Example #1
0
static void sceneRender(void)
{
	// Bind the shader program
	shaderProgramUse(&program);

	// Configure the first fragment shading substage to just pass through the vertex color
	// See https://www.opengl.org/sdk/docs/man2/xhtml/glTexEnv.xml for more insight
	GPU_SetTexEnv(0,
		GPU_TEVSOURCES(GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR), // RGB channels
		GPU_TEVSOURCES(GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR), // Alpha
		GPU_TEVOPERANDS(0, 0, 0), // RGB
		GPU_TEVOPERANDS(0, 0, 0), // Alpha
		GPU_REPLACE, GPU_REPLACE, // RGB, Alpha
		0xFFFFFFFF);

	// Configure the "attribute buffers" (that is, the vertex input buffers)
	GPU_SetAttributeBuffers(
		2, // Number of inputs per vertex
		(u32*)osConvertVirtToPhys((u32)vbo_data), // Location of the VBO
		GPU_ATTRIBFMT(0, 3, GPU_FLOAT) |
		GPU_ATTRIBFMT(1, 4, GPU_FLOAT), // Format of the inputs (in this case the only input is a 3-element float vector)
		0xFFC, // Unused attribute mask, in our case bit 0 is cleared since it is used
		0x10, // Attribute permutations (here it is the identity)
		1, // Number of buffers
		(u32[]) { 0x0 }, // Buffer offsets (placeholders)
		(u64[]) { 0x10 }, // Attribute permutations for each buffer (identity again)
		(u8[])  { 2 }); // Number of attributes for each buffer

	// Upload the projection matrix
	GPU_SetFloatUniformMatrix(GPU_GEOMETRY_SHADER, uLoc_projection, &projection);

	// Draw the VBO - GPU_UNKPRIM allows the geoshader to control primitive emission
	GPU_DrawArray(GPU_UNKPRIM, 0, vertex_list_count);
}
Example #2
0
void GPU_SetDummyTexEnv(int id)
{
	GPU_SetTexEnv(id,
		GPU_TEVSOURCES(GPU_PREVIOUS, 0, 0),
		GPU_TEVSOURCES(GPU_PREVIOUS, 0, 0),
		GPU_TEVOPERANDS(0, 0, 0),
		GPU_TEVOPERANDS(0, 0, 0),
		GPU_REPLACE,
		GPU_REPLACE,
		0xFFFFFFFF);
}
Example #3
0
//stolen from staplebutt
void GPU_SetDummyTexEnv(u8 num)
{
	GPU_SetTexEnv(num,
		GPU_TEVSOURCES(GPU_PREVIOUS, 0, 0),
		GPU_TEVSOURCES(GPU_PREVIOUS, 0, 0),
		GPU_TEVOPERANDS(0,0,0),
		GPU_TEVOPERANDS(0,0,0),
		GPU_REPLACE,
		GPU_REPLACE,
		0xFFFFFFFF);
}
Example #4
0
void drawPortals(portal_s* portals[], int n, renderSceneCallback_t callback, camera_s* c, int depth, u8 stencil)
{
	if(!portals || !portalVertexData || !callback || !c || !depth)return;
	int i;

	gsSwitchRenderMode(-1);

	GPU_SetAttributeBuffers(
		1, // number of attributes
		(u32*)osConvertVirtToPhys(portalBaseAddr), // we use the start of linear heap as base since that's where all our buffers are located
		GPU_ATTRIBFMT(0, 3, GPU_FLOAT), // we want v0 (vertex position)
		0xFFE, // mask : we want v0
		0x0, // permutation : we use identity
		1, // number of buffers : we have one attribute per buffer
		(u32[]){(u32)portalOutlineVertexData-portalBaseAddr}, // buffer offsets (placeholders)
		(u64[]){0x0}, // attribute permutations for each buffer
		(u8[]){1} // number of attributes for each buffer
		);

	gsPushMatrix();
		shaderInstanceSetBool(portalProgram.vertexShader, 0, true);
		gsSetShader(&portalProgram);

		//TEMP
		int colorUniformLoc = shaderInstanceGetUniformLocation(portalProgram.vertexShader, "color");

		GPU_SetTexEnv(0, 
			GPU_TEVSOURCES(GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR),
			GPU_TEVSOURCES(GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR),
			GPU_TEVOPERANDS(0,0,0), 
			GPU_TEVOPERANDS(0,0,0), 
			GPU_MODULATE, GPU_MODULATE, 
			0xFFFFFFFF);

		for(i=0; i<n; i++)
		{
			portal_s* p = portals[i];

			if(!p->draw)continue;

			GPU_SetFloatUniform(GPU_VERTEX_SHADER, colorUniformLoc, (u32*)(float[]){1.0f, p->color.z, p->color.y, p->color.x}, 1);

			gsPushMatrix();
				gsTranslate(p->position.x, p->position.y, p->position.z);
				gsMultMatrix(p->matrix);

				gsUpdateTransformation();

				GPU_DrawArray(GPU_TRIANGLE_STRIP, portalNumVertices);
			gsPopMatrix();
		}
Example #5
0
void 		GLimp_Init( void )
{
	gpuInit();
	glConfig.vidWidth = 400;
	glConfig.vidHeight = 240;
	glConfig.colorBits = 32;
	glConfig.depthBits = 24;
	glConfig.deviceSupportsGamma = qfalse;
	glConfig.displayFrequency = 60;
	glConfig.windowAspect = 400.0f / 240.0f;
	glConfig.maxActiveTextures = 3;
	ri.Cvar_Set("r_picmip", "2");
	qglLockArraysEXT = glLockArraysEXT;
	qglUnlockArraysEXT = glUnlockArraysEXT;
	qglActiveTextureARB = glActiveTexture;
	qglClientActiveTextureARB = glClientActiveTexture;

	ctr_rend_init();
	// Bind the shader program
	glUseProgram(0);

	gpuClearBuffers(CLEAR_COLOR);

	gpuFrameBegin();

	// Configure the first fragment shading substage to blend the texture color with
	// the vertex color (calculated by the vertex shader using a lighting algorithm)
	// See https://www.opengl.org/sdk/docs/man2/xhtml/glTexEnv.xml for more insight
	GPU_SetTexEnv(0,
		GPU_TEVSOURCES(GPU_TEXTURE0, GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR), // RGB channels
		GPU_TEVSOURCES(GPU_TEXTURE0, GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR), // Alpha
		GPU_TEVOPERANDS(0, 0, 0), // RGB
		GPU_TEVOPERANDS(0, 0, 0), // Alpha
		GPU_MODULATE, GPU_MODULATE, // RGB, Alpha
		0xFFFFFFFF);
	GPU_SetDummyTexEnv(1);
	GPU_SetDummyTexEnv(2);
	GPU_SetDummyTexEnv(3);
	GPU_SetDummyTexEnv(4);
	GPU_SetDummyTexEnv(5);

	// Load the texture
	//glGenTextures(1, &g_tex_id);
	//glBindTexture(0, g_tex_id);
	//glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, kitten_bin);
}
Example #6
0
// topscreen
void renderFrame()
{
	GPU_SetViewport((u32*)osConvertVirtToPhys((u32)gpuDOut),(u32*)osConvertVirtToPhys((u32)gpuOut),0,0,240*2,400);

	GPU_DepthRange(-1.0f, 0.0f);
	GPU_SetFaceCulling(GPU_CULL_BACK_CCW);
	GPU_SetStencilTest(false, GPU_ALWAYS, 0x00, 0xFF, 0x00);
	GPU_SetStencilOp(GPU_KEEP, GPU_KEEP, GPU_KEEP);
	GPU_SetBlendingColor(0,0,0,0);
	GPU_SetDepthTestAndWriteMask(true, GPU_GREATER, GPU_WRITE_ALL);

	GPUCMD_AddSingleParam(0x00010062, 0);
	GPUCMD_AddSingleParam(0x000F0118, 0);

	//setup shader
	SHDR_UseProgram(shader, 0);

	GPU_SetAlphaBlending(GPU_BLEND_ADD, GPU_BLEND_ADD, GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA);
	GPU_SetAlphaTest(false, GPU_ALWAYS, 0x00);

	GPU_SetTextureEnable(GPU_TEXUNIT0);

	GPU_SetTexEnv(0,
		GPU_TEVSOURCES(GPU_TEXTURE0, GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR),
		GPU_TEVSOURCES(GPU_TEXTURE0, GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR),
		GPU_TEVOPERANDS(0,0,0),
		GPU_TEVOPERANDS(0,0,0),
		GPU_MODULATE, GPU_MODULATE,
		0xFFFFFFFF);
	GPU_SetDummyTexEnv(1);
	GPU_SetDummyTexEnv(2);
	GPU_SetDummyTexEnv(3);
	GPU_SetDummyTexEnv(4);
	GPU_SetDummyTexEnv(5);

