mirror of
https://github.com/libretro/RetroArch
synced 2025-03-25 16:44:01 +00:00
81403e2751 Fix error requiring HAVE_SHARK to be enabled to build. (#45) 58551e1f52 Added possibility to change runtime shader compiler optimization flags. 77ab50a7b1 Added GL_BGR and GL_BGRA texture formats support. 0ac2793bcf Fix error in texture wrapping options. (#42) 0d2110ac7b Improvements to GL buffer support. (#41) cf86149a85 Added proper compressed texture support. (#40) 8b0a0f735a Unbinded textures and texture units concepts. 1b04851efc Added glUniform2i and glUniform2f implementations. 9a65397ef6 Properly checking for uniform locations existence. 91c557f35d Added support for GL_SHORT attribute types for shaders. 3237fd3fe3 Added vglTexImageDepthBuffer function. f58b3818f2 Typo fix on mag filter setting. ee11f7e1d0 Added vglHasRuntimeShaderCompiler function. 3596242f73 Add PowerVR texture compression (PVRTC) support (#39) 2ae694df4b Added support for mipmaps filtering. af7804b44c Added vglGetGxmTexture implementation. 54b1df4ca2 Removed unused arguments. 7c2ed742ee Allow to call vglBind*Location funcs with wrong param names. 8be84ff698 Fixed RGB565 color conversion. 234ff57f65 Properly setting a single stream with packed attributes. d3b28a5e32 Fix for correct vglBindAttribLocation behaviour. 46e72d3564 Use a single stream for packed attributes. 72a39315e9 Properly dealing with missing attrs in glGetUniformLocation. a6269ce574 Added TEXUNIT1 support for custom shaders. 824d43073e Resetting custom shaders uniforms only when invalidated. d242570161 Minor fix in glShaderSource. bc28bd946d Added glGetShaderInfoLog implementation. git-subtree-dir: deps/vitaGL git-subtree-split: 81403e2751c4dc28cf17cc89a5ab053eb2c5af67
593 lines
18 KiB
C
593 lines
18 KiB
C
/*
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* This file is part of vitaGL
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* Copyright 2017, 2018, 2019, 2020 Rinnegatamante
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Lesser General Public License as published
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* by the Free Software Foundation, version 3 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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* legacy.c:
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* Implementation for legacy openGL 1.0 rendering method
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*/
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#include "shared.h"
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// Vertex list struct
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typedef struct vertexList {
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vector3f v;
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void *next;
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} vertexList;
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// Color vertex list struct
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typedef struct rgbaList {
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vector4f v;
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void *next;
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} rgbaList;
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// Texture coord list struct
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typedef struct uvList {
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vector2f v;
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void *next;
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} uvList;
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static vertexList *model_vertices = NULL; // Pointer to vertex list
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static vertexList *last_vert = NULL; // Pointer to last element in vertex list
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static rgbaList *model_color = NULL; // Pointer to color vertex list
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static rgbaList *last_clr = NULL; // Pointer to last element in color vertex list
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static uvList *model_uv = NULL; // Pointer to texcoord list
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static uvList *last_uv = NULL; // Pointer to last element in texcoord list
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static uint64_t vertex_count = 0; // Vertex counter for vertex list
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static SceGxmPrimitiveType prim; // Current in use primitive for rendering
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static SceGxmPrimitiveTypeExtra prim_extra = SCE_GXM_PRIMITIVE_NONE; // Current in use non native primitive for rendering
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static uint8_t np = 0xFF; // Number of expected vertices per element for current in use primitive
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vector4f current_color = { 1.0f, 1.0f, 1.0f, 1.0f }; // Current in use color
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static void purge_vertex_list() {
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vertexList *old;
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rgbaList *old2;
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uvList *old3;
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// Purging color and vertex lists
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while (model_vertices != NULL) {
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old = model_vertices;
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old2 = model_color;
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model_vertices = model_vertices->next;
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model_color = model_color->next;
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free(old);
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free(old2);
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}
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// Purging texcoord list
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while (model_uv != NULL) {
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old3 = model_uv;
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model_uv = model_uv->next;
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free(old3);
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}
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}
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/*
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* ------------------------------
