GLdc/GL/draw.c
Luke Benstead fe616028bb X86
2021-04-09 15:24:47 +00:00

1299 lines
38 KiB
C

#include <stdio.h>
#include <stdint.h>
#include <string.h>
#include <stdlib.h>
#include <math.h>
#include <assert.h>
#include "private.h"
#include "profiler.h"
#include "platform.h"
static AttribPointer VERTEX_POINTER;
static AttribPointer UV_POINTER;
static AttribPointer ST_POINTER;
static AttribPointer NORMAL_POINTER;
static AttribPointer DIFFUSE_POINTER;
static GLuint ENABLED_VERTEX_ATTRIBUTES = 0;
static GLubyte ACTIVE_CLIENT_TEXTURE = 0;
static GLboolean FAST_PATH_ENABLED = GL_FALSE;
#define ITERATE(count) \
GLuint i = count; \
while(i--)
void _glInitAttributePointers() {
TRACE();
VERTEX_POINTER.ptr = NULL;
VERTEX_POINTER.stride = 0;
VERTEX_POINTER.type = GL_FLOAT;
VERTEX_POINTER.size = 4;
DIFFUSE_POINTER.ptr = NULL;
DIFFUSE_POINTER.stride = 0;
DIFFUSE_POINTER.type = GL_FLOAT;
DIFFUSE_POINTER.size = 4;
UV_POINTER.ptr = NULL;
UV_POINTER.stride = 0;
UV_POINTER.type = GL_FLOAT;
UV_POINTER.size = 4;
ST_POINTER.ptr = NULL;
ST_POINTER.stride = 0;
ST_POINTER.type = GL_FLOAT;
ST_POINTER.size = 4;
NORMAL_POINTER.ptr = NULL;
NORMAL_POINTER.stride = 0;
NORMAL_POINTER.type = GL_FLOAT;
NORMAL_POINTER.size = 3;
}
GL_FORCE_INLINE GLboolean _glIsVertexDataFastPathCompatible() {
/*
* We provide a "fast path" if vertex data is provided in
* exactly the right format that matches what the PVR can handle.
* This function returns true if all the requirements are met.
*/
/*
* At least these attributes need to be enabled, because we're not going to do any checking
* in the loop
*/
if((ENABLED_VERTEX_ATTRIBUTES & VERTEX_ENABLED_FLAG) != VERTEX_ENABLED_FLAG) return GL_FALSE;
if((ENABLED_VERTEX_ATTRIBUTES & UV_ENABLED_FLAG) != UV_ENABLED_FLAG) return GL_FALSE;
if((ENABLED_VERTEX_ATTRIBUTES & DIFFUSE_ENABLED_FLAG) != DIFFUSE_ENABLED_FLAG) return GL_FALSE;
// All 3 attribute types must have a stride of 32
if(VERTEX_POINTER.stride != 32) return GL_FALSE;
if(UV_POINTER.stride != 32) return GL_FALSE;
if(DIFFUSE_POINTER.stride != 32) return GL_FALSE;
// UV must follow vertex, diffuse must follow UV
if((UV_POINTER.ptr - VERTEX_POINTER.ptr) != sizeof(GLfloat) * 3) return GL_FALSE;
if((DIFFUSE_POINTER.ptr - UV_POINTER.ptr) != sizeof(GLfloat) * 2) return GL_FALSE;
if(VERTEX_POINTER.type != GL_FLOAT) return GL_FALSE;
if(VERTEX_POINTER.size != 3) return GL_FALSE;
if(UV_POINTER.type != GL_FLOAT) return GL_FALSE;
if(UV_POINTER.size != 2) return GL_FALSE;
if(DIFFUSE_POINTER.type != GL_UNSIGNED_BYTE) return GL_FALSE;
/* BGRA is the required color order */
if(DIFFUSE_POINTER.size != GL_BGRA) return GL_FALSE;
return GL_TRUE;
}
GL_FORCE_INLINE GLuint byte_size(GLenum type) {
switch(type) {
case GL_BYTE: return sizeof(GLbyte);
case GL_UNSIGNED_BYTE: return sizeof(GLubyte);
case GL_SHORT: return sizeof(GLshort);
case GL_UNSIGNED_SHORT: return sizeof(GLushort);
case GL_INT: return sizeof(GLint);
case GL_UNSIGNED_INT: return sizeof(GLuint);
case GL_DOUBLE: return sizeof(GLdouble);
case GL_UNSIGNED_INT_2_10_10_10_REV: return sizeof(GLuint);
case GL_FLOAT:
default: return sizeof(GLfloat);
}
}
typedef void (*FloatParseFunc)(GLfloat* out, const GLubyte* in);
typedef void (*ByteParseFunc)(GLubyte* out, const GLubyte* in);
typedef void (*PolyBuildFunc)(Vertex* first, Vertex* previous, Vertex* vertex, Vertex* next, const GLsizei i);
static void _readVertexData3f3f(const GLubyte* in, GLubyte* out) {
vec3cpy(out, in);
}
// 10:10:10:2REV format
static void _readVertexData1i3f(const GLubyte* in, GLubyte* out) {
const static float MULTIPLIER = 1.0f / 1023.0f;
GLfloat* output = (GLfloat*) out;
union {
int value;
struct {
signed int x: 10;
signed int y: 10;
signed int z: 10;
signed int w: 2;
} bits;
} input;
input.value = *((const GLint*) in);
output[0] = (2.0f * (float) input.bits.x + 1.0f) * MULTIPLIER;
output[1] = (2.0f * (float) input.bits.y + 1.0f) * MULTIPLIER;
output[2] = (2.0f * (float) input.bits.z + 1.0f) * MULTIPLIER;
