1015 lines
29 KiB
C
1015 lines
29 KiB
C
#include <stddef.h>
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#include <string.h>
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#include <stdio.h>
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#include "private.h"
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static struct {
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GLboolean is_dirty;
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/* We can't just use the GL_CONTEXT for this state as the two
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* GL states are combined, so we store them separately and then
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* calculate the appropriate PVR state from them. */
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GLenum depth_func;
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GLboolean depth_test_enabled;
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GLenum cull_face;
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GLenum front_face;
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GLboolean culling_enabled;
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GLboolean color_material_enabled;
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GLboolean znear_clipping_enabled;
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GLboolean lighting_enabled;
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GLboolean shared_palette_enabled;
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GLboolean alpha_test_enabled;
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GLboolean polygon_offset_enabled;
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GLboolean normalize_enabled;
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GLboolean scissor_test_enabled;
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GLboolean fog_enabled;
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GLboolean depth_mask_enabled;
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struct {
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GLint x;
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GLint y;
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GLsizei width;
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GLsizei height;
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GLboolean applied;
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} scissor_rect;
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GLenum blend_sfactor;
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GLenum blend_dfactor;
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GLboolean blend_enabled;
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GLfloat offset_factor;
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GLfloat offset_units;
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GLfloat scene_ambient[4];
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GLboolean viewer_in_eye_coords;
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GLenum color_control;
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GLenum color_material_mode;
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GLenum color_material_mask;
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LightSource lights[MAX_GLDC_LIGHTS];
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GLuint enabled_light_count;
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Material material;
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GLenum shade_model;
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} GPUState = {
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.is_dirty = GL_TRUE,
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.depth_func = GL_LESS,
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.depth_test_enabled = GL_FALSE,
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.cull_face = GL_BACK,
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.front_face = GL_CCW,
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.culling_enabled = GL_FALSE,
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.color_material_enabled = GL_FALSE,
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.znear_clipping_enabled = GL_TRUE,
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.lighting_enabled = GL_FALSE,
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.shared_palette_enabled = GL_FALSE,
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.alpha_test_enabled = GL_FALSE,
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.polygon_offset_enabled = GL_FALSE,
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.normalize_enabled = GL_FALSE,
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.scissor_test_enabled = GL_FALSE,
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.fog_enabled = GL_FALSE,
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.depth_mask_enabled = GL_FALSE,
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.scissor_rect = {0, 0, 640, 480, false},
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.blend_sfactor = GL_ONE,
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.blend_dfactor = GL_ZERO,
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.blend_enabled = GL_FALSE,
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.offset_factor = 0.0f,
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.offset_units = 0.0f,
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.scene_ambient = {0.2f, 0.2f, 0.2f, 1.0f},
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.viewer_in_eye_coords = GL_TRUE,
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.color_control = GL_SINGLE_COLOR,
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.color_material_mode = GL_AMBIENT_AND_DIFFUSE,
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.color_material_mask = AMBIENT_MASK | DIFFUSE_MASK,
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.lights = {0},
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.enabled_light_count = 0,
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.material = {0},
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.shade_model = GL_SMOOTH
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};
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void _glGPUStateMarkClean() {
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GPUState.is_dirty = GL_FALSE;
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}
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void _glGPUStateMarkDirty() {
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GPUState.is_dirty = GL_TRUE;
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}
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GLboolean _glGPUStateIsDirty() {
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return GPUState.is_dirty;
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}
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Material* _glActiveMaterial() {
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return &GPUState.material;
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}
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LightSource* _glLightAt(GLuint i) {
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assert(i < MAX_GLDC_LIGHTS);
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return &GPUState.lights[i];
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}
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void _glEnableLight(GLubyte light, GLboolean value) {
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GPUState.lights[light].isEnabled = value;
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}
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GLboolean _glIsDepthTestEnabled() {
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return GPUState.depth_test_enabled;
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}
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GLenum _glGetDepthFunc() {
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return GPUState.depth_func;
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}
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GLboolean _glIsDepthWriteEnabled() {
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return GPUState.depth_mask_enabled;
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}
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GLenum _glGetShadeModel() {
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return GPUState.shade_model;
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}
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GLuint _glEnabledLightCount() {
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return GPUState.enabled_light_count;
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}
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GLfloat* _glLightModelSceneAmbient() {
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return GPUState.scene_ambient;
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}
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GLboolean _glIsBlendingEnabled() {
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return GPUState.blend_enabled;
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}
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GLboolean _glIsAlphaTestEnabled() {
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return GPUState.alpha_test_enabled;
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}
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GLboolean _glIsCullingEnabled() {
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return GPUState.culling_enabled;
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}
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GLenum _glGetCullFace() {
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return GPUState.cull_face;
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}