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* - IMPLEMENTATION STARTS HERE -
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* ------------------------------
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*/
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void glVertex3f(GLfloat x, GLfloat y, GLfloat z) {
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#ifndef SKIP_ERROR_HANDLING
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// Error handling
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if (phase != MODEL_CREATION) {
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SET_GL_ERROR(GL_INVALID_OPERATION)
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}
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#endif
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// Adding a new element to color and vertex lists
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if (model_vertices == NULL) {
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model_vertices = last_vert = (vertexList *)malloc(sizeof(vertexList));
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model_color = last_clr = (rgbaList *)malloc(sizeof(rgbaList));
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} else {
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last_vert->next = (vertexList *)malloc(sizeof(vertexList));
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last_clr->next = (rgbaList *)malloc(sizeof(rgbaList));
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last_vert = last_vert->next;
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last_clr = last_clr->next;
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}
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// Properly populating the new element
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last_vert->v.x = x;
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last_vert->v.y = y;
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last_vert->v.z = z;
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memcpy_neon(&last_clr->v, ¤t_color.r, sizeof(vector4f));
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last_clr->next = last_vert->next = NULL;
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// Increasing vertex counter
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vertex_count++;
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}
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void glVertex3fv(const GLfloat *v) {
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#ifndef SKIP_ERROR_HANDLING
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// Error handling
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if (phase != MODEL_CREATION) {
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SET_GL_ERROR(GL_INVALID_OPERATION)
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}
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#endif
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// Adding a new element to color and vertex lists
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if (model_vertices == NULL) {
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model_vertices = last_vert = (vertexList *)malloc(sizeof(vertexList));
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model_color = last_clr = (rgbaList *)malloc(sizeof(rgbaList));
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} else {
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last_vert->next = (vertexList *)malloc(sizeof(vertexList));
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last_clr->next = (rgbaList *)malloc(sizeof(rgbaList));
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last_vert = last_vert->next;
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last_clr = last_clr->next;
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}
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// Properly populating the new element
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memcpy_neon(&last_vert->v, v, sizeof(vector3f));
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memcpy_neon(&last_clr->v, ¤t_color.r, sizeof(vector4f));
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last_clr->next = last_vert->next = NULL;
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// Increasing vertex counter
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vertex_count++;
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}
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void glVertex2f(GLfloat x, GLfloat y) {
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glVertex3f(x, y, 0.0f);
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}
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void glColor3f(GLfloat red, GLfloat green, GLfloat blue) {
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// Setting current color value
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current_color.r = red;
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current_color.g = green;
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current_color.b = blue;
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current_color.a = 1.0f;
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}
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void glColor3fv(const GLfloat *v) {
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// Setting current color value
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memcpy_neon(¤t_color.r, v, sizeof(vector3f));
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current_color.a = 1.0f;
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}
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void glColor3ub(GLubyte red, GLubyte green, GLubyte blue) {
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// Setting current color value
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current_color.r = (1.0f * red) / 255.0f;
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current_color.g = (1.0f * green) / 255.0f;
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current_color.b = (1.0f * blue) / 255.0f;
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current_color.a = 1.0f;
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}
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void glColor3ubv(const GLubyte *c) {
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// Setting current color value
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current_color.r = (1.0f * c[0]) / 255.0f;
