Exemple #1
0
/*----------------------------------------------------------------------------
  gfxClearCfb

  Clear frame buffer/Z buffer
----------------------------------------------------------------------------*/
void gfxClearCfb(void)
{
  /* clear Z buffer*/
  gDPSetDepthImage(glist_ptr++, OS_K0_TO_PHYSICAL(zbuffer));
  gDPPipeSync(glist_ptr++);
  gDPSetCycleType(glist_ptr++, G_CYC_FILL);
  gDPSetColorImage(glist_ptr++, G_IM_FMT_RGBA, G_IM_SIZ_16b,SCREEN_WD,
		   OS_K0_TO_PHYSICAL(zbuffer));
  gDPSetFillColor(glist_ptr++,(GPACK_ZDZ(G_MAXFBZ,0) << 16 |
			       GPACK_ZDZ(G_MAXFBZ,0)));
  gDPFillRectangle(glist_ptr++, 0, 0, SCREEN_WD-1, SCREEN_HT-1);
  gDPPipeSync(glist_ptr++);
  
    /* clear frame buffer */
  gDPSetColorImage(glist_ptr++, G_IM_FMT_RGBA, G_IM_SIZ_16b, SCREEN_WD,
		   osVirtualToPhysical(cfb[gfx_cfbdrawbuffer]));
  gDPSetFillColor(glist_ptr++, (GPACK_RGBA5551(0, 0, 0, 1) << 16 | 
				GPACK_RGBA5551(0, 0, 0, 1)));
  gDPFillRectangle(glist_ptr++, 0, 0, SCREEN_WD-1, SCREEN_HT-1);
  gDPPipeSync(glist_ptr++);

}
/*
 * gameloop -- main loop of game
 *             Called by gameproc; runs in gameThread.
 *             Parameter: rsp_static_addr, the R4300 address where the
 *                        rsp_static segment was loaded
 */
static void gameloop(char *rsp_static_addr) {
  int oddframe = 0;        /* Odd or even rendered frame?  Start with even. */
  int firstframe = 1;      /* First frame? */
  dynamic_stuff *generate; /* Dynamic info we're generating now             */
  Gfx           *glistp0;  /* Start of this frame's dynamic display list */
  Gfx           *glistp;   /* Current position in dynamic display list */
  OSTask        *gentask;  /* Task we're generating */
  float         t;         /* Weight of 1st set of morph verticies */
  int           dir;       /* Direction in which we're morphing */
  int           pausecnt;  /* Countdown for "stickiness" at morph extremes */

  t = 0.0;
  dir = 1;
  pausecnt = 0;
  while (1) {
    /* Start task on RSP, built in previous iteration of loop. */
    if (!firstframe) osSpTaskStart(gentask);

    /*
     * Set up pointers to dynamic stuff.  We're always generating one set
     * of dynamic data and drawing another.
     */
    generate = &(dynamic[(oddframe ? 0 : 1)]);

    /* glist portion of generated dynamic data */
    glistp0 = &(generate->glist[0]);
    glistp  = glistp0;  /* This one will be incremented as list is built */
    
    /*
     * Tell RSP where each segment is
     */
    gSPSegment(glistp++, 0, 0x0);     /* Physical address segment */
    /* Static segment (mapping never changes) */
    gSPSegment(glistp++, STATIC_SEG,  OS_K0_TO_PHYSICAL(rsp_static_addr)); 
    /* Dynamic segment (mapping changes every frame) */
    gSPSegment(glistp++, DYNAMIC_SEG, OS_K0_TO_PHYSICAL(generate));

    /* RSP and RDP setup, and screen clear */
    gSPDisplayList(glistp++, rspinit_dl);
    gSPDisplayList(glistp++, rdpinit_dl);
#ifdef FB32BIT
    gDPSetColorImage(glistp++, G_IM_FMT_RGBA, G_IM_SIZ_32b, SCREEN_WD,
		     OS_K0_TO_PHYSICAL(oddframe ? cfb_A : cfb_B));
#else
    gDPSetColorImage(glistp++, G_IM_FMT_RGBA, G_IM_SIZ_16b, SCREEN_WD,
		     OS_K0_TO_PHYSICAL(oddframe ? cfb_A : cfb_B));
#endif
    gSPDisplayList(glistp++, scrnclr_dl);
    /* Must set color image again after zbuffer clear */
#ifdef FB32BIT
    gDPSetColorImage(glistp++, G_IM_FMT_RGBA, G_IM_SIZ_32b, SCREEN_WD,
		     OS_K0_TO_PHYSICAL(oddframe ? cfb_A : cfb_B));
#else
    gDPSetColorImage(glistp++, G_IM_FMT_RGBA, G_IM_SIZ_16b, SCREEN_WD,
		     OS_K0_TO_PHYSICAL(oddframe ? cfb_A : cfb_B));
#endif
    /* Set Z-buffer */
    gDPSetDepthImage(glistp++, OS_K0_TO_PHYSICAL(zbuffer));