	//texturing stuff
		GPU_SetTexture(GPU_TEXUNIT0, (u32*)osConvertVirtToPhys((u32)texData),128,128,GPU_TEXTURE_MAG_FILTER(GPU_NEAREST)|GPU_TEXTURE_MIN_FILTER(GPU_NEAREST),GPU_RGBA8);
		GPU_SetAttributeBuffers(3, (u32*)osConvertVirtToPhys((u32)texData),
			GPU_ATTRIBFMT(0, 3, GPU_FLOAT)|GPU_ATTRIBFMT(1, 2, GPU_FLOAT)|GPU_ATTRIBFMT(2, 3, GPU_FLOAT),
			0xFFC, 0x210, 1, (u32[]){0x00000000}, (u64[]){0x210}, (u8[]){3});

	//setup lighting (this is specific to our shader)
		vect3Df_s lightDir=vnormf(vect3Df(cos(lightAngle), -1.0f, sin(lightAngle)));
		GPU_SetUniform(SHDR_GetUniformRegister(shader, "lightDirection", 0), (u32*)(float[]){0.0f, -lightDir.z, -lightDir.y, -lightDir.x}, 1);
Example #7
0
void drawRoom(room_s* r)
{
	if(!r)return;

	gsSwitchRenderMode(-1);

	gsSetShader(&roomProgram);

	GPU_SetAttributeBuffers(
		3, // number of attributes
		(u32*)osConvertVirtToPhys(roomBaseAddr), // we use the start of linear heap as base since that's where all our buffers are located
		GPU_ATTRIBFMT(0, 3, GPU_SHORT)|GPU_ATTRIBFMT(1, 2, GPU_SHORT)|GPU_ATTRIBFMT(2, 2, GPU_SHORT), // we want v0, v1 and v2
		0xFF8, // mask : we want v0, v1 and v2
		0x210, // permutation : we use identity
		1, // number of buffers : we have one attribute per buffer
		(u32[]){(u32)r->vertexBuffer-roomBaseAddr}, // buffer offsets (placeholders)
		(u64[]){0x210}, // attribute permutations for each buffer
		(u8[]){3} // number of attributes for each buffer
		);

	GPU_SetTextureEnable(GPU_TEXUNIT0|GPU_TEXUNIT1);
	
	GPU_SetTexEnv(0, 
		GPU_TEVSOURCES(GPU_TEXTURE0, GPU_TEXTURE1, GPU_PRIMARY_COLOR),
		GPU_TEVSOURCES(GPU_TEXTURE0, GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR),
		GPU_TEVOPERANDS(0,2,0), 
		GPU_TEVOPERANDS(0,0,0), 
		GPU_MODULATE, GPU_MODULATE, 
		0xFFFFFFFF);

	gsPushMatrix();

		gsScale(TILESIZE_FLOAT*2, HEIGHTUNIT_FLOAT, TILESIZE_FLOAT*2);

		gsUpdateTransformation();

		int i;
		for(i=0; i<r->numIndexBuffers; i++)
		{
			textureBind(r->indexBufferTextures[i], GPU_TEXUNIT0);
			textureBind(r->lightingData.data.lightMap.texture, GPU_TEXUNIT1);
			GPU_SetFloatUniform(GPU_VERTEX_SHADER, roomUniformTextureDimensions, (u32*)(float[]){0.0f, 0.0f, 1.0f / r->indexBufferTextures[i]->height, 1.0f / r->indexBufferTextures[i]->width}, 1);
			GPU_DrawElements(GPU_UNKPRIM, (u32*)((u32)r->indexBuffers[i]-roomBaseAddr), r->numIndices[i]);
		}
Example #8
0
void sf2d_bind_texture(const sf2d_texture *texture, GPU_TEXUNIT unit)
{
	GPU_SetTextureEnable(unit);

	GPU_SetTexEnv(
		0,
		GPU_TEVSOURCES(GPU_TEXTURE0, GPU_TEXTURE0, GPU_TEXTURE0),
		GPU_TEVSOURCES(GPU_TEXTURE0, GPU_TEXTURE0, GPU_TEXTURE0),
		GPU_TEVOPERANDS(0, 0, 0),
		GPU_TEVOPERANDS(0, 0, 0),
		GPU_REPLACE, GPU_REPLACE,
		0xFFFFFFFF
	);

	GPU_SetTexture(
		unit,
		(u32 *)osConvertVirtToPhys((u32)texture->data),
		// width and height swapped?
		texture->pow2_h,
		texture->pow2_w,
		GPU_TEXTURE_MAG_FILTER(GPU_NEAREST) | GPU_TEXTURE_MIN_FILTER(GPU_NEAREST),
		texture->pixel_format
	);
}
Example #9
0
void RectangleShape::draw()
{
	if (!_device->isInitialized() || !_visible)
		return;

	updateTransform();
	
	if (_color.a > 0)
	{
		ShaderProgram::setUniform(UNIFORM_MODELVIEW_NAME, getCombinedTransform());

#ifdef _3DS

		auto vertices = VertexPool::getInstance()->
			pushVertices<VertexPositionTexture>(4);

		vertices[0].position = Vec2(0, 0);
		vertices[1].position = Vec2(_size.x, 0);
		vertices[2].position = Vec2(0, _size.y);
		vertices[3].position = Vec2(_size.x, _size.y);

		vertices[0].texcoord = Vec2::Zero;
		vertices[1].texcoord = Vec2::Zero;
		vertices[2].texcoord = Vec2::Zero;
		vertices[3].texcoord = Vec2::Zero;

		//=========================================================================

		GPU_SetTexEnv(0,
			GPU_TEVSOURCES(GPU_CONSTANT, GPU_CONSTANT, GPU_CONSTANT),
			GPU_TEVSOURCES(GPU_CONSTANT, GPU_CONSTANT, GPU_CONSTANT),
			GPU_TEVOPERANDS(0, 0, 0),
			GPU_TEVOPERANDS(0, 0, 0),
			GPU_REPLACE, GPU_REPLACE,
			_color.r | _color.g << 8 | _color.b << 16 | _color.a << 24);

		u32 bufferOffsets[] = { 0x00 };
		u64 bufferPermutations[] = { 0x10 };
		u8 bufferNumAttributes[] = { 2 };

		GPU_SetAttributeBuffers(
			2,
			(u32*)osConvertVirtToPhys((u32)vertices),
			GPU_ATTRIBFMT(0, 2, GPU_FLOAT) |
			GPU_ATTRIBFMT(1, 2, GPU_FLOAT),
			0xFFFC,
			0x10,
			1,
			bufferOffsets,
			bufferPermutations,
			bufferNumAttributes);

		GPU_DrawArray(GPU_TRIANGLE_STRIP, 0, 4);

#else
		Vec4 c = _color.toVector();

		float vertices[] =
		{
			0, 0, -0.5f, c.x, c.y, c.z, c.w, 0, 0,
			_size.x, 0, -0.5f, c.x, c.y, c.z, c.w, 0, 0,
			0, _size.y, -0.5f, c.x, c.y, c.z, c.w, 0, 0,
			_size.x, _size.y, -0.5f, c.x, c.y, c.z, c.w, 0, 0
		};

		glUniform1i(ShaderProgram::getCurrentProgram()->
			getUniformLocation("textureEnabled"), false);

		glBindBuffer(GL_ARRAY_BUFFER, _vbo);
		glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float) * 36, vertices);
		glBindBuffer(GL_ARRAY_BUFFER, 0);

		glBindVertexArray(_vao);
		glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
		glBindVertexArray(0);
#endif // _3DS
	}

	if (getOutlineColor().a > 0)
	{
		_outline.setTransform(getCombinedTransform());

		_outline.setLine(0, 0, _size.x, 0);
		_outline.draw();
		_outline.setLine(_size.x, 0, _size.x, _size.y);
		_outline.draw();
		_outline.setLine(0, _size.y, _size.x, _size.y);
		_outline.draw();
		_outline.setLine(0, 0, 0, _size.y);
		_outline.draw();
	}

	Node::draw();
}
Example #10
0
static void* ctr_init(const video_info_t* video,
      const input_driver_t** input, void** input_data)
{
   void* ctrinput = NULL;
   ctr_video_t* ctr = (ctr_video_t*)linearAlloc(sizeof(ctr_video_t));

   if (!ctr)
      return NULL;

