581 lines
15 KiB
C
581 lines
15 KiB
C
#ifndef PRIVATE_H
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#define PRIVATE_H
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#include <stdint.h>
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#include <stdio.h>
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#include "gl_assert.h"
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#include "platform.h"
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#include "types.h"
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#include "../include/GL/gl.h"
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#include "../include/GL/glext.h"
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#include "../include/GL/glkos.h"
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#include "../containers/aligned_vector.h"
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#include "../containers/named_array.h"
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#define MAX_GLDC_4BPP_PALETTE_SLOTS 16
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#define MAX_GLDC_PALETTE_SLOTS 4
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#define MAX_GLDC_SHARED_PALETTES (MAX_GLDC_PALETTE_SLOTS*MAX_GLDC_4BPP_PALETTE_SLOTS)
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extern void* memcpy4 (void *dest, const void *src, size_t count);
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#define GL_NO_INSTRUMENT inline __attribute__((no_instrument_function))
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#define GL_INLINE_DEBUG GL_NO_INSTRUMENT __attribute__((always_inline))
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#define GL_FORCE_INLINE static GL_INLINE_DEBUG
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#define _GL_UNUSED(x) (void)(x)
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#define _PACK4(v) ((v * 0xF) / 0xFF)
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#define PACK_ARGB4444(a,r,g,b) (_PACK4(a) << 12) | (_PACK4(r) << 8) | (_PACK4(g) << 4) | (_PACK4(b))
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#define PACK_ARGB8888(a,r,g,b) ( ((a & 0xFF) << 24) | ((r & 0xFF) << 16) | ((g & 0xFF) << 8) | (b & 0xFF) )
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#define PACK_ARGB1555(a,r,g,b) \
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(((GLushort)(a > 0) << 15) | (((GLushort) r >> 3) << 10) | (((GLushort)g >> 3) << 5) | ((GLushort)b >> 3))
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#define PACK_RGB565(r,g,b) \
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((((GLushort)r & 0xf8) << 8) | (((GLushort) g & 0xfc) << 3) | ((GLushort) b >> 3))
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#define TRACE_ENABLED 0
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#define TRACE() if(TRACE_ENABLED) {fprintf(stderr, "%s\n", __func__);} (void) 0
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#define VERTEX_ENABLED_FLAG (1 << 0)
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#define UV_ENABLED_FLAG (1 << 1)
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#define ST_ENABLED_FLAG (1 << 2)
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#define DIFFUSE_ENABLED_FLAG (1 << 3)
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#define NORMAL_ENABLED_FLAG (1 << 4)
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#define MAX_TEXTURE_SIZE 1024
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/* This gives us an easy way to switch
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* internal matrix order if necessary */
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#define TRANSPOSE 0
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#if TRANSPOSE
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#define M0 0
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#define M1 4
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#define M2 8
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#define M3 12
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#define M4 1
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#define M5 5
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#define M6 9
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#define M7 13
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#define M8 2
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#define M9 6
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#define M10 10
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#define M11 14
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#define M12 3
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#define M13 7
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#define M14 11
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#define M15 15
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#else
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#define M0 0
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#define M1 1
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#define M2 2
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#define M3 3
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#define M4 4
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#define M5 5
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#define M6 6
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#define M7 7
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#define M8 8
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#define M9 9
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#define M10 10
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#define M11 11
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#define M12 12
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#define M13 13
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#define M14 14
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#define M15 15
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#endif
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typedef struct {
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unsigned int flags; /* Constant PVR_CMD_USERCLIP */
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unsigned int d1, d2, d3; /* Ignored for this type */
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unsigned int sx, /* Start x */
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sy, /* Start y */
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ex, /* End x */
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ey; /* End y */
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} PVRTileClipCommand; /* Tile Clip command for the pvr */
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typedef struct {
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unsigned int list_type;
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AlignedVector vector;
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} PolyList;
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typedef struct {
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GLint x;
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GLint y;
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GLint width;
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GLint height;
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float x_plus_hwidth;
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float y_plus_hheight;
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float hwidth; /* width * 0.5f */
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float hheight; /* height * 0.5f */
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} Viewport;
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extern Viewport VIEWPORT;
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typedef struct {
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/* Palette data is always stored in RAM as RGBA8888 and packed as ARGB8888
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* when uploaded to the PVR */
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GLubyte* data;
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GLushort width; /* The user specified width */
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GLushort size; /* The size of the bank (16 or 256) */
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GLenum format;
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GLshort bank;
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} TexturePalette;
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typedef struct {
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//0
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GLuint index;
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GLuint color; /* This is the PVR texture format */
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//8
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GLenum minFilter;
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GLenum magFilter;
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//16
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GLvoid *data;
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TexturePalette* palette;
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//24
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GLushort width;
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GLushort height;
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//28
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GLushort mipmap; /* Bitmask of supplied mipmap levels */
