Merge branch 'clipping-rewrite-for-the-last-time-ffs' into 'master'
Restructure clipping to be much MUCH faster in the visible case See merge request simulant/GLdc!105
This commit is contained in:
commit
9e1b1bc40a
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@ -17,6 +17,7 @@ string(TOUPPER ${BACKEND} BACKEND_UPPER)
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add_definitions(-DBACKEND_${BACKEND_UPPER})
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set(CMAKE_C_STANDARD 99)
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set(CMAKE_CXX_STANDARD 11)
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include_directories(include)
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@ -178,6 +179,7 @@ gen_sample(scissor samples/scissor/main.c)
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gen_sample(polymark samples/polymark/main.c)
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gen_sample(cubes samples/cubes/main.cpp)
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gen_sample(zclip_test tests/zclip/main.cpp)
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if(PLATFORM_DREAMCAST)
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gen_sample(trimark samples/trimark/main.c)
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@ -9,11 +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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static volatile uint32_t* PVR_LMMODE0 = (uint32_t*) 0xA05F6884;
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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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@ -54,31 +50,28 @@ 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(uint32_t* d, const Vertex* v) {
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GL_FORCE_INLINE void _glSubmitHeaderOrVertex(volatile uint32_t* d, const Vertex* v) {
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#ifndef NDEBUG
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gl_assert(!isnan(v->xyz[2]));
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gl_assert(!isnan(v->w));
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#endif
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#if CLIP_DEBUG
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printf("Submitting: %x (%x)\n", v, v->flags);
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fprintf(stderr, "Submitting: %x (%x)\n", v, v->flags);
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#endif
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uint32_t *s = (uint32_t*) v;
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@ -94,336 +87,323 @@ GL_FORCE_INLINE void _glSubmitHeaderOrVertex(uint32_t* d, const Vertex* v) {
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d += 8;
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}
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static struct __attribute__((aligned(32))) {
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Vertex* v;
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int visible;
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} triangle[3];
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static int tri_count = 0;
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static int strip_count = 0;
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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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}
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vout->w = invt * v1->w + t * v2->w;
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GL_FORCE_INLINE void ClearTriangle() {
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tri_count = 0;
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}
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const float m = 255 * t;
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const float n = 255 - m;
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static inline void ShiftTriangle() {
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if(!tri_count) {
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return;
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}
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tri_count--;
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triangle[0] = triangle[1];
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triangle[1] = triangle[2];
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#ifndef NDEBUG
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triangle[2].v = NULL;
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triangle[2].visible = false;
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#endif
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}
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static inline void ShiftRotateTriangle() {
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if(!tri_count) {
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return;
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}
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if(triangle[0].v < triangle[1].v) {
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triangle[0] = triangle[2];
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} else {
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triangle[1] = triangle[2];
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}
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tri_count--;
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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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static volatile uint32_t* PVR_LMMODE0 = (uint32_t*) 0xA05F6884;
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static volatile uint32_t *PVR_LMMODE1 = (uint32_t*) 0xA05F6888;
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static volatile uint32_t *QACR = (uint32_t*) 0xFF000038;
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void SceneListSubmit(void* src, int n) {
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/* You need at least a header, and 3 vertices to render anything */
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if(n < 4) {
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return;
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}
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const float h = GetVideoMode()->height;
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PVR_SET(SPAN_SORT_CFG, 0x0);
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//Set PVR DMA registers
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volatile int *pvrdmacfg = (int*)0xA05F6888;
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pvrdmacfg[0] = 1;
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pvrdmacfg[1] = 0;
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*PVR_LMMODE0 = 0;
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*PVR_LMMODE1 = 0;
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//Set QACR registers
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volatile int *qacr = (int*)0xFF000038;
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qacr[1] = qacr[0] = 0x11;
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QACR[1] = QACR[0] = 0x11;
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uint32_t *d = SQ_BASE_ADDRESS;
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volatile uint32_t *sq = SQ_BASE_ADDRESS;
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Vertex __attribute__((aligned(32))) tmp;
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/* Perform perspective divide on each vertex */
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Vertex* vertex = (Vertex*) src;
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if(!_glNearZClippingEnabled()) {
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/* Prep store queues */
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while(n--) {
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if(glIsVertex(vertex->flags)) {
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_glPerspectiveDivideVertex(vertex, h);
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}
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_glSubmitHeaderOrVertex(d, vertex);
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++vertex;
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}
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return;
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}
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tri_count = 0;
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strip_count = 0;
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uint32_t clipping_disabled_mask = (_glNearZClippingEnabled()) ? 0 : 0x7;
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#if CLIP_DEBUG
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printf("----\n");
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#endif
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for(int i = 0; i < n; ++i) {
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fprintf(stderr, "{%f, %f, %f, %f}, // %x (%x)\n", vertex[i].xyz[0], vertex[i].xyz[1], vertex[i].xyz[2], vertex[i].w, vertex[i].flags, &vertex[i]);
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}
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for(int i = 0; i < n; ++i, ++vertex) {
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PREFETCH(vertex + 1);
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PREFETCH(vertex + 2);
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/* Wait until we fill the triangle */
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if(tri_count < 3) {
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if(glIsVertex(vertex->flags)) {
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++strip_count;
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triangle[tri_count].v = vertex;
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triangle[tri_count].visible = vertex->xyz[2] >= -vertex->w;
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if(++tri_count < 3) {
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fprintf(stderr, "----\n");
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#endif
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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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__builtin_prefetch(v2 + 1);
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switch(v2->flags) {
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case GPU_CMD_VERTEX_EOL:
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case GPU_CMD_VERTEX:
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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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} else {
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/* We hit a header */
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tri_count = 0;
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strip_count = 0;
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_glSubmitHeaderOrVertex(d, vertex);
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break;
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default:
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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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}
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#if CLIP_DEBUG
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printf("SC: %d\n", strip_count);
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#endif
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Vertex* const v0 = v2 - 2;
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Vertex* const v1 = v2 - 1;
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/* If we got here, then triangle contains 3 vertices */
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int visible_mask = triangle[0].visible | (triangle[1].visible << 1) | (triangle[2].visible << 2);
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/* Clipping time!
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There are 6 distinct possibilities when clipping a triangle. 3 of them result
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in another triangle, 3 of them result in a quadrilateral.
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Assuming you iterate the edges of the triangle in order, and create a new *visible*
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vertex when you cross the plane, and discard vertices behind the plane, then the only
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difference between the two cases is that the final two vertices that need submitting have
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to be reversed.
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Unfortunately we have to copy vertices here, because if we persp-divide a vertex it may
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be used in a subsequent triangle in the strip and would end up being double divided.
