(RGL PS3) Cleanups #2

This commit is contained in:
twinaphex 2014-02-18 22:49:16 +01:00
parent 1ffc247a7f
commit 5ed44d53b0

View File

@ -328,11 +328,11 @@ static void setSamplervp (void *data, const void*v, int /* index */)
// this may be called by a connected param to propagate its value
// the spec says that the set should not cause the bind
// so only do the bind when the call comes from cgGLEnableTextureParameter
if (v)
{
CgRuntimeParameter *ptr = (CgRuntimeParameter*)data;
*(GLuint*)ptr->pushBufferPointer = *( GLuint* )v;
}
if (!v)
return;
CgRuntimeParameter *ptr = (CgRuntimeParameter*)data;
*(GLuint*)ptr->pushBufferPointer = *( GLuint* )v;
}
@ -1280,13 +1280,367 @@ void rglDumpFifo (char *name);
const uint32_t c_rounded_size_ofrglDrawParams = (sizeof(rglDrawParams)+0x7f)&~0x7f;
static uint8_t s_dparams_buff[ c_rounded_size_ofrglDrawParams ] __attribute__((aligned(128)));
static void update_state_validation(void)
{
RGLcontext* LContext = (RGLcontext*)_CurrentContext;
CellGcmContextData *thisContext = (CellGcmContextData*)gCellGcmCurrentContext;
GLuint mask = RGL_VALIDATE_ALL;
LContext->needValidate &= mask;
GLuint needValidate = LContext->needValidate;
if (RGL_UNLIKELY( needValidate & RGL_VALIDATE_TEXTURES_USED))
{
long unitInUseCount = LContext->BoundFragmentProgram->samplerCount;
const GLuint* unitsInUse = LContext->BoundFragmentProgram->samplerUnits;
for ( long i = 0; i < unitInUseCount; ++i )
{
long unit = unitsInUse[i];
rglTexture* texture = LContext->TextureImageUnits[unit].currentTexture;
if (!texture)
continue;
// Validate resources of a texture and set it to a unit
if (RGL_UNLIKELY( texture->revalidate))
rglPlatformValidateTextureResources(texture); // this updates the isComplete bit.
GLboolean isCompleteCache = texture->isComplete;
if (RGL_LIKELY(isCompleteCache))
{
// Set a texture to a gcm texture unit
rglGcmTexture *platformTexture = ( rglGcmTexture * )texture->platformTexture;
const GLuint imageOffset = gmmIdToOffset(platformTexture->gpuAddressId) +
platformTexture->gpuAddressIdOffset;
platformTexture->gcmTexture.offset = imageOffset;
// set up the texture unit with the info for the current texture
// bind texture , control 1,3,format and remap
const CellGcmTexture *texture = (const CellGcmTexture*)&platformTexture->gcmTexture;
rglGcmSetTextureBorder(thisContext, unit, texture, 0x1);
CellGcmContextData *gcm_context = (CellGcmContextData*)&rglGcmState_i.fifo;
gcm_emit_at(gcm_context->current, 0, CELL_GCM_METHOD_HEADER_TEXTURE_OFFSET(unit, 8));
gcm_emit_at(gcm_context->current, 1, CELL_GCM_METHOD_DATA_TEXTURE_OFFSET(platformTexture->gcmTexture.offset));
gcm_emit_at(gcm_context->current, 2, CELL_GCM_METHOD_DATA_TEXTURE_FORMAT(platformTexture->gcmTexture.location,
platformTexture->gcmTexture.cubemap,
platformTexture->gcmTexture.dimension,
platformTexture->gcmTexture.format,
platformTexture->gcmTexture.mipmap));
gcm_emit_at(gcm_context->current, 3, CELL_GCM_METHOD_DATA_TEXTURE_ADDRESS( platformTexture->gcmMethods.address.wrapS,
platformTexture->gcmMethods.address.wrapT,
platformTexture->gcmMethods.address.wrapR,
platformTexture->gcmMethods.address.unsignedRemap,
platformTexture->gcmMethods.address.zfunc,
platformTexture->gcmMethods.address.gamma,
0));
