/* libs/opengles/primitives.cpp ** ** Copyright 2006, The Android Open Source Project ** ** Licensed under the Apache License, Version 2.0 (the "License"); ** you may not use this file except in compliance with the License. ** You may obtain a copy of the License at ** ** http://www.apache.org/licenses/LICENSE-2.0 ** ** Unless required by applicable law or agreed to in writing, software ** distributed under the License is distributed on an "AS IS" BASIS, ** WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. ** See the License for the specific language governing permissions and ** limitations under the License. */ #include #include #include #include "context.h" #include "primitives.h" #include "light.h" #include "matrix.h" #include "vertex.h" #include "fp.h" #include "TextureObjectManager.h" extern "C" void iterators0032(const void* that, int32_t* it, int32_t c0, int32_t c1, int32_t c2); namespace android { // ---------------------------------------------------------------------------- static void primitive_point(ogles_context_t* c, vertex_t* v); static void primitive_line(ogles_context_t* c, vertex_t* v0, vertex_t* v1); static void primitive_clip_triangle(ogles_context_t* c, vertex_t* v0, vertex_t* v1, vertex_t* v2); static void primitive_nop_point(ogles_context_t* c, vertex_t* v); static void primitive_nop_line(ogles_context_t* c, vertex_t* v0, vertex_t* v1); static void primitive_nop_triangle(ogles_context_t* c, vertex_t* v0, vertex_t* v1, vertex_t* v2); static inline bool cull_triangle(ogles_context_t* c, vertex_t* v0, vertex_t* v1, vertex_t* v2); static void lerp_triangle(ogles_context_t* c, vertex_t* v0, vertex_t* v1, vertex_t* v2); static void lerp_texcoords(ogles_context_t* c, vertex_t* v0, vertex_t* v1, vertex_t* v2); static void lerp_texcoords_w(ogles_context_t* c, vertex_t* v0, vertex_t* v1, vertex_t* v2); static void triangle(ogles_context_t* c, vertex_t* v0, vertex_t* v1, vertex_t* v2); static void clip_triangle(ogles_context_t* c, vertex_t* v0, vertex_t* v1, vertex_t* v2); static unsigned int clip_line(ogles_context_t* c, vertex_t* s, vertex_t* p); // ---------------------------------------------------------------------------- #if 0 #pragma mark - #endif static void lightTriangleDarkSmooth(ogles_context_t* c, vertex_t* v0, vertex_t* v1, vertex_t* v2) { if (!(v0->flags & vertex_t::LIT)) { v0->flags |= vertex_t::LIT; const GLvoid* cp = c->arrays.color.element( v0->index & vertex_cache_t::INDEX_MASK); c->arrays.color.fetch(c, v0->color.v, cp); } if (!(v1->flags & vertex_t::LIT)) { v1->flags |= vertex_t::LIT; const GLvoid* cp = c->arrays.color.element( v1->index & vertex_cache_t::INDEX_MASK); c->arrays.color.fetch(c, v1->color.v, cp); } if(!(v2->flags & vertex_t::LIT)) { v2->flags |= vertex_t::LIT; const GLvoid* cp = c->arrays.color.element( v2->index & vertex_cache_t::INDEX_MASK); c->arrays.color.fetch(c, v2->color.v, cp); } } static void lightTriangleDarkFlat(ogles_context_t* c, vertex_t* /*v0*/, vertex_t* /*v1*/, vertex_t* v2) { if (!(v2->flags & vertex_t::LIT)) { v2->flags |= vertex_t::LIT; const GLvoid* cp = c->arrays.color.element( v2->index & vertex_cache_t::INDEX_MASK); c->arrays.color.fetch(c, v2->color.v, cp); } // configure the rasterizer here, before we clip c->rasterizer.procs.color4xv(c, v2->color.v); } static void lightTriangleSmooth(ogles_context_t* c, vertex_t* v0, vertex_t* v1, vertex_t* v2) { if (!(v0->flags & vertex_t::LIT)) c->lighting.lightVertex(c, v0); if (!(v1->flags & vertex_t::LIT)) c->lighting.lightVertex(c, v1); if(!