📄 primindexed.c
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if (bStartPrimitive)
{
/*
Start a new primitive block
*/
TACSWritePrimHdr(psContext, psContext->dwTAPrimCtl, MBX1_TAOBJTYPE_POINTS);
TACSWriteLinePointSize(psContext, 0x3F000000/*0.5*/);
bStartPrimitive = IMG_FALSE;
}
ValidateVertex(psContext, &apsVertex[0], 1);
OutputVertices(psContext, &apsVertex[0], 1);
}
}
ErrorExit:
/*
Finish the primitive block
*/
if(!bStartPrimitive)
{
TACSWriteLastPrim(psContext);
#ifdef FIX_HW_PRN_299
TACSWriteTACtlAnd3DState ( psContext,
MBX1_TASTATEPRES_ISPCTL,
&psContext->sHWState.sTACtl3DState,
TRUE);
#endif
}
}
/***********************************************************************************
Function Name : IndexedLineList
************************************************************************************/
IMG_VOID IndexedLineList(LPD3DM_CONTEXT psContext,
IMG_UINT32 ui32FVFcode,
BYTE *pbVBData,
IMG_UINT32 ui32VBByteStride,
BYTE *pbIBData,
IMG_UINT32 ui32IBByteStride,
IMG_UINT32 ui32PrimCount)
{
#ifdef VGP
#else
IMG_UINT32 i, ui32NumVerts;
IMG_UINT32 ui32ClipCode;
PVR_NATIVE_VERTEX asVertex[2], **ppsVertex, *apsVertex[2];
IMG_BOOL bStartPrimitive = IMG_TRUE;
IMG_UINT32 ui32IndexMask;
UNALIGNED IMG_UINT32 *pui32IBData = (UNALIGNED IMG_UINT32*)pbIBData;
ui32IndexMask = psContext->ui32IndexMask;
/* set up ptr array */
apsVertex[0] = &asVertex[0];
apsVertex[1] = &asVertex[1];
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;
/* 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;
/* 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], 2);
/* any vertices clipped? */
ui32ClipCode = (apsVertex[0]->ui32Flags | apsVertex[1]->ui32Flags) & D3DM_CLIPFLAG_MASK;
if (ui32ClipCode == 0) /* no clipping: */
{
if (bStartPrimitive)
{
/*
Start a new primitive block
*/
TACSWritePrimHdr(psContext, psContext->dwTAPrimCtl, MBX1_TAOBJTYPE_VERTEXLINESTRIP);
TACSWriteLinePointSize(psContext, 0x3F000000/*0.5*/);
bStartPrimitive = IMG_FALSE;
}
ValidateVertex(psContext, &apsVertex[0], 2);
OutputVertices(psContext, &apsVertex[0], 2);
TACSWriteEndPrim(psContext);
}
else if(!(apsVertex[0]->ui32Flags
& apsVertex[1]->ui32Flags
& D3DM_CLIPFLAG_MASK))
{
if (bStartPrimitive)
{
/*
Start a new primitive block
*/
TACSWritePrimHdr(psContext, psContext->dwTAPrimCtl, MBX1_TAOBJTYPE_VERTEXLINESTRIP);
TACSWriteLinePointSize(psContext, 0x3F000000/*0.5*/);
bStartPrimitive = IMG_FALSE;
}
ValidateVertex(psContext, &apsVertex[0], 2);
ui32NumVerts = DoLineClip(psContext, apsVertex[0], apsVertex[1], ui32ClipCode);
ppsVertex = psContext->sTState.sSWTNLState.ppsOutputArray;
OutputVertices(psContext, ppsVertex, ui32NumVerts);
TACSWriteEndPrim(psContext);
}
}
ErrorExit:
/*
End the primitive-block if we've had geometry
*/
if(!bStartPrimitive)
{
TACSWriteLastPrim(psContext);
#ifdef FIX_HW_PRN_299
TACSWriteTACtlAnd3DState ( psContext,
MBX1_TASTATEPRES_ISPCTL,
&psContext->sHWState.sTACtl3DState,
TRUE);
#endif
}
#endif
}
/***********************************************************************************
Function Name : IndexedLineStrip
************************************************************************************/
IMG_VOID IndexedLineStrip(LPD3DM_CONTEXT psContext,
IMG_UINT32 ui32FVFcode,
BYTE *pbVBData,
IMG_UINT32 ui32VBByteStride,
