📄 primindexed.c
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#endif /* NON_OPT_IDX_TRI_LIST */
}
/***********************************************************************************
Function Name : IndexedTriangleStrip
************************************************************************************/
IMG_VOID IndexedTriangleStrip(LPD3DM_CONTEXT psContext,
IMG_UINT32 ui32FVFcode,
BYTE *pbVBData,
IMG_UINT32 ui32VBByteStride,
BYTE *pbIBData,
IMG_UINT32 ui32IBByteStride,
IMG_UINT32 ui32PrimCount)
{
IMG_UINT32 i;
IMG_INT32 i32NumVerts/*, j*/;
PVR_NATIVE_VERTEX asVertex[3], *apsVertex[3], *psVTmp, **ppsVertex;
IMG_UINT32 ui32ClipCode;
IMG_BOOL bNewStrip = IMG_TRUE;
IMG_UINT32 ui32NumStrips = 0;
IMG_UINT32 ui32IndexMask;
UNALIGNED IMG_UINT32 *pui32IBData = (UNALIGNED IMG_UINT32*)pbIBData;
NTV_TYPE ntvDepthM = D3DM_Zero;
ui32IndexMask = psContext->ui32IndexMask;
/* initialise the vertex ptr array */
apsVertex[0] = &asVertex[0];
apsVertex[1] = &asVertex[1];
apsVertex[2] = &asVertex[2];
/* construct native vertices */
/* Validate index value to prevent access violations */
if(!VALIDATE_INDEX(psContext, (*pui32IBData & ui32IndexMask)))
{
psContext->hrLastError = D3DMERR_INVALIDCALL;
goto ErrorExit;
}
SetupNativeVertex(psContext, (IMG_UINT32*)(pbVBData + ((*pui32IBData & ui32IndexMask) * ui32VBByteStride)),
ui32FVFcode,
apsVertex[0]);
/* Advance pointer */
pbIBData += ui32IBByteStride;
pui32IBData = (UNALIGNED IMG_UINT32*)pbIBData;
/* Validate index value to prevent access violations */
if(!VALIDATE_INDEX(psContext, (*pui32IBData & ui32IndexMask)))
{
psContext->hrLastError = D3DMERR_INVALIDCALL;
goto ErrorExit;
}
SetupNativeVertex(psContext, (IMG_UINT32*)(pbVBData + ((*pui32IBData & ui32IndexMask) * ui32VBByteStride)),
ui32FVFcode,
apsVertex[1]);
/* Advance pointer */
pbIBData += ui32IBByteStride;
pui32IBData = (UNALIGNED IMG_UINT32*)pbIBData;
/************************
first time clip test
************************/
DoClipTestandVPTransform(psContext, &apsVertex[0], 2);
for(i=0; i<ui32PrimCount; i++)
{
IMG_BOOL bIsCounterClockwise;
IMG_BOOL bPassCullTest;
/* construct native vertices */
/* Validate index value to prevent access violations */
if(!VALIDATE_INDEX(psContext, (*pui32IBData & ui32IndexMask)))
{
psContext->hrLastError = D3DMERR_INVALIDCALL;
goto ErrorExit;
}
SetupNativeVertex(psContext, (IMG_UINT32*)(pbVBData + ((*pui32IBData & ui32IndexMask) * ui32VBByteStride)),
ui32FVFcode,
apsVertex[2]);
/* Advance pointer */
pbIBData += ui32IBByteStride;
pui32IBData = (UNALIGNED IMG_UINT32*)pbIBData;
/* Store pointers to colours for flat shading */
psContext->sTState.sSWTNLState.psCurrentFlatShadeDiffuse = &apsVertex[0]->sDiffuseOut;
psContext->sTState.sSWTNLState.psCurrentFlatShadeSpecular = &apsVertex[0]->sSpecularOut;
/**********************
clip test
**********************/
DoClipTestandVPTransform(psContext, &apsVertex[2], 1);
/**********************
Depth bias
**********************/
if(psContext->sTState.dwRSFlags & TSTATE_RSFLAGS_DEPTHBIAS)
{
/* Calculate value of m */
NTV_TYPE ntvNewDepthM = TriangleMaxDepthSlope(apsVertex[0]);
/* if m is different from previous m then calculate depth bias offset */