gcm_emit_at(gcm_context->current, 4, CELL_GCM_METHOD_DATA_TEXTURE_CONTROL0(CELL_GCM_TRUE,
platformTexture->gcmMethods.control0.minLOD,
platformTexture->gcmMethods.control0.maxLOD,
platformTexture->gcmMethods.control0.maxAniso));
gcm_emit_at(gcm_context->current, 5, platformTexture->gcmTexture.remap);
gcm_emit_at(gcm_context->current, 6, CELL_GCM_METHOD_DATA_TEXTURE_FILTER(
(platformTexture->gcmMethods.filter.bias & 0x1fff),
platformTexture->gcmMethods.filter.min,
platformTexture->gcmMethods.filter.mag,
platformTexture->gcmMethods.filter.conv));
gcm_emit_at(gcm_context->current, 7, CELL_GCM_METHOD_DATA_TEXTURE_IMAGE_RECT(
platformTexture->gcmTexture.height,
platformTexture->gcmTexture.width));
gcm_emit_at(gcm_context->current, 8, CELL_GCM_METHOD_DATA_TEXTURE_BORDER_COLOR(
platformTexture->gcmMethods.borderColor));
gcm_emit_at(gcm_context->current, 9, CELL_GCM_METHOD_HEADER_TEXTURE_CONTROL3(unit,1));
gcm_emit_at(gcm_context->current, 10, CELL_GCM_METHOD_DATA_TEXTURE_CONTROL3(platformTexture->gcmTexture.pitch,
platformTexture->gcmTexture.depth));
gcm_finish_n_commands(gcm_context->current, 11);
}
else
{
// Validate incomplete texture by remapping
GLuint remap = CELL_GCM_REMAP_MODE(
CELL_GCM_TEXTURE_REMAP_ORDER_XYXY,
CELL_GCM_TEXTURE_REMAP_FROM_A,
CELL_GCM_TEXTURE_REMAP_FROM_R,
CELL_GCM_TEXTURE_REMAP_FROM_G,
CELL_GCM_TEXTURE_REMAP_FROM_B,
CELL_GCM_TEXTURE_REMAP_ONE,
CELL_GCM_TEXTURE_REMAP_ZERO,
CELL_GCM_TEXTURE_REMAP_ZERO,
CELL_GCM_TEXTURE_REMAP_ZERO );
rglGcmSetTextureControl(thisContext, unit, CELL_GCM_FALSE, 0, 0, 0 ); // disable control 0
rglGcmSetTextureRemap(thisContext, unit, remap ); // set texture remap only
}
}
}
if (RGL_UNLIKELY(needValidate & RGL_VALIDATE_VERTEX_PROGRAM))
{
const _CGprogram *program = (const _CGprogram*)LContext->BoundVertexProgram;
__dcbt(program->ucode);
__dcbt(((uint8_t*)program->ucode)+128);
__dcbt(((uint8_t*)program->ucode)+256);
__dcbt(((uint8_t*)program->ucode)+384);
CellCgbVertexProgramConfiguration conf;
conf.instructionSlot = program->header.vertexProgram.instructionSlot;
conf.instructionCount = program->header.instructionCount;
conf.registerCount = program->header.vertexProgram.registerCount;
conf.attributeInputMask = program->header.attributeInputMask;
rglGcmFifo *fifo = (rglGcmFifo*)&rglGcmState_i.fifo;
GLuint spaceInWords = 7 + 5 * conf.instructionCount;
// Push a CG program onto the current command buffer
// make sure there is space for the pushbuffer + any nops we need to add for alignment
if ( fifo->ctx.current + spaceInWords + 1024 > fifo->ctx.end )
rglOutOfSpaceCallback( fifo, spaceInWords );
rglGcmSetVertexProgramLoad(thisContext, &conf, program->ucode );
rglGcmSetUserClipPlaneControl(thisContext, 0, 0, 0, 0, 0, 0 );
rglGcmInterpolantState *s = &rglGcmState_i.state.interpolant;
s->vertexProgramAttribMask = program->header.vertexProgram.attributeOutputMask;
rglGcmSetVertexAttribOutputMask(thisContext, (( s->vertexProgramAttribMask) &
s->fragmentProgramAttribMask));
int count = program->defaultValuesIndexCount;
for ( int i = 0;i < count;i++ )
{
const CgParameterEntry *parameterEntry = program->parametersEntries + program->defaultValuesIndices[i].entryIndex;
GLboolean cond = (( parameterEntry->flags & CGPF_REFERENCED )
&& ( parameterEntry->flags & CGPV_MASK ) == CGPV_CONSTANT );
if (!cond)
