Beispiel #1
0
void _gInit()
{
  // Init & setup GU
  sceGuInit();
  sceGuStart(GU_DIRECT,list);

  sceGuDrawBuffer(GU_PSM_8888,(void*)FRAMEBUFFER_SIZE,PSP_LINE_SIZE);
  sceGuDispBuffer(G_SCR_W,G_SCR_H,(void*)0,PSP_LINE_SIZE);
  sceGuDepthBuffer((void*)(FRAMEBUFFER_SIZE*2),PSP_LINE_SIZE);
  sceGuOffset(2048-(G_SCR_W/2),2048-(G_SCR_H/2));
  sceGuViewport(2048,2048,G_SCR_W,G_SCR_H);

  gResetScissor();
  sceGuDepthRange(65535,0);
  sceGuClearDepth(65535);
  sceGuAlphaFunc(GU_GREATER,0,0xff);
  sceGuDepthFunc(GU_LEQUAL);
  sceGuBlendFunc(GU_ADD,GU_SRC_ALPHA,GU_ONE_MINUS_SRC_ALPHA,0,0);
  sceGuTexFunc(GU_TFX_MODULATE,GU_TCC_RGBA);
  sceGuTexFilter(GU_LINEAR,GU_LINEAR);
  sceGuShadeModel(GU_FLAT);

  sceGuDisable(GU_CULL_FACE);
  sceGuDisable(GU_CLIP_PLANES);
  sceGuDisable(GU_DITHER);
  sceGuEnable(GU_ALPHA_TEST);
  sceGuEnable(GU_SCISSOR_TEST);

  sceGuFinish();
  sceGuSync(0,0);
  sceDisplayWaitVblankStart();
  sceGuDisplay(GU_TRUE);

  init = G_TRUE;
}
Beispiel #2
0
void psp_init(void)
{
	SceUID thid;
	char buff[128], *r;

	/* fw 1.5 sometimes returns 8002032c, although getcwd works */
	r = getcwd(buff, sizeof(buff));
	if (r) sceIoChdir(buff);

	main_thread_id = sceKernelGetThreadId();

	lprintf("running on %08x kernel\n", sceKernelDevkitVersion()),
	lprintf("entered psp_init, threadId %08x, priority %i\n", main_thread_id,
		sceKernelGetThreadCurrentPriority());

	thid = sceKernelCreateThread("update_thread", callback_thread, 0x11, 0xFA0, 0, NULL);
	if (thid >= 0)
	{
		sceKernelStartThread(thid, 0, 0);
	}

	/* video */
	sceDisplaySetMode(0, 480, 272);
	sceDisplaySetFrameBuf(VRAM_FB1, 512, PSP_DISPLAY_PIXEL_FORMAT_565, PSP_DISPLAY_SETBUF_NEXTFRAME);
	current_screen = 1;
	psp_screen = VRAM_FB0;

	/* gu */
	sceGuInit();

	sceGuStart(GU_DIRECT, guCmdList);
	sceGuDrawBuffer(GU_PSM_5650, (void *)VRAMOFFS_FB0, 512);
	sceGuDispBuffer(480, 272, (void *)VRAMOFFS_FB1, 512); // don't care
	sceGuClear(GU_COLOR_BUFFER_BIT | GU_DEPTH_BUFFER_BIT);
	sceGuDepthBuffer((void *)VRAMOFFS_DEPTH, 512);
	sceGuOffset(2048 - (480 / 2), 2048 - (272 / 2));
	sceGuViewport(2048, 2048, 480, 272);
	sceGuDepthRange(0xc350, 0x2710);
	sceGuScissor(0, 0, 480, 272);
	sceGuEnable(GU_SCISSOR_TEST);

	sceGuDepthMask(0xffff);
	sceGuDisable(GU_DEPTH_TEST);

	sceGuFrontFace(GU_CW);
	sceGuEnable(GU_TEXTURE_2D);
	sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGB);
	sceGuAmbientColor(0xffffffff);
	sceGuColor(0xffffffff);
	sceGuFinish();
	sceGuSync(0, 0);

	sceDisplayWaitVblankStart();
	sceGuDisplay(GU_TRUE);


	/* input */
	sceCtrlSetSamplingCycle(0);
	sceCtrlSetSamplingMode(PSP_CTRL_MODE_ANALOG);
}
Beispiel #3
0
void vidgu_render_nostretch(int sx, int sy, int sw, int sh, int dx, int dy, int dw, int dh)
{
	int start, end;

	sceGuStart(GU_DIRECT,list);
	sceGuTexMode(GU_PSM_5650,0,0,0); // 16-bit RGBA
	sceGuTexImage(0,512,512,512,g_pBlitBuff); // setup texture as a 256x256 texture
	//sceKernelDcacheWritebackAll();
	sceGuTexFunc(GU_TFX_REPLACE,GU_TCC_RGBA); // don't get influenced by any vertex colors
	sceGuTexFilter(GU_NEAREST,GU_NEAREST); // point-filtered sampling
	for (start = sx, end = sx+sw; start < end; start += SLICE_SIZE, dx += SLICE_SIZE)
	{
		struct Vertex* vertices = (struct Vertex*)sceGuGetMemory(2 * sizeof(struct Vertex));
		int width = (start + SLICE_SIZE) < end ? SLICE_SIZE : end-start;

		vertices[0].u = start; vertices[0].v = sy;
		vertices[0].color = 0;
		vertices[0].x = dx; vertices[0].y = dy; vertices[0].z = 0;

		vertices[1].u = start + width; vertices[1].v = sy + sh;
		vertices[1].color = 0;
		vertices[1].x = dx + width; vertices[1].y = dy + sh; vertices[1].z = 0;

		sceGuDrawArray(GU_SPRITES,GU_TEXTURE_16BIT|GU_COLOR_5650|GU_VERTEX_16BIT|GU_TRANSFORM_2D,2,0,vertices);
	}
	sceGuFinish();
	sceGuSync(0,0);
	sceDisplayWaitVblankStart();
	sceGuSwapBuffers();
	//sceGuSwapBuffers();
}
Beispiel #4
0
// These are GU commands that should always stay the same
inline void MasterGuRenderer::guPreRender() {
	DEBUG_ENTER_FUNC();

#ifdef USE_DISPLAY_CALLBACK
	_renderSema.take(); 		// Take the semaphore to prevent writes
								// to the palette/screen before we're done
	_renderFinished = false;	// set to synchronize with callback thread
#endif

#ifdef ENABLE_RENDER_MEASURE
	_lastRenderTime = g_system->getMillis();
#endif /* ENABLE_RENDER_MEASURE */

	sceGuStart(0, _displayList);

	sceGuClearColor(0xFF000000);
	sceGuClear(GU_COLOR_BUFFER_BIT);

	sceGuAmbientColor(0xFFFFFFFF);
	sceGuColor(0xFFFFFFFF);
	sceGuTexOffset(0, 0);
	sceGuTexFilter(GU_LINEAR, GU_LINEAR);

	sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGBA); // Also good enough for all purposes
	sceGuAlphaFunc(GU_GREATER, 0, 0xFF);	   // Also good enough for all purposes
}
void nextBoxHasColor(int *x, int *y, HasColorMode mode)
{
	VertexColor *sendVertices = mode & HASCOLOR_RGBA_TRANSPARENT ? transparentColorVertices : colorVertices;

	sendVertices[0].x = *x;
	sendVertices[0].y = *y;
	sendVertices[1].x = *x + 40;
	sendVertices[1].y = *y + 20;
	*x += 47;
	if (*x >= 470) {
		*x = 10;
		*y += 26;
	}
	sceKernelDcacheWritebackRange(sendVertices, sizeof(colorVertices));

	sceGuEnable(GU_TEXTURE_2D);
	sceGuTexMode(GU_PSM_T8, 0, 0, GU_FALSE);
	sceGuTexFunc(GU_TFX_DECAL, mode & HASCOLOR_RGB ? GU_TCC_RGB : GU_TCC_RGBA);
	sceGuTexImage(0, 4, 4, 16, imageData);

	sceGuDrawArray(GU_SPRITES, GU_COLOR_8888 | GU_TEXTURE_16BIT | GU_VERTEX_16BIT | GU_TRANSFORM_2D, 2, NULL, sendVertices);
	sceGuFinish();
	sceGuSync(GU_SYNC_LIST, GU_SYNC_WHAT_DONE);
	sceGuSync(0, 0);
	sceGuStart(GU_DIRECT, list);
}
Beispiel #6
0
void pgeTextureActivate(pgeTexture *texture)
{		
	if(texture->format == PGE_PIXEL_FORMAT_T4)
	{
		sceGuClutMode(texture->palFormat, 0, 0xff, 0);
		sceGuClutLoad(2, texture->palette);
	}
	else if(texture->format == PGE_PIXEL_FORMAT_T8)
	{
		sceGuClutMode(texture->palFormat, 0, 0xff, 0);
		sceGuClutLoad(32, texture->palette);
	}

