Esempio n. 1
0
void draw() {
	startFrame();

	sceGuTexMode(GU_PSM_T8, 0, 0, GU_FALSE);
	sceGuTexFilter(GU_NEAREST, GU_NEAREST);
	sceGuTexFunc(GU_TFX_DECAL, GU_TCC_RGB);
	sceGuClutMode(GU_PSM_8888, 0, 0xFF, 0);
	sceGuTexImage(0, 2, 2, 16, imageDataPatch);

	sceGuClutLoad(1, clutRGBY);

	sceGuPatchPrim(GU_TRIANGLE_STRIP);
	sceGuPatchDivide(16, 16);
	sceGuPatchFrontFace(GU_CW);

	sceGuDisable(GU_TEXTURE_2D);
	sceGuDrawBezier(GU_COLOR_8888 | GU_VERTEX_16BIT | GU_TRANSFORM_2D, 4, 4, NULL, vertices1_simple);

	// Let's see how UVs are interpolated.  Simple bilinear will fail here.
	sceGuEnable(GU_TEXTURE_2D);
	sceGuDrawBezier(GU_TEXTURE_16BIT | GU_VERTEX_16BIT | GU_TRANSFORM_2D, 4, 4, NULL, vertices2_uvs);

	sceGuDisable(GU_TEXTURE_2D);
	sceGuDrawBezier(GU_COLOR_8888 | GU_VERTEX_16BIT | GU_TRANSFORM_2D, 4, 4, NULL, vertices3_colors);
	sceGuDrawBezier(GU_COLOR_8888 | GU_VERTEX_16BIT | GU_TRANSFORM_2D, 4, 4, NULL, vertices4_pos);

	// Other primitive types.
	sceGuSendCommandi(55, 1);
	sceGuPatchDivide(4, 4);
	sceGuDrawBezier(GU_COLOR_8888 | GU_VERTEX_16BIT | GU_TRANSFORM_2D, 4, 4, NULL, vertices5_lines);

	sceGuSendCommandi(55, 2);
	sceGuPatchDivide(4, 4);
	sceGuDrawBezier(GU_COLOR_8888 | GU_VERTEX_16BIT | GU_TRANSFORM_2D, 4, 4, NULL, vertices6_points);

	sceGuSendCommandi(55, 3);
	sceGuPatchDivide(4, 4);
	sceGuDrawBezier(GU_COLOR_8888 | GU_VERTEX_16BIT | GU_TRANSFORM_2D, 4, 4, NULL, vertices7_prim3);

	sceGuSendCommandi(55, 4);
	sceGuPatchDivide(4, 4);
	sceGuDrawBezier(GU_COLOR_8888 | GU_VERTEX_16BIT | GU_TRANSFORM_2D, 4, 4, NULL, vertices8_prim4);

	sceGuPatchPrim(GU_TRIANGLE_STRIP);
	sceGuShadeModel(GU_FLAT);
	sceGuPatchDivide(1, 1);
	sceGuDrawBezier(GU_COLOR_8888 | GU_VERTEX_16BIT | GU_TRANSFORM_2D, 4, 4, NULL, vertices9_div1);
	sceGuPatchDivide(1, 2);
	sceGuDrawBezier(GU_COLOR_8888 | GU_VERTEX_16BIT | GU_TRANSFORM_2D, 4, 4, NULL, vertices10_div1_2);
	sceGuPatchDivide(2, 2);
	sceGuDrawBezier(GU_COLOR_8888 | GU_VERTEX_16BIT | GU_TRANSFORM_2D, 4, 4, NULL, vertices11_div2);

	sceGuPatchDivide(4, 4);
	sceGuShadeModel(GU_SMOOTH);
	sceGuDrawBezier(GU_COLOR_8888 | GU_VERTEX_16BIT | GU_TRANSFORM_2D, 4, 2, NULL, vertices12_4x2);
	sceGuDrawBezier(GU_COLOR_8888 | GU_VERTEX_16BIT | GU_TRANSFORM_2D, 4, 5, NULL, vertices13_4x5);
	sceGuDrawBezier(GU_COLOR_8888 | GU_VERTEX_16BIT | GU_TRANSFORM_2D, 4, 8, NULL, vertices14_4x8);

