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lxdream.org :: lxdream/src/pvr2/scene.c
lxdream 0.9.1
released Jun 29
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filename src/pvr2/scene.c
changeset 863:a5e5310061e2
prev847:2089244671d2
next934:3acd3b3ee6d1
author nkeynes
date Thu Dec 11 21:33:08 2008 +0000 (11 years ago)
permissions -rw-r--r--
last change Only call finish_rendering() for texture renders - workaround bug in apple/intel drivers
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     1 /**
     2  * $Id$
     3  *
     4  * Manage the internal vertex/polygon buffers and scene data structure.
     5  * Where possible this uses VBOs for the vertex + index data.
     6  *
     7  * Copyright (c) 2005 Nathan Keynes.
     8  *
     9  * This program is free software; you can redistribute it and/or modify
    10  * it under the terms of the GNU General Public License as published by
    11  * the Free Software Foundation; either version 2 of the License, or
    12  * (at your option) any later version.
    13  *
    14  * This program is distributed in the hope that it will be useful,
    15  * but WITHOUT ANY WARRANTY; without even the implied warranty of
    16  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    17  * GNU General Public License for more details.
    18  */
    20 #include <assert.h>
    21 #include <string.h>
    22 #include <math.h>
    23 #include "lxdream.h"
    24 #include "display.h"
    25 #include "pvr2/pvr2.h"
    26 #include "pvr2/pvr2mmio.h"
    27 #include "pvr2/glutil.h"
    28 #include "pvr2/scene.h"
    30 #define U8TOFLOAT(n)  (((float)((n)+1))/256.0)
    32 static void unpack_bgra(uint32_t bgra, float *rgba)
    33 {
    34     rgba[0] = ((float)(((bgra&0x00FF0000)>>16) + 1)) / 256.0;
    35     rgba[1] = ((float)(((bgra&0x0000FF00)>>8) + 1)) / 256.0;
    36     rgba[2] = ((float)((bgra&0x000000FF) + 1)) / 256.0;
    37     rgba[3] = ((float)(((bgra&0xFF000000)>>24) + 1)) / 256.0;
    38 }
    40 static inline uint32_t bgra_to_rgba(uint32_t bgra)
    41 {
    42     return (bgra&0xFF00FF00) | ((bgra&0x00FF0000)>>16) | ((bgra&0x000000FF)<<16);
    43 }
    45 /**
    46  * Convert a half-float (16-bit) FP number to a regular 32-bit float.
    47  * Source is 1-bit sign, 5-bit exponent, 10-bit mantissa.
    48  * TODO: Check the correctness of this.
    49  */
    50 static float halftofloat( uint16_t half )
    51 {
    52     union {
    53         float f;
    54         uint32_t i;
    55     } temp;
    56     temp.i = ((uint32_t)half)<<16;
    57     return temp.f;
    58 }
    60 static float parse_fog_density( uint32_t value )
    61 {
    62     union {
    63         uint32_t i;
    64         float f;
    65     } u;
    66     u.i = (((value+127)&0xFF)<<23)|((value & 0xFF00)<<7);
    67     return u.f;
    68 }
    70 struct pvr2_scene_struct pvr2_scene;
    72 static gboolean vbo_init = FALSE;
    73 static float scene_shadow_intensity = 0.0;
    75 #ifdef ENABLE_VERTEX_BUFFER
    76 static gboolean vbo_supported = FALSE;
    77 #endif
    79 /**
    80  * Test for VBO support, and allocate all the system memory needed for the
    81  * temporary structures. GL context must have been initialized before this
    82  * point.
    83  */
    84 void pvr2_scene_init()
    85 {
    86     if( !vbo_init ) {
    87 #ifdef ENABLE_VERTEX_BUFFER
    88         if( isGLVertexBufferSupported() ) {
    89             vbo_supported = TRUE;
    90             pvr2_scene.vbo_id = 1;
    91         }
    92 #endif
    93         pvr2_scene.vertex_array = NULL;
    94         pvr2_scene.vertex_array_size = 0;
    95         pvr2_scene.poly_array = g_malloc( MAX_POLY_BUFFER_SIZE );
    96         pvr2_scene.buf_to_poly_map = g_malloc0( BUF_POLY_MAP_SIZE );
    97         vbo_init = TRUE;
    98     }
    99 }
   101 /**
   102  * Clear the scene data structures in preparation for fresh data
   103  */
   104 void pvr2_scene_reset()
   105 {
   106     pvr2_scene.poly_count = 0;
   107     pvr2_scene.vertex_count = 0;
   108     memset( pvr2_scene.buf_to_poly_map, 0, BUF_POLY_MAP_SIZE );