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/* When using the shared palette, this is the bank (0-3) */
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GLushort shared_bank;
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//32
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GLuint dataStride;
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//36
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GLubyte mipmap_bias;
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GLubyte env;
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GLubyte mipmapCount; /* The number of mipmap levels */
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GLubyte uv_clamp;
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//40
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/* Mipmap textures have a different
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* offset for the base level when supplying the data, this
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* keeps track of that. baseDataOffset == 0
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* means that the texture has no mipmaps
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*/
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GLuint baseDataOffset;
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GLuint baseDataSize; /* The data size of mipmap level 0 */
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//48
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GLboolean isCompressed;
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GLboolean isPaletted;
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//50
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} TextureObject;
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typedef struct {
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GLfloat emissive[4];
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GLfloat ambient[4];
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GLfloat diffuse[4];
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GLfloat specular[4];
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/* Valid values are 0-128 */
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GLfloat exponent;
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/* Base ambient + emission colour for
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* the current material + light */
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GLfloat baseColour[4];
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} Material;
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typedef struct {
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GLfloat position[4];
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GLfloat spot_direction[3];
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GLfloat spot_cutoff;
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GLfloat constant_attenuation;
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GLfloat linear_attenuation;
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GLfloat quadratic_attenuation;
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GLfloat spot_exponent;
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GLfloat diffuse[4];
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GLfloat specular[4];
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GLfloat ambient[4];
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GLboolean isDirectional;
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GLboolean isEnabled;
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/* We set these when the material changes
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* so we don't calculate them per-vertex. They are
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* light_value * materia_value */
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GLfloat ambientMaterial[4];
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GLfloat diffuseMaterial[4];
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GLfloat specularMaterial[4];
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} LightSource;
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#define argbcpy(dst, src) \
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*((GLuint*) dst) = *((const GLuint*) src) \
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typedef struct {
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float xy[2];
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} _glvec2;
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typedef struct {
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float xyz[3];
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} _glvec3;
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typedef struct {
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float xyzw[4];
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} _glvec4;
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#define vec2cpy(dst, src) \
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*((uint64_t*) dst) = *((uint64_t*) src);
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#define vec3cpy(dst, src) \
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*((uint64_t*) dst) = *((uint64_t*) src); \
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dst[2] = src[2];
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#define vec4cpy(dst, src) \
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*((uint64_t*) dst) = *((uint64_t*) src); \
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*((uint64_t*) dst + 2) = *((uint64_t*) src + 2);
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GL_FORCE_INLINE float clamp(float d, float min, float max) {
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return (d < min) ? min : (d > max) ? max : d;
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}
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GL_FORCE_INLINE void memcpy_vertex(Vertex *dest, const Vertex *src) {
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#ifdef __DREAMCAST__
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_Complex float double_scratch;
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asm volatile (
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"fschg\n\t"
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"clrs\n\t"
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".align 2\n\t"
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"fmov.d @%[in]+, %[scratch]\n\t"
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"fmov.d %[scratch], @%[out]\n\t"
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"fmov.d @%[in]+, %[scratch]\n\t"
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"add #8, %[out]\n\t"
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"fmov.d %[scratch], @%[out]\n\t"
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"fmov.d @%[in]+, %[scratch]\n\t"
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"add #8, %[out]\n\t"
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"fmov.d %[scratch], @%[out]\n\t"
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"fmov.d @%[in], %[scratch]\n\t"
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"add #8, %[out]\n\t"
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"fmov.d %[scratch], @%[out]\n\t"
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"fschg\n"
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: [in] "+&r" ((uint32_t) src), [scratch] "=&d" (double_scratch), [out] "+&r" ((uint32_t) dest)
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:
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: "t", "memory" // clobbers
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);
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#else
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*dest = *src;
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#endif
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}
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#define swapVertex(a, b) \
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do { \
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Vertex __attribute__((aligned(32))) c; \
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memcpy_vertex(&c, a); \
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memcpy_vertex(a, b); \
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memcpy_vertex(b, &c); \
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} while(0)
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/* ClipVertex doesn't have room for these, so we need to parse them
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* out separately. Potentially 'w' will be housed here if we support oargb */
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typedef struct {
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float nxyz[3];
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float st[2];
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} VertexExtra;
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/* Generating PVR vertices from the user-submitted data gets complicated, particularly
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* when a realloc could invalidate pointers. This structure holds all the information
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* we need on the target vertex array to allow passing around to the various stages (e.g. generate/clip etc.)
