コード例 #1
0
ファイル: CellVideo.cpp プロジェクト: cdenix/psmame
void					ESVideo::Initialize				()
{
	//Init PSGL
	PSGLinitOptions initOpts = {PSGL_INIT_MAX_SPUS | PSGL_INIT_HOST_MEMORY_SIZE, 1, false, 0, 0, 0, 0, 32 * 1024 * 1024};
	psglInit(&initOpts);
	
	Device = psglCreateDeviceAuto(GL_ARGB_SCE, GL_NONE, GL_MULTISAMPLING_NONE_SCE);
	Context = psglCreateContext();
	psglMakeCurrent(Context, Device);
	psglResetCurrentContext();

	//Get Screen Info
	psglGetRenderBufferDimensions(Device, &ScreenWidth, &ScreenHeight);
	WideScreen = psglGetDeviceAspectRatio(Device) > 1.5f;
	glViewport(0, 0, GetScreenWidth(), GetScreenHeight());

	//Some settings
	OpenGLHelp::InitializeState();
	glEnable(GL_VSYNC_SCE);

	// Setup vertex buffer
	VertexBuffer = (GLfloat*)memalign(128, VertexBufferCount * VertexSize * sizeof(GLfloat));
	GLShader::ApplyVertexBuffer(VertexBuffer);

	//Texture for FillRectangle
	FillerTexture = new Texture(2, 2);
	FillerTexture->Clear(0xFFFFFFFF);
}
コード例 #2
0
void GraphicsManager::InitialisePSGL()
{ // Initialise the PSGL functions to use for the game
  psglInit(NULL);
	device = psglCreateDeviceAuto(GL_ARGB_SCE,GL_DEPTH_COMPONENT24,GL_MULTISAMPLING_4X_SQUARE_ROTATED_SCE);
	if (!device) 
  { 
    printf("!! Failed to init the device \n!! Exiting Program \n" );
    exit(1);
  }
	context = psglCreateContext();
	if (!context) 
  { 
    fprintf(stderr, "Error creating PSGL context\n"); 
    exit(1); 
  }
	psglMakeCurrent(context, device);
	psglResetCurrentContext();
  psglLoadShaderLibrary(SYS_APP_HOME"/shaders.bin");
} // InitialisePSGL()
コード例 #3
0
void										ESVideoPlatform::Initialize				(uint32_t& aWidth, uint32_t& aHeight)
{
    //Init PSGL
    PSGLinitOptions initOpts = {PSGL_INIT_MAX_SPUS | PSGL_INIT_HOST_MEMORY_SIZE, 1, false, 0, 0, 0, 0, 32 * 1024 * 1024};
    psglInit(&initOpts);

    Device = psglCreateDeviceAuto(GL_ARGB_SCE, GL_NONE, GL_MULTISAMPLING_NONE_SCE);
    Context = psglCreateContext();
    psglMakeCurrent(Context, Device);
    psglResetCurrentContext();

    //Get Screen Info
    psglGetRenderBufferDimensions(Device, &aWidth, &aHeight);
    psglGetDeviceDimensions(Device, &DefaultWidth, &DefaultHeight);
//	WideScreen = psglGetDeviceAspectRatio(Device) > 1.5f;

    //Some settings
    glEnable(GL_VSYNC_SCE);
    VSyncOn = true;

    //Init shaders
    cgRTCgcInit();
    LibESGL::Presenter::Initialize();
}
コード例 #4
0
bool CapApp::onInit(int argc, char* argv[])
{
	(void)argc;
	(void)argv;

	// ----------------------------------------------
	// FTP	
	cellSysmoduleLoadModule(CELL_SYSMODULE_NET);
	cellNetCtlInit();
	cellSysmoduleLoadModule(CELL_SYSMODULE_HTTP);
	sys_net_initialize_network();
	ftp_on();

	// Load settings...
	if(!iniRead()) {
		iniWrite(); // create settings file...
	}

	cellSysmoduleLoadModule(CELL_SYSMODULE_FS);

	cellSysmoduleLoadModule(CELL_SYSMODULE_SYSUTIL_SCREENSHOT);
	cellScreenShotEnable();

	InputInit();

	while(!videoOutIsReady())
	{
		// ...
	}


	PSGLinitOptions options = 
	{
		enable:					PSGL_INIT_MAX_SPUS | PSGL_INIT_INITIALIZE_SPUS,
		maxSPUs:				1,
		initializeSPUs:			GL_FALSE,
		persistentMemorySize:	0,
		transientMemorySize:	0,
		errorConsole:			0,
		fifoSize:				0,  
		hostMemorySize:			128* 1024*1024,  // 128 mbs for host memory 
	};