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GLenum _glGetFrontFace() {
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return GPUState.front_face;
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}
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GLboolean _glIsFogEnabled() {
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return GPUState.fog_enabled;
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}
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GLboolean _glIsScissorTestEnabled() {
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return GPUState.scissor_test_enabled;
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}
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void _glRecalcEnabledLights() {
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GPUState.enabled_light_count = 0;
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for(GLubyte i = 0; i < MAX_GLDC_LIGHTS; ++i) {
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if(_glLightAt(i)->isEnabled) {
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GPUState.enabled_light_count++;
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}
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}
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}
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void _glSetLightModelViewerInEyeCoordinates(GLboolean v) {
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GPUState.viewer_in_eye_coords = v;
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}
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void _glSetLightModelSceneAmbient(const GLfloat* v) {
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vec4cpy(GPUState.scene_ambient, v);
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}
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GLfloat* _glGetLightModelSceneAmbient() {
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return GPUState.scene_ambient;
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}
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void _glSetLightModelColorControl(GLint v) {
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GPUState.color_control = v;
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}
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GLenum _glColorMaterialMask() {
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return GPUState.color_material_mask;
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}
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void _glSetColorMaterialMask(GLenum mask) {
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GPUState.color_material_mask = mask;
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}
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void _glSetColorMaterialMode(GLenum mode) {
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GPUState.color_material_mode = mode;
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}
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GLenum _glColorMaterialMode() {
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return GPUState.color_material_mode;
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}
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GLboolean _glIsSharedTexturePaletteEnabled() {
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return GPUState.shared_palette_enabled;
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}
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GLboolean _glNearZClippingEnabled() {
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return GPUState.znear_clipping_enabled;
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}
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void _glApplyScissor(bool force);
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GLboolean _glIsNormalizeEnabled() {
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return GPUState.normalize_enabled;
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}
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GLenum _glGetBlendSourceFactor() {
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return GPUState.blend_sfactor;
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}
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GLenum _glGetBlendDestFactor() {
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return GPUState.blend_dfactor;
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}
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GLboolean _glCheckValidEnum(GLint param, GLint* values, const char* func) {
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GLubyte found = 0;
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while(*values != 0) {
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if(*values == param) {
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found++;
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break;
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}
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values++;
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}
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if(!found) {
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_glKosThrowError(GL_INVALID_ENUM, func);
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return GL_TRUE;
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}
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return GL_FALSE;
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}
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GLboolean TEXTURES_ENABLED [] = {GL_FALSE, GL_FALSE};
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void _glUpdatePVRTextureContext(PolyContext *context, GLshort textureUnit) {
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const TextureObject *tx1 = (textureUnit == 0) ? _glGetTexture0() : _glGetTexture1();
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/* Disable all texturing to start with */
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context->txr.enable = GPU_TEXTURE_DISABLE;
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context->txr2.enable = GPU_TEXTURE_DISABLE;
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context->txr2.alpha = GPU_TXRALPHA_DISABLE;
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if(!TEXTURES_ENABLED[textureUnit] || !tx1 || !tx1->data) {
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context->txr.base = NULL;
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return;
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}
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context->txr.alpha = (GPUState.blend_enabled || GPUState.alpha_test_enabled) ? GPU_TXRALPHA_ENABLE : GPU_TXRALPHA_DISABLE;
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GLuint filter = GPU_FILTER_NEAREST;
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GLboolean enableMipmaps = GL_FALSE;
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switch(tx1->minFilter) {
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case GL_NEAREST_MIPMAP_LINEAR:
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case GL_NEAREST_MIPMAP_NEAREST:
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case GL_LINEAR_MIPMAP_LINEAR:
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case GL_LINEAR_MIPMAP_NEAREST:
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enableMipmaps = GL_TRUE;
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break;
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default:
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enableMipmaps = GL_FALSE;
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break;
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}
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/* FIXME: If you disable mipmaps on a compressed mipmapped texture
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* you get corruption and I don't know why, so we force mipmapping for now */
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if(tx1->isCompressed && _glIsMipmapComplete(tx1)) {
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enableMipmaps = GL_TRUE;
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}
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if(tx1->height != tx1->width){
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enableMipmaps = GL_FALSE;
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}
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if(enableMipmaps) {
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// FIXME: This is probably the wrong filter for this
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// GL mode, but I'm not sure what's correct...
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if(tx1->minFilter == GL_NEAREST_MIPMAP_LINEAR) {
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filter = GPU_FILTER_TRILINEAR1;
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} else if(tx1->minFilter == GL_LINEAR_MIPMAP_LINEAR) {
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filter = GPU_FILTER_TRILINEAR2;
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} else if(tx1->minFilter == GL_LINEAR_MIPMAP_NEAREST) {
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filter = GPU_FILTER_BILINEAR;
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} else {
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filter = GPU_FILTER_NEAREST;
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}
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} else {
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if(tx1->minFilter == GL_LINEAR && tx1->magFilter == GL_LINEAR) {
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filter = GPU_FILTER_BILINEAR;
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}
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}
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/* If we don't have complete mipmaps, and yet mipmapping was enabled, we disable texturing.