   109 }
   111 void pvr2_scene_shutdown()
   112 {
   113 #ifdef ENABLE_VERTEX_BUFFER
   114     if( vbo_supported ) {
   115         glBindBufferARB( GL_ARRAY_BUFFER_ARB, 0 );
   116         glDeleteBuffersARB( 1, &pvr2_scene.vbo_id );
   117         pvr2_scene.vbo_id = 0;
   118     } else {
   119 #endif
   120         g_free( pvr2_scene.vertex_array );
   121         pvr2_scene.vertex_array = NULL;
   122 #ifdef ENABLE_VERTEX_BUFFER
   123     }
   124 #endif
   126     g_free( pvr2_scene.poly_array );
   127     pvr2_scene.poly_array = NULL;
   128     g_free( pvr2_scene.buf_to_poly_map );
   129     pvr2_scene.buf_to_poly_map = NULL;
   130     vbo_init = FALSE;
   131 }
   133 void *vertex_buffer_map()
   134 {
   135     // Allow 8 vertexes for the background (4+4)
   136     uint32_t size = (pvr2_scene.vertex_count + 8) * sizeof(struct vertex_struct);
   137 #ifdef ENABLE_VERTEX_BUFFER
   138     if( vbo_supported ) {
   139         glGetError();
   140         glBindBufferARB( GL_ARRAY_BUFFER_ARB, pvr2_scene.vbo_id );
   141         if( size > pvr2_scene.vertex_array_size ) {
   142             glBufferDataARB( GL_ARRAY_BUFFER_ARB, size, NULL, GL_DYNAMIC_DRAW_ARB );
   143             int status = glGetError();
   144             if( status != 0 ) {
   145                 fprintf( stderr, "Error %08X allocating vertex buffer\n", status );
   146                 abort();
   147             }
   148             pvr2_scene.vertex_array_size = size;
   149         }
   150         pvr2_scene.vertex_array = glMapBufferARB( GL_ARRAY_BUFFER_ARB, GL_WRITE_ONLY_ARB );
   151         assert(pvr2_scene.vertex_array != NULL );
   152     } else {
   153 #endif
   154         if( size > pvr2_scene.vertex_array_size ) {
   155             pvr2_scene.vertex_array = g_realloc( pvr2_scene.vertex_array, size );
   156         }
   157 #ifdef ENABLE_VERTEX_BUFFER
   158     }
   159 #endif
   160     return pvr2_scene.vertex_array;
   161 }
   163 gboolean vertex_buffer_unmap()
   164 {
   165 #ifdef ENABLE_VERTEX_BUFFER
   166     if( vbo_supported ) {
   167         pvr2_scene.vertex_array = NULL;
   168         return glUnmapBufferARB( GL_ARRAY_BUFFER_ARB );
   169     } else {
   170         return TRUE;
   171     }
   172 #else
   173     return TRUE;
   174 #endif
   175 }
   177 static struct polygon_struct *scene_add_polygon( pvraddr_t poly_idx, int vertex_count,
   178                                                  shadow_mode_t is_modified )
   179 {
   180     int vert_mul = is_modified != SHADOW_NONE ? 2 : 1;
   182     if( pvr2_scene.buf_to_poly_map[poly_idx] != NULL ) {
   183         if( vertex_count > pvr2_scene.buf_to_poly_map[poly_idx]->vertex_count ) {
   184             pvr2_scene.vertex_count += (vertex_count - pvr2_scene.buf_to_poly_map[poly_idx]->vertex_count) * vert_mul;
   185             pvr2_scene.buf_to_poly_map[poly_idx]->vertex_count = vertex_count;
   186         }
   187         return pvr2_scene.buf_to_poly_map[poly_idx];
   188     } else {
   189         struct polygon_struct *poly = &pvr2_scene.poly_array[pvr2_scene.poly_count++];
   190         poly->context = &pvr2_scene.pvr2_pbuf[poly_idx];
   191         poly->vertex_count = vertex_count;
   192         poly->vertex_index = -1;
   193         poly->mod_vertex_index = -1;
   194         poly->next = NULL;
   195         pvr2_scene.buf_to_poly_map[poly_idx] = poly;
   196         pvr2_scene.vertex_count += (vertex_count * vert_mul);
   197         return poly;
   198     }
   199 }
   201 /**
   202  * Decode a single PVR2 renderable vertex (opaque/trans/punch-out, but not shadow
   203  * volume)
   204  * @param vert Pointer to output vertex structure
   205  * @param poly1 First word of polygon context (needed to understand vertex)
   206  * @param poly2 Second word of polygon context
   207  * @param pvr2_data Pointer to raw pvr2 vertex data (in VRAM)
   208  * @param modify_offset Offset in 32-bit words to the tex/color data. 0 for
   209  *        the normal vertex, half the vertex length for the modified vertex.
