filename | src/pvr2/scene.c |
changeset | 653:3202ff01d48e |
next | 667:0e1ac8da75d9 |
author | nkeynes |
date | Tue Apr 01 01:04:13 2008 +0000 (16 years ago) |
permissions | -rw-r--r-- |
last change | Load mipmap textures from largest-to-smallest (instead of the other way around) - works around bug in the ATI drivers |
file | annotate | diff | log | raw |
1.1 --- /dev/null Thu Jan 01 00:00:00 1970 +00001.2 +++ b/src/pvr2/scene.c Tue Apr 01 01:04:13 2008 +00001.3 @@ -0,0 +1,651 @@1.4 +/**1.5 + * $Id$1.6 + *1.7 + * Manage the internal vertex/polygon buffers and scene data structure.1.8 + * Where possible this uses VBOs for the vertex + index data.1.9 + *1.10 + * Copyright (c) 2005 Nathan Keynes.1.11 + *1.12 + * This program is free software; you can redistribute it and/or modify1.13 + * it under the terms of the GNU General Public License as published by1.14 + * the Free Software Foundation; either version 2 of the License, or1.15 + * (at your option) any later version.1.16 + *1.17 + * This program is distributed in the hope that it will be useful,1.18 + * but WITHOUT ANY WARRANTY; without even the implied warranty of1.19 + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the1.20 + * GNU General Public License for more details.1.21 + */1.22 +1.23 +#include <assert.h>1.24 +#include <string.h>1.25 +#include <math.h>1.26 +#include "lxdream.h"1.27 +#include "display.h"1.28 +#include "pvr2/pvr2.h"1.29 +#include "pvr2/glutil.h"1.30 +#include "pvr2/scene.h"1.31 +1.32 +#define VBO_EXT_STRING "GL_ARB_vertex_buffer_object"1.33 +#define PBO_EXT_STRING "GL_ARB_pixel_buffer_object"1.34 +1.35 +static inline uint32_t bgra_to_rgba(uint32_t bgra)1.36 +{1.37 + return (bgra&0xFF00FF00) | ((bgra&0x00FF0000)>>16) | ((bgra&0x000000FF)<<16);1.38 +}1.39 +1.40 +/**1.41 + * Convert a half-float (16-bit) FP number to a regular 32-bit float.1.42 + * Source is 1-bit sign, 5-bit exponent, 10-bit mantissa.1.43 + * TODO: Check the correctness of this.1.44 + */1.45 +static float halftofloat( uint16_t half )1.46 +{1.47 + union {1.48 + float f;1.49 + uint32_t i;1.50 + } temp;1.51 + temp.i = ((uint32_t)half)<<16;1.52 + return temp.f;1.53 +}1.54 +1.55 +1.56 +1.57 +1.58 +1.59 +struct pvr2_scene_struct pvr2_scene;1.60 +1.61 +static gboolean vbo_init = FALSE;1.62 +static gboolean vbo_supported = FALSE;1.63 +1.64 +/**1.65 + * Test for VBO support, and allocate all the system memory needed for the1.66 + * temporary structures. GL context must have been initialized before this1.67 + * point.1.68 + */1.69 +void pvr2_scene_init()1.70 +{1.71 + if( !vbo_init ) {1.72 +#ifdef ENABLE_VERTEX_BUFFER1.73 + if( isGLExtensionSupported(VBO_EXT_STRING) ) {1.74 + vbo_supported = TRUE;1.75 + pvr2_scene.vbo_id = 1;1.76 + }1.77 +#endif1.78 + pvr2_scene.vertex_array = NULL;1.79 + pvr2_scene.vertex_array_size = 0;1.80 + pvr2_scene.poly_array = g_malloc( MAX_POLY_BUFFER_SIZE );1.81 + pvr2_scene.buf_to_poly_map = g_malloc0( BUF_POLY_MAP_SIZE );1.82 + vbo_init = TRUE;1.83 + }1.84 +}1.85 +1.86 +/**1.87 + * Clear the scene data structures in preparation for fresh data1.88 + */1.89 +void pvr2_scene_reset()1.90 +{1.91 + pvr2_scene.poly_count = 0;1.92 + pvr2_scene.vertex_count = 0;1.93 + memset( pvr2_scene.buf_to_poly_map, 0, BUF_POLY_MAP_SIZE );1.94 +}1.95 +1.96 +void pvr2_scene_shutdown()1.97 +{1.98 +#ifdef ENABLE_VERTEX_BUFFER1.99 + if( vbo_supported ) {1.100 + glBindBufferARB( GL_ARRAY_BUFFER_ARB, 0 );1.101 + glDeleteBuffersARB( 1, &pvr2_scene.vbo_id );1.102 + pvr2_scene.vbo_id = 0;1.103 + } else {1.104 +#endif1.105 + g_free( pvr2_scene.vertex_array );1.106 + pvr2_scene.vertex_array = NULL;1.107 +#ifdef ENABLE_VERTEX_BUFFER1.108 + }1.109 +#endif1.110 +1.111 + g_free( pvr2_scene.poly_array );1.112 + pvr2_scene.poly_array = NULL;1.113 + g_free( pvr2_scene.buf_to_poly_map );1.114 + pvr2_scene.buf_to_poly_map = NULL;1.115 + vbo_init = FALSE;1.116 +}1.117 +1.118 +void *vertex_buffer_map()1.119 +{1.120 + glGetError();1.121 + uint32_t size = pvr2_scene.vertex_count * sizeof(struct vertex_struct);1.122 +#ifdef ENABLE_VERTEX_BUFFER1.123 + if( vbo_supported ) {1.124 + glBindBufferARB( GL_ARRAY_BUFFER_ARB, pvr2_scene.vbo_id );1.125 + if( size > pvr2_scene.vertex_array_size ) {1.126 + glBufferDataARB( GL_ARRAY_BUFFER_ARB, size, NULL, GL_DYNAMIC_DRAW_ARB );1.127 + int status = glGetError();1.128 + if( status != 0 ) {1.129 + fprintf( stderr, "Error %08X allocating vertex buffer\n", status );1.130 + abort();1.131 + }1.132 + pvr2_scene.vertex_array_size = size;1.133 + }1.134 + pvr2_scene.vertex_array = glMapBufferARB( GL_ARRAY_BUFFER_ARB, GL_WRITE_ONLY_ARB );1.135 + assert(pvr2_scene.vertex_array != NULL );1.136 + } else {1.137 +#endif1.138 + if( size > pvr2_scene.vertex_array_size ) {1.139 + pvr2_scene.vertex_array = g_realloc( pvr2_scene.vertex_array, size );1.140 + }1.141 +#ifdef ENABLE_VERTEX_BUFFER1.142 + }1.143 +#endif1.144 + return pvr2_scene.vertex_array;1.145 +}1.146 +1.147 +gboolean vertex_buffer_unmap()1.148 +{1.149 +#ifdef ENABLE_VERTEX_BUFFER1.150 + if( vbo_supported ) {1.151 + pvr2_scene.vertex_array = NULL;1.152 + return glUnmapBufferARB( GL_ARRAY_BUFFER_ARB );1.153 + } else {1.154 + return TRUE;1.155 + }1.156 +#else1.157 + return TRUE;1.158 +#endif1.159 +}1.160 +1.161 +static struct polygon_struct *scene_add_polygon( pvraddr_t poly_idx, int vertex_count,1.162 + gboolean is_modified )1.163 +{1.164 + int vert_mul = is_modified ? 