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*/
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#define SUBMIT_QUEUED() \
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if(strip_count > 3) { \
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tmp = *(vertex - 2); \
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/* If we had triangles ahead of this one, submit and finalize */ \
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_glPerspectiveDivideVertex(&tmp, h); \
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_glSubmitHeaderOrVertex(d, &tmp); \
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tmp = *(vertex - 1); \
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tmp.flags = GPU_CMD_VERTEX_EOL; \
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_glPerspectiveDivideVertex(&tmp, h); \
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_glSubmitHeaderOrVertex(d, &tmp); \
|
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}
|
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|
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bool is_last_in_strip = glIsLastVertex(vertex->flags);
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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) |
|
||||
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 1: {
|
||||
SUBMIT_QUEUED();
|
||||
/* 0, 0a, 2a */
|
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tmp = *triangle[0].v;
|
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tmp.flags = GPU_CMD_VERTEX;
|
||||
_glPerspectiveDivideVertex(&tmp, h);
|
||||
_glSubmitHeaderOrVertex(d, &tmp);
|
||||
|
||||
_glClipEdge(triangle[0].v, triangle[1].v, &tmp);
|
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tmp.flags = GPU_CMD_VERTEX;
|
||||
_glPerspectiveDivideVertex(&tmp, h);
|
||||
_glSubmitHeaderOrVertex(d, &tmp);
|
||||
|
||||
_glClipEdge(triangle[2].v, triangle[0].v, &tmp);
|
||||
tmp.flags = GPU_CMD_VERTEX_EOL;
|
||||
_glPerspectiveDivideVertex(&tmp, h);
|
||||
_glSubmitHeaderOrVertex(d, &tmp);
|
||||
} break;
|
||||
case 2: {
|
||||
SUBMIT_QUEUED();
|
||||
/* 0a, 1, 1a */
|
||||
_glClipEdge(triangle[0].v, triangle[1].v, &tmp);
|
||||
tmp.flags = GPU_CMD_VERTEX;
|
||||
_glPerspectiveDivideVertex(&tmp, h);
|
||||
_glSubmitHeaderOrVertex(d, &tmp);
|
||||
|
||||
tmp = *triangle[1].v;
|
||||
tmp.flags = GPU_CMD_VERTEX;
|
||||
_glPerspectiveDivideVertex(&tmp, h);
|
||||
_glSubmitHeaderOrVertex(d, &tmp);
|
||||
|
||||
_glClipEdge(triangle[1].v, triangle[2].v, &tmp);
|
||||
tmp.flags = GPU_CMD_VERTEX_EOL;
|
||||
_glPerspectiveDivideVertex(&tmp, h);
|
||||
_glSubmitHeaderOrVertex(d, &tmp);
|
||||
} break;
|
||||
case 3: {
|
||||
SUBMIT_QUEUED();
|
||||
/* 0, 1, 2a, 1a */
|
||||
tmp = *triangle[0].v;
|
||||
tmp.flags = GPU_CMD_VERTEX;
|
||||
_glPerspectiveDivideVertex(&tmp, h);
|
||||
_glSubmitHeaderOrVertex(d, &tmp);
|
||||
|
||||
tmp = *triangle[1].v;
|
||||
tmp.flags = GPU_CMD_VERTEX;
|
||||
_glPerspectiveDivideVertex(&tmp, h);
|
||||
_glSubmitHeaderOrVertex(d, &tmp);
|
||||
|
||||
_glClipEdge(triangle[2].v, triangle[0].v, &tmp);
|
||||
tmp.flags = GPU_CMD_VERTEX;
|
||||
_glPerspectiveDivideVertex(&tmp, h);
|
||||
_glSubmitHeaderOrVertex(d, &tmp);
|
||||
|
||||
_glClipEdge(triangle[1].v, triangle[2].v, &tmp);
|
||||
tmp.flags = GPU_CMD_VERTEX_EOL;
|
||||
_glPerspectiveDivideVertex(&tmp, h);
|
||||
_glSubmitHeaderOrVertex(d, &tmp);
|
||||
} break;
|
||||
case 4: {
|
||||
SUBMIT_QUEUED();
|
||||
/* 1a, 2, 2a */
|
||||
_glClipEdge(triangle[1].v, triangle[2].v, &tmp);
|
||||
tmp.flags = GPU_CMD_VERTEX;
|
||||
_glPerspectiveDivideVertex(&tmp, h);
|
||||
_glSubmitHeaderOrVertex(d, &tmp);
|
||||
|
||||
tmp = *triangle[2].v;
|
||||
tmp.flags = GPU_CMD_VERTEX;
|
||||
_glPerspectiveDivideVertex(&tmp, h);
|
||||
_glSubmitHeaderOrVertex(d, &tmp);
|
||||
|
||||
_glClipEdge(triangle[2].v, triangle[0].v, &tmp);
|
||||
tmp.flags = GPU_CMD_VERTEX_EOL;
|
||||
_glPerspectiveDivideVertex(&tmp, h);
|
||||
_glSubmitHeaderOrVertex(d, &tmp);
|
||||
} break;
|
||||
case 5: {
|
||||
SUBMIT_QUEUED();
|
||||
/* 0, 0a, 2, 1a */
|
||||
tmp = *triangle[0].v;
|
||||
tmp.flags = GPU_CMD_VERTEX;
|
||||
_glPerspectiveDivideVertex(&tmp, h);
|
||||
_glSubmitHeaderOrVertex(d, &tmp);
|
||||
|
||||
_glClipEdge(triangle[0].v, triangle[1].v, &tmp);
|
||||
tmp.flags = GPU_CMD_VERTEX;
|
||||
_glPerspectiveDivideVertex(&tmp, h);
|
||||
_glSubmitHeaderOrVertex(d, &tmp);
|
||||
|
||||
tmp = *triangle[2].v;
|
||||
tmp.flags = GPU_CMD_VERTEX;
|
||||
_glPerspectiveDivideVertex(&tmp, h);
|
||||
