Optimisations
This commit is contained in:
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cba2fb7ceb
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@ -5,75 +5,123 @@
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MAKE_FUNC(POLYMODE)
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{
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const Vertex* const start = _glSubmissionTargetStart(target);
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const VertexExtra* const ve_start = aligned_vector_at(target->extras, 0);
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const GLuint vstride = ATTRIB_POINTERS.vertex.stride;
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GLuint uvstride = ATTRIB_POINTERS.uv.stride;
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GLuint ststride = ATTRIB_POINTERS.st.stride;
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GLuint dstride = ATTRIB_POINTERS.colour.stride;
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GLuint nstride = ATTRIB_POINTERS.normal.stride;
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const GLubyte* pos = (ENABLED_VERTEX_ATTRIBUTES & VERTEX_ENABLED_FLAG) ? ATTRIB_POINTERS.vertex.ptr + (first * vstride) : NULL;
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const GLubyte* uv = (ENABLED_VERTEX_ATTRIBUTES & UV_ENABLED_FLAG) ? ATTRIB_POINTERS.uv.ptr + (first * uvstride) : NULL;
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const GLubyte* col = (ENABLED_VERTEX_ATTRIBUTES & DIFFUSE_ENABLED_FLAG) ? ATTRIB_POINTERS.colour.ptr + (first * dstride) : NULL;
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const GLubyte* st = (ENABLED_VERTEX_ATTRIBUTES & ST_ENABLED_FLAG) ? ATTRIB_POINTERS.st.ptr + (first * ststride) : NULL;
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const GLubyte* n = (ENABLED_VERTEX_ATTRIBUTES & NORMAL_ENABLED_FLAG) ? ATTRIB_POINTERS.normal.ptr + (first * nstride) : NULL;
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const float w = 1.0f;
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if(!pos) {
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static const float w = 1.0f;
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if(!(ENABLED_VERTEX_ATTRIBUTES & VERTEX_ENABLED_FLAG)) {
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/* If we don't have vertices, do nothing */
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return;
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}
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if(!col) {
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col = (GLubyte*) &U4ONE;
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dstride = 0;
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}
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/* This is the best value we have. PROCESS_VERTEX_FLAGS needs to operate on quads and tris and so
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this need to be divisible by 4 and 3. Even though we should be able to go much higher than this
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and still be cache-local, trial and error says otherwise... */
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if(!uv) {
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uv = (GLubyte*) &F2ZERO;
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uvstride = 0;
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}
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#define BATCH_SIZE 60
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if(!st) {
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st = (GLubyte*) &F2ZERO;
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ststride = 0;
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}
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GLuint min = 0;
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GLuint stride;
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const GLubyte* ptr;
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Vertex* it;
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VertexExtra* ve;
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if(!n) {
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n = (GLubyte*) &F3Z;
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nstride = 0;
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}
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VertexExtra* ve = (VertexExtra*) ve_start;
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Vertex* it = (Vertex*) start;
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for(int min = 0; min < count; min += BATCH_SIZE) {
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const Vertex* start = ((Vertex*) _glSubmissionTargetStart(target)) + min;
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const int_fast32_t loop = ((min + BATCH_SIZE) > count) ? count - min : BATCH_SIZE;
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const int offset = (first + min);
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for(int_fast32_t i = 0; i < count; ++i) {
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TransformVertex((const float*) pos, &w, it->xyz, &it->w);
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pos += vstride;
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PREFETCH(pos);