#if CELL_SDK_VERSION < 0x340000
	options.enable |=	PSGL_INIT_HOST_MEMORY_SIZE;
#endif

	// Initialize 6 SPUs but reserve 1 SPU as a raw SPU for PSGL
	sys_spu_initialize(6, 1);
	psglInit(&options);

	const unsigned int resolutions[] = { 
		CELL_VIDEO_OUT_RESOLUTION_1080, 
		CELL_VIDEO_OUT_RESOLUTION_960x1080, 
		CELL_VIDEO_OUT_RESOLUTION_720, 
		CELL_VIDEO_OUT_RESOLUTION_480 
	};

	const int numResolutions = sizeof(resolutions) / sizeof(resolutions[0]);

	int bestResolution = chooseBestResolution(resolutions,numResolutions);

	getResolutionWidthHeight(bestResolution, deviceWidth, deviceHeight);

	if(bestResolution)
	{
		PSGLdeviceParameters params;

		params.enable				= PSGL_DEVICE_PARAMETERS_COLOR_FORMAT |
									  PSGL_DEVICE_PARAMETERS_DEPTH_FORMAT |
									  PSGL_DEVICE_PARAMETERS_MULTISAMPLING_MODE;
		params.colorFormat			= GL_ARGB_SCE;
		params.depthFormat			= GL_NONE;
		params.multisamplingMode	= GL_MULTISAMPLING_NONE_SCE;
		params.enable				|= PSGL_DEVICE_PARAMETERS_WIDTH_HEIGHT;
		params.width				= deviceWidth;
		params.height				= deviceHeight;

		device						= psglCreateDeviceExtended(&params);
		context						= psglCreateContext();

		psglMakeCurrent(context, device);
		psglResetCurrentContext();

		initGraphics();

		if( cellSysutilRegisterCallback( 0, callback_sysutil_exit, NULL ) < 0 ) {
			//...
		}

		dbgFontInit();

		fbaRL = new c_fbaRL();

		while(bRun)
		{
			onRender();
			onUpdate();
			cellSysutilCheckCallback();
		}

	} else {
		// resolution error...
	}

	ftp_off();

	onShutdown();

	return false;
}

void CapApp::onRender()
{
	if(fbaRL) { fbaRL->DlgDisplayFrame(); }

	// get render target buffer dimensions and set viewport	
	psglGetRenderBufferDimensions(device,&app.renderWidth,&app.renderHeight);

	glViewport(0, 0, app.renderWidth, app.renderHeight);

	glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	if(fbaRL) { fbaRL->RenderBackground(); }
	if(fbaRL) { fbaRL->nFrameStep = 0; fbaRL->DisplayFrame(); }
	if(fbaRL) { fbaRL->nFrameStep = 1; fbaRL->DisplayFrame(); }
	dbgFontDraw();

	psglSwap();
}

bool CapApp::onUpdate()
{
	if(!mFrame) mFrame = 0;
	mFrame++;

	InputFrameStart();
	if(fbaRL) fbaRL->InputFrame();
	InputFrameEnd();	

	return true;
}

void CapApp::onShutdown()
{
	iniWrite(); // save settings

	if(context) psglDestroyContext(context);
	if(device) psglDestroyDevice(device);

	InputExit();
	psglExit();
}
コード例 #5
0
//-----------------------------------------------------------------------------
// Purpose: Initialize the PSGL rendering interfaces and default state
//-----------------------------------------------------------------------------
bool CGameEnginePS3::BInitializePSGL()
{
	// Clear any errors
	glGetError();

	// First, initialize PSGL
	// Note that since we initialized the SPUs ourselves earlier we should
	// make sure that PSGL doesn't try to do so as well.
	PSGLinitOptions initOpts = {
		enable: PSGL_INIT_MAX_SPUS | PSGL_INIT_INITIALIZE_SPUS | PSGL_INIT_HOST_MEMORY_SIZE,
		maxSPUs: 1,
		initializeSPUs: false,
						// We're not specifying values for these options, the code is only here
						// to alleviate compiler warnings.
		persistentMemorySize: 0,
		transientMemorySize: 0,
		errorConsole: 0,
		fifoSize: 0,	
		hostMemorySize: 128*1024*1024,  // 128 mbs for host memory 
	};

	psglInit( &initOpts );

	m_pPSGLDevice = psglCreateDeviceAuto( GL_ARGB_SCE, GL_DEPTH_COMPONENT24, GL_MULTISAMPLING_4X_SQUARE_ROTATED_SCE );
	if ( !m_pPSGLDevice )
	{
		OutputDebugString( "!! Failed to init the device \n" ); 
		return false;
	}

