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Dreamcast: Fix not compiling
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1c61512e64
commit
1bfc86b9c3
@ -523,7 +523,7 @@ _ProcessVertexList:
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bra SUBMIT_LOOP
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add #-64,r15
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! Submits a PowerVR GPU command
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! Submits a PVR2 TA GPU command
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DO_CMD:
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PushVertex REG_V0
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bra NEXT_ITER
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@ -543,7 +543,6 @@ SUBMIT_LOOP:
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bf.s DO_CMD ! if (!T) goto DO_CMD
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! PVR_CMD_VERTEX_EOL case
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extu.b r0,r1 ! EX, MASK = FLAGS & 0xFF (branch delay slot)
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mov.l r11,@r13 ! LS, CUR->flags = PVR_CMD_VERTEX_EOL
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! Prepare and then jump to quad drawing function, based on quad clipflags
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mova .CASES,r0 ! LS, r0 = CASES
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@ -60,7 +60,8 @@ static void InitGPU(void) {
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static void InitGLState(void) {
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pvr_set_zclip(0.0f);
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PVR_SET(PT_ALPHA_REF, 127); // define missing from KOS
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PVR_SET(PT_ALPHA_REF, 127); // define missing from KOS
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//PVR_SET(PVR_SPANSORT_CFG, 0x0);
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ALPHA_TEST_ENABLED = false;
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CULLING_ENABLED = false;
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@ -70,7 +71,7 @@ static void InitGLState(void) {
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TEXTURES_ENABLED = false;
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FOG_ENABLED = false;
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stateDirty = true;
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stateDirty = true;
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listOP.list_type = PVR_LIST_OP_POLY;
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listPT.list_type = PVR_LIST_PT_POLY;
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listTR.list_type = PVR_LIST_TR_POLY;
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@ -683,7 +684,7 @@ static void SubmitList(AlignedVector* cmds) {
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pvr_list_begin(cmds->list_type);
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{
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pvr_dr_init(&dr_state);
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SceneListSubmit(cmds->data, cmds->size);
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SceneListSubmit((Vertex*)cmds->data, cmds->size);
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sq_wait();
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}
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pvr_list_finish();
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3
third_party/gldc/src/gldc.h
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3
third_party/gldc/src/gldc.h
vendored
@ -66,9 +66,6 @@ typedef struct {
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float w;
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} __attribute__ ((aligned (32))) Vertex;
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#define GL_FORCE_INLINE static __attribute__((always_inline)) inline
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typedef struct {
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uint32_t color; /* This is the PVR texture format */
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void *data;
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15
third_party/gldc/src/sh4.c
vendored
15
third_party/gldc/src/sh4.c
vendored
@ -5,9 +5,10 @@
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#define PREFETCH(addr) __builtin_prefetch((addr))
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static volatile uint32_t* sq;
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#define GL_FORCE_INLINE __attribute__((always_inline)) inline
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// calculates 1/sqrt(x)
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GL_FORCE_INLINE float sh4_fsrra(float x) {
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static GL_FORCE_INLINE float sh4_fsrra(float x) {
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asm volatile ("fsrra %[value]\n"
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: [value] "+f" (x) // outputs (r/w to FPU register)
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: // no inputs
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@ -16,11 +17,11 @@ GL_FORCE_INLINE float sh4_fsrra(float x) {
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return x;
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}
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GL_FORCE_INLINE float _glFastInvert(float x) {
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static GL_FORCE_INLINE float _glFastInvert(float x) {
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return sh4_fsrra(x * x);
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}
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GL_FORCE_INLINE void _glPerspectiveDivideVertex(Vertex* vertex) {
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static GL_FORCE_INLINE void _glPerspectiveDivideVertex(Vertex* vertex) {
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const float f = _glFastInvert(vertex->w);
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/* Convert to NDC (viewport already applied) */
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@ -45,7 +46,6 @@ static inline void _glPushHeaderOrVertex(Vertex* v) {
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extern void ClipEdge(const Vertex* const v1, const Vertex* const v2, Vertex* vout);
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#define SPAN_SORT_CFG 0x005F8030
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#define V0_VIS (1 << 0)
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#define V1_VIS (1 << 1)
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#define V2_VIS (1 << 2)
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@ -371,11 +371,9 @@ static void SubmitClipped(Vertex* v0, Vertex* v1, Vertex* v2, Vertex* v3, uint8_
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}
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extern void ProcessVertexList(Vertex* v3, int n, void* sq_addr);
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void SceneListSubmit(Vertex* v3, int n) {
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PVR_SET(SPAN_SORT_CFG, 0x0);
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void SceneListSubmit(Vertex* v3, int n) {
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sq = (uint32_t*)MEM_AREA_SQ_BASE;
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uint8_t visible_mask = 0;
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for(int i = 0; i < n; ++i, ++v3)
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{
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@ -395,8 +393,7 @@ void SceneListSubmit(Vertex* v3, int n) {
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Vertex* const v1 = v3 - 2;
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Vertex* const v2 = v3 - 1;
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visible_mask = v3->flags & 0xFF;
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v3->flags &= ~0xFF;
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uint8_t visible_mask = v3->flags & 0xFF;
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// Stats gathering found that when testing a 64x64x64 sized world, at most
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// ~400-500 triangles needed clipping
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8
third_party/gldc/src/state.c
vendored
8
third_party/gldc/src/state.c
vendored
@ -88,10 +88,10 @@ void apply_poly_header(pvr_poly_hdr_t* dst, int list_type) {
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dst->mode1 |= (depth_write << PVR_TA_PM1_DEPTHWRITE_SHIFT) & PVR_TA_PM1_DEPTHWRITE_MASK;
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dst->mode1 |= (txr_enable << PVR_TA_PM1_TXRENABLE_SHIFT) & PVR_TA_PM1_TXRENABLE_MASK;
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dst->mode2 = (blend_src << PVR_TA_PM2_SRCBLEND_SHIFT) & PVR_TA_PM2_SRCBLEND_MASK;
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dst->mode2 |= (blend_dst << PVR_TA_PM2_DSTBLEND_SHIFT) & PVR_TA_PM2_DSTBLEND_MASK;
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dst->mode2 |= (gen_fog_type << PVR_TA_PM2_FOG_SHIFT) & PVR_TA_PM2_FOG_MASK;
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dst->mode2 |= (gen_alpha << PVR_TA_PM2_ALPHA_SHIFT) & PVR_TA_PM2_ALPHA_MASK;
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dst->mode2 = (blend_src << PVR_TA_PM2_SRCBLEND_SHIFT) & PVR_TA_PM2_SRCBLEND_MASK;
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dst->mode2 |= (blend_dst << PVR_TA_PM2_DSTBLEND_SHIFT) & PVR_TA_PM2_DSTBLEND_MASK;
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dst->mode2 |= (gen_fog_type << PVR_TA_PM2_FOG_SHIFT) & PVR_TA_PM2_FOG_MASK;
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dst->mode2 |= (gen_alpha << PVR_TA_PM2_ALPHA_SHIFT) & PVR_TA_PM2_ALPHA_MASK;
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if (txr_enable == PVR_TEXTURE_DISABLE) {
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dst->mode3 = 0;
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