#pragma once #include "ta.h" #include "pvr_regs.h" //Vertex storage types struct Vertex { float x,y,z; u8 col[4]; u8 spc[4]; float u,v; }; struct PolyParam { u32 first; //entry index , holds vertex/pos data u32 count; //lets see what more :) u32 texid; TSP tsp; TCW tcw; PCW pcw; ISP_TSP isp; float zvZ; u32 tileclip; //float zMin,zMax; }; struct ModParam { u32 first; //entry index , holds vertex/pos data u32 count; }; struct ModTriangle { f32 x0,y0,z0,x1,y1,z1,x2,y2,z2; }; void decode_pvr_vertex(u32 base,u32 ptr,Vertex* cv); struct tad_context { u8* thd_data; u8* thd_root; u8* thd_old_data; void Clear() { thd_old_data = thd_data = thd_root; } void ClearPartial() { thd_old_data = thd_data; thd_data = thd_root; } u8* End() { return thd_data == thd_root ? thd_old_data : thd_data; } void Reset(u8* ptr) { thd_data = thd_root = thd_old_data = ptr; } }; struct rend_context { u8* proc_start; u8* proc_end; f32 fZ_min; f32 fZ_max; bool Overrun; bool isRTT; bool isAutoSort; double early; FB_X_CLIP_type fb_X_CLIP; FB_Y_CLIP_type fb_Y_CLIP; List verts; List idx; List modtrig; List global_param_mvo; List global_param_op; List global_param_pt; List global_param_tr; void Clear() { verts.Clear(); idx.Clear(); global_param_op.Clear(); global_param_pt.Clear(); global_param_tr.Clear(); modtrig.Clear(); global_param_mvo.Clear(); Overrun=false; fZ_min= 1000000.0f; fZ_max= 1.0f; } }; //vertex lists struct TA_context { u32 Address; u32 LastUsed; cMutex thd_inuse; cMutex rend_inuse; tad_context tad; rend_context rend; /* Dreamcast games use up to 20k vtx, 30k idx, 1k (in total) parameters. at 30 fps, thats 600kvtx (900 stripped) at 20 fps thats 1.2M vtx (~ 1.8M stripped) allocations allow much more than that ! some stats: recv: idx: 33528, vtx: 23451, op: 128, pt: 4, tr: 133, mvo: 14, modt: 342 sc: idx: 26150, vtx: 17417, op: 162, pt: 12, tr: 244, mvo: 6, modt: 2044 doa2le: idx: 47178, vtx: 34046, op: 868, pt: 0, tr: 354, mvo: 92, modt: 976 (overruns) ika: idx: 46748, vtx: 33818, op: 984, pt: 9, tr: 234, mvo: 10, modt: 16, ov: 0 ct: idx: 30920, vtx: 21468, op: 752, pt: 0, tr: 360, mvo: 101, modt: 732, ov: 0 sa2: idx: 36094, vtx: 24520, op: 1330, pt: 10, tr: 177, mvo: 39, modt: 360, ov: 0 */ void MarkRend() { rend.proc_start = tad.thd_root; rend.proc_end = tad.End(); } void Alloc() { tad.Reset((u8*)malloc(2*1024*1024)); rend.verts.InitBytes(1024*1024,&rend.Overrun); //up to 1 mb of vtx data/frame = ~ 38k vtx/frame rend.idx.Init(60*1024,&rend.Overrun); //up to 60K indexes ( idx have stripification overhead ) rend.global_param_op.Init(4096,&rend.Overrun); rend.global_param_pt.Init(4096,&rend.Overrun); rend.global_param_mvo.Init(4096,&rend.Overrun); rend.global_param_tr.Init(4096,&rend.Overrun); rend.modtrig.Init(4096,&rend.Overrun); Reset(); } void Reset() { tad.Clear(); rend_inuse.Lock(); rend.Clear(); rend.proc_end = rend.proc_start = tad.thd_root; rend_inuse.Unlock(); } void Free() { free(tad.thd_root); rend.verts.Free(); rend.idx.Free(); rend.global_param_op.Free(); rend.global_param_pt.Free(); rend.global_param_tr.Free(); rend.modtrig.Free(); rend.global_param_mvo.Free(); } }; extern TA_context* ta_ctx; extern tad_context ta_tad; extern TA_context* vd_ctx; extern rend_context vd_rc; TA_context* tactx_Find(u32 addr, bool allocnew=false); TA_context* tactx_Pop(u32 addr); void tactx_Recycle(TA_context* poped_ctx); /* Ta Context Rend Context */ #define TACTX_NONE (0xFFFFFFFF) void SetCurrentTARC(u32 addr); bool QueueRender(TA_context* ctx); TA_context* DequeueRender(); void FinishRender(TA_context* ctx); bool TryDecodeTARC(); void VDecEnd(); //must be moved to proper header void FillBGP(TA_context* ctx); bool UsingAutoSort();