//   gfxInitDefault();
//   gfxSet3D(false);

   memset(ctr, 0, sizeof(ctr_video_t));

   ctr->display_list_size = 0x40000;
   ctr->display_list = linearAlloc(ctr->display_list_size * sizeof(uint32_t));
   GPU_Reset(NULL, ctr->display_list, ctr->display_list_size);

   ctr->texture_width = 512;
   ctr->texture_height = 512;
   ctr->texture_linear =
         linearMemAlign(ctr->texture_width * ctr->texture_height * sizeof(uint32_t), 128);
   ctr->texture_swizzled =
         linearMemAlign(ctr->texture_width * ctr->texture_height * sizeof(uint32_t), 128);

   ctr->frame_coords = linearAlloc(sizeof(ctr_vertex_t));
   ctr->frame_coords->x0 = 0;
   ctr->frame_coords->y0 = 0;
   ctr->frame_coords->x1 = CTR_TOP_FRAMEBUFFER_WIDTH;
   ctr->frame_coords->y1 = CTR_TOP_FRAMEBUFFER_HEIGHT;
   ctr->frame_coords->u = CTR_TOP_FRAMEBUFFER_WIDTH;
   ctr->frame_coords->v = CTR_TOP_FRAMEBUFFER_HEIGHT;
   GSPGPU_FlushDataCache(NULL, (u8*)ctr->frame_coords, sizeof(ctr_vertex_t));

   ctr->menu.texture_width = 512;
   ctr->menu.texture_height = 512;
   ctr->menu.texture_linear =
         linearMemAlign(ctr->texture_width * ctr->texture_height * sizeof(uint16_t), 128);
   ctr->menu.texture_swizzled =
         linearMemAlign(ctr->texture_width * ctr->texture_height * sizeof(uint16_t), 128);

   ctr->menu.frame_coords = linearAlloc(sizeof(ctr_vertex_t));

   ctr->menu.frame_coords->x0 = 40;
   ctr->menu.frame_coords->y0 = 0;
   ctr->menu.frame_coords->x1 = CTR_TOP_FRAMEBUFFER_WIDTH - 40;
   ctr->menu.frame_coords->y1 = CTR_TOP_FRAMEBUFFER_HEIGHT;
   ctr->menu.frame_coords->u = CTR_TOP_FRAMEBUFFER_WIDTH - 80;
   ctr->menu.frame_coords->v = CTR_TOP_FRAMEBUFFER_HEIGHT;
   GSPGPU_FlushDataCache(NULL, (u8*)ctr->menu.frame_coords, sizeof(ctr_vertex_t));

   ctr_set_scale_vector(&ctr->scale_vector,
                        CTR_TOP_FRAMEBUFFER_WIDTH, CTR_TOP_FRAMEBUFFER_HEIGHT,
                        ctr->texture_width, ctr->texture_height);
   ctr_set_scale_vector(&ctr->menu.scale_vector,
                        CTR_TOP_FRAMEBUFFER_WIDTH, CTR_TOP_FRAMEBUFFER_HEIGHT,
                        ctr->menu.texture_width, ctr->menu.texture_height);

   ctr->dvlb = DVLB_ParseFile((u32*)ctr_sprite_shader_shbin, ctr_sprite_shader_shbin_size);
   ctrGuSetVshGsh(&ctr->shader, ctr->dvlb, 2, 2);
   shaderProgramUse(&ctr->shader);

   GPU_SetViewport(VIRT_TO_PHYS(CTR_GPU_DEPTHBUFFER),
                   VIRT_TO_PHYS(CTR_GPU_FRAMEBUFFER),
                   0, 0, CTR_TOP_FRAMEBUFFER_HEIGHT, CTR_TOP_FRAMEBUFFER_WIDTH);

//      GPU_SetViewport(NULL,
//                      VIRT_TO_PHYS(CTR_GPU_FRAMEBUFFER),
//                      0, 0, CTR_TOP_FRAMEBUFFER_HEIGHT, CTR_TOP_FRAMEBUFFER_WIDTH);

   GPU_DepthMap(-1.0f, 0.0f);
   GPU_SetFaceCulling(GPU_CULL_NONE);
   GPU_SetStencilTest(false, GPU_ALWAYS, 0x00, 0xFF, 0x00);
   GPU_SetStencilOp(GPU_KEEP, GPU_KEEP, GPU_KEEP);
   GPU_SetBlendingColor(0, 0, 0, 0);
//      GPU_SetDepthTestAndWriteMask(true, GPU_GREATER, GPU_WRITE_ALL);
   GPU_SetDepthTestAndWriteMask(false, GPU_ALWAYS, GPU_WRITE_ALL);
   //   GPU_SetDepthTestAndWriteMask(true, GPU_ALWAYS, GPU_WRITE_ALL);

   GPUCMD_AddMaskedWrite(GPUREG_0062, 0x1, 0);
   GPUCMD_AddWrite(GPUREG_0118, 0);

   GPU_SetAlphaBlending(GPU_BLEND_ADD, GPU_BLEND_ADD,
                        GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA,
                        GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA);
   GPU_SetAlphaTest(false, GPU_ALWAYS, 0x00);

   GPU_SetTextureEnable(GPU_TEXUNIT0);

   GPU_SetTexEnv(0,
                 GPU_TEVSOURCES(GPU_TEXTURE0, GPU_PRIMARY_COLOR, 0),
                 GPU_TEVSOURCES(GPU_TEXTURE0, GPU_PRIMARY_COLOR, 0),
                 GPU_TEVOPERANDS(0, 0, 0),
                 GPU_TEVOPERANDS(0, 0, 0),
                 GPU_MODULATE, GPU_MODULATE,
                 0xFFFFFFFF);

   GPU_SetTexEnv(1, GPU_PREVIOUS,GPU_PREVIOUS, 0, 0, 0, 0, 0);
   GPU_SetTexEnv(2, GPU_PREVIOUS,GPU_PREVIOUS, 0, 0, 0, 0, 0);
   GPU_SetTexEnv(3, GPU_PREVIOUS,GPU_PREVIOUS, 0, 0, 0, 0, 0);
   GPU_SetTexEnv(4, GPU_PREVIOUS,GPU_PREVIOUS, 0, 0, 0, 0, 0);
   GPU_SetTexEnv(5, GPU_PREVIOUS,GPU_PREVIOUS, 0, 0, 0, 0, 0);

   ctrGuSetAttributeBuffers(2,
                            VIRT_TO_PHYS(ctr->menu.frame_coords),
                            CTRGU_ATTRIBFMT(GPU_SHORT, 4) << 0 |
                            CTRGU_ATTRIBFMT(GPU_SHORT, 2) << 4,
                            sizeof(ctr_vertex_t));
   GPUCMD_Finalize();
   ctrGuFlushAndRun(true);
   gspWaitForEvent(GSPEVENT_P3D, false);

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

   return ctr;
}
Example #11
0
static void menu_display_ctr_draw(menu_display_ctx_draw_t *draw,
      video_frame_info_t *video_info)
{
   struct ctr_texture *texture      = NULL;
   const float *color               = NULL;
   ctr_video_t             *ctr     = video_info ? 
      (ctr_video_t*)video_info->userdata : NULL;

   if (!ctr || !draw)
      return;

   texture            = (struct ctr_texture*)draw->texture;
   color              = draw->coords->color;

   if (!texture)
      return;

   ctr_scale_vector_t scale_vector;
   ctr_set_scale_vector(&scale_vector,
         CTR_TOP_FRAMEBUFFER_WIDTH, CTR_TOP_FRAMEBUFFER_HEIGHT,
         texture->width, texture->height);
   ctrGuSetVertexShaderFloatUniform(0, (float*)&scale_vector, 1);

   if ((ctr->vertex_cache.size - (ctr->vertex_cache.current - ctr->vertex_cache.buffer)) < 1)
      ctr->vertex_cache.current = ctr->vertex_cache.buffer;

   ctr_vertex_t* v = ctr->vertex_cache.current++;

   v->x0 = draw->x;
   v->y0 = 240 - draw->height - draw->y;
   v->x1 = v->x0 + draw->width;
   v->y1 = v->y0 + draw->height;
   v->u0 = 0;
   v->v0 = 0;
   v->u1 = texture->active_width;
   v->v1 = texture->active_height;

   ctrGuSetAttributeBuffers(2,
         VIRT_TO_PHYS(v),
         CTRGU_ATTRIBFMT(GPU_SHORT, 4) << 0 |
         CTRGU_ATTRIBFMT(GPU_SHORT, 4) << 4,
         sizeof(ctr_vertex_t));

   color = draw->coords->color;
   int colorR = (int)((*color++)*255.f);
   int colorG = (int)((*color++)*255.f);
   int colorB = (int)((*color++)*255.f);
   int colorA = (int)((*color++)*255.f);

   GPU_SetTexEnv(0,
         GPU_TEVSOURCES(GPU_TEXTURE0, GPU_CONSTANT, 0),
         GPU_TEVSOURCES(GPU_TEXTURE0, GPU_CONSTANT, 0),
         0,
         0,
         GPU_MODULATE, GPU_MODULATE,
         COLOR_ABGR(colorR,colorG,colorB,colorA)
         );

#if 0
   GPU_SetTexEnv(0,
         GPU_TEVSOURCES(GPU_CONSTANT, GPU_CONSTANT, 0),
         GPU_TEVSOURCES(GPU_CONSTANT, GPU_CONSTANT, 0),
         0,
         GPU_TEVOPERANDS(GPU_TEVOP_RGB_SRC_COLOR, GPU_TEVOP_RGB_SRC_COLOR, 0),
         GPU_REPLACE, GPU_REPLACE,
         0x3FFFFFFF);
#endif

   ctrGuSetTexture(GPU_TEXUNIT0, VIRT_TO_PHYS(texture->data), texture->width, texture->height,
         GPU_TEXTURE_MAG_FILTER(GPU_LINEAR)  | GPU_TEXTURE_MIN_FILTER(GPU_LINEAR) |
         GPU_TEXTURE_WRAP_S(GPU_CLAMP_TO_EDGE) | GPU_TEXTURE_WRAP_T(GPU_CLAMP_TO_EDGE),
         GPU_RGBA8);


