GLdc/GL/flush.c
2020-10-27 13:21:37 +00:00

299 lines
7.7 KiB
C

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