}
static void _readVertexData3us3f(const GLubyte* in, GLubyte* out) {
const GLushort* input = (const GLushort*) in;
float* output = (float*) out;
output[0] = input[0];
output[1] = input[1];
output[2] = input[2];
}
static void _readVertexData3ui3f(const GLubyte* in, GLubyte* out) {
const GLuint* input = (const GLuint*) in;
float* output = (float*) out;
output[0] = input[0];
output[1] = input[1];
output[2] = input[2];
}
static void _readVertexData3ub3f(const GLubyte* input, GLubyte* out) {
const float ONE_OVER_TWO_FIVE_FIVE = 1.0f / 255.0f;
float* output = (float*) out;
output[0] = input[0] * ONE_OVER_TWO_FIVE_FIVE;
output[1] = input[1] * ONE_OVER_TWO_FIVE_FIVE;
output[2] = input[2] * ONE_OVER_TWO_FIVE_FIVE;
}
static void _readVertexData2f2f(const GLubyte* in, GLubyte* out) {
vec2cpy(out, in);
}
static void _readVertexData2f3f(const GLubyte* in, GLubyte* out) {
const float* input = (const float*) in;
float* output = (float*) out;
vec2cpy(output, input);
output[2] = 0.0f;
}
static void _readVertexData2ub3f(const GLubyte* input, GLubyte* out) {
const float ONE_OVER_TWO_FIVE_FIVE = 1.0f / 255.0f;
float* output = (float*) out;
output[0] = input[0] * ONE_OVER_TWO_FIVE_FIVE;
output[1] = input[1] * ONE_OVER_TWO_FIVE_FIVE;
output[2] = 0.0f;
}
static void _readVertexData2us3f(const GLubyte* in, GLubyte* out) {
const GLushort* input = (const GLushort*) in;
float* output = (float*) out;
output[0] = input[0];
output[1] = input[1];
output[2] = 0.0f;
}
static void _readVertexData2us2f(const GLubyte* in, GLubyte* out) {
const GLushort* input = (const GLushort*) in;
float* output = (float*) out;
output[0] = input[0];
output[1] = input[1];
}
static void _readVertexData2ui2f(const GLubyte* in, GLubyte* out) {
const GLuint* input = (const GLuint*) in;
float* output = (float*) out;
output[0] = input[0];
output[1] = input[1];
}
static void _readVertexData2ub2f(const GLubyte* input, GLubyte* out) {
const float ONE_OVER_TWO_FIVE_FIVE = 1.0f / 255.0f;
float* output = (float*) out;
output[0] = input[0] * ONE_OVER_TWO_FIVE_FIVE;
output[1] = input[1] * ONE_OVER_TWO_FIVE_FIVE;
}
static void _readVertexData2ui3f(const GLubyte* in, GLubyte* out) {
const GLuint* input = (const GLuint*) in;
float* output = (float*) out;
output[0] = input[0];
output[1] = input[1];
output[2] = 0.0f;
}
static void _readVertexData4ubARGB(const GLubyte* input, GLubyte* output) {
output[R8IDX] = input[0];
output[G8IDX] = input[1];
output[B8IDX] = input[2];
output[A8IDX] = input[3];
}
static void _readVertexData4fARGB(const GLubyte* in, GLubyte* output) {
const float* input = (const float*) in;
output[R8IDX] = (GLubyte) clamp(input[0] * 255.0f, 0, 255);
output[G8IDX] = (GLubyte) clamp(input[1] * 255.0f, 0, 255);
output[B8IDX] = (GLubyte) clamp(input[2] * 255.0f, 0, 255);
output[A8IDX] = (GLubyte) clamp(input[3] * 255.0f, 0, 255);
}
static void _readVertexData3fARGB(const GLubyte* in, GLubyte* output) {
const float* input = (const float*) in;
output[R8IDX] = (GLubyte) clamp(input[0] * 255.0f, 0, 255);
output[G8IDX] = (GLubyte) clamp(input[1] * 255.0f, 0, 255);
output[B8IDX] = (GLubyte) clamp(input[2] * 255.0f, 0, 255);
output[A8IDX] = 1.0f;
}
static void _readVertexData3ubARGB(const GLubyte* input, GLubyte* output) {
output[R8IDX] = input[0];
output[G8IDX] = input[1];
output[B8IDX] = input[2];
output[A8IDX] = 1.0f;
}
static void _readVertexData4ubRevARGB(const GLubyte* input, GLubyte* output) {
argbcpy(output, input);
}
static void _readVertexData4fRevARGB(const GLubyte* in, GLubyte* output) {
const float* input = (const float*) in;
output[0] = (GLubyte) clamp(input[0] * 255.0f, 0, 255);
output[1] = (GLubyte) clamp(input[1] * 255.0f, 0, 255);
output[2] = (GLubyte) clamp(input[2] * 255.0f, 0, 255);
output[3] = (GLubyte) clamp(input[3] * 255.0f, 0, 255);
}
static void _fillWithNegZVE(const GLubyte* input, GLubyte* out) {
_GL_UNUSED(input);
float* output = (float*) out;
output[0] = output[1] = 0.0f;