   GPU_SetViewport(NULL,
         VIRT_TO_PHYS(ctr->drawbuffers.top.left),
         0, 0, CTR_TOP_FRAMEBUFFER_HEIGHT,
         ctr->video_mode == CTR_VIDEO_MODE_800x240 ?
         CTR_TOP_FRAMEBUFFER_WIDTH * 2 : CTR_TOP_FRAMEBUFFER_WIDTH);

   GPU_DrawArray(GPU_GEOMETRY_PRIM, 0, 1);

   if (ctr->video_mode == CTR_VIDEO_MODE_3D)
   {
      GPU_SetViewport(NULL,
            VIRT_TO_PHYS(ctr->drawbuffers.top.right),
            0, 0, CTR_TOP_FRAMEBUFFER_HEIGHT,
            CTR_TOP_FRAMEBUFFER_WIDTH);
      GPU_DrawArray(GPU_GEOMETRY_PRIM, 0, 1);
   }

   GPU_SetTexEnv(0, GPU_TEXTURE0, GPU_TEXTURE0, 0, 0, GPU_REPLACE, GPU_REPLACE, 0);
#if 0
   printf("(%i,%i,%i,%i) , (%i,%i)\n", (int)draw->x,
         (int)draw->y, (int)draw->width, (int)draw->height,
         texture->width, texture->height);
#endif
}
Example #12
0
		GPU_MODULATE, GPU_MODULATE, 
		0xFFFFFFFF);

	gsPushMatrix();

		gsScale(TILESIZE_FLOAT*2, HEIGHTUNIT_FLOAT, TILESIZE_FLOAT*2);

		gsUpdateTransformation();

		int i;
		for(i=0; i<r->numIndexBuffers; i++)
		{
			textureBind(r->indexBufferTextures[i], GPU_TEXUNIT0);
			textureBind(r->lightingData.data.lightMap.texture, GPU_TEXUNIT1);
			GPU_SetFloatUniform(GPU_VERTEX_SHADER, roomUniformTextureDimensions, (u32*)(float[]){0.0f, 0.0f, 1.0f / r->indexBufferTextures[i]->height, 1.0f / r->indexBufferTextures[i]->width}, 1);
			GPU_DrawElements(GPU_UNKPRIM, (u32*)((u32)r->indexBuffers[i]-roomBaseAddr), r->numIndices[i]);
		}

	GPU_SetTextureEnable(GPU_TEXUNIT0);

	GPU_SetTexEnv(0, 
		GPU_TEVSOURCES(GPU_TEXTURE0, GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR),
		GPU_TEVSOURCES(GPU_TEXTURE0, GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR),
		GPU_TEVOPERANDS(0,0,0), 
		GPU_TEVOPERANDS(0,0,0), 
		GPU_MODULATE, GPU_MODULATE, 
		0xFFFFFFFF);

	gsPopMatrix();
}
Example #13
0
// topscreen
void renderMenuFrame(u32* outBuffer, u32* outDepthBuffer)
{
	GPU_SetViewport((u32*)osConvertVirtToPhys((u32)outDepthBuffer),(u32*)osConvertVirtToPhys((u32)outBuffer),0,0,240,400);
	
	GPU_DepthMap(-1.0f, 0.0f);
	GPU_SetFaceCulling(GPU_CULL_FRONT_CCW);
	GPU_SetStencilTest(false, GPU_ALWAYS, 0x00, 0xFF, 0x00);
	GPU_SetStencilOp(GPU_STENCIL_KEEP, GPU_STENCIL_KEEP, GPU_STENCIL_KEEP);
	GPU_SetBlendingColor(0,0,0,0);
	GPU_SetDepthTestAndWriteMask(true, GPU_GREATER, GPU_WRITE_ALL);
	
	GPUCMD_AddMaskedWrite(GPUREG_0062, 0x1, 0); 
	GPUCMD_AddWrite(GPUREG_0118, 0);
	
	GPU_SetAlphaBlending(GPU_BLEND_ADD, GPU_BLEND_ADD, GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA);
	GPU_SetAlphaTest(false, GPU_ALWAYS, 0x00);
	
	GPU_SetTextureEnable(GPU_TEXUNIT0);
	
	GPU_SetTexEnv(0, 
		GPU_TEVSOURCES(GPU_TEXTURE0, GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR),
		GPU_TEVSOURCES(GPU_TEXTURE0, GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR),
		GPU_TEVOPERANDS(0,0,0), 
		GPU_TEVOPERANDS(0,0,0), 
		GPU_MODULATE, GPU_MODULATE, 
		0xFFFFFFFF);
	GPU_SetDummyTexEnv(1);
	GPU_SetDummyTexEnv(2);
	GPU_SetDummyTexEnv(3);
	GPU_SetDummyTexEnv(4);
	GPU_SetDummyTexEnv(5);

	gsMatrixMode(GS_MODELVIEW);
	gsPushMatrix();
		gsLoadIdentity();
		useCamera(&menuCamera);

		gsSwitchRenderMode(md2GsMode);
		md2InstanceDraw(&gladosInstance);
		md2InstanceDraw(&gladosLairInstance);

	gsPopMatrix();

	GPU_SetDepthTestAndWriteMask(true, GPU_ALWAYS, GPU_WRITE_ALL);
	
	if(currentCameraState==2)
	{
		gsPushMatrix();
			gsSwitchRenderMode(-1);

			GPU_SetAttributeBuffers(
				1, // number of attributes
				(u32*)osConvertVirtToPhys(logoBaseAddr), // we use the start of linear heap as base since that's where all our buffers are located
				GPU_ATTRIBFMT(0, 3, GPU_FLOAT), // we want v0 (vertex position)
				0xFFE, // mask : we want v0
				0x0, // permutation : we use identity
				1, // number of buffers : we have one attribute per buffer
				(u32[]){(u32)logoRectangleVertexData-logoBaseAddr}, // buffer offsets (placeholders)
				(u64[]){0x0}, // attribute permutations for each buffer
				(u8[]){1} // number of attributes for each buffer
				);

			gsSetShader(&logoProgram);

			gsMatrixMode(GS_MODELVIEW);
			gsLoadIdentity();

			gsPushMatrix();
				gsTranslate(0.15f, 0.325f, 0.0f);
				gsScale(64.0f * 2.0f / 240.0f, 64.0f * 2.0f / 400.0f, 1.0f);

				gsTranslate(0.5f, 0.5f, 0.0f);
				gsRotateZ(logoangle+=0.01f);
				gsTranslate(-0.5f, -0.5f, 0.0f);

				gsUpdateTransformation();

				textureBind(&rotateLogoTexture, GPU_TEXUNIT0);
				GPU_SetFloatUniform(GPU_VERTEX_SHADER, logoUniformTextureDimensions, (u32*)(float[]){0.0f, 0.0f, 1.0f, 1.0f}, 1);
Example #14
0
static bool ctr_frame(void* data, const void* frame,
      unsigned width, unsigned height, 
      uint64_t frame_count,
      unsigned pitch, const char* msg)
{
   uint32_t diff;
   static uint64_t currentTick,lastTick;
   ctr_video_t       *ctr  = (ctr_video_t*)data;
   settings_t   *settings  = config_get_ptr();
   static float        fps = 0.0;
   static int total_frames = 0;
   static int       frames = 0;
   static struct retro_perf_counter ctrframe_f = {0};
   uint32_t state_tmp;
   touchPosition state_tmp_touch;

   extern bool select_pressed;

   if (!width || !height)
   {
      gspWaitForEvent(GSPEVENT_VBlank0, true);
      return true;
   }

   if(!aptMainLoop())
   {
      event_command(EVENT_CMD_QUIT);
      return true;
   }

   if (select_pressed)
   {
      event_command(EVENT_CMD_QUIT);
      return true;
   }

   state_tmp = hidKeysDown();
   hidTouchRead(&state_tmp_touch);
   if((state_tmp & KEY_TOUCH) && (state_tmp_touch.py < 120))
   {
      Handle lcd_handle;
      u8 not_2DS;
      extern PrintConsole* currentConsole;

      gfxBottomFramebuffers[0] = ctr->lcd_buttom_on ? (u8*)ctr->empty_framebuffer:
                                                      (u8*)currentConsole->frameBuffer;

