459 lines
12 KiB
C
459 lines
12 KiB
C
#include "../platform.h"
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#include "sh4.h"
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#define CLIP_DEBUG 0
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#define PVR_VERTEX_BUF_SIZE 2560 * 256
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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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#define SQ_BASE_ADDRESS (void*) 0xe0000000
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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 bool glIsLastVertex(const float flags) {
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return flags == GPU_CMD_VERTEX_EOL;
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}
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void InitGPU(_Bool autosort, _Bool 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, /* No FSAA */
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(autosort) ? 0 : 1 /* Disable translucent auto-sorting to match traditional GL */
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};
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pvr_init(¶ms);
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}
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void SceneBegin() {
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pvr_wait_ready();
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pvr_scene_begin();
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}
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void SceneListBegin(GPUList list) {
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pvr_list_begin(list);
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}
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GL_FORCE_INLINE float _glFastInvert(float x) {
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return (1.f / __builtin_sqrtf(x * x));
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}
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GL_FORCE_INLINE void _glPerspectiveDivideVertex(Vertex* vertex, const float h) {
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TRACE();
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const float f = _glFastInvert(vertex->w);
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/* Convert to NDC and apply viewport */
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vertex->xyz[0] = (vertex->xyz[0] * f * 320) + 320;
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vertex->xyz[1] = (vertex->xyz[1] * f * -240) + 240;
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/* Orthographic projections need to use invZ otherwise we lose
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the depth information. As w == 1, and clip-space range is -w to +w
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we add 1.0 to the Z to bring it into range. We add a little extra to
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avoid a divide by zero.
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*/
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if(vertex->w == 1.0f) {
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vertex->xyz[2] = _glFastInvert(1.0001f + vertex->xyz[2]);
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} else {
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vertex->xyz[2] = f;
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}
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}
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volatile uint32_t *sq = SQ_BASE_ADDRESS;
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static inline void _glFlushBuffer() {
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TRACE();
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/* Wait for both store queues to complete */
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sq = (uint32_t*) 0xe0000000;
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sq[0] = sq[8] = 0;
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}
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static inline void _glPushHeaderOrVertex(Vertex* v) {
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TRACE();
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uint32_t* s = (uint32_t*) v;
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sq[0] = *(s++);
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sq[1] = *(s++);
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sq[2] = *(s++);
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sq[3] = *(s++);
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sq[4] = *(s++);
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sq[5] = *(s++);
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sq[6] = *(s++);
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sq[7] = *(s++);
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__asm__("pref @%0" : : "r"(sq));
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sq += 8;
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}
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static inline void _glClipEdge(const Vertex* const v1, const Vertex* const v2, Vertex* vout) {
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const static float o = 0.003921569f; // 1 / 255
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const float d0 = v1->w + v1->xyz[2];
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const float d1 = v2->w + v2->xyz[2];
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const float t = (fabs(d0) * (1.0f / sqrtf((d1 - d0) * (d1 - d0)))) + 0.000001f;
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const float invt = 1.0f - t;
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vout->xyz[0] = invt * v1->xyz[0] + t * v2->xyz[0];
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vout->xyz[1] = invt * v1->xyz[1] + t * v2->xyz[1];
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vout->xyz[2] = invt * v1->xyz[2] + t * v2->xyz[2];
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vout->uv[0] = invt * v1->uv[0] + t * v2->uv[0];
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vout->uv[1] = invt * v1->uv[1] + t * v2->uv[1];
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vout->w = invt * v1->w + t * v2->w;
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const float m = 255 * t;
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const float n = 255 - m;
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vout->bgra[0] = (v1->bgra[0] * n + v2->bgra[0] * m) * o;
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vout->bgra[1] = (v1->bgra[1] * n + v2->bgra[1] * m) * o;
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vout->bgra[2] = (v1->bgra[2] * n + v2->bgra[2] * m) * o;
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vout->bgra[3] = (v1->bgra[3] * n + v2->bgra[3] * m) * o;
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}
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#define SPAN_SORT_CFG 0x005F8030
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static volatile uint32_t* PVR_LMMODE0 = (uint32_t*) 0xA05F6884;
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static volatile uint32_t *PVR_LMMODE1 = (uint32_t*) 0xA05F6888;
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static volatile uint32_t *QACR = (uint32_t*) 0xFF000038;
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void SceneListSubmit(Vertex* v2, int n) {
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TRACE();
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/* You need at least a header, and 3 vertices to render anything */
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if(n < 4) {
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return;
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}
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const float h = GetVideoMode()->height;
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PVR_SET(SPAN_SORT_CFG, 0x0);
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//Set PVR DMA registers
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*PVR_LMMODE0 = 0;
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*PVR_LMMODE1 = 0;
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//Set QACR registers
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QACR[1] = QACR[0] = 0x11;
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#if CLIP_DEBUG
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Vertex* vertex = (Vertex*) src;
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for(int i = 0; i < n; ++i) {
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fprintf(stderr, "{%f, %f, %f, %f}, // %x (%x)\n", vertex[i].xyz[0], vertex[i].xyz[1], vertex[i].xyz[2], vertex[i].w, vertex[i].flags, &vertex[i]);
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}
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fprintf(stderr, "----\n");
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#endif
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uint8_t visible_mask = 0;
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uint8_t counter = 0;