output[2] = -1.0f;
}
static void _fillWhiteARGB(const GLubyte* input, GLubyte* output) {
_GL_UNUSED(input);
output[R8IDX] = 255;
output[G8IDX] = 255;
output[B8IDX] = 255;
output[A8IDX] = 255;
}
static void _fillZero2f(const GLubyte* input, GLubyte* out) {
_GL_UNUSED(input);
float* output = (float*) out;
output[0] = output[1] = 0.0f;
}
static void _readVertexData3usARGB(const GLubyte* input, GLubyte* output) {
_GL_UNUSED(input);
_GL_UNUSED(output);
assert(0 && "Not Implemented");
}
static void _readVertexData3uiARGB(const GLubyte* input, GLubyte* output) {
_GL_UNUSED(input);
_GL_UNUSED(output);
assert(0 && "Not Implemented");
}
static void _readVertexData4usARGB(const GLubyte* input, GLubyte* output) {
_GL_UNUSED(input);
_GL_UNUSED(output);
assert(0 && "Not Implemented");
}
static void _readVertexData4uiARGB(const GLubyte* input, GLubyte* output) {
_GL_UNUSED(input);
_GL_UNUSED(output);
assert(0 && "Not Implemented");
}
static void _readVertexData4usRevARGB(const GLubyte* input, GLubyte* output) {
_GL_UNUSED(input);
_GL_UNUSED(output);
assert(0 && "Not Implemented");
}
static void _readVertexData4uiRevARGB(const GLubyte* input, GLubyte* output) {
_GL_UNUSED(input);
_GL_UNUSED(output);
assert(0 && "Not Implemented");
}
GLuint* _glGetEnabledAttributes() {
return &ENABLED_VERTEX_ATTRIBUTES;
}
AttribPointer* _glGetVertexAttribPointer() {
return &VERTEX_POINTER;
}
AttribPointer* _glGetDiffuseAttribPointer() {
return &DIFFUSE_POINTER;
}
AttribPointer* _glGetNormalAttribPointer() {
return &NORMAL_POINTER;
}
AttribPointer* _glGetUVAttribPointer() {
return &UV_POINTER;
}
AttribPointer* _glGetSTAttribPointer() {
return &ST_POINTER;
}
typedef GLuint (*IndexParseFunc)(const GLubyte* in);
static inline GLuint _parseUByteIndex(const GLubyte* in) {
return (GLuint) *in;
}
static inline GLuint _parseUIntIndex(const GLubyte* in) {
return *((GLuint*) in);
}
static inline GLuint _parseUShortIndex(const GLubyte* in) {
return *((GLshort*) in);
}
GL_FORCE_INLINE IndexParseFunc _calcParseIndexFunc(GLenum type) {
switch(type) {
case GL_UNSIGNED_BYTE:
return &_parseUByteIndex;
break;
case GL_UNSIGNED_INT:
return &_parseUIntIndex;
break;
case GL_UNSIGNED_SHORT:
default:
break;
}
return &_parseUShortIndex;
}
/* There was a bug in this macro that shipped with Kos
* which has now been fixed. But just in case...
*/
#undef mat_trans_single3_nodiv
#define mat_trans_single3_nodiv(x, y, z) { \
register float __x __asm__("fr12") = (x); \
register float __y __asm__("fr13") = (y); \
register float __z __asm__("fr14") = (z); \
__asm__ __volatile__( \
"fldi1 fr15\n" \
"ftrv xmtrx, fv12\n" \
: "=f" (__x), "=f" (__y), "=f" (__z) \
: "0" (__x), "1" (__y), "2" (__z) \
: "fr15"); \
x = __x; y = __y; z = __z; \
}
/* FIXME: Is this right? Shouldn't it be fr12->15? */
#undef mat_trans_normal3
#define mat_trans_normal3(x, y, z) { \
register float __x __asm__("fr8") = (x); \
register float __y __asm__("fr9") = (y); \
register float __z __asm__("fr10") = (z); \
__asm__ __volatile__( \
"fldi0 fr11\n" \
"ftrv xmtrx, fv8\n" \
: "=f" (__x), "=f" (__y), "=f" (__z) \
: "0" (__x), "1" (__y), "2" (__z) \
: "fr11"); \
x = __x; y = __y; z = __z; \
}
GL_FORCE_INLINE void transformToEyeSpace(GLfloat* point) {
_glMatrixLoadModelView();
mat_trans_single3_nodiv(point[0], point[1], point[2]);
}
GL_FORCE_INLINE void transformNormalToEyeSpace(GLfloat* normal) {
_glMatrixLoadNormal();
mat_trans_normal3(normal[0], normal[1], normal[2]);
}
PolyHeader *_glSubmissionTargetHeader(SubmissionTarget* target) {
assert(target->header_offset < target->output->vector.size);
return aligned_vector_at(&target->output->vector, target->header_offset);
}
GL_INLINE_DEBUG Vertex* _glSubmissionTargetStart(SubmissionTarget* target) {
assert(target->start_offset < target->output->vector.size);
return aligned_vector_at(&target->output->vector, target->start_offset);
}
Vertex* _glSubmissionTargetEnd(SubmissionTarget* target) {