(v2->flags & vertex_t::LIT)) c->lighting.lightVertex(c, v2); } static void lightTriangleFlat(ogles_context_t* c, vertex_t* /*v0*/, vertex_t* /*v1*/, vertex_t* v2) { if (!(v2->flags & vertex_t::LIT)) c->lighting.lightVertex(c, v2); // configure the rasterizer here, before we clip c->rasterizer.procs.color4xv(c, v2->color.v); } // The fog versions... static inline void lightVertexDarkSmoothFog(ogles_context_t* c, vertex_t* v) { if (!(v->flags & vertex_t::LIT)) { v->flags |= vertex_t::LIT; v->fog = c->fog.fog(c, v->eye.z); const GLvoid* cp = c->arrays.color.element( v->index & vertex_cache_t::INDEX_MASK); c->arrays.color.fetch(c, v->color.v, cp); } } static inline void lightVertexDarkFlatFog(ogles_context_t* c, vertex_t* v) { if (!(v->flags & vertex_t::LIT)) { v->flags |= vertex_t::LIT; v->fog = c->fog.fog(c, v->eye.z); } } static inline void lightVertexSmoothFog(ogles_context_t* c, vertex_t* v) { if (!(v->flags & vertex_t::LIT)) { v->fog = c->fog.fog(c, v->eye.z); c->lighting.lightVertex(c, v); } } static void lightTriangleDarkSmoothFog(ogles_context_t* c, vertex_t* v0, vertex_t* v1, vertex_t* v2) { lightVertexDarkSmoothFog(c, v0); lightVertexDarkSmoothFog(c, v1); lightVertexDarkSmoothFog(c, v2); } static void lightTriangleDarkFlatFog(ogles_context_t* c, vertex_t* v0, vertex_t* v1, vertex_t* v2) { lightVertexDarkFlatFog(c, v0); lightVertexDarkFlatFog(c, v1); lightVertexDarkSmoothFog(c, v2); // configure the rasterizer here, before we clip c->rasterizer.procs.color4xv(c, v2->color.v); } static void lightTriangleSmoothFog(ogles_context_t* c, vertex_t* v0, vertex_t* v1, vertex_t* v2) { lightVertexSmoothFog(c, v0); lightVertexSmoothFog(c, v1); lightVertexSmoothFog(c, v2); } static void lightTriangleFlatFog(ogles_context_t* c, vertex_t* v0, vertex_t* v1, vertex_t* v2) { lightVertexDarkFlatFog(c, v0); lightVertexDarkFlatFog(c, v1); lightVertexSmoothFog(c, v2); // configure the rasterizer here, before we clip c->rasterizer.procs.color4xv(c, v2->color.v); } typedef void (*light_primitive_t)(ogles_context_t*, vertex_t*, vertex_t*, vertex_t*); // fog 0x4, light 0x2, smooth 0x1 static const light_primitive_t lightPrimitive[8] = { lightTriangleDarkFlat, // no fog | dark | flat lightTriangleDarkSmooth, // no fog | dark | smooth lightTriangleFlat, // no fog | light | flat lightTriangleSmooth, // no fog | light | smooth lightTriangleDarkFlatFog, // fog | dark | flat lightTriangleDarkSmoothFog, // fog | dark | smooth lightTriangleFlatFog, // fog | light | flat lightTriangleSmoothFog // fog | light | smooth }; void ogles_validate_primitives(ogles_context_t* c) { const uint32_t enables = c->rasterizer.state.enables; // set up the lighting/shading/smoothing/fogging function int index = enables & GGL_ENABLE_SMOOTH ? 0x1 : 0; index |= c->lighting.enable ? 0x2 : 0; index |= enables & GGL_ENABLE_FOG ? 0x4 : 0; c->lighting.lightTriangle = lightPrimitive[index]; // set up the primitive renderers if (ggl_likely(c->arrays.vertex.enable)) { c->prims.renderPoint = primitive_point; c->prims.renderLine = primitive_line; c->prims.renderTriangle = primitive_clip_triangle; } else { c->prims.renderPoint = primitive_nop_point; c->prims.renderLine = primitive_nop_line; c->prims.renderTriangle = primitive_nop_triangle; } } // ---------------------------------------------------------------------------- void compute_iterators_t::initTriangle( vertex_t const* v0, vertex_t const* v1, vertex_t const* v2) { m_dx01 = v1->window.x - v0->window.x; m_dy10 = v0->window.y - v1->window.y; m_dx20 = v0->window.x - v2->window.x; m_dy02 = v2->window.y - v0->window.y; m_area = m_dx01*m_dy02 + (-m_dy10)*m_dx20; } void