#include "../platform.h" #include "sh4.h" #define CLIP_DEBUG 0 #define PVR_VERTEX_BUF_SIZE 2560 * 256 #define likely(x) __builtin_expect(!!(x), 1) #define unlikely(x) __builtin_expect(!!(x), 0) #define SQ_BASE_ADDRESS (uint32_t *)(void *) \ (0xe0000000 | (((uint32_t)0x10000000) & 0x03ffffe0)) GL_FORCE_INLINE bool glIsVertex(const float flags) { return flags == GPU_CMD_VERTEX_EOL || flags == GPU_CMD_VERTEX; } GL_FORCE_INLINE bool glIsLastVertex(const float flags) { return flags == GPU_CMD_VERTEX_EOL; } void InitGPU(_Bool autosort, _Bool fsaa) { pvr_init_params_t params = { /* Enable opaque and translucent polygons with size 32 and 32 */ {PVR_BINSIZE_32, PVR_BINSIZE_0, PVR_BINSIZE_32, PVR_BINSIZE_0, PVR_BINSIZE_32}, PVR_VERTEX_BUF_SIZE, /* Vertex buffer size */ 0, /* No DMA */ fsaa, /* No FSAA */ (autosort) ? 0 : 1 /* Disable translucent auto-sorting to match traditional GL */ }; pvr_init(¶ms); } void SceneBegin() { pvr_wait_ready(); pvr_scene_begin(); } void SceneListBegin(GPUList list) { pvr_list_begin(list); } GL_FORCE_INLINE float _glFastInvert(float x) { return (1.f / __builtin_sqrtf(x * x)); } GL_FORCE_INLINE 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; } GL_FORCE_INLINE void _glSubmitHeaderOrVertex(volatile uint32_t* d, const Vertex* v) { #ifndef NDEBUG gl_assert(!isnan(v->xyz[2])); gl_assert(!isnan(v->w)); #endif #if CLIP_DEBUG fprintf(stderr, "Submitting: %x (%x)\n", v, v->flags); #endif uint32_t *s = (uint32_t*) v; d[0] = *(s++); d[1] = *(s++); d[2] = *(s++); d[3] = *(s++); d[4] = *(s++); d[5] = *(s++); d[6] = *(s++); d[7] = *(s++); __asm__("pref @%0" : : "r"(d)); d += 8; } 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); } #define SPAN_SORT_CFG 0x005F8030 static volatile uint32_t* PVR_LMMODE0 = (uint32_t*) 0xA05F6884; static volatile uint32_t *PVR_LMMODE1 = (uint32_t*) 0xA05F6888; static volatile uint32_t *QACR = (uint32_t*) 0xFF000038; 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 *PVR_LMMODE0 = 0; *PVR_LMMODE1 = 0; //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; uint32_t counter = 0; #define QUEUE_OFFSET(n) (queue + ((queue_head + (n)) % queue_capacity)) #define PUSH_VERTEX(v) \ do { \ memcpy_vertex(queue + queue_tail, (v)); \ visible_mask = (visible_mask >> 1) | ((v)->xyz[2] >= -(v)->w) << 2; \ assert(visible_mask < 15); \ queue_tail = (queue_tail + 1) % queue_capacity; \ counter++; \ } while(0) while(n--) { Vertex* current = vertex; if(!glIsVertex(vertex->flags)) { _glSubmitHeaderOrVertex(d, vertex); ++vertex; continue; } else { PUSH_VERTEX(vertex); ++vertex; } if(counter < 3) { continue; } switch(visible_mask) { case 0: queue_head = (queue_head + 1) % queue_capacity; --counter; continue; break; case 7: /* All visible, push the first vertex and move on */ _glPerspectiveDivideVertex(&queue[queue_head], h); _glSubmitHeaderOrVertex(d, &queue[queue_head]); if(glIsLastVertex(current->flags)) { /* If this was the last vertex in the strip, we need to flush the queue and then restart it again */ queue_head = (queue_head + 1) % queue_capacity; while(--counter) { // 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; } visible_mask = 0; continue; } break; case 1: /* First vertex was visible */ { 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]; _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 __attribute__((aligned(32))) a, b; // Scratch vertices 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 = GPU_CMD_VERTEX_EOL; _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 __attribute__((aligned(32))) a, b; // Scratch vertices 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 __attribute__((aligned(32))) a, b; // Scratch vertices 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 __attribute__((aligned(32))) a, b; // Scratch vertices 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 __attribute__((aligned(32))) a, b; // Scratch vertices 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; } queue_head = (queue_head + 1) % queue_capacity; counter--; } } void SceneListFinish() { pvr_list_finish(); } void SceneFinish() { pvr_scene_finish(); } const VideoMode* GetVideoMode() { static VideoMode mode; mode.width = vid_mode->width; mode.height = vid_mode->height; return &mode; }