    /*
     * Matrix setup, and call display list that does real work
     */
    drawframe(generate, &glistp, t);

    /*
     * Put an END on the top-level display list, and check that we
     * haven't overflowed the buffer.
     */
    gDPFullSync(glistp++); /* Only need this if you want 'accurate' SP done? */
    gSPEndDisplayList(glistp++);
#ifdef DEBUG
    if ((int)(glistp - glistp0) > GLIST_SIZE) {  /* does this check work?? */
      osSyncPrintf("*** GLIST OVERFLOW ***\n");
      /* Could quit here or something */
    } 
#endif

    /* Update morph parameter t */
    if (pausecnt == 0) {
      t += dir*(1.0/60.0);           /* A full 60 frames to do the morph */
      if (t < 0.0) {t = 0.0; dir =  1; pausecnt = 60;}
      if (t > 1.0) {t = 1.0; dir = -1; pausecnt = 60;}
    } else {
      pausecnt--;
    }

    /*
     * Build graphics task
     * Note that all addresses are KSEG0, even if used by the RSP.
     * Conversion is done by the task routines.
     */
    gentask = &(task[oddframe ? 0 : 1]);
    gentask->t.type            = M_GFXTASK;
    gentask->t.flags           = 0x0;
    gentask->t.ucode_boot      = (u64*) rspbootTextStart;
    gentask->t.ucode_boot_size = ((int)rspbootTextEnd - (int)rspbootTextStart);
    gentask->t.ucode           = (u64*) gspF3DEX2_xbusTextStart; /* use XBUS */
    gentask->t.ucode_data      = (u64*) gspF3DEX2_xbusDataStart;
    gentask->t.ucode_size      = 4096;
    gentask->t.ucode_data_size = 2048;
    gentask->t.dram_stack      = (u64*) dram_stack;
    gentask->t.dram_stack_size = SP_DRAM_STACK_SIZE64;
    gentask->t.output_buff     = (u64*) NULL;
    gentask->t.output_buff_size= (u64*) NULL;
    gentask->t.yield_data_ptr  = (u64*) NULL; /* Graphics only - no yielding */
    gentask->t.yield_data_size = 0x0;
    gentask->t.data_ptr        = (u64*) glistp0;
    gentask->t.data_size       = ((int) glistp - (int) glistp0);
    
    /*
     * Flush the whole cache.  Should just do parts of it.
     */
    osWritebackDCacheAll();
    
    if (!firstframe) {
      /* Wait for task completion (message from RDP) */
      osRecvMesg(&RDPDoneMessageQ, NULL, OS_MESG_BLOCK);
    
      /*
       * Specify frame buffer to be displayed starting at next retrace.
       * We display the one that we've just finished rendering.
       */
      osViSwapBuffer(oddframe ? cfb_B : cfb_A);
    }

    /*
     * Wait for the retrace before rendering next frame
     * (otherwise we might overwrite the frame which is being displayed).
     * But first, make sure that the retrace queue is empty in case we
     * took too long to render the last frame.
     */
    if (MQ_IS_FULL(&RetraceMessageQ))
      osRecvMesg(&RetraceMessageQ, NULL, OS_MESG_NOBLOCK);
    osRecvMesg(&RetraceMessageQ, NULL, OS_MESG_BLOCK);

    /* Switch to our other set of variables */
    oddframe ^= 1;

    /* No longer the first frame */
    firstframe = 0;
 
  } /* while(1) */

} /* gameloop */
Exemple #3
0
void RDP_SetZImg( u32 w0, u32 w1 )
{
    gDPSetDepthImage( w1 ); // img
}