   210  */
   211 static void pvr2_decode_render_vertex( struct vertex_struct *vert, uint32_t poly1,
   212                                        uint32_t poly2, uint32_t *pvr2_data,
   213                                        int modify_offset )
   214 {
   215     gboolean force_alpha = !POLY2_ALPHA_ENABLE(poly2);
   216     union pvr2_data_type {
   217         uint32_t *ival;
   218         float *fval;
   219     } data;
   221     data.ival = pvr2_data;
   223     vert->x = *data.fval++;
   224     vert->y = *data.fval++;
   226     float z = *data.fval++;
   227     if( !isfinite(z) ) {
   228         z = 0;
   229     } else if( z != 0 ) {
   230         z = 1/z;
   231     }
   232     if( z > pvr2_scene.bounds[5] ) {
   233         pvr2_scene.bounds[5] = z;
   234     } else if( z < pvr2_scene.bounds[4] && z != 0 ) {
   235         pvr2_scene.bounds[4] = z;
   236     }
   237     vert->z = z;
   238     data.ival += modify_offset;
   241     if( POLY1_TEXTURED(poly1) ) {
   242         if( POLY1_UV16(poly1) ) {
   243             vert->u = halftofloat( *data.ival>>16 );
   244             vert->v = halftofloat( *data.ival );
   245             data.ival++;
   246         } else {
   247             vert->u = *data.fval++;
   248             vert->v = *data.fval++;
   249         }
   250         if( POLY2_TEX_BLEND(poly2) == 1 ) {
   251             force_alpha = TRUE;
   252         }
   253     }
   254     unpack_bgra(*data.ival++, vert->rgba);
   255     if( POLY1_SPECULAR(poly1) ) {
   256         unpack_bgra(*data.ival++, vert->offset_rgba);
   257     } else {
   258         vert->offset_rgba[0] = 0.0;
   259         vert->offset_rgba[1] = 0.0;
   260         vert->offset_rgba[2] = 0.0;
   261         vert->offset_rgba[3] = 0.0;
   262     }
   264     if( force_alpha ) {
   265         vert->rgba[3] = 1.0;
   266     }
   267 }
   269 /**
   270  * Compute texture, colour, and z values for 1 or more result points by interpolating from
   271  * a set of 3 input points. The result point(s) must define their x,y.
   272  */
   273 static void scene_compute_vertexes( struct vertex_struct *result,
   274                                     int result_count,
   275                                     struct vertex_struct *input,
   276                                     gboolean is_solid_shaded )
   277 {
   278     int i,j;
   279     float sx = input[2].x - input[1].x;
   280     float sy = input[2].y - input[1].y;
   281     float tx = input[0].x - input[1].x;
   282     float ty = input[0].y - input[1].y;
   284     float detxy = ((sy) * (tx)) - ((ty) * (sx));
   285     if( detxy == 0 ) {
   286         // If the input points fall on a line, they don't define a usable
   287         // polygon - the PVR2 takes the last input point as the result in
   288         // this case.
   289         for( i=0; i<result_count; i++ ) {
   290             float x = result[i].x;
   291             float y = result[i].y;
   292             memcpy( &result[i], &input[2], sizeof(struct vertex_struct) );
   293             result[i].x = x;
   294             result[i].y = y;
   295         }
   296         return;
   297     }
   298     float sz = input[2].z - input[1].z;
   299     float tz = input[0].z - input[1].z;
   300     float su = input[2].u - input[1].u;
   301     float tu = input[0].u - input[1].u;
   302     float sv = input[2].v - input[1].v;
   303     float tv = input[0].v - input[1].v;
   305     for( i=0; i<result_count; i++ ) {
   306         float t = ((result[i].x - input[1].x) * sy -
   307                 (result[i].y - input[1].y) * sx) / detxy;
   308         float s = ((result[i].y - input[1].y) * tx -
   309                 (result[i].x - input[1].x) * ty) / detxy;
   311         float rz = input[1].z + (t*tz) + (s*sz);
   312         if( rz > pvr2_scene.bounds[5] ) {
   313             pvr2_scene.bounds[5] = rz;
   314         } else if( rz < pvr2_scene.bounds[4] ) {
   315             pvr2_scene.bounds[4] = rz;
   316         }
   317         result[i].z = rz;
   318         result[i].u = input[1].u + (t*tu) + (s*su);
   319         result[i].v = input[1].v + (t*tv) + (s*sv);
   321         if( is_solid_shaded ) {
   322             memcpy( result->rgba, input[2].rgba, sizeof(result->rgba) );
   323             memcpy( result->offset_rgba, input[2].offset_rgba, sizeof(result->offset_rgba) );
   324         } else {
   325             float *rgba0 = input[0].rgba;
   326             float *rgba1 = input[1].rgba;
   327             float *rgba2 = input[2].rgba;
   328             float *rgba3 = result[i].rgba;
   329             for( j=0; j<8; j++ ) {
   330                 float tc = *rgba0++ - *rgba1;
   331                 float sc = *rgba2++ - *rgba1;
   332                 float rc = *rgba1++ + (t*tc) + (s*sc);
   333                 *rgba3++ = rc;
   334             }
   335         }
   336     }
   337 }
   339 static float scene_compute_lut_fog_vertex( float z, float fog_density, float fog_table[][2] )
   340 {
   341     union {
   342         uint32_t i;
   343         float f;
   344     } v;
   345     v.f = z * fog_density;
   346     if( v.f < 1.0 ) v.f = 1.0;
   347     else if( v.f > 255.9999 ) v.f = 255.9999;
   349     uint32_t index = ((v.i >> 18) & 0x0F)|((v.i>>19)&0x70);
   350     return fog_table[index][0];
   351 }
   353 /**
   354  * Compute the fog coefficients for all polygons using lookup-table fog. It's 
   355  * a little more convenient to do this as a separate pass, since we don't have
   356  * to worry about computed vertexes.