continue;
const float *value = program->defaultValues +
program->defaultValuesIndices[i].defaultValueIndex;
const CgParameterResource *parameterResource = rglGetParameterResource( program, parameterEntry );
GLboolean cond2 = parameterResource->resource != (uint16_t) - 1;
if (!cond2)
continue;
switch ( parameterResource->type )
{
case CG_FLOAT:
case CG_FLOAT1:
case CG_FLOAT2:
case CG_FLOAT3:
case CG_FLOAT4:
case CG_HALF:
case CG_HALF1:
case CG_HALF2:
case CG_HALF3:
case CG_HALF4:
case CG_INT:
case CG_INT1:
case CG_INT2:
case CG_INT3:
case CG_INT4:
case CG_BOOL:
case CG_BOOL1:
case CG_BOOL2:
case CG_BOOL3:
case CG_BOOL4:
case CG_FIXED:
case CG_FIXED1:
case CG_FIXED2:
case CG_FIXED3:
case CG_FIXED4:
rglGcmSetVertexProgramParameterBlock(gCellGcmCurrentContext, parameterResource->resource, 1, value );
break;
case CG_FLOAT4x4:
case CG_HALF4x4:
case CG_INT4x4:
case CG_BOOL4x4:
case CG_FIXED4x4:
// set 4 consts
{
GLfloat v2[16];
v2[0] = value[0];
v2[1] = value[4];
v2[2] = value[8];
v2[3] = value[12];
v2[4] = value[1];
v2[5] = value[5];
v2[6] = value[9];
v2[7] = value[13];
v2[8] = value[2];
v2[9] = value[6];
v2[10] = value[10];
v2[11] = value[14];
v2[12] = value[3];
v2[13] = value[7];
v2[14] = value[11];
v2[15] = value[15];
rglGcmSetVertexProgramParameterBlock(gCellGcmCurrentContext, parameterResource->resource, 4, v2 );
}
break;
case CG_FLOAT3x3:
case CG_HALF3x3:
case CG_INT3x3:
case CG_BOOL3x3:
case CG_FIXED3x3:
// set 3 consts
{
GLfloat v2[12];
v2[0] = value[0];
v2[1] = value[3];
v2[2] = value[6];
v2[3] = 0;
v2[4] = value[1];
v2[5] = value[4];
v2[6] = value[7];
v2[7] = 0;
v2[8] = value[2];
v2[9] = value[5];
v2[10] = value[8];
v2[11] = 0;
rglGcmSetVertexProgramParameterBlock(gCellGcmCurrentContext, parameterResource->resource, 3, v2 );
}
break;
}
}
// Set all uniforms.
if(!(LContext->needValidate & RGL_VALIDATE_VERTEX_CONSTANTS) && LContext->BoundVertexProgram->parentContext)
needValidate |= RGL_VALIDATE_VERTEX_CONSTANTS;
}
if (RGL_LIKELY(needValidate & RGL_VALIDATE_VERTEX_CONSTANTS))
{
_CGprogram *cgprog = LContext->BoundVertexProgram;
rglGcmFifo *fifo = (rglGcmFifo*)&rglGcmState_i.fifo;
GLuint spaceInWords = cgprog->constantPushBufferWordSize + 4 + 32;
// Push a CG program onto the current command buffer
// make sure there is space for the pushbuffer + any nops we need to add for alignment
if ( fifo->ctx.current + spaceInWords + 1024 > fifo->ctx.end )
rglOutOfSpaceCallback( fifo, spaceInWords );
// first add nops to get us the next alligned position in the fifo
// [YLIN] Use VMX register to copy
uint32_t padding_in_word = ( ( 0x10-(((uint32_t)rglGcmState_i.fifo.ctx.current)&0xf))&0xf )>>2;
uint32_t padded_size = ( ((cgprog->constantPushBufferWordSize)<<2) + 0xf )&~0xf;
unsigned i;
rglGcmSetNopCommand(thisContext, i, padding_in_word );
memcpy(rglGcmState_i.fifo.ctx.current, cgprog->constantPushBuffer, padded_size);
rglGcmState_i.fifo.ctx.current+=cgprog->constantPushBufferWordSize;
}
if (RGL_UNLIKELY(needValidate & RGL_VALIDATE_FRAGMENT_PROGRAM))
{
// Set up the current fragment program on hardware
rglGcmDriver *driver = (rglGcmDriver*)_CurrentDevice->rasterDriver;
_CGprogram *program = LContext->BoundFragmentProgram;
// params are set directly in the GPU memory, so there is nothing to be done here.
