Dreamcast: Use direct rendering API to be compatible with KOS past 2.1.0 release

This commit is contained in:
UnknownShadow200 2024-10-04 17:28:30 +10:00
parent 447d4060d5
commit b1deff231e
5 changed files with 24 additions and 42 deletions

5
.gitignore vendored
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@ -93,6 +93,11 @@ ClassiCube*
screenshots
fontscache.txt
# DOS files
CWSDPMI.EXE
CWSDPMI.SWP
OPTIONS.TXT
# Android source files need to be included
!android/app/src/main/java/com/classicube

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@ -321,8 +321,6 @@ static void ConvertTexture(cc_uint16* dst, struct Bitmap* bmp, int rowWidth) {
}
static TextureObject* FindFreeTexture(void) {
unsigned int id;
// ID 0 is reserved for default texture
for (int i = 1; i < MAX_TEXTURE_COUNT; i++)
{
@ -650,11 +648,27 @@ void Gfx_ClearBuffers(GfxBuffers buffers) {
// no need to use glClear
}
static pvr_dr_state_t dr_state;
static void SubmitList(AlignedVector* cmds) {
if (!cmds->size) return;
pvr_list_begin(cmds->list_type);
{
pvr_dr_init(&dr_state);
SceneListSubmit(cmds->data, cmds->size);
sq_wait();
}
pvr_list_finish();
cmds->size = 0;
}
void Gfx_EndFrame(void) {
pvr_wait_ready();
pvr_scene_begin();
glKosSwapBuffers();
SubmitList(&OP_LIST);
SubmitList(&PT_LIST);
SubmitList(&TR_LIST);
pvr_scene_finish();
}

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@ -76,6 +76,6 @@ GL_FORCE_INLINE AlignedVector* _glActivePolyList() {
extern GLboolean STATE_DIRTY;
void SceneListSubmit(Vertex* v2, int n, int type);
void SceneListSubmit(Vertex* v2, int n);
#endif // PRIVATE_H

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@ -46,9 +46,6 @@ static inline void _glPushHeaderOrVertex(Vertex* v) {
extern void ClipEdge(const Vertex* const v1, const Vertex* const v2, Vertex* vout);
#define SPAN_SORT_CFG 0x005F8030
static volatile uint32_t* PVR_LMMODE0 = (uint32_t*) 0xA05F6884;
static volatile uint32_t* PVR_LMMODE1 = (uint32_t*) 0xA05F6888;
#define V0_VIS (1 << 0)
#define V1_VIS (1 << 1)
#define V2_VIS (1 << 2)
@ -374,14 +371,8 @@ static void SubmitClipped(Vertex* v0, Vertex* v1, Vertex* v2, Vertex* v3, uint8_
}
extern void ProcessVertexList(Vertex* v3, int n, void* sq_addr);
void SceneListSubmit(Vertex* v3, int n, int type) {
void SceneListSubmit(Vertex* v3, int n) {
PVR_SET(SPAN_SORT_CFG, 0x0);
//Set PVR DMA registers
*PVR_LMMODE0 = 0;
*PVR_LMMODE1 = 0;
sq_lock((void*)PVR_TA_INPUT);
sq = (uint32_t*)MEM_AREA_SQ_BASE;
uint8_t visible_mask = 0;
@ -438,7 +429,4 @@ void SceneListSubmit(Vertex* v3, int n, int type) {
break;
}
}
sq_wait();
sq_unlock();
}

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@ -39,29 +39,6 @@ void glKosInit() {
aligned_vector_reserve(&TR_LIST, 1024 * 3);
}
void glKosSwapBuffers() {
if (OP_LIST.size > 2) {
pvr_list_begin(PVR_LIST_OP_POLY);
SceneListSubmit((Vertex*)OP_LIST.data, OP_LIST.size, 0);
pvr_list_finish();
OP_LIST.size = 0;
}
if (PT_LIST.size > 2) {
pvr_list_begin(PVR_LIST_PT_POLY);
SceneListSubmit((Vertex*)PT_LIST.data, PT_LIST.size, 1);
pvr_list_finish();
PT_LIST.size = 0;
}
if (TR_LIST.size > 2) {
pvr_list_begin(PVR_LIST_TR_POLY);
SceneListSubmit((Vertex*)TR_LIST.data, TR_LIST.size, 2);
pvr_list_finish();
TR_LIST.size = 0;
}
}
static inline int DimensionFlag(int w) {
switch(w) {
case 16: return 1;
@ -98,8 +75,6 @@ void apply_poly_header(pvr_poly_hdr_t* dst, int list_type) {
blend_dst = PVR_BLEND_ZERO;
} else if (list_type == PVR_LIST_PT_POLY) {
/* Punch-through polys require fixed blending and depth modes */
blend_src = PVR_BLEND_SRCALPHA;
blend_dst = PVR_BLEND_INVSRCALPHA;
depth_comp = PVR_DEPTHCMP_LEQUAL;
} else if (list_type == PVR_LIST_TR_POLY && AUTOSORT_ENABLED) {
/* Autosort mode requires this mode for transparent polys */