1/* libs/opengles/primitives.cpp 2** 3** Copyright 2006, The Android Open Source Project 4** 5** Licensed under the Apache License, Version 2.0 (the "License"); 6** you may not use this file except in compliance with the License. 7** You may obtain a copy of the License at 8** 9** http://www.apache.org/licenses/LICENSE-2.0 10** 11** Unless required by applicable law or agreed to in writing, software 12** distributed under the License is distributed on an "AS IS" BASIS, 13** WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 14** See the License for the specific language governing permissions and 15** limitations under the License. 16*/ 17 18#include <stdio.h> 19#include <stdlib.h> 20#include <math.h> 21 22#include "context.h" 23#include "primitives.h" 24#include "light.h" 25#include "matrix.h" 26#include "vertex.h" 27#include "fp.h" 28#include "TextureObjectManager.h" 29 30extern "C" void iterators0032(const void* that, 31 int32_t* it, int32_t c0, int32_t c1, int32_t c2); 32 33namespace android { 34 35// ---------------------------------------------------------------------------- 36 37static void primitive_point(ogles_context_t* c, vertex_t* v); 38static void primitive_line(ogles_context_t* c, vertex_t* v0, vertex_t* v1); 39static void primitive_clip_triangle(ogles_context_t* c, 40 vertex_t* v0, vertex_t* v1, vertex_t* v2); 41 42static void primitive_nop_point(ogles_context_t* c, vertex_t* v); 43static void primitive_nop_line(ogles_context_t* c, vertex_t* v0, vertex_t* v1); 44static void primitive_nop_triangle(ogles_context_t* c, 45 vertex_t* v0, vertex_t* v1, vertex_t* v2); 46 47static inline bool cull_triangle(ogles_context_t* c, 48 vertex_t* v0, vertex_t* v1, vertex_t* v2); 49 50static void lerp_triangle(ogles_context_t* c, 51 vertex_t* v0, vertex_t* v1, vertex_t* v2); 52 53static void lerp_texcoords(ogles_context_t* c, 54 vertex_t* v0, vertex_t* v1, vertex_t* v2); 55 56static void lerp_texcoords_w(ogles_context_t* c, 57 vertex_t* v0, vertex_t* v1, vertex_t* v2); 58 59static void triangle(ogles_context_t* c, 60 vertex_t* v0, vertex_t* v1, vertex_t* v2); 61 62static void clip_triangle(ogles_context_t* c, 63 vertex_t* v0, vertex_t* v1, vertex_t* v2); 64 65static unsigned int clip_line(ogles_context_t* c, 66 vertex_t* s, vertex_t* p); 67 68// ---------------------------------------------------------------------------- 69#if 0 70#pragma mark - 71#endif 72 73static void lightTriangleDarkSmooth(ogles_context_t* c, 74 vertex_t* v0, vertex_t* v1, vertex_t* v2) 75{ 76 if (!(v0->flags & vertex_t::LIT)) { 77 v0->flags |= vertex_t::LIT; 78 const GLvoid* cp = c->arrays.color.element( 79 v0->index & vertex_cache_t::INDEX_MASK); 80 c->arrays.color.fetch(c, v0->color.v, cp); 81 } 82 if (!(v1->flags & vertex_t::LIT)) { 83 v1->flags |= vertex_t::LIT; 84 const GLvoid* cp = c->arrays.color.element( 85 v1->index & vertex_cache_t::INDEX_MASK); 86 c->arrays.color.fetch(c, v1->color.v, cp); 87 } 88 if(!(v2->flags & vertex_t::LIT)) { 89 v2->flags |= vertex_t::LIT; 90 const GLvoid* cp = c->arrays.color.element( 91 v2->index & vertex_cache_t::INDEX_MASK); 92 c->arrays.color.fetch(c, v2->color.v, cp); 93 } 94} 95 96static void lightTriangleDarkFlat(ogles_context_t* c, 97 vertex_t* v0, vertex_t* v1, vertex_t* v2) 98{ 99 if (!(v2->flags & vertex_t::LIT)) { 100 v2->flags |= vertex_t::LIT; 101 const GLvoid* cp = c->arrays.color.element( 102 v2->index & vertex_cache_t::INDEX_MASK); 103 c->arrays.color.fetch(c, v2->color.v, cp); 104 } 105 // configure the rasterizer here, before we clip 106 c->rasterizer.procs.color4xv(c, v2->color.v); 107} 108 109static void lightTriangleSmooth(ogles_context_t* c, 110 vertex_t* v0, vertex_t* v1, vertex_t* v2) 111{ 112 if (!(v0->flags & vertex_t::LIT)) 113 c->lighting.lightVertex(c, v0); 114 if (!(v1->flags & vertex_t::LIT)) 115 c->lighting.lightVertex(c, v1); 116 if(!(v2->flags & vertex_t::LIT)) 117 c->lighting.lightVertex(c, v2); 118} 119 120static void lightTriangleFlat(ogles_context_t* c, 121 vertex_t* v0, vertex_t* v1, vertex_t* v2) 122{ 123 if (!(v2->flags & vertex_t::LIT)) 124 c->lighting.lightVertex(c, v2); 125 // configure the rasterizer here, before we clip 126 c->rasterizer.procs.color4xv(c, v2->color.v); 127} 128 129// The fog versions... 