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stride = ATTRIB_POINTERS.vertex.stride;
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ptr = ATTRIB_POINTERS.vertex.ptr + (offset * stride);
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it = (Vertex*) start;
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*((Float2*) it->uv) = *((Float2*) uv);
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uv += uvstride;
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PREFETCH(uv);
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PREFETCH(ptr);
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for(int_fast32_t i = 0; i < loop; ++i, ++it) {
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PREFETCH(ptr + stride);
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TransformVertex((const float*) ptr, &w, it->xyz, &it->w);
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PROCESS_VERTEX_FLAGS(it, min + i);
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ptr += stride;
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}
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*((uint32_t*) it->bgra) = *((uint32_t*) col);
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col += dstride;
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PREFETCH(col);
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stride = ATTRIB_POINTERS.uv.stride;
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ptr = (ENABLED_VERTEX_ATTRIBUTES & UV_ENABLED_FLAG) ? ATTRIB_POINTERS.uv.ptr + ((first + min) * stride) : NULL;
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it = (Vertex*) start;
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*((Float2*) ve->st) = *((Float2*) st);
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st += ststride;
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PREFETCH(st);
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if(ptr) {
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PREFETCH(ptr);
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for(int_fast32_t i = 0; i < loop; ++i, ++it) {
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PREFETCH(ptr + stride);
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it->uv[0] = ((float*) ptr)[0];
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it->uv[1] = ((float*) ptr)[1];
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ptr += stride;
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}
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} else {
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for(int_fast32_t i = 0; i < loop; ++i, ++it) {
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it->uv[0] = 0;
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it->uv[1] = 0;
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}
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}
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*((Float3*) ve->nxyz) = *((Float3*) n);
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n += nstride;
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PREFETCH(n);
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stride = ATTRIB_POINTERS.colour.stride;
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ptr = (ENABLED_VERTEX_ATTRIBUTES & DIFFUSE_ENABLED_FLAG) ? ATTRIB_POINTERS.colour.ptr + (offset * stride) : NULL;
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it = (Vertex*) start;
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PROCESS_VERTEX_FLAGS(it, i);
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if(ptr) {
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PREFETCH(ptr);
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for(int_fast32_t i = 0; i < loop; ++i, ++it) {
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PREFETCH(ptr + stride);
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it->bgra[0] = ptr[0];
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it->bgra[1] = ptr[1];
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it->bgra[2] = ptr[2];
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it->bgra[3] = ptr[3];
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ptr += stride;
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}
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} else {
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for(int_fast32_t i = 0; i < loop; ++i, ++it) {
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*((uint32_t*) it->bgra) = ~0;
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}
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}
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++it;
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++ve;
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start = aligned_vector_at(target->extras, min);
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stride = ATTRIB_POINTERS.st.stride;
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ptr = (ENABLED_VERTEX_ATTRIBUTES & ST_ENABLED_FLAG) ? ATTRIB_POINTERS.st.ptr + (offset * stride) : NULL;
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ve = (VertexExtra*) start;
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if(ptr) {
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PREFETCH(ptr);
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for(int_fast32_t i = 0; i < loop; ++i, ++ve) {
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PREFETCH(ptr + stride);