if(ntvNewDepthM != ntvDepthM)
{
CalculateDepthBias(psContext,ntvNewDepthM);
ntvDepthM = ntvNewDepthM;
}
}
/* any vertices clipped? */
ui32ClipCode = (apsVertex[0]->ui32Flags
| apsVertex[1]->ui32Flags
| apsVertex[2]->ui32Flags) & D3DM_CLIPFLAG_MASK;
if ((ui32ClipCode & D3DM_CLIPFLAG_NEAR) == 0)
{
/* Check cull status */
bIsCounterClockwise = IsCounterClockWise(&apsVertex[0]);
switch(psContext->dwTAPrimCtl & MBX1_TAPRIM_CULLMODEMASK)
{
case MBX1_TAPRIM_CULLMODENONE:
bPassCullTest = IMG_TRUE;
break;
case MBX1_TAPRIM_CULLMODECW:
{
bPassCullTest = (bIsCounterClockwise ^ i) & 1;
break;
}
case MBX1_TAPRIM_CULLMODECCW:
{
bPassCullTest = (!bIsCounterClockwise ^ i) & 1;
break;
}
default:
///error
break;
}
}
else
{
bPassCullTest = IMG_TRUE;
}
if(!bPassCullTest)
{
bNewStrip = IMG_TRUE;
}
else if (ui32ClipCode == 0) /* no clipping: */
{
if(bNewStrip)
{
/* Swap vertex order if we're on an odd prim */
if(i & 1)
{
psVTmp = apsVertex[2];
apsVertex[2] = apsVertex[1];
apsVertex[1] = psVTmp;
}
if(ui32NumStrips)
{
TACSWriteEndPrim(psContext);
}
else
{
TACSWritePrimHdr(psContext, psContext->dwTAPrimCtl, MBX1_TAOBJTYPE_VERTEXFACESTRIP);
}
ui32NumStrips++;
ValidateVertex(psContext, &apsVertex[0], 3);
OutputVertices(psContext, &apsVertex[0], 3);
/* Swap back vertex order if we're on an odd prim */
if(i & 1)
{
psVTmp = apsVertex[2];
apsVertex[2] = apsVertex[1];
apsVertex[1] = psVTmp;
}
else
{
/* Only carry on with strip if we've started on an even prim */
bNewStrip = IMG_FALSE;
}
}
else
{
ValidateVertex(psContext, &apsVertex[2], 1);
OutputVertices(psContext, &apsVertex[2], 1);
}
}
else if (!( apsVertex[0]->ui32Flags
& apsVertex[1]->ui32Flags
& apsVertex[2]->ui32Flags & D3DM_CLIPFLAG_MASK))
{
ValidateVertex(psContext, &apsVertex[0], 3);
i32NumVerts = DoPolygonClip(psContext, &apsVertex[0], 3, ui32ClipCode);
ppsVertex = psContext->sTState.sSWTNLState.ppsOutputArray;
if(ui32NumStrips)
{
TACSWriteLastPrim(psContext);
}
TACSWritePrimHdr(psContext, psContext->dwTAPrimCtl, MBX1_TAOBJTYPE_VERTEXFACEFAN);
OutputVertices(psContext, ppsVertex, i32NumVerts);
TACSWriteLastPrim(psContext);
ui32NumStrips = 0;
bNewStrip = IMG_TRUE;
}
else
{
bNewStrip = IMG_TRUE;
}
/* advance vertices */
psVTmp = apsVertex[0];
apsVertex[0] = apsVertex[1];
apsVertex[1] = apsVertex[2];
apsVertex[2] = psVTmp;
}
ErrorExit:
/*
Finish the primitive block
*/
if(ui32NumStrips)
{
TACSWriteLastPrim(psContext);
}
}
/***********************************************************************************
Function Name : IndexedTriangleFan
************************************************************************************/
IMG_VOID IndexedTriangleFan(LPD3DM_CONTEXT psContext,
IMG_UINT32 ui32FVFcode,
BYTE *pbVBData,
IMG_UINT32 ui32VBByteStride,
BYTE *pbIBData,
IMG_UINT32 ui32IBByteStride,
IMG_UINT32 ui32PrimCount)
{
IMG_UINT32 i;
PVR_NATIVE_VERTEX asVertex[3], *apsVertex[3], *psVTmp, **ppsVertex;
IMG_UINT32 ui32ClipCode;
IMG_BOOL bNewFan = IMG_TRUE;
IMG_UINT32 ui32NumFans = 0;
IMG_INT32 i32NumVerts/*, j*/;
IMG_UINT32 ui32IndexMask;
UNALIGNED IMG_UINT32 *pui32IBData = (UNALIGNED IMG_UINT32*)pbIBData;
NTV_TYPE ntvDepthM = D3DM_Zero;
ui32IndexMask = psContext->ui32IndexMask;
/* initialise the vertex ptr array */