	sceGuDrawBezier(GU_COLOR_8888 | GU_VERTEX_16BIT | GU_TRANSFORM_2D | GU_INDEX_8BIT, 4, 4, indices15_inds8, vertices15_inds8);
	sceGuDrawBezier(GU_COLOR_8888 | GU_VERTEX_16BIT | GU_TRANSFORM_2D | GU_INDEX_16BIT, 4, 4, indices16_inds16, vertices16_inds16);
	sceGuDrawBezier(GU_COLOR_8888 | GU_VERTEX_16BIT | GU_TRANSFORM_2D | GU_INDEX_BITS, 4, 4, indices17_inds32, vertices17_inds32);

	// Does the vertex pointer increment?
	sceGuDrawBezier(GU_COLOR_8888 | GU_VERTEX_16BIT | GU_TRANSFORM_2D, 4, 4, NULL, vertices18_19_inc);
	sceGuDrawBezier(GU_COLOR_8888 | GU_VERTEX_16BIT | GU_TRANSFORM_2D, 4, 4, NULL, NULL);
	// And indices?
	sceGuDrawBezier(GU_COLOR_8888 | GU_VERTEX_16BIT | GU_TRANSFORM_2D | GU_INDEX_8BIT, 4, 4, indices20_21_ind_inc, vertices20_21_ind_inc);
	sceGuDrawBezier(GU_COLOR_8888 | GU_VERTEX_16BIT | GU_TRANSFORM_2D | GU_INDEX_8BIT, 4, 4, NULL, NULL);

	// What happens with division set to 0?
	sceGuShadeModel(GU_FLAT);
	sceGuPatchDivide(0, 0);
	sceGuDrawBezier(GU_COLOR_8888 | GU_VERTEX_16BIT | GU_TRANSFORM_2D, 4, 4, NULL, vertices22_div0);

	endFrame();
}
Esempio n. 2
0
static void gba_draw_bg_mode0 (void)
{

//   goto show_tiles;

   RETRO_PERFORMANCE_INIT(draw_bgs_procs);
   RETRO_PERFORMANCE_START(draw_bgs_procs);

   sceGuEnable(GU_BLEND);
   sceGuBlendFunc(GU_ADD,GU_SRC_ALPHA,GU_ONE_MINUS_SRC_ALPHA,0xFFFFFFFF,0xFFFFFFFF);
//   sceGuEnable(GU_DEPTH_TEST);
   sceGuDepthMask(GU_FALSE);
   sceGuDepthFunc(GU_GEQUAL);
//   sceGuDisable(GU_BLEND);
   //BG0


   if (gba_video_registers->lcd_control.screen_display_BG3)
      draw_bg(&gba_video_registers->BG3_control, &gba_video_registers->BG3_scroll);
   if (gba_video_registers->lcd_control.screen_display_BG2)
      draw_bg(&gba_video_registers->BG2_control, &gba_video_registers->BG2_scroll);
   if (gba_video_registers->lcd_control.screen_display_BG1)
      draw_bg(&gba_video_registers->BG1_control, &gba_video_registers->BG1_scroll);
   if (gba_video_registers->lcd_control.screen_display_BG0)
      draw_bg(&gba_video_registers->BG0_control, &gba_video_registers->BG0_scroll);

   RETRO_PERFORMANCE_STOP(draw_bgs_procs);