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*/
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typedef struct __attribute__((aligned(32))) {
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PolyList* output;
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uint32_t header_offset; // The offset of the header in the output list
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uint32_t start_offset; // The offset into the output list
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uint32_t count; // The number of vertices in this output
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/* Pointer to count * VertexExtra; */
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AlignedVector* extras;
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} SubmissionTarget;
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Vertex* _glSubmissionTargetStart(SubmissionTarget* target);
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Vertex* _glSubmissionTargetEnd(SubmissionTarget* target);
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typedef enum {
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CLIP_RESULT_ALL_IN_FRONT,
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CLIP_RESULT_ALL_BEHIND,
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CLIP_RESULT_ALL_ON_PLANE,
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CLIP_RESULT_FRONT_TO_BACK,
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CLIP_RESULT_BACK_TO_FRONT
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} ClipResult;
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#define A8IDX 3
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#define R8IDX 2
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#define G8IDX 1
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#define B8IDX 0
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struct SubmissionTarget;
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PolyList* _glOpaquePolyList();
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PolyList* _glPunchThruPolyList();
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PolyList *_glTransparentPolyList();
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void _glInitAttributePointers();
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void _glInitContext();
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void _glInitLights();
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void _glInitImmediateMode(GLuint initial_size);
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void _glInitMatrices();
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void _glInitFramebuffers();
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void _glInitSubmissionTarget();
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void _glMatrixLoadNormal();
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void _glMatrixLoadModelView();
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void _glMatrixLoadProjection();
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void _glMatrixLoadTexture();
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void _glMatrixLoadModelViewProjection();
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extern GLfloat DEPTH_RANGE_MULTIPLIER_L;
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extern GLfloat DEPTH_RANGE_MULTIPLIER_H;
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Matrix4x4* _glGetProjectionMatrix();
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Matrix4x4* _glGetModelViewMatrix();
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void _glWipeTextureOnFramebuffers(GLuint texture);
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GLubyte _glInitTextures();
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void _glUpdatePVRTextureContext(PolyContext* context, GLshort textureUnit);
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void _glAllocateSpaceForMipmaps(TextureObject* active);
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typedef struct {
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const void* ptr; // 4
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GLenum type; // 4
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GLsizei stride; // 4
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GLint size; // 4
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} AttribPointer;
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typedef struct {
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AttribPointer vertex; // 16
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AttribPointer colour; // 32
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AttribPointer uv; // 48
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AttribPointer st; // 64
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AttribPointer normal; // 80
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AttribPointer padding; // 96
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} AttribPointerList;
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GLboolean _glCheckValidEnum(GLint param, GLint* values, const char* func);
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GLuint* _glGetEnabledAttributes();
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AttribPointer* _glGetVertexAttribPointer();
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AttribPointer* _glGetDiffuseAttribPointer();
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AttribPointer* _glGetNormalAttribPointer();
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AttribPointer* _glGetUVAttribPointer();
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AttribPointer* _glGetSTAttribPointer();
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GLenum _glGetShadeModel();
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TextureObject* _glGetTexture0();
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TextureObject* _glGetTexture1();
