More clipping work
This commit is contained in:
parent
c5ce81a38d
commit
e54494e995
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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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@ -153,32 +153,44 @@ void SceneListSubmit(void* src, int n) {
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int8_t queue_head = 0;
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int8_t queue_tail = 0;
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Vertex __attribute__((aligned(32))) queue[3];
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/* The most vertices ever in the queue is 5 (as some clipping operations
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* produce and additional couple of vertice, but we add one more so the ring buffer doesn't
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* trip over itself (e.g. if tail == head we can guarantee it's empty, not full) */
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Vertex __attribute__((aligned(32))) queue[6];
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const int queue_capacity = sizeof(queue) / sizeof(Vertex);
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Vertex* vertex = (Vertex*) src;
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uint32_t visible_mask = 0;
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for(int i = 0; i < n; ++i) {
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Vertex* v = vertex + i;
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fprintf(stderr, "{%f, %f, %f, %f},\n", v->xyz[0], v->xyz[1], v->xyz[2], v->w);
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}
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#define QUEUE_OFFSET(n) (queue + ((queue_head + (n)) % queue_capacity))
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#define PUSH_VERTEX(v) \
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do { \
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memcpy_vertex(queue + queue_tail, (v)); \
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visible_mask = (visible_mask << 1) | ((v)->xyz[2] >= -(v)->w); \
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queue_tail = (queue_tail + 1) % queue_capacity; \
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} while(0)
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/* Assume first entry is a header */
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_glSubmitHeaderOrVertex(d, vertex++);
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/* Push first 2 vertices of the strip */
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memcpy_vertex(&queue[0], vertex++);
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memcpy_vertex(&queue[1], vertex++);
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visible_mask = ((queue[0].xyz[2] >= -queue[0].w) << 1) | ((queue[1].xyz[2] >= -queue[1].w) << 2);
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queue_tail = 2;
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PUSH_VERTEX(vertex);
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++vertex;
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PUSH_VERTEX(vertex);
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++vertex;
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n -= 3;
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while(n--) {
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Vertex* self = &queue[queue_tail];
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memcpy_vertex(self, vertex++);
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visible_mask = (visible_mask >> 1) | ((self->xyz[2] >= -self->w) << 2); // Push new vertex
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queue_tail = (queue_tail + 1) % queue_capacity;
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Vertex* current = vertex;
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if(!glIsVertex(vertex->flags)) {
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_glSubmitHeaderOrVertex(d, vertex);
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++vertex;
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continue;
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} else {
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PUSH_VERTEX(vertex);
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++vertex;
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}
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switch(visible_mask) {
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case 0:
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@ -190,8 +202,9 @@ void SceneListSubmit(void* src, int n) {
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_glPerspectiveDivideVertex(&queue[queue_head], h);
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_glSubmitHeaderOrVertex(d, &queue[queue_head]);
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queue_head = (queue_head + 1) % queue_capacity;
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visible_mask >>= 1;
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if(glIsLastVertex(self->flags)) {
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if(glIsLastVertex(current->flags)) {
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/* If this was the last vertex in the strip, we clear the
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* triangle out */
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while(queue_head != queue_tail) {
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@ -203,7 +216,7 @@ void SceneListSubmit(void* src, int n) {