	sceGuEnable(GU_TEXTURE_2D);
	sceGuTexWrap(GU_REPEAT, GU_REPEAT);
	sceGuTexFilter(GU_NEAREST, GU_NEAREST);
	sceGuTexFunc(pgeTextureMode, GU_TCC_RGBA);
	sceGuTexEnvColor(0xFFFFFFFF);
	sceGuColor(0xFFFFFFFF);
	sceGuAmbientColor(0xFFFFFFFF);
	sceGuTexOffset(0.0f, 0.0f);
	sceGuTexScale(1.0f/(float)texture->textureWidth, 1.0f/(float)texture->textureHeight);

	sceGuTexMode(texture->format, 0, 0, texture->swizzled);
	sceGuTexImage(0, texture->textureWidth, texture->textureHeight, texture->textureWidth, texture->data);
}
Beispiel #7
0
void ya2d_drawRotateTexture(ya2d_Texture *texp, int x, int y, float angle)
{
        if(!texp->data) return;

		sceGuEnable(GU_TEXTURE_2D);

		sceGuTexMode(texp->texPSM, 0, 0, texp->isSwizzled);
		sceGuTexFunc(GU_TFX_REPLACE, texp->hasAlpha ? GU_TCC_RGBA : GU_TCC_RGB);
		
        ya2d_setTexture(texp);
			
		sceGumPushMatrix(); 
		sceGumLoadIdentity();
		{
			ScePspFVector3 pos = {x + (float)texp->centerX, y + (float)texp->centerY, 0.0f};
			sceGumTranslate(&pos);
			sceGumRotateZ(angle);
		}

		ya2d_FloatTextureVertex *vertices = (ya2d_FloatTextureVertex *)sceGuGetMemory(4 * sizeof(ya2d_FloatTextureVertex));
		
		vertices[0] = (ya2d_FloatTextureVertex){0.0f, 0.0f, (float)-texp->centerX, (float)-texp->centerY, 0.0f};
        vertices[1] = (ya2d_FloatTextureVertex){0.0f, 1.0f, (float)-texp->centerX, (float)texp->centerY, 0.0f};
        vertices[2] = (ya2d_FloatTextureVertex){1.0f, 0.0f, (float)texp->centerX, (float)-texp->centerY, 0.0f};
        vertices[3] = (ya2d_FloatTextureVertex){1.0f, 1.0f, (float)texp->centerX, (float)texp->centerY, 0.0f};
        
		sceGumDrawArray(GU_TRIANGLE_STRIP, GU_TEXTURE_32BITF|GU_VERTEX_32BITF|GU_TRANSFORM_3D, 4, 0, vertices);
        
        sceKernelDcacheWritebackRange(vertices, 4 * sizeof(ya2d_FloatTextureVertex));
        sceGumPopMatrix(); 
}
Beispiel #8
0
int pgeTextureModeSet(enum pgeTextureMode mode)
{
	int oldmode = pgeTextureMode;
	
	pgeTextureMode = mode;
	
	sceGuTexFunc(pgeTextureMode, GU_TCC_RGBA);
	
	return oldmode;
}
void drawBG()
{
	sceGuSendCommandi(GE_CMD_MATERIALUPDATE, 0xFF);
	sceGuSendCommandi(GE_CMD_MATERIALAMBIENT, 0x550055);
	sceGuEnable(GU_TEXTURE_2D);
	sceGuTexMode(GU_PSM_T8, 0, 0, GU_FALSE);
	sceGuTexFunc(GU_TFX_DECAL, GU_TCC_RGBA);
	sceGuTexImage(0, 4, 4, 16, bgData);

	sceGuDrawArray(GU_SPRITES, GU_TEXTURE_16BIT | GU_VERTEX_16BIT | GU_TRANSFORM_2D, 2, NULL, bg);
}
Beispiel #10
0
void vidgu_render(int sx, int sy, int sw,int sh,int dx, int dy, int dw,int dh)
{
	unsigned int j,cx,cy;
	struct Vertex* vertices;

	cx=(480-dw)/2;
	cy=(272-dh)/2;

	sceGuStart(GU_DIRECT,list);
	sceGuTexMode(GU_PSM_5650,0,0,0); // 16-bit RGBA
	sceGuTexImage(0,512,512,512,g_pBlitBuff); // setup texture as a 256x256 texture
	//sceKernelDcacheWritebackAll();
	sceGuTexFunc(GU_TFX_REPLACE,GU_TCC_RGBA); // don't get influenced by any vertex colors
	sceGuTexFilter(GU_LINEAR,GU_LINEAR); // point-filtered sampling

	int		start, end;
	float	ustart = (float)sx;
	float	ustep = (float)sw / (float)(dw / SLICE_SIZE);

	// blit maximizing the use of the texture-cache

	for (start = sx, end = sx+dw; start < end; start += SLICE_SIZE, dx += SLICE_SIZE)
	{
		struct Vertex* vertices = (struct Vertex*)sceGuGetMemory(2 * sizeof(struct Vertex));
		int width = (start + SLICE_SIZE) < end ? SLICE_SIZE : end-start;

		vertices[0].u = ustart; 
		vertices[0].v = (float)sy;
		vertices[0].color = 0;
		vertices[0].x = dx; 
		vertices[0].y = dy; 
		vertices[0].z = 0;

		vertices[1].u = ustart + ustep; 
		vertices[1].v = (float)(sy + sh);
		vertices[1].color = 0;
		vertices[1].x = dx + width; 
		vertices[1].y = dy + dh; 
		vertices[1].z = 0;

		sceGuDrawArray(GU_SPRITES,GU_TEXTURE_16BIT|GU_COLOR_5650|GU_VERTEX_16BIT|GU_TRANSFORM_2D,2,0,vertices);

		ustart += ustep;
	}


	sceGuFinish();
	sceGuSync(0,0);
	sceDisplayWaitVblankStart();
	sceGuSwapBuffers(); 
}
Beispiel #11
0
void Texture::use()
{
#ifdef ARCH_PSP
	sceGuEnable( GU_TEXTURE_2D );
	sceGuTexFilter( GU_LINEAR, GU_LINEAR );	
	sceGuTexMode( GU_PSM_8888, 0, 0, psp_texture.Swizzled() );	
 	sceGuTexImage( 0, psp_texture.Width(), psp_texture.Height(), psp_texture.Width(), psp_texture.Image() );
	sceGuTexFunc( GU_TFX_MODULATE, GU_TCC_RGB );
	sceGuTexScale( 1.0f, 1.0f );                    // No scaling
	sceGuTexOffset( 0.0f, 0.0f );		
#else
	glEnable(GL_TEXTURE_2D);
	glBindTexture(GL_TEXTURE_2D,glTexId);
#endif
};
Beispiel #12
0
void drawTexFlush(int width, int height, int stride, int texfmt, const void *tex, const void *clut, int clutfmt, int blocks, const void *verts, int indexMask) {
	sceGuStart(GU_DIRECT, list);

	sceGuEnable(GU_TEXTURE_2D);
	sceGuTexMode(texfmt, 0, 0, GU_FALSE);
	sceGuTexFunc(GU_TFX_DECAL, GU_TCC_RGB);
	sceGuTexImage(0, width, height, stride, tex);

	sceGuClutLoad(blocks, clut);
	sceGuClutMode(clutfmt, 0, indexMask, 0);
	sceGuDrawArray(GU_SPRITES, GU_TEXTURE_16BIT | GU_VERTEX_16BIT | GU_TRANSFORM_2D, 2, NULL, verts);

	sceGuFinish();
	sceGuSync(0, 0);
}
Beispiel #13
0
void
psp_sdl_gu_init(void)
{
	sceGuStart(GU_DIRECT,list);
	sceGuEnable(GU_TEXTURE_2D);
	sceGuTexMode(GU_PSM_5650, 0, 0, GU_FALSE);
	sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGB);
	sceGuTexFilter(GU_LINEAR, GU_LINEAR);
	sceGuDisable(GU_BLEND);
  sceGuDisable(GU_DEPTH_TEST);
	sceGuFinish();
	sceGuSync(0, 0);

  sceDisplayWaitVblankStart();
}
Beispiel #14
0
static void draw_bg_map_256(BGMAP_TEXT_t* map_data, unsigned character_base_block, unsigned offsetX, unsigned offsetY)
{
   return;
   psp1_sprite_t* tile_coords = sceGuGetMemory(32*32*sizeof(psp1_sprite_t));
   unsigned int i;

   sceGuClutLoad(32, palette_ram_8bit);
   sceGuClutMode(GU_PSM_5551,0,0xFF,0);

   sceGuTexImage(0, 128, 256, 128, GBA_VRAMTEXTURE_8bit + character_base_block * 16 * 1024);
   sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGB);

   sceGuDrawArray(GU_SPRITES, GU_TEXTURE_16BIT | GU_VERTEX_16BIT |
         GU_TRANSFORM_2D, 32 * 32 * 2, NULL,(void*)tile_coords);

