예제 #1
0
파일: main.c 프로젝트: Darkhacker/DeadRSX
s32 main(s32 argc, const char* argv[])
{

	atexit(appCleanup);
	deadrsx_init();
	ioPadInit(7);
	sysRegisterCallback(EVENT_SLOT0, eventHandle, NULL);

	u32 *frag_mem = rsxMemAlign(256, 256);
	printf("frag_mem = 0x%08lx\n", (u64) frag_mem);
	realityInstallFragmentProgram_old(context, &nv30_fp, frag_mem);

        loading(); // where all the loading done xD

	long frame = 0; 

	while(1){
                ps3_pad(); // where all are controls are
		waitFlip(); // Wait for the last flip to finish, so we can draw to the old buffer
		drawFrame(currentBuffer, frame++); // Draw into the unused buffer
		flip(currentBuffer); // Flip buffer onto screen
		currentBuffer = !currentBuffer;
		sysCheckCallback();

	}
	
	return 0;
}
예제 #2
0
// Initilize everything. You can probally skip over this function.
void init_screen() {
	// Allocate a 1Mb buffer, alligned to a 1Mb boundary to be our shared IO memory with the RSX.
	void *host_addr = memalign(1024*1024, 1024*1024);
	assert(host_addr != NULL);

	// Initilise Reality, which sets up the command buffer and shared IO memory
	context = realityInit(0x10000, 1024*1024, host_addr); 
	assert(context != NULL);

	VideoState state;
	assert(videoGetState(0, 0, &state) == 0); // Get the state of the display
	assert(state.state == 0); // Make sure display is enabled

	// Get the current resolution
	assert(videoGetResolution(state.displayMode.resolution, &res) == 0);
	
	// Configure the buffer format to xRGB
	VideoConfiguration vconfig;
	memset(&vconfig, 0, sizeof(VideoConfiguration));
	vconfig.resolution = state.displayMode.resolution;
	vconfig.format = VIDEO_BUFFER_FORMAT_XRGB;
	vconfig.pitch = res.width * 4;
	vconfig.aspect=state.displayMode.aspect;

	assert(videoConfigure(0, &vconfig, NULL, 0) == 0);
	assert(videoGetState(0, 0, &state) == 0); 

	s32 buffer_size = 4 * res.width * res.height; // each pixel is 4 bytes
	printf("buffers will be 0x%x bytes\n", buffer_size);
	
	gcmSetFlipMode(GCM_FLIP_VSYNC); // Wait for VSYNC to flip

	// Allocate two buffers for the RSX to draw to the screen (double buffering)
	buffer[0] = rsxMemAlign(16, buffer_size);
	buffer[1] = rsxMemAlign(16, buffer_size);
	assert(buffer[0] != NULL && buffer[1] != NULL);

	u32 offset[2];
	assert(realityAddressToOffset(buffer[0], &offset[0]) == 0);
	assert(realityAddressToOffset(buffer[1], &offset[1]) == 0);
	// Setup the display buffers
	assert(gcmSetDisplayBuffer(0, offset[0], res.width * 4, res.width, res.height) == 0);
	assert(gcmSetDisplayBuffer(1, offset[1], res.width * 4, res.width, res.height) == 0);

	gcmResetFlipStatus();
	flip(1);
}
예제 #3
0
파일: texture.c 프로젝트: nevik-xx/psl1ght
// Load a png from ram 
// I can't be bothered handling errors correctly, lets just abort
Image loadPng(const uint8_t *png) {
	// Make sure we have a valid png here.
	assert(png_sig_cmp((png_bytep) png, 0, 8) == 0);

	// get PNG file info struct
	png_structp png_ptr = NULL;
	png_ptr = png_create_read_struct(PNG_LIBPNG_VER_STRING, NULL, NULL, NULL);
	assert(png_ptr != NULL);

	// get PNG image data info struct
	png_infop info_ptr = NULL;
	info_ptr = png_create_info_struct(png_ptr);
	assert(info_ptr != NULL);

	png_set_read_fn(png_ptr, (png_bytep) png, ReadDataFromMemory);

	// seek to start of png.
	seek = NULL;

	png_read_info(png_ptr, info_ptr);

	png_uint_32 width = 0;
	png_uint_32 height = 0;
	int bitDepth = 0;
	int colorType = -1;
	assert(png_get_IHDR(png_ptr, info_ptr,
		&width,
		&height,
		&bitDepth,
		&colorType,
		NULL, NULL, NULL) == 1);