130 131static inline 132void lightVertexDarkSmoothFog(ogles_context_t* c, vertex_t* v) 133{ 134 if (!(v->flags & vertex_t::LIT)) { 135 v->flags |= vertex_t::LIT; 136 v->fog = c->fog.fog(c, v->eye.z); 137 const GLvoid* cp = c->arrays.color.element( 138 v->index & vertex_cache_t::INDEX_MASK); 139 c->arrays.color.fetch(c, v->color.v, cp); 140 } 141} 142static inline 143void lightVertexDarkFlatFog(ogles_context_t* c, vertex_t* v) 144{ 145 if (!(v->flags & vertex_t::LIT)) { 146 v->flags |= vertex_t::LIT; 147 v->fog = c->fog.fog(c, v->eye.z); 148 } 149} 150static inline 151void lightVertexSmoothFog(ogles_context_t* c, vertex_t* v) 152{ 153 if (!(v->flags & vertex_t::LIT)) { 154 v->fog = c->fog.fog(c, v->eye.z); 155 c->lighting.lightVertex(c, v); 156 } 157} 158 159static void lightTriangleDarkSmoothFog(ogles_context_t* c, 160 vertex_t* v0, vertex_t* v1, vertex_t* v2) 161{ 162 lightVertexDarkSmoothFog(c, v0); 163 lightVertexDarkSmoothFog(c, v1); 164 lightVertexDarkSmoothFog(c, v2); 165} 166 167static void lightTriangleDarkFlatFog(ogles_context_t* c, 168 vertex_t* v0, vertex_t* v1, vertex_t* v2) 169{ 170 lightVertexDarkFlatFog(c, v0); 171 lightVertexDarkFlatFog(c, v1); 172 lightVertexDarkSmoothFog(c, v2); 173 // configure the rasterizer here, before we clip 174 c->rasterizer.procs.color4xv(c, v2->color.v); 175} 176 177static void lightTriangleSmoothFog(ogles_context_t* c, 178 vertex_t* v0, vertex_t* v1, vertex_t* v2) 179{ 180 lightVertexSmoothFog(c, v0); 181 lightVertexSmoothFog(c, v1); 182 lightVertexSmoothFog(c, v2); 183} 184 185static void lightTriangleFlatFog(ogles_context_t* c, 186 vertex_t* v0, vertex_t* v1, vertex_t* v2) 187{ 188 lightVertexDarkFlatFog(c, v0); 189 lightVertexDarkFlatFog(c, v1); 190 lightVertexSmoothFog(c, v2); 191 // configure the rasterizer here, before we clip 192 c->rasterizer.procs.color4xv(c, v2->color.v); 193} 194 195 196 197typedef void (*light_primitive_t)(ogles_context_t*, 198 vertex_t*, vertex_t*, vertex_t*); 199 200// fog 0x4, light 0x2, smooth 0x1 201static const light_primitive_t lightPrimitive[8] = { 202 lightTriangleDarkFlat, // no fog | dark | flat 203 lightTriangleDarkSmooth, // no fog | dark | smooth 204 lightTriangleFlat, // no fog | light | flat 205 lightTriangleSmooth, // no fog | light | smooth 206 lightTriangleDarkFlatFog, // fog | dark | flat 207 lightTriangleDarkSmoothFog, // fog | dark | smooth 208 lightTriangleFlatFog, // fog | light | flat 209 lightTriangleSmoothFog // fog | light | smooth 210}; 211 212void ogles_validate_primitives(ogles_context_t* c) 213{ 214 const uint32_t enables = c->rasterizer.state.enables; 215 216 // set up the lighting/shading/smoothing/fogging function 217 int index = enables & GGL_ENABLE_SMOOTH ? 0x1 : 0; 218 index |= c->lighting.enable ? 0x2 : 0; 219 index |= enables & GGL_ENABLE_FOG ? 0x4 : 0; 220 c->lighting.lightTriangle = lightPrimitive[index]; 221 222 // set up the primitive renderers 223 if (ggl_likely(c->arrays.vertex.enable)) { 224 c->prims.renderPoint = primitive_point; 225 c->prims.renderLine = primitive_line; 226 c->prims.renderTriangle = primitive_clip_triangle; 227 } else { 228 c->prims.renderPoint = primitive_nop_point; 229 c->prims.renderLine = primitive_nop_line; 230 c->prims.renderTriangle = primitive_nop_triangle; 231 } 232} 233 234// ---------------------------------------------------------------------------- 235 236void compute_iterators_t::initTriangle( 237 vertex_t const* v0, vertex_t const* v1, vertex_t const* v2) 238{ 239 m_dx01 = v1->window.x - v0->window.x; 240 m_dy10 = v0->window.y - v1->window.y; 241 m_dx20 = v0->window.x - v2->window.x; 242 m_dy02 = v2->window.y - v0->window.y; 243 m_area = m_dx01*m_dy02 + (-m_dy10)*m_dx20; 244} 245 246void compute_iterators_t::initLine( 247 vertex_t const* v0, vertex_t const* v1) 248{ 249 m_dx01 = m_dy02 = v1->window.x - v0->window.x; 250 m_dy10 = m_dx20 = v0->window.y - v1->window.y; 251 m_area = m_dx01*m_dy02 + (-m_dy10)*m_dx20; 252} 253 254void compute_iterators_t::initLerp(vertex_t const* v0, uint32_t enables) 255{ 256 m_x0 = v0->window.x; 257 m_y0 = v0->window.y; 258 const GGLcoord area = (m_area + TRI_HALF) >> TRI_FRACTION_BITS; 259 const GGLcoord minArea = 2; // cannot be inverted 260 // triangles with an area smaller than 1.0 are not smooth-shaded 261 262 int q=0, s=0, d=0; 263 if (abs(area) >= minArea) { 264 // Here we do some voodoo magic, to compute a suitable scale 265 // factor for deltas/area: 266 267 // First compute the 1/area with full 32-bits precision, 268 // gglRecipQNormalized returns a number [-0.5, 0.5[ and an exponent. 