compute_iterators_t::initLine( vertex_t const* v0, vertex_t const* v1) { m_dx01 = m_dy02 = v1->window.x - v0->window.x; m_dy10 = m_dx20 = v0->window.y - v1->window.y; m_area = m_dx01*m_dy02 + (-m_dy10)*m_dx20; } void compute_iterators_t::initLerp(vertex_t const* v0, uint32_t enables) { m_x0 = v0->window.x; m_y0 = v0->window.y; const GGLcoord area = (m_area + TRI_HALF) >> TRI_FRACTION_BITS; const GGLcoord minArea = 2; // cannot be inverted // triangles with an area smaller than 1.0 are not smooth-shaded int q=0, s=0, d=0; if (abs(area) >= minArea) { // Here we do some voodoo magic, to compute a suitable scale // factor for deltas/area: // First compute the 1/area with full 32-bits precision, // gglRecipQNormalized returns a number [-0.5, 0.5[ and an exponent. d = gglRecipQNormalized(area, &q); // Then compute the minimum left-shift to not overflow the muls // below. s = 32 - gglClz(abs(m_dy02)|abs(m_dy10)|abs(m_dx01)|abs(m_dx20)); // We'll keep 16-bits of precision for deltas/area. So we need // to shift everything left an extra 15 bits. s += 15; // make sure all final shifts are not > 32, because gglMulx // can't handle it. if (s < q) s = q; if (s > 32) { d >>= 32-s; s = 32; } } m_dx01 = gglMulx(m_dx01, d, s); m_dy10 = gglMulx(m_dy10, d, s); m_dx20 = gglMulx(m_dx20, d, s); m_dy02 = gglMulx(m_dy02, d, s); m_area_scale = 32 + q - s; m_scale = 0; if (enables & GGL_ENABLE_TMUS) { const int A = gglClz(abs(m_dy02)|abs(m_dy10)|abs(m_dx01)|abs(m_dx20)); const int B = gglClz(abs(m_x0)|abs(m_y0)); m_scale = max(0, 32 - (A + 16)) + max(0, 32 - (B + TRI_FRACTION_BITS)) + 1; } } int compute_iterators_t::iteratorsScale(GGLfixed* it, int32_t c0, int32_t c1, int32_t c2) const { int32_t dc01 = c1 - c0; int32_t dc02 = c2 - c0; const int A = gglClz(abs(c0)); const int B = gglClz(abs(dc01)|abs(dc02)); const int scale = min(A, B - m_scale) - 2; if (scale >= 0) { c0 <<= scale; dc01 <<= scale; dc02 <<= scale; } else { c0 >>= -scale; dc01 >>= -scale; dc02 >>= -scale; } const int s = m_area_scale; int32_t dcdx = gglMulAddx(dc01, m_dy02, gglMulx(dc02, m_dy10, s), s); int32_t dcdy = gglMulAddx(dc02, m_dx01, gglMulx(dc01, m_dx20, s), s); int32_t c = c0 - (gglMulAddx(dcdx, m_x0, gglMulx(dcdy, m_y0, TRI_FRACTION_BITS), TRI_FRACTION_BITS)); it[0] = c; it[1] = dcdx; it[2] = dcdy; return scale; } void compute_iterators_t::iterators1616(GGLfixed* it, GGLfixed c0, GGLfixed c1, GGLfixed c2) const { const GGLfixed dc01 = c1 - c0; const GGLfixed dc02 = c2 - c0; // 16.16 x 16.16 == 32.32 --> 16.16 const int s = m_area_scale; int32_t dcdx = gglMulAddx(dc01, m_dy02, gglMulx(dc02, m_dy10, s), s); int32_t dcdy = gglMulAddx(dc02, m_dx01, gglMulx(dc01, m_dx20, s), s); int32_t c = c0 - (gglMulAddx(dcdx, m_x0, gglMulx(dcdy, m_y0, TRI_FRACTION_BITS), TRI_FRACTION_BITS)); it[0] = c; it[1] = dcdx; it[2] = dcdy; } void compute_iterators_t::iterators0032(int64_t* it, int32_t c0, int32_t c1, int32_t c2) const { const int s = m_area_scale - 16; int32_t dc01 = (c1 - c0)>>s; int32_t dc02 = (c2 - c0)>>s; // 16.16 x 16.16 == 32.32 int64_t dcdx = gglMulii(dc01, m_dy02) + gglMulii(dc02, m_dy10); int64_t dcdy = gglMulii(dc02, m_dx01) + gglMulii(dc01, m_dx20); it[ 0] = (c0<<16) - ((dcdx*m_x0 + dcdy*m_y0)>>4); it[ 1] = dcdx; it[ 2] = dcdy; } #if defined(__arm__) && !defined(__thumb__) inline void compute_iterators_t::iterators0032(int32_t* it, int32_t c0, int32_t c1, int32_t c2) const { ::iterators0032(this, it, c0, c1, c2); } #else void compute_iterators_t::iterators0032(int32_t* it, int32_t c0, int32_t c1, int32_t c2) const { int64_t it64[3]; iterators0032(it64, c0, c1, c2); it[0] = it64[0]; it[1] = it64[1]; it[2] = it64[2]; } #endif // ---------------------------------------------------------------------------- static inline int32_t clampZ(GLfixed z) CONST; int32_t clampZ(GLfixed z) { z = (z & ~(z>>31)); if (z >= 0x10000) z = 0xFFFF; return z; } static __attribute__((noinline)) void fetch_texcoord_impl(ogles_context_t* c, vertex_t* v0, vertex_t* v1, vertex_t* v2) { vertex_t* const vtx[3] = { v0, v1, v2 }; array_t const * const texcoordArray = c->arrays.texture; for (int i=0 ; irasterizer.state.texture[i].enable)) continue; for (int j=0 ; j<3 ; j++) { vertex_t* const v = vtx[j]; if (v->flags & vertex_t::TT) continue; // NOTE: here we could compute automatic texgen // such as sphere/cube maps, instead of fetching them // from the textcoord array. vec4_t& coords = v->texture[i]; const GLubyte* tp = texcoordArray[i].element( v->index & vertex_cache_t::INDEX_MASK); texcoordArray[i].fetch(c, coords.v, tp); // transform texture coordinates... coords.Q = 0x10000; const transform_t& tr = c->transforms.texture[i].transform; if (ggl_unlikely(tr.ops)) { c->arrays.tex_transform[i](&tr, &coords, &coords); } // divide by Q const GGLfixed q = coords.Q; if (ggl_unlikely(q != 0x10000)) { const int32_t qinv = gglRecip28(q); coords.S = gglMulx(coords.S, qinv, 28); coords.T = gglMulx(coords.T, qinv, 28); } } } v0->flags |= vertex_t::TT; v1->flags |= vertex_t::TT; v2->flags |= vertex_t::TT; } inline void fetch_texcoord(ogles_context_t* c, vertex_t* v0, vertex_t* v1, vertex_t* v2) { const uint32_t enables = c->rasterizer.state.enables; if (!(enables & GGL_ENABLE_TMUS)) return; // Fetch & transform texture coordinates... if (ggl_likely(v0->flags & v1->flags & v2->flags & vertex_t::TT)) { // already done for all three vertices, bail... return; } fetch_texcoord_impl(c, v0, v1, v2); } // ---------------------------------------------------------------------------- #if 0 #pragma mark - #pragma mark Point #endif void primitive_nop_point(ogles_context_t*, vertex_t*) { } void primitive_point(ogles_context_t* c, vertex_t* v) { // lighting & clamping... const uint32_t enables = c->rasterizer.state.enables; if (ggl_unlikely(!(v->flags & vertex_t::LIT))) { if (c->lighting.enable) { c->lighting.lightVertex(c, v); } else { v->flags |= vertex_t::LIT; const GLvoid* cp = c->arrays.color.element( v->index & vertex_cache_t::INDEX_MASK); c->arrays.color.fetch(c, v->color.v, cp); } if (enables & GGL_ENABLE_FOG) { v->fog = c->fog.fog(c, v->eye.z); } } // XXX: we don't need to do that each-time // if color array and lighting not enabled c->rasterizer.procs.color4xv(c, v->color.v); // XXX: look into ES point-sprite extension if (enables & GGL_ENABLE_TMUS) { fetch_texcoord(c, v,v,v); for (int i=0 ; irasterizer.state.texture[i].enable) continue; int32_t itt[8]; itt[1] = itt[2] = itt[4] = itt[5] = 0; itt[6] = itt[7] = 16; // XXX: check that if (c->rasterizer.state.texture[i].s_wrap == GGL_CLAMP) { int width = c->textures.tmu[i].texture->surface.width; itt[0] = v->texture[i].S * width; itt[6] = 0; } if (c->rasterizer.state.texture[i].t_wrap == GGL_CLAMP) { int height = c->textures.tmu[i].texture->surface.height; itt[3] = v->texture[i].T * height; itt[7] = 0; } c->rasterizer.procs.texCoordGradScale8xv(c, i, itt); } } if (enables & GGL_ENABLE_DEPTH_TEST) { int32_t itz[3]; itz[0] = clampZ(v->window.z) * 0x00010001; itz[1] = itz[2] = 0; c->rasterizer.procs.zGrad3xv(c, itz); } if (enables & GGL_ENABLE_FOG) { GLfixed itf[3]; itf[0] = v->fog; itf[1] = itf[2] = 0; c->rasterizer.procs.fogGrad3xv(c, itf); } // Render our