#include #include "private.h" typedef struct { GLuint index; GLuint texture_id; GLboolean is_complete; /* FIXME: Add OP, TR and PT lists per framebuffer */ } FrameBuffer; static FrameBuffer* ACTIVE_FRAMEBUFFER = NULL; static NamedArray FRAMEBUFFERS; void _glInitFramebuffers() { named_array_init(&FRAMEBUFFERS, sizeof(FrameBuffer), 32); // Reserve zero so that it is never given to anyone as an ID! named_array_reserve(&FRAMEBUFFERS, 0); } void _glWipeTextureOnFramebuffers(GLuint texture) { /* Spec says we don't update inactive framebuffers, they'll presumably just cause * a GL_INVALID_OPERATION if we try to render to them */ if(ACTIVE_FRAMEBUFFER && ACTIVE_FRAMEBUFFER->texture_id == texture) { ACTIVE_FRAMEBUFFER->texture_id = 0; } } void APIENTRY glGenFramebuffersEXT(GLsizei n, GLuint* framebuffers) { TRACE(); while(n--) { GLuint id = 0; FrameBuffer* fb = (FrameBuffer*) named_array_alloc(&FRAMEBUFFERS, &id); fb->index = id; fb->is_complete = GL_FALSE; fb->texture_id = 0; *framebuffers = id; framebuffers++; } } void APIENTRY glDeleteFramebuffersEXT(GLsizei n, const GLuint* framebuffers) { TRACE(); while(n--) { FrameBuffer* fb = (FrameBuffer*) named_array_get(&FRAMEBUFFERS, *framebuffers); if(fb == ACTIVE_FRAMEBUFFER) { ACTIVE_FRAMEBUFFER = NULL; } named_array_release(&FRAMEBUFFERS, *framebuffers++); } } void APIENTRY glBindFramebufferEXT(GLenum target, GLuint framebuffer) { _GL_UNUSED(target); TRACE(); if(framebuffer) { ACTIVE_FRAMEBUFFER = (FrameBuffer*) named_array_get(&FRAMEBUFFERS, framebuffer); } else { ACTIVE_FRAMEBUFFER = NULL; /* FIXME: This is where we need to submit the lists and then clear them. Binding zero means returning to the * default framebuffer so we need to render a frame to the texture at that point */ } } void APIENTRY glFramebufferTexture2DEXT(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) { _GL_UNUSED(target); _GL_UNUSED(attachment); _GL_UNUSED(textarget); _GL_UNUSED(level); if(texture != 0 && !glIsTexture(texture)) { _glKosThrowError(GL_INVALID_OPERATION, __func__); return; } if(!ACTIVE_FRAMEBUFFER) { _glKosThrowError(GL_INVALID_OPERATION, __func__); return; } ACTIVE_FRAMEBUFFER->texture_id = texture; } GL_FORCE_INLINE GLuint A1555(GLuint v) { const GLuint MASK = (1 << 15); return (v & MASK) >> 8; } GL_FORCE_INLINE GLuint R1555(GLuint v) { const GLuint MASK = (31 << 10); return (v & MASK) >> 7; } GL_FORCE_INLINE GLuint G1555(GLuint v) { const GLuint MASK = (31 << 5); return (v & MASK) >> 2; } GL_FORCE_INLINE GLuint B1555(GLuint v) { const GLuint MASK = (31 << 0); return (v & MASK) << 3; } GL_FORCE_INLINE GLuint A4444(GLuint v) { const GLuint MASK = (0xF << 12); return (v & MASK) >> 12; } GL_FORCE_INLINE GLuint R4444(GLuint v) { const GLuint MASK = (0xF << 8); return (v & MASK) >> 8; } GL_FORCE_INLINE GLuint G4444(GLuint v) { const GLuint MASK = (0xF << 4); return (v & MASK) >> 4; } GL_FORCE_INLINE GLuint B4444(GLuint v) { const GLuint MASK = (0xF << 0); return (v & MASK) >> 0; } GL_FORCE_INLINE GLuint R565(GLuint v) { const GLuint MASK = (31 << 11); return (v & MASK) >> 8; } GL_FORCE_INLINE