2 : 1;1.165 +1.166 + if( pvr2_scene.buf_to_poly_map[poly_idx] != NULL ) {1.167 + if( vertex_count > pvr2_scene.buf_to_poly_map[poly_idx]->vertex_count ) {1.168 + pvr2_scene.vertex_count += (vertex_count - pvr2_scene.buf_to_poly_map[poly_idx]->vertex_count) * vert_mul;1.169 + pvr2_scene.buf_to_poly_map[poly_idx]->vertex_count = vertex_count;1.170 + }1.171 + return pvr2_scene.buf_to_poly_map[poly_idx];1.172 + } else {1.173 + struct polygon_struct *poly = &pvr2_scene.poly_array[pvr2_scene.poly_count++];1.174 + poly->context = (uint32_t *)(video_base + MMIO_READ(PVR2,RENDER_POLYBASE) + (poly_idx<<2));1.175 + poly->vertex_count = vertex_count;1.176 + poly->vertex_index = -1;1.177 + poly->mod_vertex_index = -1;1.178 + poly->next = NULL;1.179 + pvr2_scene.buf_to_poly_map[poly_idx] = poly;1.180 + pvr2_scene.vertex_count += (vertex_count * vert_mul);1.181 + return poly;1.182 + }1.183 +}1.184 +1.185 +/**1.186 + * Decode a single PVR2 renderable vertex (opaque/trans/punch-out, but not shadow1.187 + * volume)1.188 + * @param vert Pointer to output vertex structure1.189 + * @param poly1 First word of polygon context (needed to understand vertex)1.190 + * @param poly2 Second word of polygon context1.191 + * @param pvr2_data Pointer to raw pvr2 vertex data (in VRAM)1.192 + * @param modify_offset Offset in 32-bit words to the tex/color data. 0 for1.193 + * the normal vertex, half the vertex length for the modified vertex.1.194 + */1.195 +static void pvr2_decode_render_vertex( struct vertex_struct *vert, uint32_t poly1,1.196 + uint32_t poly2, uint32_t *pvr2_data,1.197 + int modify_offset )1.198 +{1.199 + gboolean force_alpha = !POLY2_ALPHA_ENABLE(poly2);1.200 + union pvr2_data_type {1.201 + uint32_t *ival;1.202 + float *fval;1.203 + } data;1.204 +1.205 + data.ival = pvr2_data;1.206 +1.207 + vert->x = *data.fval++;1.208 + vert->y = *data.fval++;1.209 +1.210 + float z = *data.fval++;1.211 + if( !isfinite(z) ) {1.212 + z = 0;1.213 + } else if( z != 0 ) {1.214 + z = 1/z;1.215 + }1.216 + if( z > pvr2_scene.bounds[5] ) {1.217 + pvr2_scene.bounds[5] = z;1.218 + } else if( z < pvr2_scene.bounds[4] && z != 0 ) {1.219 + pvr2_scene.bounds[4] = z;1.220 + }1.221 + vert->z = z;1.222 + data.ival += modify_offset;1.223 +1.224 +1.225 + if( POLY1_TEXTURED(poly1) ) {1.226 + if( POLY1_UV16(poly1) ) {1.227 + vert->u = halftofloat( *data.ival>>16 );1.228 + vert->v = halftofloat( *data.ival );1.229 + data.ival++;1.230 + } else {1.231 + vert->u = *data.fval++;1.232 + vert->v = *data.fval++;1.233 + }1.234 + if( POLY2_TEX_BLEND(poly2) == 1 ) {1.235 + force_alpha = TRUE;1.236 + }1.237 + }1.238 + if( force_alpha ) {1.239 + vert->rgba = bgra_to_rgba((*data.ival++) | 0xFF000000);1.240 + if( POLY1_SPECULAR(poly1) ) {1.241 + vert->offset_rgba = bgra_to_rgba((*data.ival++) | 0xFF000000);1.242 + } else {1.243 + vert->offset_rgba = 0;1.244 + }1.245 + } else {1.246 + vert->rgba = bgra_to_rgba(*data.ival++);1.247 + if( POLY1_SPECULAR(poly1) ) {1.248 + vert->offset_rgba = bgra_to_rgba(*data.ival++);1.249 + } else {1.250 + vert->offset_rgba = 0;1.251 + }1.252 + }1.253 +}1.254 +1.255 +/**1.256 + * Compute texture, colour, and z values for a result point by interpolating from1.257 + * a set of 3 input points. The result point must define its x,y.1.258 + */1.259 +static void scene_compute_vertex( struct