   357  */
   358 static void scene_compute_lut_fog( )
   359 {
   360     int i,j;
   362     float fog_density = parse_fog_density(MMIO_READ( PVR2, RENDER_FOGCOEFF ));
   363     float fog_table[128][2];
   365     /* Parse fog table out into floating-point format */
   366     for( i=0; i<128; i++ ) {
   367         uint32_t ent = MMIO_READ( PVR2, RENDER_FOGTABLE + (i<<2) );
   368         fog_table[i][0] = ((float)(((ent&0x0000FF00)>>8) + 1)) / 256.0;
   369         fog_table[i][1] = ((float)((ent&0x000000FF) + 1)) / 256.0;
   370     }
   373     for( i=0; i<pvr2_scene.poly_count; i++ ) {
   374         int mode = POLY2_FOG_MODE(pvr2_scene.poly_array[i].context[1]);
   375         if( mode == PVR2_POLY_FOG_LOOKUP ) {
   376             uint32_t index = pvr2_scene.poly_array[i].vertex_index;
   377             for( j=0; j<=pvr2_scene.poly_array[i].vertex_count; j++ ) {
   378                 pvr2_scene.vertex_array[index+j].offset_rgba[3] = 
   379                     scene_compute_lut_fog_vertex( pvr2_scene.vertex_array[index+j].z, fog_density, fog_table );
   380             }
   381         } else if( mode == PVR2_POLY_FOG_LOOKUP2 ) {
   382             uint32_t index = pvr2_scene.poly_array[i].vertex_index;
   383             for( j=0; j<=pvr2_scene.poly_array[i].vertex_count; j++ ) {
   384                 pvr2_scene.vertex_array[index+j].rgba[0] = pvr2_scene.fog_lut_colour[0];
   385                 pvr2_scene.vertex_array[index+j].rgba[1] = pvr2_scene.fog_lut_colour[1];
   386                 pvr2_scene.vertex_array[index+j].rgba[2] = pvr2_scene.fog_lut_colour[2];
   387                 pvr2_scene.vertex_array[index+j].rgba[3] = 
   388                     scene_compute_lut_fog_vertex( pvr2_scene.vertex_array[index+j].z, fog_density, fog_table );
   389             }
   390         }
   391     }    
   392 }
   394 static void scene_add_cheap_shadow_vertexes( struct vertex_struct *src, struct vertex_struct *dest, int count )
   395 {
   396     unsigned int i, j;
   398     for( i=0; i<count; i++ ) {
   399         dest->x = src->x;
   400         dest->y = src->y;
   401         dest->z = src->z;
   402         dest->u = src->u;
   403         dest->v = src->v;
   404         dest->rgba[0] = src->rgba[0] * scene_shadow_intensity;
   405         dest->rgba[1] = src->rgba[1] * scene_shadow_intensity;
   406         dest->rgba[2] = src->rgba[2] * scene_shadow_intensity;
   407         dest->rgba[3] = src->rgba[3] * scene_shadow_intensity;
   408         dest->offset_rgba[0] = src->offset_rgba[0] * scene_shadow_intensity;
   409         dest->offset_rgba[1] = src->offset_rgba[1] * scene_shadow_intensity;
   410         dest->offset_rgba[2] = src->offset_rgba[2] * scene_shadow_intensity;
   411         dest->offset_rgba[3] = src->offset_rgba[3];
   412         dest++;
   413         src++;
   414     }
   415 }
   417 static void scene_add_vertexes( pvraddr_t poly_idx, int vertex_length,
   418                                 shadow_mode_t is_modified )
   419 {
   420     struct polygon_struct *poly = pvr2_scene.buf_to_poly_map[poly_idx];
   421     uint32_t *ptr = &pvr2_scene.pvr2_pbuf[poly_idx];
   422     uint32_t *context = ptr;
   423     unsigned int i;
   425     if( poly->vertex_index == -1 ) {
   426         ptr += (is_modified == SHADOW_FULL ? 5 : 3 );
   427         poly->vertex_index = pvr2_scene.vertex_index;
   429         assert( poly != NULL );
   430         assert( pvr2_scene.vertex_index + poly->vertex_count <= pvr2_scene.vertex_count );
   431         for( i=0; i<poly->vertex_count; i++ ) {
   432             pvr2_decode_render_vertex( &pvr2_scene.vertex_array[pvr2_scene.vertex_index++], context[0], context[1], ptr, 0 );
   433             ptr += vertex_length;
   434         }
   435         if( is_modified ) {
   436             assert( pvr2_scene.vertex_index + poly->vertex_count <= pvr2_scene.vertex_count );
   437             poly->mod_vertex_index = pvr2_scene.vertex_index;
   438             if( is_modified == SHADOW_FULL ) {
   439                 int mod_offset = (vertex_length - 3)>>1;
   440                 ptr = &pvr2_scene.pvr2_pbuf[poly_idx] + 5;
   441                 for( i=0; i<poly->vertex_count; i++ ) {
   442                     pvr2_decode_render_vertex( &pvr2_scene.vertex_array[pvr2_scene.vertex_index++], context[0], context[3], ptr, mod_offset );
   443                     ptr += vertex_length;
   444                 }
   445             } else {
   446                 scene_add_cheap_shadow_vertexes( &pvr2_scene.vertex_array[poly->vertex_index], 
   447                         &pvr2_scene.vertex_array[poly->mod_vertex_index], poly->vertex_count );
   448                 pvr2_scene.vertex_index += poly->vertex_count;
   449             }
   450         }
   451     }
   452 }
   454 static void scene_add_quad_vertexes( pvraddr_t poly_idx, int vertex_length,
   455                                      shadow_mode_t is_modified )
   456 {
   457     struct polygon_struct *poly = pvr2_scene.buf_to_poly_map[poly_idx];
   458     uint32_t *ptr = &pvr2_scene.pvr2_pbuf[poly_idx];
   459     uint32_t *context = ptr;
   460     unsigned int i;
   462     if( poly->vertex_index == -1 ) {
   463         // Construct it locally and copy to the vertex buffer, as the VBO is
   464         // allowed to be horribly slow for reads (ie it could be direct-mapped
   465         // vram).