_glSubmitHeaderOrVertex(d, &tmp);
|
||||
|
||||
_glClipEdge(triangle[1].v, triangle[2].v, &tmp);
|
||||
tmp.flags = GPU_CMD_VERTEX_EOL;
|
||||
_glPerspectiveDivideVertex(&tmp, h);
|
||||
_glSubmitHeaderOrVertex(d, &tmp);
|
||||
} break;
|
||||
case 6: {
|
||||
SUBMIT_QUEUED();
|
||||
/* 0a, 1, 2a, 2 */
|
||||
_glClipEdge(triangle[0].v, triangle[1].v, &tmp);
|
||||
tmp.flags = GPU_CMD_VERTEX;
|
||||
_glPerspectiveDivideVertex(&tmp, h);
|
||||
_glSubmitHeaderOrVertex(d, &tmp);
|
||||
|
||||
tmp = *triangle[1].v;
|
||||
tmp.flags = GPU_CMD_VERTEX;
|
||||
_glPerspectiveDivideVertex(&tmp, h);
|
||||
_glSubmitHeaderOrVertex(d, &tmp);
|
||||
|
||||
_glClipEdge(triangle[2].v, triangle[0].v, &tmp);
|
||||
tmp.flags = GPU_CMD_VERTEX;
|
||||
_glPerspectiveDivideVertex(&tmp, h);
|
||||
_glSubmitHeaderOrVertex(d, &tmp);
|
||||
|
||||
tmp = *triangle[2].v;
|
||||
tmp.flags = GPU_CMD_VERTEX_EOL;
|
||||
_glPerspectiveDivideVertex(&tmp, h);
|
||||
_glSubmitHeaderOrVertex(d, &tmp);
|
||||
} break;
|
||||
case 7: {
|
||||
/* All the vertices are visible! We divide and submit v0, then shift */
|
||||
_glPerspectiveDivideVertex(vertex - 2, h);
|
||||
_glSubmitHeaderOrVertex(d, vertex - 2);
|
||||
|
||||
if(is_last_in_strip) {
|
||||
_glPerspectiveDivideVertex(vertex - 1, h);
|
||||
_glSubmitHeaderOrVertex(d, vertex - 1);
|
||||
_glPerspectiveDivideVertex(vertex, h);
|
||||
_glSubmitHeaderOrVertex(d, vertex);
|
||||
tri_count = 0;
|
||||
strip_count = 0;
|
||||
}
|
||||
|
||||
ShiftRotateTriangle();
|
||||
continue;
|
||||
} break;
|
||||
case 0:
|
||||
default:
|
||||
break;
|
||||
case 15: /* All visible, but final vertex in strip */
|
||||
{
|
||||
_glPerspectiveDivideVertex(v0, h);
|
||||
_glSubmitHeaderOrVertex(sq, v0);
|
||||
|
||||
Vertex __attribute__((aligned(32))) a = *v1;
|
||||
_glPerspectiveDivideVertex(&a, h);
|
||||
_glSubmitHeaderOrVertex(sq, &a);
|
||||
|
||||
a = *v2;
|
||||
_glPerspectiveDivideVertex(&a, h);
|
||||
_glSubmitHeaderOrVertex(sq, &a);
|
||||
}
|
||||
break;
|
||||
case 7:
|
||||
/* All visible, push the first vertex and move on */
|
||||
_glPerspectiveDivideVertex(v0, h);
|
||||
_glSubmitHeaderOrVertex(sq, v0);
|
||||
break;
|
||||
case 9:
|
||||
/* First vertex was visible, last in strip */
|
||||
{
|
||||
Vertex __attribute__((aligned(32))) a, b;
|
||||
|
||||
_glClipEdge(v0, v1, &a);
|
||||
a.flags = GPU_CMD_VERTEX;
|
||||
|
||||
_glClipEdge(v2, v0, &b);
|
||||
b.flags = GPU_CMD_VERTEX_EOL;
|
||||
|
||||
_glPerspectiveDivideVertex(v0, h);
|
||||
_glSubmitHeaderOrVertex(sq, v0);
|
||||
|
||||
_glPerspectiveDivideVertex(&a, h);
|
||||
_glSubmitHeaderOrVertex(sq, &a);
|
||||
|
||||
_glPerspectiveDivideVertex(&b, h);
|
||||
_glSubmitHeaderOrVertex(sq, &b);
|
||||
}
|
||||
break;
|
||||
case 1:
|
||||
/* First vertex was visible, but not last in strip */
|
||||
{
|
||||
Vertex __attribute__((aligned(32))) a, b;
|
||||
|
||||
_glClipEdge(v0, v1, &a);
|
||||
a.flags = GPU_CMD_VERTEX;
|
||||
|
||||
_glClipEdge(v2, v0, &b);
|
||||
b.flags = GPU_CMD_VERTEX;
|
||||
|
||||
_glPerspectiveDivideVertex(v0, h);
|
||||
_glSubmitHeaderOrVertex(sq, v0);
|
||||
|
||||
_glPerspectiveDivideVertex(&a, h);
|
||||
_glSubmitHeaderOrVertex(sq, &a);
|
||||
|
||||
_glPerspectiveDivideVertex(&b, h);
|
||||
_glSubmitHeaderOrVertex(sq, &b);
|
||||
_glSubmitHeaderOrVertex(sq, &b);
|
||||
}
|
||||
break;
|
||||
case 10:
|
||||
case 2:
|
||||
/* Second vertex was visible. In self case we need to create a triangle and produce
|
||||
two new vertices: 1-2, and 2-3. */
|
||||
{
|
||||
Vertex __attribute__((aligned(32))) a;
|
||||
Vertex __attribute__((aligned(32))) c = *v1;
|
||||
_glClipEdge(v0, &c, &a);
|
||||
a.flags = GPU_CMD_VERTEX;
|
||||
|
||||
_glPerspectiveDivideVertex(&a, h);
|
||||
_glSubmitHeaderOrVertex(sq, &a);
|
||||
|
||||
_glClipEdge(&c, v2, &a);
|
||||
a.flags = v2->flags;
|
||||
|
||||
_glPerspectiveDivideVertex(&c, h);
|
||||
_glSubmitHeaderOrVertex(sq, &c);
|
||||
|
||||
_glPerspectiveDivideVertex(&a, h);
|
||||
_glSubmitHeaderOrVertex(sq, &a);
|
||||
}
|
||||
break;
|
||||
case 11:
|
||||
case 3: /* First and second vertex were visible */
|
||||
{
|
||||
Vertex __attribute__((aligned(32))) a, b;
|
||||
Vertex __attribute__((aligned(32))) c = *v1;
|
||||
|
||||
_glClipEdge(v2, v0, &b);
|
||||
b.flags = GPU_CMD_VERTEX;
|
||||
|
||||
_glPerspectiveDivideVertex(v0, h);
|
||||
_glSubmitHeaderOrVertex(sq, v0);
|
||||
|
||||
_glClipEdge(v1, v2, &a);
|
||||
a.flags = v2->flags;
|
||||
|
||||
_glPerspectiveDivideVertex(&c, h);
|
||||
_glSubmitHeaderOrVertex(sq, &c);
|