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sq = SQ_BASE_ADDRESS;
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for(int i = 0; i < n; ++i, ++v2) {
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PREFETCH(v2 + 1);
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switch(v2->flags) {
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case GPU_CMD_VERTEX_EOL:
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if(counter < 2) {
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continue;
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}
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counter = 0;
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break;
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case GPU_CMD_VERTEX:
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++counter;
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if(counter < 3) {
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continue;
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}
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break;
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default:
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_glPushHeaderOrVertex(v2);
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counter = 0;
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continue;
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};
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Vertex* const v0 = v2 - 2;
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Vertex* const v1 = v2 - 1;
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visible_mask = (
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(v0->xyz[2] > -v0->w) << 0 |
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(v1->xyz[2] > -v1->w) << 1 |
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(v2->xyz[2] > -v2->w) << 2 |
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(counter == 0) << 3
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);
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switch(visible_mask) {
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case 15: /* All visible, but final vertex in strip */
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{
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_glPerspectiveDivideVertex(v0, h);
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_glPushHeaderOrVertex(v0);
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_glPerspectiveDivideVertex(v1, h);
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_glPushHeaderOrVertex(v1);
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_glPerspectiveDivideVertex(v2, h);
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_glPushHeaderOrVertex(v2);
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}
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break;
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case 7:
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/* All visible, push the first vertex and move on */
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_glPerspectiveDivideVertex(v0, h);
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_glPushHeaderOrVertex(v0);
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break;
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case 9:
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/* First vertex was visible, last in strip */
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{
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Vertex __attribute__((aligned(32))) scratch[2];
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Vertex* a = &scratch[0];
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Vertex* b = &scratch[1];
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_glClipEdge(v0, v1, a);
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a->flags = GPU_CMD_VERTEX;
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_glClipEdge(v2, v0, b);
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b->flags = GPU_CMD_VERTEX_EOL;
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_glPerspectiveDivideVertex(v0, h);
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_glPushHeaderOrVertex(v0);
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_glPerspectiveDivideVertex(a, h);
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_glPushHeaderOrVertex(a);
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_glPerspectiveDivideVertex(b, h);
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_glPushHeaderOrVertex(b);
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}
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break;
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case 1:
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/* First vertex was visible, but not last in strip */
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{
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Vertex __attribute__((aligned(32))) scratch[2];
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Vertex* a = &scratch[0];
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Vertex* b = &scratch[1];
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_glClipEdge(v0, v1, a);
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a->flags = GPU_CMD_VERTEX;
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_glClipEdge(v2, v0, b);
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b->flags = GPU_CMD_VERTEX;
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_glPerspectiveDivideVertex(v0, h);
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_glPushHeaderOrVertex(v0);
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_glPerspectiveDivideVertex(a, h);
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_glPushHeaderOrVertex(a);
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_glPerspectiveDivideVertex(b, h);
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_glPushHeaderOrVertex(b);
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_glPushHeaderOrVertex(b);
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}
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break;
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case 10:
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case 2:
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/* Second vertex was visible. In self case we need to create a triangle and produce
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two new vertices: 1-2, and 2-3. */
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{
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Vertex __attribute__((aligned(32))) scratch[3];
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Vertex* a = &scratch[0];
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Vertex* b = &scratch[1];
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Vertex* c = &scratch[2];
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memcpy_vertex(c, v1);
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_glClipEdge(v0, v1, a);
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a->flags = GPU_CMD_VERTEX;
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_glClipEdge(v1, v2, b);
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b->flags = v2->flags;
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_glPerspectiveDivideVertex(a, h);
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_glPushHeaderOrVertex(a);
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_glPerspectiveDivideVertex(c, h);
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_glPushHeaderOrVertex(c);
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_glPerspectiveDivideVertex(b, h);
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_glPushHeaderOrVertex(b);
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}
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break;
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case 11:
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case 3: /* First and second vertex were visible */
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{
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Vertex __attribute__((aligned(32))) scratch[3];
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Vertex* a = &scratch[0];
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Vertex* b = &scratch[1];
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Vertex* c = &scratch[2];
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memcpy_vertex(c, v1);
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_glClipEdge(v2, v0, b);
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b->flags = GPU_CMD_VERTEX;
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_glPerspectiveDivideVertex(v0, h);
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_glPushHeaderOrVertex(v0);
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_glClipEdge(v1, v2, a);
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a->flags = v2->flags;
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_glPerspectiveDivideVertex(c, h);
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_glPushHeaderOrVertex(c);
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_glPerspectiveDivideVertex(b, h);