   466         struct vertex_struct quad[4];
   468         assert( poly != NULL );
   469         assert( pvr2_scene.vertex_index + poly->vertex_count <= pvr2_scene.vertex_count );
   470         ptr += (is_modified == SHADOW_FULL ? 5 : 3 );
   471         poly->vertex_index = pvr2_scene.vertex_index;
   472         for( i=0; i<4; i++ ) {
   473             pvr2_decode_render_vertex( &quad[i], context[0], context[1], ptr, 0 );
   474             ptr += vertex_length;
   475         }
   476         scene_compute_vertexes( &quad[3], 1, &quad[0], !POLY1_GOURAUD_SHADED(context[0]) );
   477         // Swap last two vertexes (quad arrangement => tri strip arrangement)
   478         memcpy( &pvr2_scene.vertex_array[pvr2_scene.vertex_index], quad, sizeof(struct vertex_struct)*2 );
   479         memcpy( &pvr2_scene.vertex_array[pvr2_scene.vertex_index+2], &quad[3], sizeof(struct vertex_struct) );
   480         memcpy( &pvr2_scene.vertex_array[pvr2_scene.vertex_index+3], &quad[2], sizeof(struct vertex_struct) );
   481         pvr2_scene.vertex_index += 4;
   483         if( is_modified ) {
   484             assert( pvr2_scene.vertex_index + poly->vertex_count <= pvr2_scene.vertex_count );
   485             poly->mod_vertex_index = pvr2_scene.vertex_index;
   486             if( is_modified == SHADOW_FULL ) {
   487                 int mod_offset = (vertex_length - 3)>>1;
   488                 ptr = &pvr2_scene.pvr2_pbuf[poly_idx] + 5;
   489                 for( i=0; i<4; i++ ) {
   490                     pvr2_decode_render_vertex( &quad[4], context[0], context[3], ptr, mod_offset );
   491                     ptr += vertex_length;
   492                 }
   493                 scene_compute_vertexes( &quad[3], 1, &quad[0], !POLY1_GOURAUD_SHADED(context[0]) );
   494                 memcpy( &pvr2_scene.vertex_array[pvr2_scene.vertex_index], quad, sizeof(struct vertex_struct)*2 );
   495                 memcpy( &pvr2_scene.vertex_array[pvr2_scene.vertex_index+2], &quad[3], sizeof(struct vertex_struct) );
   496                 memcpy( &pvr2_scene.vertex_array[pvr2_scene.vertex_index+3], &quad[2], sizeof(struct vertex_struct) );
   497             } else {
   498                 scene_add_cheap_shadow_vertexes( &pvr2_scene.vertex_array[poly->vertex_index], 
   499                         &pvr2_scene.vertex_array[poly->mod_vertex_index], poly->vertex_count );
   500                 pvr2_scene.vertex_index += poly->vertex_count;
   501             }
   502             pvr2_scene.vertex_index += 4;
   503         }
   504     }
   505 }
   507 static void scene_extract_polygons( pvraddr_t tile_entry )
   508 {
   509     uint32_t *tile_list = (uint32_t *)(video_base+tile_entry);
   510     do {
   511         uint32_t entry = *tile_list++;
   512         if( entry >> 28 == 0x0F ) {
   513             break;
   514         } else if( entry >> 28 == 0x0E ) {
   515             tile_list = (uint32_t *)(video_base + (entry&0x007FFFFF));
   516         } else {
   517             pvraddr_t polyaddr = entry&0x000FFFFF;
   518             shadow_mode_t is_modified = (entry & 0x01000000) ? pvr2_scene.shadow_mode : SHADOW_NONE;
   519             int vertex_length = (entry >> 21) & 0x07;
   520             int context_length = 3;
   521             if( is_modified == SHADOW_FULL ) {
   522                 context_length = 5;
   523                 vertex_length <<= 1 ;
   524             }
   525             vertex_length += 3;
   527             if( (entry & 0xE0000000) == 0x80000000 ) {
   528                 /* Triangle(s) */
   529                 int strip_count = ((entry >> 25) & 0x0F)+1;
   530                 int polygon_length = 3 * vertex_length + context_length;
   531                 int i;
   532                 struct polygon_struct *last_poly = NULL;
   533                 for( i=0; i<strip_count; i++ ) {
   534                     struct polygon_struct *poly = scene_add_polygon( polyaddr, 3, is_modified );
   535                     polyaddr += polygon_length;
   536                     if( last_poly != NULL && last_poly->next == NULL ) {
   537                         last_poly->next = poly;
   538                     }
   539                     last_poly = poly;
   540                 }
   541             } else if( (entry & 0xE0000000) == 0xA0000000 ) {