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ve->st[0] = ((float*) ptr)[0];
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ve->st[1] = ((float*) ptr)[1];
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ptr += stride;
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}
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} else {
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for(int_fast32_t i = 0; i < loop; ++i, ++ve) {
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ve->st[0] = 0;
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ve->st[1] = 0;
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}
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}
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stride = ATTRIB_POINTERS.normal.stride;
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ptr = (ENABLED_VERTEX_ATTRIBUTES & NORMAL_ENABLED_FLAG) ? ATTRIB_POINTERS.normal.ptr + (offset * stride) : NULL;
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ve = (VertexExtra*) start;
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if(ptr) {
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PREFETCH(ptr);
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for(int_fast32_t i = 0; i < loop; ++i, ++ve) {
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PREFETCH(ptr + stride);
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ve->nxyz[0] = ((float*) ptr)[0];
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ve->nxyz[1] = ((float*) ptr)[1];
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ve->nxyz[2] = ((float*) ptr)[2];
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ptr += stride;
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}
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} else {
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for(int_fast32_t i = 0; i < loop; ++i, ++ve) {
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ve->nxyz[0] = 0;
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ve->nxyz[1] = 0;
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ve->nxyz[2] = 0;
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}
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}
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}
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}
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@ -95,19 +95,19 @@ void APIENTRY glKosSwapBuffers() {
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SceneBegin();
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if(OP_LIST.vector.size > 2) {
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SceneListBegin(GPU_LIST_OP_POLY);
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SceneListSubmit(OP_LIST.vector.data, OP_LIST.vector.size);
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SceneListSubmit((Vertex*) OP_LIST.vector.data, OP_LIST.vector.size);
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SceneListFinish();
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}
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if(PT_LIST.vector.size > 2) {
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SceneListBegin(GPU_LIST_PT_POLY);
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SceneListSubmit(PT_LIST.vector.data, PT_LIST.vector.size);
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SceneListSubmit((Vertex*) PT_LIST.vector.data, PT_LIST.vector.size);
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SceneListFinish();
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}
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if(TR_LIST.vector.size > 2) {
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SceneListBegin(GPU_LIST_TR_POLY);
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SceneListSubmit(TR_LIST.vector.data, TR_LIST.vector.size);
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SceneListSubmit((Vertex*) TR_LIST.vector.data, TR_LIST.vector.size);
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SceneListFinish();
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}
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SceneFinish();
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@ -5,6 +5,7 @@
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#include <stdbool.h>
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#include "gl_assert.h"
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#include "types.h"
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#define MEMSET(dst, v, size) memset((dst), (v), (size))
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@ -260,7 +261,7 @@ typedef float Matrix4x4[16];
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void SceneBegin();
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void SceneListBegin(GPUList list);
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void SceneListSubmit(void* src, int n);
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void SceneListSubmit(Vertex* v2, int n);
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void SceneListFinish();
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void SceneFinish();
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@ -64,31 +64,26 @@ GL_FORCE_INLINE void _glPerspectiveDivideVertex(Vertex* vertex, const float h) {
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}