vertex_struct *result,1.260 + struct vertex_struct *input,1.261 + gboolean is_solid_shaded )1.262 +{1.263 + int i;1.264 + float sx = input[2].x - input[1].x;1.265 + float sy = input[2].y - input[1].y;1.266 + float tx = input[0].x - input[1].x;1.267 + float ty = input[0].y - input[1].y;1.268 +1.269 + float detxy = ((sy) * (tx)) - ((ty) * (sx));1.270 + if( detxy == 0 ) {1.271 + result->z = input[2].z;1.272 + result->u = input[2].u;1.273 + result->v = input[2].v;1.274 + result->rgba = input[2].rgba;1.275 + result->offset_rgba = input[2].offset_rgba;1.276 + return;1.277 + }1.278 + float t = ((result->x - input[1].x) * sy -1.279 + (result->y - input[1].y) * sx) / detxy;1.280 + float s = ((result->y - input[1].y) * tx -1.281 + (result->x - input[1].x) * ty) / detxy;1.282 +1.283 + float sz = input[2].z - input[1].z;1.284 + float tz = input[0].z - input[1].z;1.285 + float su = input[2].u - input[1].u;1.286 + float tu = input[0].u - input[1].u;1.287 + float sv = input[2].v - input[1].v;1.288 + float tv = input[0].v - input[1].v;1.289 +1.290 + float rz = input[1].z + (t*tz) + (s*sz);1.291 + if( rz > pvr2_scene.bounds[5] ) {1.292 + pvr2_scene.bounds[5] = rz;1.293 + } else if( rz < pvr2_scene.bounds[4] ) {1.294 + pvr2_scene.bounds[4] = rz;1.295 + }1.296 + result->z = rz;1.297 + result->u = input[1].u + (t*tu) + (s*su);1.298 + result->v = input[1].v + (t*tv) + (s*sv);1.299 +1.300 + if( is_solid_shaded ) {1.301 + result->rgba = input[2].rgba;1.302 + result->offset_rgba = input[2].offset_rgba;1.303 + } else {1.304 + uint8_t *rgba0 = (uint8_t *)&input[0].rgba;1.305 + uint8_t *rgba1 = (uint8_t *)&input[1].rgba;1.306 + uint8_t *rgba2 = (uint8_t *)&input[2].rgba;1.307 + uint8_t *rgba3 = (uint8_t *)&result->rgba;1.308 + for( i=0; i<8; i++ ) { // note: depends on rgba & offset_rgba being adjacent1.309 + float tc = *rgba0++ - *rgba1;1.310 + float sc = *rgba2++ - *rgba1;1.311 + float rc = *rgba1++ + (t*tc) + (s*sc);1.312 + if( rc < 0 ) {1.313 + rc = 0;1.314 + } else if( rc > 255 ) {1.315 + rc = 255;1.316 + }1.317 + *rgba3++ = rc;1.318 + }1.319 + }1.320 +1.321 +}1.322 +1.323 +static void scene_add_vertexes( pvraddr_t poly_idx, int vertex_length,1.324 + gboolean is_modified )1.325 +{1.326 + struct polygon_struct *poly = pvr2_scene.buf_to_poly_map[poly_idx];1.327 + uint32_t *ptr = &pvr2_scene.pvr2_pbuf[poly_idx];1.328 + uint32_t *context = ptr;1.329 + unsigned int i;1.330 +1.331 + if( poly->vertex_index == -1 ) {1.332 + ptr += (is_modified ? 5 : 3 );1.333 + poly->vertex_index = pvr2_scene.vertex_index;1.334 +1.335 + assert( poly != NULL );1.336 + assert( pvr2_scene.vertex_index + poly->vertex_count <= pvr2_scene.vertex_count );1.337 + for( i=0; i<poly->vertex_count; i++ ) {1.338 + pvr2_decode_render_vertex( &pvr2_scene.vertex_array[pvr2_scene.vertex_index++], context[0], context[1], ptr, 0 );1.339 + ptr += vertex_length;1.340 + }1.341 + if( is_modified ) {1.342 + int