	GLuint width, height;
	psglGetDeviceDimensions( m_pPSGLDevice, &width, &height );
	m_nWindowHeight = height;
	m_nWindowWidth = width;

	// Now create a PSGL context
	m_pPSGLContext = psglCreateContext();
	if ( !m_pPSGLContext ) 
	{
		OutputDebugString( "Error creating PSGL context\n" );
		return false;
	}

	// Make this context current for the device we initialized
	psglMakeCurrent( m_pPSGLContext, m_pPSGLDevice );

	// Since we're using fixed function stuff (i.e. not using our own shader
	// yet), we need to load shaders.bin that contains the fixed function 
	// shaders.
	psglLoadShaderLibrary( SYS_APP_HOME"/shaders.bin" );

	// Reset the context
	psglResetCurrentContext();

	glViewport( 0, 0, width, height );
	glScissor( 0, 0, width, height );
	glClearDepthf(1.0f);
	glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
	glEnable( GL_VSYNC_SCE );

	glEnable( GL_BLEND );
	glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );

	glDisable( GL_CULL_FACE );
	glDisable( GL_ALPHA_TEST );
	glDisable( GL_STENCIL_TEST );
	glDisable( GL_SCISSOR_TEST );
	glDisable( GL_LIGHTING );
	glDisable( GL_DEPTH_TEST );
	glDisable( GL_FOG );

	glDepthMask( GL_FALSE );

	// We always need these two
	glEnableClientState( GL_COLOR_ARRAY );
	glEnableClientState( GL_VERTEX_ARRAY );

	// This we'll enable as needed
	glDisableClientState( GL_TEXTURE_COORD_ARRAY );

	glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );

	glMatrixMode( GL_PROJECTION );
	glLoadIdentity();
	glOrthof( 0, width, height, 0, -1.0f, 1.0f );
	glTranslatef( 0, 0, 0 );

	glMatrixMode( GL_MODELVIEW );
	glLoadIdentity();
	glTranslatef( 0, 0, 0 );

	glMatrixMode( GL_TEXTURE );
	glLoadIdentity();
	glTranslatef( 0, 0, 0 );

	glDepthRangef( 0.0f, 1.0f );

	// PSGL doesn't clear the screen on startup, so let's do that here.
	glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
	psglSwap();

	return true;
}


//-----------------------------------------------------------------------------
// Purpose: Initialize the debug font library
//-----------------------------------------------------------------------------
bool CGameEnginePS3::BInitializeCellDbgFont()
{
	// initialize debug font library, then open 2 consoles
	CellDbgFontConfig cfg;
	cfg.bufSize      = 4096;
	cfg.screenWidth  = m_nWindowWidth;
	cfg.screenHeight = m_nWindowHeight;
	if ( cellDbgFontInit( &cfg) != CELL_OK )
	{
		OutputDebugString( "Failed initializing CellDbgFont\n" );
	}

	CellDbgFontConsoleConfig ccfg0;
	ccfg0.posLeft     = 0.18f;
	ccfg0.posTop      = 0.82f;
	ccfg0.cnsWidth    = 128;
	ccfg0.cnsHeight   = 8;
	ccfg0.scale       = 0.65f;
	ccfg0.color       = 0xff0080ff;  // ABGR -> orange
	g_DbgFontConsoleID = m_DbgFontConsoleID = cellDbgFontConsoleOpen( &ccfg0 );
	if ( g_DbgFontConsoleID < 0 )
	{
		OutputDebugString( "Failed creating CellDbgFontConsole\n" );
	}

	return true;
}
コード例 #6
0
ファイル: ps3_ctx.c プロジェクト: ChowZenki/RetroArch
static bool gfx_ctx_init(void *data)
{
   (void)data;
#if defined(HAVE_PSGL)
   PSGLinitOptions options = {
      .enable = PSGL_INIT_MAX_SPUS | PSGL_INIT_INITIALIZE_SPUS,
      .maxSPUs = 1,
      .initializeSPUs = GL_FALSE,
   };

   // Initialize 6 SPUs but reserve 1 SPU as a raw SPU for PSGL
   sys_spu_initialize(6, 1);
   psglInit(&options);