apsVertex[0] = &asVertex[0];
apsVertex[1] = &asVertex[1];
apsVertex[2] = &asVertex[2];
/* construct native vertices */
/* Validate index value to prevent access violations */
if(!VALIDATE_INDEX(psContext, (*pui32IBData & ui32IndexMask)))
{
psContext->hrLastError = D3DMERR_INVALIDCALL;
goto ErrorExit;
}
SetupNativeVertex(psContext, (IMG_UINT32*)(pbVBData + ((*pui32IBData & ui32IndexMask) * ui32VBByteStride)),
ui32FVFcode,
apsVertex[0]);
/* Advance pointer */
pbIBData += ui32IBByteStride;
pui32IBData = (UNALIGNED IMG_UINT32*)pbIBData;
/* Validate index value to prevent access violations */
if(!VALIDATE_INDEX(psContext, (*pui32IBData & ui32IndexMask)))
{
psContext->hrLastError = D3DMERR_INVALIDCALL;
goto ErrorExit;
}
SetupNativeVertex(psContext, (IMG_UINT32*)(pbVBData + ((*pui32IBData & ui32IndexMask) * ui32VBByteStride)),
ui32FVFcode,
apsVertex[1]);
/* Advance pointer */
pbIBData += ui32IBByteStride;
pui32IBData = (UNALIGNED IMG_UINT32*)pbIBData;
/************************
first time clip test
************************/
DoClipTestandVPTransform(psContext, &apsVertex[0], 2);
for(i=0; i<ui32PrimCount; i++)
{
IMG_BOOL bPassCullTest;
IMG_BOOL bIsCounterClockWise;
/* construct native vertices */
/* Validate index value to prevent access violations */
if(!VALIDATE_INDEX(psContext, (*pui32IBData & ui32IndexMask)))
{
psContext->hrLastError = D3DMERR_INVALIDCALL;
goto ErrorExit;
}
SetupNativeVertex(psContext, (IMG_UINT32*)(pbVBData + ((*pui32IBData & ui32IndexMask) * ui32VBByteStride)),
ui32FVFcode,
apsVertex[2]);
/* Advance pointer */
pbIBData += ui32IBByteStride;
pui32IBData = (UNALIGNED IMG_UINT32*)pbIBData;
/* Store pointers to colours for flat shading */
psContext->sTState.sSWTNLState.psCurrentFlatShadeDiffuse = &apsVertex[1]->sDiffuseOut;
psContext->sTState.sSWTNLState.psCurrentFlatShadeSpecular = &apsVertex[1]->sSpecularOut;
/**********************
clip test
**********************/
DoClipTestandVPTransform(psContext, &apsVertex[2], 1);
/**********************
Depth bias
**********************/
if(psContext->sTState.dwRSFlags & TSTATE_RSFLAGS_DEPTHBIAS)
{
/* Calculate value of m */
NTV_TYPE ntvNewDepthM = TriangleMaxDepthSlope(apsVertex[0]);
/* if m is different from previous m then calculate depth bias offset */
if(ntvNewDepthM != ntvDepthM)
{
CalculateDepthBias(psContext,ntvNewDepthM);
ntvDepthM = ntvNewDepthM;
}
}
/* any vertices clipped? */
ui32ClipCode = (apsVertex[0]->ui32Flags
| apsVertex[1]->ui32Flags
| apsVertex[2]->ui32Flags) & D3DM_CLIPFLAG_MASK;
if ((ui32ClipCode & D3DM_CLIPFLAG_NEAR) == 0)
{
/* Check cull status */
bIsCounterClockWise = IsCounterClockWise(&apsVertex[0]);
switch(psContext->dwTAPrimCtl & MBX1_TAPRIM_CULLMODEMASK)
{
case MBX1_TAPRIM_CULLMODENONE:
bPassCullTest = IMG_TRUE;
break;
case MBX1_TAPRIM_CULLMODECW:
bPassCullTest = bIsCounterClockWise;
break;
case MBX1_TAPRIM_CULLMODECCW:
bPassCullTest = !bIsCounterClockWise;
break;
default:
///error
break;
}
}
else
{
bPassCullTest = IMG_TRUE;
}
if(!bPassCullTest)
{
bNewFan = IMG_TRUE;
}
else if(ui32ClipCode == 0) /* no clipping: */
{
if(bNewFan)
{
if(ui32NumFans)
{
TACSWriteEndPrim(psContext);
}
else
{
TACSWritePrimHdr(psContext, psContext->dwTAPrimCtl, MBX1_TAOBJTYPE_VERTEXFACEFAN);