mod_offset = (vertex_length - 3)>>1;1.343 + assert( pvr2_scene.vertex_index + poly->vertex_count <= pvr2_scene.vertex_count );1.344 + ptr = &pvr2_scene.pvr2_pbuf[poly_idx] + 5;1.345 + poly->mod_vertex_index = pvr2_scene.vertex_index;1.346 + for( i=0; i<poly->vertex_count; i++ ) {1.347 + pvr2_decode_render_vertex( &pvr2_scene.vertex_array[pvr2_scene.vertex_index++], context[0], context[3], ptr, mod_offset );1.348 + ptr += vertex_length;1.349 + }1.350 + }1.351 + }1.352 +}1.353 +1.354 +static void scene_add_quad_vertexes( pvraddr_t poly_idx, int vertex_length,1.355 + gboolean is_modified )1.356 +{1.357 + struct polygon_struct *poly = pvr2_scene.buf_to_poly_map[poly_idx];1.358 + uint32_t *ptr = &pvr2_scene.pvr2_pbuf[poly_idx];1.359 + uint32_t *context = ptr;1.360 + unsigned int i;1.361 +1.362 + if( poly->vertex_index == -1 ) {1.363 + // Construct it locally and copy to the vertex buffer, as the VBO is1.364 + // allowed to be horribly slow for reads (ie it could be direct-mapped1.365 + // vram).1.366 + struct vertex_struct quad[4];1.367 +1.368 + assert( poly != NULL );1.369 + assert( pvr2_scene.vertex_index + poly->vertex_count <= pvr2_scene.vertex_count );1.370 + ptr += (is_modified ? 5 : 3 );1.371 + poly->vertex_index = pvr2_scene.vertex_index;1.372 + for( i=0; i<4; i++ ) {1.373 + pvr2_decode_render_vertex( &quad[i], context[0], context[1], ptr, 0 );1.374 + ptr += vertex_length;1.375 + }1.376 + scene_compute_vertex( &quad[3], &quad[0], !POLY1_GOURAUD_SHADED(context[0]) );1.377 + // Swap last two vertexes (quad arrangement => tri strip arrangement)1.378 + memcpy( &pvr2_scene.vertex_array[pvr2_scene.vertex_index], quad, sizeof(struct vertex_struct)*2 );1.379 + memcpy( &pvr2_scene.vertex_array[pvr2_scene.vertex_index+2], &quad[3], sizeof(struct vertex_struct) );1.380 + memcpy( &pvr2_scene.vertex_array[pvr2_scene.vertex_index+3], &quad[2], sizeof(struct vertex_struct) );1.381 + pvr2_scene.vertex_index += 4;1.382 +1.383 + if( is_modified ) {1.384 + int mod_offset = (vertex_length - 3)>>1;1.385 + assert( pvr2_scene.vertex_index + poly->vertex_count <= pvr2_scene.vertex_count );1.386 + ptr = &pvr2_scene.pvr2_pbuf[poly_idx] + 5;1.387 + poly->mod_vertex_index = pvr2_scene.vertex_index;1.388 + for( i=0; i<4; i++ ) {1.389 + pvr2_decode_render_vertex( &quad[4], context[0], context[3], ptr, mod_offset );1.390 + ptr += vertex_length;1.391 + }1.392 + scene_compute_vertex( &quad[3], &quad[0], !POLY1_GOURAUD_SHADED(context[0]) );1.393 + memcpy( &pvr2_scene.vertex_array[pvr2_scene.vertex_index], quad, sizeof(struct vertex_struct)*2 );1.394 + memcpy( &pvr2_scene.vertex_array[pvr2_scene.vertex_index+2], &quad[3], sizeof(struct vertex_struct) );1.395 + memcpy( &pvr2_scene.vertex_array[pvr2_scene.vertex_index+3], &quad[2], sizeof(struct vertex_struct) );1.396 + pvr2_scene.vertex_index += 4;1.397 + }1.398 + }1.399 +}1.400 +1.401 +static void scene_extract_polygons( pvraddr_t