269 d = gglRecipQNormalized(area, &q); 270 271 // Then compute the minimum left-shift to not overflow the muls 272 // below. 273 s = 32 - gglClz(abs(m_dy02)|abs(m_dy10)|abs(m_dx01)|abs(m_dx20)); 274 275 // We'll keep 16-bits of precision for deltas/area. So we need 276 // to shift everything left an extra 15 bits. 277 s += 15; 278 279 // make sure all final shifts are not > 32, because gglMulx 280 // can't handle it. 281 if (s < q) s = q; 282 if (s > 32) { 283 d >>= 32-s; 284 s = 32; 285 } 286 } 287 288 m_dx01 = gglMulx(m_dx01, d, s); 289 m_dy10 = gglMulx(m_dy10, d, s); 290 m_dx20 = gglMulx(m_dx20, d, s); 291 m_dy02 = gglMulx(m_dy02, d, s); 292 m_area_scale = 32 + q - s; 293 m_scale = 0; 294 295 if (enables & GGL_ENABLE_TMUS) { 296 const int A = gglClz(abs(m_dy02)|abs(m_dy10)|abs(m_dx01)|abs(m_dx20)); 297 const int B = gglClz(abs(m_x0)|abs(m_y0)); 298 m_scale = max(0, 32 - (A + 16)) + 299 max(0, 32 - (B + TRI_FRACTION_BITS)) + 1; 300 } 301} 302 303int compute_iterators_t::iteratorsScale(GGLfixed* it, 304 int32_t c0, int32_t c1, int32_t c2) const 305{ 306 int32_t dc01 = c1 - c0; 307 int32_t dc02 = c2 - c0; 308 const int A = gglClz(abs(c0)); 309 const int B = gglClz(abs(dc01)|abs(dc02)); 310 const int scale = min(A, B - m_scale) - 2; 311 if (scale >= 0) { 312 c0 <<= scale; 313 dc01 <<= scale; 314 dc02 <<= scale; 315 } else { 316 c0 >>= -scale; 317 dc01 >>= -scale; 318 dc02 >>= -scale; 319 } 320 const int s = m_area_scale; 321 int32_t dcdx = gglMulAddx(dc01, m_dy02, gglMulx(dc02, m_dy10, s), s); 322 int32_t dcdy = gglMulAddx(dc02, m_dx01, gglMulx(dc01, m_dx20, s), s); 323 int32_t c = c0 - (gglMulAddx(dcdx, m_x0, 324 gglMulx(dcdy, m_y0, TRI_FRACTION_BITS), TRI_FRACTION_BITS)); 325 it[0] = c; 326 it[1] = dcdx; 327 it[2] = dcdy; 328 return scale; 329} 330 331void compute_iterators_t::iterators1616(GGLfixed* it, 332 GGLfixed c0, GGLfixed c1, GGLfixed c2) const 333{ 334 const GGLfixed dc01 = c1 - c0; 335 const GGLfixed dc02 = c2 - c0; 336 // 16.16 x 16.16 == 32.32 --> 16.16 337 const int s = m_area_scale; 338 int32_t dcdx = gglMulAddx(dc01, m_dy02, gglMulx(dc02, m_dy10, s), s); 339 int32_t dcdy = gglMulAddx(dc02, m_dx01, gglMulx(dc01, m_dx20, s), s); 340 int32_t c = c0 - (gglMulAddx(dcdx, m_x0, 341 gglMulx(dcdy, m_y0, TRI_FRACTION_BITS), TRI_FRACTION_BITS)); 342 it[0] = c; 343 it[1] = dcdx; 344 it[2] = dcdy; 345} 346 347void compute_iterators_t::iterators0032(int64_t* it, 348 int32_t c0, int32_t c1, int32_t c2) const 349{ 350 const int s = m_area_scale - 16; 351 int32_t dc01 = (c1 - c0)>>s; 352 int32_t dc02 = (c2 - c0)>>s; 353 // 16.16 x 16.16 == 32.32 354 int64_t dcdx = gglMulii(dc01, m_dy02) + gglMulii(dc02, m_dy10); 355 int64_t dcdy = gglMulii(dc02, m_dx01) + gglMulii(dc01, m_dx20); 356 it[ 0] = (c0<<16) - ((dcdx*m_x0 + dcdy*m_y0)>>4); 357 it[ 1] = dcdx; 358 it[ 2] = dcdy; 359} 360 361#if defined(__arm__) && !defined(__thumb__) 362inline void compute_iterators_t::iterators0032(int32_t* it, 363 int32_t c0, int32_t c1, int32_t c2) const 364{ 365 ::iterators0032(this, it, c0, c1, c2); 366} 367#else 368void compute_iterators_t::iterators0032(int32_t* it, 369 int32_t c0, int32_t c1, int32_t c2) const 370{ 371 int64_t it64[3]; 372 iterators0032(it64, c0, c1, c2); 373 it[0] = it64[0]; 374 it[1] = it64[1]; 375 it[2] = it64[2]; 376} 377#endif 378 379// ---------------------------------------------------------------------------- 380 381static inline int32_t clampZ(GLfixed z) CONST; 382int32_t clampZ(GLfixed z) { 383 z = (z & ~(z>>31)); 384 if (z >= 0x10000) 385 z = 0xFFFF; 386 return z; 387} 388 389static __attribute__((noinline)) 390void fetch_texcoord_impl(ogles_context_t* c, 391 vertex_t* v0, vertex_t* v1, vertex_t* v2) 392{ 393 vertex_t* const vtx[3] = { v0, v1, v2 }; 394 array_t const * const texcoordArray = c->arrays.texture; 395 396 for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT ; i++) { 397 if (!