193 lines
5.0 KiB
C
193 lines
5.0 KiB
C
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#include "../containers/aligned_vector.h"
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#include "private.h"
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PolyList OP_LIST;
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PolyList PT_LIST;
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PolyList TR_LIST;
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/** Don't fully comply to the GL standard to make some performance
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* gains. Specifically glDepthRange will be ignored, and the final
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* Z coordinate will be invW and not between 0 and 1.
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*
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* Defaults to TRUE set to FALSE if you experience issues.
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**/
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#define FAST_MODE GL_TRUE
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PolyList* _glOpaquePolyList() {
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return &OP_LIST;
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}
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PolyList* _glPunchThruPolyList() {
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return &PT_LIST;
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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 * 3;
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config->initial_pt_capacity = 512 * 3;
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config->initial_tr_capacity = 1024 * 3;
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config->initial_immediate_capacity = 1024 * 3;
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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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InitGPU(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 = GPU_LIST_OP_POLY;
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PT_LIST.list_type = GPU_LIST_PT_POLY;
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TR_LIST.list_type = GPU_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 likely(x) __builtin_expect(!!(x), 1)
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#define unlikely(x) __builtin_expect(!!(x), 0)
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GL_FORCE_INLINE bool glIsVertex(const float flags) {
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return flags == GPU_CMD_VERTEX_EOL || flags == GPU_CMD_VERTEX;
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}
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GL_FORCE_INLINE void glPerspectiveDivideStandard(void* src, uint32_t n) {
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TRACE();
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/* Perform perspective divide on each vertex */
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Vertex* vertex = (Vertex*) src;
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const float h = GetVideoMode()->height;
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while(n--) {
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__asm__("pref @%0" : : "r"(vertex + 1));
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if(likely(glIsVertex(vertex->flags))) {
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const float f = MATH_Fast_Invert(vertex->w);
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/* Convert to NDC and apply viewport */
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vertex->xyz[0] = MATH_fmac(
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VIEWPORT.hwidth, vertex->xyz[0] * f, VIEWPORT.x_plus_hwidth
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);
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vertex->xyz[1] = h - MATH_fmac(
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VIEWPORT.hheight, vertex->xyz[1] * f, VIEWPORT.y_plus_hheight
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);
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/* FIXME: Apply depth range */
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vertex->xyz[2] = MAX(
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1.0f - MATH_fmac(vertex->xyz[2] * f, 0.5f, 0.5f),
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PVR_MIN_Z
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);
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}
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++vertex;
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}
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}
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GL_FORCE_INLINE void glPerspectiveDivideFastMode(void* src, uint32_t n) {
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TRACE();
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/* Perform perspective divide on each vertex */
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Vertex* vertex = (Vertex*) src;
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const float h = GetVideoMode()->height;
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while(n--) {
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__asm__("pref @%0" : : "r"(vertex + 1));
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if(likely(glIsVertex(vertex->flags))) {
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const float f = MATH_Fast_Invert(vertex->w);
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/* Convert to NDC and apply viewport */
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vertex->xyz[0] = MATH_fmac(
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VIEWPORT.hwidth, vertex->xyz[0] * f, VIEWPORT.x_plus_hwidth
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);
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vertex->xyz[1] = h - MATH_fmac(
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VIEWPORT.hheight, vertex->xyz[1] * f, VIEWPORT.y_plus_hheight
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);
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vertex->xyz[2] = f;
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}
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++vertex;
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}
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}
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GL_FORCE_INLINE void glPerspectiveDivide(void* src, uint32_t n) {
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#if FAST_MODE
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glPerspectiveDivideFastMode(src, n);
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#else
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glPerspectiveDivideStandard(src, n);
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#endif
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}
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void APIENTRY glKosSwapBuffers() {
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TRACE();
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SceneBegin();
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SceneListBegin(GPU_LIST_OP_POLY);
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glPerspectiveDivide(OP_LIST.vector.data, OP_LIST.vector.size);
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SceneListSubmit(OP_LIST.vector.data, OP_LIST.vector.size);
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SceneListFinish();
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SceneListBegin(GPU_LIST_PT_POLY);
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glPerspectiveDivide(PT_LIST.vector.data, PT_LIST.vector.size);
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SceneListSubmit(PT_LIST.vector.data, PT_LIST.vector.size);
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SceneListFinish();
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SceneListBegin(GPU_LIST_TR_POLY);
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glPerspectiveDivide(TR_LIST.vector.data, TR_LIST.vector.size);
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SceneListSubmit(TR_LIST.vector.data, TR_LIST.vector.size);
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SceneListFinish();
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SceneFinish();
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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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_glApplyScissor(true);
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}
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