GLuint G565(GLuint v) { const GLuint MASK = (63 << 5); return (v & MASK) >> 3; } GL_FORCE_INLINE GLuint B565(GLuint v) { const GLuint MASK = (31 << 0); return (v & MASK) << 3; } static GL_NO_INSTRUMENT GLboolean _glCalculateAverageTexel(GLuint pvrFormat, const GLubyte* src1, const GLubyte* src2, const GLubyte* src3, const GLubyte* src4, GLubyte* t) { GLuint a, r, g, b; GLubyte format = ((pvrFormat & (1 << 27)) | (pvrFormat & (1 << 26))) >> 26; const GLubyte ARGB1555 = 0; const GLubyte ARGB4444 = 1; const GLubyte RGB565 = 2; if((pvrFormat & GPU_TXRFMT_PAL8BPP) == GPU_TXRFMT_PAL8BPP) { /* Paletted... all we can do really is just pick one of the * 4 texels.. unless we want to change the palette (bad) or * pick the closest available colour (slow, and probably bad) */ *t = *src1; } else if(format == RGB565) { GLushort* s1 = (GLushort*) src1; GLushort* s2 = (GLushort*) src2; GLushort* s3 = (GLushort*) src3; GLushort* s4 = (GLushort*) src4; GLushort* d1 = (GLushort*) t; r = R565(*s1) + R565(*s2) + R565(*s3) + R565(*s4); g = G565(*s1) + G565(*s2) + G565(*s3) + G565(*s4); b = B565(*s1) + B565(*s2) + B565(*s3) + B565(*s4); r /= 4; g /= 4; b /= 4; *d1 = PACK_RGB565(r, g, b); } else if(format == ARGB4444) { GLushort* s1 = (GLushort*) src1; GLushort* s2 = (GLushort*) src2; GLushort* s3 = (GLushort*) src3; GLushort* s4 = (GLushort*) src4; GLushort* d1 = (GLushort*) t; a = A4444(*s1) + A4444(*s2) + A4444(*s3) + A4444(*s4); r = R4444(*s1) + R4444(*s2) + R4444(*s3) + R4444(*s4); g = G4444(*s1) + G4444(*s2) + G4444(*s3) + G4444(*s4); b = B4444(*s1) + B4444(*s2) + B4444(*s3) + B4444(*s4); a /= 4; r /= 4; g /= 4; b /= 4; *d1 = PACK_ARGB4444(a, r, g, b); } else { gl_assert(format == ARGB1555); GLushort* s1 = (GLushort*) src1; GLushort* s2 = (GLushort*) src2; GLushort* s3 = (GLushort*) src3; GLushort* s4 = (GLushort*) src4; GLushort* d1 = (GLushort*) t; a = A1555(*s1) + A1555(*s2) + A1555(*s3) + A1555(*s4); r = R1555(*s1) + R1555(*s2) + R1555(*s3) + R1555(*s4); g = G1555(*s1) + G1555(*s2) + G1555(*s3) + G1555(*s4); b = B1555(*s1) + B1555(*s2) + B1555(*s3) + B1555(*s4); a /= 4; r /= 4; g /= 4; b /= 4; *d1 = PACK_ARGB1555((GLubyte) a, (GLubyte) r, (GLubyte) g, (GLubyte) b); } return GL_TRUE; } GLboolean _glGenerateMipmapTwiddled(const GLuint pvrFormat, const GLubyte* prevData, GLuint thisWidth, GLuint thisHeight, GLubyte* thisData) { uint32_t lastWidth = thisWidth * 2; uint32_t lastHeight = thisHeight * 2; uint32_t i, j; uint32_t stride = 0; if((pvrFormat & GPU_TXRFMT_PAL8BPP) == GPU_TXRFMT_PAL8BPP) { stride = 1; } else { stride = 2; } for(i = 0, j = 0; i < lastWidth * lastHeight; i += 4, j++) { /* In a twiddled texture, the neighbouring texels * are next to each other. By averaging them we just basically shrink * the reverse Ns so each reverse N becomes the next level down... if that makes sense!? */ const GLubyte* s1 = &prevData[i * stride]; const GLubyte* s2 = s1 + stride; const GLubyte* s3 = s2 + stride; const GLubyte* s4 = s3 + stride; GLubyte* t = &thisData[j * stride]; gl_assert(s4 < prevData + (lastHeight * lastWidth * stride)); gl_assert(t < thisData + (thisHeight * thisWidth * stride)); _glCalculateAverageTexel(pvrFormat, s1, s2, s3, s4, t); } return GL_TRUE; } void APIENTRY glGenerateMipmap(GLenum target) { if(target != GL_TEXTURE_2D) { _glKosThrowError(GL_INVALID_OPERATION, __func__); return; } TextureObject* tex = _glGetBoundTexture(); if(!tex || !tex->data || !tex->mipmapCount) { _glKosThrowError(GL_INVALID_OPERATION, __func__); return; } if(tex->width != tex->height) { fprintf(stderr, "[GL ERROR] Mipmaps cannot be supported on non-square textures\n"); _glKosThrowError(GL_INVALID_OPERATION, __func__); return; } if((tex->color & GPU_TXRFMT_PAL4BPP) == GPU_TXRFMT_PAL4BPP) { fprintf(stderr, "[GL ERROR] Mipmap generation not supported for 4BPP paletted textures\n"); _glKosThrowError(GL_INVALID_OPERATION, __func__); return; } if((tex->color & GPU_TXRFMT_NONTWIDDLED) == GPU_TXRFMT_NONTWIDDLED) { /* glTexImage2D should twiddle internally textures in nearly all cases * so this error is unlikely */ fprintf(stderr, "[GL ERROR] Mipmaps are only supported on twiddled textures\n"); _glKosThrowError(GL_INVALID_OPERATION, __func__); return; } GLboolean complete = _glIsMipmapComplete(tex); if(!complete && tex->isCompressed) { fprintf(stderr, "[GL ERROR] Generating mipmaps for compressed textures is not yet supported\n"); _glKosThrowError(GL_INVALID_OPERATION, __func__); return; } if(complete) { /* Nothing to do */ return; } GLuint i; GLuint prevWidth = tex->width; GLuint prevHeight = tex->height; /* Make sure there is room for the mipmap data on the texture object */ _glAllocateSpaceForMipmaps(tex); for(i = 1; i < _glGetMipmapLevelCount(tex); ++i) { GLubyte* prevData = _glGetMipmapLocation(tex, i - 1); GLubyte* thisData = _glGetMipmapLocation(tex, i); GLuint thisWidth = (prevWidth > 1) ? prevWidth / 2 : 1; GLuint thisHeight = (prevHeight > 1) ? prevHeight / 2 : 1; _glGenerateMipmapTwiddled(tex->color, prevData, thisWidth, thisHeight, thisData); tex->mipmap |= (1 << i); prevWidth = thisWidth; prevHeight = thisHeight; } gl_assert(_glIsMipmapComplete(tex)); } /* generate mipmaps for any image provided by the user and then pass them to OpenGL */ GLAPI GLvoid APIENTRY gluBuild2DMipmaps(GLenum target, GLint internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *data){ /* 2d texture, level of detail 0 (normal), 3 components (red, green, blue), width & height of the image, border 0 (normal), rgb color data, unsigned byte data, and finally the data itself. */ glTexImage2D(GL_TEXTURE_2D, 0, 3, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data); glGenerateMipmap(GL_TEXTURE_2D); } GLenum APIENTRY glCheckFramebufferStatusEXT(GLenum target) { if(target != GL_FRAMEBUFFER_EXT) { _glKosThrowError(GL_INVALID_ENUM, __func__); return 0; } if(!ACTIVE_FRAMEBUFFER) { return GL_FRAMEBUFFER_COMPLETE_EXT; } if(!ACTIVE_FRAMEBUFFER->texture_id) { return GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT; } return GL_FRAMEBUFFER_COMPLETE_EXT; } GLboolean APIENTRY glIsFramebufferEXT(GLuint framebuffer) { return (named_array_used(&FRAMEBUFFERS, framebuffer)) ? GL_TRUE : GL_FALSE; }