INLINE void* aligned_vector_reserve(AlignedVector* vector, unsigned int element_count) {
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if(element_count <= vector->capacity) {
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return NULL;
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AV_FORCE_INLINE void* aligned_vector_at(const AlignedVector* vector, const uint32_t index) {
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const AlignedVectorHeader* hdr = &vector->hdr;
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assert(index < hdr->size);
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return vector->data + (index * hdr->element_size);
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}
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AV_FORCE_INLINE void* aligned_vector_reserve(AlignedVector* vector, uint32_t element_count) {
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AlignedVectorHeader* hdr = &vector->hdr;
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if(element_count < hdr->capacity) {
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return aligned_vector_at(vector, element_count);
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}
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unsigned int original_byte_size = vector->size * vector->element_size;
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uint32_t original_byte_size = (hdr->size * hdr->element_size);
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/* We overallocate so that we don't make small allocations during push backs */
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element_count = ROUND_TO_CHUNK_SIZE(element_count);
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unsigned int new_byte_size = element_count * vector->element_size;
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unsigned char* original_data = vector->data;
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uint32_t new_byte_size = (element_count * hdr->element_size);
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uint8_t* original_data = vector->data;
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vector->data = (unsigned char*) memalign(0x20, new_byte_size);
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vector->data = (uint8_t*) memalign(0x20, new_byte_size);
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assert(vector->data);
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if(original_data) {
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AV_MEMCPY4(vector->data, original_data, original_byte_size);
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free(original_data);
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}
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vector->capacity = element_count;
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AV_MEMCPY4(vector->data, original_data, original_byte_size);
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free(original_data);
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hdr->capacity = element_count;
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return vector->data + original_byte_size;
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}
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AV_FORCE_INLINE void* aligned_vector_at(const AlignedVector* vector, const unsigned int index) {
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assert(index < vector->size);
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return &vector->data[index * vector->element_size];
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AV_FORCE_INLINE AlignedVectorHeader* aligned_vector_header(const AlignedVector* vector) {
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return (AlignedVectorHeader*) &vector->hdr;
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}
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AV_FORCE_INLINE void* aligned_vector_resize(AlignedVector* vector, const unsigned int element_count) {
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AV_FORCE_INLINE uint32_t aligned_vector_size(const AlignedVector* vector) {
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const AlignedVectorHeader* hdr = &vector->hdr;
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return hdr->size;
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}
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AV_FORCE_INLINE uint32_t aligned_vector_capacity(const AlignedVector* vector) {
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const AlignedVectorHeader* hdr = &vector->hdr;
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return hdr->capacity;
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}
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AV_FORCE_INLINE void* aligned_vector_front(const AlignedVector* vector) {
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return vector->data;
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}
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/* Resizes the array and returns a pointer to the first new element (if upsizing) or NULL (if downsizing) */
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AV_FORCE_INLINE void* aligned_vector_resize(AlignedVector* vector, const uint32_t element_count) {