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visible_mask = 0;
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}
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break;
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case 1:
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case 4:
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/* First vertex was visible */
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{
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Vertex __attribute__((aligned(32))) a, b; // Scratch vertices
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@ -221,17 +234,11 @@ void SceneListSubmit(void* src, int n) {
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cross back*/
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b.flags = v2->flags;
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_glPerspectiveDivideVertex(v0, h);
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_glSubmitHeaderOrVertex(d, v0);
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_glPerspectiveDivideVertex(&a, h);
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_glSubmitHeaderOrVertex(d, &a);
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_glPerspectiveDivideVertex(&b, h);
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_glSubmitHeaderOrVertex(d, &b);
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_glSubmitHeaderOrVertex(d, &b);
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/* But skip the vertices that are already there */
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queue_head = (queue_head + 3) % queue_capacity;
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visible_mask = 0;
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// v0 is already at the head of the queue
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memcpy_vertex(QUEUE_OFFSET(1), &a); // replace
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memcpy_vertex(QUEUE_OFFSET(2), &b); // replace
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PUSH_VERTEX(&b); /* Additional vertex */
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visible_mask = 15; /* All 4 vertices visible */
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}
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break;
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case 2:
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@ -248,21 +255,12 @@ void SceneListSubmit(void* src, int n) {
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a.flags = GPU_CMD_VERTEX;
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b.flags = GPU_CMD_VERTEX_EOL;
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_glPerspectiveDivideVertex(&a, h);
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_glSubmitHeaderOrVertex(d, &a);
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_glPerspectiveDivideVertex(v1, h);
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_glSubmitHeaderOrVertex(d, v1);
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_glPerspectiveDivideVertex(&b, h);
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_glSubmitHeaderOrVertex(d, &b);
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/* But skip the vertices that are already there */
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queue_head = (queue_head + 3) % queue_capacity;
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visible_mask = 0;
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memcpy_vertex(QUEUE_OFFSET(0), &a); // replace
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memcpy_vertex(QUEUE_OFFSET(2), &b); // replace
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visible_mask = 7; /* All 3 vertices visible */
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}
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break;
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case 3: /* First and second vertex were visible */
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case 6: /* First and second vertex were visible */
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{
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Vertex __attribute__((aligned(32))) a, b; // Scratch vertices
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Vertex* v0 = &queue[queue_head];
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@ -275,26 +273,13 @@ void SceneListSubmit(void* src, int n) {
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a.flags = v2->flags;
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b.flags = GPU_CMD_VERTEX;
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_glPerspectiveDivideVertex(v0, h);
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_glSubmitHeaderOrVertex(d, v0);
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_glPerspectiveDivideVertex(v1, h);
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_glSubmitHeaderOrVertex(d, v1);
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_glPerspectiveDivideVertex(&b, h);
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_glSubmitHeaderOrVertex(d, &b);
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_glSubmitHeaderOrVertex(d, v1);
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_glPerspectiveDivideVertex(&a, h);
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_glSubmitHeaderOrVertex(d, &a);
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/* But skip the vertices that are already there */
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queue_head = (queue_head + 3) % queue_capacity;
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visible_mask = 0;