   542                 /* Sprite(s) */
   543                 int strip_count = ((entry >> 25) & 0x0F)+1;
   544                 int polygon_length = 4 * vertex_length + context_length;
   545                 int i;
   546                 struct polygon_struct *last_poly = NULL;
   547                 for( i=0; i<strip_count; i++ ) {
   548                     struct polygon_struct *poly = scene_add_polygon( polyaddr, 4, is_modified );
   549                     polyaddr += polygon_length;
   550                     if( last_poly != NULL && last_poly->next == NULL ) {
   551                         last_poly->next = poly;
   552                     }
   553                     last_poly = poly;
   554                 }
   555             } else {
   556                 /* Polygon */
   557                 int i, last = -1;
   558                 for( i=5; i>=0; i-- ) {
   559                     if( entry & (0x40000000>>i) ) {
   560                         last = i;
   561                         break;
   562                     }
   563                 }
   564                 if( last != -1 ) {
   565                     scene_add_polygon( polyaddr, last+3, is_modified );
   566                 }
   567             }
   568         }
   569     } while( 1 );
   570 }
   572 static void scene_extract_vertexes( pvraddr_t tile_entry )
   573 {
   574     uint32_t *tile_list = (uint32_t *)(video_base+tile_entry);
   575     do {
   576         uint32_t entry = *tile_list++;
   577         if( entry >> 28 == 0x0F ) {
   578             break;
   579         } else if( entry >> 28 == 0x0E ) {
   580             tile_list = (uint32_t *)(video_base + (entry&0x007FFFFF));
   581         } else {
   582             pvraddr_t polyaddr = entry&0x000FFFFF;
   583             shadow_mode_t is_modified = (entry & 0x01000000) ? pvr2_scene.shadow_mode : SHADOW_NONE;
   584             int vertex_length = (entry >> 21) & 0x07;
   585             int context_length = 3;
   586             if( is_modified == SHADOW_FULL ) {
   587                 context_length = 5;
   588                 vertex_length <<=1 ;
   589             }
   590             vertex_length += 3;
   592             if( (entry & 0xE0000000) == 0x80000000 ) {
   593                 /* Triangle(s) */
   594                 int strip_count = ((entry >> 25) & 0x0F)+1;
   595                 int polygon_length = 3 * vertex_length + context_length;
   596                 int i;
   597                 for( i=0; i<strip_count; i++ ) {
   598                     scene_add_vertexes( polyaddr, vertex_length, is_modified );
   599                     polyaddr += polygon_length;
   600                 }
   601             } else if( (entry & 0xE0000000) == 0xA0000000 ) {
   602                 /* Sprite(s) */
   603                 int strip_count = ((entry >> 25) & 0x0F)+1;
   604                 int polygon_length = 4 * vertex_length + context_length;
   605                 int i;
   606                 for( i=0; i<strip_count; i++ ) {
   607                     scene_add_quad_vertexes( polyaddr, vertex_length, is_modified );
   608                     polyaddr += polygon_length;
   609                 }
   610             } else {
   611                 /* Polygon */
   612                 int i, last = -1;
   613                 for( i=5; i>=0; i-- ) {
   614                     if( entry & (0x40000000>>i) ) {
   615                         last = i;
   616                         break;
   617                     }
   618                 }
   619                 if( last != -1 ) {
   620                     scene_add_vertexes( polyaddr, vertex_length, is_modified );
   621                 }
   622             }
   623         }
   624     } while( 1 );
   625 }
   627 static void scene_extract_background( void )
   628 {
   629     uint32_t bgplane = MMIO_READ(PVR2, RENDER_BGPLANE);
   630     int vertex_length = (bgplane >> 24) & 0x07;
   631     int context_length = 3, i;
   632     shadow_mode_t is_modified = (bgplane & 0x08000000) ? pvr2_scene.shadow_mode : SHADOW_NONE;
   634     struct polygon_struct *poly = &pvr2_scene.poly_array[pvr2_scene.poly_count++];
   635     uint32_t *context = &pvr2_scene.pvr2_pbuf[(bgplane & 0x00FFFFFF)>>3];
   636     poly->context = context;
   637     poly->vertex_count = 4;