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current_color.g = (1.0f * c[1]) / 255.0f;
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current_color.b = (1.0f * c[2]) / 255.0f;
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current_color.a = 1.0f;
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}
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void glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) {
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// Setting current color value
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current_color.r = red;
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current_color.g = green;
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current_color.b = blue;
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current_color.a = alpha;
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}
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void glColor4fv(const GLfloat *v) {
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// Setting current color value
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memcpy_neon(¤t_color.r, v, sizeof(vector4f));
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}
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void glColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha) {
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current_color.r = (1.0f * red) / 255.0f;
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current_color.g = (1.0f * green) / 255.0f;
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current_color.b = (1.0f * blue) / 255.0f;
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current_color.a = (1.0f * alpha) / 255.0f;
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}
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void glColor4ubv(const GLubyte *c) {
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// Setting current color value
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current_color.r = (1.0f * c[0]) / 255.0f;
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current_color.g = (1.0f * c[1]) / 255.0f;
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current_color.b = (1.0f * c[2]) / 255.0f;
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current_color.a = (1.0f * c[3]) / 255.0f;
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}
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void glTexCoord2fv(GLfloat *f) {
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#ifndef SKIP_ERROR_HANDLING
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// Error handling
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if (phase != MODEL_CREATION) {
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SET_GL_ERROR(GL_INVALID_OPERATION)
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}
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#endif
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// Adding a new element to texcoord list
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if (model_uv == NULL) {
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model_uv = last_uv = (uvList *)malloc(sizeof(uvList));
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} else {
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last_uv->next = (uvList *)malloc(sizeof(uvList));
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last_uv = last_uv->next;
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}
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// Properly populating the new element
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last_uv->v.x = f[0];
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last_uv->v.y = f[1];
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last_uv->next = NULL;
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}
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void glTexCoord2f(GLfloat s, GLfloat t) {
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#ifndef SKIP_ERROR_HANDLING
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// Error handling
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if (phase != MODEL_CREATION) {
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SET_GL_ERROR(GL_INVALID_OPERATION)
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}
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#endif
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// Adding a new element to texcoord list
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if (model_uv == NULL) {
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model_uv = last_uv = (uvList *)malloc(sizeof(uvList));
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} else {
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last_uv->next = (uvList *)malloc(sizeof(uvList));
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last_uv = last_uv->next;
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}
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// Properly populating the new element
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last_uv->v.x = s;
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last_uv->v.y = t;
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last_uv->next = NULL;
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}
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void glTexCoord2i(GLint s, GLint t) {
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#ifndef SKIP_ERROR_HANDLING
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// Error handling
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if (phase != MODEL_CREATION) {
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SET_GL_ERROR(GL_INVALID_OPERATION)
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}
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#endif
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// Adding a new element to texcoord list
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if (model_uv == NULL) {
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model_uv = last_uv = (uvList *)malloc(sizeof(uvList));
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} else {
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last_uv->next = (uvList *)malloc(sizeof(uvList));
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last_uv = last_uv->next;
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}
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// Properly populating the new element
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last_uv->v.x = s;
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last_uv->v.y = t;