      CFGU_GetModelNintendo2DS(&not_2DS);
      if(not_2DS && srvGetServiceHandle(&lcd_handle, "gsp::Lcd") >= 0)
      {
         u32 *cmdbuf = getThreadCommandBuffer();
         cmdbuf[0] = ctr->lcd_buttom_on? 0x00120040:  0x00110040;
         cmdbuf[1] = 2;
         svcSendSyncRequest(lcd_handle);
         svcCloseHandle(lcd_handle);
      }

      ctr->lcd_buttom_on = !ctr->lcd_buttom_on;
   }

   svcWaitSynchronization(gspEvents[GSPEVENT_P3D], 20000000);
   svcClearEvent(gspEvents[GSPEVENT_P3D]);
   svcWaitSynchronization(gspEvents[GSPEVENT_PPF], 20000000);
   svcClearEvent(gspEvents[GSPEVENT_PPF]);

   frames++;

   if (ctr->vsync)
      svcWaitSynchronization(gspEvents[GSPEVENT_VBlank0], U64_MAX);

   svcClearEvent(gspEvents[GSPEVENT_VBlank0]);

   currentTick = svcGetSystemTick();
   diff        = currentTick - lastTick;
   if(diff > CTR_CPU_TICKS_PER_SECOND)
   {
      fps = (float)frames * ((float) CTR_CPU_TICKS_PER_SECOND / (float) diff);
      lastTick = currentTick;
      frames = 0;
   }

//   extern u32 __linear_heap_size;
//   extern u32 gpuCmdBufOffset;
//   extern u32 __heap_size;
//   printf("0x%08X 0x%08X 0x%08X\r", __heap_size, gpuCmdBufOffset, (__linear_heap_size - linearSpaceFree() +0x3FF) & ~0x3FF);
//   printf("fps: %8.4f frames: %i (%X)\r", fps, total_frames++, (__linear_heap_size - linearSpaceFree()));
   printf("fps: %8.4f frames: %i\r", fps, total_frames++);
   fflush(stdout);

   rarch_perf_init(&ctrframe_f, "ctrframe_f");
   retro_perf_start(&ctrframe_f);

   if (ctr->should_resize)
      ctr_update_viewport(ctr);

   ctrGuSetMemoryFill(true, (u32*)CTR_GPU_FRAMEBUFFER, 0x00000000,
                    (u32*)(CTR_GPU_FRAMEBUFFER + CTR_TOP_FRAMEBUFFER_WIDTH * CTR_TOP_FRAMEBUFFER_HEIGHT * sizeof(uint32_t)),
                    0x201, (u32*)CTR_GPU_DEPTHBUFFER, 0x00000000,
                    (u32*)(CTR_GPU_DEPTHBUFFER + CTR_TOP_FRAMEBUFFER_WIDTH * CTR_TOP_FRAMEBUFFER_HEIGHT * sizeof(uint32_t)),
                    0x201);

   GPUCMD_SetBufferOffset(0);

   if (width > ctr->texture_width)
      width = ctr->texture_width;
   if (height > ctr->texture_height)
      height = ctr->texture_height;

   if(frame)
   {
      if(((((u32)(frame)) >= 0x14000000 && ((u32)(frame)) < 0x40000000)) /* frame in linear memory */
         && !((u32)frame & 0x7F)                                         /* 128-byte aligned */
         && !((pitch) & 0xF))                                            /* 16-byte aligned */
      {
         /* can copy the buffer directly with the GPU */
         ctrGuCopyImage(false, frame, pitch / (ctr->rgb32? 4: 2), height, ctr->rgb32 ? CTRGU_RGBA8: CTRGU_RGB565, false,
                        ctr->texture_swizzled, ctr->texture_width, ctr->rgb32 ? CTRGU_RGBA8: CTRGU_RGB565,  true);
      }
      else
      {
         int i;
         uint8_t      *dst = (uint8_t*)ctr->texture_linear;
         const uint8_t *src = frame;

         for (i = 0; i < height; i++)
         {
            memcpy(dst, src, width * (ctr->rgb32? 4: 2));
            dst += ctr->texture_width * (ctr->rgb32? 4: 2);
            src += pitch;
         }
         GSPGPU_FlushDataCache(ctr->texture_linear,
                               ctr->texture_width * ctr->texture_height * (ctr->rgb32? 4: 2));

         ctrGuCopyImage(false, ctr->texture_linear, ctr->texture_width, ctr->texture_height, ctr->rgb32 ? CTRGU_RGBA8: CTRGU_RGB565, false,
                        ctr->texture_swizzled, ctr->texture_width, ctr->rgb32 ? CTRGU_RGBA8: CTRGU_RGB565,  true);

      }

   }

   ctrGuSetTexture(GPU_TEXUNIT0, VIRT_TO_PHYS(ctr->texture_swizzled), ctr->texture_width, ctr->texture_height,
                  (ctr->smooth? GPU_TEXTURE_MAG_FILTER(GPU_LINEAR)  | GPU_TEXTURE_MIN_FILTER(GPU_LINEAR)
                              : GPU_TEXTURE_MAG_FILTER(GPU_NEAREST) | GPU_TEXTURE_MIN_FILTER(GPU_NEAREST)) |
                  GPU_TEXTURE_WRAP_S(GPU_CLAMP_TO_EDGE) | GPU_TEXTURE_WRAP_T(GPU_CLAMP_TO_EDGE),
                  ctr->rgb32 ? GPU_RGBA8: GPU_RGB565);

   ctr->frame_coords->u = width;
   ctr->frame_coords->v = height;
   GSPGPU_FlushDataCache(ctr->frame_coords, sizeof(ctr_vertex_t));

   ctrGuSetAttributeBuffersAddress(VIRT_TO_PHYS(ctr->frame_coords));
   ctrGuSetVertexShaderFloatUniform(0, (float*)&ctr->scale_vector, 1);

   /* ARGB --> RGBA */
   if (ctr->rgb32)
   {
      GPU_SetTexEnv(0,
                    GPU_TEVSOURCES(GPU_TEXTURE0, GPU_CONSTANT, 0),
                    GPU_TEVSOURCES(GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR, 0),
                    GPU_TEVOPERANDS(GPU_TEVOP_RGB_SRC_G, 0, 0),
                    GPU_TEVOPERANDS(0, 0, 0),
                    GPU_MODULATE, GPU_MODULATE,
                    0x0000FF);
      GPU_SetTexEnv(1,
                    GPU_TEVSOURCES(GPU_TEXTURE0, GPU_CONSTANT, GPU_PREVIOUS),
                    GPU_TEVSOURCES(GPU_PREVIOUS, GPU_PREVIOUS, 0),
                    GPU_TEVOPERANDS(GPU_TEVOP_RGB_SRC_B, 0, 0),
                    GPU_TEVOPERANDS(0, 0, 0),
                    GPU_MULTIPLY_ADD, GPU_MODULATE,
                    0x00FF00);
      GPU_SetTexEnv(2,
                    GPU_TEVSOURCES(GPU_TEXTURE0, GPU_CONSTANT, GPU_PREVIOUS),
                    GPU_TEVSOURCES(GPU_PREVIOUS, GPU_PREVIOUS, 0),
                    GPU_TEVOPERANDS(GPU_TEVOP_RGB_SRC_ALPHA, 0, 0),
                    GPU_TEVOPERANDS(0, 0, 0),
                    GPU_MULTIPLY_ADD, GPU_MODULATE,
                    0xFF0000);
   }

   GPU_DrawArray(GPU_GEOMETRY_PRIM, 0, 1);

   /* restore */
   if (ctr->rgb32)
   {
      GPU_SetTexEnv(0,
                    GPU_TEVSOURCES(GPU_TEXTURE0, GPU_PRIMARY_COLOR, 0),
                    GPU_TEVSOURCES(GPU_TEXTURE0, GPU_PRIMARY_COLOR, 0),
                    GPU_TEVOPERANDS(0, 0, 0),
                    GPU_TEVOPERANDS(0, 0, 0),
                    GPU_MODULATE, GPU_MODULATE,
                    0xFFFFFFFF);
      GPU_SetTexEnv(1, GPU_PREVIOUS,GPU_PREVIOUS, 0, 0, 0, 0, 0);
      GPU_SetTexEnv(2, GPU_PREVIOUS,GPU_PREVIOUS, 0, 0, 0, 0, 0);
   }

   if (ctr->menu_texture_enable)
   {

      GSPGPU_FlushDataCache(ctr->menu.texture_linear,
                            ctr->menu.texture_width * ctr->menu.texture_height * sizeof(uint16_t));

      ctrGuCopyImage(false, ctr->menu.texture_linear, ctr->menu.texture_width, ctr->menu.texture_height, CTRGU_RGBA4444,false,
                     ctr->menu.texture_swizzled, ctr->menu.texture_width, CTRGU_RGBA4444,  true);

      ctrGuSetTexture(GPU_TEXUNIT0, VIRT_TO_PHYS(ctr->menu.texture_swizzled), ctr->menu.texture_width, ctr->menu.texture_height,
                     GPU_TEXTURE_MAG_FILTER(GPU_LINEAR) | GPU_TEXTURE_MIN_FILTER(GPU_LINEAR) |
                     GPU_TEXTURE_WRAP_S(GPU_CLAMP_TO_EDGE) | GPU_TEXTURE_WRAP_T(GPU_CLAMP_TO_EDGE),
                     GPU_RGBA4);


      ctrGuSetAttributeBuffersAddress(VIRT_TO_PHYS(ctr->menu.frame_coords));
      ctrGuSetVertexShaderFloatUniform(0, (float*)&ctr->menu.scale_vector, 1);
      GPU_DrawArray(GPU_GEOMETRY_PRIM, 0, 1);
   }

