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lxdream.org :: lxdream/src/pvr2/glrender.c
lxdream 0.9.1
released Jun 29
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filename src/pvr2/glrender.c
changeset 1154:5225c7c059ce
prev1153:00e507e4025c
next1156:d124a1c833cb
author nkeynes
date Mon Jan 17 21:22:06 2011 +1000 (13 years ago)
permissions -rw-r--r--
last change Avoid rebinding textures unnecessarily (actually saves a surprising amount
of runtime)
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     1 /**
     2  * $Id$
     3  *
     4  * Standard OpenGL rendering engine. 
     5  *
     6  * Copyright (c) 2005 Nathan Keynes.
     7  *
     8  * This program is free software; you can redistribute it and/or modify
     9  * it under the terms of the GNU General Public License as published by
    10  * the Free Software Foundation; either version 2 of the License, or
    11  * (at your option) any later version.
    12  *
    13  * This program is distributed in the hope that it will be useful,
    14  * but WITHOUT ANY WARRANTY; without even the implied warranty of
    15  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    16  * GNU General Public License for more details.
    17  */
    19 #include <assert.h>
    20 #include <sys/time.h>
    21 #include "display.h"
    22 #include "pvr2/pvr2.h"
    23 #include "pvr2/pvr2mmio.h"
    24 #include "pvr2/glutil.h"
    25 #include "pvr2/scene.h"
    26 #include "pvr2/tileiter.h"
    28 #define IS_EMPTY_TILE_LIST(p) ((*((uint32_t *)(pvr2_main_ram+(p))) >> 28) == 0x0F)
    30 int pvr2_poly_depthmode[8] = { GL_NEVER, GL_LESS, GL_EQUAL, GL_LEQUAL,
    31         GL_GREATER, GL_NOTEQUAL, GL_GEQUAL, 
    32         GL_ALWAYS };
    33 int pvr2_poly_srcblend[8] = { 
    34         GL_ZERO, GL_ONE, GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR,
    35         GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_DST_ALPHA, 
    36         GL_ONE_MINUS_DST_ALPHA };
    37 int pvr2_poly_dstblend[8] = {
    38         GL_ZERO, GL_ONE, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR,
    39         GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_DST_ALPHA,
    40         GL_ONE_MINUS_DST_ALPHA };
    41 int pvr2_poly_texblend[4] = {
    42         GL_REPLACE, 
    43         GL_MODULATE,  
    44         GL_DECAL, 
    45         GL_MODULATE 
    46 };
    48 static gboolean have_shaders = FALSE;
    49 static int currentTexId = -1;
    51 static inline void bind_texture(int texid)
    52 {
    53     if( currentTexId != texid ) {
    54         currentTexId = texid;
    55         glBindTexture(GL_TEXTURE_2D, texid);
    56     }
    57 }
    59 /**
    60  * Clip the tile bounds to the clipping plane. 
    61  * @return TRUE if the tile was not clipped completely.
    62  */
    63 static gboolean clip_tile_bounds( uint32_t *tile, float *clip )
    64 {
    65     if( tile[0] < clip[0] ) tile[0] = clip[0];
    66     if( tile[1] > clip[1] ) tile[1] = clip[1];
    67     if( tile[2] < clip[2] ) tile[2] = clip[2];
    68     if( tile[3] > clip[3] ) tile[3] = clip[3];
    69     return tile[0] < tile[1] && tile[2] < tile[3];
    70 }
    72 static void drawrect2d( uint32_t tile_bounds[], float z )
    73 {
    74     glBegin( GL_QUADS );
    75     glVertex3f( tile_bounds[0], tile_bounds[2], z );
    76     glVertex3f( tile_bounds[1], tile_bounds[2], z );
    77     glVertex3f( tile_bounds[1], tile_bounds[3], z );
    78     glVertex3f( tile_bounds[0], tile_bounds[3], z );
    79     glEnd();
    80 }
    82 static void pvr2_scene_load_textures()
    83 {
    84     int i;
    86     texcache_begin_scene( MMIO_READ( PVR2, RENDER_PALETTE ) & 0x03,
    87                          (MMIO_READ( PVR2, RENDER_TEXSIZE ) & 0x003F) << 5 );
    89     for( i=0; i < pvr2_scene.poly_count; i++ ) {
    90         struct polygon_struct *poly = &pvr2_scene.poly_array[i];
    91         if( POLY1_TEXTURED(poly->context[0]) ) {
    92             poly->tex_id = texcache_get_texture( poly->context[1], poly->context[2] );
    93             if( poly->mod_vertex_index != -1 ) {
    94                 if( pvr2_scene.shadow_mode == SHADOW_FULL ) {
    95                     poly->mod_tex_id = texcache_get_texture( poly->context[3], poly->context[4] );
    96                 } else {
    97                     poly->mod_tex_id = poly->tex_id;
    98                 }
    99             }
   100         } else {
   101             poly->tex_id = 0;
   102             poly->mod_tex_id = 0;
   103         }
   104     }
   105 }
   108 /**
   109  * Once-off call to setup the OpenGL context.