   PSGLdeviceParameters params;

   params.enable = PSGL_DEVICE_PARAMETERS_COLOR_FORMAT |
      PSGL_DEVICE_PARAMETERS_DEPTH_FORMAT |
      PSGL_DEVICE_PARAMETERS_MULTISAMPLING_MODE;
   params.colorFormat = GL_ARGB_SCE;
   params.depthFormat = GL_NONE;
   params.multisamplingMode = GL_MULTISAMPLING_NONE_SCE;

   if (g_extern.lifecycle_state & (1ULL << MODE_VIDEO_TRIPLE_BUFFERING_ENABLE))
   {
      RARCH_LOG("[PSGL Context]: Setting triple buffering.\n");
      params.enable |= PSGL_DEVICE_PARAMETERS_BUFFERING_MODE;
      params.bufferingMode = PSGL_BUFFERING_MODE_TRIPLE;
   }

   if (g_extern.console.screen.resolutions.current.id)
   {
      params.enable |= PSGL_DEVICE_PARAMETERS_WIDTH_HEIGHT;
      params.width = gfx_ctx_get_resolution_width(g_extern.console.screen.resolutions.current.id);
      params.height = gfx_ctx_get_resolution_height(g_extern.console.screen.resolutions.current.id);

      if (params.width == 720 && params.height == 576)
      {
         RARCH_LOG("[PSGL Context]: 720x576 resolution detected, setting MODE_VIDEO_PAL_ENABLE.\n");
         g_extern.lifecycle_state |= (1ULL << MODE_VIDEO_PAL_ENABLE);
      }
      else
         g_extern.lifecycle_state &= ~(1ULL << MODE_VIDEO_PAL_ENABLE);
   }

   if (g_extern.lifecycle_state & (1ULL << MODE_VIDEO_PAL_TEMPORAL_ENABLE))
   {
      RARCH_LOG("[PSGL Context]: Setting temporal PAL60 mode.\n");
      params.enable |= PSGL_DEVICE_PARAMETERS_RESC_PAL_TEMPORAL_MODE;
      params.enable |= PSGL_DEVICE_PARAMETERS_RESC_RATIO_MODE;
      params.rescPalTemporalMode = RESC_PAL_TEMPORAL_MODE_60_INTERPOLATE;
      params.rescRatioMode = RESC_RATIO_MODE_FULLSCREEN;
   }

   gl_device = psglCreateDeviceExtended(&params);
   gl_context = psglCreateContext();

   psglMakeCurrent(gl_context, gl_device);
   psglResetCurrentContext();
#endif

   g_extern.console.screen.pal_enable = cellVideoOutGetResolutionAvailability(CELL_VIDEO_OUT_PRIMARY, CELL_VIDEO_OUT_RESOLUTION_576, CELL_VIDEO_OUT_ASPECT_AUTO, 0);

   gfx_ctx_get_available_resolutions();

   return true;
}

static bool gfx_ctx_set_video_mode(void *data,
      unsigned width, unsigned height,
      bool fullscreen)
{
   (void)data;
   return true;
}
コード例 #7
0
ファイル: ps3_ctx.c プロジェクト: Alexandre-Garcia/RetroArch
static void *gfx_ctx_ps3_init(void *video_driver)
{
#ifdef HAVE_PSGL
   PSGLdeviceParameters params;
   PSGLinitOptions options;
#endif
   global_t *global = global_get_ptr();
   gfx_ctx_ps3_data_t *ps3 = (gfx_ctx_ps3_data_t*)
      calloc(1, sizeof(gfx_ctx_ps3_data_t));

   (void)video_driver;
   (void)global;

   if (!ps3)
      return NULL;

#if defined(HAVE_PSGL)
   options.enable         = PSGL_INIT_MAX_SPUS | PSGL_INIT_INITIALIZE_SPUS;
   options.maxSPUs        = 1;
   options.initializeSPUs = GL_FALSE;

   /* Initialize 6 SPUs but reserve 1 SPU as a raw SPU for PSGL. */
   sys_spu_initialize(6, 1);
   psglInit(&options);

   params.enable            = 
      PSGL_DEVICE_PARAMETERS_COLOR_FORMAT |
      PSGL_DEVICE_PARAMETERS_DEPTH_FORMAT |
      PSGL_DEVICE_PARAMETERS_MULTISAMPLING_MODE;
   params.colorFormat       = GL_ARGB_SCE;
   params.depthFormat       = GL_NONE;
   params.multisamplingMode = GL_MULTISAMPLING_NONE_SCE;

   if (global->console.screen.resolutions.current.id)
   {
      params.enable |= PSGL_DEVICE_PARAMETERS_WIDTH_HEIGHT;

      gfx_ctx_ps3_get_resolution(
            global->console.screen.resolutions.current.id,
            &params.width, &params.height);