   GPU_FinishDrawing();
   GPUCMD_Finalize();
   ctrGuFlushAndRun(true);

   ctrGuDisplayTransfer(true, CTR_GPU_FRAMEBUFFER, 240,400, CTRGU_RGBA8,
                        gfxGetFramebuffer(GFX_TOP, GFX_LEFT, NULL, NULL), 240,400,CTRGU_RGB8, CTRGU_MULTISAMPLE_NONE);

   gfxSwapBuffersGpu();
   retro_perf_stop(&ctrframe_f);

   return true;
}
Example #15
0
static bool ctr_frame(void* data, const void* frame,
      unsigned width, unsigned height, 
      uint64_t frame_count,
      unsigned pitch, const char* msg)
{
   uint32_t diff;
   static uint64_t currentTick,lastTick;
   ctr_video_t       *ctr  = (ctr_video_t*)data;
   settings_t   *settings  = config_get_ptr();
   static float        fps = 0.0;
   static int total_frames = 0;
   static int       frames = 0;
   static struct retro_perf_counter ctrframe_f = {0};
   uint32_t state_tmp;
   touchPosition state_tmp_touch;

   extern bool select_pressed;

   if (!width || !height)
   {
      gspWaitForEvent(GSPGPU_EVENT_VBlank0, true);
      return true;
   }

   if(!aptMainLoop())
   {
      command_event(CMD_EVENT_QUIT, NULL);
      return true;
   }

   if (select_pressed)
   {
      command_event(CMD_EVENT_QUIT, NULL);
      return true;
   }

   state_tmp = hidKeysDown();
   hidTouchRead(&state_tmp_touch);
   if((state_tmp & KEY_TOUCH) && (state_tmp_touch.py < 120))
   {
      Handle lcd_handle;
      u8 not_2DS;
      extern PrintConsole* currentConsole;

      gfxBottomFramebuffers[0] = ctr->lcd_buttom_on ? (u8*)ctr->empty_framebuffer:
                                                      (u8*)currentConsole->frameBuffer;

      CFGU_GetModelNintendo2DS(&not_2DS);
      if(not_2DS && srvGetServiceHandle(&lcd_handle, "gsp::Lcd") >= 0)
      {
         u32 *cmdbuf = getThreadCommandBuffer();
         cmdbuf[0] = ctr->lcd_buttom_on? 0x00120040:  0x00110040;
         cmdbuf[1] = 2;
         svcSendSyncRequest(lcd_handle);
         svcCloseHandle(lcd_handle);
      }

      ctr->lcd_buttom_on = !ctr->lcd_buttom_on;
   }

   svcWaitSynchronization(gspEvents[GSPGPU_EVENT_P3D], 20000000);
   svcClearEvent(gspEvents[GSPGPU_EVENT_P3D]);
   svcWaitSynchronization(gspEvents[GSPGPU_EVENT_PPF], 20000000);
   svcClearEvent(gspEvents[GSPGPU_EVENT_PPF]);

   frames++;

   if (ctr->vsync)
      svcWaitSynchronization(gspEvents[GSPGPU_EVENT_VBlank0], U64_MAX);

   svcClearEvent(gspEvents[GSPGPU_EVENT_VBlank0]);

   currentTick = svcGetSystemTick();
   diff        = currentTick - lastTick;
   if(diff > CTR_CPU_TICKS_PER_SECOND)
   {
      fps = (float)frames * ((float) CTR_CPU_TICKS_PER_SECOND / (float) diff);
      lastTick = currentTick;
      frames = 0;
   }


//#define CTR_INSPECT_MEMORY_USAGE

#ifdef CTR_INSPECT_MEMORY_USAGE
   uint32_t ctr_get_stack_usage(void);
   void ctr_linear_get_stats(void);
   extern u32 __linear_heap_size;
   extern u32 __heap_size;

   MemInfo mem_info;
   PageInfo page_info;
   u32 query_addr = 0x08000000;
   printf(PRINTFPOS(0,0));
   while (query_addr < 0x40000000)
   {
      svcQueryMemory(&mem_info, &page_info, query_addr);
      printf("0x%08X --> 0x%08X (0x%08X) \n", mem_info.base_addr, mem_info.base_addr + mem_info.size, mem_info.size);
      query_addr = mem_info.base_addr + mem_info.size;
      if(query_addr == 0x1F000000)
         query_addr = 0x30000000;
   }
//   static u32* dummy_pointer;
//   if(total_frames == 500)
//      dummy_pointer = malloc(0x2000000);
//   if(total_frames == 1000)
//      free(dummy_pointer);


   printf("========================================");
   printf("0x%08X 0x%08X 0x%08X\n", __heap_size, gpuCmdBufOffset, (__linear_heap_size - linearSpaceFree()));
   printf("fps: %8.4f frames: %i (%X)\n", fps, total_frames++, (__linear_heap_size - linearSpaceFree()));
   printf("========================================");
   u32 app_memory = *((u32*)0x1FF80040);
   u64 mem_used;
   svcGetSystemInfo(&mem_used, 0, 1);
   printf("total mem : 0x%08X          \n", app_memory);
   printf("used: 0x%08X free: 0x%08X      \n", (u32)mem_used, app_memory - (u32)mem_used);
   static u32 stack_usage = 0;
   extern u32 __stack_bottom;
   if(!(total_frames & 0x3F))
      stack_usage = ctr_get_stack_usage();
   printf("stack total:0x%08X used: 0x%08X\n", 0x10000000 - __stack_bottom, stack_usage);

   printf("========================================");
   ctr_linear_get_stats();
   printf("========================================");

#else
   printf(PRINTFPOS(29,0)"fps: %8.4f frames: %i\r", fps, total_frames++);
#endif
   fflush(stdout);

   performance_counter_init(&ctrframe_f, "ctrframe_f");
   performance_counter_start(&ctrframe_f);

   if (ctr->should_resize)
      ctr_update_viewport(ctr);

   ctrGuSetMemoryFill(true, (u32*)CTR_TOP_FRAMEBUFFER, 0x00000000,
                    (u32*)(CTR_TOP_FRAMEBUFFER + 2 * CTR_TOP_FRAMEBUFFER_WIDTH * CTR_TOP_FRAMEBUFFER_HEIGHT * sizeof(uint32_t)),
                    0x201, (u32*)CTR_GPU_DEPTHBUFFER, 0x00000000,
                    (u32*)(CTR_GPU_DEPTHBUFFER + CTR_TOP_FRAMEBUFFER_WIDTH * CTR_TOP_FRAMEBUFFER_HEIGHT * sizeof(uint32_t)),
                    0x201);

   GPUCMD_SetBufferOffset(0);

   if (width > ctr->texture_width)
      width = ctr->texture_width;
   if (height > ctr->texture_height)
      height = ctr->texture_height;

   if(frame)
   {
      if(((((u32)(frame)) >= 0x14000000 && ((u32)(frame)) < 0x40000000)) /* frame in linear memory */
         && !((u32)frame & 0x7F)                                         /* 128-byte aligned */
         && !(pitch & 0xF)                                               /* 16-byte aligned */
         && (pitch > 0x40))
      {
         /* can copy the buffer directly with the GPU */
//         GSPGPU_FlushDataCache(frame, pitch * height);
         ctrGuSetCommandList_First(true,(void*)frame, pitch * height,0,0,0,0);
         ctrGuCopyImage(true, frame, pitch / (ctr->rgb32? 4: 2), height, ctr->rgb32 ? CTRGU_RGBA8: CTRGU_RGB565, false,
                        ctr->texture_swizzled, ctr->texture_width, ctr->rgb32 ? CTRGU_RGBA8: CTRGU_RGB565,  true);
      }
      else
      {
         int i;
         uint8_t      *dst = (uint8_t*)ctr->texture_linear;
         const uint8_t *src = frame;

         for (i = 0; i < height; i++)
         {
            memcpy(dst, src, width * (ctr->rgb32? 4: 2));
            dst += ctr->texture_width * (ctr->rgb32? 4: 2);
            src += pitch;
         }
         GSPGPU_FlushDataCache(ctr->texture_linear,
                               ctr->texture_width * ctr->texture_height * (ctr->rgb32? 4: 2));

         ctrGuCopyImage(false, ctr->texture_linear, ctr->texture_width, ctr->texture_height, ctr->rgb32 ? CTRGU_RGBA8: CTRGU_RGB565, false,
                        ctr->texture_swizzled, ctr->texture_width, ctr->rgb32 ? CTRGU_RGBA8: CTRGU_RGB565,  true);