CellCgbFragmentProgramConfiguration conf;
conf.offset = gmmIdToOffset(program->loadProgramId) + program->loadProgramOffset;
rglGcmInterpolantState *s = &rglGcmState_i.state.interpolant;
s->fragmentProgramAttribMask |= program->header.attributeInputMask | CELL_GCM_ATTRIB_OUTPUT_MASK_POINTSIZE;
conf.attributeInputMask = ( s->vertexProgramAttribMask) &
s->fragmentProgramAttribMask;
conf.texCoordsInputMask = program->header.fragmentProgram.texcoordInputMask;
conf.texCoords2D = program->header.fragmentProgram.texcoord2d;
conf.texCoordsCentroid = program->header.fragmentProgram.texcoordCentroid;
int fragmentControl = ( 1 << 15 ) | ( 1 << 10 );
fragmentControl |= program->header.fragmentProgram.flags & CGF_DEPTHREPLACE ? 0xE : 0x0;
fragmentControl |= program->header.fragmentProgram.flags & CGF_OUTPUTFROMH0 ? 0x00 : 0x40;
fragmentControl |= program->header.fragmentProgram.flags & CGF_PIXELKILL ? 0x80 : 0x00;
conf.fragmentControl = fragmentControl;
conf.registerCount = program->header.fragmentProgram.registerCount < 2 ? 2 : program->header.fragmentProgram.registerCount;
conf.fragmentControl &= ~CELL_GCM_MASK_SET_SHADER_CONTROL_CONTROL_TXP;
/* TODO - look into this */
conf.fragmentControl |= 0 << CELL_GCM_SHIFT_SET_SHADER_CONTROL_CONTROL_TXP;
rglGcmSetFragmentProgramLoad(thisContext, &conf, CELL_GCM_LOCATION_LOCAL);
bool cullNearFarEnable = (program->header.fragmentProgram.flags & CGF_DEPTHREPLACE ) ? false : true;
rglGcmSetZMinMaxControl(thisContext, cullNearFarEnable, false, false );
driver->fpLoadProgramId = program->loadProgramId;
driver->fpLoadProgramOffset = program->loadProgramOffset;
}
if ( RGL_LIKELY(( needValidate & ~( RGL_VALIDATE_TEXTURES_USED |
RGL_VALIDATE_VERTEX_PROGRAM |
RGL_VALIDATE_VERTEX_CONSTANTS |
RGL_VALIDATE_FRAGMENT_PROGRAM ) ) == 0 ) )
{
LContext->needValidate = 0;
return;
}
if ( RGL_UNLIKELY( needValidate & RGL_VALIDATE_VIEWPORT ) )
{
rglGcmViewportState *v = &rglGcmState_i.state.viewport;
v->x = LContext->ViewPort.X;
v->y = LContext->ViewPort.Y;
v->w = LContext->ViewPort.XSize;
v->h = LContext->ViewPort.YSize;
rglGcmFifoGlViewport(v, LContext->DepthNear, LContext->DepthFar);
}
if (RGL_UNLIKELY(needValidate & RGL_VALIDATE_BLENDING ))
{
if ((LContext->Blending))
{
rglGcmSetBlendEnable(gCellGcmCurrentContext, LContext->Blending );
rglGcmBlendState *blend = &rglGcmState_i.state.blend;
GLuint hwColor;
blend->r = LContext->BlendColor.R;
blend->g = LContext->BlendColor.G;
blend->b = LContext->BlendColor.B;
blend->a = LContext->BlendColor.A;
if (rglGcmState_i.renderTarget.colorFormat == RGLGCM_ARGB8)
{
RGLGCM_CALC_COLOR_LE_ARGB8( &hwColor, blend->r, blend->g, blend->b, blend->a );
rglGcmSetBlendColor(gCellGcmCurrentContext, hwColor, hwColor);
}
rglGcmSetBlendEquation(gCellGcmCurrentContext, LContext->BlendEquationRGB, LContext->BlendEquationAlpha);
rglGcmSetBlendFunc(gCellGcmCurrentContext, LContext->BlendFactorSrcRGB, LContext->BlendFactorDestRGB,
LContext->BlendFactorSrcAlpha, LContext->BlendFactorDestAlpha);
}
}
LContext->needValidate = 0;
}
// Fast rendering path called by several glDraw calls:
// glDrawElements, glDrawRangeElements, glDrawArrays