||||
|
||||
_glPerspectiveDivideVertex(&b, h);
|
||||
_glSubmitHeaderOrVertex(sq, &b);
|
||||
|
||||
_glPerspectiveDivideVertex(&a, h);
|
||||
_glSubmitHeaderOrVertex(sq, &c);
|
||||
_glSubmitHeaderOrVertex(sq, &a);
|
||||
}
|
||||
break;
|
||||
case 12:
|
||||
case 4:
|
||||
/* Third vertex was visible. */
|
||||
{
|
||||
Vertex __attribute__((aligned(32))) a, b;
|
||||
Vertex __attribute__((aligned(32))) c = *v2;
|
||||
|
||||
_glClipEdge(v2, v0, &a);
|
||||
a.flags = GPU_CMD_VERTEX;
|
||||
|
||||
_glClipEdge(v1, v2, &b);
|
||||
b.flags = GPU_CMD_VERTEX;
|
||||
|
||||
_glPerspectiveDivideVertex(&a, h);
|
||||
_glSubmitHeaderOrVertex(sq, &a);
|
||||
|
||||
_glPerspectiveDivideVertex(&b, h);
|
||||
_glSubmitHeaderOrVertex(sq, &a);
|
||||
_glSubmitHeaderOrVertex(sq, &b);
|
||||
|
||||
_glPerspectiveDivideVertex(&c, h);
|
||||
_glSubmitHeaderOrVertex(sq, &c);
|
||||
}
|
||||
break;
|
||||
case 13:
|
||||
{
|
||||
Vertex __attribute__((aligned(32))) a, b;
|
||||
Vertex __attribute__((aligned(32))) c = *v2;
|
||||
c.flags = GPU_CMD_VERTEX;
|
||||
|
||||
_glClipEdge(v0, v1, &a);
|
||||
a.flags = GPU_CMD_VERTEX;
|
||||
|
||||
_glClipEdge(v1, v2, &b);
|
||||
b.flags = GPU_CMD_VERTEX;
|
||||
|
||||
_glPerspectiveDivideVertex(v0, h);
|
||||
_glSubmitHeaderOrVertex(sq, v0);
|
||||
|
||||
_glPerspectiveDivideVertex(&a, h);
|
||||
_glSubmitHeaderOrVertex(sq, &a);
|
||||
|
||||
_glPerspectiveDivideVertex(&c, h);
|
||||
_glSubmitHeaderOrVertex(sq, &c);
|
||||
_glPerspectiveDivideVertex(&b, h);
|
||||
_glSubmitHeaderOrVertex(sq, &b);
|
||||
|
||||
c.flags = GPU_CMD_VERTEX_EOL;
|
||||
_glSubmitHeaderOrVertex(sq, &c);
|
||||
}
|
||||
break;
|
||||
case 5: /* First and third vertex were visible */
|
||||
{
|
||||
Vertex __attribute__((aligned(32))) a, b;
|
||||
Vertex __attribute__((aligned(32))) c = *v2;
|
||||
c.flags = GPU_CMD_VERTEX;
|
||||
|
||||
_glClipEdge(v0, v1, &a);
|
||||
a.flags = GPU_CMD_VERTEX;
|
||||
|
||||
_glClipEdge(v1, v2, &b);
|
||||
b.flags = GPU_CMD_VERTEX;
|
||||
|
||||
_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 __attribute__((aligned(32))) a, b;
|
||||
Vertex __attribute__((aligned(32))) c = *v1;
|
||||
|
||||
_glClipEdge(v0, v1, &a);
|
||||
a.flags = GPU_CMD_VERTEX;
|
||||
|
||||
_glClipEdge(v2, v0, &b);
|
||||
b.flags = GPU_CMD_VERTEX;
|
||||
|
||||
_glPerspectiveDivideVertex(&a, h);
|
||||
_glSubmitHeaderOrVertex(sq, &a);
|
||||
|
||||
_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 this was the last in the strip, we don't need to
|
||||
submit anything else, we just wipe the tri_count */
|
||||
if(is_last_in_strip) {
|
||||
tri_count = 0;
|
||||
strip_count = 0;
|
||||
if(v2->flags == GPU_CMD_VERTEX_EOL) {
|
||||
counter = 0;
|
||||
} else {
|
||||
ShiftRotateTriangle();
|
||||
strip_count = 2;
|
||||
--counter;
|
||||
}
|
||||
|
||||
v2++;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
36
GL/private.h
36
GL/private.h
|
@ -233,11 +233,41 @@ GL_FORCE_INLINE float clamp(float d, float min, float max) {
|
|||
return (d < min) ? min : (d > max) ? max : d;
|
||||
}
|
||||
|
||||
GL_FORCE_INLINE void memcpy_vertex(Vertex *dest, const Vertex *src) {
|
||||
#ifdef __DREAMCAST__
|
||||
_Complex float double_scratch;
|
||||
|
||||
asm volatile (
|
||||
"fschg\n\t"
|
||||
"clrs\n\t"
|
||||
".align 2\n\t"
|
||||
"fmov.d @%[in]+, %[scratch]\n\t"
|
||||
"fmov.d %[scratch], @%[out]\n\t"
|
||||
"fmov.d @%[in]+, %[scratch]\n\t"
|
||||
"add #8, %[out]\n\t"
|
||||
"fmov.d %[scratch], @%[out]\n\t"
|
||||
"fmov.d @%[in]+, %[scratch]\n\t"
|
||||
"add #8, %[out]\n\t"
|
||||
"fmov.d %[scratch], @%[out]\n\t"
|
||||
"fmov.d @%[in], %[scratch]\n\t"
|
||||
"add #8, %[out]\n\t"
|
||||
"fmov.d %[scratch], @%[out]\n\t"
|
||||
"fschg\n"
|
||||
: [in] "+&r" ((uint32_t) src), [scratch] "=&d" (double_scratch), [out] "+&r" ((uint32_t) dest)
|
||||
:
|
||||
: "t", "memory" // clobbers
|
||||
);
|
||||
#else
|
||||
*dest = *src;
|
||||
#endif
|
||||
}
|
||||
|
||||
#define swapVertex(a, b) \
|
||||
do { \
|
||||
Vertex c = *a; \
|
||||
*a = *b; \
|
||||
*b = c; \
|
||||
Vertex __attribute__((aligned(32))) c; \
|
||||
memcpy_vertex(&c, a); \
|
||||
memcpy_vertex(a, b); \
|
||||
memcpy_vertex(b, &c); \
|
||||
} while(0)
|
||||
|
||||
/* ClipVertex doesn't have room for these, so we need to parse them
|
||||
|
|
|
@ -12,6 +12,7 @@ extern "C" {
|
|||
#if defined(__APPLE__) || defined(__WIN32__)
|
||||
/* Linux + Kos define this, OSX does not, so just use malloc there */
|
||||
static inline void* memalign(size_t alignment, size_t size) {
|
||||
(void) alignment;