return _glSubmissionTargetStart(target) + target->count;
}
static inline void genTriangles(Vertex* output, GLuint count) {
Vertex* it = output + 2;
GLuint i;
for(i = 0; i < count; i += 3) {
it->flags = GPU_CMD_VERTEX_EOL;
it += 3;
}
}
static inline void genQuads(Vertex* output, GLuint count) {
Vertex* final = output + 3;
GLuint i;
for(i = 0; i < count; i += 4) {
swapVertex((final - 1), final);
final->flags = GPU_CMD_VERTEX_EOL;
final += 4;
}
}
static void genTriangleStrip(Vertex* output, GLuint count) {
output[count - 1].flags = GPU_CMD_VERTEX_EOL;
}
static void genTriangleFan(Vertex* output, GLuint count) {
assert(count <= 255);
Vertex* dst = output + (((count - 2) * 3) - 1);
Vertex* src = output + (count - 1);
GLubyte i = count - 2;
while(i--) {
*dst = *src--;
(*dst--).flags = GPU_CMD_VERTEX_EOL;
*dst-- = *src;
*dst-- = *output;
}
}
typedef void (*ReadPositionFunc)(const GLubyte*, GLubyte*);
typedef void (*ReadDiffuseFunc)(const GLubyte*, GLubyte*);
typedef void (*ReadUVFunc)(const GLubyte*, GLubyte*);
typedef void (*ReadNormalFunc)(const GLubyte*, GLubyte*);
ReadPositionFunc calcReadDiffuseFunc() {
if((ENABLED_VERTEX_ATTRIBUTES & DIFFUSE_ENABLED_FLAG) != DIFFUSE_ENABLED_FLAG) {
/* Just fill the whole thing white if the attribute is disabled */
return _fillWhiteARGB;
}
switch(DIFFUSE_POINTER.type) {
default:
case GL_DOUBLE:
case GL_FLOAT:
return (DIFFUSE_POINTER.size == 3) ? _readVertexData3fARGB:
(DIFFUSE_POINTER.size == 4) ? _readVertexData4fARGB:
_readVertexData4fRevARGB;
case GL_BYTE:
case GL_UNSIGNED_BYTE:
return (DIFFUSE_POINTER.size == 3) ? _readVertexData3ubARGB:
(DIFFUSE_POINTER.size == 4) ? _readVertexData4ubARGB:
_readVertexData4ubRevARGB;
case GL_SHORT:
case GL_UNSIGNED_SHORT:
return (DIFFUSE_POINTER.size == 3) ? _readVertexData3usARGB:
(DIFFUSE_POINTER.size == 4) ? _readVertexData4usARGB:
_readVertexData4usRevARGB;
case GL_INT:
case GL_UNSIGNED_INT:
return (DIFFUSE_POINTER.size == 3) ? _readVertexData3uiARGB:
(DIFFUSE_POINTER.size == 4) ? _readVertexData4uiARGB:
_readVertexData4uiRevARGB;
}
}
ReadPositionFunc calcReadPositionFunc() {
switch(VERTEX_POINTER.type) {
default:
case GL_DOUBLE:
case GL_FLOAT:
return (VERTEX_POINTER.size == 3) ? _readVertexData3f3f:
_readVertexData2f3f;
case GL_BYTE:
case GL_UNSIGNED_BYTE:
return (VERTEX_POINTER.size == 3) ? _readVertexData3ub3f:
_readVertexData2ub3f;
case GL_SHORT:
case GL_UNSIGNED_SHORT:
return (VERTEX_POINTER.size == 3) ? _readVertexData3us3f:
_readVertexData2us3f;
case GL_INT:
case GL_UNSIGNED_INT:
return (VERTEX_POINTER.size == 3) ? _readVertexData3ui3f:
_readVertexData2ui3f;
}
}
ReadUVFunc calcReadUVFunc() {
if((ENABLED_VERTEX_ATTRIBUTES & UV_ENABLED_FLAG) != UV_ENABLED_FLAG) {
return _fillZero2f;
}
switch(UV_POINTER.type) {
default:
case GL_DOUBLE:
case GL_FLOAT:
return _readVertexData2f2f;
case GL_BYTE:
case GL_UNSIGNED_BYTE:
return _readVertexData2ub2f;
case GL_SHORT:
case GL_UNSIGNED_SHORT:
return _readVertexData2us2f;
case GL_INT:
case GL_UNSIGNED_INT:
return _readVertexData2ui2f;
}
}
ReadUVFunc calcReadSTFunc() {
if((ENABLED_VERTEX_ATTRIBUTES & ST_ENABLED_FLAG) != ST_ENABLED_FLAG) {
return _fillZero2f;
}
switch(ST_POINTER.type) {
default:
case GL_DOUBLE:
case GL_FLOAT:
return _readVertexData2f2f;
case GL_BYTE:
case GL_UNSIGNED_BYTE:
return _readVertexData2ub2f;
case GL_SHORT:
case GL_UNSIGNED_SHORT:
return _readVertexData2us2f;
case GL_INT:
case GL_UNSIGNED_INT:
return _readVertexData2ui2f;
}
}
ReadNormalFunc calcReadNormalFunc() {
if((ENABLED_VERTEX_ATTRIBUTES & NORMAL_ENABLED_FLAG) != NORMAL_ENABLED_FLAG) {
return _fillWithNegZVE;
}
switch(NORMAL_POINTER.type) {
default:
case GL_DOUBLE:
case GL_FLOAT:
return _readVertexData3f3f;
break;
case GL_BYTE:
case GL_UNSIGNED_BYTE:
return _readVertexData3ub3f;
break;
case GL_SHORT:
case GL_UNSIGNED_SHORT:
return _readVertexData3us3f;
break;
case GL_INT:
case GL_UNSIGNED_INT:
return _readVertexData3ui3f;
break;
case GL_UNSIGNED_INT_2_10_10_10_REV:
return _readVertexData1i3f;