(c->rasterizer.state.texture[i].enable)) 398 continue; 399 400 for (int j=0 ; j<3 ; j++) { 401 vertex_t* const v = vtx[j]; 402 if (v->flags & vertex_t::TT) 403 continue; 404 405 // NOTE: here we could compute automatic texgen 406 // such as sphere/cube maps, instead of fetching them 407 // from the textcoord array. 408 409 vec4_t& coords = v->texture[i]; 410 const GLubyte* tp = texcoordArray[i].element( 411 v->index & vertex_cache_t::INDEX_MASK); 412 texcoordArray[i].fetch(c, coords.v, tp); 413 414 // transform texture coordinates... 415 coords.Q = 0x10000; 416 const transform_t& tr = c->transforms.texture[i].transform; 417 if (ggl_unlikely(tr.ops)) { 418 c->arrays.tex_transform[i](&tr, &coords, &coords); 419 } 420 421 // divide by Q 422 const GGLfixed q = coords.Q; 423 if (ggl_unlikely(q != 0x10000)) { 424 const int32_t qinv = gglRecip28(q); 425 coords.S = gglMulx(coords.S, qinv, 28); 426 coords.T = gglMulx(coords.T, qinv, 28); 427 } 428 } 429 } 430 v0->flags |= vertex_t::TT; 431 v1->flags |= vertex_t::TT; 432 v2->flags |= vertex_t::TT; 433} 434 435inline void fetch_texcoord(ogles_context_t* c, 436 vertex_t* v0, vertex_t* v1, vertex_t* v2) 437{ 438 const uint32_t enables = c->rasterizer.state.enables; 439 if (!(enables & GGL_ENABLE_TMUS)) 440 return; 441 442 // Fetch & transform texture coordinates... 443 if (ggl_likely(v0->flags & v1->flags & v2->flags & vertex_t::TT)) { 444 // already done for all three vertices, bail... 445 return; 446 } 447 fetch_texcoord_impl(c, v0, v1, v2); 448} 449 450// ---------------------------------------------------------------------------- 451#if 0 452#pragma mark - 453#pragma mark Point 454#endif 455 456void primitive_nop_point(ogles_context_t*, vertex_t*) { 457} 458 459void primitive_point(ogles_context_t* c, vertex_t* v) 460{ 461 // lighting & clamping... 462 const uint32_t enables = c->rasterizer.state.enables; 463 464 if (ggl_unlikely(!(v->flags & vertex_t::LIT))) { 465 if (c->lighting.enable) { 466 c->lighting.lightVertex(c, v); 467 } else { 468 v->flags |= vertex_t::LIT; 469 const GLvoid* cp = c->arrays.color.element( 470 v->index & vertex_cache_t::INDEX_MASK); 471 c->arrays.color.fetch(c, v->color.v, cp); 472 } 473 if (enables & GGL_ENABLE_FOG) { 474 v->fog = c->fog.fog(c, v->eye.z); 475 } 476 } 477 478 // XXX: we don't need to do that each-time 479 // if color array and lighting not enabled 480 c->rasterizer.procs.color4xv(c, v->color.v); 481 482 // XXX: look into ES point-sprite extension 483 if (enables & GGL_ENABLE_TMUS) { 484 fetch_texcoord(c, v,v,v); 485 for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT ; i++) { 486 if (!c->rasterizer.state.texture[i].enable) 487 continue; 488 int32_t itt[8]; 489 itt[1] = itt[2] = itt[4] = itt[5] = 0; 490 itt[6] = itt[7] = 16; // XXX: check that 491 if (c->rasterizer.state.texture[i].s_wrap == GGL_CLAMP) { 492 int width = c->textures.tmu[i].texture->surface.width; 493 itt[0] = v->texture[i].S * width; 494 itt[6] = 0; 495 } 496 if (c->rasterizer.state.texture[i].t_wrap == GGL_CLAMP) { 497 int height = c->textures.tmu[i].texture->surface.height; 498 itt[3] = v->texture[i].T * height; 499 itt[7] = 0; 500 } 501 c->rasterizer.procs.texCoordGradScale8xv(c, i, itt); 502 } 503 } 504 505 if (enables & GGL_ENABLE_DEPTH_TEST) { 506 int32_t itz[3]; 507 itz[0] = clampZ(v->window.z) * 0x00010001; 508 itz[1] = itz[2] = 0; 509 c->rasterizer.procs.zGrad3xv(c, itz); 510 } 511 512 if (enables & GGL_ENABLE_FOG) { 513 GLfixed itf[3]; 514 itf[0] = v->fog; 515 itf[1] = itf[2] = 0; 516 c->rasterizer.procs.fogGrad3xv(c, itf); 517 } 518 519 // Render our point... 520 c->rasterizer.procs.pointx(c, v->window.v, c->point.size); 521} 522 523// ---------------------------------------------------------------------------- 524#if 0 525#pragma mark - 526#pragma mark Line 527#endif 528 529void primitive_nop_line(ogles_context_t*, vertex_t*, vertex_t*) { 530} 531 532void primitive_line(ogles_context_t* c, vertex_t* v0, vertex_t* v1) 533{ 534 // get texture coordinates 535 fetch_texcoord(c, v0, v1, v1); 536 537 // light/shade the vertices first (they're copied below) 538 c->lighting.lightTriangle(c, v0, v1, v1); 539 540 // clip the line if needed 541 if (ggl_unlikely((v0->flags | v1->flags) & vertex_t::CLIP_ALL)) { 542 unsigned int count = clip_line(c, v0, v1); 543 if (ggl_unlikely(count == 0)) 544 return; 545 } 546 547 // compute iterators... 