|
||||
return malloc(size);
|
||||
}
|
||||
#else
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -157,4 +157,4 @@ NUMPOLLIES 36
|
|||
2.0 0.0 -0.5 0.0 0.0
|
||||
3.0 1.0 -0.5 1.0 1.0
|
||||
2.0 1.0 -0.5 0.0 1.0
|
||||
2.0 0.0 -0.5 0.0 0.0
|
||||
2.0 0.0 -0.5 0.0 0.0
|
||||
|
|
|
@ -86,12 +86,13 @@ void DrawGLScene()
|
|||
rotation = (rotation > 360.0f) ? rotation - 360.0f : rotation;
|
||||
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
|
||||
glClearColor(0.5f, 0.5f, 0.5f, 0.5f);
|
||||
glLoadIdentity(); // Reset The View
|
||||
|
||||
glDisable(GL_CULL_FACE);
|
||||
|
||||
glPushMatrix();
|
||||
glTranslatef(0.0f, -1.0f, movement);
|
||||
glTranslatef(0.0f, -1.0f, -movement);
|
||||
glRotatef(rotation, 0.0f, 1.0f, 0.0f);
|
||||
|
||||
glBegin(GL_TRIANGLES);
|
||||
|
|
637
tests/zclip/main.cpp
Normal file
637
tests/zclip/main.cpp
Normal file
|
@ -0,0 +1,637 @@
|
|||
|
||||
#include <cstdint>
|
||||
#include <vector>
|
||||
#include <cstdio>
|
||||
#include <cmath>
|
||||
#include <stdexcept>
|
||||
#include <cassert>
|
||||
|
||||
#define SQ_BASE_ADDRESS 0
|
||||
#define SPAN_SORT_CFG 0
|
||||
#define PVR_SET(x, y) (void)(x); (void)(y)
|
||||
|
||||
struct Vertex {
|
||||
uint32_t flags;
|
||||
float xyz[3];
|
||||
float uv[2];
|
||||
float w;
|
||||
uint8_t bgra[4];
|
||||
};
|
||||
|
||||
struct {
|
||||
float hwidth;
|
||||
float x_plus_hwidth;
|
||||
float hheight;
|
||||
float y_plus_hheight;
|
||||
} VIEWPORT = {320, 320, 240, 240};
|
||||
|
||||
|
||||
struct VideoMode {
|
||||
float height;
|
||||
};
|
||||
|
||||
static VideoMode* GetVideoMode() {
|
||||
static VideoMode mode = {320.0f};
|
||||
return &mode;
|
||||
}
|
||||
|
||||
enum GPUCommand {
|
||||
GPU_CMD_POLYHDR = 0x80840000,
|
||||
GPU_CMD_VERTEX = 0xe0000000,
|
||||
GPU_CMD_VERTEX_EOL = 0xf0000000,
|
||||
GPU_CMD_USERCLIP = 0x20000000,
|
||||
GPU_CMD_MODIFIER = 0x80000000,
|
||||
GPU_CMD_SPRITE = 0xA0000000
|
||||
};
|
||||
|
||||
static std::vector<Vertex> sent;
|
||||
|
||||
static inline void interpolateColour(const uint32_t* a, const uint32_t* b, const float t, uint32_t* out) {
|
||||
const static uint32_t MASK1 = 0x00FF00FF;
|
||||
const static uint32_t MASK2 = 0xFF00FF00;
|
||||
|
||||
const uint32_t f2 = 256 * t;
|
||||
const uint32_t f1 = 256 - f2;
|
||||
|
||||
*out = (((((*a & MASK1) * f1) + ((*b & MASK1) * f2)) >> 8) & MASK1) |
|
||||
(((((*a & MASK2) * f1) + ((*b & MASK2) * f2)) >> 8) & MASK2);
|
||||
}
|
||||
|
||||
static inline void _glClipEdge(const Vertex* v1, const Vertex* v2, Vertex* vout) {
|
||||
/* Clipping time! */
|
||||
const float d0 = v1->w + v1->xyz[2];
|
||||
const float d1 = v2->w + v2->xyz[2];
|
||||
const float sign = ((2.0f * (d1 < d0)) - 1.0f);
|
||||
const float epsilon = -0.00001f * sign;
|
||||
const float n = (d0 - d1);
|
||||
const float r = (1.f / sqrtf(n * n)) * sign;
|
||||
float t = fmaf(r, d0, epsilon);
|
||||
|
||||
vout->xyz[0] = fmaf(v2->xyz[0] - v1->xyz[0], t, v1->xyz[0]);
|
||||
vout->xyz[1] = fmaf(v2->xyz[1] - v1->xyz[1], t, v1->xyz[1]);
|
||||
vout->xyz[2] = fmaf(v2->xyz[2] - v1->xyz[2], t, v1->xyz[2]);
|
||||
vout->w = fmaf(v2->w - v1->w, t, v1->w);
|
||||
|
||||
vout->uv[0] = fmaf(v2->uv[0] - v1->uv[0], t, v1->uv[0]);
|
||||
vout->uv[1] = fmaf(v2->uv[1] - v1->uv[1], t, v1->uv[1]);
|
||||
|
||||
interpolateColour((uint32_t*) v1->bgra, (uint32_t*) v2->bgra, t, (uint32_t*) vout->bgra);
|
||||
}
|
||||
|
||||
bool glIsVertex(const uint32_t flags) {
|
||||
return flags == GPU_CMD_VERTEX_EOL || flags == GPU_CMD_VERTEX;
|
||||
}
|
||||
|
||||
bool glIsLastVertex(const uint32_t flags) {
|
||||
return flags == GPU_CMD_VERTEX_EOL;
|
||||
}
|
||||
|
||||
void _glSubmitHeaderOrVertex(volatile uint32_t*, Vertex* vtx) {
|
||||
sent.push_back(*vtx);
|
||||
}
|
||||
|
||||
float _glFastInvert(float x) {
|
||||
return (1.f / __builtin_sqrtf(x * x));
|
||||
}
|
||||
|
||||
void _glPerspectiveDivideVertex(Vertex* vertex, const float h) {
|
||||
const float f = _glFastInvert(vertex->w);
|
||||
|
||||
/* Convert to NDC and apply viewport */
|
||||
vertex->xyz[0] = __builtin_fmaf(
|
||||
VIEWPORT.hwidth, vertex->xyz[0] * f, VIEWPORT.x_plus_hwidth
|
||||
);
|
||||
|
||||
vertex->xyz[1] = h - __builtin_fmaf(
|
||||
VIEWPORT.hheight, vertex->xyz[1] * f, VIEWPORT.y_plus_hheight
|
||||
);
|
||||
|
||||
/* Orthographic projections need to use invZ otherwise we lose
|
||||
the depth information. As w == 1, and clip-space range is -w to +w
|
||||
we add 1.0 to the Z to bring it into range. We add a little extra to
|
||||
avoid a divide by zero.
