GLdc/GL/flush.c

203 lines
5.3 KiB
C

#include "../containers/aligned_vector.h"
#include "private.h"
PolyList OP_LIST;
PolyList PT_LIST;
PolyList TR_LIST;
/**
* FAST_MODE will use invW for all Z coordinates sent to the
* GPU.
*
* This will break orthographic mode so default is FALSE
**/
#define FAST_MODE GL_FALSE
GLboolean AUTOSORT_ENABLED = GL_FALSE;
PolyList* _glOpaquePolyList() {
return &OP_LIST;
}
PolyList* _glPunchThruPolyList() {
return &PT_LIST;
}
PolyList *_glTransparentPolyList() {
return &TR_LIST;
}
void APIENTRY glFlush() {
}
void APIENTRY glFinish() {
}
void APIENTRY glKosInitConfig(GLdcConfig* config) {
config->autosort_enabled = GL_FALSE;
config->fsaa_enabled = GL_FALSE;
config->initial_op_capacity = 1024 * 3;
config->initial_pt_capacity = 512 * 3;
config->initial_tr_capacity = 1024 * 3;
config->initial_immediate_capacity = 1024 * 3;
config->internal_palette_format = GL_RGBA8;
}
void APIENTRY glKosInitEx(GLdcConfig* config) {
TRACE();
printf("\nWelcome to GLdc! Git revision: %s\n\n", GLDC_VERSION);
InitGPU(config->autosort_enabled, config->fsaa_enabled);
AUTOSORT_ENABLED = config->autosort_enabled;
_glInitMatrices();
_glInitAttributePointers();
_glInitContext();
_glInitLights();
_glInitImmediateMode(config->initial_immediate_capacity);
_glInitFramebuffers();
_glSetInternalPaletteFormat(config->internal_palette_format);
_glInitTextures();
OP_LIST.list_type = GPU_LIST_OP_POLY;
PT_LIST.list_type = GPU_LIST_PT_POLY;
TR_LIST.list_type = GPU_LIST_TR_POLY;
aligned_vector_init(&OP_LIST.vector, sizeof(Vertex));
aligned_vector_init(&PT_LIST.vector, sizeof(Vertex));
aligned_vector_init(&TR_LIST.vector, sizeof(Vertex));
aligned_vector_reserve(&OP_LIST.vector, config->initial_op_capacity);
aligned_vector_reserve(&PT_LIST.vector, config->initial_pt_capacity);
aligned_vector_reserve(&TR_LIST.vector, config->initial_tr_capacity);
}
void APIENTRY glKosInit() {
GLdcConfig config;
glKosInitConfig(&config);
glKosInitEx(&config);
}
#define likely(x) __builtin_expect(!!(x), 1)
#define unlikely(x) __builtin_expect(!!(x), 0)
GL_FORCE_INLINE bool glIsVertex(const float flags) {
return flags == GPU_CMD_VERTEX_EOL || flags == GPU_CMD_VERTEX;
}
GL_FORCE_INLINE void glPerspectiveDivideStandard(void* src, uint32_t n) {
TRACE();
/* Perform perspective divide on each vertex */
Vertex* vertex = (Vertex*) src;
PREFETCH(vertex + 1);
const float h = GetVideoMode()->height;
while(n--) {
PREFETCH(vertex + 2);
if(likely(glIsVertex(vertex->flags))) {
const float f = MATH_Fast_Invert(vertex->w);
/* Convert to NDC and apply viewport */
vertex->xyz[0] = __builtin_fmaf(
VIEWPORT.hwidth, vertex->xyz[0] * f, VIEWPORT.x_plus_hwidth
);
vertex->xyz[1] = h - __builtin_fmaf(
VIEWPORT.hheight, vertex->xyz[1] * f, VIEWPORT.y_plus_hheight
);
/* Orthographic projections need to use invZ otherwise we lose
the depth information. As w == 1, and clip-space range is -w to +w
we add 1.0 to the Z to bring it into range. We add a little extra to
avoid a divide by zero.
*/
if(unlikely(vertex->w == 1.0f)) {
vertex->xyz[2] = MATH_Fast_Invert(1.0001f + vertex->xyz[2]);
} else {
vertex->xyz[2] = f;
}
}
++vertex;
}
}
GL_FORCE_INLINE void glPerspectiveDivideFastMode(void* src, uint32_t n) {
TRACE();
/* Perform perspective divide on each vertex */
Vertex* vertex = (Vertex*) src;
const float h = GetVideoMode()->height;
while(n--) {
PREFETCH(vertex + 1);
if(likely(glIsVertex(vertex->flags))) {
const float f = MATH_Fast_Invert(vertex->w);
/* Convert to NDC and apply viewport */
vertex->xyz[0] = MATH_fmac(
VIEWPORT.hwidth, vertex->xyz[0] * f, VIEWPORT.x_plus_hwidth
);
vertex->xyz[1] = h - MATH_fmac(
VIEWPORT.hheight, vertex->xyz[1] * f, VIEWPORT.y_plus_hheight
);
vertex->xyz[2] = f;
}
++vertex;
}
}
GL_FORCE_INLINE void glPerspectiveDivide(void* src, uint32_t n) {
#if FAST_MODE
glPerspectiveDivideFastMode(src, n);
#else
glPerspectiveDivideStandard(src, n);
#endif
}
void APIENTRY glKosSwapBuffers() {
TRACE();
SceneBegin();
SceneListBegin(GPU_LIST_OP_POLY);
glPerspectiveDivide(OP_LIST.vector.data, OP_LIST.vector.size);
SceneListSubmit(OP_LIST.vector.data, OP_LIST.vector.size);
SceneListFinish();
SceneListBegin(GPU_LIST_PT_POLY);
glPerspectiveDivide(PT_LIST.vector.data, PT_LIST.vector.size);
SceneListSubmit(PT_LIST.vector.data, PT_LIST.vector.size);
SceneListFinish();
SceneListBegin(GPU_LIST_TR_POLY);
glPerspectiveDivide(TR_LIST.vector.data, TR_LIST.vector.size);
SceneListSubmit(TR_LIST.vector.data, TR_LIST.vector.size);
SceneListFinish();
SceneFinish();
aligned_vector_clear(&OP_LIST.vector);
aligned_vector_clear(&PT_LIST.vector);
aligned_vector_clear(&TR_LIST.vector);
_glApplyScissor(true);
}