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void* ret = NULL;
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unsigned int previousCount = vector->size;
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if(vector->capacity < element_count) {
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AlignedVectorHeader* hdr = &vector->hdr;
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uint32_t previous_count = hdr->size;
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if(hdr->capacity <= element_count) {
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/* If we didn't have capacity, increase capacity (slow) */
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vector->size = element_count;
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ret = aligned_vector_reserve(vector, element_count);
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} else if(previousCount < element_count) {
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aligned_vector_reserve(vector, element_count);
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hdr->size = element_count;
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ret = aligned_vector_at(vector, previous_count);
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assert(hdr->size == element_count);
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assert(hdr->size <= hdr->capacity);
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} else if(previous_count < element_count) {
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/* So we grew, but had the capacity, just get a pointer to
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* where we were */
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vector->size = element_count;
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ret = aligned_vector_at(vector, previousCount);
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} else {
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vector->size = element_count;
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ret = aligned_vector_at(vector, previousCount);
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hdr->size = element_count;
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assert(hdr->size < hdr->capacity);
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ret = aligned_vector_at(vector, previous_count);
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} else if(hdr->size != element_count) {
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hdr->size = element_count;
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assert(hdr->size < hdr->capacity);
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}
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return ret;
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}
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AV_FORCE_INLINE void* aligned_vector_push_back(AlignedVector* vector, const void* objs, unsigned int count) {
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AV_FORCE_INLINE void* aligned_vector_push_back(AlignedVector* vector, const void* objs, uint32_t count) {
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/* Resize enough room */
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AlignedVectorHeader* hdr = &vector->hdr;
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assert(count);
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assert(vector->element_size);
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assert(hdr->element_size);
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unsigned int initial_size = vector->size;
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aligned_vector_resize(vector, vector->size + count);
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#ifndef NDEBUG
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uint32_t element_size = hdr->element_size;
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uint32_t initial_size = hdr->size;
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#endif
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assert(vector->size == initial_size + count);
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unsigned char* dest = vector->data + (vector->element_size * initial_size);
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uint8_t* dest = (uint8_t*) aligned_vector_resize(vector, hdr->size + count);
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assert(dest);
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/* Copy the objects in */
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AV_MEMCPY4(dest, objs, vector->element_size * count);
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AV_MEMCPY4(dest, objs, hdr->element_size * count);
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assert(hdr->element_size == element_size);
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assert(hdr->size == initial_size + count);
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return dest;
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}
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AV_FORCE_INLINE void* aligned_vector_extend(AlignedVector* vector, const unsigned int additional_count) {
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return aligned_vector_resize(vector, vector->size + additional_count);