|
||||
*/
|
||||
|
||||
vertex->xyz[2] = (vertex->w == 1.0f) ? _glFastInvert(1.0001f + vertex->xyz[2]) : f;
|
||||
}
|
||||
|
||||
|
||||
void memcpy_vertex(Vertex* dst, Vertex* src) {
|
||||
*dst = *src;
|
||||
}
|
||||
|
||||
/* Zclipping is so difficult to get right, that self sample tests all the cases of clipping and makes sure that things work as expected */
|
||||
|
||||
#ifdef __DREAMCAST__
|
||||
static volatile int *pvrdmacfg = (int*)0xA05F6888;
|
||||
static volatile int *qacr = (int*)0xFF000038;
|
||||
#else
|
||||
static int pvrdmacfg[2];
|
||||
static int qacr[2];
|
||||
#endif
|
||||
|
||||
void SceneListSubmit(void* src, int n) {
|
||||
/* You need at least a header, and 3 vertices to render anything */
|
||||
if(n < 4) {
|
||||
return;
|
||||
}
|
||||
|
||||
const float h = GetVideoMode()->height;
|
||||
|
||||
PVR_SET(SPAN_SORT_CFG, 0x0);
|
||||
|
||||
//Set PVR DMA registers
|
||||
pvrdmacfg[0] = 1;
|
||||
pvrdmacfg[1] = 1;
|
||||
|
||||
//Set QACR registers
|
||||
qacr[1] = qacr[0] = 0x11;
|
||||
|
||||
volatile uint32_t *d = SQ_BASE_ADDRESS;
|
||||
|
||||
int8_t queue_head = 0;
|
||||
int8_t queue_tail = 0;
|
||||
|
||||
/* The most vertices ever in the queue is 5 (as some clipping operations
|
||||
* produce and additional couple of vertice, but we add one more so the ring buffer doesn't
|
||||
* trip over itself (e.g. if tail == head we can guarantee it's empty, not full) */
|
||||
Vertex __attribute__((aligned(32))) queue[4];
|
||||
const int queue_capacity = sizeof(queue) / sizeof(Vertex);
|
||||
|
||||
Vertex* vertex = (Vertex*) src;
|
||||
uint32_t visible_mask = 0;
|
||||
|
||||
#if CLIP_DEBUG
|
||||
for(int i = 0; i < n; ++i) {
|
||||
fprintf(stderr, "{%f, %f, %f, %f}, // %x (%x)\n", vertex[i].xyz[0], vertex[i].xyz[1], vertex[i].xyz[2], vertex[i].w, vertex[i].flags, &vertex[i]);
|
||||
}
|
||||
|
||||
fprintf(stderr, "----\n");
|
||||
#endif
|
||||
while(n--) {
|
||||
bool last_vertex = false;
|
||||
memcpy_vertex(queue + queue_tail, vertex);
|
||||
++vertex;
|
||||
switch(queue[queue_tail].flags) {
|
||||
case GPU_CMD_POLYHDR:
|
||||
_glSubmitHeaderOrVertex(d, &queue[queue_tail]);
|
||||
break;
|
||||
case GPU_CMD_VERTEX_EOL:
|
||||
last_vertex = true;
|
||||
case GPU_CMD_VERTEX:
|
||||
visible_mask = (visible_mask >> 1) | (queue[queue_tail].xyz[2] >= -queue[queue_tail].w) << 2;
|
||||
assert(visible_mask < 15);
|
||||
queue_tail = (queue_tail + 1) % queue_capacity;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
int counter = (queue_tail - queue_head + queue_capacity) % queue_capacity;
|
||||
if(counter < 3) {
|
||||
continue;
|
||||
}
|
||||
|
||||
#if CLIP_DEBUG
|
||||
fprintf(stderr, "%d\n", visible_mask);
|
||||
#endif
|
||||
Vertex __attribute__((aligned(32))) a, b; // Scratch vertices
|
||||
switch(visible_mask) {
|
||||
case 0:
|
||||
break;
|
||||
case 7:
|
||||
/* All visible, push the first vertex and move on */
|
||||
_glPerspectiveDivideVertex(&queue[queue_head], h);
|
||||
_glSubmitHeaderOrVertex(d, &queue[queue_head]);
|
||||
|
||||
if(last_vertex) {
|
||||
/* If this was the last vertex in the strip, we need to flush the queue and then
|
||||
restart it again */
|
||||
|
||||
int v1 = (queue_head + 1) % queue_capacity;
|
||||
int v2 = (queue_head + 2) % queue_capacity;
|
||||
|
||||
_glPerspectiveDivideVertex(&queue[v1], h);
|
||||
_glSubmitHeaderOrVertex(d, &queue[v1]);
|
||||
|
||||
_glPerspectiveDivideVertex(&queue[v2], h);
|
||||
_glSubmitHeaderOrVertex(d, &queue[v2]);
|
||||
}
|
||||
break;
|
||||
case 1:
|
||||
/* First vertex was visible */
|
||||
{
|
||||
Vertex* v0 = &queue[queue_head];
|
||||
Vertex* v1 = &queue[(queue_head + 1) % queue_capacity];
|
||||
Vertex* v2 = &queue[(queue_head + 2) % queue_capacity];
|
||||
|
||||
_glClipEdge(v0, v1, &a);
|
||||
_glClipEdge(v2, v0, &b);
|
||||
a.flags = GPU_CMD_VERTEX;
|
||||
|
||||
/* If v2 was the last in the strip, then b should be. If it wasn't
|
||||
we'll create a degenerate triangle by adding b twice in a row so that the
|
||||
strip processing will continue correctly after crossing the plane so it can
|
||||
cross back*/
|
||||
b.flags = v2->flags;
|
||||
|
||||
_glPerspectiveDivideVertex(v0, h);
|
||||
_glPerspectiveDivideVertex(&a, h);
|
||||
_glPerspectiveDivideVertex(&b, h);
|
||||
|
||||
_glSubmitHeaderOrVertex(d, v0);
|
||||
_glSubmitHeaderOrVertex(d, &a);
|
||||
_glSubmitHeaderOrVertex(d, &b);
|
||||
_glSubmitHeaderOrVertex(d, &b);
|
||||
}
|
||||
break;
|
||||
case 2:
|
||||
/* Second vertex was visible. In self case we need to create a triangle and produce
|
||||
two new vertices: 1-2, and 2-3. */
|
||||
{
|
||||
Vertex* v0 = &queue[queue_head];
|
||||
const Vertex* v1 = &queue[(queue_head + 1) % queue_capacity];
|
||||
const Vertex* v2 = &queue[(queue_head + 2) % queue_capacity];
|
||||
|
||||
_glClipEdge(v0, v1, &a);
|
||||
_glClipEdge(v1, v2, &b);
|
||||
a.flags = GPU_CMD_VERTEX;
|
||||
b.flags = v2->flags;
|
||||
|
||||
_glPerspectiveDivideVertex(v0, h);
|
||||
_glPerspectiveDivideVertex(&a, h);
|
||||
_glPerspectiveDivideVertex(&b, h);
|
||||
|
||||
_glSubmitHeaderOrVertex(d, &a);
|
||||
_glSubmitHeaderOrVertex(d, v0);
|
||||
_glSubmitHeaderOrVertex(d, &b);
|
||||
}
|
||||
break;
|
||||
case 3: /* First and second vertex were visible */
|
||||
{
|
||||
Vertex* v0 = &queue[queue_head];
|
||||
Vertex __attribute__((aligned(32))) v1 = queue[(queue_head + 1) % queue_capacity];
|
||||
Vertex* v2 = &queue[(queue_head + 2) % queue_capacity];
|
||||
|
||||
_glClipEdge(&v1, v2, &a);