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}
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GL_FORCE_INLINE void _glSubmitHeaderOrVertex(volatile uint32_t* d, const Vertex* v) {
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#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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fprintf(stderr, "Submitting: %x (%x)\n", v, v->flags);
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#endif
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volatile uint32_t *sq = SQ_BASE_ADDRESS;
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uint32_t *s = (uint32_t*) v;
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d[0] = *(s++);
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d[1] = *(s++);
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d[2] = *(s++);
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d[3] = *(s++);
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d[4] = *(s++);
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d[5] = *(s++);
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d[6] = *(s++);
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d[7] = *(s++);
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__asm__("pref @%0" : : "r"(d));
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d += 8;
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static inline void _glFlushBuffer() {}
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static inline void _glPushHeaderOrVertex(Vertex* v) {
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uint32_t* s = (uint32_t*) v;
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sq[0] = *(s++);
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sq[1] = *(s++);
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sq[2] = *(s++);
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sq[3] = *(s++);
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sq[4] = *(s++);
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sq[5] = *(s++);
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sq[6] = *(s++);
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sq[7] = *(s++);
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__asm__("pref @%0" : : "r"(sq));
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sq += 8;
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}
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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 static float o = 0.003921569f; // 1 / 255
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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 t = (fabs(d0) * (1.0f / sqrtf((d1 - d0) * (d1 - d0)))) + 0.000001f;
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@ -117,7 +112,7 @@ 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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void SceneListSubmit(Vertex* v2, 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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@ -134,111 +129,113 @@ void SceneListSubmit(void* src, int n) {
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//Set QACR registers
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QACR[1] = QACR[0] = 0x11;
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volatile uint32_t *sq = SQ_BASE_ADDRESS;
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uint32_t clipping_disabled_mask = (_glNearZClippingEnabled()) ? 0 : 0x7;
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#if CLIP_DEBUG
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Vertex* vertex = (Vertex*) src;
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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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fprintf(stderr, "----\n");
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#endif
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uint8_t counter = 0;
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uint8_t __attribute__((aligned(32))) visible_mask = 0;
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uint8_t __attribute__((aligned(32))) counter = 0;
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Vertex* v2 = (Vertex*) src;
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while(n--) {
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__builtin_prefetch(v2 + 1);
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sq = SQ_BASE_ADDRESS;
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for(int i = 0; i < n; ++i, ++v2) {
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switch(v2->flags) {
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case GPU_CMD_VERTEX_EOL:
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if(counter < 2) {
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continue;
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}
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counter = 0;
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break;
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case GPU_CMD_VERTEX:
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if(++counter < 3) {
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v2++;
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++counter;
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if(counter < 3) {
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continue;