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* This is effectively what standard GL does (it renders a white texture)
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*/
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if(!_glIsMipmapComplete(tx1) && enableMipmaps) {
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return;
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}
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if(tx1->data) {
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context->txr.enable = GPU_TEXTURE_ENABLE;
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context->txr.filter = filter;
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context->txr.width = tx1->width;
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context->txr.height = tx1->height;
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context->txr.mipmap = enableMipmaps;
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context->txr.mipmap_bias = tx1->mipmap_bias;
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if(enableMipmaps) {
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context->txr.base = tx1->data;
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} else {
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context->txr.base = tx1->data + tx1->baseDataOffset;
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}
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context->txr.format = tx1->color;
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if(tx1->isPaletted) {
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if(_glIsSharedTexturePaletteEnabled()) {
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TexturePalette* palette = _glGetSharedPalette(tx1->shared_bank);
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if (palette->size != 16){
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context->txr.format |= GPUPaletteSelect8BPP(palette->bank);
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}
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else{
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context->txr.format |= GPUPaletteSelect4BPP(palette->bank);
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}
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}
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else {
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if (tx1->palette->size != 16){
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context->txr.format |= GPUPaletteSelect8BPP((tx1->palette) ? tx1->palette->bank : 0);
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}
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else{
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context->txr.format |= GPUPaletteSelect4BPP((tx1->palette) ? tx1->palette->bank : 0);
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}
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}
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}
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context->txr.env = tx1->env;
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context->txr.uv_flip = GPU_UVFLIP_NONE;
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context->txr.uv_clamp = tx1->uv_clamp;
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}
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}
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GLboolean _glIsLightingEnabled() {
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return GPUState.lighting_enabled;
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}
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GLboolean _glIsColorMaterialEnabled() {
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return GPUState.color_material_enabled;
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}
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static GLfloat CLEAR_COLOUR[3];
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void _glInitContext() {
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const VideoMode* mode = GetVideoMode();
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GPUState.scissor_rect.x = 0;
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GPUState.scissor_rect.y = 0;
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GPUState.scissor_rect.width = mode->width;
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GPUState.scissor_rect.height = mode->height;
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glClearDepth(1.0f);
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glDepthFunc(GL_LESS);
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glDepthMask(GL_TRUE);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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glFrontFace(GL_CCW);
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glCullFace(GL_BACK);
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glShadeModel(GL_SMOOTH);
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glClearColor(0, 0, 0, 0);
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glDisable(GL_ALPHA_TEST);
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glDisable(GL_CULL_FACE);
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glDisable(GL_BLEND);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_FOG);
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glDisable(GL_LIGHTING);
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GLubyte i;
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for(i = 0; i < MAX_GLDC_LIGHTS; ++i) {
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glDisable(GL_LIGHT0 + i);
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}
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}
