299 lines
7.7 KiB
C
299 lines
7.7 KiB
C
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#include <kos.h>
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#include <stdlib.h>
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#include "../include/glkos.h"
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#include "../containers/aligned_vector.h"
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#include "private.h"
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#include "profiler.h"
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#include "version.h"
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#include "flush.h"
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#define TA_SQ_ADDR (unsigned int *)(void *) \
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(0xe0000000 | (((unsigned long)0x10000000) & 0x03ffffe0))
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static PolyList OP_LIST;
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static PolyList PT_LIST;
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static PolyList TR_LIST;
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static const int STRIDE = sizeof(Vertex) / sizeof(GLuint);
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GL_FORCE_INLINE GLboolean isVertex(const Vertex* vertex) {
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return (
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vertex->flags == PVR_CMD_VERTEX ||
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vertex->flags == PVR_CMD_VERTEX_EOL
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);
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}
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GL_FORCE_INLINE GLboolean isVisible(const Vertex* vertex) {
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if(!vertex) return GL_FALSE;
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return vertex->w >= 0 && vertex->xyz[2] >= -vertex->w;
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}
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static Vertex* interpolate_vertex(const Vertex* v0, const Vertex* v1, Vertex* out) {
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/* If v0 is in front of the near plane, and v1 is behind the near plane, this
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* generates a vertex *on* the near plane */
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return out;
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}
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GL_FORCE_INLINE ListIterator* header_reset(ListIterator* it, Vertex* header) {
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it->it = header;
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it->visibility = 0;
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it->triangle_count = 0;
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return it;
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}
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GL_FORCE_INLINE Vertex* current_postinc(ListIterator* it) {
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if(it->remaining == 0) {
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return NULL;
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}
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it->remaining--;
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return it->current++;
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}
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GL_FORCE_INLINE Vertex* push_stack(ListIterator* it) {
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return &it->stack[it->stack_idx++];
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}
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GL_FORCE_INLINE GLboolean shift(ListIterator* it, Vertex* new_vertex) {
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/*
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* Shifts in a new vertex, dropping the oldest. If
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* new_vertex is NULL it will return GL_FALSE (but still
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* shift) */
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it->triangle_count++;
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if(it->triangle_count > 3) it->triangle_count = 3;
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it->triangle[0] = it->triangle[1];
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it->triangle[1] = it->triangle[2];
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it->triangle[2] = new_vertex;
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it->visibility <<= 1;
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it->visibility &= 7;
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it->visibility += isVisible(new_vertex);
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return new_vertex != NULL;
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}
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ListIterator* next(ListIterator* it) {
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if(!isVertex(it->current)) {
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return header_reset(it, current_postinc(it));
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} else {
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/* Make sure we have a full triangle of vertices */
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while(it->triangle_count < 3) {
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if(!isVertex(it->current)) {
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return header_reset(it, current_postinc(it));
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}
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if(!shift(it, current_postinc(it))) {
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/* We reached the end so just
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* return the oldest until they're gone */
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it->it = it->triangle[0];
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return (it->it) ? it : NULL;
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}
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}
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/* OK, by this point we should have info for a complete triangle
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* including visibility */
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switch(it->visibility) {
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case B111:
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/* Totally visible, return the first vertex */
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it->it = it->triangle[0];
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return it;
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break;
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case B100:
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/* First visible only */
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it->triangle[1] = interpolate_vertex(it->triangle[0], it->triangle[1], push_stack(it));
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it->triangle[2] = interpolate_vertex(it->triangle[0], it->triangle[2], push_stack(it));
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it->visibility = B111; /* All visible now, yay! */
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assert(isVisible(it->triangle[1]));
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assert(isVisible(it->triangle[2]));
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it->it = it->triangle[0];
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return it;
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break;
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}
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}
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return NULL;
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}
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GL_FORCE_INLINE void perspective_divide(Vertex* vertex) {
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float f = MATH_Fast_Invert(vertex->w);
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vertex->xyz[0] *= f;
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vertex->xyz[1] *= f;
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vertex->xyz[2] *= f;
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vertex->xyz[2] = MAX(1.0f - (vertex->xyz[2] * 0.5f + 0.5f), 0.0001f);
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}
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static void pvr_list_submit(void *src, int n) {
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GLuint *d = TA_SQ_ADDR;
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/* First entry is assumed to always be a header and therefore
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* always submitted (e.g. not clipped) */
