📄 prim.c
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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 /* Clipped Out */
{
bNewStrip = IMG_TRUE;
}
/* advance vertices */
psVTmp = apsVertex[0];
apsVertex[0] = apsVertex[1];
apsVertex[1] = psVTmp;
}
/*
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
}
}
/***********************************************************************************
Function Name : TriangleStrip
************************************************************************************/
IMG_VOID TriangleStrip( LPD3DM_CONTEXT psContext,
IMG_UINT32 *pui32Data,
IMG_UINT32 ui32FVFcode,
IMG_UINT32 ui32Stride,
IMG_UINT32 ui32PrimCount)
{
IMG_INT32 /*j, */i32NumVerts;
PVR_NATIVE_VERTEX asVertex[3], *apsVertex[3], *psVTmp, **ppsVertex;
IMG_UINT32 ui32ClipCode;
IMG_BOOL bNewStrip = IMG_TRUE;
IMG_UINT32 ui32NumStrips = 0, i;
NTV_TYPE ntvDepthM = D3DM_Zero;
/* initialise the vertex ptr array */
apsVertex[0] = &asVertex[0];
apsVertex[1] = &asVertex[1];
apsVertex[2] = &asVertex[2];
/* and quarter index stride for dword ptr arithmetic */
ui32Stride >>= 2;
/* construct native vertices */
SetupNativeVertex(psContext, pui32Data, ui32FVFcode, apsVertex[0]);
pui32Data += ui32Stride;
SetupNativeVertex(psContext, pui32Data, ui32FVFcode, apsVertex[1]);
pui32Data += ui32Stride;
/************************
first time clip test
************************/
DoClipTestandVPTransform(psContext, &apsVertex[0], 2);
for(i=0; i<ui32PrimCount; i++)
{
IMG_BOOL bPassCullTest;
IMG_BOOL bIsCounterClockwise;
SetupNativeVertex(psContext, pui32Data, ui32FVFcode, apsVertex[2]);
pui32Data += ui32Stride;
/* 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;
}
/*
Finish the primitive block
*/
if(ui32NumStrips)
{
TACSWriteLastPrim(psContext);
}
}
/***********************************************************************************
Function Name : TriStripLine
************************************************************************************/
IMG_VOID TriStripLine( LPD3DM_CONTEXT psContext,
IMG_UINT32 *pui32Data,
IMG_UINT32 ui32FVFcode,
IMG_UINT32 ui32Stride,
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;
NTV_TYPE ntvDepthM = D3DM_Zero;
/* 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 */
/* and quarter index stride for dword ptr arithmetic */
ui32Stride >>= 2;
/* construct native vertices */
SetupNativeVertex(psContext, pui32Data, ui32FVFcode, apsVertex[0]);
pui32Data += ui32Stride;
SetupNativeVertex(psContext, pui32Data, ui32FVFcode, apsVertex[1]);
pui32Data += ui32Stride;
/************************
first time clip test
************************/
DoClipTestandVPTransform(psContext, &apsVertex[0], 2);
for(i=0; i<ui32PrimCount; i++)
{
SetupNativeVertex(psContext, pui32Data, ui32FVFcode, apsVertex[2]);
pui32Data += ui32Stride;
/* 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 == 0) /* no clipping: */
{
if(bNewStrip)
{
if(ui32NumStrips)
{
TACSWriteEndPrim(psContext);
}
else
{
TACSWritePrimHdr(psContext, psContext->dwTAPrimCtl, MBX1_TAOBJTYPE_VERTEXLINESTRIP);
TACSWriteLinePointSize(psContext, 0x3F000000/*0.5*/);
}
ui32NumStrips++;
ValidateVertex(psContext, &apsVertex[0], 3);
OutputVertices(psContext, &apsVertex[0], 4);
bNewStrip = IMG_FALSE;
}
else
{
/* draw segments 1->2, 2->0 */
ValidateVertex(psContext, &apsVertex[2], 1);
OutputVertices(psContext, &apsVertex[1], 3);
}
}
else if (!( apsVertex[0]->ui32Flags
& apsVertex[1]->ui32Flags
& apsVertex[2]->ui32Flags & D3DM_CLIPFLAG_MASK))
{
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(ui32NumStrips)
{
TACSWriteEndPrim(psContext);
}
else
{
/* Start a new primitive block */
TACSWritePrimHdr(psContext, psContext->dwTAPrimCtl, MBX1_TAOBJTYPE_VERTEXLINESTRIP);
TACSWriteLinePointSize(psContext, 0x3F000000/*0.5*/);
}
ui32NumStrips++;
ppsVertex = psContext->sTState.sSWTNLState.ppsOutputArray;
OutputVertices(psContext, ppsVertex, ui32NumVerts);
}
}
bNewStrip = IMG_TRUE;
}
else
{
bNewStrip = IMG_TRUE;
}
/* advance vertices */
psVTmp = apsVertex[0];
apsVertex[0] = apsVertex[1];
apsVertex[1] = apsVertex[2];
apsVertex[2] = psVTmp;
apsVertex[3] = apsVertex[0];
}
/*
Finish the primitive block
*/
if(ui32NumStrips)
{
TACSWriteLastPrim(psContext);
#ifdef FIX_HW_PRN_299
TACSWriteTACtlAnd3DState ( psContext,
MBX1_TASTATEPRES_ISPCTL,
&psContext->sHWState.sTACtl3DState,
TRUE);
#endif
}
}
/***********************************************************************************
Function Name : TriFanLine
************************************************************************************/
IMG_VOID TriFanLine(LPD3DM_CONTEXT psContext,
IMG_UINT32 *pui32Data,
IMG_UINT32 ui32FVFcode,
IMG_UINT32 ui32Stride,
IMG_UINT32 ui32PrimCount)
{
IMG_UINT32 i, j;
PVR_NATIVE_VERTEX asVertex[3], *apsVertex[4], *psVTmp, **ppsVertex;
IMG_UINT32 ui32ClipCode;
IMG_BOOL bNewFan = IMG_TRUE;
IMG_UINT32 ui32NumFans = 0;
IMG_UINT32 ui32NumVerts;
NTV_TYPE ntvDepthM = D3DM_Zero;
/* 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 */
/* and quarter index stride for dword ptr arithmetic */
ui32Stride >>= 2;
/* construct native vertices */
SetupNativeVertex(psContext, pui32Data, ui32FVFcode, apsVertex[0]);
pui32Data += ui32Stride;
SetupNativeVertex(psContext, pui32Data, ui32FVFcode, apsVertex[1]);
pui32Data += ui32Stride;
/************************
first time clip test
************************/
DoClipTestandVPTransform(psContext, &apsVertex[0], 2);
for(i=0; i<ui32PrimCount; i++)
{
SetupNativeVertex(psContext, pui32Data, ui32FVFcode, apsVertex[2]);
pui32Data += ui32Stride;
/* 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);
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