   638     poly->vertex_index = pvr2_scene.vertex_count;
   639     if( is_modified == SHADOW_FULL ) {
   640         context_length = 5;
   641         vertex_length <<= 1;
   642     }
   643     if( is_modified != SHADOW_NONE ) {
   644         poly->mod_vertex_index = pvr2_scene.vertex_count + 4;
   645         pvr2_scene.vertex_count += 8;
   646     } else {
   647         poly->mod_vertex_index = -1;
   648         pvr2_scene.vertex_count += 4;
   649     }
   650     vertex_length += 3;
   651     context_length += (bgplane & 0x07) * vertex_length;
   653     poly->next = NULL;
   654     pvr2_scene.bkgnd_poly = poly;
   656     struct vertex_struct base_vertexes[3];
   657     uint32_t *ptr = context + context_length;
   658     for( i=0; i<3; i++ ) {
   659         pvr2_decode_render_vertex( &base_vertexes[i], context[0], context[1],
   660                 ptr, 0 );
   661         ptr += vertex_length;
   662     }
   663     struct vertex_struct *result_vertexes = &pvr2_scene.vertex_array[poly->vertex_index];
   664     result_vertexes[0].x = result_vertexes[0].y = 0;
   665     result_vertexes[1].x = result_vertexes[3].x = pvr2_scene.buffer_width;
   666     result_vertexes[1].y = result_vertexes[2].x = 0;
   667     result_vertexes[2].y = result_vertexes[3].y  = pvr2_scene.buffer_height;
   668     scene_compute_vertexes( result_vertexes, 4, base_vertexes, !POLY1_GOURAUD_SHADED(context[0]) );
   670     if( is_modified == SHADOW_FULL ) {
   671         int mod_offset = (vertex_length - 3)>>1;
   672         ptr = context + context_length;
   673         for( i=0; i<3; i++ ) {
   674             pvr2_decode_render_vertex( &base_vertexes[i], context[0], context[3],
   675                     ptr, mod_offset );
   676             ptr += vertex_length;
   677         }
   678         result_vertexes = &pvr2_scene.vertex_array[poly->mod_vertex_index];
   679         result_vertexes[0].x = result_vertexes[0].y = 0;
   680         result_vertexes[1].x = result_vertexes[3].x = pvr2_scene.buffer_width;
   681         result_vertexes[1].y = result_vertexes[2].x = 0;
   682         result_vertexes[2].y = result_vertexes[3].y  = pvr2_scene.buffer_height;
   683         scene_compute_vertexes( result_vertexes, 4, base_vertexes, !POLY1_GOURAUD_SHADED(context[0]) );
   684     } else if( is_modified == SHADOW_CHEAP ) {
   685         scene_add_cheap_shadow_vertexes( &pvr2_scene.vertex_array[poly->vertex_index], 
   686                 &pvr2_scene.vertex_array[poly->mod_vertex_index], poly->vertex_count );
   687         pvr2_scene.vertex_index += poly->vertex_count;
   688     }
   690 }
   693 uint32_t pvr2_scene_buffer_width()
   694 {
   695     return pvr2_scene.buffer_width;
   696 }
   698 uint32_t pvr2_scene_buffer_height()
   699 {
   700     return pvr2_scene.buffer_height;
   701 }
   703 /**
   704  * Extract the current scene into the rendering structures. We run two passes
   705  * - first pass extracts the polygons into pvr2_scene.poly_array (finding vertex counts),
   706  * second pass extracts the vertex data into the VBO/vertex array.
   707  *
   708  * Difficult to do in single pass as we don't generally know the size of a
   709  * polygon for certain until we've seen all tiles containing it. It also means we
   710  * can count the vertexes and allocate the appropriate size VBO.
   711  *
   712  * FIXME: accesses into VRAM need to be bounds-checked properly
   713  */
   714 void pvr2_scene_read( void )
   715 {
   716     pvr2_scene_init();
   717     pvr2_scene_reset();
   719     pvr2_scene.bounds[0] = MMIO_READ( PVR2, RENDER_HCLIP ) & 0x03FF;
   720     pvr2_scene.bounds[1] = ((MMIO_READ( PVR2, RENDER_HCLIP ) >> 16) & 0x03FF) + 1;
   721     pvr2_scene.bounds[2] = MMIO_READ( PVR2, RENDER_VCLIP ) & 0x03FF;
   722     pvr2_scene.bounds[3] = ((MMIO_READ( PVR2, RENDER_VCLIP ) >> 16) & 0x03FF) + 1;
   723     pvr2_scene.bounds[4] = pvr2_scene.bounds[5] = MMIO_READF( PVR2, RENDER_FARCLIP );
   725     uint32_t scaler = MMIO_READ( PVR2, RENDER_SCALER );
   726     if( scaler & SCALER_HSCALE ) {
   727     	/* If the horizontal scaler is in use, we're (in principle) supposed to
   728     	 * divide everything by 2. However in the interests of display quality,
   729     	 * instead we want to render to the unscaled resolution and downsample
   730     	 * only if/when required.