// Slow rendering calls this function also, though it must also perform various
// memory setup operations first
GLAPI void APIENTRY glDrawArrays (GLenum mode, GLint first, GLsizei count)
{
RGLcontext* LContext = _CurrentContext;
RGLcontext* LContext = (RGLcontext*)_CurrentContext;
CellGcmContextData *thisContext = (CellGcmContextData*)gCellGcmCurrentContext;
if (RGL_UNLIKELY(!RGLBIT_GET(LContext->attribs->EnabledMask, RGL_ATTRIB_POSITION_INDEX)))
@ -1303,360 +1657,8 @@ GLAPI void APIENTRY glDrawArrays (GLenum mode, GLint first, GLsizei count)
dparams->firstVertex = first;
dparams->vertexCount = count;
if ( LContext->needValidate )
{
GLuint mask = RGL_VALIDATE_ALL;
LContext->needValidate &= mask;
GLuint needValidate = LContext->needValidate;
if (RGL_UNLIKELY( needValidate & RGL_VALIDATE_TEXTURES_USED))
{
long unitInUseCount = LContext->BoundFragmentProgram->samplerCount;
const GLuint* unitsInUse = LContext->BoundFragmentProgram->samplerUnits;
for ( long i = 0; i < unitInUseCount; ++i )
{
long unit = unitsInUse[i];
rglTexture* texture = LContext->TextureImageUnits[unit].currentTexture;
if (!texture)
continue;
// Validate resources of a texture and set it to a unit
if (RGL_UNLIKELY( texture->revalidate))
rglPlatformValidateTextureResources(texture); // this updates the isComplete bit.
GLboolean isCompleteCache = texture->isComplete;
if (RGL_LIKELY(isCompleteCache))
{
// Set a texture to a gcm texture unit
rglGcmTexture *platformTexture = ( rglGcmTexture * )texture->platformTexture;
const GLuint imageOffset = gmmIdToOffset(platformTexture->gpuAddressId) +
platformTexture->gpuAddressIdOffset;
platformTexture->gcmTexture.offset = imageOffset;
// set up the texture unit with the info for the current texture
// bind texture , control 1,3,format and remap
const CellGcmTexture *texture = (const CellGcmTexture*)&platformTexture->gcmTexture;
rglGcmSetTextureBorder(thisContext, unit, texture, 0x1);
CellGcmContextData *gcm_context = (CellGcmContextData*)&rglGcmState_i.fifo;
gcm_emit_at(gcm_context->current, 0, CELL_GCM_METHOD_HEADER_TEXTURE_OFFSET(unit, 8));
gcm_emit_at(gcm_context->current, 1, CELL_GCM_METHOD_DATA_TEXTURE_OFFSET(platformTexture->gcmTexture.offset));
gcm_emit_at(gcm_context->current, 2, CELL_GCM_METHOD_DATA_TEXTURE_FORMAT(platformTexture->gcmTexture.location,
platformTexture->gcmTexture.cubemap,
platformTexture->gcmTexture.dimension,
platformTexture->gcmTexture.format,
platformTexture->gcmTexture.mipmap));
gcm_emit_at(gcm_context->current, 3, CELL_GCM_METHOD_DATA_TEXTURE_ADDRESS( platformTexture->gcmMethods.address.wrapS,
platformTexture->gcmMethods.address.wrapT,
platformTexture->gcmMethods.address.wrapR,
platformTexture->gcmMethods.address.unsignedRemap,
platformTexture->gcmMethods.address.zfunc,
platformTexture->gcmMethods.address.gamma,
0));
gcm_emit_at(gcm_context->current, 4, CELL_GCM_METHOD_DATA_TEXTURE_CONTROL0(CELL_GCM_TRUE,
platformTexture->gcmMethods.control0.minLOD,
platformTexture->gcmMethods.control0.maxLOD,
platformTexture->gcmMethods.control0.maxAniso));
gcm_emit_at(gcm_context->current, 5, platformTexture->gcmTexture.remap);