   110  */
   111 void pvr2_setup_gl_context()
   112 {
   114     if( glsl_is_supported() && isGLMultitextureSupported() ) {
   115         if( !glsl_load_shaders( ) ) {
   116             WARN( "Unable to load GL shaders" );
   117         } else {
   118             have_shaders = TRUE;
   119         }
   120     }
   122     texcache_gl_init(); // Allocate texture IDs
   123     glDisable( GL_CULL_FACE );
   124     glEnable( GL_BLEND );
   125     glEnable( GL_DEPTH_TEST );
   126     glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
   127     glMatrixMode(GL_MODELVIEW);
   128     glLoadIdentity();
   130 #ifdef HAVE_OPENGL_CLAMP_COLOR
   131     if( isGLExtensionSupported("GL_ARB_color_buffer_float") ) {
   132         glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FALSE );
   133         glClampColorARB(GL_CLAMP_FRAGMENT_COLOR_ARB, GL_FALSE );
   134     }
   135 #endif
   137     glEnableClientState( GL_COLOR_ARRAY );
   138     glEnableClientState( GL_VERTEX_ARRAY );
   139     glEnableClientState( GL_TEXTURE_COORD_ARRAY );
   140     glEnableClientState( GL_SECONDARY_COLOR_ARRAY );
   141     glEnableClientState( GL_FOG_COORDINATE_ARRAY_EXT );
   143     glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
   144     glClearDepth(0);
   145     glClearStencil(0);
   147     glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
   148     glFogi(GL_FOG_MODE, GL_LINEAR);
   149     glFogf(GL_FOG_START, 0.0);
   150     glFogf(GL_FOG_END, 1.0);
   152     if( have_shaders ) {
   153         glsl_set_shader(DEFAULT_PROGRAM);
   154         glsl_set_uniform_int(DEFAULT_PROGRAM, "primary_texture", 0);
   155         glsl_set_uniform_int(DEFAULT_PROGRAM, "palette_texture", 1);
   156         glsl_clear_shader();
   157     }
   158 }
   160 /**
   161  * Setup the basic context that's shared between normal and modified modes -
   162  * depth, culling
   163  */
   164 static void render_set_base_context( uint32_t poly1, gboolean set_depth )
   165 {
   166     if( set_depth ) {
   167         glDepthFunc( POLY1_DEPTH_MODE(poly1) );
   168     }
   170     glDepthMask( POLY1_DEPTH_WRITE(poly1) ? GL_TRUE : GL_FALSE );
   171 }
   173 /**
   174  * Setup the texture/shading settings (TSP) which vary between mod/unmod modes.
   175  */
   176 static void render_set_tsp_context( uint32_t poly1, uint32_t poly2 )
   177 {
   178     glShadeModel( POLY1_SHADE_MODEL(poly1) );
   180     if( POLY1_TEXTURED(poly1) && !have_shaders ) {
   181         if( POLY2_TEX_BLEND(poly2) == 2 )
   182             glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL );
   183         else
   184             glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
   186      }
   188      switch( POLY2_FOG_MODE(poly2) ) {
   189      case PVR2_POLY_FOG_LOOKUP:
   190          glFogfv( GL_FOG_COLOR, pvr2_scene.fog_lut_colour );
   191          break;
   192      case PVR2_POLY_FOG_VERTEX:
   193          glFogfv( GL_FOG_COLOR, pvr2_scene.fog_vert_colour );
   194          break;
   195      }
   197      int srcblend = POLY2_SRC_BLEND(poly2);
   198      int destblend = POLY2_DEST_BLEND(poly2);
   199      glBlendFunc( srcblend, destblend );
   201      if( POLY2_SRC_BLEND_TARGET(poly2) || POLY2_DEST_BLEND_TARGET(poly2) ) {
   202          WARN( "Accumulation buffer not supported" );
   203      }   
   204 }
   206 /**
   207  * Setup the GL context for the supplied polygon context.
   208  * @param context pointer to 3 or 5 words of polygon context
   209  * @param depth_mode force depth mode, or 0 to use the polygon's
   210  * depth mode.