point... c->rasterizer.procs.pointx(c, v->window.v, c->point.size); } // ---------------------------------------------------------------------------- #if 0 #pragma mark - #pragma mark Line #endif void primitive_nop_line(ogles_context_t*, vertex_t*, vertex_t*) { } void primitive_line(ogles_context_t* c, vertex_t* v0, vertex_t* v1) { // get texture coordinates fetch_texcoord(c, v0, v1, v1); // light/shade the vertices first (they're copied below) c->lighting.lightTriangle(c, v0, v1, v1); // clip the line if needed if (ggl_unlikely((v0->flags | v1->flags) & vertex_t::CLIP_ALL)) { unsigned int count = clip_line(c, v0, v1); if (ggl_unlikely(count == 0)) return; } // compute iterators... const uint32_t enables = c->rasterizer.state.enables; const uint32_t mask = GGL_ENABLE_TMUS | GGL_ENABLE_SMOOTH | GGL_ENABLE_W | GGL_ENABLE_FOG | GGL_ENABLE_DEPTH_TEST; if (ggl_unlikely(enables & mask)) { c->lerp.initLine(v0, v1); lerp_triangle(c, v0, v1, v0); } // render our line c->rasterizer.procs.linex(c, v0->window.v, v1->window.v, c->line.width); } // ---------------------------------------------------------------------------- #if 0 #pragma mark - #pragma mark Triangle #endif void primitive_nop_triangle(ogles_context_t* /*c*/, vertex_t* /*v0*/, vertex_t* /*v1*/, vertex_t* /*v2*/) { } void primitive_clip_triangle(ogles_context_t* c, vertex_t* v0, vertex_t* v1, vertex_t* v2) { uint32_t cc = (v0->flags | v1->flags | v2->flags) & vertex_t::CLIP_ALL; if (ggl_likely(!cc)) { // code below must be as optimized as possible, this is the // common code path. // This triangle is not clipped, test if it's culled // unclipped triangle... c->lerp.initTriangle(v0, v1, v2); if (cull_triangle(c, v0, v1, v2)) return; // culled! // Fetch all texture coordinates if needed fetch_texcoord(c, v0, v1, v2); // light (or shade) our triangle! c->lighting.lightTriangle(c, v0, v1, v2); triangle(c, v0, v1, v2); return; } // The assumption here is that we're not going to clip very often, // and even more rarely will we clip a triangle that ends up // being culled out. So it's okay to light the vertices here, even though // in a few cases we won't render the triangle (if culled). // Fetch texture coordinates... fetch_texcoord(c, v0, v1, v2); // light (or shade) our triangle! c->lighting.lightTriangle(c, v0, v1, v2); clip_triangle(c, v0, v1, v2); } // ----------------------------------------------------------------------- void triangle(ogles_context_t* c, vertex_t* v0, vertex_t* v1, vertex_t* v2) { // compute iterators... const uint32_t enables = c->rasterizer.state.enables; const uint32_t mask = GGL_ENABLE_TMUS | GGL_ENABLE_SMOOTH | GGL_ENABLE_W | GGL_ENABLE_FOG | GGL_ENABLE_DEPTH_TEST; if (ggl_likely(enables & mask)) lerp_triangle(c, v0, v1, v2); c->rasterizer.procs.trianglex(c, v0->window.v, v1->window.v, v2->window.v); } void lerp_triangle(ogles_context_t* c, vertex_t* v0, vertex_t* v1, vertex_t* v2) { const uint32_t enables = c->rasterizer.state.enables; c->lerp.initLerp(v0, enables); // set up texture iterators if (enables & GGL_ENABLE_TMUS) { if (enables & GGL_ENABLE_W) { lerp_texcoords_w(c, v0, v1, v2); } else { lerp_texcoords(c, v0, v1, v2); } } // set up the color iterators const compute_iterators_t& lerp = c->lerp; if (enables & GGL_ENABLE_SMOOTH) { GLfixed itc[12]; for (int i=0 ; i<4 ; i++) { const GGLcolor c0 = v0->color.v[i] * 255; const GGLcolor c1 = v1->color.v[i] * 255; const GGLcolor c2 = v2->color.v[i] * 255; lerp.iterators1616(&itc[i*3], c0, c1, c2); } c->rasterizer.procs.colorGrad12xv(c, itc); } if (enables & GGL_ENABLE_DEPTH_TEST) { int32_t itz[3]; const int32_t v0z = clampZ(v0->window.z); const