void wsInit(const char* filename) { // Init memory emulation memInit(filename); // Init GPU gpuInit(); // Init I/O emulation ioInit(); // And reset everything wsReset(); }
void initServices() { hidInit(); sdmcInit(); gfxInitDefault(); consoleInit(GFX_BOTTOM, NULL); // gfxInit(GSP_RGBA8_OES,GSP_BGR8_OES,false); // gfxInit(GSP_BGR8_OES,GSP_BGR8_OES,false); printf("Initializing the GPU...\n"); gpuInit(); printf("Done.\n"); printf("This App is a modded version of 3Damnesic, by Dr.Hacknik.\n"); }
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); }
int main() { // Initialize graphics gfxInitDefault(); gpuInit(); // Initialize the scene sceneInit(); gpuClearBuffers(CLEAR_COLOR); // Main loop while (aptMainLoop()) { gspWaitForVBlank(); // Synchronize with the start of VBlank gfxSwapBuffersGpu(); // Swap the framebuffers so that the frame that we rendered last frame is now visible hidScanInput(); // Read the user input // Respond to user input u32 kDown = hidKeysDown(); if (kDown & KEY_START) break; // break in order to return to hbmenu // Render the scene gpuFrameBegin(); sceneRender(); gpuFrameEnd(); gpuClearBuffers(CLEAR_COLOR); // Flush the framebuffers out of the data cache (not necessary with pure GPU rendering) //gfxFlushBuffers(); } // Deinitialize the scene sceneExit(); // Deinitialize graphics gpuExit(); gfxExit(); return 0; }