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memcpy_vertex(QUEUE_OFFSET(2), &b); // replace
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PUSH_VERTEX(v1); /* Additional vertex */
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PUSH_VERTEX(&a); /* Additional vertex */
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visible_mask = 31; /* All 5 vertices visible */
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}
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break;
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case 4:
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case 1:
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/* Third vertex was visible. */
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{
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Vertex __attribute__((aligned(32))) a, b; // Scratch vertices
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@ -307,104 +292,90 @@ void SceneListSubmit(void* src, int n) {
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a.flags = GPU_CMD_VERTEX;
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b.flags = GPU_CMD_VERTEX;
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_glPerspectiveDivideVertex(&a, h);
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_glSubmitHeaderOrVertex(d, &a);
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_glSubmitHeaderOrVertex(d, &a);
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_glPerspectiveDivideVertex(&b, h);
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_glSubmitHeaderOrVertex(d, &b);
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_glPerspectiveDivideVertex(&v2, h);
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_glSubmitHeaderOrVertex(d, &v2);
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queue_head = (queue_head + 3) % queue_capacity;
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visible_mask = 0;
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memcpy_vertex(QUEUE_OFFSET(0), &a); // replace
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memcpy_vertex(QUEUE_OFFSET(1), &a); // replace
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memcpy_vertex(QUEUE_OFFSET(2), &b); // replace
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PUSH_VERTEX(&v2); /* Additional vertex */
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visible_mask = 15; /* All 4 vertices visible */
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}
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break;
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case 5: /* First and third vertex were visible */
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{
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Vertex __attribute__((aligned(32))) a, b, c; // Scratch vertices
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Vertex __attribute__((aligned(32))) a, b; // Scratch vertices
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Vertex* v0 = &queue[queue_head];
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Vertex* v1 = &queue[(queue_head + 1) % queue_capacity];
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Vertex* v2 = &queue[(queue_head + 2) % queue_capacity];
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Vertex v1 = queue[(queue_head + 1) % queue_capacity];
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Vertex v2 = queue[(queue_head + 2) % queue_capacity];
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_glClipEdge(v0, v1, &a);
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_glClipEdge(v1, v2, &b);
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_glClipEdge(v0, &v1, &a);
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_glClipEdge(&v1, &v2, &b);
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a.flags = GPU_CMD_VERTEX;
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b.flags = GPU_CMD_VERTEX;
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_glPerspectiveDivideVertex(v0, h);
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_glSubmitHeaderOrVertex(d, v0);
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memcpy_vertex(QUEUE_OFFSET(1), &a); // replace
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_glPerspectiveDivideVertex(&a, h);
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_glSubmitHeaderOrVertex(d, &a);
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uint32_t v2_flags = v2.flags;
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v2.flags = GPU_CMD_VERTEX;
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memcpy_vertex(QUEUE_OFFSET(2), &v2); // replace
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v2.flags = v2_flags;
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uint32_t v2_flags = v2->flags;
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v2->flags = GPU_CMD_VERTEX;
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_glPerspectiveDivideVertex(v2, h);
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_glSubmitHeaderOrVertex(d, v2);
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_glPerspectiveDivideVertex(&b, h);
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_glSubmitHeaderOrVertex(d, &b);
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v2->flags = v2_flags;
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_glSubmitHeaderOrVertex(d, v2);
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queue_head = (queue_head + 3) % queue_capacity;
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visible_mask = 0;
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PUSH_VERTEX(&b); /* Additional vertex */
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PUSH_VERTEX(&v2); /* Additional vertex */