int32_t v1z = clampZ(v1->window.z); const int32_t v2z = clampZ(v2->window.z); if (ggl_unlikely(c->polygonOffset.enable)) { const int32_t units = (c->polygonOffset.units << 16); const GLfixed factor = c->polygonOffset.factor; if (factor) { int64_t itz64[3]; lerp.iterators0032(itz64, v0z, v1z, v2z); int64_t maxDepthSlope = max(itz64[1], itz64[2]); itz[0] = uint32_t(itz64[0]) + uint32_t((maxDepthSlope*factor)>>16) + units; itz[1] = uint32_t(itz64[1]); itz[2] = uint32_t(itz64[2]); } else { lerp.iterators0032(itz, v0z, v1z, v2z); itz[0] += units; } } else { lerp.iterators0032(itz, v0z, v1z, v2z); } c->rasterizer.procs.zGrad3xv(c, itz); } if (ggl_unlikely(enables & GGL_ENABLE_FOG)) { GLfixed itf[3]; lerp.iterators1616(itf, v0->fog, v1->fog, v2->fog); c->rasterizer.procs.fogGrad3xv(c, itf); } } static inline int compute_lod(ogles_context_t* c, int i, int32_t s0, int32_t t0, int32_t s1, int32_t t1, int32_t s2, int32_t t2) { // Compute mipmap level / primitive // rho = sqrt( texelArea / area ) // lod = log2( rho ) // lod = log2( texelArea / area ) / 2 // lod = (log2( texelArea ) - log2( area )) / 2 const compute_iterators_t& lerp = c->lerp; const GGLcoord area = abs(lerp.area()); const int w = c->textures.tmu[i].texture->surface.width; const int h = c->textures.tmu[i].texture->surface.height; const int shift = 16 + (16 - TRI_FRACTION_BITS); int32_t texelArea = abs( gglMulx(s1-s0, t2-t0, shift) - gglMulx(s2-s0, t1-t0, shift) )*w*h; int log2TArea = (32-TRI_FRACTION_BITS -1) - gglClz(texelArea); int log2Area = (32-TRI_FRACTION_BITS*2-1) - gglClz(area); int lod = (log2TArea - log2Area + 1) >> 1; return lod; } void lerp_texcoords(ogles_context_t* c, vertex_t* v0, vertex_t* v1, vertex_t* v2) { const compute_iterators_t& lerp = c->lerp; int32_t itt[8] __attribute__((aligned(16))); for (int i=0 ; irasterizer.state.texture[i]; if (!tmu.enable) continue; // compute the jacobians using block floating-point int32_t s0 = v0->texture[i].S; int32_t t0 = v0->texture[i].T; int32_t s1 = v1->texture[i].S; int32_t t1 = v1->texture[i].T; int32_t s2 = v2->texture[i].S; int32_t t2 = v2->texture[i].T; const GLenum min_filter = c->textures.tmu[i].texture->min_filter; if (ggl_unlikely(min_filter >= GL_NEAREST_MIPMAP_NEAREST)) { int lod = compute_lod(c, i, s0, t0, s1, t1, s2, t2); c->rasterizer.procs.bindTextureLod(c, i, &c->textures.tmu[i].texture->mip(lod)); } // premultiply (s,t) when clampling if (tmu.s_wrap == GGL_CLAMP) { const int width = tmu.surface.width; s0 *= width; s1 *= width; s2 *= width; } if (tmu.t_wrap == GGL_CLAMP) { const int height = tmu.surface.height; t0 *= height; t1 *= height; t2 *= height; } itt[6] = -lerp.iteratorsScale(itt+0, s0, s1, s2); itt[7] = -lerp.iteratorsScale(itt+3, t0, t1, t2); c->rasterizer.procs.texCoordGradScale8xv(c, i, itt); } } void lerp_texcoords_w(ogles_context_t* c, vertex_t* v0, vertex_t* v1, vertex_t* v2) { const compute_iterators_t& lerp = c->lerp; int32_t itt[8] __attribute__((aligned(16))); int32_t itw[3]; // compute W's scale to 2.30 int32_t w0 = v0->window.w; int32_t w1 = v1->window.w; int32_t w2 = v2->window.w; int wscale = 32 - gglClz(w0|w1|w2); // compute the jacobian using block floating-point int sc = lerp.iteratorsScale(itw, w0, w1, w2); sc += wscale - 16; c->rasterizer.procs.wGrad3xv(c, itw); for (int i=0 ; irasterizer.state.texture[i]; if (!tmu.enable) continue; // compute the jacobians using block floating-point int32_t s0 = v0->texture[i].S; int32_t t0 = v0->texture[i].T; int32_t s1 = v1->texture[i].S; int32_t t1 = v1->texture[i].T; int32_t s2 = v2->texture[i].S; int32_t t2 = v2->texture[i].T; const