}
Beispiel #15
0
void Red3dInitScreen()
{
	
	intraFontInit();
    
	ltn = intraFontLoad("flash0:/font/ltn8.pgf", 0);
	if(!ltn) sceKernelExitGame();
	intraFontSetStyle(ltn, 1.0f, 0xFFFFFFFF, 0xBFBFBFBF, 0);
	
	void *fbp0 = vrelptr(valloc((FRAMEBUFFER_WIDTH * sizeof(unsigned int))   * SCREEN_HEIGHT));
	void *fbp1 = vrelptr(valloc((FRAMEBUFFER_WIDTH * sizeof(unsigned int))   * SCREEN_HEIGHT));
	void *zbp  = vrelptr(valloc((FRAMEBUFFER_WIDTH * sizeof(unsigned short)) * SCREEN_HEIGHT));
	
	pspDebugScreenInit();
	sceGuInit();
	sceGuStart(GU_DIRECT,list);

	sceGuDrawBuffer(GU_PSM_8888, fbp0, FRAMEBUFFER_WIDTH);
	sceGuDispBuffer(SCREEN_WIDTH, SCREEN_HEIGHT, fbp1, FRAMEBUFFER_WIDTH);
	sceGuDepthBuffer(zbp, FRAMEBUFFER_WIDTH);
	sceGuOffset(2048 - (SCREEN_WIDTH/2),2048 - (SCREEN_HEIGHT/2));
	sceGuViewport(2048, 2048, SCREEN_WIDTH, SCREEN_HEIGHT);
	sceGuDepthRange(65535, 0);
    sceGuScissor(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
    
    sceGuDepthFunc(GU_GEQUAL);
    sceGuEnable(GU_DEPTH_TEST);
	sceGuEnable(GU_SCISSOR_TEST);
	
	sceGuFrontFace(GU_CCW);
	sceGuShadeModel(GU_SMOOTH);
	sceGuEnable(GU_CULL_FACE);
	sceGuEnable(GU_CLIP_PLANES);
	
	sceGuEnable(GU_BLEND);
	sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0);
	
	sceGuEnable(GU_TEXTURE_2D);
	sceGuTexFunc(GU_TFX_ADD,GU_TCC_RGBA);
	sceGuTexFilter(GU_LINEAR,GU_LINEAR);
	
	sceGuFinish();
	sceGuSync(0,0);
	
	Red3dSetupScreen();
	
}
Beispiel #16
0
    void ya2d_drawTexture(ya2d_Texture *texp, int x, int y)
    {
        if(!texp->data) return;
        
		sceGuEnable(GU_TEXTURE_2D);

		sceGuTexMode(texp->texPSM, 0, 0, texp->isSwizzled);
		sceGuTexFunc(GU_TFX_REPLACE, texp->hasAlpha ? GU_TCC_RGBA : GU_TCC_RGB);
		
        ya2d_setTexture(texp);		

		if(texp->textureWidth <= YA2D_TEXTURE_SLICE)
		{
			ya2d_TextureVertex *vertices = (ya2d_TextureVertex *)sceGuGetMemory(4 * sizeof(ya2d_TextureVertex));

			vertices[0] = (ya2d_TextureVertex){0, 0, x, y, 0};
			vertices[1] = (ya2d_TextureVertex){0, texp->textureHeight, x, y+texp->textureHeight, 0};
			vertices[2] = (ya2d_TextureVertex){texp->textureWidth, 0, x+texp->textureWidth, y, 0};
			vertices[3] = (ya2d_TextureVertex){texp->textureWidth, texp->textureHeight, x+texp->textureWidth, y+texp->textureHeight, 0};

			sceGumDrawArray(GU_TRIANGLE_STRIP, GU_TEXTURE_16BIT|GU_VERTEX_16BIT|GU_TRANSFORM_2D, 4, 0, vertices);
			
			sceKernelDcacheWritebackRange(vertices, 4 * sizeof(ya2d_TextureVertex));
		}
		else //Fast draw for big textures
		{
			int i;
			for(i = 0; i < texp->textureWidth; i+= YA2D_TEXTURE_SLICE)
			{
				/*
				ya2d_TextureVertex *vertices = (ya2d_TextureVertex *)sceGuGetMemory(4 * sizeof(ya2d_TextureVertex));
				vertices[0] = (ya2d_TextureVertex){i, 0, x+i, y, 0};
				vertices[1] = (ya2d_TextureVertex){i+YA2D_TEXTURE_SLICE, 0, x+i+YA2D_TEXTURE_SLICE, y, 0};
				vertices[2] = (ya2d_TextureVertex){i, texp->textureHeight, x+i, y+texp->textureHeight, 0};
				vertices[3] = (ya2d_TextureVertex){i+YA2D_TEXTURE_SLICE, texp->textureHeight, x+i+YA2D_TEXTURE_SLICE, y+texp->textureHeight, 0};
				sceGumDrawArray(GU_TRIANGLE_STRIP, GU_TEXTURE_16BIT|GU_VERTEX_16BIT|GU_TRANSFORM_2D, 4, 0, vertices);
				sceKernelDcacheWritebackRange(vertices, 4 * sizeof(ya2d_TextureVertex));
				*/
				
				ya2d_TextureVertex *vertices = (ya2d_TextureVertex *)sceGuGetMemory(2 * sizeof(ya2d_TextureVertex));
				vertices[0] = (ya2d_TextureVertex){i, 0, x+i, y, 0};
				vertices[1] = (ya2d_TextureVertex){i+YA2D_TEXTURE_SLICE, texp->textureHeight, x+i+YA2D_TEXTURE_SLICE, y+texp->textureHeight, 0};
				sceGumDrawArray(GU_SPRITES, GU_TEXTURE_16BIT|GU_VERTEX_16BIT|GU_TRANSFORM_2D, 2, 0, vertices);
				sceKernelDcacheWritebackRange(vertices, 2 * sizeof(ya2d_TextureVertex));
			}			
		}   
    }
Beispiel #17
0
static void psp_set_texture_frame(void *data, const void *frame, bool rgb32,
                               unsigned width, unsigned height, float alpha)
{
   psp1_video_t *psp = (psp1_video_t*)data;

   (void) rgb32;
   (void) alpha;

#ifdef DEBUG
   /* psp->menu.frame buffer size is (480 * 272)*2 Bytes */
   rarch_assert((width*height) < (480 * 272));
#endif

   psp_set_screen_coords(psp->menu.frame_coords, 0, 0,
         SCEGU_SCR_WIDTH, SCEGU_SCR_HEIGHT, 0);
   psp_set_tex_coords(psp->menu.frame_coords, width, height);

   sceKernelDcacheWritebackRange(frame, width * height * 2);

   sceGuStart(GU_DIRECT, psp->main_dList);
   sceGuCopyImage(GU_PSM_4444, 0, 0, width, height, width,
         (void*)frame, 0, 0, width, psp->menu.frame);
   sceGuFinish();

   sceGuStart(GU_SEND, psp->menu.dList);
   sceGuTexMode(GU_PSM_4444, 0, 0, GU_FALSE);
   sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGB);
   sceGuTexFilter(GU_LINEAR, GU_LINEAR);
   sceGuTexImage(0, next_pow2(width), next_pow2(height), width, psp->menu.frame);
   sceGuEnable(GU_BLEND);

#if 0
   /* default blending */
   sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0);
#endif
   sceGuBlendFunc(GU_ADD, GU_FIX, GU_FIX, 0xF0F0F0F0, 0x0F0F0F0F);
;
   sceGuDrawArray(GU_SPRITES, GU_TEXTURE_32BITF | GU_VERTEX_32BITF | 
         GU_TRANSFORM_2D, PSP_FRAME_VERTEX_COUNT, NULL,
         psp->menu.frame_coords);
   sceGuFinish();