      global->console.screen.pal_enable = false;

      if (params.width == 720 && params.height == 576)
      {
         RARCH_LOG("[PSGL Context]: 720x576 resolution detected, setting MODE_VIDEO_PAL_ENABLE.\n");
         global->console.screen.pal_enable = true;
      }
   }

   if (global->console.screen.pal60_enable)
   {
      RARCH_LOG("[PSGL Context]: Setting temporal PAL60 mode.\n");
      params.enable |= PSGL_DEVICE_PARAMETERS_RESC_PAL_TEMPORAL_MODE;
      params.enable |= PSGL_DEVICE_PARAMETERS_RESC_RATIO_MODE;
      params.rescPalTemporalMode = RESC_PAL_TEMPORAL_MODE_60_INTERPOLATE;
      params.rescRatioMode = RESC_RATIO_MODE_FULLSCREEN;
   }

   ps3->gl_device = psglCreateDeviceExtended(&params);
   ps3->gl_context = psglCreateContext();

   psglMakeCurrent(ps3->gl_context, ps3->gl_device);
   psglResetCurrentContext();
#endif

   global->console.screen.pal_enable = 
      cellVideoOutGetResolutionAvailability(
            CELL_VIDEO_OUT_PRIMARY, CELL_VIDEO_OUT_RESOLUTION_576,
            CELL_VIDEO_OUT_ASPECT_AUTO, 0);

   gfx_ctx_ps3_get_available_resolutions();

   return ps3;
}
コード例 #8
0
ファイル: ps3video.cpp プロジェクト: twinaphex/vice-next
void PS3Graphics::PSGLInitDevice(uint32_t resolutionId, uint16_t pal60Hz/*, uint16_t tripleBuffering*/)
{
	PSGLdeviceParameters params;
	PSGLinitOptions options;
	options.enable = PSGL_INIT_MAX_SPUS | PSGL_INIT_INITIALIZE_SPUS;
#if CELL_SDK_VERSION == 0x340001
	options.enable |= PSGL_INIT_TRANSIENT_MEMORY_SIZE;
#else
	options.enable |=	PSGL_INIT_HOST_MEMORY_SIZE;
#endif
	options.maxSPUs = 1;
	options.initializeSPUs = GL_FALSE;
	options.persistentMemorySize = 0;
	options.transientMemorySize = 0;
	options.errorConsole = 0;
	options.fifoSize = 0;
	options.hostMemorySize = 0;

	psglInit(&options);

	params.enable = PSGL_DEVICE_PARAMETERS_COLOR_FORMAT | \
			PSGL_DEVICE_PARAMETERS_DEPTH_FORMAT | \
			PSGL_DEVICE_PARAMETERS_MULTISAMPLING_MODE;
	params.colorFormat = GL_ARGB_SCE;
	params.depthFormat = GL_NONE;
	params.multisamplingMode = GL_MULTISAMPLING_NONE_SCE;

	/*
	if (tripleBuffering)
	{
		params.enable |= PSGL_DEVICE_PARAMETERS_BUFFERING_MODE;
		params.bufferingMode = PSGL_BUFFERING_MODE_TRIPLE;
	}
	*/

	if (pal60Hz)
	{
		params.enable |= PSGL_DEVICE_PARAMETERS_RESC_PAL_TEMPORAL_MODE;
		params.rescPalTemporalMode = RESC_PAL_TEMPORAL_MODE_60_INTERPOLATE;
		params.enable |= PSGL_DEVICE_PARAMETERS_RESC_RATIO_MODE;
		params.rescRatioMode = RESC_RATIO_MODE_FULLSCREEN;
	}

	if (resolutionId)
	{
		//Resolution setting
		CellVideoOutResolution resolution;
		cellVideoOutGetResolution(resolutionId, &resolution);

		params.enable |= PSGL_DEVICE_PARAMETERS_WIDTH_HEIGHT;
		params.width = resolution.width;
		params.height = resolution.height;
		m_currentResolutionId = resolutionId;
	}

	psgl_device = psglCreateDeviceExtended(&params);

	// Get the dimensions of the screen in question, and do stuff with it :)
	psglGetDeviceDimensions(psgl_device, &gl_width, &gl_height); 

	// Create a context and bind it to the current display.
	psgl_context = psglCreateContext();

	/*
	if(m_viewport_width == 0)
		m_viewport_width = gl_width;
	if(m_viewport_height == 0)
		m_viewport_height = gl_height;
	*/

	psglMakeCurrent(psgl_context, psgl_device);

	psglResetCurrentContext();
}