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last_uv->next = NULL;
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}
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void glArrayElement(GLint i) {
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#ifndef SKIP_ERROR_HANDLING
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// Error handling
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if (i < 0) {
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SET_GL_ERROR(GL_INVALID_VALUE)
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}
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#endif
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// Aliasing client texture unit for better code readability
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texture_unit *tex_unit = &texture_units[client_texture_unit];
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// Checking if current texture unit has GL_VERTEX_ARRAY enabled
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if (tex_unit->vertex_array_state) {
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// Calculating offset of requested element
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uint8_t *ptr;
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if (tex_unit->vertex_array.stride == 0)
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ptr = ((uint8_t *)tex_unit->vertex_array.pointer) + (i * (tex_unit->vertex_array.num * tex_unit->vertex_array.size));
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else
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ptr = ((uint8_t *)tex_unit->vertex_array.pointer) + (i * tex_unit->vertex_array.stride);
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// Adding a new element to vertex and color lists
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if (model_vertices == NULL) {
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model_vertices = last_vert = (vertexList *)malloc(sizeof(vertexList));
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model_color = last_clr = (rgbaList *)malloc(sizeof(rgbaList));
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} else {
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last_vert->next = (vertexList *)malloc(sizeof(vertexList));
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last_clr->next = (rgbaList *)malloc(sizeof(rgbaList));
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last_vert = last_vert->next;
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last_clr = last_clr->next;
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}
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last_vert->next = NULL;
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last_clr->next = NULL;
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// Populating new vertex element
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memcpy_neon(&last_vert->v, ptr, tex_unit->vertex_array.size * tex_unit->vertex_array.num);
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// Checking if current texture unit has GL_COLOR_ARRAY enabled
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if (tex_unit->color_array_state) {
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// Calculating offset of requested element
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uint8_t *ptr_clr;
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if (tex_unit->color_array.stride == 0)
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ptr_clr = ((uint8_t *)tex_unit->color_array.pointer) + (i * (tex_unit->color_array.num * tex_unit->color_array.size));
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else
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ptr_clr = ((uint8_t *)tex_unit->color_array.pointer) + (i * tex_unit->color_array.stride);
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// Populating new color element
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last_clr->v.a = 1.0f;
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memcpy_neon(&last_clr->v, ptr_clr, tex_unit->color_array.size * tex_unit->color_array.num);
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} else {
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// Populating new color element with current color
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memcpy_neon(&last_clr->v, ¤t_color.r, sizeof(vector4f));
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}
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// Checking if current texture unit has GL_TEXTURE_COORD_ARRAY enabled
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if (tex_unit->texture_array_state) {
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// Calculating offset of requested element
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uint8_t *ptr_tex;
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if (tex_unit->texture_array.stride == 0)
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ptr_tex = ((uint8_t *)tex_unit->texture_array.pointer) + (i * (tex_unit->texture_array.num * tex_unit->texture_array.size));
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else
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ptr_tex = ((uint8_t *)tex_unit->texture_array.pointer) + (i * tex_unit->texture_array.stride);
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// Adding a new element to texcoord list
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if (model_uv == NULL) {
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model_uv = last_uv = (uvList *)malloc(sizeof(uvList));
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} else {
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last_uv->next = (uvList *)malloc(sizeof(uvList));
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last_uv = last_uv->next;
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}
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// Populating new texcoord element
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memcpy_neon(&last_uv->v, ptr_tex, tex_unit->vertex_array.size * 2);
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last_uv->next = NULL;
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}
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}
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}
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void glBegin(GLenum mode) {
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#ifndef SKIP_ERROR_HANDLING
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// Error handling