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GLAPI void APIENTRY glEnable(GLenum cap) {
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switch(cap) {
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case GL_TEXTURE_2D:
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if(TEXTURES_ENABLED[_glGetActiveTexture()] != GL_TRUE) {
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TEXTURES_ENABLED[_glGetActiveTexture()] = GL_TRUE;
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GPUState.is_dirty = GL_TRUE;
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}
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break;
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case GL_CULL_FACE: {
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if(GPUState.culling_enabled != GL_TRUE) {
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GPUState.culling_enabled = GL_TRUE;
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GPUState.is_dirty = GL_TRUE;
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}
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} break;
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case GL_DEPTH_TEST: {
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if(GPUState.depth_test_enabled != GL_TRUE) {
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GPUState.depth_test_enabled = GL_TRUE;
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GPUState.is_dirty = GL_TRUE;
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}
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} break;
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case GL_BLEND: {
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if(GPUState.blend_enabled != GL_TRUE) {
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GPUState.blend_enabled = GL_TRUE;
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GPUState.is_dirty = GL_TRUE;
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}
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} break;
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case GL_SCISSOR_TEST: {
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if(GPUState.scissor_test_enabled != GL_TRUE) {
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GPUState.scissor_test_enabled = GL_TRUE;
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GPUState.is_dirty = GL_TRUE;
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}
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} break;
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case GL_LIGHTING: {
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if(GPUState.lighting_enabled != GL_TRUE) {
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GPUState.lighting_enabled = GL_TRUE;
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GPUState.is_dirty = GL_TRUE;
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}
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} break;
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case GL_FOG:
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if(GPUState.fog_enabled != GL_TRUE) {
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GPUState.fog_enabled = GL_TRUE;
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GPUState.is_dirty = GL_TRUE;
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}
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break;
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case GL_COLOR_MATERIAL:
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if(GPUState.color_material_enabled != GL_TRUE) {
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GPUState.color_material_enabled = GL_TRUE;
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GPUState.is_dirty = GL_TRUE;
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}
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break;
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case GL_SHARED_TEXTURE_PALETTE_EXT: {
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if(GPUState.shared_palette_enabled != GL_TRUE) {
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GPUState.shared_palette_enabled = GL_TRUE;
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GPUState.is_dirty = GL_TRUE;
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}
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}
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break;
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case GL_ALPHA_TEST: {
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if(GPUState.alpha_test_enabled != GL_TRUE) {
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GPUState.alpha_test_enabled = GL_TRUE;
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GPUState.is_dirty = GL_TRUE;
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}
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} break;
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case GL_LIGHT0:
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case GL_LIGHT1:
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case GL_LIGHT2:
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case GL_LIGHT3:
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case GL_LIGHT4:
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case GL_LIGHT5:
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case GL_LIGHT6:
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case GL_LIGHT7: {
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LightSource* ptr = _glLightAt(cap & 0xF);
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if(ptr->isEnabled != GL_TRUE) {
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ptr->isEnabled = GL_TRUE;
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_glRecalcEnabledLights();
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}
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}
