diff --git a/src/Graphics_Dreamcast.c b/src/Graphics_Dreamcast.c index 53b3f2b..4d0c6d8 100644 --- a/src/Graphics_Dreamcast.c +++ b/src/Graphics_Dreamcast.c @@ -489,7 +489,7 @@ static void Gfx_RestoreState(void) { gfx_format = -1; glAlphaFunc(GL_GREATER, 0.5f); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glBlendFunc(PVR_BLEND_SRCALPHA, PVR_BLEND_INVSRCALPHA); glDepthFunc(GL_LEQUAL); } diff --git a/src/Window_Dreamcast.c b/src/Window_Dreamcast.c index 35ad025..9bef57e 100644 --- a/src/Window_Dreamcast.c +++ b/src/Window_Dreamcast.c @@ -36,7 +36,7 @@ void Window_Init(void) { void Window_Create2D(int width, int height) { launcherMode = true; - vid_set_mode(DEFAULT_VID_MODE, PM_RGB0888); + vid_set_mode(DEFAULT_VID_MODE, PM_RGB888); vid_flip(0); } @@ -60,7 +60,7 @@ void Window_Show(void) { } void Window_SetSize(int width, int height) { } void Window_Close(void) { - /* TODO implement */ + Event_RaiseVoid(&WindowEvents.Closing); } /*########################################################################################################################* diff --git a/third_party/gldc/Makefile b/third_party/gldc/Makefile index 6539f07..1cf2e82 100644 --- a/third_party/gldc/Makefile +++ b/third_party/gldc/Makefile @@ -3,7 +3,7 @@ SOURCE_DIRS := src src/yalloc C_FILES := $(foreach dir,$(SOURCE_DIRS),$(wildcard $(dir)/*.c)) OBJS := $(notdir $(C_FILES:%.c=%.o)) -C_FLAGS = -O3 -DNDEBUG -mfsrra -mfsca -ffp-contract=fast -ffast-math -O3 -mpretend-cmove -fexpensive-optimizations -fomit-frame-pointer -finline-functions -flto -fno-fat-lto-objects -ml -m4-single-only -ffunction-sections -fdata-sections -std=gnu99 +C_FLAGS = -O3 -DNDEBUG -mfsrra -mfsca -ffp-contract=fast -ffast-math -O3 -mpretend-cmove -fexpensive-optimizations -fomit-frame-pointer -finline-functions -ml -m4-single-only -ffunction-sections -fdata-sections -std=gnu99 C_DEFINES = -DDREAMCAST -DNDEBUG -D__DREAMCAST__ -D__arch_dreamcast -D_arch_dreamcast -D_arch_sub_pristine diff --git a/third_party/gldc/include/gldc.h b/third_party/gldc/include/gldc.h index 2d2993c..b46ae82 100644 --- a/third_party/gldc/include/gldc.h +++ b/third_party/gldc/include/gldc.h @@ -27,24 +27,6 @@ __BEGIN_DECLS #define GL_TRIANGLE_STRIP 0x0005 #define GL_QUADS 0x0007 -/* FrontFaceDirection */ -#define GL_CW 0x0900 -#define GL_CCW 0x0901 - -#define GL_NONE 0 -#define GL_FRONT_LEFT 0x0400 -#define GL_FRONT_RIGHT 0x0401 -#define GL_BACK_LEFT 0x0402 -#define GL_BACK_RIGHT 0x0403 -#define GL_FRONT 0x0404 -#define GL_BACK 0x0405 -#define GL_LEFT 0x0406 -#define GL_RIGHT 0x0407 -#define GL_FRONT_AND_BACK 0x0408 -#define GL_CULL_FACE 0x0B44 -#define GL_CULL_FACE_MODE 0x0B45 -#define GL_FRONT_FACE 0x0B46 - /* Scissor box */ #define GL_SCISSOR_TEST 0x0008 /* capability bit */ #define GL_SCISSOR_BOX 0x0C10 @@ -62,24 +44,9 @@ __BEGIN_DECLS #define GL_DEPTH_BITS 0x0D56 #define GL_DEPTH_FUNC 0x0B74 #define GL_DEPTH_WRITEMASK 0x0B72 -#define GL_DEPTH_COMPONENT 0x1902 - -/* Blending: Simply Need to Map GL constants to PVR constants */ -#define GL_BLEND_DST 0x0BE0 -#define GL_BLEND_SRC 0x0BE1 -#define GL_BLEND 0x0BE2 /* capability bit */ - -#define GL_ZERO 0x0 -#define GL_ONE 0x1 -#define GL_SRC_COLOR 0x0300 -#define GL_ONE_MINUS_SRC_COLOR 0x0301 -#define GL_SRC_ALPHA 0x0302 -#define GL_ONE_MINUS_SRC_ALPHA 0x0303 -#define GL_DST_ALPHA 0x0304 -#define GL_ONE_MINUS_DST_ALPHA 0x0305 -#define GL_DST_COLOR 0x0306 -#define GL_ONE_MINUS_DST_COLOR 0x0307 -#define GL_SRC_ALPHA_SATURATE 0x0308 + +/* Blending */ +#define GL_BLEND 0x0BE2 /* capability bit */ /* Misc texture constants */ #define GL_TEXTURE_2D 0x0001 /* capability bit */ @@ -134,21 +101,7 @@ __BEGIN_DECLS #define GL_RGBA 0x1908 -/* Polygons */ -#define GL_POINT 0x1B00 -#define GL_LINE 0x1B01 -#define GL_FILL 0x1B02 -#define GL_CW 0x0900 -#define GL_CCW 0x0901 -#define GL_FRONT 0x0404 -#define GL_BACK 0x0405 -#define GL_POLYGON_MODE 0x0B40 -#define GL_POLYGON_SMOOTH 0x0B41 -#define GL_POLYGON_STIPPLE 0x0B42 -#define GL_EDGE_FLAG 0x0B43 #define GL_CULL_FACE 0x0B44 -#define GL_CULL_FACE_MODE 0x0B45 -#define GL_FRONT_FACE 0x0B46 #define GLbyte char #define GLshort short @@ -207,10 +160,6 @@ GLAPI void glDepthFunc(GLenum func); GLAPI void glDepthRange(GLclampf n, GLclampf f); GLAPI void glDepthRangef(GLclampf n, GLclampf f); -/* Culling */ -GLAPI void glFrontFace(GLenum mode); -GLAPI void glCullFace(GLenum mode); - /* Shading - Flat or Goraud */ GLAPI void glShadeModel(GLenum mode); diff --git a/third_party/gldc/src/aligned_vector.c b/third_party/gldc/src/aligned_vector.c index 5ac969d..6599835 100644 --- a/third_party/gldc/src/aligned_vector.c +++ b/third_party/gldc/src/aligned_vector.c @@ -25,31 +25,3 @@ void aligned_vector_init(AlignedVector* vector, uint32_t element_size) { assert(ptr); (void) ptr; } - -void aligned_vector_shrink_to_fit(AlignedVector* vector) { - AlignedVectorHeader* const hdr = &vector->hdr; - if(hdr->size == 0) { - uint32_t element_size = hdr->element_size; - free(vector->data); - - /* Reallocate the header */ - vector->data = NULL; - hdr->size = hdr->capacity = 0; - hdr->element_size = element_size; - } else { - uint32_t new_byte_size = (hdr->size * hdr->element_size); - uint8_t* original_data = vector->data; - vector->data = (unsigned char*) memalign(0x20, new_byte_size); - - if(original_data) { - FASTCPY(vector->data, original_data, new_byte_size); - free(original_data); - } - hdr->capacity = hdr->size; - } -} - -void aligned_vector_cleanup(AlignedVector* vector) { - aligned_vector_clear(vector); - aligned_vector_shrink_to_fit(vector); -} diff --git a/third_party/gldc/src/aligned_vector.h b/third_party/gldc/src/aligned_vector.h index 11dfdbd..87e6229 100644 --- a/third_party/gldc/src/aligned_vector.h +++ b/third_party/gldc/src/aligned_vector.h @@ -209,9 +209,6 @@ AV_FORCE_INLINE void aligned_vector_clear(AlignedVector* vector){ hdr->size = 0; } -void aligned_vector_shrink_to_fit(AlignedVector* vector); -void aligned_vector_cleanup(AlignedVector* vector); - #ifdef __cplusplus } #endif diff --git a/third_party/gldc/src/draw.c b/third_party/gldc/src/draw.c index c5cf111..ee1a3d5 100644 --- a/third_party/gldc/src/draw.c +++ b/third_party/gldc/src/draw.c @@ -111,7 +111,7 @@ GL_FORCE_INLINE void divide(SubmissionTarget* target) { /* Perform perspective divide on each vertex */ Vertex* vertex = _glSubmissionTargetStart(target); - const float h = GetVideoMode()->height; + const float h = vid_mode->height; ITERATE(target->count) { const float f = MATH_Fast_Invert(vertex->w); @@ -135,23 +135,19 @@ GL_FORCE_INLINE void divide(SubmissionTarget* target) { } GL_FORCE_INLINE int _calc_pvr_face_culling() { - if(!_glIsCullingEnabled()) { + if(!CULLING_ENABLED) { return GPU_CULLING_SMALL; } else { - if(_glGetCullFace() == GL_BACK) { - return (_glGetFrontFace() == GL_CW) ? GPU_CULLING_CCW : GPU_CULLING_CW; - } else { - return (_glGetFrontFace() == GL_CCW) ? GPU_CULLING_CCW : GPU_CULLING_CW; - } + return GPU_CULLING_CW; } } GL_FORCE_INLINE int _calc_pvr_depth_test() { - if(!_glIsDepthTestEnabled()) { + if(!DEPTH_TEST_ENABLED) { return GPU_DEPTHCMP_ALWAYS; } - switch(_glGetDepthFunc()) { + switch(DEPTH_FUNC) { case GL_NEVER: return GPU_DEPTHCMP_NEVER; case GL_LESS: @@ -173,40 +169,15 @@ GL_FORCE_INLINE int _calc_pvr_depth_test() { } } -GL_FORCE_INLINE int _calcPVRBlendFactor(GLenum factor) { - switch(factor) { - case GL_ZERO: - return GPU_BLEND_ZERO; - case GL_SRC_ALPHA: - return GPU_BLEND_SRCALPHA; - case GL_DST_COLOR: - return GPU_BLEND_DESTCOLOR; - case GL_DST_ALPHA: - return GPU_BLEND_DESTALPHA; - case GL_ONE_MINUS_DST_COLOR: - return GPU_BLEND_INVDESTCOLOR; - case GL_ONE_MINUS_SRC_ALPHA: - return GPU_BLEND_INVSRCALPHA; - case GL_ONE_MINUS_DST_ALPHA: - return GPU_BLEND_INVDESTALPHA; - case GL_ONE: - return GPU_BLEND_ONE; - default: - fprintf(stderr, "Invalid blend mode: %u\n", (unsigned int) factor); - return GPU_BLEND_ONE; - } -} - - GL_FORCE_INLINE void _updatePVRBlend(PolyContext* context) { - if(_glIsBlendingEnabled() || _glIsAlphaTestEnabled()) { + if(BLEND_ENABLED || ALPHA_TEST_ENABLED) { context->gen.alpha = GPU_ALPHA_ENABLE; } else { context->gen.alpha = GPU_ALPHA_DISABLE; } - context->blend.src = _calcPVRBlendFactor(_glGetBlendSourceFactor()); - context->blend.dst = _calcPVRBlendFactor(_glGetBlendDestFactor()); + context->blend.src = BLEND_SRC_FACTOR; + context->blend.dst = BLEND_DST_FACTOR; } GL_FORCE_INLINE void apply_poly_header(PolyHeader* header, PolyList* activePolyList) { @@ -223,17 +194,17 @@ GL_FORCE_INLINE void apply_poly_header(PolyHeader* header, PolyList* activePolyL ctx.gen.culling = _calc_pvr_face_culling(); ctx.depth.comparison = _calc_pvr_depth_test(); - ctx.depth.write = _glIsDepthWriteEnabled() ? GPU_DEPTHWRITE_ENABLE : GPU_DEPTHWRITE_DISABLE; + ctx.depth.write = DEPTH_MASK_ENABLED ? GPU_DEPTHWRITE_ENABLE : GPU_DEPTHWRITE_DISABLE; - ctx.gen.shading = (_glGetShadeModel() == GL_SMOOTH) ? GPU_SHADE_GOURAUD : GPU_SHADE_FLAT; + ctx.gen.shading = (SHADE_MODEL == GL_SMOOTH) ? GPU_SHADE_GOURAUD : GPU_SHADE_FLAT; - if(_glIsScissorTestEnabled()) { + if(SCISSOR_TEST_ENABLED) { ctx.gen.clip_mode = GPU_USERCLIP_INSIDE; } else { ctx.gen.clip_mode = GPU_USERCLIP_DISABLE; } - if(_glIsFogEnabled()) { + if(FOG_ENABLED) { ctx.gen.fog_type = GPU_FOG_TABLE; } else { ctx.gen.fog_type = GPU_FOG_DISABLE; @@ -243,12 +214,12 @@ GL_FORCE_INLINE void apply_poly_header(PolyHeader* header, PolyList* activePolyL if(ctx.list_type == GPU_LIST_OP_POLY) { /* Opaque polys are always one/zero */ - ctx.blend.src = GPU_BLEND_ONE; - ctx.blend.dst = GPU_BLEND_ZERO; + ctx.blend.src = PVR_BLEND_ONE; + ctx.blend.dst = PVR_BLEND_ZERO; } else if(ctx.list_type == GPU_LIST_PT_POLY) { /* Punch-through polys require fixed blending and depth modes */ - ctx.blend.src = GPU_BLEND_SRCALPHA; - ctx.blend.dst = GPU_BLEND_INVSRCALPHA; + ctx.blend.src = PVR_BLEND_SRCALPHA; + ctx.blend.dst = PVR_BLEND_INVSRCALPHA; ctx.depth.comparison = GPU_DEPTHCMP_LEQUAL; } else if(ctx.list_type == GPU_LIST_TR_POLY && AUTOSORT_ENABLED) { /* Autosort mode requires this mode for transparent polys */ @@ -305,7 +276,7 @@ GL_FORCE_INLINE void submitVertices(GLenum mode, GLsizei first, GLuint count) { uint32_t vector_size = aligned_vector_size(&target->output->vector); - GLboolean header_required = (vector_size == 0) || _glGPUStateIsDirty(); + GLboolean header_required = (vector_size == 0) || STATE_DIRTY; target->count = count * 6 / 4; // quads -> triangles target->header_offset = vector_size; @@ -320,7 +291,7 @@ GL_FORCE_INLINE void submitVertices(GLenum mode, GLsizei first, GLuint count) { if(header_required) { apply_poly_header(_glSubmissionTargetHeader(target), target->output); - _glGPUStateMarkClean(); + STATE_DIRTY = GL_FALSE; } generateQuads(target, first, count); @@ -334,4 +305,4 @@ void APIENTRY glDrawArrays(GLenum mode, GLint first, GLsizei count) { void APIENTRY glVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid * pointer) { VERTEX_PTR = pointer; VERTEX_STRIDE = stride; -} \ No newline at end of file +} diff --git a/third_party/gldc/src/flush.c b/third_party/gldc/src/flush.c index bc17f18..8c96a7e 100644 --- a/third_party/gldc/src/flush.c +++ b/third_party/gldc/src/flush.c @@ -16,18 +16,6 @@ PolyList TR_LIST; GLboolean AUTOSORT_ENABLED = GL_FALSE; -PolyList* _glOpaquePolyList() { - return &OP_LIST; -} - -PolyList* _glPunchThruPolyList() { - return &PT_LIST; -} - -PolyList *_glTransparentPolyList() { - return &TR_LIST; -} - void APIENTRY glKosInitConfig(GLdcConfig* config) { config->autosort_enabled = GL_FALSE; @@ -41,8 +29,6 @@ void APIENTRY glKosInitConfig(GLdcConfig* config) { void APIENTRY glKosInitEx(GLdcConfig* config) { TRACE(); - puts("\nWelcome to GLdc!\n"); - InitGPU(config->autosort_enabled, config->fsaa_enabled); AUTOSORT_ENABLED = config->autosort_enabled; @@ -74,27 +60,28 @@ void APIENTRY glKosInit() { void APIENTRY glKosSwapBuffers() { TRACE(); - - SceneBegin(); + pvr_wait_ready(); + + pvr_scene_begin(); if(aligned_vector_header(&OP_LIST.vector)->size > 2) { - SceneListBegin(GPU_LIST_OP_POLY); + pvr_list_begin(GPU_LIST_OP_POLY); SceneListSubmit((Vertex*) aligned_vector_front(&OP_LIST.vector), aligned_vector_size(&OP_LIST.vector)); - SceneListFinish(); + pvr_list_finish(); } if(aligned_vector_header(&PT_LIST.vector)->size > 2) { - SceneListBegin(GPU_LIST_PT_POLY); + pvr_list_begin(GPU_LIST_PT_POLY); SceneListSubmit((Vertex*) aligned_vector_front(&PT_LIST.vector), aligned_vector_size(&PT_LIST.vector)); - SceneListFinish(); + pvr_list_finish(); } if(aligned_vector_header(&TR_LIST.vector)->size > 2) { - SceneListBegin(GPU_LIST_TR_POLY); + pvr_list_begin(GPU_LIST_TR_POLY); SceneListSubmit((Vertex*) aligned_vector_front(&TR_LIST.vector), aligned_vector_size(&TR_LIST.vector)); - SceneListFinish(); - } - SceneFinish(); - + pvr_list_finish(); + } + pvr_scene_finish(); + aligned_vector_clear(&OP_LIST.vector); aligned_vector_clear(&PT_LIST.vector); aligned_vector_clear(&TR_LIST.vector); diff --git a/third_party/gldc/src/matrix.c b/third_party/gldc/src/matrix.c deleted file mode 100644 index d0771fb..0000000 --- a/third_party/gldc/src/matrix.c +++ /dev/null @@ -1,27 +0,0 @@ -#include -#include -#include - -#include "private.h" - -Viewport VIEWPORT = { - 0, 0, 640, 480, 320.0f, 240.0f, 320.0f, 240.0f -}; - -void _glInitMatrices() { - const VideoMode* vid_mode = GetVideoMode(); - - glViewport(0, 0, vid_mode->width, vid_mode->height); -} - -/* Set the GL viewport */ -void APIENTRY glViewport(GLint x, GLint y, GLsizei width, GLsizei height) { - VIEWPORT.x = x; - VIEWPORT.y = y; - VIEWPORT.width = width; - VIEWPORT.height = height; - VIEWPORT.hwidth = ((GLfloat) VIEWPORT.width) * 0.5f; - VIEWPORT.hheight = ((GLfloat) VIEWPORT.height) * 0.5f; - VIEWPORT.x_plus_hwidth = VIEWPORT.x + VIEWPORT.hwidth; - VIEWPORT.y_plus_hheight = VIEWPORT.y + VIEWPORT.hheight; -} diff --git a/third_party/gldc/src/platform.h b/third_party/gldc/src/platform.h index c8d9a0e..ffcc6e2 100644 --- a/third_party/gldc/src/platform.h +++ b/third_party/gldc/src/platform.h @@ -32,17 +32,6 @@ typedef enum GPUList { GPU_LIST_PT_POLY = 4 } GPUList; -typedef enum GPUBlend { - GPU_BLEND_ZERO = 0, - GPU_BLEND_ONE = 1, - GPU_BLEND_DESTCOLOR = 2, - GPU_BLEND_INVDESTCOLOR = 3, - GPU_BLEND_SRCALPHA = 4, - GPU_BLEND_INVSRCALPHA = 5, - GPU_BLEND_DESTALPHA = 6, - GPU_BLEND_INVDESTALPHA = 7 -} GPUBlend; - typedef enum GPUDepthCompare { GPU_DEPTHCMP_NEVER = 0, GPU_DEPTHCMP_LESS = 1, @@ -146,13 +135,6 @@ typedef enum GPUTextureEnv { GPU_TXRENV_MODULATEALPHA = 3 } GPUTextureEnv; -typedef struct VideoMode { - uint16_t width; - uint16_t height; -} VideoMode; - -const VideoMode* GetVideoMode(); - /* Duplication of pvr_poly_cxt_t from KOS so that we can * compile on non-KOS platforms for testing */ @@ -241,15 +223,7 @@ enum GPUCommand { GPU_CMD_SPRITE = 0xA0000000 }; -typedef float Matrix4x4[16]; - -void SceneBegin(); - -void SceneListBegin(GPUList list); void SceneListSubmit(Vertex* v2, int n); -void SceneListFinish(); - -void SceneFinish(); #define GPU_TA_CMD_TYPE_SHIFT 24 #define GPU_TA_CMD_TYPE_MASK (7 << GPU_TA_CMD_TYPE_SHIFT) diff --git a/third_party/gldc/src/private.h b/third_party/gldc/src/private.h index af37a65..6051cf1 100644 --- a/third_party/gldc/src/private.h +++ b/third_party/gldc/src/private.h @@ -24,15 +24,6 @@ extern void* memcpy4 (void *dest, const void *src, size_t count); #define GL_FORCE_INLINE static GL_INLINE_DEBUG #define _GL_UNUSED(x) (void)(x) -#define _PACK4(v) ((v * 0xF) / 0xFF) -#define PACK_ARGB4444(a,r,g,b) (_PACK4(a) << 12) | (_PACK4(r) << 8) | (_PACK4(g) << 4) | (_PACK4(b)) -#define PACK_ARGB8888(a,r,g,b) ( ((a & 0xFF) << 24) | ((r & 0xFF) << 16) | ((g & 0xFF) << 8) | (b & 0xFF) ) -#define PACK_ARGB1555(a,r,g,b) \ - (((GLushort)(a > 0) << 15) | (((GLushort) r >> 3) << 10) | (((GLushort)g >> 3) << 5) | ((GLushort)b >> 3)) - -#define PACK_RGB565(r,g,b) \ - ((((GLushort)r & 0xf8) << 8) | (((GLushort) g & 0xfc) << 3) | ((GLushort) b >> 3)) - #define TRACE_ENABLED 0 #define TRACE() if(TRACE_ENABLED) {fprintf(stderr, "%s\n", __func__);} (void) 0 @@ -90,35 +81,6 @@ typedef struct { } __attribute__((aligned(32))) TextureObject; -#define argbcpy(dst, src) \ - *((GLuint*) dst) = *((const GLuint*) src) \ - - -typedef struct { - float xy[2]; -} _glvec2; - -typedef struct { - float xyz[3]; -} _glvec3; - -typedef struct { - float xyzw[4]; -} _glvec4; - -#define vec2cpy(dst, src) \ - *((_glvec2*) dst) = *((_glvec2*) src) - -#define vec3cpy(dst, src) \ - *((_glvec3*) dst) = *((_glvec3*) src) - -#define vec4cpy(dst, src) \ - *((_glvec4*) dst) = *((_glvec4*) src) - -GL_FORCE_INLINE float clamp(float d, float min, float max) { - return (d < min) ? min : (d > max) ? max : d; -} - GL_FORCE_INLINE void memcpy_vertex(Vertex *dest, const Vertex *src) { #ifdef __DREAMCAST__ _Complex float double_scratch; @@ -179,56 +141,46 @@ typedef enum { } ClipResult; -#define A8IDX 3 -#define R8IDX 2 -#define G8IDX 1 -#define B8IDX 0 - struct SubmissionTarget; -PolyList* _glOpaquePolyList(); -PolyList* _glPunchThruPolyList(); -PolyList *_glTransparentPolyList(); - void _glInitAttributePointers(); void _glInitContext(); void _glInitMatrices(); void _glInitSubmissionTarget(); -void _glMatrixLoadModelViewProjection(); - GLubyte _glInitTextures(); void _glUpdatePVRTextureContext(PolyContext* context, GLshort textureUnit); -GLboolean _glCheckValidEnum(GLint param, GLint* values, const char* func); - -GLenum _glGetShadeModel(); extern TextureObject* TEXTURE_ACTIVE; extern GLboolean TEXTURES_ENABLED; -GLboolean _glIsBlendingEnabled(); -GLboolean _glIsAlphaTestEnabled(); -GLboolean _glIsCullingEnabled(); -GLboolean _glIsDepthTestEnabled(); -GLboolean _glIsDepthWriteEnabled(); -GLboolean _glIsScissorTestEnabled(); -GLboolean _glIsFogEnabled(); -GLenum _glGetDepthFunc(); -GLenum _glGetCullFace(); -GLenum _glGetFrontFace(); -GLenum _glGetBlendSourceFactor(); -GLenum _glGetBlendDestFactor(); +extern GLenum DEPTH_FUNC; +extern GLboolean DEPTH_TEST_ENABLED; +extern GLboolean DEPTH_MASK_ENABLED; + +extern GLboolean CULLING_ENABLED; + +extern GLboolean FOG_ENABLED; +extern GLboolean ALPHA_TEST_ENABLED; + +extern GLboolean SCISSOR_TEST_ENABLED; +extern GLenum SHADE_MODEL; + +extern GLboolean BLEND_ENABLED; +extern GLenum BLEND_SRC_FACTOR; +extern GLenum BLEND_DST_FACTOR; + extern PolyList OP_LIST; extern PolyList PT_LIST; extern PolyList TR_LIST; GL_FORCE_INLINE PolyList* _glActivePolyList() { - if(_glIsBlendingEnabled()) { + if(BLEND_ENABLED) { return &TR_LIST; - } else if(_glIsAlphaTestEnabled()) { + } else if(ALPHA_TEST_ENABLED) { return &PT_LIST; } else { return &OP_LIST; @@ -257,10 +209,6 @@ GL_FORCE_INLINE void _glKosThrowError(GLenum error, const char *function) { } } -GL_FORCE_INLINE GLubyte _glKosHasError() { - return (LAST_ERROR != GL_NO_ERROR) ? GL_TRUE : GL_FALSE; -} - GL_FORCE_INLINE void _glKosResetError() { LAST_ERROR = GL_NO_ERROR; sprintf(ERROR_FUNCTION, "\n"); @@ -275,13 +223,8 @@ GLuint _glFreeContiguousTextureMemory(); void _glApplyScissor(bool force); -GLboolean _glNearZClippingEnabled(); - -GLboolean _glGPUStateIsDirty(); -void _glGPUStateMarkClean(); -void _glGPUStateMarkDirty(); - -#define MAX_GLDC_TEXTURE_UNITS 2 +extern GLboolean ZNEAR_CLIPPING_ENABLED; +extern GLboolean STATE_DIRTY; /* This is from KOS pvr_buffers.c */ diff --git a/third_party/gldc/src/sh4.c b/third_party/gldc/src/sh4.c index 76d23b4..693f57d 100644 --- a/third_party/gldc/src/sh4.c +++ b/third_party/gldc/src/sh4.c @@ -11,15 +11,6 @@ #define SQ_BASE_ADDRESS (void*) 0xe0000000 - -GL_FORCE_INLINE bool glIsVertex(const float flags) { - return flags == GPU_CMD_VERTEX_EOL || flags == GPU_CMD_VERTEX; -} - -GL_FORCE_INLINE bool glIsLastVertex(const float flags) { - return flags == GPU_CMD_VERTEX_EOL; -} - void InitGPU(_Bool autosort, _Bool fsaa) { pvr_init_params_t params = { /* Enable opaque and translucent polygons with size 32 and 32 */ @@ -45,15 +36,6 @@ void InitGPU(_Bool autosort, _Bool fsaa) { } } -void SceneBegin() { - pvr_wait_ready(); - pvr_scene_begin(); -} - -void SceneListBegin(GPUList list) { - pvr_list_begin(list); -} - GL_FORCE_INLINE float _glFastInvert(float x) { return (1.f / __builtin_sqrtf(x * x)); } @@ -144,7 +126,7 @@ void SceneListSubmit(Vertex* v2, int n) { return; } - const float h = GetVideoMode()->height; + const float h = vid_mode->height; PVR_SET(SPAN_SORT_CFG, 0x0); @@ -453,18 +435,3 @@ void SceneListSubmit(Vertex* v2, int n) { _glFlushBuffer(); } - -void SceneListFinish() { - pvr_list_finish(); -} - -void SceneFinish() { - pvr_scene_finish(); -} - -const VideoMode* GetVideoMode() { - static VideoMode mode; - mode.width = vid_mode->width; - mode.height = vid_mode->height; - return &mode; -} diff --git a/third_party/gldc/src/state.c b/third_party/gldc/src/state.c index 5d6f94e..298465f 100644 --- a/third_party/gldc/src/state.c +++ b/third_party/gldc/src/state.c @@ -4,146 +4,36 @@ #include "private.h" +GLboolean STATE_DIRTY = GL_TRUE; -static struct { - GLboolean is_dirty; - -/* We can't just use the GL_CONTEXT for this state as the two - * GL states are combined, so we store them separately and then - * calculate the appropriate PVR state from them. */ - GLenum depth_func; - GLboolean depth_test_enabled; - GLenum cull_face; - GLenum front_face; - GLboolean culling_enabled; - GLboolean znear_clipping_enabled; - GLboolean alpha_test_enabled; - GLboolean scissor_test_enabled; - GLboolean fog_enabled; - GLboolean depth_mask_enabled; - - struct { - GLint x; - GLint y; - GLsizei width; - GLsizei height; - GLboolean applied; - } scissor_rect; - - GLenum blend_sfactor; - GLenum blend_dfactor; - GLboolean blend_enabled; - - GLenum shade_model; -} GPUState = { - .is_dirty = GL_TRUE, - .depth_func = GL_LESS, - .depth_test_enabled = GL_FALSE, - .cull_face = GL_BACK, - .front_face = GL_CCW, - .culling_enabled = GL_FALSE, - .znear_clipping_enabled = GL_TRUE, - .alpha_test_enabled = GL_FALSE, - .scissor_test_enabled = GL_FALSE, - .fog_enabled = GL_FALSE, - .depth_mask_enabled = GL_FALSE, - .scissor_rect = {0, 0, 640, 480, false}, - .blend_sfactor = GL_ONE, - .blend_dfactor = GL_ZERO, - .blend_enabled = GL_FALSE, - .shade_model = GL_SMOOTH -}; - -void _glGPUStateMarkClean() { - GPUState.is_dirty = GL_FALSE; -} - -void _glGPUStateMarkDirty() { - GPUState.is_dirty = GL_TRUE; -} - -GLboolean _glGPUStateIsDirty() { - return GPUState.is_dirty; -} - -GLboolean _glIsDepthTestEnabled() { - return GPUState.depth_test_enabled; -} - -GLenum _glGetDepthFunc() { - return GPUState.depth_func; -} - -GLboolean _glIsDepthWriteEnabled() { - return GPUState.depth_mask_enabled; -} - -GLenum _glGetShadeModel() { - return GPUState.shade_model; -} +GLenum DEPTH_FUNC = GL_LESS; +GLboolean DEPTH_TEST_ENABLED = GL_FALSE; +GLboolean DEPTH_MASK_ENABLED = GL_FALSE; -GLboolean _glIsBlendingEnabled() { - return GPUState.blend_enabled; -} - -GLboolean _glIsAlphaTestEnabled() { - return GPUState.alpha_test_enabled; -} - -GLboolean _glIsCullingEnabled() { - return GPUState.culling_enabled; -} - -GLenum _glGetCullFace() { - return GPUState.cull_face; -} - -GLenum _glGetFrontFace() { - return GPUState.front_face; -} - -GLboolean _glIsFogEnabled() { - return GPUState.fog_enabled; -} - -GLboolean _glIsScissorTestEnabled() { - return GPUState.scissor_test_enabled; -} +GLboolean CULLING_ENABLED = GL_FALSE; -GLboolean _glNearZClippingEnabled() { - return GPUState.znear_clipping_enabled; -} +GLboolean FOG_ENABLED = GL_FALSE; +GLboolean ALPHA_TEST_ENABLED = GL_FALSE; -void _glApplyScissor(bool force); +GLboolean SCISSOR_TEST_ENABLED = GL_FALSE; +GLenum SHADE_MODEL = GL_SMOOTH; +GLboolean ZNEAR_CLIPPING_ENABLED = GL_TRUE; -GLenum _glGetBlendSourceFactor() { - return GPUState.blend_sfactor; -} +GLboolean BLEND_ENABLED = GL_FALSE; +GLenum BLEND_SRC_FACTOR = PVR_BLEND_ZERO; +GLenum BLEND_DST_FACTOR = PVR_BLEND_ONE; -GLenum _glGetBlendDestFactor() { - return GPUState.blend_dfactor; -} - - -GLboolean _glCheckValidEnum(GLint param, GLint* values, const char* func) { - GLubyte found = 0; - while(*values != 0) { - if(*values == param) { - found++; - break; - } - values++; - } +GLboolean TEXTURES_ENABLED = GL_FALSE; - if(!found) { - _glKosThrowError(GL_INVALID_ENUM, func); - return GL_TRUE; - } - return GL_FALSE; -} +static struct { + GLint x; + GLint y; + GLsizei width; + GLsizei height; + GLboolean applied; +} scissor_rect = {0, 0, 640, 480, false}; -GLboolean TEXTURES_ENABLED = GL_FALSE; void _glUpdatePVRTextureContext(PolyContext *context, GLshort textureUnit) { const TextureObject *tx1 = TEXTURE_ACTIVE; @@ -158,7 +48,7 @@ void _glUpdatePVRTextureContext(PolyContext *context, GLshort textureUnit) { return; } - context->txr.alpha = (GPUState.blend_enabled || GPUState.alpha_test_enabled) ? GPU_TXRALPHA_ENABLE : GPU_TXRALPHA_DISABLE; + context->txr.alpha = (BLEND_ENABLED || ALPHA_TEST_ENABLED) ? GPU_TXRALPHA_ENABLE : GPU_TXRALPHA_DISABLE; GLuint filter = GPU_FILTER_NEAREST; @@ -183,18 +73,14 @@ void _glUpdatePVRTextureContext(PolyContext *context, GLshort textureUnit) { } void _glInitContext() { - const VideoMode* mode = GetVideoMode(); - - GPUState.scissor_rect.x = 0; - GPUState.scissor_rect.y = 0; - GPUState.scissor_rect.width = mode->width; - GPUState.scissor_rect.height = mode->height; + scissor_rect.x = 0; + scissor_rect.y = 0; + scissor_rect.width = vid_mode->width; + scissor_rect.height = vid_mode->height; glClearDepth(1.0f); glDepthFunc(GL_LESS); glDepthMask(GL_TRUE); - glFrontFace(GL_CCW); - glCullFace(GL_BACK); glShadeModel(GL_SMOOTH); glDisable(GL_ALPHA_TEST); @@ -210,51 +96,44 @@ GLAPI void APIENTRY glEnable(GLenum cap) { case GL_TEXTURE_2D: if(TEXTURES_ENABLED != GL_TRUE) { TEXTURES_ENABLED = GL_TRUE; - GPUState.is_dirty = GL_TRUE; + STATE_DIRTY = GL_TRUE; } break; case GL_CULL_FACE: { - if(GPUState.culling_enabled != GL_TRUE) { - GPUState.culling_enabled = GL_TRUE; - GPUState.is_dirty = GL_TRUE; - } - + CULLING_ENABLED = GL_TRUE; + STATE_DIRTY = GL_TRUE; } break; case GL_DEPTH_TEST: { - if(GPUState.depth_test_enabled != GL_TRUE) { - GPUState.depth_test_enabled = GL_TRUE; - GPUState.is_dirty = GL_TRUE; + if(DEPTH_TEST_ENABLED != GL_TRUE) { + DEPTH_TEST_ENABLED = GL_TRUE; + STATE_DIRTY = GL_TRUE; } } break; case GL_BLEND: { - if(GPUState.blend_enabled != GL_TRUE) { - GPUState.blend_enabled = GL_TRUE; - GPUState.is_dirty = GL_TRUE; + if(BLEND_ENABLED != GL_TRUE) { + BLEND_ENABLED = GL_TRUE; + STATE_DIRTY = GL_TRUE; } } break; case GL_SCISSOR_TEST: { - if(GPUState.scissor_test_enabled != GL_TRUE) { - GPUState.scissor_test_enabled = GL_TRUE; - GPUState.is_dirty = GL_TRUE; - } + SCISSOR_TEST_ENABLED = GL_TRUE; + STATE_DIRTY = GL_TRUE; } break; case GL_FOG: - if(GPUState.fog_enabled != GL_TRUE) { - GPUState.fog_enabled = GL_TRUE; - GPUState.is_dirty = GL_TRUE; + if(FOG_ENABLED != GL_TRUE) { + FOG_ENABLED = GL_TRUE; + STATE_DIRTY = GL_TRUE; } break; case GL_ALPHA_TEST: { - if(GPUState.alpha_test_enabled != GL_TRUE) { - GPUState.alpha_test_enabled = GL_TRUE; - GPUState.is_dirty = GL_TRUE; + if(ALPHA_TEST_ENABLED != GL_TRUE) { + ALPHA_TEST_ENABLED = GL_TRUE; + STATE_DIRTY = GL_TRUE; } } break; case GL_NEARZ_CLIPPING_KOS: - if(GPUState.znear_clipping_enabled != GL_TRUE) { - GPUState.znear_clipping_enabled = GL_TRUE; - GPUState.is_dirty = GL_TRUE; - } + ZNEAR_CLIPPING_ENABLED = GL_TRUE; + STATE_DIRTY = GL_TRUE; break; default: break; @@ -266,51 +145,44 @@ GLAPI void APIENTRY glDisable(GLenum cap) { case GL_TEXTURE_2D: if(TEXTURES_ENABLED != GL_FALSE) { TEXTURES_ENABLED = GL_FALSE; - GPUState.is_dirty = GL_TRUE; + STATE_DIRTY = GL_TRUE; } break; case GL_CULL_FACE: { - if(GPUState.culling_enabled != GL_FALSE) { - GPUState.culling_enabled = GL_FALSE; - GPUState.is_dirty = GL_TRUE; - } - + CULLING_ENABLED = GL_FALSE; + STATE_DIRTY = GL_TRUE; } break; case GL_DEPTH_TEST: { - if(GPUState.depth_test_enabled != GL_FALSE) { - GPUState.depth_test_enabled = GL_FALSE; - GPUState.is_dirty = GL_TRUE; + if(DEPTH_TEST_ENABLED != GL_FALSE) { + DEPTH_TEST_ENABLED = GL_FALSE; + STATE_DIRTY = GL_TRUE; } } break; case GL_BLEND: { - if(GPUState.blend_enabled != GL_FALSE) { - GPUState.blend_enabled = GL_FALSE; - GPUState.is_dirty = GL_TRUE; + if(BLEND_ENABLED != GL_FALSE) { + BLEND_ENABLED = GL_FALSE; + STATE_DIRTY = GL_TRUE; } } break; case GL_SCISSOR_TEST: { - if(GPUState.scissor_test_enabled != GL_FALSE) { - GPUState.scissor_test_enabled = GL_FALSE; - GPUState.is_dirty = GL_TRUE; - } + SCISSOR_TEST_ENABLED = GL_FALSE; + STATE_DIRTY = GL_TRUE; } break; case GL_FOG: - if(GPUState.fog_enabled != GL_FALSE) { - GPUState.fog_enabled = GL_FALSE; - GPUState.is_dirty = GL_TRUE; + if(FOG_ENABLED != GL_FALSE) { + FOG_ENABLED = GL_FALSE; + STATE_DIRTY = GL_TRUE; } break; case GL_ALPHA_TEST: { - if(GPUState.alpha_test_enabled != GL_FALSE) { - GPUState.alpha_test_enabled = GL_FALSE; - GPUState.is_dirty = GL_TRUE; + if(ALPHA_TEST_ENABLED != GL_FALSE) { + ALPHA_TEST_ENABLED = GL_FALSE; + STATE_DIRTY = GL_TRUE; } } break; case GL_NEARZ_CLIPPING_KOS: - if(GPUState.znear_clipping_enabled != GL_FALSE) { - GPUState.znear_clipping_enabled = GL_FALSE; - GPUState.is_dirty = GL_TRUE; - } + ZNEAR_CLIPPING_ENABLED = GL_FALSE; + STATE_DIRTY = GL_TRUE; break; default: break; @@ -328,49 +200,28 @@ GLAPI void APIENTRY glClearDepth(GLfloat depth) { } GLAPI void APIENTRY glDepthMask(GLboolean flag) { - if(GPUState.depth_mask_enabled != flag) { - GPUState.depth_mask_enabled = flag; - GPUState.is_dirty = GL_TRUE; + if(DEPTH_MASK_ENABLED != flag) { + DEPTH_MASK_ENABLED = flag; + STATE_DIRTY = GL_TRUE; } } GLAPI void APIENTRY glDepthFunc(GLenum func) { - if(GPUState.depth_func != func) { - GPUState.depth_func = func; - GPUState.is_dirty = GL_TRUE; - } -} - -/* Culling */ -GLAPI void APIENTRY glFrontFace(GLenum mode) { - if(GPUState.front_face != mode) { - GPUState.front_face = mode; - GPUState.is_dirty = GL_TRUE; - } -} - -GLAPI void APIENTRY glCullFace(GLenum mode) { - if(GPUState.cull_face != mode) { - GPUState.cull_face = mode; - GPUState.is_dirty = GL_TRUE; - } + DEPTH_FUNC = func; + STATE_DIRTY = GL_TRUE; } /* Shading - Flat or Goraud */ GLAPI void APIENTRY glShadeModel(GLenum mode) { - if(GPUState.shade_model != mode) { - GPUState.shade_model = mode; - GPUState.is_dirty = GL_TRUE; - } + SHADE_MODEL = mode; + STATE_DIRTY = GL_TRUE; } /* Blending */ GLAPI void APIENTRY glBlendFunc(GLenum sfactor, GLenum dfactor) { - if(GPUState.blend_dfactor != dfactor || GPUState.blend_sfactor != sfactor) { - GPUState.blend_sfactor = sfactor; - GPUState.blend_dfactor = dfactor; - GPUState.is_dirty = GL_TRUE; - } + BLEND_SRC_FACTOR = sfactor; + BLEND_DST_FACTOR = dfactor; + STATE_DIRTY = GL_TRUE; } @@ -381,19 +232,19 @@ GLAPI void APIENTRY glAlphaFunc(GLenum func, GLclampf ref) { void APIENTRY glScissor(GLint