   211  */
   212 static void render_set_context( uint32_t *context, gboolean set_depth )
   213 {
   214     render_set_base_context(context[0], set_depth);
   215     render_set_tsp_context(context[0],context[1]);
   216 }
   218 static inline void gl_draw_vertexes( struct polygon_struct *poly )
   219 {
   220     do {
   221         glDrawArrays(GL_TRIANGLE_STRIP, poly->vertex_index, poly->vertex_count);
   222         poly = poly->sub_next;
   223     } while( poly != NULL );
   224 }
   226 static inline void gl_draw_mod_vertexes( struct polygon_struct *poly )
   227 {
   228     do {
   229         glDrawArrays(GL_TRIANGLE_STRIP, poly->mod_vertex_index, poly->vertex_count);
   230         poly = poly->sub_next;
   231     } while( poly != NULL );
   232 }
   234 static void gl_render_poly( struct polygon_struct *poly, gboolean set_depth)
   235 {
   236     if( poly->vertex_count == 0 )
   237         return; /* Culled */
   239     bind_texture(poly->tex_id);
   240     if( poly->mod_vertex_index == -1 ) {
   241         render_set_context( poly->context, set_depth );
   242         gl_draw_vertexes(poly);
   243     }  else {
   244         glEnable( GL_STENCIL_TEST );
   245         render_set_base_context( poly->context[0], set_depth );
   246         render_set_tsp_context( poly->context[0], poly->context[1] );
   247         glStencilFunc(GL_EQUAL, 0, 2);
   248         gl_draw_vertexes(poly);
   250         if( pvr2_scene.shadow_mode == SHADOW_FULL ) {
   251             bind_texture(poly->mod_tex_id);
   252             render_set_tsp_context( poly->context[0], poly->context[3] );
   253         }
   254         glStencilFunc(GL_EQUAL, 2, 2);
   255         gl_draw_mod_vertexes(poly);
   256         glDisable( GL_STENCIL_TEST );
   257     }
   258 }
   261 static void gl_render_modifier_polygon( struct polygon_struct *poly, uint32_t tile_bounds[] )
   262 {
   263     /* A bit of explanation:
   264      * In theory it works like this: generate a 1-bit stencil for each polygon
   265      * volume, and then AND or OR it against the overall 1-bit tile stencil at 
   266      * the end of the volume. 
   267      * 
   268      * The implementation here uses a 2-bit stencil buffer, where each volume
   269      * is drawn using only stencil bit 0, and then a 'flush' polygon is drawn
   270      * to update bit 1 accordingly and clear bit 0.
   271      * 
   272      * This could probably be more efficient, but at least it works correctly 
   273      * now :)
   274      */
   276     if( poly->vertex_count == 0 )
   277         return; /* Culled */
   279     gl_draw_vertexes(poly);
   283     int poly_type = POLY1_VOLUME_MODE(poly->context[0]);
   284     if( poly_type == PVR2_VOLUME_REGION0 ) {
   285         /* 00 => 00
   286          * 01 => 00
   287          * 10 => 10
   288          * 11 => 00
   289          */
   290         glStencilMask( 0x03 );
   291         glStencilFunc(GL_EQUAL, 0x02, 0x03);
   292         glStencilOp(GL_ZERO, GL_KEEP, GL_KEEP);
   293         glDisable( GL_DEPTH_TEST );
   295         drawrect2d( tile_bounds, pvr2_scene.bounds[4] );
   297         glEnable( GL_DEPTH_TEST );
   298         glStencilMask( 0x01 );
   299         glStencilFunc( GL_ALWAYS, 0, 1 );
   300         glStencilOp( GL_KEEP,GL_INVERT, GL_KEEP ); 
   301     } else if( poly_type == PVR2_VOLUME_REGION1 ) {
   302         /* This is harder with the standard stencil ops - do it in two passes
   303          * 00 => 00 | 00 => 10
   304          * 01 => 10 | 01 => 10
   305          * 10 => 10 | 10 => 00
   306          * 11 => 10 | 11 => 10
   307          */
   308         glStencilMask( 0x02 );
   309         glStencilOp( GL_INVERT, GL_INVERT, GL_INVERT );
   310         glDisable( GL_DEPTH_TEST );
   312         drawrect2d( tile_bounds, pvr2_scene.bounds[4] );
   314         glStencilMask( 0x03 );
   315         glStencilFunc( GL_NOTEQUAL,0x02, 0x03);
   316         glStencilOp( GL_ZERO, GL_REPLACE, GL_REPLACE );
   318         drawrect2d( tile_bounds, pvr2_scene.bounds[4] );