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if (phase == MODEL_CREATION) {
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SET_GL_ERROR(GL_INVALID_OPERATION)
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}
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#endif
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// Changing current openGL machine state
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phase = MODEL_CREATION;
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// Translating primitive to sceGxm one
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prim_extra = SCE_GXM_PRIMITIVE_NONE;
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switch (mode) {
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case GL_POINTS:
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prim = SCE_GXM_PRIMITIVE_POINTS;
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np = 1;
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break;
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case GL_LINES:
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prim = SCE_GXM_PRIMITIVE_LINES;
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np = 2;
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break;
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case GL_TRIANGLES:
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prim = SCE_GXM_PRIMITIVE_TRIANGLES;
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np = 3;
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break;
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case GL_TRIANGLE_STRIP:
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prim = SCE_GXM_PRIMITIVE_TRIANGLE_STRIP;
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np = 1;
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break;
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case GL_TRIANGLE_FAN:
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prim = SCE_GXM_PRIMITIVE_TRIANGLE_FAN;
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np = 1;
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break;
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case GL_QUADS:
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prim = SCE_GXM_PRIMITIVE_TRIANGLES;
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prim_extra = SCE_GXM_PRIMITIVE_QUADS;
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np = 4;
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break;
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default:
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SET_GL_ERROR(GL_INVALID_ENUM)
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break;
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}
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// Resetting vertex count
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vertex_count = 0;
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}
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void glEnd(void) {
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#ifndef SKIP_ERROR_HANDLING
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// Integrity checks
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if (vertex_count == 0 || ((vertex_count % np) != 0))
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return;
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// Error handling
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if (phase != MODEL_CREATION) {
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SET_GL_ERROR(GL_INVALID_OPERATION)
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return;
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}
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#endif
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// Changing current openGL machine state
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phase = NONE;
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// Checking if we can totally skip drawing cause of culling mode
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if (no_polygons_mode && ((prim == SCE_GXM_PRIMITIVE_TRIANGLES) || (prim >= SCE_GXM_PRIMITIVE_TRIANGLE_STRIP))) {
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purge_vertex_list();
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vertex_count = 0;
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return;
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}
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// Aliasing server texture unit and texture id for better code readability
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texture_unit *tex_unit = &texture_units[server_texture_unit];
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int texture2d_idx = tex_unit->tex_id;
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// Calculating mvp matrix
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if (mvp_modified) {
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matrix4x4_multiply(mvp_matrix, projection_matrix, modelview_matrix);
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mvp_modified = GL_FALSE;
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}
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// Checking if we have to write a texture
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if ((server_texture_unit >= 0) && (tex_unit->enabled) && (model_uv != NULL) && (textures[texture2d_idx].valid)) {
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// Setting proper vertex and fragment programs
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sceGxmSetVertexProgram(gxm_context, texture2d_vertex_program_patched);
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sceGxmSetFragmentProgram(gxm_context, texture2d_fragment_program_patched);
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// Setting fragment uniforms for alpha test and texture environment
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void *alpha_buffer;
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sceGxmReserveFragmentDefaultUniformBuffer(gxm_context, &alpha_buffer);
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sceGxmSetUniformDataF(alpha_buffer, texture2d_alpha_cut, 0, 1, &alpha_ref);
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float alpha_operation = (float)alpha_op;
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sceGxmSetUniformDataF(alpha_buffer, texture2d_alpha_op, 0, 1, &alpha_operation);
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sceGxmSetUniformDataF(alpha_buffer, texture2d_tint_color, 0, 4, ¤t_color.r);