548 const uint32_t enables = c->rasterizer.state.enables; 549 const uint32_t mask = GGL_ENABLE_TMUS | 550 GGL_ENABLE_SMOOTH | 551 GGL_ENABLE_W | 552 GGL_ENABLE_FOG | 553 GGL_ENABLE_DEPTH_TEST; 554 555 if (ggl_unlikely(enables & mask)) { 556 c->lerp.initLine(v0, v1); 557 lerp_triangle(c, v0, v1, v0); 558 } 559 560 // render our line 561 c->rasterizer.procs.linex(c, v0->window.v, v1->window.v, c->line.width); 562} 563 564// ---------------------------------------------------------------------------- 565#if 0 566#pragma mark - 567#pragma mark Triangle 568#endif 569 570void primitive_nop_triangle(ogles_context_t* c, 571 vertex_t* v0, vertex_t* v1, vertex_t* v2) { 572} 573 574void primitive_clip_triangle(ogles_context_t* c, 575 vertex_t* v0, vertex_t* v1, vertex_t* v2) 576{ 577 uint32_t cc = (v0->flags | v1->flags | v2->flags) & vertex_t::CLIP_ALL; 578 if (ggl_likely(!cc)) { 579 // code below must be as optimized as possible, this is the 580 // common code path. 581 582 // This triangle is not clipped, test if it's culled 583 // unclipped triangle... 584 c->lerp.initTriangle(v0, v1, v2); 585 if (cull_triangle(c, v0, v1, v2)) 586 return; // culled! 587 588 // Fetch all texture coordinates if needed 589 fetch_texcoord(c, v0, v1, v2); 590 591 // light (or shade) our triangle! 592 c->lighting.lightTriangle(c, v0, v1, v2); 593 594 triangle(c, v0, v1, v2); 595 return; 596 } 597 598 // The assumption here is that we're not going to clip very often, 599 // and even more rarely will we clip a triangle that ends up 600 // being culled out. So it's okay to light the vertices here, even though 601 // in a few cases we won't render the triangle (if culled). 602 603 // Fetch texture coordinates... 604 fetch_texcoord(c, v0, v1, v2); 605 606 // light (or shade) our triangle! 607 c->lighting.lightTriangle(c, v0, v1, v2); 608 609 clip_triangle(c, v0, v1, v2); 610} 611 612// ----------------------------------------------------------------------- 613 614void triangle(ogles_context_t* c, 615 vertex_t* v0, vertex_t* v1, vertex_t* v2) 616{ 617 // compute iterators... 618 const uint32_t enables = c->rasterizer.state.enables; 619 const uint32_t mask = GGL_ENABLE_TMUS | 620 GGL_ENABLE_SMOOTH | 621 GGL_ENABLE_W | 622 GGL_ENABLE_FOG | 623 GGL_ENABLE_DEPTH_TEST; 624 625 if (ggl_likely(enables & mask)) 626 lerp_triangle(c, v0, v1, v2); 627 628 c->rasterizer.procs.trianglex(c, v0->window.v, v1->window.v, v2->window.v); 629} 630 631void lerp_triangle(ogles_context_t* c, 632 vertex_t* v0, vertex_t* v1, vertex_t* v2) 633{ 634 const uint32_t enables = c->rasterizer.state.enables; 635 c->lerp.initLerp(v0, enables); 636 637 // set up texture iterators 638 if (enables & GGL_ENABLE_TMUS) { 639 if (enables & GGL_ENABLE_W) { 640 lerp_texcoords_w(c, v0, v1, v2); 641 } else { 642 lerp_texcoords(c, v0, v1, v2); 643 } 644 } 645 646 // set up the color iterators 647 const compute_iterators_t& lerp = c->lerp; 648 if (enables & GGL_ENABLE_SMOOTH) { 649 GLfixed itc[12]; 650 for (int i=0 ; i<4 ; i++) { 651 const GGLcolor c0 = v0->color.v[i] * 255; 652 const GGLcolor c1 = v1->color.v[i] * 255; 653 const GGLcolor c2 = v2->color.v[i] * 255; 654 lerp.iterators1616(&itc[i*3], c0, c1, c2); 655 } 656 c->rasterizer.procs.colorGrad12xv(c, itc); 657 } 658 659 if (enables & GGL_ENABLE_DEPTH_TEST) { 660 int32_t itz[3]; 661 const int32_t v0z = clampZ(v0->window.z); 662 const int32_t v1z = clampZ(v1->window.z); 663 const int32_t v2z = clampZ(v2->window.z); 664 if (ggl_unlikely(c->polygonOffset.enable)) { 665 const int32_t units = (c->polygonOffset.units << 16); 666 const GLfixed factor = c->polygonOffset.factor; 667 if (factor) { 668 int64_t itz64[3]; 669 lerp.iterators0032(itz64, v0z, v1z, v2z); 670 int64_t maxDepthSlope = max(itz64[1], itz64[2]); 671 itz[0] = uint32_t(itz64[0]) 672 + uint32_t((maxDepthSlope*factor)>>16) + units; 