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visible_mask = 31; /* All 5 vertices visible */
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}
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break;
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case 6: /* Second and third vertex were visible */
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case 3: /* Second and third vertex were visible */
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{
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Vertex __attribute__((aligned(32))) a, b; // Scratch vertices
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Vertex* v0 = &queue[queue_head];
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Vertex* v1 = &queue[(queue_head + 1) % queue_capacity];
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Vertex* v2 = &queue[(queue_head + 2) % queue_capacity];
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Vertex v1 = queue[(queue_head + 1) % queue_capacity];
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Vertex v2 = queue[(queue_head + 2) % queue_capacity];
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_glClipEdge(v0, v1, &a);
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_glClipEdge(v2, v0, &b);
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_glClipEdge(v0, &v1, &a);
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_glClipEdge(&v2, v0, &b);
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a.flags = GPU_CMD_VERTEX;
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b.flags = GPU_CMD_VERTEX;
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_glPerspectiveDivideVertex(&a, h);
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_glSubmitHeaderOrVertex(d, &a);
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memcpy_vertex(QUEUE_OFFSET(0), &a); // replace
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memcpy_vertex(QUEUE_OFFSET(2), &b); // replace
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PUSH_VERTEX(&v1); /* Additional vertex */
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PUSH_VERTEX(&v2); /* Additional vertex */
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_glPerspectiveDivideVertex(v1, h);
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_glSubmitHeaderOrVertex(d, v1);
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fprintf(stderr, "%x\n", queue[((queue_tail - 1) % queue_capacity)].flags);
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_glPerspectiveDivideVertex(&b, h);
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_glSubmitHeaderOrVertex(d, &b);
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_glSubmitHeaderOrVertex(d, v1);
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_glPerspectiveDivideVertex(v2, h);
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_glSubmitHeaderOrVertex(d, v2);
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queue_head = (queue_head + 3) % queue_capacity;
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visible_mask = 0;
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visible_mask = 31; /* All 5 vertices visible */
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}
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break;
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default:
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break;
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}
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/* Submit the beginning of the next strip (2 verts, maybe a header) */
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int8_t v = 0;
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while(v < 2 && n > 1) {
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if(!glIsVertex(vertex->flags)) {
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_glSubmitHeaderOrVertex(d, vertex);
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} else {
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memcpy_vertex(&queue[queue_tail], vertex++);
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visible_mask = (visible_mask >> 1) | ((queue[queue_tail].xyz[2] >= -queue[queue_tail].w) << 2); // Push new vertex
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queue_tail = (queue_tail + 1) % queue_capacity;
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++v;
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}
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--n;
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}
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if(glIsLastVertex(current->flags)) {
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/* If this was the last vertex in the strip, we need to flush the queue and then
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restart it again */
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while(visible_mask) {
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// There are 3 vertices, so we push the first one
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_glPerspectiveDivideVertex(&queue[queue_head], h);
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_glSubmitHeaderOrVertex(d, &queue[queue_head]);
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queue_head = (queue_head + 1) % queue_capacity;
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/* This bitmask is reversed to the direction it should be, but we're effectively counting
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the bits here. Either everything is visible, or it was clipped and so everything is visible */