break;
}
}
GL_FORCE_INLINE void _readPositionData(const GLuint first, const GLuint count, Vertex* output) {
const GLubyte vstride = (VERTEX_POINTER.stride) ? VERTEX_POINTER.stride : VERTEX_POINTER.size * byte_size(VERTEX_POINTER.type);
const void* vptr = ((GLubyte*) VERTEX_POINTER.ptr + (first * vstride));
ReadDiffuseFunc func = calcReadPositionFunc();
GLubyte* out = (GLubyte*) output[0].xyz;
ITERATE(count) {
func(vptr, out);
vptr += vstride;
out += sizeof(Vertex);
}
}
GL_FORCE_INLINE void _readUVData(const GLuint first, const GLuint count, Vertex* output) {
const GLubyte uvstride = (UV_POINTER.stride) ? UV_POINTER.stride : UV_POINTER.size * byte_size(UV_POINTER.type);
const void* uvptr = ((GLubyte*) UV_POINTER.ptr + (first * uvstride));
ReadUVFunc func = calcReadUVFunc();
GLubyte* out = (GLubyte*) output[0].uv;
ITERATE(count) {
func(uvptr, out);
uvptr += uvstride;
out += sizeof(Vertex);
}
}
GL_FORCE_INLINE void _readSTData(const GLuint first, const GLuint count, VertexExtra* extra) {
const GLubyte ststride = (ST_POINTER.stride) ? ST_POINTER.stride : ST_POINTER.size * byte_size(ST_POINTER.type);
const void* stptr = ((GLubyte*) ST_POINTER.ptr + (first * ststride));
ReadUVFunc func = calcReadSTFunc();
GLubyte* out = (GLubyte*) extra[0].st;
ITERATE(count) {
func(stptr, out);
stptr += ststride;
out += sizeof(VertexExtra);
}
}
GL_FORCE_INLINE void _readNormalData(const GLuint first, const GLuint count, VertexExtra* extra) {
const GLuint nstride = (NORMAL_POINTER.stride) ? NORMAL_POINTER.stride : NORMAL_POINTER.size * byte_size(NORMAL_POINTER.type);
const void* nptr = ((GLubyte*) NORMAL_POINTER.ptr + (first * nstride));
ReadNormalFunc func = calcReadNormalFunc();
GLubyte* out = (GLubyte*) extra[0].nxyz;
ITERATE(count) {
func(nptr, out);
nptr += nstride;
out += sizeof(VertexExtra);
}
if(_glIsNormalizeEnabled()) {
GLubyte* ptr = (GLubyte*) extra->nxyz;
ITERATE(count) {
GLfloat* n = (GLfloat*) ptr;
float temp = n[0] * n[0];
temp = MATH_fmac(n[1], n[1], temp);
temp = MATH_fmac(n[2], n[2], temp);
float ilength = MATH_fsrra(temp);
n[0] *= ilength;
n[1] *= ilength;
n[2] *= ilength;
ptr += sizeof(VertexExtra);
}
}
}
GL_FORCE_INLINE void _readDiffuseData(const GLuint first, const GLuint count, Vertex* output) {
const GLuint size = (DIFFUSE_POINTER.size == GL_BGRA) ? 4 : DIFFUSE_POINTER.size;
const GLuint cstride = (DIFFUSE_POINTER.stride) ? DIFFUSE_POINTER.stride : size * byte_size(DIFFUSE_POINTER.type);
const GLubyte* cptr = ((GLubyte*) DIFFUSE_POINTER.ptr) + (first * cstride);
ReadDiffuseFunc func = calcReadDiffuseFunc();
GLubyte* out = output[0].bgra;
ITERATE(count) {
func(cptr, out);
cptr += cstride;
out += sizeof(Vertex);
}
}
static void generateElements(
SubmissionTarget* target, const GLsizei first, const GLuint count,
const GLubyte* indices, const GLenum type) {
const GLsizei istride = byte_size(type);
const IndexParseFunc IndexFunc = _calcParseIndexFunc(type);
GLubyte* xyz;
GLubyte* uv;
GLubyte* bgra;
GLubyte* st;
GLubyte* nxyz;
Vertex* output = _glSubmissionTargetStart(target);
VertexExtra* ve = aligned_vector_at(target->extras, 0);
uint32_t i = first;
uint32_t idx = 0;
const ReadPositionFunc pos_func = calcReadPositionFunc();
const ReadUVFunc uv_func = calcReadUVFunc();
const ReadUVFunc st_func = calcReadSTFunc();
const ReadDiffuseFunc diffuse_func = calcReadDiffuseFunc();
const ReadNormalFunc normal_func = calcReadNormalFunc();
const GLuint vstride = (VERTEX_POINTER.stride) ?
VERTEX_POINTER.stride : VERTEX_POINTER.size * byte_size(VERTEX_POINTER.type);
const GLuint uvstride = (UV_POINTER.stride) ?
UV_POINTER.stride : UV_POINTER.size * byte_size(UV_POINTER.type);
const GLuint ststride = (ST_POINTER.stride) ?
ST_POINTER.stride : ST_POINTER.size * byte_size(ST_POINTER.type);
const GLuint dstride = (DIFFUSE_POINTER.stride) ?
DIFFUSE_POINTER.stride : DIFFUSE_POINTER.size * byte_size(DIFFUSE_POINTER.type);
const GLuint nstride = (NORMAL_POINTER.stride) ?