|
||||
_glClipEdge(v2, v0, &b);
|
||||
|
||||
a.flags = v2->flags;
|
||||
b.flags = GPU_CMD_VERTEX;
|
||||
|
||||
_glPerspectiveDivideVertex(v0, h);
|
||||
_glPerspectiveDivideVertex(&v1, h);
|
||||
_glPerspectiveDivideVertex(&a, h);
|
||||
_glPerspectiveDivideVertex(&b, h);
|
||||
|
||||
_glSubmitHeaderOrVertex(d, v0);
|
||||
_glSubmitHeaderOrVertex(d, &v1);
|
||||
_glSubmitHeaderOrVertex(d, &b);
|
||||
_glSubmitHeaderOrVertex(d, &v1);
|
||||
_glSubmitHeaderOrVertex(d, &a);
|
||||
}
|
||||
break;
|
||||
case 4:
|
||||
/* Third vertex was visible. */
|
||||
{
|
||||
Vertex* v0 = &queue[queue_head];
|
||||
Vertex* v1 = &queue[(queue_head + 1) % queue_capacity];
|
||||
Vertex __attribute__((aligned(32))) v2 = queue[(queue_head + 2) % queue_capacity];
|
||||
|
||||
_glClipEdge(&v2, v0, &a);
|
||||
_glClipEdge(v1, &v2, &b);
|
||||
a.flags = GPU_CMD_VERTEX;
|
||||
b.flags = GPU_CMD_VERTEX;
|
||||
|
||||
_glPerspectiveDivideVertex(&v2, h);
|
||||
_glPerspectiveDivideVertex(&a, h);
|
||||
_glPerspectiveDivideVertex(&b, h);
|
||||
|
||||
_glSubmitHeaderOrVertex(d, &a);
|
||||
_glSubmitHeaderOrVertex(d, &a);
|
||||
_glSubmitHeaderOrVertex(d, &b);
|
||||
_glSubmitHeaderOrVertex(d, &v2);
|
||||
}
|
||||
break;
|
||||
case 5: /* First and third vertex were visible */
|
||||
{
|
||||
Vertex* v0 = &queue[queue_head];
|
||||
Vertex* v1 = &queue[(queue_head + 1) % queue_capacity];
|
||||
Vertex __attribute__((aligned(32))) v2 = queue[(queue_head + 2) % queue_capacity];
|
||||
|
||||
_glClipEdge(v0, v1, &a);
|
||||
_glClipEdge(v1, &v2, &b);
|
||||
a.flags = GPU_CMD_VERTEX;
|
||||
b.flags = GPU_CMD_VERTEX;
|
||||
|
||||
_glPerspectiveDivideVertex(v0, h);
|
||||
_glPerspectiveDivideVertex(&v2, h);
|
||||
_glPerspectiveDivideVertex(&a, h);
|
||||
_glPerspectiveDivideVertex(&b, h);
|
||||
|
||||
_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);
|
||||
}
|
||||
break;
|
||||
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];
|
||||
|
||||
_glClipEdge(v0, &v1, &a);
|
||||
_glClipEdge(&v2, v0, &b);
|
||||
|
||||
a.flags = GPU_CMD_VERTEX;
|
||||
b.flags = GPU_CMD_VERTEX;
|
||||
|
||||
_glPerspectiveDivideVertex(&v1, h);
|
||||
_glPerspectiveDivideVertex(&v2, h);
|
||||
_glPerspectiveDivideVertex(&a, h);
|
||||
_glPerspectiveDivideVertex(&b, h);
|
||||
|
||||
_glSubmitHeaderOrVertex(d, &a);
|
||||
_glSubmitHeaderOrVertex(d, &v1);
|
||||
_glSubmitHeaderOrVertex(d, &b);
|
||||
_glSubmitHeaderOrVertex(d, &v1);
|
||||
_glSubmitHeaderOrVertex(d, &v2);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
if(last_vertex) {
|
||||
visible_mask = queue_head = queue_tail = 0;
|
||||
} else {
|
||||
queue_head = (queue_head + 1) % queue_capacity;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
struct VertexTmpl {
|
||||
VertexTmpl(float x, float y, float z, float w):
|
||||
x(x), y(y), z(z), w(w) {}
|
||||
|
||||
float x, y, z, w;
|
||||
};
|
||||
|
||||
std::vector<Vertex> make_vertices(const std::vector<VertexTmpl>& verts) {
|
||||
std::vector<Vertex> result;
|
||||
Vertex r;
|
||||
|
||||
r.flags = GPU_CMD_POLYHDR;
|
||||
result.push_back(r);
|
||||
|
||||
for(auto& v: verts) {
|
||||
r.flags = GPU_CMD_VERTEX;
|
||||
r.xyz[0] = v.x;
|
||||
r.xyz[1] = v.y;
|
||||
r.xyz[2] = v.z;
|
||||
r.uv[0] = 0.0f;
|
||||
r.uv[1] = 0.0f;
|
||||
r.w = v.w;
|
||||
|
||||
result.push_back(r);
|
||||
}
|
||||
|
||||
result.back().flags = GPU_CMD_VERTEX_EOL;
|
||||
return result;
|
||||
}
|
||||
|
||||
template<typename T, typename U>
|
||||
void check_equal(const T& lhs, const U& rhs) {
|
||||
if(lhs != rhs) {
|
||||
throw std::runtime_error("Assertion failed");
|
||||
}
|
||||
}
|
||||
|
||||
template<>
|
||||
void check_equal(const Vertex& lhs, const Vertex& rhs) {
|
||||
if(lhs.xyz[0] != rhs.xyz[0] ||
|
||||
lhs.xyz[1] != rhs.xyz[1] ||
|
||||
lhs.xyz[2] != rhs.xyz[2] ||
|
||||
lhs.w != rhs.w) {
|
||||
throw std::runtime_error("Assertion failed");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
bool test_clip_case_001() {
|
||||
/* The first vertex is visible only */
|
||||
sent.clear();
|
||||
|
||||
auto data = make_vertices({
|
||||
{0.000000, -2.414213, 3.080808, 5.000000},
|
||||
{-4.526650, -2.414213, -7.121212, -5.000000},
|
||||
{4.526650, -2.414213, -7.121212, -5.000000}
|
||||
});
|
||||
|
||||
SceneListSubmit(&data[0], data.size());
|
||||
|
||||
check_equal(sent.size(), 5);
|
||||
check_equal(sent[0].flags, GPU_CMD_POLYHDR);
|
||||
check_equal(sent[1].flags, GPU_CMD_VERTEX);
|
||||
check_equal(sent[2].flags, GPU_CMD_VERTEX);
|
||||
|
||||
// Because we're sending a single triangle, we end up sending a
|
||||
// degenerate final vert. But if we were sending more than one triangle
|
||||
// this would be GPU_CMD_VERTEX twice
|
||||
check_equal(sent[3].flags, GPU_CMD_VERTEX_EOL);
|
||||
check_equal(sent[4].flags, GPU_CMD_VERTEX_EOL);
|
||||
check_equal(sent[3], sent[4]);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool test_clip_case_010() {
|
||||
/* The third vertex is visible only */
|
||||
sent.clear();
|
||||
|
||||
auto data = make_vertices({
|
||||
{-4.526650, -2.414213, -7.121212, -5.000000},
|
||||
{0.000000, -2.414213, 3.080808, 5.000000},
|
||||
{4.526650, -2.414213, -7.121212, -5.000000}
|
||||
});
|
||||
|
||||
SceneListSubmit(&data[0], data.size());
|
||||
|
||||
check_equal(sent.size(), 4);
|
||||
check_equal(sent[0].flags, GPU_CMD_POLYHDR);
|
||||
check_equal(sent[1].flags, GPU_CMD_VERTEX);
|
||||
check_equal(sent[2].flags, GPU_CMD_VERTEX);
|
||||