   RETRO_PERFORMANCE_INIT(draw_sprites_proc);
   RETRO_PERFORMANCE_START(draw_sprites_proc);
//   draw_sprites_old();
//   sceGuClutMode(GU_PSM_5551,0,0xFF,32);
   draw_sprites();
   RETRO_PERFORMANCE_STOP(draw_sprites_proc);




   return;

show_tiles:

   sceGuTexMode(GU_PSM_T16, 0, 0, GU_TRUE);
   sceGuClutMode(GU_PSM_5551,0,0xFF,0);
   sceGuClutLoad(32, palette_ram);
   sceGuDisable(GU_BLEND);

   sceGuEnable(GU_TEXTURE_2D);
   sceGuTexFunc(GU_TFX_REPLACE,GU_TCC_RGB);
//   sceGuClutMode(GU_PSM_4444,0,0xFF,0);
//   sceGuClutLoad(32, index_copy_clut);

   if (show_4bit_tilemap)
   {
      sceGuTexImage(0, 256, 256, 256, ((u16*)GBA_VRAMTEXTURE_4bit)
            + 256 * 256 * tilemap_offset);

      sceGuDrawArray(GU_SPRITES, GU_TEXTURE_16BIT | GU_VERTEX_16BIT |
            GU_TRANSFORM_2D, 2, NULL,(void*)frame_256_256);
   }
   else
   {
      sceGuTexImage(0, 128, 256, 128, ((u16*)GBA_VRAMTEXTURE_8bit)
            + 128 * 256 * tilemap_offset);

      sceGuDrawArray(GU_SPRITES, GU_TEXTURE_16BIT | GU_VERTEX_16BIT |
            GU_TRANSFORM_2D, 2, NULL,(void*)frame_128_256);
   }




}
Esempio n. 3
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;
}
Esempio n. 4
0
static void draw_sprites(void)
{
   int i;

   psp1_sprite_t* tile_coords = sceGuGetMemory(128*sizeof(psp1_sprite_t));
//   sceGuClutLoad(32, palette_ram + 256);


   int mapping_mode_1D = gba_video_registers->lcd_control.obj_character_vram_mapping;

   typedef struct {
      int w;
      int h;
   }obj_size_t;

   static const obj_size_t obj_size[4][4]=
   {
      {{8,8},{16,16},{32,32},{64,64}},
      {{16,8},{32,8},{32,16},{64,32}},
      {{8,16},{8,32},{16,32},{32,64}},
      {{0,0},{0,0},{0,0},{0,0}}

   };

   sceGuTexMode(GU_PSM_T16, 0, 0, GU_TRUE);
   sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGBA);
   sceGuTexScale_8bit(1.0,1.0);

   sceGuClutLoad(32, palette_ram_4bit+256);

//   for (i=0; i < 128; i++)
   for (i=127; i >= 0; i--)
   {
      if (oam_attributes[i].obj_disable_flag)
         continue;

      if (oam_attributes[i].mode > 1)
         continue;

      if (oam_attributes[i].palette_mode_256)
      {
         sceGuClutLoad(32, palette_ram_8bit+256);
         printf("256!\n");
         sceGuClutLoad(32, palette_ram_4bit+256);

      }
      else
      {
//         printf("16!\n");


         int size_id = oam_attributes[i].size;
         int shape_id = oam_attributes[i].shape;

         if (shape_id>3)
            continue;

         int width = obj_size[shape_id][size_id].w;
         int height = obj_size[shape_id][size_id].h;



         psp1_sprite_t temp;

         temp = sprite_tiles[oam_attributes[i].flip_XY];
//         temp = sprite_tiles[0];

         temp.v1.x = width;
         temp.v1.y = height;

         *tile_coords = temp;

         sceGuOffset_(-oam_attributes[i].X, -oam_attributes[i].Y);

         if (mapping_mode_1D)
         {
            sceGuTexImage(0, width, height, width,
                          GBA_VRAMTEXTURE_4bit +  256*256*2 + oam_attributes[i].id * 64);
         }
         else
         {
//            printf("2d!!\n");
            sceGuTexImage(0, width, height, 256,
                          GBA_VRAMTEXTURE_4bit +  256*256*2 + oam_attributes[i].id * 64);
         }

         sceGuClutMode(GU_PSM_5551,0,0x0F,oam_attributes[i].palette_id);
         sceGuDrawArray(GU_SPRITES, GU_TEXTURE_8BIT | GU_VERTEX_16BIT |
               GU_TRANSFORM_3D, 2, NULL,(void*)(tile_coords++));



      }
   }




}