}
Beispiel #18
0
void drawCube( Texture* texture, int val )
{
    // setup matrices for cube

    sceGumMatrixMode(GU_PROJECTION);
    sceGumLoadIdentity();
    sceGumPerspective(75.0f,16.0f/9.0f,0.5f,1000.0f);

    sceGumMatrixMode(GU_VIEW);
    {
        ScePspFVector3 pos = {0.0f,0.0f,-2.5f};

        sceGumLoadIdentity();
        sceGumTranslate(&pos);
    }

    sceGumMatrixMode(GU_MODEL);
    {
        ScePspFVector3 rot = {val * 0.263f * (GU_PI/180.0f), val * 0.32f * (GU_PI/180.0f), val * 0.44f * (GU_PI/180.0f)};

        sceGumLoadIdentity();
        sceGumRotateXYZ(&rot);
    }

    // setup texture

    sceGuTexMode(texture->format,0,0,0);
    sceGuTexImage(texture->mipmap,texture->width,texture->height,texture->stride,texture->data);
    sceGuTexFunc(GU_TFX_ADD,GU_TCC_RGB);
    sceGuTexFilter(GU_LINEAR,GU_LINEAR);
    sceGuTexScale(1.0f,1.0f);
    sceGuTexOffset(0.0f,0.0f);
    sceGuAmbientColor(0xffffffff);

    sceGuEnable(GU_TEXTURE_2D);

    // draw cube

    sceGumDrawArray(GU_TRIANGLES,GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D,12*3,0,cube_vertices);

    sceGuDisable(GU_TEXTURE_2D);
}
void FZTexture::bindForDisplay() {
	// support only for main ram textures - very slow
	// TODO: investigate vram textures: when and how to
	// transfer?

	if (texImage->getCLUT() != NULL) {
		int n = texImage->getCLUTSize();
		sceGuClutMode(GU_PSM_8888, 0, n - 1, 0); // 32-bit palette
		sceGuClutLoad((n/8), texImage->getCLUT()); // upload entries (8 colors base unit)
	}
	sceGuTexFunc(texenv, pixelComponent);
	//sceGuTexFunc(GU_TFX_MODULATE, GU_TCC_RGBA);
	sceGuTexMode(pixelFormat, 0, 0, GU_TRUE);
	//sceGuTexMode(pixelFormat, 0, 0, GU_FALSE);
	sceGuTexImage(0, width, height, width, texImage->getData());
	sceGuTexScale(1.0f, 1.0f);
	sceGuTexOffset(0.0f, 0.0f);
	sceGuTexFilter(texMin, texMag);
	FZScreen::setBoundTexture((FZTexture*)this);
}
Beispiel #20
0
void InitGU( void )
{
	// Init GU
	sceGuInit();
	sceGuStart( GU_DIRECT, dList );

	// Set Buffers
	sceGuDrawBuffer( GU_PSM_8888, fbp0, BUF_WIDTH );
	sceGuDispBuffer( SCR_WIDTH, SCR_HEIGHT, (void*)0x88000, BUF_WIDTH);
	sceGuDepthBuffer( (void*)0x110000, BUF_WIDTH);

 	sceGuOffset( 2048 - (SCR_WIDTH/2), 2048 - (SCR_HEIGHT/2));
	sceGuDepthRange( 65535, 0);

	// Set Render States
	sceGuScissor( 0, 0, SCR_WIDTH, SCR_HEIGHT);
	sceGuEnable( GU_SCISSOR_TEST );
	sceGuDepthFunc( GU_GEQUAL );
	sceGuEnable( GU_DEPTH_TEST );
	sceGuFrontFace( GU_CW );
	sceGuEnable( GU_CULL_FACE );					
	sceGuShadeModel( GU_SMOOTH );
	sceGuEnable( GU_CLIP_PLANES );
	sceGuEnable( GU_TEXTURE_2D );
	sceGuEnable( GU_LIGHTING );
	sceGuEnable( GU_LIGHT0 );						// Enable Light 1 (NEW)

	// setup texture
	// 32-bit image, if we swizzled the texture will return true, otherwise false (NEW)
	sceGuTexMode( GU_PSM_8888, 0, 0, true );	
	sceGuTexFunc( GU_TFX_MODULATE, GU_TCC_RGB );	// Modulate the color of the image
	sceGuTexScale( 1.0f, 1.0f );					// No scaling
	sceGuTexOffset( 0.0f, 0.0f );

	sceGuFinish();
	sceGuSync(0,0);

	sceDisplayWaitVblankStart();
	sceGuDisplay(GU_TRUE);
	// finish
}
Beispiel #21
0
void initGraphics()
{
	dispBufferNumber = 0;

	sceGuInit();

	guStart();
	sceGuDrawBuffer(GU_PSM_8888, (void*)FRAMEBUFFER_SIZE, PSP_LINE_SIZE);
	sceGuDispBuffer(SCREEN_WIDTH, SCREEN_HEIGHT, (void*)0, PSP_LINE_SIZE);
	sceGuClear(GU_COLOR_BUFFER_BIT | GU_DEPTH_BUFFER_BIT);
	sceGuDepthBuffer((void*) (FRAMEBUFFER_SIZE*2), PSP_LINE_SIZE);
	sceGuOffset(2048 - (SCREEN_WIDTH / 2), 2048 - (SCREEN_HEIGHT / 2));
	sceGuViewport(2048, 2048, SCREEN_WIDTH, SCREEN_HEIGHT);
	sceGuDepthRange(0xc350, 0x2710);
	sceGuScissor(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
	sceGuEnable(GU_SCISSOR_TEST);
	sceGuAlphaFunc(GU_GREATER, 0, 0xff);
	sceGuEnable(GU_ALPHA_TEST);
	sceGuDepthFunc(GU_GEQUAL);
	sceGuEnable(GU_DEPTH_TEST);
	sceGuFrontFace(GU_CW);
	sceGuShadeModel(GU_SMOOTH);
	sceGuEnable(GU_CULL_FACE);
	sceGuEnable(GU_TEXTURE_2D);
	sceGuEnable(GU_CLIP_PLANES);
	sceGuTexMode(GU_PSM_8888, 0, 0, 0);
	sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGBA);
	sceGuTexFilter(GU_NEAREST, GU_NEAREST);
	sceGuAmbient(0xffffffff);
	sceGuEnable(GU_BLEND);
	sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0);
	sceGuFinish();
	sceGuSync(0, 0);

	sceDisplayWaitVblankStart();
	sceGuDisplay(GU_TRUE);
	initialized = 1;
}
Beispiel #22
0
 virtual void draw() {
     sceGuEnable(GU_TEXTURE_2D);
     sceGuTexMode(GU_PSM_8888, 0, 0, GU_FALSE);
     sceGuEnable(GU_BLEND);
     sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0);
     sceGuTexImage(0, 256, 256, 256, data_.get().data());
     sceGuTexFunc(GU_TFX_MODULATE, GU_TCC_RGBA);
     sceGuTexFilter(GU_LINEAR, GU_LINEAR);
     bright_texture_vertex * const vertex = static_cast<bright_texture_vertex *>(sceGuGetMemory(2 * sizeof(*vertex)));
     vertex[0].u = u_;
     vertex[0].v = v_;
     vertex[0].color = color_ | static_cast<boost::uint32_t>(alpha_) << 24;
     vertex[0].x = x_;
     vertex[0].y = y_;
     vertex[0].z = 0.f;
     vertex[1].u = u_ + u_size_;
     vertex[1].v = v_ + v_size_;
     vertex[1].color = color_ | static_cast<boost::uint32_t>(alpha_) << 24;
     vertex[1].x = x_ + width_;
     vertex[1].y = y_ + height_;
     vertex[1].z = 0.f;
     sceGuDrawArray(GU_SPRITES, GU_TEXTURE_32BITF | GU_COLOR_8888 | GU_VERTEX_32BITF | GU_TRANSFORM_2D, 2, 0, vertex);
 }
Beispiel #23
0
void nextBox(int *x, int *y)
{
	vertices[0].x = *x;
	vertices[0].y = *y;
	vertices[1].x = *x + 40;
	vertices[1].y = *y + 20;
	*x += 47;
	if (*x >= 470) {
		*x = 10;
		*y += 26;
	}
	sceKernelDcacheWritebackRange(vertices, sizeof(vertices));

	sceGuEnable(GU_TEXTURE_2D);
	sceGuTexMode(GU_PSM_T8, 0, 0, GU_FALSE);
	sceGuTexFunc(GU_TFX_DECAL, GU_TCC_RGBA);
	sceGuTexImage(0, 4, 4, 16, imageData);

	sceGuDrawArray(GU_SPRITES, GU_TEXTURE_16BIT | GU_VERTEX_16BIT | GU_TRANSFORM_2D, 2, NULL, vertices);
	sceGuFinish();
	sceGuSync(GU_SYNC_LIST, GU_SYNC_WHAT_DONE);
	sceGuSync(0, 0);
	sceGuStart(GU_DIRECT, list);
}
Beispiel #24
0
static void *psp_init(const video_info_t *video,
      const input_driver_t **input, void **input_data)
{
   /* to-do : add ASSERT() checks or use main RAM if 
    * VRAM is too low for desired video->input_scale. */
   void *pspinput;
   int pixel_format, lut_pixel_format, lut_block_count;
   unsigned int red_shift, color_mask;
   void *displayBuffer, *LUT_r, *LUT_b;
   psp1_video_t *psp  = (psp1_video_t*)calloc(1, sizeof(psp1_video_t));

   if (!psp)
      return NULL;

   sceGuInit();

   psp->vp.x           = 0;
   psp->vp.y           = 0;
   psp->vp.width       = SCEGU_SCR_WIDTH;
   psp->vp.height      = SCEGU_SCR_HEIGHT;
   psp->vp.full_width  = SCEGU_SCR_WIDTH;
   psp->vp.full_height = SCEGU_SCR_HEIGHT;