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break;
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case GL_NEARZ_CLIPPING_KOS:
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if(GPUState.znear_clipping_enabled != GL_TRUE) {
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GPUState.znear_clipping_enabled = GL_TRUE;
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GPUState.is_dirty = GL_TRUE;
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}
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break;
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case GL_POLYGON_OFFSET_POINT:
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case GL_POLYGON_OFFSET_LINE:
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case GL_POLYGON_OFFSET_FILL:
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if(GPUState.polygon_offset_enabled != GL_TRUE) {
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GPUState.polygon_offset_enabled = GL_TRUE;
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GPUState.is_dirty = GL_TRUE;
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}
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break;
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case GL_NORMALIZE:
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if(GPUState.normalize_enabled != GL_TRUE) {
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GPUState.normalize_enabled = GL_TRUE;
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GPUState.is_dirty = GL_TRUE;
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}
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break;
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case GL_TEXTURE_TWIDDLE_KOS:
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_glSetTextureTwiddle(GL_TRUE);
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break;
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default:
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_glKosThrowError(GL_INVALID_VALUE, __func__);
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break;
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}
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}
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GLAPI void APIENTRY glDisable(GLenum cap) {
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switch(cap) {
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case GL_TEXTURE_2D:
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if(TEXTURES_ENABLED[_glGetActiveTexture()] != GL_FALSE) {
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TEXTURES_ENABLED[_glGetActiveTexture()] = GL_FALSE;
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GPUState.is_dirty = GL_TRUE;
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}
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break;
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case GL_CULL_FACE: {
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if(GPUState.culling_enabled != GL_FALSE) {
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GPUState.culling_enabled = GL_FALSE;
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GPUState.is_dirty = GL_TRUE;
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}
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} break;
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case GL_DEPTH_TEST: {
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if(GPUState.depth_test_enabled != GL_FALSE) {
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GPUState.depth_test_enabled = GL_FALSE;
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GPUState.is_dirty = GL_TRUE;
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}
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} break;
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case GL_BLEND: {
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if(GPUState.blend_enabled != GL_FALSE) {
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GPUState.blend_enabled = GL_FALSE;
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|
GPUState.is_dirty = GL_TRUE;
|
|
}
|
|
} break;
|
|
case GL_SCISSOR_TEST: {
|
|
if(GPUState.scissor_test_enabled != GL_FALSE) {
|
|
GPUState.scissor_test_enabled = GL_FALSE;
|
|
GPUState.is_dirty = GL_TRUE;
|
|
}
|
|
} break;
|
|
case GL_LIGHTING: {
|
|
if(GPUState.lighting_enabled != GL_FALSE) {
|
|
GPUState.lighting_enabled = GL_FALSE;
|
|
GPUState.is_dirty = GL_TRUE;
|
|
}
|
|
} break;
|
|
case GL_FOG:
|
|
if(GPUState.fog_enabled != GL_FALSE) {
|
|
GPUState.fog_enabled = GL_FALSE;
|
|
GPUState.is_dirty = GL_TRUE;
|
|
}
|
|
break;
|
|
case GL_COLOR_MATERIAL:
|
|
if(GPUState.color_material_enabled != GL_FALSE) {
|
|
GPUState.color_material_enabled = GL_FALSE;
|
|
GPUState.is_dirty = GL_TRUE;
|
|
}
|
|
break;
|
|
case GL_SHARED_TEXTURE_PALETTE_EXT: {
|
|
if(GPUState.shared_palette_enabled != GL_FALSE) {
|
|
GPUState.shared_palette_enabled = GL_FALSE;
|
|
GPUState.is_dirty = GL_TRUE;
|
|
}
|
|
}
|
|
break;
|
|
case GL_ALPHA_TEST: {
|
|
if(GPUState.alpha_test_enabled != GL_FALSE) {
|
|
GPUState.alpha_test_enabled = GL_FALSE;
|
|
GPUState.is_dirty = GL_TRUE;
|
|
}
|
|
} break;
|
|
case GL_LIGHT0:
|
|
case GL_LIGHT1:
|
|
case GL_LIGHT2:
|
|
case GL_LIGHT3:
|
|
case GL_LIGHT4:
|
|
case GL_LIGHT5:
|
|
case GL_LIGHT6:
|
|
case GL_LIGHT7:
|
|
if(GPUState.lights[cap & 0xF].isEnabled) {
|
|
_glEnableLight(cap & 0xF, GL_FALSE);
|
|
GPUState.is_dirty = GL_TRUE;
|
|
}
|
|
break;
|
|
case GL_NEARZ_CLIPPING_KOS:
|
|
if(GPUState.znear_clipping_enabled != GL_FALSE) {
|
|
GPUState.znear_clipping_enabled = GL_FALSE;
|
|
GPUState.is_dirty = GL_TRUE;
|
|
}
|
|
break;
|
|
case GL_POLYGON_OFFSET_POINT:
|
|
case GL_POLYGON_OFFSET_LINE:
|
|
case GL_POLYGON_OFFSET_FILL:
|
|