gcm_emit_at(gcm_context->current, 6, CELL_GCM_METHOD_DATA_TEXTURE_FILTER(
(platformTexture->gcmMethods.filter.bias & 0x1fff),
platformTexture->gcmMethods.filter.min,
platformTexture->gcmMethods.filter.mag,
platformTexture->gcmMethods.filter.conv));
gcm_emit_at(gcm_context->current, 7, CELL_GCM_METHOD_DATA_TEXTURE_IMAGE_RECT(
platformTexture->gcmTexture.height,
platformTexture->gcmTexture.width));
gcm_emit_at(gcm_context->current, 8, CELL_GCM_METHOD_DATA_TEXTURE_BORDER_COLOR(
platformTexture->gcmMethods.borderColor));
gcm_emit_at(gcm_context->current, 9, CELL_GCM_METHOD_HEADER_TEXTURE_CONTROL3(unit,1));
gcm_emit_at(gcm_context->current, 10, CELL_GCM_METHOD_DATA_TEXTURE_CONTROL3(platformTexture->gcmTexture.pitch,
platformTexture->gcmTexture.depth));
gcm_finish_n_commands(gcm_context->current, 11);
}
else
{
// Validate incomplete texture by remapping
GLuint remap = CELL_GCM_REMAP_MODE(
CELL_GCM_TEXTURE_REMAP_ORDER_XYXY,
CELL_GCM_TEXTURE_REMAP_FROM_A,
CELL_GCM_TEXTURE_REMAP_FROM_R,
CELL_GCM_TEXTURE_REMAP_FROM_G,
CELL_GCM_TEXTURE_REMAP_FROM_B,
CELL_GCM_TEXTURE_REMAP_ONE,
CELL_GCM_TEXTURE_REMAP_ZERO,
CELL_GCM_TEXTURE_REMAP_ZERO,
CELL_GCM_TEXTURE_REMAP_ZERO );
rglGcmSetTextureControl(thisContext, unit, CELL_GCM_FALSE, 0, 0, 0 ); // disable control 0
rglGcmSetTextureRemap(thisContext, unit, remap ); // set texture remap only
}
}
}
bool validate_vertex_consts = false;
if (RGL_UNLIKELY(needValidate & RGL_VALIDATE_VERTEX_PROGRAM))
{
const _CGprogram *program = (const _CGprogram*)LContext->BoundVertexProgram;
__dcbt(program->ucode);
__dcbt(((uint8_t*)program->ucode)+128);
__dcbt(((uint8_t*)program->ucode)+256);
__dcbt(((uint8_t*)program->ucode)+384);
CellCgbVertexProgramConfiguration conf;
conf.instructionSlot = program->header.vertexProgram.instructionSlot;
conf.instructionCount = program->header.instructionCount;
conf.registerCount = program->header.vertexProgram.registerCount;
conf.attributeInputMask = program->header.attributeInputMask;
rglGcmFifo *fifo = (rglGcmFifo*)&rglGcmState_i.fifo;
GLuint spaceInWords = 7 + 5 * conf.instructionCount;
// Push a CG program onto the current command buffer
// make sure there is space for the pushbuffer + any nops we need to add for alignment
if ( fifo->ctx.current + spaceInWords + 1024 > fifo->ctx.end )
rglOutOfSpaceCallback( fifo, spaceInWords );
rglGcmSetVertexProgramLoad(thisContext, &conf, program->ucode );
rglGcmSetUserClipPlaneControl(thisContext, 0, 0, 0, 0, 0, 0 );
rglGcmInterpolantState *s = &rglGcmState_i.state.interpolant;
s->vertexProgramAttribMask = program->header.vertexProgram.attributeOutputMask;
rglGcmSetVertexAttribOutputMask(thisContext, (( s->vertexProgramAttribMask) &
s->fragmentProgramAttribMask));
int count = program->defaultValuesIndexCount;
for ( int i = 0;i < count;i++ )
{
const CgParameterEntry *parameterEntry = program->parametersEntries + program->defaultValuesIndices[i].entryIndex;
GLboolean cond = (( parameterEntry->flags & CGPF_REFERENCED )
&& ( parameterEntry->flags & CGPV_MASK ) == CGPV_CONSTANT );
if (!cond)
continue;
const float *value = program->defaultValues +
program->defaultValuesIndices[i].defaultValueIndex;