      }

      ctr->frame_coords->u0 = 0;
      ctr->frame_coords->v0 = 0;
      ctr->frame_coords->u1 = width;
      ctr->frame_coords->v1 = height;
      GSPGPU_FlushDataCache(ctr->frame_coords, sizeof(ctr_vertex_t));
      ctrGuSetVertexShaderFloatUniform(0, (float*)&ctr->scale_vector, 1);
   }

   ctrGuSetTexture(GPU_TEXUNIT0, VIRT_TO_PHYS(ctr->texture_swizzled), ctr->texture_width, ctr->texture_height,
                  (ctr->smooth? GPU_TEXTURE_MAG_FILTER(GPU_LINEAR)  | GPU_TEXTURE_MIN_FILTER(GPU_LINEAR)
                              : GPU_TEXTURE_MAG_FILTER(GPU_NEAREST) | GPU_TEXTURE_MIN_FILTER(GPU_NEAREST)) |
                  GPU_TEXTURE_WRAP_S(GPU_CLAMP_TO_EDGE) | GPU_TEXTURE_WRAP_T(GPU_CLAMP_TO_EDGE),
                  ctr->rgb32 ? GPU_RGBA8: GPU_RGB565);

   ctr_check_3D_slider(ctr);

   /* ARGB --> RGBA */
   if (ctr->rgb32)
   {
      GPU_SetTexEnv(0,
                    GPU_TEVSOURCES(GPU_TEXTURE0, GPU_CONSTANT, 0),
                    GPU_TEVSOURCES(GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR, 0),
                    GPU_TEVOPERANDS(GPU_TEVOP_RGB_SRC_G, 0, 0),
                    GPU_TEVOPERANDS(0, 0, 0),
                    GPU_MODULATE, GPU_MODULATE,
                    0x0000FF);
      GPU_SetTexEnv(1,
                    GPU_TEVSOURCES(GPU_TEXTURE0, GPU_CONSTANT, GPU_PREVIOUS),
                    GPU_TEVSOURCES(GPU_PREVIOUS, GPU_PREVIOUS, 0),
                    GPU_TEVOPERANDS(GPU_TEVOP_RGB_SRC_B, 0, 0),
                    GPU_TEVOPERANDS(0, 0, 0),
                    GPU_MULTIPLY_ADD, GPU_MODULATE,
                    0x00FF00);
      GPU_SetTexEnv(2,
                    GPU_TEVSOURCES(GPU_TEXTURE0, GPU_CONSTANT, GPU_PREVIOUS),
                    GPU_TEVSOURCES(GPU_PREVIOUS, GPU_PREVIOUS, 0),
                    GPU_TEVOPERANDS(GPU_TEVOP_RGB_SRC_ALPHA, 0, 0),
                    GPU_TEVOPERANDS(0, 0, 0),
                    GPU_MULTIPLY_ADD, GPU_MODULATE,
                    0xFF0000);
   }

   GPU_SetViewport(VIRT_TO_PHYS(CTR_GPU_DEPTHBUFFER),
                   VIRT_TO_PHYS(CTR_TOP_FRAMEBUFFER),
                   0, 0, CTR_TOP_FRAMEBUFFER_HEIGHT,
                   ctr->video_mode == CTR_VIDEO_MODE_800x240 ? CTR_TOP_FRAMEBUFFER_WIDTH * 2 : CTR_TOP_FRAMEBUFFER_WIDTH);

   if (ctr->video_mode == CTR_VIDEO_MODE_3D)
   {
      if (ctr->menu_texture_enable)
      {
         ctrGuSetAttributeBuffersAddress(VIRT_TO_PHYS(&ctr->frame_coords[1]));
         GPU_DrawArray(GPU_GEOMETRY_PRIM, 0, 1);
         ctrGuSetAttributeBuffersAddress(VIRT_TO_PHYS(&ctr->frame_coords[2]));
      }
      else
      {
         ctrGuSetAttributeBuffersAddress(VIRT_TO_PHYS(ctr->frame_coords));
         GPU_DrawArray(GPU_GEOMETRY_PRIM, 0, 1);
      }
      GPU_SetViewport(VIRT_TO_PHYS(CTR_GPU_DEPTHBUFFER),
                      VIRT_TO_PHYS(CTR_TOP_FRAMEBUFFER_RIGHT),
                      0, 0, CTR_TOP_FRAMEBUFFER_HEIGHT,
                      CTR_TOP_FRAMEBUFFER_WIDTH);
   }
   else
      ctrGuSetAttributeBuffersAddress(VIRT_TO_PHYS(ctr->frame_coords));

   GPU_DrawArray(GPU_GEOMETRY_PRIM, 0, 1);

   /* restore */
   if (ctr->rgb32)
   {
      GPU_SetTexEnv(0, GPU_TEXTURE0, GPU_TEXTURE0, 0, 0, GPU_REPLACE, GPU_REPLACE, 0);
      GPU_SetTexEnv(1, GPU_PREVIOUS, GPU_PREVIOUS, 0, 0, 0, 0, 0);
      GPU_SetTexEnv(2, GPU_PREVIOUS, GPU_PREVIOUS, 0, 0, 0, 0, 0);
   }

   if (ctr->menu_texture_enable)
   {

      GSPGPU_FlushDataCache(ctr->menu.texture_linear,
                            ctr->menu.texture_width * ctr->menu.texture_height * sizeof(uint16_t));

      ctrGuCopyImage(false, ctr->menu.texture_linear, ctr->menu.texture_width, ctr->menu.texture_height, CTRGU_RGBA4444,false,
                     ctr->menu.texture_swizzled, ctr->menu.texture_width, CTRGU_RGBA4444,  true);

      ctrGuSetTexture(GPU_TEXUNIT0, VIRT_TO_PHYS(ctr->menu.texture_swizzled), ctr->menu.texture_width, ctr->menu.texture_height,
                     GPU_TEXTURE_MAG_FILTER(GPU_LINEAR) | GPU_TEXTURE_MIN_FILTER(GPU_LINEAR) |
                     GPU_TEXTURE_WRAP_S(GPU_CLAMP_TO_EDGE) | GPU_TEXTURE_WRAP_T(GPU_CLAMP_TO_EDGE),
                     GPU_RGBA4);

      ctrGuSetVertexShaderFloatUniform(0, (float*)&ctr->menu.scale_vector, 1);
      GPU_SetViewport(VIRT_TO_PHYS(CTR_GPU_DEPTHBUFFER),
                      VIRT_TO_PHYS(CTR_TOP_FRAMEBUFFER),
                      0, 0, CTR_TOP_FRAMEBUFFER_HEIGHT,
                      ctr->video_mode == CTR_VIDEO_MODE_800x240 ? CTR_TOP_FRAMEBUFFER_WIDTH * 2 : CTR_TOP_FRAMEBUFFER_WIDTH);

      ctrGuSetAttributeBuffersAddress(VIRT_TO_PHYS(ctr->menu.frame_coords));
      GPU_DrawArray(GPU_GEOMETRY_PRIM, 0, 1);

      if (ctr->video_mode == CTR_VIDEO_MODE_3D)
      {
         GPU_SetViewport(VIRT_TO_PHYS(CTR_GPU_DEPTHBUFFER),
                         VIRT_TO_PHYS(CTR_TOP_FRAMEBUFFER_RIGHT),
                         0, 0, CTR_TOP_FRAMEBUFFER_HEIGHT,
                         CTR_TOP_FRAMEBUFFER_WIDTH);
         GPU_DrawArray(GPU_GEOMETRY_PRIM, 0, 1);
      }
   }

   GPU_FinishDrawing();
   GPUCMD_Finalize();
   ctrGuFlushAndRun(true);

   ctrGuDisplayTransfer(true, CTR_TOP_FRAMEBUFFER,
                        240,
                        ctr->video_mode == CTR_VIDEO_MODE_800x240 ? 800 : 400,
                        CTRGU_RGBA8,
                        gfxTopLeftFramebuffers[ctr->current_buffer_top], 240,CTRGU_RGB8, CTRGU_MULTISAMPLE_NONE);


   if ((ctr->video_mode == CTR_VIDEO_MODE_400x240) || (ctr->video_mode == CTR_VIDEO_MODE_3D))
      ctrGuDisplayTransfer(true, CTR_TOP_FRAMEBUFFER_RIGHT,
                           240,
                           400,
                           CTRGU_RGBA8,
                           gfxTopRightFramebuffers[ctr->current_buffer_top], 240,CTRGU_RGB8, CTRGU_MULTISAMPLE_NONE);


   // Swap buffers :
   ctr->current_buffer_top ^= 1;
   extern GSPGPU_FramebufferInfo topFramebufferInfo;
   extern u8* gfxSharedMemory;
   extern u8 gfxThreadID;

   topFramebufferInfo.active_framebuf=ctr->current_buffer_top;
   topFramebufferInfo.framebuf0_vaddr=(u32*)gfxTopLeftFramebuffers[ctr->current_buffer_top];
   if(ctr->video_mode == CTR_VIDEO_MODE_800x240)
   {
      topFramebufferInfo.framebuf1_vaddr=(u32*)(gfxTopLeftFramebuffers[ctr->current_buffer_top] + 240 * 3);
      topFramebufferInfo.framebuf_widthbytesize = 240 * 3 * 2;
   }
   else
   {
      topFramebufferInfo.framebuf1_vaddr=(u32*)gfxTopRightFramebuffers[ctr->current_buffer_top];
      topFramebufferInfo.framebuf_widthbytesize = 240 * 3;
   }


   topFramebufferInfo.format=(1<<8)|(1<<5)|GSP_BGR8_OES;
   topFramebufferInfo.framebuf_dispselect=ctr->current_buffer_top;
   topFramebufferInfo.unk=0x00000000;

   u8* framebufferInfoHeader=gfxSharedMemory+0x200+gfxThreadID*0x80;
	GSPGPU_FramebufferInfo* framebufferInfo=(GSPGPU_FramebufferInfo*)&framebufferInfoHeader[0x4];
	framebufferInfoHeader[0x0] ^= 1;
	framebufferInfo[framebufferInfoHeader[0x0]] = topFramebufferInfo;
	framebufferInfoHeader[0x1]=1;

   performance_counter_stop(&ctrframe_f);

   return true;
}
Example #16
0
void RenderTopScreen()
{
	// notes on the drawing process 
	// GPU hangs if we attempt to draw an even number of arrays :/ which is why we draw the border 'twice'
	// textures used here are actually 512x256. TODO: investigate if GPU_SetTexture() really has the params in the wrong order
	// or if we did something wrong.
	