tile_entry )1.402 +{1.403 + uint32_t *tile_list = (uint32_t *)(video_base+tile_entry);1.404 + do {1.405 + uint32_t entry = *tile_list++;1.406 + if( entry >> 28 == 0x0F ) {1.407 + break;1.408 + } else if( entry >> 28 == 0x0E ) {1.409 + tile_list = (uint32_t *)(video_base + (entry&0x007FFFFF));1.410 + } else {1.411 + pvraddr_t polyaddr = entry&0x000FFFFF;1.412 + int is_modified = (entry & 0x01000000) && pvr2_scene.full_shadow;1.413 + int vertex_length = (entry >> 21) & 0x07;1.414 + int context_length = 3;1.415 + if( is_modified ) {1.416 + context_length = 5;1.417 + vertex_length <<= 1 ;1.418 + }1.419 + vertex_length += 3;1.420 +1.421 + if( (entry & 0xE0000000) == 0x80000000 ) {1.422 + /* Triangle(s) */1.423 + int strip_count = ((entry >> 25) & 0x0F)+1;1.424 + int polygon_length = 3 * vertex_length + context_length;1.425 + int i;1.426 + struct polygon_struct *last_poly = NULL;1.427 + for( i=0; i<strip_count; i++ ) {1.428 + struct polygon_struct *poly = scene_add_polygon( polyaddr, 3, is_modified );1.429 + polyaddr += polygon_length;1.430 + if( last_poly != NULL && last_poly->next == NULL ) {1.431 + last_poly->next = poly;1.432 + }1.433 + last_poly = poly;1.434 + }1.435 + } else if( (entry & 0xE0000000) == 0xA0000000 ) {1.436 + /* Sprite(s) */1.437 + int strip_count = ((entry >> 25) & 0x0F)+1;1.438 + int polygon_length = 4 * vertex_length + context_length;1.439 + int i;1.440 + struct polygon_struct *last_poly = NULL;1.441 + for( i=0; i<strip_count; i++ ) {1.442 + struct polygon_struct *poly = scene_add_polygon( polyaddr, 4, is_modified );1.443 + polyaddr += polygon_length;1.444 + if( last_poly != NULL && last_poly->next == NULL ) {1.445 + last_poly->next = poly;1.446 + }1.447 + last_poly = poly;1.448 + }1.449 + } else {1.450 + /* Polygon */1.451 + int i, last = -1;1.452 + for( i=5; i>=0; i-- ) {1.453 + if( entry & (0x40000000>>i) ) {1.454 + last = i;1.455 + break;1.456 + }1.457 + }1.458 + if( last != -1 ) {1.459 + scene_add_polygon( polyaddr, last+3, is_modified );1.460 + }1.461 + }1.462 + }1.463 + } while( 1 );1.464 +}1.465 +1.466 +static void scene_extract_vertexes( pvraddr_t tile_entry )1.467 +{1.468 + uint32_t *tile_list = (uint32_t *)(video_base+tile_entry);1.469 + do {1.470 + uint32_t entry = *tile_list++;1.471 + if( entry >> 28 == 0x0F ) {1.472 + break;1.473 + } else if( entry >> 28 == 0x0E ) {1.474 + tile_list = (uint32_t *)(video_base + (entry&0x007FFFFF));1.475 + } else {1.476 + pvraddr_t polyaddr = entry&0x000FFFFF;1.477 + int is_modified = (entry & 0x01000000) && pvr2_scene.full_shadow;1.478 + int vertex_length = (entry >> 21) & 0x07;1.479 + int context_length = 3;1.480 + if( is_modified ) {1.481 + context_length = 5;1.482 + vertex_length <<=1 ;1.483 + }1.484 + vertex_length += 3;1.485 +1.486 + if( (entry & 0xE0000000) == 0x80000000 ) {1.487 + /* Triangle(s) */1.488 + int strip_count = ((entry >> 25) & 0x0F)+1;1.489 + int