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TextureObject* _glGetBoundTexture();
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extern GLubyte ACTIVE_TEXTURE;
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extern GLboolean TEXTURES_ENABLED[];
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GLubyte _glGetActiveTexture();
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GLuint _glGetActiveClientTexture();
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TexturePalette* _glGetSharedPalette(GLshort bank);
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void _glSetInternalPaletteFormat(GLenum val);
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GLboolean _glIsSharedTexturePaletteEnabled();
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void _glApplyColorTable(TexturePalette *palette);
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GLboolean _glIsBlendingEnabled();
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GLboolean _glIsAlphaTestEnabled();
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GLboolean _glIsCullingEnabled();
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GLboolean _glIsDepthTestEnabled();
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GLboolean _glIsDepthWriteEnabled();
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GLboolean _glIsScissorTestEnabled();
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GLboolean _glIsFogEnabled();
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GLenum _glGetDepthFunc();
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GLenum _glGetCullFace();
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GLenum _glGetFrontFace();
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GLenum _glGetBlendSourceFactor();
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GLenum _glGetBlendDestFactor();
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extern PolyList OP_LIST;
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extern PolyList PT_LIST;
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extern PolyList TR_LIST;
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GL_FORCE_INLINE PolyList* _glActivePolyList() {
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if(_glIsBlendingEnabled()) {
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return &TR_LIST;
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} else if(_glIsAlphaTestEnabled()) {
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return &PT_LIST;
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} else {
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return &OP_LIST;
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}
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}
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GLboolean _glIsMipmapComplete(const TextureObject* obj);
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GLubyte* _glGetMipmapLocation(const TextureObject* obj, GLuint level);
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GLuint _glGetMipmapLevelCount(const TextureObject* obj);
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GLboolean _glIsLightingEnabled();
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void _glEnableLight(GLubyte light, GLboolean value);
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GLboolean _glIsColorMaterialEnabled();
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GLboolean _glIsNormalizeEnabled();
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extern AttribPointerList ATTRIB_POINTERS;
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extern GLuint ENABLED_VERTEX_ATTRIBUTES;
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extern GLuint FAST_PATH_ENABLED;
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GL_FORCE_INLINE GLuint _glIsVertexDataFastPathCompatible() {
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/* The fast path is enabled when all enabled elements of the vertex
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* match the output format. This means:
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*
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* xyz == 3f
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* uv == 2f
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* rgba == argb4444
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* st == 2f
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* normal == 3f
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*
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* When this happens we do inline straight copies of the enabled data
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* and transforms for positions and normals happen while copying.
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*/
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if((ENABLED_VERTEX_ATTRIBUTES & VERTEX_ENABLED_FLAG)) {
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if(ATTRIB_POINTERS.vertex.size != 3 || ATTRIB_POINTERS.vertex.type != GL_FLOAT) {
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return GL_FALSE;
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}
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}
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if((ENABLED_VERTEX_ATTRIBUTES & UV_ENABLED_FLAG)) {
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if(ATTRIB_POINTERS.uv.size != 2 || ATTRIB_POINTERS.uv.type != GL_FLOAT) {
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return GL_FALSE;
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}
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}
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if((ENABLED_VERTEX_ATTRIBUTES & DIFFUSE_ENABLED_FLAG)) {
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/* FIXME: Shouldn't this be a reversed format? */