NORMAL_POINTER.stride : NORMAL_POINTER.size * byte_size(NORMAL_POINTER.type);
for(; i < first + count; ++i) {
idx = IndexFunc(indices + (i * istride));
xyz = (GLubyte*) VERTEX_POINTER.ptr + (idx * vstride);
uv = (GLubyte*) UV_POINTER.ptr + (idx * uvstride);
bgra = (GLubyte*) DIFFUSE_POINTER.ptr + (idx * dstride);
st = (GLubyte*) ST_POINTER.ptr + (idx * ststride);
nxyz = (GLubyte*) NORMAL_POINTER.ptr + (idx * nstride);
pos_func(xyz, (GLubyte*) output->xyz);
uv_func(uv, (GLubyte*) output->uv);
diffuse_func(bgra, output->bgra);
st_func(st, (GLubyte*) ve->st);
normal_func(nxyz, (GLubyte*) ve->nxyz);
output->flags = GPU_CMD_VERTEX;
++output;
++ve;
}
}
static void generate(SubmissionTarget* target, const GLenum mode, const GLsizei first, const GLuint count,
const GLubyte* indices, const GLenum type) {
/* Read from the client buffers and generate an array of ClipVertices */
TRACE();
static const uint32_t FAST_PATH_BYTE_SIZE = (sizeof(GLfloat) * 3) + (sizeof(GLfloat) * 2) + (sizeof(GLubyte) * 4);
if(!indices) {
Vertex* start = _glSubmissionTargetStart(target);
if(FAST_PATH_ENABLED) {
/* Copy the pos, uv and color directly in one go */
const GLubyte* pos = VERTEX_POINTER.ptr;
Vertex* it = start;
ITERATE(count) {
it->flags = GPU_CMD_VERTEX;
memcpy(it->xyz, pos, FAST_PATH_BYTE_SIZE);
it++;
pos += VERTEX_POINTER.stride;
}
} else {
_readPositionData(first, count, start);
_readDiffuseData(first, count, start);
_readUVData(first, count, start);
Vertex* it = _glSubmissionTargetStart(target);
ITERATE(count) {
it->flags = GPU_CMD_VERTEX;
++it;
}
}
VertexExtra* ve = aligned_vector_at(target->extras, 0);
_readNormalData(first, count, ve);
_readSTData(first, count, ve);
} else {
generateElements(
target, first, count, indices, type
);
}
Vertex* it = _glSubmissionTargetStart(target);
// Drawing arrays
switch(mode) {
case GL_TRIANGLES:
genTriangles(it, count);
break;
case GL_QUADS:
genQuads(it, count);
break;
case GL_TRIANGLE_FAN:
genTriangleFan(it, count);
break;
case GL_TRIANGLE_STRIP:
genTriangleStrip(it, count);
break;
default:
assert(0 && "Not Implemented");
}
}
static void transform(SubmissionTarget* target) {
TRACE();
/* Perform modelview transform, storing W */
Vertex* vertex = _glSubmissionTargetStart(target);
_glApplyRenderMatrix(); /* Apply the Render Matrix Stack */
TransformVertices(vertex, target->count);
}
static void clip(SubmissionTarget* target) {
TRACE();
/* Perform clipping, generating new vertices as necessary */
_glClipTriangleStrip(target, _glGetShadeModel() == GL_FLAT);
/* Reset the count now that we may have added vertices */
target->count = target->output->vector.size - target->start_offset;
}
static void mat_transform3(const float* xyz, const float* xyzOut, const uint32_t count, const uint32_t inStride, const uint32_t outStride) {
const uint8_t* dataIn = (const uint8_t*) xyz;
uint8_t* dataOut = (uint8_t*) xyzOut;
ITERATE(count) {
const float* in = (const float*) dataIn;
float* out = (float*) dataOut;
TransformVec3NoMod(
in,
out
);
dataIn += inStride;
dataOut += outStride;
}
}
static void mat_transform_normal3(const float* xyz, const float* xyzOut, const uint32_t count, const uint32_t inStride, const uint32_t outStride) {
const uint8_t* dataIn = (const uint8_t*) xyz;
uint8_t* dataOut = (uint8_t*) xyzOut;
ITERATE(count) {
const float* in = (const float*) dataIn;
float* out = (float*) dataOut;
TransformNormalNoMod(in, out);
dataIn += inStride;
dataOut += outStride;
}
}
static void light(SubmissionTarget* target) {
static AlignedVector* eye_space_data = NULL;
if(!eye_space_data) {
eye_space_data = (AlignedVector*) malloc(sizeof(AlignedVector));
aligned_vector_init(eye_space_data, sizeof(EyeSpaceData));
}
aligned_vector_resize(eye_space_data, target->count);
/* Perform lighting calculations and manipulate the colour */
Vertex* vertex = _glSubmissionTargetStart(target);
VertexExtra* extra = aligned_vector_at(target->extras, 0);
EyeSpaceData* eye_space = (EyeSpaceData*) eye_space_data->data;
_glMatrixLoadModelView();
mat_transform3(vertex->xyz, eye_space->xyz, target->count, sizeof(Vertex), sizeof(EyeSpaceData));
_glMatrixLoadNormal();
mat_transform_normal3(extra->nxyz, eye_space->n, target->count, sizeof(VertexExtra), sizeof(EyeSpaceData));
EyeSpaceData* ES = aligned_vector_at(eye_space_data, 0);
_glPerformLighting(vertex, ES, target->count);
}
#define GPU_MIN_Z 0.2f
#define GPU_MAX_Z 1.0 + GPU_MIN_Z
GL_FORCE_INLINE void divide(SubmissionTarget* target) {
TRACE();
/* Perform perspective divide on each vertex */
Vertex* vertex = _glSubmissionTargetStart(target);
ITERATE(target->count) {
float f = MATH_Fast_Invert(vertex->w);
vertex->xyz[0] *= f;
vertex->xyz[1] *= f;
vertex->xyz[2] *= f;
vertex->xyz[2] = MAX(1.0f - (vertex->xyz[2] * 0.5f + 0.5f), 0.0001f);
++vertex;
}
}
GL_FORCE_INLINE void push(PolyHeader* header, GLboolean multiTextureHeader, PolyList* activePolyList, GLshort textureUnit) {
TRACE();
// Compile the header
PolyContext cxt = *_glGetPVRContext();
cxt.list_type = activePolyList->list_type;
_glUpdatePVRTextureContext(&cxt, textureUnit);
if(multiTextureHeader) {
assert(cxt.list_type == GPU_LIST_TR_POLY);
cxt.gen.alpha = GPU_ALPHA_ENABLE;
cxt.txr.alpha = GPU_TXRALPHA_ENABLE;
cxt.blend.src = GPU_BLEND_ZERO;
cxt.blend.dst = GPU_BLEND_DESTCOLOR;
cxt.depth.comparison = GPU_DEPTHCMP_EQUAL;
}
CompilePolyHeader(header, &cxt);
/* Post-process the vertex list */
/*
* This is currently unnecessary. aligned_vector memsets the allocated objects
* to zero, and we don't touch oargb, also, we don't *enable* oargb yet in the
* pvr header so it should be ignored anyway. If this ever becomes a problem,
* uncomment this.