const CgParameterResource *parameterResource = rglGetParameterResource( program, parameterEntry );
GLboolean cond2 = parameterResource->resource != (uint16_t) - 1;
if (!cond2)
continue;
switch ( parameterResource->type )
{
case CG_FLOAT:
case CG_FLOAT1:
case CG_FLOAT2:
case CG_FLOAT3:
case CG_FLOAT4:
case CG_HALF:
case CG_HALF1:
case CG_HALF2:
case CG_HALF3:
case CG_HALF4:
case CG_INT:
case CG_INT1:
case CG_INT2:
case CG_INT3:
case CG_INT4:
case CG_BOOL:
case CG_BOOL1:
case CG_BOOL2:
case CG_BOOL3:
case CG_BOOL4:
case CG_FIXED:
case CG_FIXED1:
case CG_FIXED2:
case CG_FIXED3:
case CG_FIXED4:
rglGcmSetVertexProgramParameterBlock(gCellGcmCurrentContext, parameterResource->resource, 1, value );
break;
case CG_FLOAT4x4:
case CG_HALF4x4:
case CG_INT4x4:
case CG_BOOL4x4:
case CG_FIXED4x4:
// set 4 consts
{
GLfloat v2[16];
v2[0] = value[0];
v2[1] = value[4];
v2[2] = value[8];
v2[3] = value[12];
v2[4] = value[1];
v2[5] = value[5];
v2[6] = value[9];
v2[7] = value[13];
v2[8] = value[2];
v2[9] = value[6];
v2[10] = value[10];
v2[11] = value[14];
v2[12] = value[3];
v2[13] = value[7];
v2[14] = value[11];
v2[15] = value[15];
rglGcmSetVertexProgramParameterBlock(gCellGcmCurrentContext, parameterResource->resource, 4, v2 );
}
break;
case CG_FLOAT3x3:
case CG_HALF3x3:
case CG_INT3x3:
case CG_BOOL3x3:
case CG_FIXED3x3:
// set 3 consts
{
GLfloat v2[12];
v2[0] = value[0];
v2[1] = value[3];
v2[2] = value[6];
v2[3] = 0;
v2[4] = value[1];
v2[5] = value[4];
v2[6] = value[7];
v2[7] = 0;
v2[8] = value[2];
v2[9] = value[5];
v2[10] = value[8];
v2[11] = 0;
rglGcmSetVertexProgramParameterBlock(gCellGcmCurrentContext, parameterResource->resource, 3, v2 );
}
break;
}
}
// Set all uniforms.
if(!(LContext->needValidate & RGL_VALIDATE_VERTEX_CONSTANTS) && LContext->BoundVertexProgram->parentContext)
validate_vertex_consts = true;
}
if (RGL_LIKELY(needValidate & RGL_VALIDATE_VERTEX_CONSTANTS) || validate_vertex_consts)
{
_CGprogram *cgprog = LContext->BoundVertexProgram;
rglGcmFifo *fifo = (rglGcmFifo*)&rglGcmState_i.fifo;
GLuint spaceInWords = cgprog->constantPushBufferWordSize + 4 + 32;
// Push a CG program onto the current command buffer
// make sure there is space for the pushbuffer + any nops we need to add for alignment
if ( fifo->ctx.current + spaceInWords + 1024 > fifo->ctx.end )
rglOutOfSpaceCallback( fifo, spaceInWords );
// first add nops to get us the next alligned position in the fifo
// [YLIN] Use VMX register to copy
uint32_t padding_in_word = ( ( 0x10-(((uint32_t)rglGcmState_i.fifo.ctx.current)&0xf))&0xf )>>2;
uint32_t padded_size = ( ((cgprog->constantPushBufferWordSize)<<2) + 0xf )&~0xf;
unsigned i;
rglGcmSetNopCommand(thisContext, i, padding_in_word );
memcpy16(rglGcmState_i.fifo.ctx.current, cgprog->constantPushBuffer, padded_size);
rglGcmState_i.fifo.ctx.current+=cgprog->constantPushBufferWordSize;
}
if (RGL_UNLIKELY(needValidate & RGL_VALIDATE_FRAGMENT_PROGRAM))
{
// Set up the current fragment program on hardware
rglGcmDriver *driver = (rglGcmDriver*)_CurrentDevice->rasterDriver;
_CGprogram *program = LContext->BoundFragmentProgram;
// params are set directly in the GPU memory, so there is nothing to be done here.