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if(ATTRIB_POINTERS.colour.size != GL_BGRA || ATTRIB_POINTERS.colour.type != GL_UNSIGNED_BYTE) {
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return GL_FALSE;
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}
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}
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if((ENABLED_VERTEX_ATTRIBUTES & ST_ENABLED_FLAG)) {
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if(ATTRIB_POINTERS.st.size != 2 || ATTRIB_POINTERS.st.type != GL_FLOAT) {
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return GL_FALSE;
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}
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}
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if((ENABLED_VERTEX_ATTRIBUTES & NORMAL_ENABLED_FLAG)) {
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if(ATTRIB_POINTERS.normal.size != 3 || ATTRIB_POINTERS.normal.type != GL_FLOAT) {
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return GL_FALSE;
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}
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}
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return GL_TRUE;
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}
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GL_FORCE_INLINE GLuint _glRecalcFastPath() {
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FAST_PATH_ENABLED = _glIsVertexDataFastPathCompatible();
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return FAST_PATH_ENABLED;
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}
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extern GLboolean IMMEDIATE_MODE_ACTIVE;
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extern GLenum LAST_ERROR;
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extern char ERROR_FUNCTION[64];
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GL_FORCE_INLINE const char* _glErrorEnumAsString(GLenum error) {
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switch(error) {
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case GL_INVALID_ENUM: return "GL_INVALID_ENUM";
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case GL_OUT_OF_MEMORY: return "GL_OUT_OF_MEMORY";
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case GL_INVALID_OPERATION: return "GL_INVALID_OPERATION";
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case GL_INVALID_VALUE: return "GL_INVALID_VALUE";
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default:
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return "GL_UNKNOWN_ERROR";
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}
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}
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GL_FORCE_INLINE void _glKosThrowError(GLenum error, const char *function) {
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if(LAST_ERROR == GL_NO_ERROR) {
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LAST_ERROR = error;
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sprintf(ERROR_FUNCTION, "%s\n", function);
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fprintf(stderr, "GL ERROR: %s when calling %s\n", _glErrorEnumAsString(LAST_ERROR), ERROR_FUNCTION);
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}
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}
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GL_FORCE_INLINE GLubyte _glKosHasError() {
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return (LAST_ERROR != GL_NO_ERROR) ? GL_TRUE : GL_FALSE;
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}
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GL_FORCE_INLINE void _glKosResetError() {
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LAST_ERROR = GL_NO_ERROR;
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sprintf(ERROR_FUNCTION, "\n");
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}
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GL_FORCE_INLINE GLboolean _glCheckImmediateModeInactive(const char* func) {
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/* Returns 1 on error */
|
|
if(IMMEDIATE_MODE_ACTIVE) {
|
|
_glKosThrowError(GL_INVALID_OPERATION, func);
|
|
return GL_TRUE;
|
|
}
|
|
|
|
return GL_FALSE;
|
|
}
|
|
|
|
typedef struct {
|
|
float n[3]; // 12 bytes
|
|
float finalColour[4]; //28 bytes
|
|
uint32_t padding; // 32 bytes
|
|
} EyeSpaceData;
|
|
|
|
extern void _glPerformLighting(Vertex* vertices, EyeSpaceData *es, const uint32_t count);
|
|
|
|
unsigned char _glIsClippingEnabled();
|
|
void _glEnableClipping(unsigned char v);
|
|
|
|
GLuint _glFreeTextureMemory();
|
|
GLuint _glUsedTextureMemory();
|
|
GLuint _glFreeContiguousTextureMemory();
|
|
|
|
void _glApplyScissor(bool force);
|
|
void _glSetColorMaterialMask(GLenum mask);
|
|
void _glSetColorMaterialMode(GLenum mode);
|
|
GLenum _glColorMaterialMode();
|
|
|
|
Material* _glActiveMaterial();
|
|
void _glSetLightModelViewerInEyeCoordinates(GLboolean v);
|
|
void _glSetLightModelSceneAmbient(const GLfloat* v);
|
|
void _glSetLightModelColorControl(GLint v);
|
|
GLuint _glEnabledLightCount();
|
|
void _glRecalcEnabledLights();
|
|
GLfloat* _glLightModelSceneAmbient();
|
|
GLfloat* _glGetLightModelSceneAmbient();
|
|
LightSource* _glLightAt(GLuint i);
|
|
GLboolean _glNearZClippingEnabled();
|
|
|
|
GLboolean _glGPUStateIsDirty();
|
|
void _glGPUStateMarkClean();
|
|
void _glGPUStateMarkDirty();
|
|
|
|
#define MAX_GLDC_TEXTURE_UNITS 2
|
|
#define MAX_GLDC_LIGHTS 8
|
|
|
|
#define AMBIENT_MASK 1
|
|
#define DIFFUSE_MASK 2
|
|
#define EMISSION_MASK 4
|
|
#define SPECULAR_MASK 8
|
|
#define SCENE_AMBIENT_MASK 16
|
|
|
|
|
|
/* This is from KOS pvr_buffers.c */
|
|
#define PVR_MIN_Z 0.0001f
|
|
|
|
#define MIN(a,b) (((a)<(b))?(a):(b))
|
|
#define MAX(a,b) (((a)>(b))?(a):(b))
|
|
#define CLAMP( X, _MIN, _MAX ) ( (X)<(_MIN) ? (_MIN) : ((X)>(_MAX) ? (_MAX) : (X)) )
|
|
|
|
#endif // PRIVATE_H
|