673 itz[1] = uint32_t(itz64[1]); 674 itz[2] = uint32_t(itz64[2]); 675 } else { 676 lerp.iterators0032(itz, v0z, v1z, v2z); 677 itz[0] += units; 678 } 679 } else { 680 lerp.iterators0032(itz, v0z, v1z, v2z); 681 } 682 c->rasterizer.procs.zGrad3xv(c, itz); 683 } 684 685 if (ggl_unlikely(enables & GGL_ENABLE_FOG)) { 686 GLfixed itf[3]; 687 lerp.iterators1616(itf, v0->fog, v1->fog, v2->fog); 688 c->rasterizer.procs.fogGrad3xv(c, itf); 689 } 690} 691 692 693static inline 694int compute_lod(ogles_context_t* c, int i, 695 int32_t s0, int32_t t0, int32_t s1, int32_t t1, int32_t s2, int32_t t2) 696{ 697 // Compute mipmap level / primitive 698 // rho = sqrt( texelArea / area ) 699 // lod = log2( rho ) 700 // lod = log2( texelArea / area ) / 2 701 // lod = (log2( texelArea ) - log2( area )) / 2 702 const compute_iterators_t& lerp = c->lerp; 703 const GGLcoord area = abs(lerp.area()); 704 const int w = c->textures.tmu[i].texture->surface.width; 705 const int h = c->textures.tmu[i].texture->surface.height; 706 const int shift = 16 + (16 - TRI_FRACTION_BITS); 707 int32_t texelArea = abs( gglMulx(s1-s0, t2-t0, shift) - 708 gglMulx(s2-s0, t1-t0, shift) )*w*h; 709 int log2TArea = (32-TRI_FRACTION_BITS -1) - gglClz(texelArea); 710 int log2Area = (32-TRI_FRACTION_BITS*2-1) - gglClz(area); 711 int lod = (log2TArea - log2Area + 1) >> 1; 712 return lod; 713} 714 715void lerp_texcoords(ogles_context_t* c, 716 vertex_t* v0, vertex_t* v1, vertex_t* v2) 717{ 718 const compute_iterators_t& lerp = c->lerp; 719 int32_t itt[8] __attribute__((aligned(16))); 720 for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT ; i++) { 721 const texture_t& tmu = c->rasterizer.state.texture[i]; 722 if (!tmu.enable) 723 continue; 724 725 // compute the jacobians using block floating-point 726 int32_t s0 = v0->texture[i].S; 727 int32_t t0 = v0->texture[i].T; 728 int32_t s1 = v1->texture[i].S; 729 int32_t t1 = v1->texture[i].T; 730 int32_t s2 = v2->texture[i].S; 731 int32_t t2 = v2->texture[i].T; 732 733 const GLenum min_filter = c->textures.tmu[i].texture->min_filter; 734 if (ggl_unlikely(min_filter >= GL_NEAREST_MIPMAP_NEAREST)) { 735 int lod = compute_lod(c, i, s0, t0, s1, t1, s2, t2); 736 c->rasterizer.procs.bindTextureLod(c, i, 737 &c->textures.tmu[i].texture->mip(lod)); 738 } 739 740 // premultiply (s,t) when clampling 741 if (tmu.s_wrap == GGL_CLAMP) { 742 const int width = tmu.surface.width; 743 s0 *= width; 744 s1 *= width; 745 s2 *= width; 746 } 747 if (tmu.t_wrap == GGL_CLAMP) { 748 const int height = tmu.surface.height; 749 t0 *= height; 750 t1 *= height; 751 t2 *= height; 752 } 753 itt[6] = -lerp.iteratorsScale(itt+0, s0, s1, s2); 754 itt[7] = -lerp.iteratorsScale(itt+3, t0, t1, t2); 755 c->rasterizer.procs.texCoordGradScale8xv(c, i, itt); 756 } 757} 758 759void lerp_texcoords_w(ogles_context_t* c, 760 vertex_t* v0, vertex_t* v1, vertex_t* v2) 761{ 762 const compute_iterators_t& lerp = c->lerp; 763 int32_t itt[8] __attribute__((aligned(16))); 764 int32_t itw[3]; 765 766 // compute W's scale to 2.30 767 int32_t w0 = v0->window.w; 768 int32_t w1 = v1->window.w; 769 int32_t w2 = v2->window.w; 770 int wscale = 32 - gglClz(w0|w1|w2); 771 772 // compute the jacobian using block floating-point 773 int sc = lerp.iteratorsScale(itw, w0, w1, w2); 774 sc += wscale - 16; 775 c->rasterizer.procs.wGrad3xv(c, itw); 776 777 for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT ; i++) { 778 const texture_t& tmu = c->rasterizer.state.texture[i]; 779 if (!tmu.enable) 780 continue; 781 782 // compute the jacobians using block floating-point 783 int32_t s0 = v0->texture[i].S; 784 int32_t t0 = v0->texture[i].T; 785 int32_t s1 = v1->texture[i].S; 786 int32_t t1 = v1->texture[i].T; 787 int32_t s2 = v2->texture[i].S; 788 int32_t t2 = v2->texture[i].T; 789 790 const GLenum min_filter = c->textures.tmu[i].texture->min_filter; 791 if (ggl_unlikely(min_filter >= GL_NEAREST_MIPMAP_NEAREST)) { 792 int lod = compute_lod(c, i, s0, t0, s1, t1, s2, t2); 793 c->rasterizer.procs.bindTextureLod(c, i, 794 &c->textures.tmu[i].texture->mip(lod)); 795 } 796 797 // premultiply (s,t) when clampling 798 if (tmu.s_wrap == GGL_CLAMP) { 799 const int width = tmu.surface.width; 800 s0 *= width; 801 s1 *= width; 802 s2 *= width; 803 } 804 if (tmu.t_wrap == GGL_CLAMP) { 805 const int height = tmu.surface.height; 806 t0 *= height; 807 t1 *= height; 808 t2 *= height; 809 } 810 811 s0 = gglMulx(s0, w0, wscale); 812 t0 = gglMulx(t0, w0, wscale); 813 s1 = gglMulx(s1, w1, wscale); 814 t1 = gglMulx(t1, w1, wscale); 815 s2 = gglMulx(s2, w2, wscale); 816 t2 = gglMulx(t2, w2, wscale); 817 818 itt[6] = sc - lerp.iteratorsScale(itt+0, s0, s1, s2); 819 itt[7] = sc - lerp.iteratorsScale(itt+3, t0, t1, t2); 820 c->rasterizer.procs.texCoordGradScale8xv(c, i, itt); 821 } 822} 823 824 825static inline 826bool cull_triangle(ogles_context_t* c, vertex_t* v0, vertex_t* v1, vertex_t* v2) 827{ 828 if (ggl_likely(c->cull.enable)) { 829 const GLenum winding = (c->lerp.area() > 0) ? GL_CW : GL_CCW; 830 const GLenum face = (winding == c->cull.frontFace) ? GL_FRONT : GL_BACK; 831 if (face == c->cull.cullFace) 832 return true; // culled! 833 } 834 return false; 835} 836 837static inline 838GLfixed frustumPlaneDist(int plane, const vec4_t& s) 839{ 840 const GLfixed d = s.v[ plane >> 1 ]; 841 return ((plane & 1) ? (s.w - d) : (s.w + d)); 842} 843 844static inline 845int32_t clipDivide(GLfixed a, GLfixed b) { 846 // returns a 4.28 fixed-point 847 return gglMulDivi(1LU<<28, a, b); 848} 849 850void clip_triangle(ogles_context_t* c, 851 vertex_t* v0, vertex_t* v1, vertex_t* v2) 852{ 853 uint32_t all_cc = (v0->flags | v1->flags | v2->flags) & vertex_t::CLIP_ALL; 854 855 vertex_t *p0, *p1, *p2; 856 const int MAX_CLIPPING_PLANES = 6 + OGLES_MAX_CLIP_PLANES; 857 const int MAX_VERTICES = 3; 858 859 // Temporary buffer to hold the new vertices. Each plane can add up to 860 // two new vertices (because the polygon is convex). 861 // We need one extra element, to handle an overflow case when 862 // the polygon degenerates into something non convex. 863 vertex_t buffer[MAX_CLIPPING_PLANES * 2 + 1]; // ~3KB 864 vertex_t* buf = buffer; 865 866 // original list of vertices (polygon to clip, in fact this 867 // function works with an arbitrary polygon). 868 vertex_t* in[3] = { v0, v1, v2 }; 869 870 // output lists (we need 2, which we use back and forth) 871 // (maximum outpout list's size is MAX_CLIPPING_PLANES + MAX_VERTICES) 872 // 2 more elements for overflow when non convex polygons. 873 vertex_t* out[2][MAX_CLIPPING_PLANES + MAX_VERTICES + 2]; 874 unsigned int outi = 0; 875 876 // current input list 877 vertex_t** ivl = in; 878 879 // 3 input vertices, 0 in the output list, first plane 880 unsigned int ic = 3; 881 882 // User clip-planes first, the clipping is always done in eye-coordinate 883 // this is basically the same algorithm than for the view-volume 884 // clipping, except for the computation of the distance (vertex, plane) 885 // and the fact that we need to compute the eye-coordinates of each 886 // new vertex we create. 887 888 if (ggl_unlikely(all_cc & vertex_t::USER_CLIP_ALL)) 889 { 890 unsigned int plane = 0; 891 uint32_t cc = (all_cc & vertex_t::USER_CLIP_ALL) >> 8; 892 do { 893 if (cc & 1) { 894 // pointers to our output list (head and current) 895 vertex_t** const ovl = &out[outi][0]; 896 vertex_t** output = ovl; 897 unsigned int oc = 0; 898 unsigned int sentinel = 0; 899 // previous vertex, compute distance to the plane 900 vertex_t* s = ivl[ic-1]; 901 const vec4_t& equation = c->clipPlanes.plane[plane].equation; 902 GLfixed sd = dot4(equation.v, s->eye.v); 903 // clip each vertex against this plane... 904 for (unsigned int i=0 ; i<ic ; i++) { 905 vertex_t* p = ivl[i]; 906 const GLfixed pd = dot4(equation.v, p->eye.v); 907 if (sd >= 0) { 908 if (pd >= 0) { 909 // both inside 910 *output++ = p; 911 oc++; 912 } else { 913 // s inside, p outside (exiting) 914 const GLfixed t = clipDivide(sd, sd-pd); 915 c->arrays.clipEye(c, buf, t, p, s); 916 *output++ = buf++; 917 oc++; 918 if (++sentinel >= 3) 919 return; // non-convex polygon! 920 } 921 } else { 922 if (pd >= 0) { 923 // s outside (entering) 924 if (pd) { 925 const GLfixed t = clipDivide(pd, pd-sd); 926 c->arrays.clipEye(c, buf, t, s, p); 927 *output++ = buf++; 928 oc++; 929 if (++sentinel >= 3) 930 return; // non-convex polygon! 