ClipVertex* vout = output;
const ClipVertex* end = output + count;
while(vout < end) {
vout->oargb = 0;
}
*/
}
#define DEBUG_CLIPPING 0
GL_FORCE_INLINE void submitVertices(GLenum mode, GLsizei first, GLuint count, GLenum type, const GLvoid* indices) {
TRACE();
/* Do nothing if vertices aren't enabled */
if(!(ENABLED_VERTEX_ATTRIBUTES & VERTEX_ENABLED_FLAG)) {
return;
}
/* No vertices? Do nothing */
if(!count) {
return;
}
if(mode == GL_LINE_STRIP || mode == GL_LINES) {
fprintf(stderr, "Line drawing is currently unsupported\n");
return;
}
static SubmissionTarget* target = NULL;
static AlignedVector extras;
/* Initialization of the target and extras */
if(!target) {
target = (SubmissionTarget*) malloc(sizeof(SubmissionTarget));
target->extras = NULL;
target->count = 0;
target->output = NULL;
target->header_offset = target->start_offset = 0;
aligned_vector_init(&extras, sizeof(VertexExtra));
target->extras = &extras;
}
GLboolean doMultitexture, doTexture, doLighting;
GLint activeTexture;
glGetIntegerv(GL_ACTIVE_TEXTURE_ARB, &activeTexture);
glActiveTextureARB(GL_TEXTURE0);
glGetBooleanv(GL_TEXTURE_2D, &doTexture);
glActiveTextureARB(GL_TEXTURE1);
glGetBooleanv(GL_TEXTURE_2D, &doMultitexture);
doLighting = _glIsLightingEnabled();
glActiveTextureARB(activeTexture);
/* Polygons are treated as triangle fans, the only time this would be a
* problem is if we supported glPolygonMode(..., GL_LINE) but we don't.
* We optimise the triangle and quad cases.
*/
if(mode == GL_POLYGON) {
if(count == 3) {
mode = GL_TRIANGLES;
} else if(count == 4) {
mode = GL_QUADS;
} else {
mode = GL_TRIANGLE_FAN;
}
}
// We don't handle this any further, so just make sure we never pass it down */
assert(mode != GL_POLYGON);
target->output = _glActivePolyList();
target->count = (mode == GL_TRIANGLE_FAN) ? ((count - 2) * 3) : count;
target->header_offset = target->output->vector.size;
target->start_offset = target->header_offset + 1;
assert(target->count);
/* Make sure we have enough room for all the "extra" data */
aligned_vector_resize(&extras, target->count);
/* Make room for the vertices and header */
aligned_vector_extend(&target->output->vector, target->count + 1);
generate(target, mode, first, count, (GLubyte*) indices, type);
if(doLighting){
light(target);
}
transform(target);
if(_glIsClippingEnabled()) {
#if DEBUG_CLIPPING
uint32_t i = 0;
fprintf(stderr, "=========\n");
for(i = 0; i < target->count; ++i) {
Vertex* v = aligned_vector_at(&target->output->vector, target->start_offset + i);
if(v->flags == 0xe0000000 || v->flags == 0xf0000000) {
fprintf(stderr, "(%f, %f, %f, %f) -> %x\n", v->xyz[0], v->xyz[1], v->xyz[2], v->w, v->flags);
} else {
fprintf(stderr, "%x\n", *((uint32_t*)v));
}
}
#endif
clip(target);
assert(extras.size == target->count);
#if DEBUG_CLIPPING
fprintf(stderr, "--------\n");
for(i = 0; i < target->count; ++i) {
Vertex* v = aligned_vector_at(&target->output->vector, target->start_offset + i);
if(v->flags == 0xe0000000 || v->flags == 0xf0000000) {
fprintf(stderr, "(%f, %f, %f, %f) -> %x\n", v->xyz[0], v->xyz[1], v->xyz[2], v->w, v->flags);
} else {
fprintf(stderr, "%x\n", *((uint32_t*)v));
}
}
#endif
}
divide(target);
push(_glSubmissionTargetHeader(target), GL_FALSE, target->output, 0);
/*
Now, if multitexturing is enabled, we want to send exactly the same vertices again, except:
- We want to enable blending, and send them to the TR list
- We want to set the depth func to GL_EQUAL
- We want to set the second texture ID
- We want to set the uv coordinates to the passed st ones
*/
if(!doMultitexture) {
/* Multitexture actively disabled */
return;
}
TextureObject* texture1 = _glGetTexture1();
/* Multitexture implicitly disabled */
if(!texture1 || ((ENABLED_VERTEX_ATTRIBUTES & ST_ENABLED_FLAG) != ST_ENABLED_FLAG)) {
/* Multitexture actively disabled */
return;
}
/* Push back a copy of the list to the transparent poly list, including the header
(hence the + 1)
*/
Vertex* vertex = aligned_vector_push_back(
&_glTransparentPolyList()->vector, (Vertex*) _glSubmissionTargetHeader(target), target->count + 1
);
assert(vertex);
PolyHeader* mtHeader = (PolyHeader*) vertex++;
/* Replace the UV coordinates with the ST ones */
VertexExtra* ve = aligned_vector_at(target->extras, 0);
ITERATE(target->count) {
vertex->uv[0] = ve->st[0];
vertex->uv[1] = ve->st[1];
++vertex;
++ve;
}
/* Send the buffer again to the transparent list */
push(mtHeader, GL_TRUE, _glTransparentPolyList(), 1);
}
void APIENTRY glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices) {
TRACE();
if(_glCheckImmediateModeInactive(__func__)) {
return;
}
_glRecalcFastPath();
submitVertices(mode, 0, count, type, indices);
}
void APIENTRY glDrawArrays(GLenum mode, GLint first, GLsizei count) {
TRACE();
if(_glCheckImmediateModeInactive(__func__)) {
return;
}
_glRecalcFastPath();
submitVertices(mode, first, count, GL_UNSIGNED_INT, NULL);
}
void APIENTRY glEnableClientState(GLenum cap) {
TRACE();
switch(cap) {
case GL_VERTEX_ARRAY:
ENABLED_VERTEX_ATTRIBUTES |= VERTEX_ENABLED_FLAG;
break;
case GL_COLOR_ARRAY:
ENABLED_VERTEX_ATTRIBUTES |= DIFFUSE_ENABLED_FLAG;
break;
case GL_NORMAL_ARRAY:
ENABLED_VERTEX_ATTRIBUTES |= NORMAL_ENABLED_FLAG;
break;
case GL_TEXTURE_COORD_ARRAY:
(ACTIVE_CLIENT_TEXTURE) ?