if(GPUState.polygon_offset_enabled != GL_FALSE) {
|
|
GPUState.polygon_offset_enabled = GL_FALSE;
|
|
GPUState.is_dirty = GL_TRUE;
|
|
}
|
|
break;
|
|
case GL_NORMALIZE:
|
|
if(GPUState.normalize_enabled != GL_FALSE) {
|
|
GPUState.normalize_enabled = GL_FALSE;
|
|
GPUState.is_dirty = GL_TRUE;
|
|
}
|
|
break;
|
|
case GL_TEXTURE_TWIDDLE_KOS:
|
|
_glSetTextureTwiddle(GL_FALSE);
|
|
break;
|
|
default:
|
|
_glKosThrowError(GL_INVALID_VALUE, __func__);
|
|
break;
|
|
}
|
|
}
|
|
|
|
/* Clear Caps */
|
|
GLAPI void APIENTRY glClear(GLuint mode) {
|
|
if(mode & GL_COLOR_BUFFER_BIT) {
|
|
GPUSetBackgroundColour(CLEAR_COLOUR[0], CLEAR_COLOUR[1], CLEAR_COLOUR[2]);
|
|
}
|
|
}
|
|
|
|
GLAPI void APIENTRY glClearColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a) {
|
|
if(r > 1) r = 1;
|
|
if(g > 1) g = 1;
|
|
if(b > 1) b = 1;
|
|
if(a > 1) a = 1;
|
|
|
|
/* FIXME: The background-poly doesn't take an alpha value */
|
|
_GL_UNUSED(a);
|
|
|
|
CLEAR_COLOUR[0] = r;
|
|
CLEAR_COLOUR[1] = g;
|
|
CLEAR_COLOUR[2] = b;
|
|
}
|
|
|
|
/* Depth Testing */
|
|
GLAPI void APIENTRY glClearDepthf(GLfloat depth) {
|
|
glClearDepth(depth);
|
|
}
|
|
|
|
GLAPI void APIENTRY glClearDepth(GLfloat depth) {
|
|
/* We reverse because using invW means that farther Z == lower number */
|
|
GPUSetClearDepth(MIN(1.0f - depth, PVR_MIN_Z));
|
|
}
|
|
|
|
GLAPI void APIENTRY glDrawBuffer(GLenum mode) {
|
|
_GL_UNUSED(mode);
|
|
|
|
}
|
|
|
|
GLAPI void APIENTRY glReadBuffer(GLenum mode) {
|
|
_GL_UNUSED(mode);
|
|
|
|
}
|
|
|
|
GLAPI void APIENTRY glDepthMask(GLboolean flag) {
|
|
if(GPUState.depth_mask_enabled != flag) {
|
|
GPUState.depth_mask_enabled = flag;
|
|
GPUState.is_dirty = GL_TRUE;
|
|
}
|
|
}
|
|
|
|
GLAPI void APIENTRY glDepthFunc(GLenum func) {
|
|
if(GPUState.depth_func != func) {
|
|
GPUState.depth_func = func;
|
|
GPUState.is_dirty = GL_TRUE;
|
|
}
|
|
}
|
|
|
|
/* Hints */
|
|
/* Currently Supported Capabilities:
|
|
GL_PERSPECTIVE_CORRECTION_HINT - This will Enable on the PVR */
|
|
GLAPI void APIENTRY glHint(GLenum target, GLenum mode) {
|
|
if(target == GL_PERSPECTIVE_CORRECTION_HINT && mode == GL_NICEST) {
|
|
// FIXME: enable supersampling
|
|
}
|
|
}
|
|
|
|
/* Polygon Rasterization Mode */
|
|
GLAPI void APIENTRY glPolygonMode(GLenum face, GLenum mode) {
|
|
_GL_UNUSED(face);
|
|
_GL_UNUSED(mode);
|
|
}
|
|
|
|
/* Culling */
|
|
GLAPI void APIENTRY glFrontFace(GLenum mode) {
|
|
if(GPUState.front_face != mode) {
|
|
GPUState.front_face = mode;
|
|
GPUState.is_dirty = GL_TRUE;
|
|
}
|
|
}
|
|
|
|
GLAPI void APIENTRY glCullFace(GLenum mode) {
|
|
if(GPUState.cull_face != mode) {
|
|
GPUState.cull_face = mode;
|
|
GPUState.is_dirty = GL_TRUE;
|
|
}
|
|
}
|
|
|
|
/* Shading - Flat or Goraud */
|
|
GLAPI void APIENTRY glShadeModel(GLenum mode) {
|
|
if(GPUState.shade_model != mode) {
|
|
GPUState.shade_model = mode;
|
|
GPUState.is_dirty = GL_TRUE;
|
|
}
|
|
}
|
|
|
|
/* Blending */
|
|
GLAPI void APIENTRY glBlendFunc(GLenum sfactor, GLenum dfactor) {
|
|
if(GPUState.blend_dfactor != dfactor || GPUState.blend_sfactor != sfactor) {
|
|
GPUState.blend_sfactor = sfactor;
|
|
GPUState.blend_dfactor = dfactor;
|
|
GPUState.is_dirty = GL_TRUE;
|
|
}
|
|
}
|
|
|
|
|
|
GLAPI void APIENTRY glAlphaFunc(GLenum func, GLclampf ref) {
|
|
GLint validFuncs[] = {
|
|
GL_GREATER,
|
|
0
|
|
};
|
|
|
|
if(_glCheckValidEnum(func, validFuncs, __func__) != 0) {
|
|
return;
|
|
}
|
|
|
|
GLubyte val = (GLubyte)(ref * 255.0f);
|
|
GPUSetAlphaCutOff(val);
|
|
}
|
|
|
|
void glLineWidth(GLfloat width) {
|
|
_GL_UNUSED(width);
|
|
}
|
|
|
|
void glPolygonOffset(GLfloat factor, GLfloat units) {
|
|
GPUState.offset_factor = factor;
|
|
GPUState.offset_units = units;
|
|
GPUState.is_dirty = GL_TRUE;
|
|
}
|
|
|
|
void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params) {
|
|
_GL_UNUSED(target);
|
|
_GL_UNUSED(pname);
|
|
_GL_UNUSED(params);
|
|
}
|
|
|
|
void glGetTexParameteriv(GLenum target, GLenum pname, GLint *params) {
|
|
_GL_UNUSED(target);
|
|
_GL_UNUSED(pname);
|
|
_GL_UNUSED(params);
|
|
}
|
|
|
|
void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) {
|
|
_GL_UNUSED(red);
|
|
_GL_UNUSED(green);
|
|
_GL_UNUSED(blue);
|
|
_GL_UNUSED(alpha);
|
|
}
|
|
|
|
void glPixelStorei(GLenum pname, GLint param) {
|
|
_GL_UNUSED(pname);
|
|
_GL_UNUSED(param);
|
|
}
|
|
|
|
|
|
void APIENTRY glScissor(GLint x, GLint y, GLsizei width, GLsizei height) {
|
|
|
|
if(GPUState.scissor_rect.x == x &&
|
|
GPUState.scissor_rect.y == y &&
|
|
GPUState.scissor_rect.width == width &&
|
|
GPUState.scissor_rect.height == height) {
|
|
return;
|
|
}
|
|
|
|
GPUState.scissor_rect.x = x;
|
|
GPUState.scissor_rect.y = y;
|
|
GPUState.scissor_rect.width = width;
|
|
GPUState.scissor_rect.height = height;
|
|
GPUState.scissor_rect.applied = false;
|
|
GPUState.is_dirty = GL_TRUE; // FIXME: do we need this?
|
|
|
|
_glApplyScissor(false);
|
|
}
|
|
|
|
/* Setup the hardware user clip rectangle.
|
|
|
|
The minimum clip rectangle is a 32x32 area which is dependent on the tile
|
|
size use by the tile accelerator. The PVR swithes off rendering to tiles
|
|
outside or inside the defined rectangle dependant upon the 'clipmode'
|
|
bits in the polygon header.
|
|
|
|
Clip rectangles therefore must have a size that is some multiple of 32.
|
|
|
|
glScissor(0, 0, 32, 32) allows only the 'tile' in the lower left
|
|
hand corner of the screen to be modified and glScissor(0, 0, 0, 0)
|
|
disallows modification to all 'tiles' on the screen.
|
|
|
|
We call this in the following situations:
|
|
|
|
- glEnable(GL_SCISSOR_TEST) is called
|
|
- glScissor() is called
|
|
- After glKosSwapBuffers()
|
|
|
|
This ensures that a clip command is added to every vertex list
|
|
at the right place, either when enabling the scissor test, or
|
|
when the scissor test changes.