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ListIterator* it = begin(src, n);
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/* fill/write queues as many times necessary */
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while(it) {
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__asm__("pref @%0" : : "r"(it->current + 1)); /* prefetch 64 bytes for next loop */
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if(isVertex(it->current)) {
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perspective_divide(it->current);
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}
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GLuint* s = (GLuint*) it->current;
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d[0] = *(s++);
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d[1] = *(s++);
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d[2] = *(s++);
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d[3] = *(s++);
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d[4] = *(s++);
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d[5] = *(s++);
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d[6] = *(s++);
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d[7] = *(s++);
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/* This prefetch actually commits 32 bytes to the SQ */
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__asm__("pref @%0" : : "r"(d));
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d += 8; /* Move to the next SQ address */
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it = next(it);
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}
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/* Wait for both store queues to complete */
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d = (GLuint *)0xe0000000;
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d[0] = d[8] = 0;
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free(it);
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}
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static void _glInitPVR(GLboolean autosort, GLboolean fsaa) {
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pvr_init_params_t params = {
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/* Enable opaque and translucent polygons with size 32 and 32 */
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{PVR_BINSIZE_32, PVR_BINSIZE_0, PVR_BINSIZE_32, PVR_BINSIZE_0, PVR_BINSIZE_32},
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PVR_VERTEX_BUF_SIZE, /* Vertex buffer size */
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0, /* No DMA */
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fsaa,
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(autosort) ? 0 : 1
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};
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pvr_init(¶ms);
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}
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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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PolyList *_glTransparentPolyList() {
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return &TR_LIST;
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}
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void APIENTRY glFlush() {
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}
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void APIENTRY glFinish() {
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}
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void APIENTRY glKosInitConfig(GLdcConfig* config) {
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config->autosort_enabled = GL_FALSE;
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config->fsaa_enabled = GL_FALSE;
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config->initial_op_capacity = 1024;
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config->initial_pt_capacity = 512;
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config->initial_tr_capacity = 1024;
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config->initial_immediate_capacity = 1024;
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config->internal_palette_format = GL_RGBA4;
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}
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void APIENTRY glKosInitEx(GLdcConfig* config) {
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TRACE();
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printf("\nWelcome to GLdc! Git revision: %s\n\n", GLDC_VERSION);
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_glInitPVR(config->autosort_enabled, config->fsaa_enabled);
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_glInitMatrices();
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_glInitAttributePointers();
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_glInitContext();
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_glInitLights();
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_glInitImmediateMode(config->initial_immediate_capacity);
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_glInitFramebuffers();
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_glSetInternalPaletteFormat(config->internal_palette_format);
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_glInitTextures();
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OP_LIST.list_type = PVR_LIST_OP_POLY;
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PT_LIST.list_type = PVR_LIST_PT_POLY;
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TR_LIST.list_type = PVR_LIST_TR_POLY;
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aligned_vector_init(&OP_LIST.vector, sizeof(Vertex));
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aligned_vector_init(&PT_LIST.vector, sizeof(Vertex));
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aligned_vector_init(&TR_LIST.vector, sizeof(Vertex));
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aligned_vector_reserve(&OP_LIST.vector, config->initial_op_capacity);
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aligned_vector_reserve(&PT_LIST.vector, config->initial_pt_capacity);
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aligned_vector_reserve(&TR_LIST.vector, config->initial_tr_capacity);
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}
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void APIENTRY glKosInit() {
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GLdcConfig config;
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glKosInitConfig(&config);
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glKosInitEx(&config);
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}
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#define QACRTA ((((unsigned int)0x10000000)>>26)<<2)&0x1c
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void APIENTRY glKosSwapBuffers() {
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static int frame_count = 0;
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TRACE();
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profiler_push(__func__);
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pvr_wait_ready();
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pvr_scene_begin();
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QACR0 = QACRTA;
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QACR1 = QACRTA;
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pvr_list_begin(PVR_LIST_OP_POLY);
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pvr_list_submit(OP_LIST.vector.data, OP_LIST.vector.size);
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pvr_list_finish();
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pvr_list_begin(PVR_LIST_PT_POLY);
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pvr_list_submit(PT_LIST.vector.data, PT_LIST.vector.size);
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pvr_list_finish();
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pvr_list_begin(PVR_LIST_TR_POLY);
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pvr_list_submit(TR_LIST.vector.data, TR_LIST.vector.size);
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pvr_list_finish();
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pvr_scene_finish();
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aligned_vector_clear(&OP_LIST.vector);
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aligned_vector_clear(&PT_LIST.vector);
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aligned_vector_clear(&TR_LIST.vector);
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profiler_checkpoint("scene");
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profiler_pop();
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if(frame_count++ > 100) {
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profiler_print_stats();
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frame_count = 0;
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}
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}
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