GLenum min_filter = c->textures.tmu[i].texture->min_filter; if (ggl_unlikely(min_filter >= GL_NEAREST_MIPMAP_NEAREST)) { int lod = compute_lod(c, i, s0, t0, s1, t1, s2, t2); c->rasterizer.procs.bindTextureLod(c, i, &c->textures.tmu[i].texture->mip(lod)); } // premultiply (s,t) when clampling if (tmu.s_wrap == GGL_CLAMP) { const int width = tmu.surface.width; s0 *= width; s1 *= width; s2 *= width; } if (tmu.t_wrap == GGL_CLAMP) { const int height = tmu.surface.height; t0 *= height; t1 *= height; t2 *= height; } s0 = gglMulx(s0, w0, wscale); t0 = gglMulx(t0, w0, wscale); s1 = gglMulx(s1, w1, wscale); t1 = gglMulx(t1, w1, wscale); s2 = gglMulx(s2, w2, wscale); t2 = gglMulx(t2, w2, wscale); itt[6] = sc - lerp.iteratorsScale(itt+0, s0, s1, s2); itt[7] = sc - lerp.iteratorsScale(itt+3, t0, t1, t2); c->rasterizer.procs.texCoordGradScale8xv(c, i, itt); } } static inline bool cull_triangle(ogles_context_t* c, vertex_t* /*v0*/, vertex_t* /*v1*/, vertex_t* /*v2*/) { if (ggl_likely(c->cull.enable)) { const GLenum winding = (c->lerp.area() > 0) ? GL_CW : GL_CCW; const GLenum face = (winding == c->cull.frontFace) ? GL_FRONT : GL_BACK; if (face == c->cull.cullFace) return true; // culled! } return false; } static inline GLfixed frustumPlaneDist(int plane, const vec4_t& s) { const GLfixed d = s.v[ plane >> 1 ]; return ((plane & 1) ? (s.w - d) : (s.w + d)); } static inline int32_t clipDivide(GLfixed a, GLfixed b) { // returns a 4.28 fixed-point return gglMulDivi(1LU<<28, a, b); } void clip_triangle(ogles_context_t* c, vertex_t* v0, vertex_t* v1, vertex_t* v2) { uint32_t all_cc = (v0->flags | v1->flags | v2->flags) & vertex_t::CLIP_ALL; vertex_t *p0, *p1, *p2; const int MAX_CLIPPING_PLANES = 6 + OGLES_MAX_CLIP_PLANES; const int MAX_VERTICES = 3; // Temporary buffer to hold the new vertices. Each plane can add up to // two new vertices (because the polygon is convex). // We need one extra element, to handle an overflow case when // the polygon degenerates into something non convex. vertex_t buffer[MAX_CLIPPING_PLANES * 2 + 1]; // ~3KB vertex_t* buf = buffer; // original list of vertices (polygon to clip, in fact this // function works with an arbitrary polygon). vertex_t* in[3] = { v0, v1, v2 }; // output lists (we need 2, which we use back and forth) // (maximum outpout list's size is MAX_CLIPPING_PLANES + MAX_VERTICES) // 2 more elements for overflow when non convex polygons. vertex_t* out[2][MAX_CLIPPING_PLANES + MAX_VERTICES + 2]; unsigned int outi = 0; // current input list vertex_t** ivl = in; // 3 input vertices, 0 in the output list, first plane unsigned int ic = 3; // User clip-planes first, the clipping is always done in eye-coordinate // this is basically the same algorithm than for the view-volume // clipping, except for the computation of the distance (vertex, plane) // and the fact that we need to compute the eye-coordinates of each // new vertex we create. if (ggl_unlikely(all_cc & vertex_t::USER_CLIP_ALL)) { unsigned int plane = 0; uint32_t cc = (all_cc & vertex_t::USER_CLIP_ALL) >> 8; do { if (cc & 1) { // pointers to our output list (head and current) vertex_t** const ovl = &out[outi][0]; vertex_t** output = ovl; unsigned int oc = 0; unsigned int sentinel = 0; // previous vertex, compute distance to the plane vertex_t* s = ivl[ic-1]; const vec4_t& equation = c->clipPlanes.plane[plane].equation; GLfixed sd = dot4(equation.v, s->eye.v); // clip each vertex against this plane... for (unsigned int i=0 ; ieye.v); if (sd >= 0) { if (pd >= 0) { // both inside *output++ = p; oc++; } else { // s inside, p outside (exiting) const