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float tex_env = (float)tex_unit->env_mode;
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sceGxmSetUniformDataF(alpha_buffer, texture2d_tex_env, 0, 1, &tex_env);
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float fogmode = (float)internal_fog_mode;
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sceGxmSetUniformDataF(alpha_buffer, texture2d_fog_mode, 0, 1, &fogmode);
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sceGxmSetUniformDataF(alpha_buffer, texture2d_fog_color, 0, 4, &fog_color.r);
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|
sceGxmSetUniformDataF(alpha_buffer, texture2d_tex_env_color, 0, 4, &texenv_color.r);
|
|
sceGxmSetUniformDataF(alpha_buffer, texture2d_fog_near, 0, 1, (const float *)&fog_near);
|
|
sceGxmSetUniformDataF(alpha_buffer, texture2d_fog_far, 0, 1, (const float *)&fog_far);
|
|
sceGxmSetUniformDataF(alpha_buffer, texture2d_fog_density, 0, 1, (const float *)&fog_density);
|
|
|
|
} else {
|
|
// Setting proper vertex and fragment programs
|
|
sceGxmSetVertexProgram(gxm_context, rgba_vertex_program_patched);
|
|
sceGxmSetFragmentProgram(gxm_context, rgba_fragment_program_patched);
|
|
}
|
|
|
|
// Reserving default uniform buffer for wvp
|
|
int i, j;
|
|
void *vertex_wvp_buffer;
|
|
sceGxmReserveVertexDefaultUniformBuffer(gxm_context, &vertex_wvp_buffer);
|
|
|
|
// Checking if we have to write a texture
|
|
if (model_uv != NULL) {
|
|
// Setting wvp matrix
|
|
sceGxmSetUniformDataF(vertex_wvp_buffer, texture2d_wvp, 0, 16, (const float *)mvp_matrix);
|
|
|
|
// Setting fogging uniforms
|
|
float clipplane0 = (float)clip_plane0;
|
|
sceGxmSetUniformDataF(vertex_wvp_buffer, texture2d_clip_plane0, 0, 1, &clipplane0);
|
|
sceGxmSetUniformDataF(vertex_wvp_buffer, texture2d_clip_plane0_eq, 0, 4, &clip_plane0_eq.x);
|
|
sceGxmSetUniformDataF(vertex_wvp_buffer, texture2d_mv, 0, 16, (const float *)modelview_matrix);
|
|
|
|
// Setting in use texture
|
|
sceGxmSetFragmentTexture(gxm_context, 0, &textures[texture2d_idx].gxm_tex);
|
|
|
|
// Properly generating vertices, uv map and indices buffers
|
|
vector3f *vertices;
|
|
vector2f *uv_map;
|
|
uint16_t *indices;
|
|
int n = 0, quad_n = 0;
|
|
vertexList *object = model_vertices;
|
|
uvList *object_uv = model_uv;
|
|
uint64_t idx_count = vertex_count;
|
|
switch (prim_extra) {
|
|
case SCE_GXM_PRIMITIVE_NONE:
|
|
vertices = (vector3f *)gpu_pool_memalign(vertex_count * sizeof(vector3f), sizeof(vector3f));
|
|
uv_map = (vector2f *)gpu_pool_memalign(vertex_count * sizeof(vector2f), sizeof(vector2f));
|
|
memset(vertices, 0, (vertex_count * sizeof(vector3f)));
|
|
indices = (uint16_t *)gpu_pool_memalign(idx_count * sizeof(uint16_t), sizeof(uint16_t));
|
|
for (i = 0; i < vertex_count; i++) {
|
|
memcpy_neon(&vertices[n], &object->v, sizeof(vector3f));
|
|
memcpy_neon(&uv_map[n], &object_uv->v, sizeof(vector2f));
|
|
indices[n] = n;
|
|
object = object->next;
|
|
object_uv = object_uv->next;
|
|
n++;
|
|
}
|
|
break;
|
|
case SCE_GXM_PRIMITIVE_QUADS:
|
|
quad_n = vertex_count >> 2;
|
|
idx_count = quad_n * 6;
|
|
vertices = (vector3f *)gpu_pool_memalign(vertex_count * sizeof(vector3f), sizeof(vector3f));
|
|
uv_map = (vector2f *)gpu_pool_memalign(vertex_count * sizeof(vector2f), sizeof(vector2f));
|
|
memset(vertices, 0, (vertex_count * sizeof(vector3f)));
|
|
indices = (uint16_t *)gpu_pool_memalign(idx_count * sizeof(uint16_t), sizeof(uint16_t));
|
|
for (i = 0; i < quad_n; i++) {
|
|
indices[i * 6] = i * 4;
|
|
indices[i * 6 + 1] = i * 4 + 1;
|
|
indices[i * 6 + 2] = i * 4 + 3;
|
|
indices[i * 6 + 3] = i * 4 + 1;
|
|
indices[i * 6 + 4] = i * 4 + 2;
|
|
indices[i * 6 + 5] = i * 4 + 3;
|
|
}
|
|
for (j = 0; j < vertex_count; j++) {
|
|
memcpy_neon(&vertices[j], &object->v, sizeof(vector3f));
|
|
memcpy_neon(&uv_map[j], &object_uv->v, sizeof(vector2f));
|
|
object = object->next;
|
|
object_uv = object_uv->next;
|
|
}
|
|
break;
|
|
}
|
|
|
|
// Performing the requested draw call
|
|
sceGxmSetVertexStream(gxm_context, 0, vertices);
|
|
sceGxmSetVertexStream(gxm_context, 1, uv_map);
|
|
sceGxmDraw(gxm_context, prim, SCE_GXM_INDEX_FORMAT_U16, indices, idx_count);
|
|
|
|
} else {
|
|
// Setting wvp matrix
|
|
sceGxmSetUniformDataF(vertex_wvp_buffer, rgba_wvp, 0, 16, (const float *)mvp_matrix);
|
|
|
|
// Properly generating vertices, colors and indices buffers
|
|
vector3f *vertices;
|
|
vector4f *colors;
|
|
uint16_t *indices;
|
|
int n = 0, quad_n = 0;
|
|
vertexList *object = model_vertices;
|
|
rgbaList *object_clr = model_color;
|
|
uint64_t idx_count = vertex_count;
|
|
switch (prim_extra) {
|
|
case SCE_GXM_PRIMITIVE_NONE:
|
|
vertices = (vector3f *)gpu_pool_memalign(vertex_count * sizeof(vector3f), sizeof(vector3f));
|
|
colors = (vector4f *)gpu_pool_memalign(vertex_count * sizeof(vector4f), sizeof(vector4f));
|
|
memset(vertices, 0, (vertex_count * sizeof(vector3f)));
|
|
indices = (uint16_t *)gpu_pool_memalign(idx_count * sizeof(uint16_t), sizeof(uint16_t));
|
|
for (i = 0; i < vertex_count; i++) {
|
|
memcpy_neon(&vertices[n], &object->v, sizeof(vector3f));
|
|
memcpy_neon(&colors[n], &object_clr->v, sizeof(vector4f));
|
|
indices[n] = n;
|
|
object = object->next;
|
|
object_clr = object_clr->next;
|
|
n++;
|
|
}
|
|
break;
|
|
case SCE_GXM_PRIMITIVE_QUADS:
|
|
quad_n = vertex_count >> 2;
|
|
idx_count = quad_n * 6;
|
|
vertices = (vector3f *)gpu_pool_memalign(vertex_count * sizeof(vector3f), sizeof(vector3f));
|
|
colors = (vector4f *)gpu_pool_memalign(vertex_count * sizeof(vector4f), sizeof(vector4f));
|
|
memset(vertices, 0, (vertex_count * sizeof(vector3f)));
|
|
indices = (uint16_t *)gpu_pool_memalign(idx_count * sizeof(uint16_t), sizeof(uint16_t));
|
|
int i, j;
|
|
for (i = 0; i < quad_n; i++) {
|
|
indices[i * 6] = i * 4;
|
|
indices[i * 6 + 1] = i * 4 + 1;
|
|
indices[i * 6 + 2] = i * 4 + 3;
|
|
indices[i * 6 + 3] = i * 4 + 1;
|
|
indices[i * 6 + 4] = i * 4 + 2;
|
|
indices[i * 6 + 5] = i * 4 + 3;
|
|
}
|
|
for (j = 0; j < vertex_count; j++) {
|
|
memcpy_neon(&vertices[j], &object->v, sizeof(vector3f));
|
|
memcpy_neon(&colors[j], &object_clr->v, sizeof(vector4f));
|
|
object = object->next;
|
|
object_clr = object_clr->next;
|
|
}
|
|
break;
|
|
}
|
|
|
|
// Performing the requested draw call
|
|
sceGxmSetVertexStream(gxm_context, 0, vertices);
|
|
sceGxmSetVertexStream(gxm_context, 1, colors);
|
|
sceGxmDraw(gxm_context, prim, SCE_GXM_INDEX_FORMAT_U16, indices, idx_count);
|
|
}
|
|
|
|
// Purging vertex, colors and texcoord lists
|
|
purge_vertex_list();
|
|
vertex_count = 0;
|
|
}
|