(ENABLED_VERTEX_ATTRIBUTES |= ST_ENABLED_FLAG):
(ENABLED_VERTEX_ATTRIBUTES |= UV_ENABLED_FLAG);
break;
default:
_glKosThrowError(GL_INVALID_ENUM, __func__);
}
}
void APIENTRY glDisableClientState(GLenum cap) {
TRACE();
switch(cap) {
case GL_VERTEX_ARRAY:
ENABLED_VERTEX_ATTRIBUTES &= ~VERTEX_ENABLED_FLAG;
break;
case GL_COLOR_ARRAY:
ENABLED_VERTEX_ATTRIBUTES &= ~DIFFUSE_ENABLED_FLAG;
break;
case GL_NORMAL_ARRAY:
ENABLED_VERTEX_ATTRIBUTES &= ~NORMAL_ENABLED_FLAG;
break;
case GL_TEXTURE_COORD_ARRAY:
(ACTIVE_CLIENT_TEXTURE) ?
(ENABLED_VERTEX_ATTRIBUTES &= ~ST_ENABLED_FLAG):
(ENABLED_VERTEX_ATTRIBUTES &= ~UV_ENABLED_FLAG);
break;
default:
_glKosThrowError(GL_INVALID_ENUM, __func__);
}
}
GLuint _glGetActiveClientTexture() {
return ACTIVE_CLIENT_TEXTURE;
}
void APIENTRY glClientActiveTextureARB(GLenum texture) {
TRACE();
if(texture < GL_TEXTURE0_ARB || texture > GL_TEXTURE0_ARB + MAX_TEXTURE_UNITS) {
_glKosThrowError(GL_INVALID_ENUM, __func__);
}
if(_glKosHasError()) {
_glKosPrintError();
return;
}
ACTIVE_CLIENT_TEXTURE = (texture == GL_TEXTURE1_ARB) ? 1 : 0;
}
GLboolean _glRecalcFastPath() {
FAST_PATH_ENABLED = _glIsVertexDataFastPathCompatible();
return FAST_PATH_ENABLED;
}
void APIENTRY glTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid * pointer) {
TRACE();
if(size < 1 || size > 4) {
_glKosThrowError(GL_INVALID_VALUE, __func__);
_glKosPrintError();
return;
}
AttribPointer* tointer = (ACTIVE_CLIENT_TEXTURE == 0) ? &UV_POINTER : &ST_POINTER;
tointer->ptr = pointer;
tointer->stride = stride;
tointer->type = type;
tointer->size = size;
}
void APIENTRY glVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid * pointer) {
TRACE();
if(size < 2 || size > 4) {
_glKosThrowError(GL_INVALID_VALUE, __func__);
_glKosPrintError();
return;
}
VERTEX_POINTER.ptr = pointer;
VERTEX_POINTER.stride = stride;
VERTEX_POINTER.type = type;
VERTEX_POINTER.size = size;
}
void APIENTRY glColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid * pointer) {
TRACE();
if(size != 3 && size != 4 && size != GL_BGRA) {
_glKosThrowError(GL_INVALID_VALUE, __func__);
_glKosPrintError();
return;
}
DIFFUSE_POINTER.ptr = pointer;
DIFFUSE_POINTER.stride = stride;
DIFFUSE_POINTER.type = type;
DIFFUSE_POINTER.size = size;
}
void APIENTRY glNormalPointer(GLenum type, GLsizei stride, const GLvoid * pointer) {
TRACE();
GLint validTypes[] = {
GL_DOUBLE,
GL_FLOAT,
GL_BYTE,
GL_UNSIGNED_BYTE,
GL_INT,
GL_UNSIGNED_INT,
GL_UNSIGNED_INT_2_10_10_10_REV,
0
};
if(_glCheckValidEnum(type, validTypes, __func__) != 0) {
return;
}
NORMAL_POINTER.ptr = pointer;
NORMAL_POINTER.stride = stride;
NORMAL_POINTER.type = type;
NORMAL_POINTER.size = (type == GL_UNSIGNED_INT_2_10_10_10_REV) ? 1 : 3;
}