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}
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break;
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default:
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_glSubmitHeaderOrVertex(sq, v2++);
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_glPushHeaderOrVertex(v2);
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counter = 0;
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continue;
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}
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};
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Vertex* const v0 = v2 - 2;
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Vertex* const v1 = v2 - 1;
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const uint8_t visible_mask = (
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visible_mask = (
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(v0->xyz[2] > -v0->w) << 0 |
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(v1->xyz[2] > -v1->w) << 1 |
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(v2->xyz[2] > -v2->w) << 2 |
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((v2->flags == GPU_CMD_VERTEX_EOL) << 3) |
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clipping_disabled_mask // This forces everything to be marked visible if clipping is disabled
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(counter == 0) << 3
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);
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switch(visible_mask) {
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case 0:
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break;
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case 15: /* All visible, but final vertex in strip */
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{
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_glPerspectiveDivideVertex(v0, h);
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_glSubmitHeaderOrVertex(sq, v0);
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_glPushHeaderOrVertex(v0);
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Vertex __attribute__((aligned(32))) a = *v1;
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_glPerspectiveDivideVertex(&a, h);
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_glSubmitHeaderOrVertex(sq, &a);
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_glPerspectiveDivideVertex(v1, h);
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_glPushHeaderOrVertex(v1);
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a = *v2;
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_glPerspectiveDivideVertex(&a, h);
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_glSubmitHeaderOrVertex(sq, &a);
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_glPerspectiveDivideVertex(v2, h);
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_glPushHeaderOrVertex(v2);
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}
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break;
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case 7:
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/* All visible, push the first vertex and move on */
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_glPerspectiveDivideVertex(v0, h);
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_glSubmitHeaderOrVertex(sq, v0);
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_glPushHeaderOrVertex(v0);
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break;
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case 9:
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/* First vertex was visible, last in strip */
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{
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Vertex __attribute__((aligned(32))) a, b;
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Vertex __attribute__((aligned(32))) scratch[2];
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Vertex* a = &scratch[0];
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Vertex* b = &scratch[1];
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_glClipEdge(v0, v1, &a);
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a.flags = GPU_CMD_VERTEX;
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_glClipEdge(v0, v1, a);
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a->flags = GPU_CMD_VERTEX;
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_glClipEdge(v2, v0, &b);
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b.flags = GPU_CMD_VERTEX_EOL;
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_glClipEdge(v2, v0, b);
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b->flags = GPU_CMD_VERTEX_EOL;
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_glPerspectiveDivideVertex(v0, h);
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_glSubmitHeaderOrVertex(sq, v0);
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_glPushHeaderOrVertex(v0);
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_glPerspectiveDivideVertex(&a, h);
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_glSubmitHeaderOrVertex(sq, &a);
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_glPerspectiveDivideVertex(a, h);
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_glPushHeaderOrVertex(a);