BYTE *pbIBData,
IMG_UINT32 ui32IBByteStride,
IMG_UINT32 ui32PrimCount)
{
#ifdef VGP
#else
IMG_UINT32 i, ui32NumVerts;
IMG_UINT32 ui32ClipCode;
PVR_NATIVE_VERTEX asVertex[2], **ppsVertex, *apsVertex[2], *psVTmp;
IMG_BOOL bNewStrip = IMG_TRUE;
IMG_UINT32 ui32NumStrips = 0;
IMG_UINT32 ui32IndexMask;
UNALIGNED IMG_UINT32 *pui32IBData = (UNALIGNED IMG_UINT32*)pbIBData;
ui32IndexMask = psContext->ui32IndexMask;
/* set up ptr array */
apsVertex[0] = &asVertex[0];
apsVertex[1] = &asVertex[1];
/* Validate index value to prevent access violations */
if(!VALIDATE_INDEX(psContext, (*pui32IBData & ui32IndexMask)))
{
psContext->hrLastError = D3DMERR_INVALIDCALL;
goto ErrorExit;
}
/* construct native vertices */
SetupNativeVertex(psContext, (IMG_UINT32*)(pbVBData + ((*pui32IBData & ui32IndexMask) * ui32VBByteStride)),
ui32FVFcode,
apsVertex[0]);
/* Advance pointer */
pbIBData += ui32IBByteStride;
pui32IBData = (UNALIGNED IMG_UINT32*)pbIBData;
/**********************
clip test
**********************/
DoClipTestandVPTransform(psContext, &apsVertex[0], 1);
for(i=0; i<ui32PrimCount; i++)
{
/* Validate index value to prevent access violations */
if(!VALIDATE_INDEX(psContext, (*pui32IBData & ui32IndexMask)))
{
psContext->hrLastError = D3DMERR_INVALIDCALL;
goto ErrorExit;
}
/* construct native vertices */
SetupNativeVertex(psContext, (IMG_UINT32*)(pbVBData + ((*pui32IBData & ui32IndexMask) * ui32VBByteStride)),
ui32FVFcode,
apsVertex[1]);
/* 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[1], 1);
/* any vertices clipped? */
ui32ClipCode = (apsVertex[0]->ui32Flags | apsVertex[1]->ui32Flags) & D3DM_CLIPFLAG_MASK;
if (ui32ClipCode == 0) /* no clipping: */
{
if(bNewStrip)
{
if(ui32NumStrips)
{
TACSWriteEndPrim(psContext);
}
else
{
/* Start a new primitive block */
TACSWritePrimHdr(psContext, psContext->dwTAPrimCtl, MBX1_TAOBJTYPE_VERTEXLINESTRIP);
TACSWriteLinePointSize(psContext, 0x3F000000/*0.5*/);
bNewStrip = IMG_FALSE;
}
ui32NumStrips++;
ValidateVertex(psContext, &apsVertex[0], 2);
OutputVertices(psContext, &apsVertex[0], 2);
}
else
{
ValidateVertex(psContext, &apsVertex[1], 1);
OutputVertices(psContext, &apsVertex[1], 1);
}
}
else if (!( apsVertex[0]->ui32Flags
& apsVertex[1]->ui32Flags & D3DM_CLIPFLAG_MASK)) /* clipped line: */
{
ValidateVertex(psContext, &apsVertex[0], 2);
ui32NumVerts = DoLineClip(psContext, apsVertex[0], apsVertex[1], ui32ClipCode);
ppsVertex = psContext->sTState.sSWTNLState.ppsOutputArray;
if(ui32NumStrips)
{
TACSWriteEndPrim(psContext);
}
else
{
TACSWritePrimHdr(psContext, psContext->dwTAPrimCtl, MBX1_TAOBJTYPE_VERTEXLINESTRIP);
TACSWriteLinePointSize(psContext, 0x3F000000/*0.5*/);
}
ui32NumStrips++;
OutputVertices(psContext, ppsVertex, ui32NumVerts);
bNewStrip = IMG_TRUE;
}
else
{
bNewStrip = IMG_TRUE;
}
/* advance vertices */
psVTmp = apsVertex[0];
apsVertex[0] = apsVertex[1];
apsVertex[1] = psVTmp;
}
ErrorExit:
/*
End the primitive-block if we've had geometry
*/
if(ui32NumStrips)
{
TACSWriteLastPrim(psContext);
#ifdef FIX_HW_PRN_299
TACSWriteTACtlAnd3DState ( psContext,
MBX1_TASTATEPRES_ISPCTL,
&psContext->sHWState.sTACtl3DState,
TRUE);
#endif
}
#endif
}
/***********************************************************************************
Function Name : IndexedTriListLine