check_equal(sent[3].flags, GPU_CMD_VERTEX_EOL);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool test_clip_case_100() {
|
||||
/* The third vertex is visible only */
|
||||
sent.clear();
|
||||
|
||||
auto data = make_vertices({
|
||||
{-4.526650, -2.414213, -7.121212, -5.000000},
|
||||
{4.526650, -2.414213, -7.121212, -5.000000},
|
||||
{0.000000, -2.414213, 3.080808, 5.000000}
|
||||
});
|
||||
|
||||
SceneListSubmit(&data[0], data.size());
|
||||
|
||||
check_equal(sent.size(), 5);
|
||||
check_equal(sent[0].flags, GPU_CMD_POLYHDR);
|
||||
check_equal(sent[1].flags, GPU_CMD_VERTEX);
|
||||
check_equal(sent[2].flags, GPU_CMD_VERTEX);
|
||||
|
||||
// Because we're sending a single triangle, we end up sending a
|
||||
// degenerate final vert. But if we were sending more than one triangle
|
||||
// this would be GPU_CMD_VERTEX twice
|
||||
check_equal(sent[3].flags, GPU_CMD_VERTEX);
|
||||
check_equal(sent[4].flags, GPU_CMD_VERTEX_EOL);
|
||||
check_equal(sent[1], sent[2]);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool test_clip_case_110() {
|
||||
/* 2nd and 3rd visible */
|
||||
sent.clear();
|
||||
|
||||
auto data = make_vertices({
|
||||
{0.0, -2.414213, -7.121212, -5.000000},
|
||||
{-4.526650, -2.414213, 3.080808, 5.000000},
|
||||
{4.526650, -2.414213, 3.080808, 5.000000}
|
||||
});
|
||||
|
||||
SceneListSubmit(&data[0], data.size());
|
||||
|
||||
check_equal(sent.size(), 6);
|
||||
check_equal(sent[0].flags, GPU_CMD_POLYHDR);
|
||||
check_equal(sent[1].flags, GPU_CMD_VERTEX);
|
||||
check_equal(sent[2].flags, GPU_CMD_VERTEX);
|
||||
check_equal(sent[3].flags, GPU_CMD_VERTEX);
|
||||
check_equal(sent[4].flags, GPU_CMD_VERTEX);
|
||||
check_equal(sent[5].flags, GPU_CMD_VERTEX_EOL);
|
||||
check_equal(sent[2], sent[4]);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool test_clip_case_011() {
|
||||
/* 1st and 2nd visible */
|
||||
sent.clear();
|
||||
|
||||
auto data = make_vertices({
|
||||
{-4.526650, -2.414213, 3.080808, 5.000000},
|
||||
{4.526650, -2.414213, 3.080808, 5.000000},
|
||||
{0.0, -2.414213, -7.121212, -5.000000}
|
||||
});
|
||||
|
||||
SceneListSubmit(&data[0], data.size());
|
||||
|
||||
check_equal(sent.size(), 6);
|
||||
check_equal(sent[0].flags, GPU_CMD_POLYHDR);
|
||||
check_equal(sent[1].flags, GPU_CMD_VERTEX);
|
||||
check_equal(sent[2].flags, GPU_CMD_VERTEX);
|
||||
check_equal(sent[3].flags, GPU_CMD_VERTEX);
|
||||
check_equal(sent[4].flags, GPU_CMD_VERTEX);
|
||||
check_equal(sent[5].flags, GPU_CMD_VERTEX_EOL);
|
||||
check_equal(sent[2], sent[4]);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool test_clip_case_101() {
|
||||
/* 1st and 3rd visible */
|
||||
sent.clear();
|
||||
|
||||
auto data = make_vertices({
|
||||
{-4.526650, -2.414213, 3.080808, 5.000000},
|
||||
{0.0, -2.414213, -7.121212, -5.000000},
|
||||
{4.526650, -2.414213, 3.080808, 5.000000},
|
||||
});
|
||||
|
||||
SceneListSubmit(&data[0], data.size());
|
||||
|
||||
check_equal(sent.size(), 6);
|
||||
check_equal(sent[0].flags, GPU_CMD_POLYHDR);
|
||||
check_equal(sent[1].flags, GPU_CMD_VERTEX);
|
||||
check_equal(sent[2].flags, GPU_CMD_VERTEX);
|
||||
check_equal(sent[3].flags, GPU_CMD_VERTEX);
|
||||
check_equal(sent[4].flags, GPU_CMD_VERTEX);
|
||||
check_equal(sent[5].flags, GPU_CMD_VERTEX_EOL);
|
||||
check_equal(sent[3], sent[5]);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool test_clip_case_111() {
|
||||
/* 1st and 3rd visible */
|
||||
sent.clear();
|
||||
|
||||
auto data = make_vertices({
|
||||
{-4.526650, -2.414213, 3.080808, 5.000000},
|
||||
{0.0, -2.414213, -7.121212, 8.000000},
|
||||
{4.526650, -2.414213, 3.080808, 5.000000},
|
||||
});
|
||||
|
||||
SceneListSubmit(&data[0], data.size());
|
||||
|
||||
check_equal(sent.size(), 4);
|
||||
check_equal(sent[0].flags, GPU_CMD_POLYHDR);
|
||||
check_equal(sent[1].flags, GPU_CMD_VERTEX);
|
||||
check_equal(sent[2].flags, GPU_CMD_VERTEX);
|
||||
check_equal(sent[3].flags, GPU_CMD_VERTEX_EOL);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
bool test_start_behind() {
|
||||
/* Triangle behind the plane, but the strip continues in front */
|
||||
sent.clear();
|
||||
|
||||
auto data = make_vertices({
|
||||
{-3.021717, -2.414213, -10.155344, -9.935254},
|
||||
{5.915236, -2.414213, -9.354721, -9.136231},
|
||||
{-5.915236, -2.414213, -0.264096, -0.063767},
|
||||
{3.021717, -2.414213, 0.536527, 0.735255},
|
||||
{-7.361995, -2.414213, 4.681529, 4.871976},
|
||||
{1.574958, -2.414213, 5.482152, 5.670999},
|
||||
});
|
||||
|
||||
SceneListSubmit(&data[0], data.size());
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool test_longer_strip() {
|
||||
sent.clear();
|
||||
|
||||
auto data = make_vertices({
|
||||
{-4.384623, -2.414213, -5.699644, -5.488456},
|
||||
{4.667572, -2.414213, -5.621354, -5.410322},
|
||||
{-4.667572, -2.414213, 4.319152, 4.510323},
|
||||
{4.384623, -2.414213, 4.397442, 4.588456},
|
||||
{-4.809045, -2.414213, 9.328549, 9.509711},
|
||||
{4.243149, -2.414213, 9.406840, 9.587846},
|
||||
});
|
||||
|
||||
SceneListSubmit(&data[0], data.size());
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
int main(int argc, char* argv[]) {
|
||||
// test_clip_case_000();
|
||||
test_clip_case_001();
|
||||
test_clip_case_010();
|
||||
test_clip_case_100();
|
||||
test_clip_case_110();
|
||||
test_clip_case_011();
|
||||
test_clip_case_101();
|
||||
test_clip_case_111();
|
||||
|
||||
test_start_behind();
|
||||
test_longer_strip();
|
||||
|
||||
return 0;
|
||||
}
|
Loading…
Reference in New Issue
Block a user