CellCgbFragmentProgramConfiguration conf;
conf.offset = gmmIdToOffset(program->loadProgramId) + program->loadProgramOffset;
rglGcmInterpolantState *s = &rglGcmState_i.state.interpolant;
s->fragmentProgramAttribMask |= program->header.attributeInputMask | CELL_GCM_ATTRIB_OUTPUT_MASK_POINTSIZE;
conf.attributeInputMask = ( s->vertexProgramAttribMask) &
s->fragmentProgramAttribMask;
conf.texCoordsInputMask = program->header.fragmentProgram.texcoordInputMask;
conf.texCoords2D = program->header.fragmentProgram.texcoord2d;
conf.texCoordsCentroid = program->header.fragmentProgram.texcoordCentroid;
int fragmentControl = ( 1 << 15 ) | ( 1 << 10 );
fragmentControl |= program->header.fragmentProgram.flags & CGF_DEPTHREPLACE ? 0xE : 0x0;
fragmentControl |= program->header.fragmentProgram.flags & CGF_OUTPUTFROMH0 ? 0x00 : 0x40;
fragmentControl |= program->header.fragmentProgram.flags & CGF_PIXELKILL ? 0x80 : 0x00;
conf.fragmentControl = fragmentControl;
conf.registerCount = program->header.fragmentProgram.registerCount < 2 ? 2 : program->header.fragmentProgram.registerCount;
conf.fragmentControl &= ~CELL_GCM_MASK_SET_SHADER_CONTROL_CONTROL_TXP;
/* TODO - look into this */
conf.fragmentControl |= 0 << CELL_GCM_SHIFT_SET_SHADER_CONTROL_CONTROL_TXP;
rglGcmSetFragmentProgramLoad(thisContext, &conf, CELL_GCM_LOCATION_LOCAL);
bool cullNearFarEnable = (program->header.fragmentProgram.flags & CGF_DEPTHREPLACE ) ? false : true;
rglGcmSetZMinMaxControl(thisContext, cullNearFarEnable, false, false );
driver->fpLoadProgramId = program->loadProgramId;
driver->fpLoadProgramOffset = program->loadProgramOffset;
}
if ( RGL_LIKELY(( needValidate & ~( RGL_VALIDATE_TEXTURES_USED |
RGL_VALIDATE_VERTEX_PROGRAM |
RGL_VALIDATE_VERTEX_CONSTANTS |
RGL_VALIDATE_FRAGMENT_PROGRAM ) ) == 0 ) )
{
LContext->needValidate = 0;
goto beginning;
}
if ( RGL_UNLIKELY( needValidate & RGL_VALIDATE_VIEWPORT ) )
{
rglGcmViewportState *v = &rglGcmState_i.state.viewport;
v->x = LContext->ViewPort.X;
v->y = LContext->ViewPort.Y;
v->w = LContext->ViewPort.XSize;
v->h = LContext->ViewPort.YSize;
rglGcmFifoGlViewport(v, LContext->DepthNear, LContext->DepthFar);
}
if (RGL_UNLIKELY(needValidate & RGL_VALIDATE_BLENDING ))
{
if ((LContext->Blending))
{
rglGcmSetBlendEnable(gCellGcmCurrentContext, LContext->Blending );
rglGcmBlendState *blend = &rglGcmState_i.state.blend;
GLuint hwColor;
blend->r = LContext->BlendColor.R;
blend->g = LContext->BlendColor.G;
blend->b = LContext->BlendColor.B;
blend->a = LContext->BlendColor.A;
if (rglGcmState_i.renderTarget.colorFormat == RGLGCM_ARGB8)
{
RGLGCM_CALC_COLOR_LE_ARGB8( &hwColor, blend->r, blend->g, blend->b, blend->a );
rglGcmSetBlendColor(gCellGcmCurrentContext, hwColor, hwColor);
}
rglGcmSetBlendEquation(gCellGcmCurrentContext, LContext->BlendEquationRGB, LContext->BlendEquationAlpha);
rglGcmSetBlendFunc(gCellGcmCurrentContext, LContext->BlendFactorSrcRGB, LContext->BlendFactorDestRGB,
LContext->BlendFactorSrcAlpha, LContext->BlendFactorDestAlpha);
}
}
LContext->needValidate = 0;
}
beginning:
if (LContext->needValidate)
update_state_validation();
GLboolean slowPath = rglPlatformRequiresSlowPath( dparams, 0, 0);
(void)slowPath;
@ -1693,7 +1695,6 @@ beginning:
xferBuffer = gmmIdToAddress(xferId);
}
// which attributes are known to need updating?
// (due to being dirty or enabled client-side arrays)
unsigned int needsUpdateMask = (as->DirtyMask | (as->EnabledMask & ~as->HasVBOMask));