   /* Make sure anything using uncached pointers reserves 
    * whole cachelines (memory address and size need to be a multiple of 64)
    * so it isn't overwritten by an unlucky cache writeback.
    *
    * This includes display lists since the Gu library uses 
    * uncached pointers to write to them. */

   /* Allocate more space if bigger display lists are needed. */
   psp->main_dList         = memalign(64, 256);

   psp->frame_dList        = memalign(64, 256);
   psp->menu.dList         = memalign(64, 256);
   psp->menu.frame         = memalign(16,  2 * 480 * 272);
   psp->frame_coords       = memalign(64,
         (((PSP_FRAME_SLICE_COUNT * sizeof(psp1_sprite_t)) + 63) & ~63));
   psp->menu.frame_coords  = memalign(64,
         (((PSP_FRAME_SLICE_COUNT * sizeof(psp1_sprite_t)) + 63) & ~63));

   memset(psp->frame_coords, 0,
         PSP_FRAME_SLICE_COUNT * sizeof(psp1_sprite_t));
   memset(psp->menu.frame_coords, 0,
         PSP_FRAME_SLICE_COUNT * sizeof(psp1_sprite_t));

   sceKernelDcacheWritebackInvalidateAll();
   psp->frame_coords       = TO_UNCACHED_PTR(psp->frame_coords);
   psp->menu.frame_coords  = TO_UNCACHED_PTR(psp->menu.frame_coords);

   psp->frame_coords->v0.x = 60;
   psp->frame_coords->v0.y = 0;
   psp->frame_coords->v0.u = 0;
   psp->frame_coords->v0.v = 0;

   psp->frame_coords->v1.x = 420;
   psp->frame_coords->v1.y = SCEGU_SCR_HEIGHT;
   psp->frame_coords->v1.u = 256;
   psp->frame_coords->v1.v = 240;

   psp->vsync = video->vsync;
   psp->rgb32 = video->rgb32;

   if(psp->rgb32)
   {
      uint32_t* LUT_r_local = (uint32_t*)(SCEGU_VRAM_BP32_2);
      uint32_t* LUT_b_local = (uint32_t*)(SCEGU_VRAM_BP32_2) + (1 << 8);

      red_shift = 8 + 8;
      color_mask = 0xFF;
      lut_block_count = (1 << 8) / 8;

      psp->texture = (void*)(LUT_b_local + (1 << 8));
      psp->draw_buffer = SCEGU_VRAM_BP32_0;
      psp->bpp_log2 = 2;

      pixel_format = GU_PSM_8888;
      lut_pixel_format = GU_PSM_T32;

      displayBuffer = SCEGU_VRAM_BP32_1;

      for (u32 i=0; i < (1 << 8); i++){
         LUT_r_local[i]= i;
         LUT_b_local[i]= i << (8 + 8);
      }

      LUT_r = (void*)LUT_r_local;
      LUT_b = (void*)LUT_b_local;

   }
   else
   {
      uint16_t* LUT_r_local = (uint16_t*)(SCEGU_VRAM_BP_2);
      uint16_t* LUT_b_local = (uint16_t*)(SCEGU_VRAM_BP_2) + (1 << 5);

      red_shift = 6 + 5;
      color_mask = 0x1F;
      lut_block_count = (1 << 5) / 8;

      psp->texture = (void*)(LUT_b_local + (1 << 5));
      psp->draw_buffer = SCEGU_VRAM_BP_0;
      psp->bpp_log2 = 1;

      pixel_format = 
         (g_extern.system.pix_fmt == RETRO_PIXEL_FORMAT_0RGB1555) 
         ? GU_PSM_5551 : GU_PSM_5650 ;

      lut_pixel_format = GU_PSM_T16;

      displayBuffer = SCEGU_VRAM_BP_1;

      for (u16 i = 0; i < (1 << 5); i++)
      {
         LUT_r_local[i]= i;
         LUT_b_local[i]= i << (5 + 6);
      }

      LUT_r = (void*)LUT_r_local;
      LUT_b = (void*)LUT_b_local;

   }

   psp->tex_filter = video->smooth? GU_LINEAR : GU_NEAREST;

   /* TODO: check if necessary. */
   sceDisplayWaitVblankStart();

   sceGuDisplay(GU_FALSE);

   sceGuStart(GU_DIRECT, psp->main_dList);

   sceGuDrawBuffer(pixel_format, TO_GU_POINTER(psp->draw_buffer),
         SCEGU_VRAM_WIDTH);
   sceGuDispBuffer(SCEGU_SCR_WIDTH, SCEGU_SCR_HEIGHT,
         TO_GU_POINTER(displayBuffer), SCEGU_VRAM_WIDTH);
   sceGuClearColor(0);
   sceGuScissor(0, 0, SCEGU_SCR_WIDTH, SCEGU_SCR_HEIGHT);
   sceGuEnable(GU_SCISSOR_TEST);
   sceGuTexFilter(psp->tex_filter, psp->tex_filter);
   sceGuTexWrap (GU_CLAMP, GU_CLAMP);
   sceGuEnable(GU_TEXTURE_2D);
   sceGuDisable(GU_DEPTH_TEST);
   sceGuCallMode(GU_FALSE);

   sceGuFinish();
   sceGuSync(0, 0);
 
   /* TODO : check if necessary */
   sceDisplayWaitVblankStart();
   sceGuDisplay(GU_TRUE);

   pspDebugScreenSetColorMode(pixel_format);
   pspDebugScreenSetBase(psp->draw_buffer);

   /* fill frame_dList : */
   sceGuStart(GU_CALL, psp->frame_dList);

   sceGuTexMode(pixel_format, 0, 0, GU_FALSE);
   sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGB);
   sceGuEnable(GU_BLEND);

   /* green only */
   sceGuBlendFunc(GU_ADD, GU_FIX, GU_FIX, 0x0000FF00, 0xFFFFFFFF);

   sceGuDrawArray(GU_SPRITES, GU_TEXTURE_32BITF | GU_VERTEX_32BITF | 
         GU_TRANSFORM_2D, PSP_FRAME_VERTEX_COUNT, NULL,
         (void*)(psp->frame_coords));
   
   /* restore */
   sceGuBlendFunc(GU_ADD, GU_FIX, GU_FIX, 0xFFFFFFFF, 0xFFFFFFFF);

   sceGuTexMode(lut_pixel_format, 0, 0, GU_FALSE);

   sceGuClutMode(pixel_format, red_shift, color_mask, 0);
   sceGuClutLoad(lut_block_count, LUT_r);

   sceGuDrawArray(GU_SPRITES, GU_TEXTURE_32BITF | GU_VERTEX_32BITF |
         GU_TRANSFORM_2D, PSP_FRAME_VERTEX_COUNT, NULL,
         (void*)(psp->frame_coords));

   sceGuClutMode(pixel_format, 0, color_mask, 0);
   sceGuClutLoad(lut_block_count, LUT_b);
   sceGuDrawArray(GU_SPRITES, GU_TEXTURE_32BITF | GU_VERTEX_32BITF | 
         GU_TRANSFORM_2D, PSP_FRAME_VERTEX_COUNT, NULL,
         (void*)(psp->frame_coords));

   sceGuFinish();

   if (input && input_data)
   {
      pspinput = input_psp.init();
      *input = pspinput ? &input_psp : NULL;
      *input_data = pspinput;
   }

   psp->vblank_not_reached = true;
   sceKernelRegisterSubIntrHandler(PSP_VBLANK_INT, 0, psp_on_vblank, psp);
   sceKernelEnableSubIntr(PSP_VBLANK_INT, 0);

   psp->keep_aspect = true;
   psp->should_resize = true;
   psp->hw_render = false;

   return psp;
error:
   RARCH_ERR("PSP1 video could not be initialized.\n");
   return (void*)-1;
}
Beispiel #25
0
void retro_run(void)
{
   int i;
   bool updated = false;

   if (environ_cb(RETRO_ENVIRONMENT_GET_VARIABLE_UPDATE, &updated) && updated)
      check_variables();

   input_poll_cb();

   for (i=0; i < 130; i++)
      KBD_RES(i);

   for (i=0; i < sizeof(keymap)/sizeof(keymap_t); i++)
      if (input_state_cb(0, RETRO_DEVICE_KEYBOARD, 0, keymap[i].retro))
         KBD_SET(keymap[i].fmsx);

   joystate = 0;

   for (i = 0; i < sizeof(joymap) / sizeof(keymap_t); i++)
   {
	   if (input_state_cb(0, RETRO_DEVICE_JOYPAD, 0, joymap[i].retro))
	   {
		   if (i < joy_keyboard_begin)
			   JOY_SET(joymap[i].fmsx);
		   else
			   KBD_SET(joymap[i].fmsx);
	   }
   }