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visible_mask >>= 1;
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}
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} else {
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/* Here we need to submit vertices until the visible mask is < 4
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* which would mean there are only 2 vertices queued */
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while(visible_mask > 3) {
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// There are 3 vertices, so we push the first one
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_glPerspectiveDivideVertex(&queue[queue_head], h);
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_glSubmitHeaderOrVertex(d, &queue[queue_head]);
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queue_head = (queue_head + 1) % queue_capacity;
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int mask = (0x80000000 >> __builtin_clz(visible_mask));
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visible_mask &= ~mask;
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}
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}
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}
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}
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@ -12,6 +12,7 @@ extern "C" {
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#if defined(__APPLE__) || defined(__WIN32__)
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/* Linux + Kos define this, OSX does not, so just use malloc there */
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static inline void* memalign(size_t alignment, size_t size) {
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(void) alignment;
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return malloc(size);
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}
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#else
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@ -151,27 +151,44 @@ void SceneListSubmit(void* src, int n) {
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int8_t queue_head = 0;
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int8_t queue_tail = 0;
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Vertex __attribute__((aligned(32))) queue[5];
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/* The most vertices ever in the queue is 5 (as some clipping operations
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* produce and additional couple of vertice, but we add one more so the ring buffer doesn't
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* trip over itself (e.g. if tail == head we can guarantee it's empty, not full) */
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Vertex __attribute__((aligned(32))) queue[6];
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const int queue_capacity = sizeof(queue) / sizeof(Vertex);
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Vertex* vertex = (Vertex*) src;
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uint32_t visible_mask = 0;
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#define QUEUE_OFFSET(n) (queue + ((queue_head + (n)) % queue_capacity))
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#define PUSH_VERTEX(v) \
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do { \
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memcpy_vertex(queue + queue_tail, (v)); \
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visible_mask = (visible_mask << 1) | ((v)->xyz[2] >= -(v)->w); \
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queue_tail = (queue_tail + 1) % queue_capacity; \
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} while(0)
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/* Assume first entry is a header */
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_glSubmitHeaderOrVertex(d, vertex++);
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/* Push first 2 vertices of the strip */
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memcpy_vertex(&queue[0], vertex++);
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memcpy_vertex(&queue[1], vertex++);
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visible_mask = ((queue[0].xyz[2] >= -queue[0].w) << 1) | ((queue[1].xyz[2] >= -queue[1].w) << 2);
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queue_tail = 2;
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PUSH_VERTEX(vertex);
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++vertex;
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PUSH_VERTEX(vertex);
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++vertex;
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n -= 3;
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while(n--) {
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Vertex* self = &queue[queue_tail];
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memcpy_vertex(self, vertex++);
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visible_mask = (visible_mask >> 1) | ((self->xyz[2] >= -self->w) << 2); // Push new vertex
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queue_tail = (queue_tail + 1) % queue_capacity;
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Vertex* current = vertex;
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if(!glIsVertex(vertex->flags)) {
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_glSubmitHeaderOrVertex(d, vertex);
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++vertex;
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continue;