GLfixed t = clipDivide(sd, sd-pd); c->arrays.clipEye(c, buf, t, p, s); *output++ = buf++; oc++; if (++sentinel >= 3) return; // non-convex polygon! } } else { if (pd >= 0) { // s outside (entering) if (pd) { const GLfixed t = clipDivide(pd, pd-sd); c->arrays.clipEye(c, buf, t, s, p); *output++ = buf++; oc++; if (++sentinel >= 3) return; // non-convex polygon! } *output++ = p; oc++; } else { // both outside } } s = p; sd = pd; } // output list become the new input list if (oc<3) return; // less than 3 vertices left? we're done! ivl = ovl; ic = oc; outi = 1-outi; } cc >>= 1; plane++; } while (cc); } // frustum clip-planes if (all_cc & vertex_t::FRUSTUM_CLIP_ALL) { unsigned int plane = 0; uint32_t cc = all_cc & vertex_t::FRUSTUM_CLIP_ALL; do { if (cc & 1) { // pointers to our output list (head and current) vertex_t** const ovl = &out[outi][0]; vertex_t** output = ovl; unsigned int oc = 0; unsigned int sentinel = 0; // previous vertex, compute distance to the plane vertex_t* s = ivl[ic-1]; GLfixed sd = frustumPlaneDist(plane, s->clip); // clip each vertex against this plane... for (unsigned int i=0 ; iclip); if (sd >= 0) { if (pd >= 0) { // both inside *output++ = p; oc++; } else { // s inside, p outside (exiting) const GLfixed t = clipDivide(sd, sd-pd); c->arrays.clipVertex(c, buf, t, p, s); *output++ = buf++; oc++; if (++sentinel >= 3) return; // non-convex polygon! } } else { if (pd >= 0) { // s outside (entering) if (pd) { const GLfixed t = clipDivide(pd, pd-sd); c->arrays.clipVertex(c, buf, t, s, p); *output++ = buf++; oc++; if (++sentinel >= 3) return; // non-convex polygon! } *output++ = p; oc++; } else { // both outside } } s = p; sd = pd; } // output list become the new input list if (oc<3) return; // less than 3 vertices left? we're done! ivl = ovl; ic = oc; outi = 1-outi; } cc >>= 1; plane++; } while (cc); } // finally we can render our triangles... p0 = ivl[0]; p1 = ivl[1]; for (unsigned int i=2 ; ilerp.initTriangle(p0, p1, p2); if (cull_triangle(c, p0, p1, p2)) { p1 = p2; continue; // culled! } triangle(c, p0, p1, p2); p1 = p2; } } unsigned int clip_line(ogles_context_t* c, vertex_t* s, vertex_t* p) { const uint32_t all_cc = (s->flags | p->flags) & vertex_t::CLIP_ALL; if (ggl_unlikely(all_cc & vertex_t::USER_CLIP_ALL)) { unsigned int plane = 0; uint32_t cc = (all_cc & vertex_t::USER_CLIP_ALL) >> 8; do { if (cc & 1) { const vec4_t& equation = c->clipPlanes.plane[plane].equation; const GLfixed sd = dot4(equation.v, s->eye.v); const GLfixed pd = dot4(equation.v, p->eye.v); if (sd >= 0) { if (pd >= 0) { // both inside } else { // s inside, p outside (exiting) const GLfixed t = clipDivide(sd, sd-pd); c->arrays.clipEye(c, p, t, p, s); } } else { if (pd >= 0) { // s outside (entering) if (pd) { const GLfixed t = clipDivide(pd, pd-sd); c->arrays.clipEye(c, s, t, s, p); } } else { // both outside return 0; } } } cc >>= 1; plane++; } while (cc); } // frustum clip-planes if (all_cc & vertex_t::FRUSTUM_CLIP_ALL) { unsigned int plane = 0; uint32_t cc = all_cc & vertex_t::FRUSTUM_CLIP_ALL; do { if (cc & 1) { const GLfixed sd = frustumPlaneDist(plane, s->clip); const GLfixed pd = frustumPlaneDist(plane, p->clip); if (sd >= 0) { if (pd >= 0) { // both inside } else { // s inside, p outside (exiting) const GLfixed t = clipDivide(sd, sd-pd); c->arrays.clipVertex(c, p, t, p, s); } } else { if (pd >= 0) { // s outside (entering) if (pd) { const GLfixed t = clipDivide(pd, pd-sd); c->arrays.clipVertex(c, s, t, s, p); } } else { // both outside return 0; } } } cc >>= 1; plane++; } while (cc); } return 2; } }; // namespace android