#include #include "../containers/aligned_vector.h" #include "private.h" #define TA_SQ_ADDR (unsigned int *)(void *) \ (0xe0000000 | (((unsigned long)0x10000000) & 0x03ffffe0)) static PolyList OP_LIST; static PolyList PT_LIST; static PolyList TR_LIST; static void pvr_list_submit(void *src, int n) { GLuint *d = TA_SQ_ADDR; GLuint *s = src; /* fill/write queues as many times necessary */ while(n--) { __asm__("pref @%0" : : "r"(s + 8)); /* prefetch 32 bytes for next loop */ 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; } /* Wait for both store queues to complete */ d = (GLuint *)0xe0000000; d[0] = d[8] = 0; } static void _initPVR() { 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 */ 0, /* No FSAA */ 1 /* Disable translucent auto-sorting to match traditional GL */ }; pvr_init(¶ms); } PolyList* activePolyList() { if(isBlendingEnabled()) { return &TR_LIST; } else { return &OP_LIST; } } void APIENTRY glKosInit() { TRACE(); _initPVR(); initMatrices(); initAttributePointers(); initContext(); initLights(); initImmediateMode(); _glKosInitTextures(); OP_LIST.list_type = PVR_LIST_OP_POLY; PT_LIST.list_type = PVR_LIST_PT_POLY; TR_LIST.list_type = PVR_LIST_TR_POLY; aligned_vector_init(&OP_LIST.vector, sizeof(PVRCommand)); aligned_vector_init(&PT_LIST.vector, sizeof(PVRCommand)); aligned_vector_init(&TR_LIST.vector, sizeof(PVRCommand)); } void APIENTRY glKosSwapBuffers() { TRACE(); pvr_wait_ready(); pvr_scene_begin(); pvr_list_begin(PVR_LIST_OP_POLY); pvr_list_submit(OP_LIST.vector.data, OP_LIST.vector.size); pvr_list_finish(); pvr_list_begin(PVR_LIST_PT_POLY); pvr_list_submit(PT_LIST.vector.data, PT_LIST.vector.size); pvr_list_finish(); pvr_list_begin(PVR_LIST_TR_POLY); pvr_list_submit(TR_LIST.vector.data, TR_LIST.vector.size); pvr_list_finish(); pvr_scene_finish(); aligned_vector_clear(&OP_LIST.vector); aligned_vector_clear(&PT_LIST.vector); aligned_vector_clear(&TR_LIST.vector); }