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} else {
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PUSH_VERTEX(vertex);
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++vertex;
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}
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switch(visible_mask) {
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case 0:
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@ -183,8 +200,9 @@ void SceneListSubmit(void* src, int n) {
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_glPerspectiveDivideVertex(&queue[queue_head], h);
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_glSubmitHeaderOrVertex(d, &queue[queue_head]);
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queue_head = (queue_head + 1) % queue_capacity;
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visible_mask >>= 1;
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if(glIsLastVertex(self->flags)) {
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if(glIsLastVertex(current->flags)) {
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/* If this was the last vertex in the strip, we clear the
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* triangle out */
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while(queue_head != queue_tail) {
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@ -196,7 +214,7 @@ void SceneListSubmit(void* src, int n) {
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visible_mask = 0;
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}
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break;
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case 1:
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case 4:
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/* First vertex was visible */
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{
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Vertex __attribute__((aligned(32))) a, b; // Scratch vertices
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@ -214,17 +232,11 @@ void SceneListSubmit(void* src, int n) {
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cross back*/
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b.flags = v2->flags;
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_glPerspectiveDivideVertex(v0, h);
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_glSubmitHeaderOrVertex(d, v0);
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_glPerspectiveDivideVertex(&a, h);
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_glSubmitHeaderOrVertex(d, &a);
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_glPerspectiveDivideVertex(&b, h);
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_glSubmitHeaderOrVertex(d, &b);
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_glSubmitHeaderOrVertex(d, &b);
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/* But skip the vertices that are already there */
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queue_head = (queue_head + 3) % queue_capacity;
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visible_mask = 0;
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// v0 is already at the head of the queue
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memcpy_vertex(QUEUE_OFFSET(1), &a); // replace
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memcpy_vertex(QUEUE_OFFSET(2), &b); // replace
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PUSH_VERTEX(&b); /* Additional vertex */
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visible_mask = 15; /* All 4 vertices visible */
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}
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break;
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case 2:
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@ -241,21 +253,12 @@ void SceneListSubmit(void* src, int n) {
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a.flags = GPU_CMD_VERTEX;
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b.flags = GPU_CMD_VERTEX_EOL;
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_glPerspectiveDivideVertex(&a, h);
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_glSubmitHeaderOrVertex(d, &a);
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_glPerspectiveDivideVertex(v1, h);
|
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_glSubmitHeaderOrVertex(d, v1);
|
||||
|
||||
_glPerspectiveDivideVertex(&b, h);
|
||||
_glSubmitHeaderOrVertex(d, &b);
|
||||
|
||||
/* But skip the vertices that are already there */
|
||||
queue_head = (queue_head + 3) % queue_capacity;
|
||||
visible_mask = 0;
|
||||
memcpy_vertex(QUEUE_OFFSET(0), &a); // replace
|
||||
memcpy_vertex(QUEUE_OFFSET(2), &b); // replace
|
||||
visible_mask = 7; /* All 3 vertices visible */
|
||||
}
|
||||
break;
|
||||
case 3: /* First and second vertex were visible */
|
||||
case 6: /* First and second vertex were visible */
|
||||
{
|
||||
Vertex __attribute__((aligned(32))) a, b; // Scratch vertices
|
||||
Vertex* v0 = &queue[queue_head];
|
||||
|
@ -268,26 +271,13 @@ void SceneListSubmit(void* src, int n) {
|
|||
a.flags = v2->flags;
|
||||
b.flags = GPU_CMD_VERTEX;
|
||||
|
||||
_glPerspectiveDivideVertex(v0, h);
|
||||
_glSubmitHeaderOrVertex(d, v0);
|
||||
|
||||
_glPerspectiveDivideVertex(v1, h);
|
||||
_glSubmitHeaderOrVertex(d, v1);
|
||||
|
||||
_glPerspectiveDivideVertex(&b, h);
|
||||
_glSubmitHeaderOrVertex(d, &b);
|
||||
|
||||
_glSubmitHeaderOrVertex(d, v1);
|
||||
|
||||
_glPerspectiveDivideVertex(&a, h);
|
||||
_glSubmitHeaderOrVertex(d, &a);
|
||||
|
||||
/* But skip the vertices that are already there */
|