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AV_FORCE_INLINE void* aligned_vector_extend(AlignedVector* vector, const uint32_t additional_count) {
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AlignedVectorHeader* hdr = &vector->hdr;
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void* ret = aligned_vector_resize(vector, hdr->size + additional_count);
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assert(ret); // Should always return something
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return ret;
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}
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AV_FORCE_INLINE void aligned_vector_clear(AlignedVector* vector){
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vector->size = 0;
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AlignedVectorHeader* hdr = &vector->hdr;
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hdr->size = 0;
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}
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void aligned_vector_shrink_to_fit(AlignedVector* vector);
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void aligned_vector_cleanup(AlignedVector* vector);
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static inline void* aligned_vector_back(AlignedVector* vector){
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return aligned_vector_at(vector, vector->size - 1);
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AV_FORCE_INLINE void* aligned_vector_back(AlignedVector* vector){
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AlignedVectorHeader* hdr = &vector->hdr;
|
||||
return aligned_vector_at(vector, hdr->size - 1);
|
||||
}
|
||||
|
||||
#ifdef __cplusplus
|
||||
|
|
|
@ -1,18 +1,19 @@
|
|||
|
||||
#include <cstdio>
|
||||
#include <stdbool.h>
|
||||
#include <stdlib.h>
|
||||
#include <time.h>
|
||||
#include "GL/gl.h"
|
||||
#include "GL/glu.h"
|
||||
|
||||
#ifdef __DREAMCAST__
|
||||
#include <kos.h>
|
||||
#include "GL/glext.h"
|
||||
#include "GL/glkos.h"
|
||||
|
||||
float avgfps = -1;
|
||||
#endif
|
||||
|
||||
#include "GL/gl.h"
|
||||
#include "GL/glkos.h"
|
||||
#include "GL/glu.h"
|
||||
#include "GL/glext.h"
|
||||
|
||||
#define PI 3.14159265358979323846264338327950288f
|
||||
#define RAD_TO_DEG 57.295779513082320876798154814105f
|
||||
#define MAX_CUBES 350
|
||||
|
@ -251,9 +252,7 @@ float rnd(float Min, float Max)
|
|||
void initialize()
|
||||
{
|
||||
debugLog("Initialize video output");
|
||||
#ifdef __DREAMCAST__
|
||||
glKosInit();
|
||||
#endif
|
||||
|
||||
glClearDepth(1.0);
|
||||
glDepthFunc(GL_LEQUAL);
|
||||
|
@ -280,7 +279,7 @@ void initialize()
|
|||
glLoadIdentity();
|
||||
|
||||
// Set up colors (each face has a different color)
|
||||
for (int i = 0; i < 6; i++)
|
||||
for (int i = 0; i < 6; i++)
|
||||
{
|
||||
faceColors[i * 4] = colors[i];
|
||||
faceColors[i * 4 + 1] = colors[i];
|
||||
|
|
|
@ -68,21 +68,16 @@ int check_start() {
|
|||
}
|
||||
|
||||
void setup() {
|
||||
//PVR needs to warm up for a frame, or results will be low
|
||||
glKosInit();
|
||||
GLdcConfig cfg;
|
||||
glKosInitConfig(&cfg);
|
||||
cfg.initial_immediate_capacity = 14000;
|
||||
glKosInitEx(&cfg);
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
glOrtho(0, 640, 0, 480, -100, 100);
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadIdentity();
|
||||
|
||||
glDisable(GL_NEARZ_CLIPPING_KOS);
|
||||
|
||||
#ifdef __DREAMCAST__
|
||||
pvr_wait_ready();
|
||||
pvr_scene_begin();
|
||||
pvr_scene_finish();
|
||||
#endif
|
||||
}
|
||||
|
||||
void do_frame() {
|
||||
|
@ -116,6 +111,8 @@ time_t begin;
|
|||
void switch_tests(int ppf) {
|
||||
printf("Beginning new test: %d polys per frame (%d per second at 60fps)\n",
|
||||
ppf * 2, ppf * 2 * 60);
|
||||
fflush(stdout);
|
||||
|
||||
avgfps = -1;
|
||||
polycnt = ppf;
|
||||
}
|
||||
|
@ -128,7 +125,6 @@ void check_switch() {
|
|||
if(now >= (begin + 5)) {
|
||||
begin = time(NULL);
|
||||
printf(" Average Frame Rate: ~%f fps (%d pps)\n", avgfps, (int)(polycnt * avgfps * 2));
|
||||
|
||||
switch(phase) {
|
||||
case PHASE_HALVE:
|
||||
|
||||
|
@ -169,19 +165,24 @@ void check_switch() {
|
|||
case PHASE_FINAL:
|
||||
break;
|
||||
}
|
||||
|
||||
fflush(stdout);
|
||||
}
|
||||
}
|
||||
|
||||
#define PROFILE 0
|
||||
|
||||
int main(int argc, char **argv) {
|
||||
#ifndef NDEBUG
|
||||
#ifdef __DREAMCAST__
|
||||
#if PROFILE
|
||||
profiler_init("/pc/gmon.out");
|
||||
profiler_start();
|
||||
#endif
|
||||
#endif
|
||||
|
||||
setup();
|
||||
|
||||
#if PROFILE
|
||||
profiler_start();
|
||||
#endif
|
||||
|
||||
/* Start off with something obscene */
|
||||
switch_tests(200000 / 60);
|
||||
begin = time(NULL);
|
||||
|
@ -200,11 +201,9 @@ int main(int argc, char **argv) {
|
|||
|
||||
stats();
|
||||
|
||||
#ifdef __DREAMCAST__
|
||||
#ifndef NDEBUG
|
||||
#if PROFILE
|
||||
profiler_stop();
|
||||
profiler_clean_up();
|
||||
#endif
|
||||
#endif
|
||||
|
||||
return 0;
|
||||
|
|
|
@ -28,6 +28,8 @@ void InitGL(int Width, int Height) // We call this right after our OpenG
|
|||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
|
||||
glEnable(GL_CULL_FACE);
|
||||
}
|
||||
|
||||
/* The function called when our window is resized (which shouldn't happen, because we're fullscreen) */
|
||||
|
|
Loading…
Reference in New Issue
Block a user