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_glPushHeaderOrVertex(b);
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_glPerspectiveDivideVertex(a, h);
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_glPushHeaderOrVertex(c);
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_glPushHeaderOrVertex(a);
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}
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break;
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case 12:
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case 4:
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/* Third vertex was visible. */
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{
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Vertex __attribute__((aligned(32))) scratch[3];
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Vertex* a = &scratch[0];
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Vertex* b = &scratch[1];
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Vertex* c = &scratch[2];
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memcpy_vertex(c, v2);
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_glClipEdge(v2, v0, a);
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a->flags = GPU_CMD_VERTEX;
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_glClipEdge(v1, v2, b);
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b->flags = GPU_CMD_VERTEX;
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_glPerspectiveDivideVertex(a, h);
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_glPushHeaderOrVertex(a);
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if(counter % 2 == 1) {
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_glPushHeaderOrVertex(a);
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}
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_glPerspectiveDivideVertex(b, h);
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_glPushHeaderOrVertex(b);
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_glPerspectiveDivideVertex(c, h);
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_glPushHeaderOrVertex(c);
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}
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break;
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case 13:
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{
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Vertex __attribute__((aligned(32))) scratch[3];
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Vertex* a = &scratch[0];
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Vertex* b = &scratch[1];
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Vertex* c = &scratch[2];
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memcpy_vertex(c, v2);
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c->flags = GPU_CMD_VERTEX;
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_glClipEdge(v0, v1, a);
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a->flags = GPU_CMD_VERTEX;
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_glClipEdge(v1, v2, b);
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b->flags = GPU_CMD_VERTEX;
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_glPerspectiveDivideVertex(v0, h);
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_glPushHeaderOrVertex(v0);
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_glPerspectiveDivideVertex(a, h);
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_glPushHeaderOrVertex(a);
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_glPerspectiveDivideVertex(c, h);
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_glPushHeaderOrVertex(c);
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_glPerspectiveDivideVertex(b, h);
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_glPushHeaderOrVertex(b);
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c->flags = GPU_CMD_VERTEX_EOL;
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_glPushHeaderOrVertex(c);
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}
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break;
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case 5: /* First and third vertex were visible */
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{
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Vertex __attribute__((aligned(32))) scratch[3];
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Vertex* a = &scratch[0];
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Vertex* b = &scratch[1];
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Vertex* c = &scratch[2];
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memcpy_vertex(c, v2);
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c->flags = GPU_CMD_VERTEX;
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_glClipEdge(v0, v1, a);
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a->flags = GPU_CMD_VERTEX;
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_glClipEdge(v1, v2, b);
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b->flags = GPU_CMD_VERTEX;
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_glPerspectiveDivideVertex(v0, h);
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_glPushHeaderOrVertex(v0);
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_glPerspectiveDivideVertex(a, h);
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_glPushHeaderOrVertex(a);
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_glPerspectiveDivideVertex(c, h);
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_glPushHeaderOrVertex(c);
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_glPerspectiveDivideVertex(b, h);
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_glPushHeaderOrVertex(b);
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_glPushHeaderOrVertex(c);
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}
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break;
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case 14:
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case 6: /* Second and third vertex were visible */
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{
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Vertex __attribute__((aligned(32))) scratch[4];
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Vertex* a = &scratch[0];
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Vertex* b = &scratch[1];
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Vertex* c = &scratch[2];
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Vertex* d = &scratch[3];
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memcpy_vertex(c, v1);
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memcpy_vertex(d, v2);
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_glClipEdge(v0, v1, a);
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a->flags = GPU_CMD_VERTEX;
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_glClipEdge(v2, v0, b);
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b->flags = GPU_CMD_VERTEX;
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_glPerspectiveDivideVertex(a, h);
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_glPushHeaderOrVertex(a);
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_glPerspectiveDivideVertex(c, h);
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_glPushHeaderOrVertex(c);
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_glPerspectiveDivideVertex(b, h);
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_glPushHeaderOrVertex(b);
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_glPushHeaderOrVertex(c);
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_glPerspectiveDivideVertex(d, h);
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_glPushHeaderOrVertex(d);
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}
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break;
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case 8:
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default:
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break;
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}
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}
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_glFlushBuffer();
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}
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void SceneListFinish() {
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pvr_list_finish();
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}
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void SceneFinish() {
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pvr_scene_finish();
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}
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const VideoMode* GetVideoMode() {
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static VideoMode mode;
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mode.width = vid_mode->width;
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mode.height = vid_mode->height;
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return &mode;
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}
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