||||
queue_head = (queue_head + 3) % queue_capacity;
|
||||
visible_mask = 0;
|
||||
memcpy_vertex(QUEUE_OFFSET(2), &b); // replace
|
||||
PUSH_VERTEX(v1); /* Additional vertex */
|
||||
PUSH_VERTEX(&a); /* Additional vertex */
|
||||
visible_mask = 31; /* All 5 vertices visible */
|
||||
}
|
||||
break;
|
||||
case 4:
|
||||
case 1:
|
||||
/* Third vertex was visible. */
|
||||
{
|
||||
Vertex __attribute__((aligned(32))) a, b; // Scratch vertices
|
||||
|
@ -300,24 +290,16 @@ void SceneListSubmit(void* src, int n) {
|
|||
a.flags = GPU_CMD_VERTEX;
|
||||
b.flags = GPU_CMD_VERTEX;
|
||||
|
||||
_glPerspectiveDivideVertex(&a, h);
|
||||
_glSubmitHeaderOrVertex(d, &a);
|
||||
|
||||
_glSubmitHeaderOrVertex(d, &a);
|
||||
|
||||
_glPerspectiveDivideVertex(&b, h);
|
||||
_glSubmitHeaderOrVertex(d, &b);
|
||||
|
||||
_glPerspectiveDivideVertex(&v2, h);
|
||||
_glSubmitHeaderOrVertex(d, &v2);
|
||||
|
||||
queue_head = (queue_head + 3) % queue_capacity;
|
||||
visible_mask = 0;
|
||||
memcpy_vertex(QUEUE_OFFSET(0), &a); // replace
|
||||
memcpy_vertex(QUEUE_OFFSET(1), &a); // replace
|
||||
memcpy_vertex(QUEUE_OFFSET(2), &b); // replace
|
||||
PUSH_VERTEX(&v2); /* Additional vertex */
|
||||
visible_mask = 15; /* All 4 vertices visible */
|
||||
}
|
||||
break;
|
||||
case 5: /* First and third vertex were visible */
|
||||
{
|
||||
Vertex __attribute__((aligned(32))) a, b, c; // Scratch vertices
|
||||
Vertex __attribute__((aligned(32))) a, b; // Scratch vertices
|
||||
Vertex* v0 = &queue[queue_head];
|
||||
Vertex* v1 = &queue[(queue_head + 1) % queue_capacity];
|
||||
Vertex* v2 = &queue[(queue_head + 2) % queue_capacity];
|
||||
|
@ -327,29 +309,19 @@ void SceneListSubmit(void* src, int n) {
|
|||
a.flags = GPU_CMD_VERTEX;
|
||||
b.flags = GPU_CMD_VERTEX;
|
||||
|
||||
_glPerspectiveDivideVertex(v0, h);
|
||||
_glSubmitHeaderOrVertex(d, v0);
|
||||
|
||||
_glPerspectiveDivideVertex(&a, h);
|
||||
_glSubmitHeaderOrVertex(d, &a);
|
||||
memcpy_vertex(QUEUE_OFFSET(1), &a); // replace
|
||||
|
||||
uint32_t v2_flags = v2->flags;
|
||||
v2->flags = GPU_CMD_VERTEX;
|
||||
|
||||
_glPerspectiveDivideVertex(v2, h);
|
||||
_glSubmitHeaderOrVertex(d, v2);
|
||||
|
||||
_glPerspectiveDivideVertex(&b, h);
|
||||
_glSubmitHeaderOrVertex(d, &b);
|
||||
|
||||
memcpy_vertex(QUEUE_OFFSET(2), v2); // replace
|
||||
v2->flags = v2_flags;
|
||||
_glSubmitHeaderOrVertex(d, v2);
|
||||
|
||||
queue_head = (queue_head + 3) % queue_capacity;
|
||||
visible_mask = 0;
|
||||
PUSH_VERTEX(&b); /* Additional vertex */
|
||||
PUSH_VERTEX(v2); /* Additional vertex */
|
||||
visible_mask = 31; /* All 5 vertices visible */
|
||||
}
|
||||
break;
|
||||
case 6: /* Second and third vertex were visible */
|
||||
case 3: /* Second and third vertex were visible */
|
||||
{
|
||||
Vertex __attribute__((aligned(32))) a, b; // Scratch vertices
|
||||
Vertex* v0 = &queue[queue_head];
|
||||
|
@ -362,45 +334,45 @@ void SceneListSubmit(void* src, int n) {
|
|||
a.flags = GPU_CMD_VERTEX;
|
||||
b.flags = GPU_CMD_VERTEX;
|
||||
|
||||
_glPerspectiveDivideVertex(&a, h);
|
||||
_glSubmitHeaderOrVertex(d, &a);
|
||||
|
||||
_glPerspectiveDivideVertex(v1, h);
|
||||
_glSubmitHeaderOrVertex(d, v1);
|
||||
|
||||
_glPerspectiveDivideVertex(&b, h);
|
||||
_glSubmitHeaderOrVertex(d, &b);
|
||||
|
||||
_glSubmitHeaderOrVertex(d, v1);
|
||||
|
||||
_glPerspectiveDivideVertex(v2, h);
|
||||
_glSubmitHeaderOrVertex(d, v2);
|
||||
|
||||
queue_head = (queue_head + 3) % queue_capacity;
|
||||
visible_mask = 0;
|
||||
memcpy_vertex(QUEUE_OFFSET(0), &a); // replace
|
||||
memcpy_vertex(QUEUE_OFFSET(2), &b); // replace
|
||||
PUSH_VERTEX(v1); /* Additional vertex */
|
||||
PUSH_VERTEX(v2); /* Additional vertex */
|
||||
visible_mask = 31; /* All 5 vertices visible */
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
/* Submit the beginning of the next strip (2 verts, maybe a header) */
|
||||
int8_t v = 0;
|
||||
while(v < 2 && n > 1) {
|
||||
if(!glIsVertex(vertex->flags)) {
|
||||
_glSubmitHeaderOrVertex(d, vertex);
|
||||
if(glIsLastVertex(current->flags)) {
|
||||
/* If this was the last vertex in the strip, we need to flush the queue and then
|
||||
restart it again */
|
||||
|
||||
while(visible_mask) {
|
||||
// There are 3 vertices, so we push the first one
|
||||
_glPerspectiveDivideVertex(&queue[queue_head], h);
|
||||
_glSubmitHeaderOrVertex(d, &queue[queue_head]);
|
||||
queue_head = (queue_head + 1) % queue_capacity;
|
||||
|
||||
/* This bitmask is reversed to the direction it should be, but we're effectively counting
|
||||
the bits here. Either everything is visible, or it was clipped and so everything is visible */
|
||||
visible_mask >>= 1;
|
||||
}
|
||||
} else {
|
||||
memcpy_vertex(&queue[queue_tail], vertex++);
|
||||
visible_mask = (visible_mask >> 1) | ((queue[queue_tail].xyz[2] >= -queue[queue_tail].w) << 2); // Push new vertex
|
||||
queue_tail = (queue_tail + 1) % queue_capacity;
|
||||
++v;
|
||||
}
|
||||
--n;
|
||||
}
|
||||
|
||||
/* Here we need to submit vertices until the visible mask is < 4
|
||||
* which would mean there are only 2 vertices queued */
|
||||
while(visible_mask > 3) {
|
||||
// There are 3 vertices, so we push the first one
|
||||
_glPerspectiveDivideVertex(&queue[queue_head], h);
|
||||
_glSubmitHeaderOrVertex(d, &queue[queue_head]);
|
||||
queue_head = (queue_head + 1) % queue_capacity;
|
||||
int mask = (0x80000000 >> __builtin_clz(visible_mask));
|
||||
visible_mask &= ~mask;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
struct VertexTmpl {
|
||||
VertexTmpl(float x, float y, float z, float w):
|
||||
|
|
Loading…
Reference in New Issue
Block a user