   RETRO_PERFORMANCE_INIT(core_retro_run);
   RETRO_PERFORMANCE_START(core_retro_run);

   RunZ80(&CPU);
   RenderAndPlayAudio(SND_RATE / 60);

   RETRO_PERFORMANCE_STOP(core_retro_run);

   fflush(stdout);

#ifdef PSP
   static unsigned int __attribute__((aligned(16))) d_list[32];
   void* const texture_vram_p = (void*) (0x44200000 - (640 * 480)); // max VRAM address - frame size

   sceKernelDcacheWritebackRange(XBuf, 256*240 );
   sceGuStart(GU_DIRECT, d_list);
   sceGuCopyImage(GU_PSM_5650, 0, 0, image_buffer_width, image_buffer_height, image_buffer_width, image_buffer, 0, 0, image_buffer_width, texture_vram_p);

   sceGuTexSync();
   sceGuTexImage(0, 512, 256, image_buffer_width, texture_vram_p);
   sceGuTexMode(GU_PSM_5650, 0, 0, GU_FALSE);
   sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGB);
   sceGuDisable(GU_BLEND);
   sceGuFinish();

   video_cb(texture_vram_p, image_buffer_width, image_buffer_height, image_buffer_width * sizeof(uint16_t));
#else
   video_cb(image_buffer, image_buffer_width, image_buffer_height, image_buffer_width * sizeof(uint16_t));
#endif



}
Beispiel #26
0
int dxpGraphicsSetup2DTex(DXPTEXTURE3 *texptr,int flag)
{
	if(!texptr)return -1;
	//設定が同じなら変更処理をしない
	if(dxpGraphicsData.drawstate == DXP_DRAWSTATE_TEX2D
		&& flag == dxpGraphicsData.flag
		&& texptr == dxpGraphicsData.texture
		&& !texptr->reloadflag
		&& !dxpGraphicsData.forceupdate
		)return 0;
	GUSTART;
	if(dxpGraphicsData.drawstate != DXP_DRAWSTATE_TEX2D)
	{//2Dテクスチャ用の描画設定を行う。
		dxpGraphicsData.drawstate = DXP_DRAWSTATE_TEX2D;
		dxpGraphicsData.forceupdate = 1;
		GUENABLE(GU_TEXTURE_2D);
		if(dxpGraphicsData.bilinear_enable)
			sceGuTexFilter(GU_LINEAR,GU_LINEAR);
		else
			sceGuTexFilter(GU_NEAREST,GU_NEAREST);
		if(dxpGraphicsData.usedepth)
		{
			GUENABLE(GU_DEPTH_TEST);
			sceGuDepthFunc(dxpGraphicsData.depthfunc);
			sceGuDepthBuffer(dxpGraphicsData.depthbuffer.texvram,512);	//深度バッファを有効にするときでいい
			if(dxpGraphicsData.writedepth)sceGuDepthMask(0);
			else sceGuDepthMask(1);
		}
		else GUDISABLE(GU_DEPTH_TEST);
	}
	//テクスチャの設定開始
	if(texptr != dxpGraphicsData.texture || texptr->reloadflag)
	{//GUにテクスチャの指定をする
		if(texptr->ppalette && (texptr->psm == GU_PSM_T8 || texptr->psm == GU_PSM_T4))
		{//パレットの設定
			sceGuClutMode(GU_PSM_8888,0,0xff,0);
			sceGuClutLoad(texptr->psm == GU_PSM_T4 ? 2 : 32,texptr->ppalette);
		}
		sceGuTexMode(texptr->psm,0,0,texptr->swizzledflag);
		sceGuTexImage(0,texptr->width,texptr->height,texptr->pitch,texptr->texvram ? texptr->texvram : texptr->texdata);
		dxpGraphicsData.texture = texptr;
		if(texptr != &dxpGraphicsData.displaybuffer[0] && texptr != &dxpGraphicsData.displaybuffer[1])texptr->reloadflag = 0;
	}

	u8 colorKey = 0,alphaEnable = 0;
	
	if(flag)
	{
		if(texptr->alphabit)
			alphaEnable = 1;
		else colorKey = 1;
	}
	if(colorKey)
	{
		GUENABLE(GU_COLOR_TEST);
		sceGuColorFunc(GU_NOTEQUAL,texptr->colorkey,0x00fefefe);
	}
	else
	{
		GUDISABLE(GU_COLOR_TEST);
	}
	int op;
	int src,dest;
	unsigned int srcfix;
	unsigned int destfix;	 
	switch(dxpGraphicsData.blendmode)
	{
	case DX_BLENDMODE_NOBLEND:
		op = GU_ADD;
		src = GU_FIX;
		dest = GU_FIX;
		srcfix = 0xffffffff;
		destfix = 0;
		if(!alphaEnable)break;
	case DX_BLENDMODE_ALPHA:
		op = GU_ADD;
		src = GU_SRC_ALPHA;
		dest = GU_ONE_MINUS_SRC_ALPHA;
		srcfix = 0;
		destfix = 0;
		break;
	case DX_BLENDMODE_ADD:
		op = GU_ADD;
		src = GU_SRC_ALPHA;
		dest = GU_FIX;
		srcfix = 0xffffffff;
		destfix = 0xffffffff;
		break;
	case DX_BLENDMODE_SUB:
		op = GU_REVERSE_SUBTRACT;
		src = GU_SRC_ALPHA;
		dest = GU_FIX;
		srcfix = 0xffffffff;
		destfix = 0xffffffff;
		break;
	case DX_BLENDMODE_MUL:
		op = GU_ADD;
		src = GU_DST_COLOR;
		dest = GU_FIX;
		srcfix = 0xffffffff;
		destfix = 0;
		break;
	case DX_BLENDMODE_DESTCOLOR:
		op = GU_ADD;
		src = GU_FIX;
		dest = GU_FIX;
		srcfix = 0;
		destfix = 0xffffffff;
		break;
	case DX_BLENDMODE_INVDESTCOLOR:
		op = GU_ADD;
		src = GU_ONE_MINUS_DST_COLOR;
		dest = GU_FIX;
		srcfix = 0;
		destfix = 0;
		break;
	case DX_BLENDMODE_INVSRC:
		op = GU_ADD;
		src = GU_SRC_ALPHA;
		dest = GU_ONE_MINUS_SRC_ALPHA;
		srcfix = 0;
		destfix = 0;
		break;
	default:
		return -1;
	}

	if(dxpGraphicsData.blendmode == DX_BLENDMODE_NOBLEND && !alphaEnable)
	{
		GUDISABLE(GU_BLEND);
	}
	else
	{
		GUENABLE(GU_BLEND);
		if(dxpGraphicsData.forceupdate
			|| dxpGraphicsData.op != op
			|| dxpGraphicsData.src != src
			|| dxpGraphicsData.dest != dest
			|| dxpGraphicsData.srcfix != srcfix
			|| dxpGraphicsData.destfix != destfix
		){
			sceGuBlendFunc(op,src,dest,srcfix,destfix);
			dxpGraphicsData.op = op;
			dxpGraphicsData.src = src;
			dxpGraphicsData.dest = dest;
			dxpGraphicsData.srcfix = srcfix;
			dxpGraphicsData.destfix = destfix;
		}
	}

	if(dxpGraphicsData.forceupdate || dxpGraphicsData.color != dxpGraphicsData.gucolor)
	{//色を設定
		sceGuColor(dxpGraphicsData.color);
		dxpGraphicsData.gucolor = dxpGraphicsData.color;
	}