x, GLint y, GLsizei width, GLsizei height) { - if(GPUState.scissor_rect.x == x && - GPUState.scissor_rect.y == y && - GPUState.scissor_rect.width == width && - GPUState.scissor_rect.height == height) { + if(scissor_rect.x == x && + scissor_rect.y == y && + scissor_rect.width == width && + scissor_rect.height == height) { return; } - GPUState.scissor_rect.x = x; - GPUState.scissor_rect.y = y; - GPUState.scissor_rect.width = width; - GPUState.scissor_rect.height = height; - GPUState.scissor_rect.applied = false; - GPUState.is_dirty = GL_TRUE; // FIXME: do we need this? + scissor_rect.x = x; + scissor_rect.y = y; + scissor_rect.width = width; + scissor_rect.height = height; + scissor_rect.applied = false; + STATE_DIRTY = GL_TRUE; // FIXME: do we need this? _glApplyScissor(false); } @@ -423,12 +274,12 @@ void APIENTRY glScissor(GLint x, GLint y, GLsizei width, GLsizei height) { */ void _glApplyScissor(bool force) { /* Don't do anyting if clipping is disabled */ - if(!GPUState.scissor_test_enabled) { + if(!SCISSOR_TEST_ENABLED) { return; } /* Don't apply if we already applied - nothing changed */ - if(GPUState.scissor_rect.applied && !force) { + if(scissor_rect.applied && !force) { return; } @@ -436,14 +287,12 @@ void _glApplyScissor(bool force) { GLint miny, maxx, maxy; - const VideoMode* vid_mode = GetVideoMode(); - - GLsizei scissor_width = MAX(MIN(GPUState.scissor_rect.width, vid_mode->width), 0); - GLsizei scissor_height = MAX(MIN(GPUState.scissor_rect.height, vid_mode->height), 0); + GLsizei scissor_width = MAX(MIN(scissor_rect.width, vid_mode->width), 0); + GLsizei scissor_height = MAX(MIN(scissor_rect.height, vid_mode->height), 0); /* force the origin to the lower left-hand corner of the screen */ - miny = (vid_mode->height - scissor_height) - GPUState.scissor_rect.y; - maxx = (scissor_width + GPUState.scissor_rect.x); + miny = (vid_mode->height - scissor_height) - scissor_rect.y; + maxx = (scissor_width + scissor_rect.x); maxy = (scissor_height + miny); /* load command structure while mapping screen coords to TA tiles */ @@ -453,16 +302,16 @@ void _glApplyScissor(bool force) { uint16_t vw = vid_mode->width >> 5; uint16_t vh = vid_mode->height >> 5; - c.sx = CLAMP(GPUState.scissor_rect.x >> 5, 0, vw); + c.sx = CLAMP(scissor_rect.x >> 5, 0, vw); c.sy = CLAMP(miny >> 5, 0, vh); c.ex = CLAMP((maxx >> 5) - 1, 0, vw); c.ey = CLAMP((maxy >> 5) - 1, 0, vh); - aligned_vector_push_back(&_glOpaquePolyList()->vector, &c, 1); - aligned_vector_push_back(&_glPunchThruPolyList()->vector, &c, 1); - aligned_vector_push_back(&_glTransparentPolyList()->vector, &c, 1); + aligned_vector_push_back(&OP_LIST.vector, &c, 1); + aligned_vector_push_back(&PT_LIST.vector, &c, 1); + aligned_vector_push_back(&TR_LIST.vector, &c, 1); - GPUState.scissor_rect.applied = true; + scissor_rect.applied = true; } void APIENTRY glGetIntegerv(GLenum pname, GLint *params) { @@ -494,3 +343,24 @@ const GLubyte *glGetString(GLenum name) { return (const GLubyte*) "GL_KOS_ERROR: ENUM Unsupported\n"; } + + +Viewport VIEWPORT = { + 0, 0, 640, 480, 320.0f, 240.0f, 320.0f, 240.0f +}; + +void _glInitMatrices() { + glViewport(0, 0, vid_mode->width, vid_mode->height); +} + +/* Set the GL viewport */ +void APIENTRY glViewport(GLint x, GLint y, GLsizei width, GLsizei height) { + VIEWPORT.x = x; + VIEWPORT.y = y; + VIEWPORT.width = width; + VIEWPORT.height = height; + VIEWPORT.hwidth = ((GLfloat) VIEWPORT.width) * 0.5f; + VIEWPORT.hheight = ((GLfloat) VIEWPORT.height) * 0.5f; + VIEWPORT.x_plus_hwidth = VIEWPORT.x + VIEWPORT.hwidth; + VIEWPORT.y_plus_hheight = VIEWPORT.y + VIEWPORT.hheight; +} \ No newline at end of file diff --git a/third_party/gldc/src/texture.c b/third_party/gldc/src/texture.c index c9b6fa2..951e496 100644 --- a/third_party/gldc/src/texture.c +++ b/third_party/gldc/src/texture.c @@ -132,7 +132,7 @@ void APIENTRY gldcBindTexture(GLuint id) { gl_assert(TEXTURE_OBJECTS.element_size > 0); - _glGPUStateMarkDirty(); + STATE_DIRTY = GL_TRUE; } static GLuint _determinePVRFormat(GLint internalFormat, GLenum type) { @@ -235,7 +235,7 @@ void APIENTRY gldcAllocTexture(GLsizei w, GLsizei h, GLenum format, GLenum type) * code less flexible to change in the future */ active->color &= ~(1 << 26); - _glGPUStateMarkDirty(); + STATE_DIRTY = GL_TRUE; } GLAPI void APIENTRY gldcGetTexture(GLvoid** data, GLsizei* width, GLsizei* height) {