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_glPerspectiveDivideVertex(&b, h);
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_glSubmitHeaderOrVertex(sq, &b);
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_glPerspectiveDivideVertex(b, h);
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_glPushHeaderOrVertex(b);
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}
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break;
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case 1:
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/* First vertex was visible, but not last in strip */
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{
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Vertex __attribute__((aligned(32))) a, b;
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Vertex __attribute__((aligned(32))) scratch[2];
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Vertex* a = &scratch[0];
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Vertex* b = &scratch[1];
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_glClipEdge(v0, v1, &a);
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a.flags = GPU_CMD_VERTEX;
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_glClipEdge(v0, v1, a);
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a->flags = GPU_CMD_VERTEX;
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_glClipEdge(v2, v0, &b);
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b.flags = GPU_CMD_VERTEX;
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_glClipEdge(v2, v0, b);
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b->flags = GPU_CMD_VERTEX;
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_glPerspectiveDivideVertex(v0, h);
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_glSubmitHeaderOrVertex(sq, v0);
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_glPushHeaderOrVertex(v0);
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_glPerspectiveDivideVertex(&a, h);
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_glSubmitHeaderOrVertex(sq, &a);
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_glPerspectiveDivideVertex(a, h);
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_glPushHeaderOrVertex(a);
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_glPerspectiveDivideVertex(&b, h);
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_glSubmitHeaderOrVertex(sq, &b);
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_glSubmitHeaderOrVertex(sq, &b);
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_glPerspectiveDivideVertex(b, h);
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_glPushHeaderOrVertex(b);
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_glPushHeaderOrVertex(b);
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}
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break;
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case 10:
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@ -246,165 +243,187 @@ void SceneListSubmit(void* src, int n) {
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/* Second vertex was visible. In self case we need to create a triangle and produce
|
||||
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;
|
||||
Vertex __attribute__((aligned(32))) scratch[2];
|
||||
Vertex* a = &scratch[0];
|
||||
Vertex* c = &scratch[1];
|
||||
|
||||
_glPerspectiveDivideVertex(&a, h);
|
||||
_glSubmitHeaderOrVertex(sq, &a);
|
||||
memcpy_vertex(c, v1);
|
||||
|
||||
_glClipEdge(&c, v2, &a);
|
||||
a.flags = v2->flags;
|
||||
_glClipEdge(v0, c, a);
|
||||
a->flags = GPU_CMD_VERTEX;
|
||||
|
||||
_glPerspectiveDivideVertex(&c, h);
|
||||
_glSubmitHeaderOrVertex(sq, &c);
|
||||
_glPerspectiveDivideVertex(a, h);
|
||||
_glPushHeaderOrVertex(a);
|
||||
|
||||
_glPerspectiveDivideVertex(&a, h);
|
||||
_glSubmitHeaderOrVertex(sq, &a);
|
||||
_glClipEdge(c, v2, a);
|
||||
a->flags = v2->flags;
|
||||
|
||||
_glPerspectiveDivideVertex(c, h);
|
||||
_glPushHeaderOrVertex(c);
|
||||
|
||||
_glPerspectiveDivideVertex(a, h);
|
||||
_glPushHeaderOrVertex(a);
|
||||
}
|
||||
break;
|
||||
case 11:
|
||||
case 3: /* First and second vertex were visible */
|
||||
{
|
||||
Vertex __attribute__((aligned(32))) a, b;
|
||||
Vertex __attribute__((aligned(32))) c = *v1;
|
||||
Vertex __attribute__((aligned(32))) scratch[3];
|
||||
Vertex* a = &scratch[0];
|
||||
Vertex* b = &scratch[1];
|
||||
Vertex* c = &scratch[2];
|
||||
|
||||
_glClipEdge(v2, v0, &b);
|
||||
b.flags = GPU_CMD_VERTEX;
|
||||
memcpy_vertex(c, v1);
|
||||
|
||||
_glClipEdge(v2, v0, b);
|
||||
b->flags = GPU_CMD_VERTEX;
|
||||
|
||||
_glPerspectiveDivideVertex(v0, h);
|
||||
_glSubmitHeaderOrVertex(sq, v0);
|
||||
_glPushHeaderOrVertex(v0);
|
||||
|
||||
_glClipEdge(v1, v2, &a);
|
||||
a.flags = v2->flags;
|
||||
_glClipEdge(v1, v2, a);
|
||||
a->flags = v2->flags;
|
||||
|
||||
_glPerspectiveDivideVertex(&c, h);
|
||||
_glSubmitHeaderOrVertex(sq, &c);
|
||||
_glPerspectiveDivideVertex(c, h);
|
||||
_glPushHeaderOrVertex(c);
|
||||
|
||||
_glPerspectiveDivideVertex(&b, h);
|
||||
_glSubmitHeaderOrVertex(sq, &b);
|
||||
_glPerspectiveDivideVertex(b, h);
|
||||
_glPushHeaderOrVertex(b);
|
||||
|
||||
_glPerspectiveDivideVertex(&a, h);
|
||||
_glSubmitHeaderOrVertex(sq, &c);
|
||||
_glSubmitHeaderOrVertex(sq, &a);
|
||||
_glPerspectiveDivideVertex(a, h);
|
||||