	int tfx,tcc;
	switch(dxpGraphicsData.blendmode)
	{
	case DX_BLENDMODE_NOBLEND:
	case DX_BLENDMODE_MUL:
	case DX_BLENDMODE_DESTCOLOR:
		tcc = GU_TCC_RGB;
		tfx = GU_TFX_MODULATE;
		if(!alphaEnable)
		{
			GUDISABLE(GU_ALPHA_TEST);
			break;
		}
	case DX_BLENDMODE_ALPHA:
	case DX_BLENDMODE_ADD:
	case DX_BLENDMODE_SUB:
	case DX_BLENDMODE_INVDESTCOLOR:
		tcc = GU_TCC_RGBA;
		tfx = GU_TFX_MODULATE;
		GUENABLE(GU_ALPHA_TEST);
		sceGuAlphaFunc(GU_NOTEQUAL,0x00,0xff);
		break;
	case DX_BLENDMODE_INVSRC:
		sceGuTexEnvColor(0x00000000);
		tcc = GU_TCC_RGBA;
		tfx = GU_TFX_BLEND;
		GUDISABLE(GU_ALPHA_TEST);
		break;
	default:
		return -1;
	}
	if(dxpGraphicsData.forceupdate || dxpGraphicsData.tfx != tfx || dxpGraphicsData.tcc != tcc)
	{
		sceGuTexFunc(tfx,tcc);
		dxpGraphicsData.tfx = tfx;
		dxpGraphicsData.tcc = tcc;
	}
	dxpGraphicsData.forceupdate = 0;
	dxpGraphicsData.flag = flag;
	return 0;
}
Beispiel #27
0
bool8 S9xSceGUInit2 (void)
{
  SceGU.line_size        = 512;
  SceGU.max_texture_size = 512;

  if (SceGU.max_texture_size >= 512)
  {
      SceGU.texture_size = 512;
//        SceGU.num_textures = 2; // See note in 3d.h
      SceGU.num_textures = 1;
  }
  else
  {
      SceGU.texture_size = SceGU.max_texture_size;
      SceGU.num_textures = 1;
  }

  // TODO
  ///////Settings.SceGUEnable = TRUE;


  // 2nd texture may be reserved for transparency in the future.
#if 0
  if (SceGU.num_textures == 2)
  {
  }
#endif

  // Use a 16-bit pixel format 5-bits for RGB and 1-bit for Alpha (unused)
  SceGU.texture_format = GU_PSM_5551;
  SceGU.pixel_format   = GU_PSM_5551;
  SceGU.ct             = GU_COLOR_5551;
  SceGU.tt             = GU_TEXTURE_16BIT;
  SceGU.mt             = GU_VERTEX_16BIT;
  SceGU.dm             = GU_TRANSFORM_2D;

  sceGuStart (0, SceGU.list);

    sceGuDrawBufferList (SceGU.pixel_format, (void *)0,        SceGU.line_size);
    sceGuDispBuffer     (480, 272,           (void *)0x88000,  SceGU.line_size);
    sceGuDepthBuffer    (                    (void *)0x110000, SceGU.line_size);
    sceGuOffset         (0, 0);
    sceGuViewport       ((480 / 2), (272 / 2), 480, 272);
    sceGuDepthRange     (0xc350, 0x2710);
    sceGuScissor        (0, 0, 480, 272);
    sceGuEnable         (GU_SCISSOR_TEST);
    sceGuDisable        (GU_ALPHA_TEST);
    sceGuDisable        (GU_DEPTH_TEST);
    sceGuEnable         (GU_CULL_FACE);
    sceGuDisable        (GU_LIGHTING);
    sceGuFrontFace      (GU_CW);
    sceGuEnable         (GU_TEXTURE_2D);
    sceGuClear          (GU_COLOR_BUFFER_BIT | GU_DEPTH_BUFFER_BIT);

#if 0
    sceGuTexWrap        (GE_WRAP_REPEAT, GE_WRAP_REPEAT);
    sceGuTexFunc        (GU_TFX_MODULATE, /*GE_TCC_RGBA*/ GE_TCC_RGB);
#endif
  sceGuFinish ();

  sceGuSync   (0, 0);

  S9xSceGUSwapBuffers ();

  return (TRUE);
}
Beispiel #28
0
void DrawTilePSP (uint32 Tile, uint32 Offset, uint32 StartLine,
      uint32 LineCount)
{
    TILE_PREAMBLE

    float x = Offset % GFX.Pitch;
    float y = Offset / GFX.Pitch;

#define X 0
#define Y 1

#define U 0
#define V 1

    float pos [3][4];
    float tex [2][4];

    static bool8 init = FALSE;

    if (init == FALSE) {
    sceGuStart(0,list);
    sceGuDrawBufferList(GE_PSM_5551,(void*)0,512);
    sceGuDispBuffer(480,272,(void*)0x88000,512);
    sceGuDepthBuffer((void*)0x110000,512);
    sceGuOffset(0,0);
    sceGuViewport(480/2,272/2,480,272);
    sceGuDepthRange(0xc350,0x2710);
    sceGuScissor(0,0,480,272);
    sceGuEnable(GU_STATE_SCISSOR);
    sceGuDisable(GU_STATE_ATE);
    sceGuDisable(GU_STATE_ZTE);
    sceGuEnable(GU_STATE_CULL);
    sceGuDisable(GU_STATE_ALPHA);
    sceGuDisable(GU_STATE_LIGHTING);
    sceGuFrontFace(GE_FACE_CW);
    sceGuEnable(GU_STATE_TEXTURE);
    sceGuClear(GE_CLEAR_COLOR|GE_CLEAR_DEPTH);
    sceGuFinish();
    sceGuSync(0,0);

    init = TRUE;
    }

    pos [0][X] = 0 + x * 1;
    pos [0][Y] = 0 + y * 1;
    pos [1][X] = 0 + (x + 8.0f) * 1;
    pos [1][Y] = 0 + y * 1;
    pos [2][X] = 0 + (x + 8.0f) * 1;
    pos [2][Y] = 0 + (y + LineCount) * 1;
    pos [3][X] = 0 + x * 1;
    pos [4][Y] = 0 + (y + LineCount) * 1;

    if (!(Tile & (V_FLIP | H_FLIP)))
    {
  // Normal
  tex [0][U] = 0.0f;
  tex [0][V] = StartLine;
  tex [1][U] = 8.0f;
  tex [1][V] = StartLine;
  tex [2][U] = 8.0f;
  tex [2][V] = StartLine + LineCount;
  tex [3][U] = 0.0f;
  tex [3][V] = StartLine + LineCount;
    }
    else
    if (!(Tile & V_FLIP))
    {
  // Flipped
  tex [0][U] = 8.0f;
  tex [0][V] = StartLine;
  tex [1][U] = 0.0f;
  tex [1][V] = StartLine;
  tex [2][U] = 0.0f;
  tex [2][V] = StartLine + LineCount;
  tex [3][U] = 8.0f;
  tex [3][V] = StartLine + LineCount;

    }
    else
    if (Tile & H_FLIP)
    {
  // Horizontal and vertical flip
  tex [0][U] = 8.0f;
  tex [0][V] = StartLine + LineCount;
  tex [1][U] = 0.0f;
  tex [1][V] = StartLine + LineCount;
  tex [2][U] = 0.0f;
  tex [2][V] = StartLine;
  tex [3][U] = 8.0f;
  tex [3][V] = StartLine;

    }
    else
    {
  // Vertical flip only
  tex [0][U] = 0.0f;
  tex [0][V] = StartLine + LineCount;
  tex [1][U] = 8.0f;
  tex [1][V] = StartLine + LineCount;
  tex [2][U] = 8.0f;
  tex [2][V] = StartLine;
  tex [3][U] = 0.0f;
  tex [3][V] = StartLine;