************************************************************************************/
IMG_VOID IndexedTriListLine(LPD3DM_CONTEXT psContext,
IMG_UINT32 ui32FVFcode,
BYTE *pbVBData,
IMG_UINT32 ui32VBByteStride,
BYTE *pbIBData,
IMG_UINT32 ui32IBByteStride,
IMG_UINT32 ui32PrimCount)
{
#ifdef VGP
#else
IMG_UINT32 i, j, ui32NumVerts;
IMG_UINT32 ui32ClipCode;
PVR_NATIVE_VERTEX asVertex[3], **ppsVertex, *apsVertex[4];
IMG_BOOL bStartPrimitive = IMG_TRUE;
IMG_UINT32 ui32IndexMask;
UNALIGNED IMG_UINT32 *pui32IBData = (UNALIGNED IMG_UINT32*)pbIBData;
NTV_TYPE ntvDepthM = D3DM_Zero;
ui32IndexMask = psContext->ui32IndexMask;
/* set up ptr array */
apsVertex[0] = &asVertex[0];
apsVertex[1] = &asVertex[1];
apsVertex[2] = &asVertex[2];
apsVertex[3] = &asVertex[0];/* wrap to close the triangle */
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;
/* 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;
/* 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[0], 3);
/**********************
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 == 0) /* no clipping: */
{
if (bStartPrimitive)
{
/*
Start a new primitive block
*/
TACSWritePrimHdr(psContext, psContext->dwTAPrimCtl, MBX1_TAOBJTYPE_VERTEXLINESTRIP);
TACSWriteLinePointSize(psContext, 0x3F000000/*0.5*/);
bStartPrimitive = IMG_FALSE;
}
ValidateVertex(psContext, &apsVertex[0], 3);
OutputVertices(psContext, &apsVertex[0], 4);
TACSWriteEndPrim(psContext);
}
else if(!( apsVertex[0]->ui32Flags
& apsVertex[1]->ui32Flags
& apsVertex[2]->ui32Flags & D3DM_CLIPFLAG_MASK)) /* clipped line: */
{
ValidateVertex(psContext, &apsVertex[0], 3);
/* go through segments */
for (j=0; j<3; j++)
{
ui32NumVerts = DoLineClip(psContext, apsVertex[j], apsVertex[j+1], ui32ClipCode);
if(ui32NumVerts)
{
if (bStartPrimitive)
{
/* Start a new primitive block */
TACSWritePrimHdr(psContext, psContext->dwTAPrimCtl, MBX1_TAOBJTYPE_VERTEXLINESTRIP);
TACSWriteLinePointSize(psContext, 0x3F000000/*0.5*/);
bStartPrimitive = IMG_FALSE;
}
ppsVertex = psContext->sTState.sSWTNLState.ppsOutputArray;
OutputVertices(psContext, ppsVertex, ui32NumVerts);
TACSWriteEndPrim(psContext);
}
}
}
else
{
/* completely clipped out */
}
}
ErrorExit:
/*
End the primitive-block if we've had geometry
*/
if(!bStartPrimitive)
{
TACSWriteLastPrim(psContext);
#ifdef FIX_HW_PRN_299
TACSWriteTACtlAnd3DState ( psContext,
MBX1_TASTATEPRES_ISPCTL,
&psContext->sHWState.sTACtl3DState,
TRUE);
#endif
}
#endif
}
/***********************************************************************************
Function Name : IndexedTriStripLine
************************************************************************************/
IMG_VOID IndexedTriStripLine(LPD3DM_CONTEXT psContext,
IMG_UINT32 ui32FVFcode,
BYTE *pbVBData,
IMG_UINT32 ui32VBByteStride,
BYTE *pbIBData,
IMG_UINT32 ui32IBByteStride,
IMG_UINT32 ui32PrimCount)
{
IMG_UINT32 i, j;
PVR_NATIVE_VERTEX asVertex[3], *apsVertex[4], *psVTmp, **ppsVertex;
IMG_UINT32 ui32ClipCode;
IMG_BOOL bNewStrip = IMG_TRUE;
IMG_UINT32 ui32NumStrips = 0;
IMG_UINT32 ui32NumVerts;
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];
apsVertex[3] = &asVertex[0];/* and wrap to first vertex */
/* 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 */
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