931 } 932 *output++ = p; 933 oc++; 934 } else { 935 // both outside 936 } 937 } 938 s = p; 939 sd = pd; 940 } 941 // output list become the new input list 942 if (oc<3) 943 return; // less than 3 vertices left? we're done! 944 ivl = ovl; 945 ic = oc; 946 outi = 1-outi; 947 } 948 cc >>= 1; 949 plane++; 950 } while (cc); 951 } 952 953 // frustum clip-planes 954 if (all_cc & vertex_t::FRUSTUM_CLIP_ALL) 955 { 956 unsigned int plane = 0; 957 uint32_t cc = all_cc & vertex_t::FRUSTUM_CLIP_ALL; 958 do { 959 if (cc & 1) { 960 // pointers to our output list (head and current) 961 vertex_t** const ovl = &out[outi][0]; 962 vertex_t** output = ovl; 963 unsigned int oc = 0; 964 unsigned int sentinel = 0; 965 // previous vertex, compute distance to the plane 966 vertex_t* s = ivl[ic-1]; 967 GLfixed sd = frustumPlaneDist(plane, s->clip); 968 // clip each vertex against this plane... 969 for (unsigned int i=0 ; i<ic ; i++) { 970 vertex_t* p = ivl[i]; 971 const GLfixed pd = frustumPlaneDist(plane, p->clip); 972 if (sd >= 0) { 973 if (pd >= 0) { 974 // both inside 975 *output++ = p; 976 oc++; 977 } else { 978 // s inside, p outside (exiting) 979 const GLfixed t = clipDivide(sd, sd-pd); 980 c->arrays.clipVertex(c, buf, t, p, s); 981 *output++ = buf++; 982 oc++; 983 if (++sentinel >= 3) 984 return; // non-convex polygon! 985 } 986 } else { 987 if (pd >= 0) { 988 // s outside (entering) 989 if (pd) { 990 const GLfixed t = clipDivide(pd, pd-sd); 991 c->arrays.clipVertex(c, buf, t, s, p); 992 *output++ = buf++; 993 oc++; 994 if (++sentinel >= 3) 995 return; // non-convex polygon! 996 } 997 *output++ = p; 998 oc++; 999 } else { 1000 // both outside 1001 } 1002 } 1003 s = p; 1004 sd = pd; 1005 } 1006 // output list become the new input list 1007 if (oc<3) 1008 return; // less than 3 vertices left? we're done! 1009 ivl = ovl; 1010 ic = oc; 1011 outi = 1-outi; 1012 } 1013 cc >>= 1; 1014 plane++; 1015 } while (cc); 1016 } 1017 1018 // finally we can render our triangles... 1019 p0 = ivl[0]; 1020 p1 = ivl[1]; 1021 for (unsigned int i=2 ; i<ic ; i++) { 1022 p2 = ivl[i]; 1023 c->lerp.initTriangle(p0, p1, p2); 1024 if (cull_triangle(c, p0, p1, p2)) { 1025 p1 = p2; 1026 continue; // culled! 1027 } 1028 triangle(c, p0, p1, p2); 1029 p1 = p2; 1030 } 1031} 1032 1033unsigned int clip_line(ogles_context_t* c, vertex_t* s, vertex_t* p) 1034{ 1035 const uint32_t all_cc = (s->flags | p->flags) & vertex_t::CLIP_ALL; 1036 1037 if (ggl_unlikely(all_cc & vertex_t::USER_CLIP_ALL)) 1038 { 1039 unsigned int plane = 0; 1040 uint32_t cc = (all_cc & vertex_t::USER_CLIP_ALL) >> 8; 1041 do { 1042 if (cc & 1) { 1043 const vec4_t& equation = c->clipPlanes.plane[plane].equation; 1044 const GLfixed sd = dot4(equation.v, s->eye.v); 1045 const GLfixed pd = dot4(equation.v, p->eye.v); 1046 if (sd >= 0) { 1047 if (pd >= 0) { 1048 // both inside 1049 } else { 1050 // s inside, p outside (exiting) 1051 const GLfixed t = clipDivide(sd, sd-pd); 1052 c->arrays.clipEye(c, p, t, p, s); 1053 } 1054 } else { 1055 if (pd >= 0) { 1056 // s outside (entering) 1057 if (pd) { 1058 const GLfixed t = clipDivide(pd, pd-sd); 1059 c->arrays.clipEye(c, s, t, s, p); 1060 } 1061 } else { 1062 // both outside 1063 return 0; 1064 } 1065 } 1066 } 1067 cc >>= 1; 1068 plane++; 1069 } while (cc); 1070 } 1071 1072 // frustum clip-planes 1073 if (all_cc & vertex_t::FRUSTUM_CLIP_ALL) 1074 { 1075 unsigned int plane = 0; 1076 uint32_t cc = all_cc & vertex_t::FRUSTUM_CLIP_ALL; 1077 do { 1078 if (cc & 1) { 1079 const GLfixed sd = frustumPlaneDist(plane, s->clip); 1080 const GLfixed pd = frustumPlaneDist(plane, p->clip); 1081 if (sd >= 0) { 1082 if (pd >= 0) { 1083 // both inside 1084 } else { 1085 // s inside, p outside (exiting) 1086 const GLfixed t = clipDivide(sd, sd-pd); 1087 c->arrays.clipVertex(c, p, t, p, s); 1088 } 1089 } else { 1090 if (pd >= 0) { 1091 // s outside (entering) 1092 if (pd) { 1093 const GLfixed t = clipDivide(pd, pd-sd); 1094 c->arrays.clipVertex(c, s, t, s, p); 1095 } 1096 } else { 1097 // both outside 1098 return 0; 1099 } 1100 } 1101 } 1102 cc >>= 1; 1103 plane++; 1104 } while (cc); 1105 } 1106 1107 return 2; 1108} 1109 1110 1111}; // namespace android 1112