}
ui32NumFans++;
ValidateVertex(psContext, &apsVertex[0], 3);
OutputVertices(psContext, &apsVertex[0], 3);
bNewFan = IMG_FALSE;
}
else
{
ValidateVertex(psContext, &apsVertex[2], 1);
OutputVertices(psContext, &apsVertex[2], 1);
}
}
else if (!( apsVertex[0]->ui32Flags
& apsVertex[1]->ui32Flags
& apsVertex[2]->ui32Flags & D3DM_CLIPFLAG_MASK))
{
ValidateVertex(psContext, &apsVertex[0], 3);
i32NumVerts = DoPolygonClip(psContext, &apsVertex[0], 3, ui32ClipCode);
ppsVertex = psContext->sTState.sSWTNLState.ppsOutputArray;
if(ui32NumFans)
{
TACSWriteEndPrim(psContext);
}
else
{
TACSWritePrimHdr(psContext, psContext->dwTAPrimCtl, MBX1_TAOBJTYPE_VERTEXFACEFAN);
}
OutputVertices(psContext, ppsVertex, i32NumVerts);
ui32NumFans++;
bNewFan = IMG_TRUE;
}
else
{
bNewFan = IMG_TRUE;
}
/* advance vertices, leaving first one as is */
psVTmp = apsVertex[1];
apsVertex[1] = apsVertex[2];
apsVertex[2] = psVTmp;
}
ErrorExit:
/*
Finish the primitive block
*/
if(ui32NumFans)
{
TACSWriteLastPrim(psContext);
}
}
/***********************************************************************************
Function Name : IndexedPointList
************************************************************************************/
IMG_VOID IndexedPointList(LPD3DM_CONTEXT psContext,
IMG_UINT32 ui32FVFcode,
BYTE *pbVBData,
IMG_UINT32 ui32VBByteStride,
BYTE *pbIBData,
IMG_UINT32 ui32IBByteStride,
IMG_UINT32 ui32PrimCount)
{
IMG_UINT32 i;
PVR_NATIVE_VERTEX asVertex[1], *apsVertex[1];
IMG_UINT32 ui32ClipCode;
IMG_BOOL bStartPrimitive = IMG_TRUE;
IMG_UINT32 ui32IndexMask;
UNALIGNED IMG_UINT32 *pui32IBData = (UNALIGNED IMG_UINT32*)pbIBData;
ui32IndexMask = psContext->ui32IndexMask;
/* adjust for non-point types in point fill mode */
if(psContext->ePrimFillMode == PRIM_FILLMODE_POINT)
{
switch(psContext->eCurrentPrimType)
{
case D3DMPT_TRIANGLELIST:
ui32PrimCount *= 3;
break;
case D3DMPT_TRIANGLESTRIP:
case D3DMPT_TRIANGLEFAN:
ui32PrimCount += 2;
break;
case D3DMPT_LINELIST:
ui32PrimCount *= 2;
break;
case D3DMPT_LINESTRIP:
ui32PrimCount += 1;
break;
case D3DMPT_POINTLIST:
default:
break;
}
}
/* initialise the vertex ptr array */
apsVertex[0] = &asVertex[0];
for(i=0; i<ui32PrimCount; i++)
{
/* construct native vertices */
/* Validate index value to prevent access violations */
if(!VALIDATE_INDEX(psContext, (*pui32IBData & ui32IndexMask)))
{
psContext->hrLastError = D3DMERR_INVALIDCALL;
goto ErrorExit;
}
SetupNativeVertex(psContext, (IMG_UINT32*)(pbVBData + ((*pui32IBData & ui32IndexMask) * ui32VBByteStride)),
ui32FVFcode,
apsVertex[0]);
/* Advance pointer */
pbIBData += ui32IBByteStride;
pui32IBData = (UNALIGNED IMG_UINT32*)pbIBData;
/* Store pointers to colours for flat shading */
psContext->sTState.sSWTNLState.psCurrentFlatShadeDiffuse = &apsVertex[0]->sDiffuseOut;
psContext->sTState.sSWTNLState.psCurrentFlatShadeSpecular = &apsVertex[0]->sSpecularOut;
/**********************
clip test
**********************/
DoClipTestandVPTransform(psContext, &apsVertex[0], 1);
/* any vertices clipped? */
ui32ClipCode = apsVertex[0]->ui32Flags & D3DM_CLIPFLAG_MASK;
if (ui32ClipCode == 0) /* no clipping: */
{
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