polygon_length = 3 * vertex_length + context_length;1.490 + int i;1.491 + for( i=0; i<strip_count; i++ ) {1.492 + scene_add_vertexes( polyaddr, vertex_length, is_modified );1.493 + polyaddr += polygon_length;1.494 + }1.495 + } else if( (entry & 0xE0000000) == 0xA0000000 ) {1.496 + /* Sprite(s) */1.497 + int strip_count = ((entry >> 25) & 0x0F)+1;1.498 + int polygon_length = 4 * vertex_length + context_length;1.499 + int i;1.500 + for( i=0; i<strip_count; i++ ) {1.501 + scene_add_quad_vertexes( polyaddr, vertex_length, is_modified );1.502 + polyaddr += polygon_length;1.503 + }1.504 + } else {1.505 + /* Polygon */1.506 + int i, last = -1;1.507 + for( i=5; i>=0; i-- ) {1.508 + if( entry & (0x40000000>>i) ) {1.509 + last = i;1.510 + break;1.511 + }1.512 + }1.513 + if( last != -1 ) {1.514 + scene_add_vertexes( polyaddr, vertex_length, is_modified );1.515 + }1.516 + }1.517 + }1.518 + } while( 1 );1.519 +}1.520 +1.521 +uint32_t pvr2_scene_buffer_width()1.522 +{1.523 + return pvr2_scene.buffer_width;1.524 +}1.525 +1.526 +uint32_t pvr2_scene_buffer_height()1.527 +{1.528 + return pvr2_scene.buffer_height;1.529 +}1.530 +1.531 +/**1.532 + * Extract the current scene into the rendering structures. We run two passes1.533 + * - first pass extracts the polygons into pvr2_scene.poly_array (finding vertex counts),1.534 + * second pass extracts the vertex data into the VBO/vertex array.1.535 + *1.536 + * Difficult to do in single pass as we don't generally know the size of a1.537 + * polygon for certain until we've seen all tiles containing it. It also means we1.538 + * can count the vertexes and allocate the appropriate size VBO.1.539 + *1.540 + * FIXME: accesses into VRAM need to be bounds-checked properly1.541 + */1.542 +void pvr2_scene_read( void )1.543 +{1.544 + pvr2_scene_init();1.545 + pvr2_scene_reset();1.546 +1.547 + pvr2_scene.bounds[0] = MMIO_READ( PVR2, RENDER_HCLIP ) & 0x03FF;1.548 + pvr2_scene.bounds[1] = ((MMIO_READ( PVR2, RENDER_HCLIP ) >> 16) & 0x03FF) + 1;1.549 + pvr2_scene.bounds[2] = MMIO_READ( PVR2, RENDER_VCLIP ) & 0x03FF;1.550 + pvr2_scene.bounds[3] = ((MMIO_READ( PVR2, RENDER_VCLIP ) >> 16) & 0x03FF) + 1;1.551 + pvr2_scene.bounds[4] = pvr2_scene.bounds[5] = MMIO_READF( PVR2, RENDER_FARCLIP );1.552 +1.553 + uint32_t *tilebuffer = (uint32_t *)(video_base + MMIO_READ( PVR2, RENDER_TILEBASE ));1.554 + uint32_t *segment = tilebuffer;1.555 + pvr2_scene.segment_list = (struct tile_segment *)tilebuffer;1.556 + pvr2_scene.pvr2_pbuf = (uint32_t *)(video_base + MMIO_READ(PVR2,RENDER_POLYBASE));1.557 + pvr2_scene.full_shadow = MMIO_READ( PVR2, RENDER_SHADOW ) & 0x100 ? FALSE : TRUE;1.558 +1.559 + int max_tile_x = 0;1.560 + int max_tile_y = 0;1.561 + int obj_config = MMIO_READ( PVR2, RENDER_OBJCFG );1.562 + int isp_config = MMIO_READ( PVR2, RENDER_ISPCFG );1.563 +1.564 + if( (obj_config & 0x00200000) == 0 ) {1.565 + if( isp_config & 1 ) {1.566 + pvr2_scene.sort_mode = SORT_NEVER;1.567 + } else {1.568 + pvr2_scene.sort_mode = SORT_ALWAYS;1.569 + }1.570 + } else {1.571 + pvr2_scene.sort_mode = SORT_TILEFLAG;1.572 + }1.573 +1.574 + // Pass 1: Extract polygon list1.575 + uint32_t control;1.576 + int i;1.577 + do {1.578 + control = *segment++;1.579 + int tile_x = SEGMENT_X(control);1.580 + int tile_y = SEGMENT_Y(control);1.581 + if( tile_x > max_tile_x ) {1.582 + max_tile_x = tile_x;1.583 + }1.584 + if( tile_y > max_tile_y ) {1.585 + max_tile_y = tile_y;1.586 + }1.587 + for( i=0; i<5; i++ ) {1.588 + if( (*segment & NO_POINTER) == 0 ) {1.589 + scene_extract_polygons( *segment );1.590 + }1.591 + segment++;1.592 + }1.593 + } while( (control & SEGMENT_END) == 0 );1.594 +1.595 + pvr2_scene.buffer_width = (max_tile_x+1)<<5;1.596 + pvr2_scene.buffer_height = (max_tile_y+1)<<5;1.597 +1.598 + if( pvr2_scene.vertex_count > 0 ) {1.599 + // Pass 2: Extract vertex data1.600 + vertex_buffer_map();1.601 + pvr2_scene.vertex_index = 0;1.602 + segment = tilebuffer;1.603 + do {1.604 + control = *segment++;1.605 + for( i=0; i<5; i++ ) {1.606 + if( (*segment & NO_POINTER) == 0 ) {1.607 + scene_extract_vertexes( *segment );1.608 + }1.609 + segment++;1.610 + }1.611 + } while( (control & SEGMENT_END) == 0 );1.612 + vertex_buffer_unmap();1.613 + }1.614 +}1.615 +1.616 +/**1.617 + * Dump the current scene to file in a (mostly) human readable form1.618 + */1.619 +void pvr2_scene_dump( FILE *f )1.620 +{1.621 + int i,j;1.622 +1.623 + fprintf( f, "Polygons: %d\n", pvr2_scene.poly_count );1.624 + for( i=0; i<pvr2_scene.poly_count; i++ ) {1.625 + struct polygon_struct *poly = &pvr2_scene.poly_array[i];1.626 + fprintf( f, " %08X ", ((char *)poly->context) - video_base );1.627 + switch( poly->vertex_count ) {1.628 + case 3: fprintf( f, "Tri " ); break;1.629 + case 4: fprintf( f, "Quad " ); break;1.630 + default: fprintf( f,"%d-Strip ", poly->vertex_count-2 ); break;1.631 + }1.632 + fprintf( f, "%08X %08X %08X ", poly->context[0], poly->context[1], poly->context[2] );1.633 + if( poly->mod_vertex_index != -1 ) {1.634 + fprintf( f, "%08X %08X\n", poly->context[3], poly->context[5] );1.635 + } else {1.636 + fprintf( f, "\n" );1.637 + }1.638 +1.639 + for( j=0; j<poly->vertex_count; j++ ) {1.640 + struct vertex_struct *v = &pvr2_scene.vertex_array[poly->vertex_index+j];1.641 + fprintf( f, " %.5f %.5f %.5f, (%.5f,%.5f) %08X %08X\n", v->x, v->y, v->z, v->u, v->v,1.642 + v->rgba, v->offset_rgba );1.643 + }1.644 + if( poly->mod_vertex_index != -1 ) {1.645 + fprintf( f, " ---\n" );1.646 + for( j=0; j<poly->vertex_count; j++ ) {1.647 + struct vertex_struct *v = &pvr2_scene.vertex_array[poly->mod_vertex_index+j];1.648 + fprintf( f, " %.5f %.5f %.5f, (%.5f,%.5f) %08X %08X\n", v->x, v->y, v->z, v->u, v->v,1.649 + v->rgba, v->offset_rgba );1.650 + }1.651 + }1.652 + }1.653 +1.654 +}
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