_glPushHeaderOrVertex(c);
|
||||
_glPushHeaderOrVertex(a);
|
||||
}
|
||||
break;
|
||||
case 12:
|
||||
case 4:
|
||||
/* Third vertex was visible. */
|
||||
{
|
||||
Vertex __attribute__((aligned(32))) a, b;
|
||||
Vertex __attribute__((aligned(32))) c = *v2;
|
||||
Vertex __attribute__((aligned(32))) scratch[3];
|
||||
Vertex* a = &scratch[0];
|
||||
Vertex* b = &scratch[1];
|
||||
Vertex* c = &scratch[2];
|
||||
|
||||
_glClipEdge(v2, v0, &a);
|
||||
a.flags = GPU_CMD_VERTEX;
|
||||
memcpy_vertex(c, v2);
|
||||
|
||||
_glClipEdge(v1, v2, &b);
|
||||
b.flags = GPU_CMD_VERTEX;
|
||||
_glClipEdge(v2, v0, a);
|
||||
a->flags = GPU_CMD_VERTEX;
|
||||
|
||||
_glPerspectiveDivideVertex(&a, h);
|
||||
_glSubmitHeaderOrVertex(sq, &a);
|
||||
_glClipEdge(v1, v2, b);
|
||||
b->flags = GPU_CMD_VERTEX;
|
||||
|
||||
_glPerspectiveDivideVertex(&b, h);
|
||||
_glSubmitHeaderOrVertex(sq, &a);
|
||||
_glSubmitHeaderOrVertex(sq, &b);
|
||||
_glPerspectiveDivideVertex(a, h);
|
||||
_glPushHeaderOrVertex(a);
|
||||
|
||||
_glPerspectiveDivideVertex(&c, h);
|
||||
_glSubmitHeaderOrVertex(sq, &c);
|
||||
if(counter % 2 == 1) {
|
||||
_glPushHeaderOrVertex(a);
|
||||
}
|
||||
|
||||
_glPerspectiveDivideVertex(b, h);
|
||||
_glPushHeaderOrVertex(b);
|
||||
|
||||
_glPerspectiveDivideVertex(c, h);
|
||||
_glPushHeaderOrVertex(c);
|
||||
}
|
||||
break;
|
||||
case 13:
|
||||
{
|
||||
Vertex __attribute__((aligned(32))) a, b;
|
||||
Vertex __attribute__((aligned(32))) c = *v2;
|
||||
c.flags = GPU_CMD_VERTEX;
|
||||
Vertex __attribute__((aligned(32))) scratch[3];
|
||||
Vertex* a = &scratch[0];
|
||||
Vertex* b = &scratch[1];
|
||||
Vertex* c = &scratch[2];
|
||||
|
||||
_glClipEdge(v0, v1, &a);
|
||||
a.flags = GPU_CMD_VERTEX;
|
||||
memcpy_vertex(c, v2);
|
||||
c->flags = GPU_CMD_VERTEX;
|
||||
|
||||
_glClipEdge(v1, v2, &b);
|
||||
b.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);
|
||||
_glPushHeaderOrVertex(v0);
|
||||
|
||||
_glPerspectiveDivideVertex(&a, h);
|
||||
_glSubmitHeaderOrVertex(sq, &a);
|
||||
_glPerspectiveDivideVertex(a, h);
|
||||
_glPushHeaderOrVertex(a);
|
||||
|
||||
_glPerspectiveDivideVertex(&c, h);
|
||||
_glSubmitHeaderOrVertex(sq, &c);
|
||||
_glPerspectiveDivideVertex(&b, h);
|
||||
_glSubmitHeaderOrVertex(sq, &b);
|
||||
_glPerspectiveDivideVertex(c, h);
|
||||
_glPushHeaderOrVertex(c);
|
||||
_glPerspectiveDivideVertex(b, h);
|
||||
_glPushHeaderOrVertex(b);
|
||||
|
||||
c.flags = GPU_CMD_VERTEX_EOL;
|
||||
_glSubmitHeaderOrVertex(sq, &c);
|
||||
c->flags = GPU_CMD_VERTEX_EOL;
|
||||
_glPushHeaderOrVertex(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;
|
||||
Vertex __attribute__((aligned(32))) scratch[3];
|
||||
Vertex* a = &scratch[0];
|
||||
Vertex* b = &scratch[1];
|
||||
Vertex* c = &scratch[2];
|
||||
|
||||
_glClipEdge(v0, v1, &a);
|
||||
a.flags = GPU_CMD_VERTEX;
|
||||
memcpy_vertex(c, v2);
|
||||
c->flags = GPU_CMD_VERTEX;
|
||||
|
||||
_glClipEdge(v1, v2, &b);
|
||||
b.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);
|
||||
_glPushHeaderOrVertex(v0);
|
||||
|
||||
_glPerspectiveDivideVertex(&a, h);
|
||||
_glSubmitHeaderOrVertex(sq, &a);
|
||||
_glPerspectiveDivideVertex(a, h);
|
||||
_glPushHeaderOrVertex(a);
|
||||
|
||||
_glPerspectiveDivideVertex(&c, h);
|
||||
_glSubmitHeaderOrVertex(sq, &c);
|
||||
_glPerspectiveDivideVertex(&b, h);
|
||||
_glSubmitHeaderOrVertex(sq, &b);
|
||||
_glSubmitHeaderOrVertex(sq, &c);
|
||||
_glPerspectiveDivideVertex(c, h);
|
||||
_glPushHeaderOrVertex(c);
|
||||
_glPerspectiveDivideVertex(b, h);
|
||||
_glPushHeaderOrVertex(b);
|
||||
_glPushHeaderOrVertex(c);
|
||||
}
|
||||
break;
|
||||
case 14:
|
||||
case 6: /* Second and third vertex were visible */
|
||||
{
|
||||
Vertex __attribute__((aligned(32))) a, b;
|
||||
Vertex __attribute__((aligned(32))) c = *v1;
|
||||
Vertex __attribute__((aligned(32))) scratch[4];
|
||||
Vertex* a = &scratch[0];
|
||||
Vertex* b = &scratch[1];
|
||||
Vertex* c = &scratch[2];
|
||||
Vertex* d = &scratch[3];
|
||||
|
||||
_glClipEdge(v0, v1, &a);
|
||||
a.flags = GPU_CMD_VERTEX;
|
||||
memcpy_vertex(c, v1);
|
||||
memcpy_vertex(d, v2);
|
||||
|
||||
_glClipEdge(v2, v0, &b);
|
||||
b.flags = GPU_CMD_VERTEX;
|
||||
_glClipEdge(v0, v1, a);
|
||||
a->flags = GPU_CMD_VERTEX;
|
||||
|
||||
_glPerspectiveDivideVertex(&a, h);
|
||||
_glSubmitHeaderOrVertex(sq, &a);
|
||||
_glClipEdge(v2, v0, b);
|
||||
b->flags = GPU_CMD_VERTEX;
|
||||
|
||||
_glPerspectiveDivideVertex(&c, h);
|
||||
_glSubmitHeaderOrVertex(sq, &c);
|
||||
_glPerspectiveDivideVertex(a, h);
|
||||
_glPushHeaderOrVertex(a);
|
||||
|
||||
_glPerspectiveDivideVertex(&b, h);
|
||||
_glSubmitHeaderOrVertex(sq, &b);
|
||||
_glSubmitHeaderOrVertex(sq, &c);
|
||||
_glPerspectiveDivideVertex(c, h);
|
||||
_glPushHeaderOrVertex(c);
|
||||
|
||||
c = *v2;
|
||||
_glPerspectiveDivideVertex(&c, h);
|
||||
_glSubmitHeaderOrVertex(sq, &c);
|
||||
_glPerspectiveDivideVertex(b, h);
|
||||
_glPushHeaderOrVertex(b);
|
||||
_glPushHeaderOrVertex(c);
|
||||
|
||||
_glPerspectiveDivideVertex(d, h);
|
||||
_glPushHeaderOrVertex(d);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
if(v2->flags == GPU_CMD_VERTEX_EOL) {
|
||||
counter = 0;
|
||||
} else {
|
||||
--counter;
|
||||
}
|
||||
|
||||
v2++;
|
||||
}
|
||||
|
||||
_glFlushBuffer();
|
||||
}
|
||||
|
||||
void SceneListFinish() {
|
||||
|
|
Loading…
Reference in New Issue
Block a user