   320         glEnable( GL_DEPTH_TEST );
   321         glStencilMask( 0x01 );
   322         glStencilFunc( GL_ALWAYS, 0, 1 );
   323         glStencilOp( GL_KEEP,GL_INVERT, GL_KEEP );         
   324     }
   325 }
   327 static void gl_render_bkgnd( struct polygon_struct *poly )
   328 {
   329     bind_texture(poly->tex_id);
   330     render_set_tsp_context( poly->context[0], poly->context[1] );
   331     glDisable( GL_DEPTH_TEST );
   332     glBlendFunc( GL_ONE, GL_ZERO );
   333     gl_draw_vertexes(poly);
   334     glEnable( GL_DEPTH_TEST );
   335 }
   337 void gl_render_triangle( struct polygon_struct *poly, int index )
   338 {
   339     bind_texture(poly->tex_id);
   340     render_set_tsp_context( poly->context[0], poly->context[1] );
   341     glDrawArrays(GL_TRIANGLE_STRIP, poly->vertex_index + index, 3 );
   343 }
   345 void gl_render_tilelist( pvraddr_t tile_entry, gboolean set_depth )
   346 {
   347     tileentryiter list;
   349     FOREACH_TILEENTRY(list, tile_entry) {
   350         struct polygon_struct *poly = pvr2_scene.buf_to_poly_map[TILEENTRYITER_POLYADDR(list)];
   351         if( poly != NULL ) {
   352             do {
   353                 gl_render_poly(poly, set_depth);
   354                 poly = poly->next;
   355             } while( list.strip_count-- > 0 );
   356         }
   357     }
   358 }
   360 /**
   361  * Render the tilelist with depthbuffer updates only.
   362  */
   363 static void gl_render_tilelist_depthonly( pvraddr_t tile_entry )
   364 {
   365     tileentryiter list;
   367     FOREACH_TILEENTRY(list, tile_entry) {
   368         struct polygon_struct *poly = pvr2_scene.buf_to_poly_map[TILEENTRYITER_POLYADDR(list)];
   369         if( poly != NULL ) {
   370             do {
   371                 render_set_base_context(poly->context[0],TRUE);
   372                 gl_draw_vertexes(poly);
   373                 poly = poly->next;
   374             } while( list.strip_count-- > 0 );
   375         }
   376     }
   377 }
   379 static void gl_render_modifier_tilelist( pvraddr_t tile_entry, uint32_t tile_bounds[] )
   380 {
   381     tileentryiter list;
   383     if( !IS_TILE_PTR(tile_entry) )
   384         return;
   386     glEnable( GL_STENCIL_TEST );
   387     glEnable( GL_DEPTH_TEST );
   388     glStencilFunc( GL_ALWAYS, 0, 1 );
   389     glStencilOp( GL_KEEP,GL_INVERT, GL_KEEP ); 
   390     glStencilMask( 0x01 );
   391     glDepthFunc( GL_LEQUAL );
   392     glDepthMask( GL_FALSE );
   394     FOREACH_TILEENTRY(list, tile_entry ) {
   395         struct polygon_struct *poly = pvr2_scene.buf_to_poly_map[TILEENTRYITER_POLYADDR(list)];
   396         if( poly != NULL ) {
   397             do {
   398                 gl_render_modifier_polygon( poly, tile_bounds );
   399                 poly = poly->next;
   400             } while( list.strip_count-- > 0 );
   401         }
   402     }
   403     glDepthMask( GL_TRUE );
   404     glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
   405     glDisable( GL_STENCIL_TEST );
   406 }
   408 /**
   409  * Render the currently defined scene in pvr2_scene
   410  */
   411 void pvr2_scene_render( render_buffer_t buffer )
   412 {
   413     /* Scene setup */
   414     struct timeval start_tv, tex_tv, end_tv;
   416     gettimeofday(&start_tv, NULL);
   417     display_driver->set_render_target(buffer);
   418     pvr2_check_palette_changed();
   419     pvr2_scene_load_textures();
   420     currentTexId = -1;
   422     gettimeofday( &tex_tv, NULL );
   423     uint32_t ms = (tex_tv.tv_sec - start_tv.tv_sec) * 1000 +
   424     (tex_tv.tv_usec - start_tv.tv_usec)/1000;
   425     DEBUG( "Scene setup in %dms", ms );
   427     /* Setup view projection matrix */
   428     glMatrixMode(GL_PROJECTION);
   429     glLoadIdentity();
   430     float nearz = pvr2_scene.bounds[4];
   431     float farz = pvr2_scene.bounds[5];
   432     if( nearz == farz ) {
   433         farz*= 4.0;
   434     }
   435     glOrtho( 0, pvr2_scene.buffer_width, pvr2_scene.buffer_height, 0, 