|
|
*/
|
|
void _glApplyScissor(bool force) {
|
|
/* Don't do anyting if clipping is disabled */
|
|
if(!GPUState.scissor_test_enabled) {
|
|
return;
|
|
}
|
|
|
|
/* Don't apply if we already applied - nothing changed */
|
|
if(GPUState.scissor_rect.applied && !force) {
|
|
return;
|
|
}
|
|
|
|
PVRTileClipCommand c;
|
|
|
|
GLint miny, maxx, maxy;
|
|
|
|
const VideoMode* vid_mode = GetVideoMode();
|
|
|
|
GLsizei scissor_width = MAX(MIN(GPUState.scissor_rect.width, vid_mode->width), 0);
|
|
GLsizei scissor_height = MAX(MIN(GPUState.scissor_rect.height, vid_mode->height), 0);
|
|
|
|
/* force the origin to the lower left-hand corner of the screen */
|
|
miny = (vid_mode->height - scissor_height) - GPUState.scissor_rect.y;
|
|
maxx = (scissor_width + GPUState.scissor_rect.x);
|
|
maxy = (scissor_height + miny);
|
|
|
|
/* load command structure while mapping screen coords to TA tiles */
|
|
c.flags = GPU_CMD_USERCLIP;
|
|
c.d1 = c.d2 = c.d3 = 0;
|
|
|
|
uint16_t vw = vid_mode->width >> 5;
|
|
uint16_t vh = vid_mode->height >> 5;
|
|
|
|
c.sx = CLAMP(GPUState.scissor_rect.x >> 5, 0, vw);
|
|
c.sy = CLAMP(miny >> 5, 0, vh);
|
|
c.ex = CLAMP((maxx >> 5) - 1, 0, vw);
|
|
c.ey = CLAMP((maxy >> 5) - 1, 0, vh);
|
|
|
|
aligned_vector_push_back(&_glOpaquePolyList()->vector, &c, 1);
|
|
aligned_vector_push_back(&_glPunchThruPolyList()->vector, &c, 1);
|
|
aligned_vector_push_back(&_glTransparentPolyList()->vector, &c, 1);
|
|
|
|
GPUState.scissor_rect.applied = true;
|
|
}
|
|
|
|
void glStencilFunc(GLenum func, GLint ref, GLuint mask) {
|
|
_GL_UNUSED(func);
|
|
_GL_UNUSED(ref);
|
|
_GL_UNUSED(mask);
|
|
}
|
|
|
|
void glStencilOp(GLenum sfail, GLenum dpfail, GLenum dppass) {
|
|
_GL_UNUSED(sfail);
|
|
_GL_UNUSED(dpfail);
|
|
_GL_UNUSED(dppass);
|
|
}
|
|
|
|
GLboolean APIENTRY glIsEnabled(GLenum cap) {
|
|
switch(cap) {
|
|
case GL_DEPTH_TEST:
|
|
return GPUState.depth_test_enabled;
|
|
case GL_SCISSOR_TEST:
|
|
return GPUState.scissor_test_enabled;
|
|
case GL_CULL_FACE:
|
|
return GPUState.culling_enabled;
|
|
case GL_LIGHTING:
|
|
return GPUState.lighting_enabled;
|
|
case GL_BLEND:
|
|
return GPUState.blend_enabled;
|
|
case GL_POLYGON_OFFSET_POINT:
|
|
case GL_POLYGON_OFFSET_LINE:
|
|
case GL_POLYGON_OFFSET_FILL:
|
|
return GPUState.polygon_offset_enabled;
|
|
}
|
|
|
|
return GL_FALSE;
|
|
}
|
|
|
|
static GLenum COMPRESSED_FORMATS [] = {
|
|
GL_COMPRESSED_ARGB_1555_VQ_KOS,
|
|
GL_COMPRESSED_ARGB_1555_VQ_TWID_KOS,
|
|
GL_COMPRESSED_ARGB_4444_VQ_KOS,
|
|
GL_COMPRESSED_ARGB_4444_VQ_TWID_KOS,
|
|
GL_COMPRESSED_RGB_565_VQ_KOS,
|
|
GL_COMPRESSED_RGB_565_VQ_TWID_KOS
|
|
};
|
|
|
|
static GLuint NUM_COMPRESSED_FORMATS = sizeof(COMPRESSED_FORMATS) / sizeof(GLenum);
|
|
|
|
void APIENTRY glGetBooleanv(GLenum pname, GLboolean* params) {
|
|
GLuint enabledAttrs = *_glGetEnabledAttributes();
|
|
GLuint activeClientTexture = _glGetActiveClientTexture();
|
|
|
|
switch(pname) {
|
|
case GL_TEXTURE_2D:
|
|
*params = TEXTURES_ENABLED[_glGetActiveTexture()];
|
|
break;
|
|
case GL_VERTEX_ARRAY:
|
|
*params = (enabledAttrs & VERTEX_ENABLED_FLAG) == VERTEX_ENABLED_FLAG;
|
|
break;
|
|
case GL_COLOR_ARRAY:
|
|
*params = (enabledAttrs & DIFFUSE_ENABLED_FLAG) == DIFFUSE_ENABLED_FLAG;
|
|
break;
|
|
case GL_NORMAL_ARRAY:
|
|
*params = (enabledAttrs & NORMAL_ENABLED_FLAG) == NORMAL_ENABLED_FLAG;
|
|
break;
|
|
case GL_TEXTURE_COORD_ARRAY: {
|
|
if(activeClientTexture == 0) {
|
|
*params = (enabledAttrs & UV_ENABLED_FLAG) == UV_ENABLED_FLAG;
|
|
} else {
|
|
*params = (enabledAttrs & ST_ENABLED_FLAG) == ST_ENABLED_FLAG;
|
|
}
|
|
} break;
|
|
default:
|
|
_glKosThrowError(GL_INVALID_ENUM, __func__);
|
|
}
|
|
}
|
|
|
|
void APIENTRY glGetFloatv(GLenum pname, GLfloat* params) {
|
|
switch(pname) {
|
|
case GL_PROJECTION_MATRIX:
|
|
MEMCPY4(params, _glGetProjectionMatrix(), sizeof(float) * 16);
|
|
break;
|
|
case GL_MODELVIEW_MATRIX:
|
|
MEMCPY4(params, _glGetModelViewMatrix(), sizeof(float) * 16);
|
|
break;
|
|
case GL_POLYGON_OFFSET_FACTOR:
|
|
*params = GPUState.offset_factor;
|
|
break;
|
|
case GL_POLYGON_OFFSET_UNITS:
|
|
*params = GPUState.offset_units;
|
|
break;
|
|
default:
|
|
_glKosThrowError(GL_INVALID_ENUM, __func__);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void APIENTRY glGetIntegerv(GLenum pname, GLint *params) {
|
|
switch(pname) {
|
|
case GL_MAX_LIGHTS:
|
|
*params = MAX_GLDC_LIGHTS;
|
|
break;
|
|
case GL_TEXTURE_BINDING_2D:
|
|
*params = (_glGetBoundTexture()) ? _glGetBoundTexture()->index : 0;
|
|
break;
|
|
case GL_DEPTH_FUNC:
|
|
*params = GPUState.depth_func;
|
|
break;
|
|
case GL_BLEND_SRC:
|
|
*params = GPUState.blend_sfactor;
|
|
break;
|
|
case GL_BLEND_DST:
|
|
*params = GPUState.blend_dfactor;
|
|
break;
|
|
case GL_MAX_TEXTURE_SIZE:
|
|
*params = MAX_TEXTURE_SIZE;
|
|
break;
|
|
case GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB:
|
|
*params = NUM_COMPRESSED_FORMATS;
|
|
break;
|
|
case GL_ACTIVE_TEXTURE:
|
|
*params = GL_TEXTURE0 + _glGetActiveTexture();
|
|
break;
|
|
case GL_CLIENT_ACTIVE_TEXTURE:
|
|
*params = GL_TEXTURE0 + _glGetActiveClientTexture();
|
|
break;
|
|
case GL_COMPRESSED_TEXTURE_FORMATS_ARB: {
|
|
GLuint i = 0;
|
|
for(; i < NUM_COMPRESSED_FORMATS; ++i) {
|
|
params[i] = COMPRESSED_FORMATS[i];
|
|
}
|
|
} break;
|
|
case GL_TEXTURE_FREE_MEMORY_ATI:
|
|
case GL_FREE_TEXTURE_MEMORY_KOS:
|
|
*params = _glFreeTextureMemory();
|
|
break;
|
|
case GL_USED_TEXTURE_MEMORY_KOS:
|
|
*params = _glUsedTextureMemory();
|
|
break;
|
|
case GL_FREE_CONTIGUOUS_TEXTURE_MEMORY_KOS:
|
|
*params = _glFreeContiguousTextureMemory();
|
|
break;
|
|
case GL_TEXTURE_INTERNAL_FORMAT_KOS:
|
|
*params = _glGetTextureInternalFormat();
|
|
break;
|
|
|
|
default:
|
|
_glKosThrowError(GL_INVALID_ENUM, __func__);
|
|
break;
|
|
}
|
|
}
|
|
|
|
const GLubyte *glGetString(GLenum name) {
|
|
switch(name) {
|
|
case GL_VENDOR:
|
|
return (const GLubyte*) "KallistiOS / Kazade";
|
|
|
|
case GL_RENDERER:
|
|
return (const GLubyte*) "PowerVR2 CLX2 100mHz";
|
|
|
|
case GL_VERSION:
|
|
return (const GLubyte*) "1.2 (partial) - GLdc 1.1";
|
|
|
|
case GL_EXTENSIONS:
|
|
return (const GLubyte*)"GL_ARB_framebuffer_object, GL_ARB_multitexture, GL_ARB_texture_rg, GL_OES_compressed_paletted_texture, GL_EXT_paletted_texture, GL_EXT_shared_texture_palette, GL_KOS_multiple_shared_palette, GL_ARB_vertex_array_bgra, GL_ARB_vertex_type_2_10_10_10_rev, GL_KOS_texture_memory_management, GL_ATI_meminfo";
|
|
}
|
|
|
|
return (const GLubyte*) "GL_KOS_ERROR: ENUM Unsupported\n";
|
|
}
|