   731     	 */
   732     	pvr2_scene.bounds[1] *= 2;
   733     }
   735     uint32_t fog_col = MMIO_READ( PVR2, RENDER_FOGTBLCOL );
   736     unpack_bgra( fog_col, pvr2_scene.fog_lut_colour );
   737     fog_col = MMIO_READ( PVR2, RENDER_FOGVRTCOL );
   738     unpack_bgra( fog_col, pvr2_scene.fog_vert_colour );
   740     uint32_t *tilebuffer = (uint32_t *)(video_base + MMIO_READ( PVR2, RENDER_TILEBASE ));
   741     uint32_t *segment = tilebuffer;
   742     uint32_t shadow = MMIO_READ(PVR2,RENDER_SHADOW);
   743     pvr2_scene.segment_list = (struct tile_segment *)tilebuffer;
   744     pvr2_scene.pvr2_pbuf = (uint32_t *)(video_base + MMIO_READ(PVR2,RENDER_POLYBASE));
   745     pvr2_scene.shadow_mode = shadow & 0x100 ? SHADOW_CHEAP : SHADOW_FULL;
   746     scene_shadow_intensity = U8TOFLOAT(shadow&0xFF);
   748     int max_tile_x = 0;
   749     int max_tile_y = 0;
   750     int obj_config = MMIO_READ( PVR2, RENDER_OBJCFG );
   751     int isp_config = MMIO_READ( PVR2, RENDER_ISPCFG );
   753     if( (obj_config & 0x00200000) == 0 ) {
   754         if( isp_config & 1 ) {
   755             pvr2_scene.sort_mode = SORT_NEVER;
   756         } else {
   757             pvr2_scene.sort_mode = SORT_ALWAYS;
   758         }
   759     } else {
   760         pvr2_scene.sort_mode = SORT_TILEFLAG;
   761     }
   763     // Pass 1: Extract polygon list
   764     uint32_t control;
   765     int i;
   766     do {
   767         control = *segment++;
   768         int tile_x = SEGMENT_X(control);
   769         int tile_y = SEGMENT_Y(control);
   770         if( tile_x > max_tile_x ) {
   771             max_tile_x = tile_x;
   772         }
   773         if( tile_y > max_tile_y ) {
   774             max_tile_y = tile_y;
   775         }
   776         for( i=0; i<5; i++ ) {
   777             if( (*segment & NO_POINTER) == 0 ) {
   778                 scene_extract_polygons( *segment );
   779             }
   780             segment++;
   781         }
   782     } while( (control & SEGMENT_END) == 0 );
   784     pvr2_scene.buffer_width = (max_tile_x+1)<<5;
   785     pvr2_scene.buffer_height = (max_tile_y+1)<<5;
   787     // Pass 2: Extract vertex data
   788     vertex_buffer_map();
   789     pvr2_scene.vertex_index = 0;
   790     segment = tilebuffer;
   791     do {
   792         control = *segment++;
   793         for( i=0; i<5; i++ ) {
   794             if( (*segment & NO_POINTER) == 0 ) {
   795                 scene_extract_vertexes( *segment );
   796             }
   797             segment++;
   798         }
   799     } while( (control & SEGMENT_END) == 0 );
   801     scene_extract_background();
   802     scene_compute_lut_fog();
   804     vertex_buffer_unmap();
   805 }
   807 /**
   808  * Dump the current scene to file in a (mostly) human readable form
   809  */
   810 void pvr2_scene_dump( FILE *f )
   811 {
   812     int i,j;
   814     fprintf( f, "Polygons: %d\n", pvr2_scene.poly_count );
   815     for( i=0; i<pvr2_scene.poly_count; i++ ) {
   816         struct polygon_struct *poly = &pvr2_scene.poly_array[i];
   817         fprintf( f, "  %08X ", ((unsigned char *)poly->context) - video_base );
   818         switch( poly->vertex_count ) {
   819         case 3: fprintf( f, "Tri     " ); break;
   820         case 4: fprintf( f, "Quad    " ); break;
   821         default: fprintf( f,"%d-Strip ", poly->vertex_count-2 ); break;
   822         }
   823         fprintf( f, "%08X %08X %08X ", poly->context[0], poly->context[1], poly->context[2] );
   824         if( poly->mod_vertex_index != -1 ) {
   825             fprintf( f, "%08X %08X\n", poly->context[3], poly->context[5] );
   826         } else {
   827             fprintf( f, "\n" );
   828         }
   830         for( j=0; j<poly->vertex_count; j++ ) {
   831             struct vertex_struct *v = &pvr2_scene.vertex_array[poly->vertex_index+j];
   832             fprintf( f, "    %.5f %.5f %.5f, (%.5f,%.5f)  %.5f,%.5f,%.5f,%.5f  %.5f %.5f %.5f %.5f\n", v->x, v->y, v->z, v->u, v->v,
   833                      v->rgba[0], v->rgba[1], v->rgba[2], v->rgba[3],
   834                      v->offset_rgba[0], v->offset_rgba[1], v->offset_rgba[2], v->offset_rgba[3] );
   835         }
   836         if( poly->mod_vertex_index != -1 ) {
   837             fprintf( f, "  ---\n" );
   838             for( j=0; j<poly->vertex_count; j++ ) {
   839                 struct vertex_struct *v = &pvr2_scene.vertex_array[poly->mod_vertex_index+j];
   840                 fprintf( f, "    %.5f %.5f %.5f, (%.5f,%.5f)  %.5f,%.5f,%.5f,%.5f  %.5f %.5f %.5f %.5f\n", v->x, v->y, v->z, v->u, v->v,
   841                          v->rgba[0], v->rgba[1], v->rgba[2], v->rgba[3],
   842                          v->offset_rgba[0], v->offset_rgba[1], v->offset_rgba[2], v->offset_rgba[3] );
   843             }
   844         }
   845     }
   847 }
.