   436              -farz, -nearz );
   437     float alphaRef = ((float)(MMIO_READ(PVR2, RENDER_ALPHA_REF)&0xFF)+1)/256.0;
   438     glAlphaFunc( GL_GEQUAL, alphaRef );
   440     /* Clear the buffer (FIXME: May not want always want to do this) */
   441     glDisable( GL_SCISSOR_TEST );
   442     glDepthMask( GL_TRUE );
   443     glStencilMask( 0x03 );
   444     glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
   446     /* Setup vertex array pointers */
   447     glVertexPointer(3, GL_FLOAT, sizeof(struct vertex_struct), &pvr2_scene.vertex_array[0].x);
   448     glColorPointer(4, GL_FLOAT, sizeof(struct vertex_struct), &pvr2_scene.vertex_array[0].rgba[0]);
   449     glTexCoordPointer(4, GL_FLOAT, sizeof(struct vertex_struct), &pvr2_scene.vertex_array[0].u);
   450     glSecondaryColorPointerEXT(3, GL_FLOAT, sizeof(struct vertex_struct), pvr2_scene.vertex_array[0].offset_rgba );
   451     glFogCoordPointerEXT(GL_FLOAT, sizeof(struct vertex_struct), &pvr2_scene.vertex_array[0].offset_rgba[3] );
   452     /* Turn on the shaders (if available) */
   453     glsl_set_shader(DEFAULT_PROGRAM);
   455     /* Render the background */
   456     gl_render_bkgnd( pvr2_scene.bkgnd_poly );
   458     glEnable( GL_SCISSOR_TEST );
   459     glEnable( GL_COLOR_SUM );
   460     glEnable( GL_FOG );
   461     glEnable( GL_TEXTURE_2D );
   463     /* Process the segment list */
   464     struct tile_segment *segment = pvr2_scene.segment_list;
   465     do {
   466         int tilex = SEGMENT_X(segment->control);
   467         int tiley = SEGMENT_Y(segment->control);
   469         uint32_t tile_bounds[4] = { tilex << 5, (tilex+1)<<5, tiley<<5, (tiley+1)<<5 };
   470         if( !clip_tile_bounds(tile_bounds, pvr2_scene.bounds) ) {
   471             continue; // fully clipped, skip tile
   472         }
   474         /* Clip to the visible part of the tile */
   475         glScissor( tile_bounds[0], pvr2_scene.buffer_height-tile_bounds[3], 
   476                    tile_bounds[1]-tile_bounds[0], tile_bounds[3] - tile_bounds[2] );
   477         if( display_driver->capabilities.stencil_bits >= 2 && 
   478                 IS_TILE_PTR(segment->opaquemod_ptr) &&
   479                 !IS_EMPTY_TILE_LIST(segment->opaquemod_ptr) ) {
   480             /* Don't do this unless there's actually some shadow polygons */
   482             /* Use colormask instead of drawbuffer for simplicity */
   483             glColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE );
   484             gl_render_tilelist_depthonly(segment->opaque_ptr);
   485             gl_render_modifier_tilelist(segment->opaquemod_ptr, tile_bounds);
   486             glClear( GL_DEPTH_BUFFER_BIT );
   487             glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
   488         }
   489         gl_render_tilelist(segment->opaque_ptr,TRUE);
   490         if( IS_TILE_PTR(segment->punchout_ptr) ) {
   491             glEnable(GL_ALPHA_TEST );
   492             glDepthFunc(GL_GEQUAL);
   493             gl_render_tilelist(segment->punchout_ptr, FALSE );
   494             glDisable(GL_ALPHA_TEST );
   495         }
   497         if( IS_TILE_PTR(segment->trans_ptr) ) {
   498             if( pvr2_scene.sort_mode == SORT_NEVER || 
   499                     (pvr2_scene.sort_mode == SORT_TILEFLAG && (segment->control&SEGMENT_SORT_TRANS))) {
   500                 gl_render_tilelist(segment->trans_ptr, TRUE);
   501             } else {
   502                 render_autosort_tile(segment->trans_ptr, RENDER_NORMAL );
   503             }
   504         }
   505     } while( !IS_LAST_SEGMENT(segment++) );
   506     glDisable( GL_SCISSOR_TEST );
   507     glDisable( GL_COLOR_SUM );
   508     glDisable( GL_FOG );
   509     glsl_clear_shader();
   511     gettimeofday( &end_tv, NULL );
   512     ms = (end_tv.tv_sec - tex_tv.tv_sec) * 1000 +
   513     (end_tv.tv_usec - tex_tv.tv_usec)/1000;
   514     DEBUG( "Scene render in %dms", ms );
   515 }
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