    }

    sceGuStart(0,list);

    sceGuTexMode(GU_PSM_5551,0,0,0);
    sceGuTexFunc(GU_TFX_REPLACE,0);
    sceGuTexOffset(0,0);
    sceGuAmbientColor(0xffffffff);


    sceGuTexImage (0, 8, 8, 8, (void *)pCache);
    sceGuTexScale (1.0/8.0f, 1.0f/8.0f);

    struct Vertex *vertices;
    vertices = (struct Vertex *)sceGuGetMemory (4 * sizeof (struct Vertex));

    vertices[0].u = tex[0][U]; vertices[0].v = tex[0][V];
    vertices[0].x = pos[0][X]; vertices[0].y = pos[0][Y]; vertices[0].z = 0.0f;
    vertices[1].u = tex[1][U]; vertices[1].v = tex[1][V];
    vertices[1].x = pos[1][X]; vertices[1].y = pos[1][Y]; vertices[1].z = 0.0f;
    vertices[2].u = tex[2][U]; vertices[2].v = tex[2][V];
    vertices[2].x = pos[2][X]; vertices[2].y = pos[2][Y]; vertices[2].z = 0.0f;
    vertices[3].u = tex[3][U]; vertices[3].v = tex[3][V];
    vertices[3].x = pos[3][X]; vertices[3].y = pos[3][Y]; vertices[3].z = 0.0f;

    sceGuDrawArray (GU_PRIM_TRIANGLES,GE_SETREG_VTYPE(GE_TT_16BIT,GE_CT_5551,0,GE_MT_16BIT,0,0,0,0,GE_BM_2D),4,0,vertices);

    sceGuFinish ();
}
Beispiel #29
0
void S9xSceGURenderTex (char *tex, int width, int height, int x, int y, int xscale, int yscale, int xres, int yres)
{
  // If you don't call this, Gu will run into cache problems with
  // reading pixel data...
  sceKernelDcacheWritebackAll ();

  unsigned int j;

  const int slice_scale = ((float)xscale / (float)width) * (float)SLICE_SIZE;
  const int tex_filter  = (PSP_Settings.bBilinearFilter ? GU_LINEAR :
                                                              GU_NEAREST);

  struct Vertex* vertices;
  struct Vertex* vtx_iter;


  // If the x/y scale matches the width/height, we can take a shortcut and
  // merely copy tex into the VRAM at the given (x,y) coordinate.
  //
  //  NOTE: This disables bilinear filtering, but that's not saying a whole
  //        lot, since the image will not require a min / mag filter.
  if ((xscale == width) && (yscale == height)) {
    sceGuStart (0, SceGU.list);
      sceGuCopyImage (SceGU.pixel_format, 0, 0, xres, yres, width, tex, x, y,
                        SceGU.line_size,
                          (void *)(0x04000000 + (uint32)SceGU.vram_offset));
    sceGuFinish ();
  }

  // If the scale doesn't match the width/height, we have to perform a
  // special blit to stretch the image.
  else {
#ifdef SCEGU_DIRECT_COPY
    sceGuStart (0, SceGU.list);

      sceGuCopyImage (SceGU.pixel_format, 0, 0, width, height, width, tex, 0, 0,
                        SceGU.line_size,
                          (void *)(0x04000000 + (uint32)SceGU.vram_offset));
#endif

      sceGuStart (0, SceGU.list);

      sceGuTexMode      (SceGU.texture_format, 0, 0, 0);
#ifndef SCEGU_DIRECT_COPY
      sceGuTexImage     (0, width, height, width, tex);
#else
      sceGuTexImage     (0, width, height, SceGU.line_size, (void *)(0x04000000 + (uint32)SceGU.vram_offset));
#endif
      sceGuTexFunc      (GU_TFX_REPLACE, 0);
      sceGuTexFilter    (tex_filter, tex_filter);
      sceGuTexScale     (1, 1);
      sceGuTexOffset    (0, 0);
      sceGuAmbientColor (0xffffffff);

      sceGuScissor      (x, y, xres, yres);

#ifdef DRAW_SINGLE_BATCH
      // Allocate (memory map) the "vertex array" beforehand
      const int num_verts = (width / SLICE_SIZE) * 2;
      const int vtx_alloc = num_verts * sizeof (struct Vertex);
                 vertices = (struct Vertex *)sceGuGetMemory (vtx_alloc);
                 vtx_iter = vertices;
#endif

      // Do a striped blit (takes the page-cache into account)
      for (j = 0; j < width; j += SLICE_SIZE, x += slice_scale)
      {
#ifndef DRAW_SINGLE_BATCH
        vtx_iter = (struct Vertex *)sceGuGetMemory (sizeof (struct Vertex) * 2);
#endif
        vtx_iter [0].u = j;                 vtx_iter [0].v = 0;
        vtx_iter [0].x = x;                 vtx_iter [0].y = y;            vtx_iter [0].z = 0;
        vtx_iter [1].u = (j + SLICE_SIZE);  vtx_iter [1].v = height;
        vtx_iter [1].x = (x + slice_scale); vtx_iter [1].y = (y + yscale); vtx_iter [1].z = 0;

        vtx_iter [0].color = vtx_iter [1].color = 0;

#ifndef DRAW_SINGLE_BATCH
			  sceGuDrawArray (GU_SPRITES, SceGU.tt | SceGU.ct | SceGU.mt | SceGU.dm, 2, 0, vtx_iter);
        vtx_iter += 2;
#endif
      }

#ifdef DRAW_SINGLE_BATCH
      sceGuDrawArray (GU_SPRITES, GE_SETREG_VTYPE (SceGU.tt,
                                                   SceGU.ct,
                                                   0,
                                                   SceGU.mt,
                                                   0, 0, 0, 0,
                                                   SceGU.dm),
                                            num_verts,
                                               0,
                                            vertices);
#endif
    sceGuFinish ();
  }

#ifdef SCEGU_DOUBLE_BUFFERED
  sceGuSync   (0, 0);

  if (PSP_Settings.bVSync)
    sceDisplayWaitVblankStart ();
#endif

#ifdef SCEGU_DOUBLE_BUFFERED
  S9xSceGUSwapBuffers ();
#endif
}
Beispiel #30
0
void app() {
    setupCallbacks();

    #ifdef DEBUG
    pspDebugScreenInit();
    #endif

    sceGuInit();

    void* fbp0 = getStaticVramBuffer(BUF_WIDTH,SCR_HEIGHT,GU_PSM_8888);
    void* fbp1 = getStaticVramBuffer(BUF_WIDTH,SCR_HEIGHT,GU_PSM_8888);
    void* zbp = getStaticVramBuffer(BUF_WIDTH,SCR_HEIGHT,GU_PSM_4444);

    sceGuStart(GU_DIRECT, list);

    sceGuDrawBuffer(GU_PSM_8888, fbp0, BUF_WIDTH);
    sceGuDispBuffer(SCR_WIDTH, SCR_HEIGHT, fbp1, BUF_WIDTH);
    sceGuDepthBuffer(zbp, BUF_WIDTH);

    sceGuOffset(2048 - (SCR_WIDTH / 2), 2048 - (SCR_HEIGHT / 2));
    sceGuViewport(2048, 2048, SCR_WIDTH, SCR_HEIGHT);

    sceGuDepthRange(65535, 0);
    sceGuClearDepth(65535);
    sceGuDepthFunc(GU_LEQUAL);

    sceGuAlphaFunc(GU_GREATER, 0, 255);
    sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0);
    sceGuTexFunc(GU_TFX_MODULATE, GU_TCC_RGBA);
    sceGuTexFilter(GU_LINEAR, GU_LINEAR);
    sceGuShadeModel(GU_SMOOTH);

    sceGuEnable(GU_DEPTH_TEST);
    sceGuEnable(GU_ALPHA_TEST);
    sceGuEnable(GU_SCISSOR_TEST);
    sceGuEnable(GU_BLEND);

    sceGuDisable(GU_CULL_FACE);
    sceGuDisable(GU_CLIP_PLANES);
    sceGuDisable(GU_DITHER);

    sceGuScissor(0, 0, SCR_WIDTH, SCR_HEIGHT);

    sceGuFinish();
    sceGuSync(0, 0);

    sceDisplayWaitVblankStart();
    sceGuDisplay(GU_TRUE);


    //g2dInit();

    /*tileset_tex = g2dTexLoad((char *) "resources/tilemap.png", G2D_SWIZZLE);
    outline_tex = g2dTexLoad((char *) "resources/tilemap2.png", G2D_SWIZZLE);
    text_tex = g2dTexLoad((char *) "resources/ui-font.png", G2D_SWIZZLE);
    frame_tex = g2dTexLoad((char *) "resources/frame.png", G2D_SWIZZLE);*/

    while (running()) {
        sceGuStart(GU_DIRECT,list);

        // Clear screen
        sceGuClearColor(0xff554433); // TODO change to black when everything works
        sceGuClearDepth(0);
        sceGuClear(GU_COLOR_BUFFER_BIT | GU_DEPTH_BUFFER_BIT);

        // Process and draw a frame
        //menu.update();
        //background.draw();
        //menu.draw();
        
        sceGuFinish();
        sceGuSync(0,0);

        // Swap buffers and wait for VSYNC
        sceDisplayWaitVblankStart();
        sceGuSwapBuffers();
    }

    sceGuDisplay(GU_FALSE);
    sceGuTerm();

    sceKernelExitGame();
}