	
	//general setup
	GPU_SetViewport((u32*)osConvertVirtToPhys((u32)gpuDOut),(u32*)osConvertVirtToPhys((u32)gpuOut),0,0,240*2,400);
	GPU_DepthRange(-1.0f, 0.0f);
	GPU_SetFaceCulling(GPU_CULL_BACK_CCW);
	GPU_SetStencilTest(false, GPU_ALWAYS, 0x00);
	GPU_SetDepthTest(false, GPU_ALWAYS, 0x1F);
	
	// ?
	GPUCMD_AddSingleParam(0x00010062, 0x00000000); //param always 0x0 according to code
	GPUCMD_AddSingleParam(0x000F0118, 0x00000000);
	
	//setup shader
	SHDR_UseProgram(shader, 0);
		
	//?
	GPUCMD_AddSingleParam(0x000F0100, 0x00E40100);
	GPUCMD_AddSingleParam(0x000F0101, 0x01010000);
	GPUCMD_AddSingleParam(0x000F0104, 0x00000010);
	
	//texturing stuff
	GPUCMD_AddSingleParam(0x0002006F, 0x00000100);
	GPUCMD_AddSingleParam(0x000F0080, 0x00011001); //enables/disables texturing
	//texenv
	GPU_SetTexEnv(0, 
		GPU_TEVSOURCES(GPU_TEXTURE0, 0, 0), 
		GPU_TEVSOURCES(GPU_CONSTANT, 0, 0),
		GPU_TEVOPERANDS(0,0,0), 
		GPU_TEVOPERANDS(0,0,0), 
		GPU_REPLACE, GPU_REPLACE, 
		0xFFFFFFFF);
	GPU_SetDummyTexEnv(1);
	GPU_SetDummyTexEnv(2);
	GPU_SetDummyTexEnv(3);
	GPU_SetDummyTexEnv(4);
	GPU_SetDummyTexEnv(5);
	//texturing stuff
	GPU_SetTexture((u32*)osConvertVirtToPhys((u32)BorderTex),256,512,0,GPU_RGBA8); // texture is actually 512x256
	
	//setup matrices
	setUniformMatrix(0x24, mvMatrix);
	setUniformMatrix(0x20, projMatrix);
	
	// border
	GPU_SetAttributeBuffers(2, (u32*)osConvertVirtToPhys((u32)borderVertices),
		GPU_ATTRIBFMT(0, 3, GPU_FLOAT)|GPU_ATTRIBFMT(1, 2, GPU_FLOAT),
		0xFFC, 0x10, 1, (u32[]){0x00000000}, (u64[]){0x10}, (u8[]){2});
		
	GPU_DrawArray(GPU_TRIANGLES, 3);
	GPU_DrawArray(GPU_TRIANGLES, 2*3);


	GPU_DepthRange(-1.0f, 0.0f);
	GPU_SetFaceCulling(GPU_CULL_BACK_CCW);
	GPU_SetStencilTest(false, GPU_ALWAYS, 0x00);
	GPU_SetDepthTest(false, GPU_ALWAYS, 0x1F);
	GPUCMD_AddSingleParam(0x00010062, 0x00000000);
	GPUCMD_AddSingleParam(0x000F0118, 0x00000000);
	GPUCMD_AddSingleParam(0x000F0100, 0x00000100);
	GPUCMD_AddSingleParam(0x000F0101, 0x01010000);
	GPUCMD_AddSingleParam(0x000F0104, 0x00000010);
	
	//texturing stuff
	GPUCMD_AddSingleParam(0x0002006F, 0x00000700); // enables/disables texcoord output
	GPUCMD_AddSingleParam(0x000F0080, 0x00011007); //enables/disables texturing
	// TEXTURE ENV STAGES
	// ---
	// blending operation: (Main.Color +- (Sub.Color * Main.Alpha)) * Sub.Alpha
	// Main.Alpha = 0/255 depending on color math
	// Sub.Alpha = 128/255 depending on color div2
	// note: the main/sub intensities are halved to prevent overflow during the operations.
	// (each TEV stage output is clamped to [0,255])
	// stage 4 makes up for this
	// ---
	// STAGE 1: Out.Color = Sub.Color * Main.Alpha, Out.Alpha = Sub.Alpha + (1-Main.Alpha) (cancel out div2 when color math doesn't happen)
	GPU_SetTexEnv(0, 
		GPU_TEVSOURCES(GPU_TEXTURE1, GPU_TEXTURE0, 0), 
		GPU_TEVSOURCES(GPU_TEXTURE1, GPU_TEXTURE0, 0),
		GPU_TEVOPERANDS(0,2,0), 
		GPU_TEVOPERANDS(0,1,0), 
		GPU_MODULATE, 
		GPU_ADD, 
		0xFFFFFFFF);
	// STAGE 2: Out.Color = Main.Color +- Prev.Color, Out.Alpha = Prev.Alpha
	GPU_SetTexEnv(1, 
		GPU_TEVSOURCES(GPU_TEXTURE0, GPU_PREVIOUS, 0), 
		GPU_TEVSOURCES(GPU_PREVIOUS, 0, 0),
		GPU_TEVOPERANDS(0,0,0), 
		GPU_TEVOPERANDS(0,0,0), 
		(PPU_ColorMath & 0x80) ? GPU_SUBTRACT:GPU_ADD, 
		GPU_REPLACE, 
		0xFFFFFFFF);
	// STAGE 3: Out.Color = Prev.Color * Prev.Alpha, Out.Alpha = Prev.Alpha
	GPU_SetTexEnv(2, 
		GPU_TEVSOURCES(GPU_PREVIOUS, GPU_PREVIOUS, 0), 
		GPU_TEVSOURCES(GPU_PREVIOUS, 0, 0),
		GPU_TEVOPERANDS(0,2,0), 
		GPU_TEVOPERANDS(0,0,0), 
		GPU_MODULATE, 
		GPU_REPLACE, 
		0xFFFFFFFF);
	// STAGE 4: Out.Color = Prev.Color + Prev.Color (doubling color intensity), Out.Alpha = Const.Alpha
	GPU_SetTexEnv(3, 
		GPU_TEVSOURCES(GPU_PREVIOUS, GPU_PREVIOUS, 0), 
		GPU_TEVSOURCES(GPU_CONSTANT, 0, 0),
		GPU_TEVOPERANDS(0,0,0), 
		GPU_TEVOPERANDS(0,0,0), 
		GPU_ADD, 
		GPU_REPLACE, 
		0xFFFFFFFF);
	// STAGE 5: master brightness - Out.Color = Prev.Color * Bright.Alpha, Out.Alpha = Const.Alpha
	GPU_SetTexEnv(4, 
		GPU_TEVSOURCES(GPU_PREVIOUS, GPU_TEXTURE2, 0), 
		GPU_TEVSOURCES(GPU_CONSTANT, 0, 0),
		GPU_TEVOPERANDS(0,2,0), 
		GPU_TEVOPERANDS(0,0,0), 
		GPU_MODULATE, 
		GPU_REPLACE, 
		0xFFFFFFFF);
	// STAGE 6: dummy
	GPU_SetDummyTexEnv(5);
	

	GPU_SetAttributeBuffers(3, (u32*)osConvertVirtToPhys((u32)screenVertices),
		GPU_ATTRIBFMT(0, 3, GPU_FLOAT)|GPU_ATTRIBFMT(1, 2, GPU_FLOAT)|GPU_ATTRIBFMT(2, 2, GPU_FLOAT),
		0xFFC, 0x210, 1, (u32[]){0x00000000}, (u64[]){0x210}, (u8[]){3});
		
	GPU_SetTexture((u32*)osConvertVirtToPhys((u32)MainScreenTex),256,512,0,GPU_RGBA8);
	GPU_SetTexture1((u32*)osConvertVirtToPhys((u32)SubScreenTex),256,512,0,GPU_RGBA8);
	GPU_SetTexture2((u32*)osConvertVirtToPhys((u32)BrightnessTex),256,8,0x200,GPU_A8);
	
	GPU_DrawArray(GPU_TRIANGLES, 2*3);
}