	Image image;
	image.data = rsxMemAlign(16, 2*1024*1024);
	image.width = width;
	image.height = height;

	switch(colorType) {
	case PNG_COLOR_TYPE_RGB:
		parseRGB(image.data, width, height, png_ptr, info_ptr);
		break;
	case PNG_COLOR_TYPE_RGBA:
		parseRGBA(image.data, width, height, png_ptr, info_ptr);
		break;
	default:
		printf("Unsupported png type\n");
		abort();
	}

	png_destroy_read_struct(&png_ptr, &info_ptr, NULL);

	return image;
}
예제 #4
0
파일: main.c 프로젝트: lousyphreak/PSL1GHT
void makeBuffer(int id, int size) {
	buffer *buf = malloc(sizeof(buffer));
	buf->ptr = rsxMemAlign(16, size);
	assert(buf->ptr != NULL);

	assert(realityAddressToOffset(buf->ptr, &buf->offset) == 0);
	// Register the display buffer with the RSX
	assert(gcmSetDisplayBuffer(id, buf->offset, res.width * 4, res.width, res.height) == 0);
	
	buf->width = res.width;
	buf->height = res.height;
	buffers[id] = buf;
}
예제 #5
0
파일: main.c 프로젝트: nevik-xx/psl1ght
s32 main(s32 argc, const char* argv[])
{
	PadInfo padinfo;
	PadData paddata;
	int i;
	
	atexit(appCleanup);
	init_screen();
	ioPadInit(7);
	sysRegisterCallback(EVENT_SLOT0, eventHandle, NULL);

	// Load texture
	dice = loadPng(dice_bin);
	assert(realityAddressToOffset(dice.data, &tx_offset) == 0);

	//load_acid_texture((uint8_t *)tx_mem, 0);

	// install fragment shader in rsx memory
	u32 *frag_mem = rsxMemAlign(256, 256);
	printf("frag_mem = 0x%08lx\n", (u64) frag_mem);
	realityInstallFragmentProgram_old(context, &nv30_fp, frag_mem);

	long frame = 0; // To keep track of how many frames we have rendered.
	
	// Ok, everything is setup. Now for the main loop.
	while(1){
		// Check the pads.
		ioPadGetInfo(&padinfo);
		for(i=0; i<MAX_PADS; i++){
			if(padinfo.status[i]){
				ioPadGetData(i, &paddata);
				
				if(paddata.BTN_CROSS || paddata.BTN_START){
					return 0;
				}
			}
			
		}

		waitFlip(); // Wait for the last flip to finish, so we can draw to the old buffer
		drawFrame(currentBuffer, frame++); // Draw into the unused buffer
		flip(currentBuffer); // Flip buffer onto screen
		currentBuffer = !currentBuffer;
		sysCheckCallback();

	}
	
	return 0;
}
예제 #6
0
파일: rsxutil.c 프로젝트: rubio0075/tiny3d
// Initilize and rsx
void init_screen(int command_buffer, int z_method) {
	// Allocate a 1Mb buffer, alligned to a 1Mb boundary to be our shared IO memory with the RSX.
	void *host_addr = memalign(1024*1024, command_buffer);
	assert(host_addr != NULL);
 
    if(z_method) zformat = REALITY_TARGET_FORMAT_ZETA_Z24S8; else zformat = REALITY_TARGET_FORMAT_ZETA_Z16;

	// Initilise Reality, which sets up the command buffer and shared IO memory
	context = realityInit(0x10000, command_buffer, host_addr); 
	assert(context != NULL);

	VideoState state;
	assert(videoGetState(0, 0, &state) == 0); // Get the state of the display
	assert(state.state == 0); // Make sure display is enabled

	// Get the current resolution
	assert(videoGetResolution(state.displayMode.resolution, &Video_Resolution) == 0);
	
	Video_pitch = 4 * ((Video_Resolution.width + 15)/16) * 16; // each pixel is 4 bytes
    
    if(!z_method)
    // 16 bit float. Note it uses 1920 as minimun because i thinking to use buffer Z with setupRenderTarget2() with one surface > screen 
	    depth_pitch = 2 * ((Video_Resolution.width > 1920) ? (((Video_Resolution.width+31)/32)*32) : 1920); 
    else
    // 32 bit float. Note it uses 1920 as minimun because i thinking to use buffer Z with setupRenderTarget2() with one surface > screen 
        depth_pitch = 4 * ((Video_Resolution.width > 1920) ? (((Video_Resolution.width+15)/16)*16) : 1920);

	// Configure the buffer format to xRGB
	VideoConfiguration vconfig;
	memset(&vconfig, 0, sizeof(VideoConfiguration));
	vconfig.resolution = state.displayMode.resolution;
	vconfig.format = VIDEO_BUFFER_FORMAT_XRGB;
	vconfig.pitch = Video_pitch;
    Video_aspect=vconfig.aspect=state.displayMode.aspect;

	assert(videoConfigure(0, &vconfig, NULL, 0) == 0);
	assert(videoGetState(0, 0, &state) == 0); 

	s32 buffer_size = Video_pitch * Video_Resolution.height; 
	s32 depth_buffer_size;
    
    if(!z_method)
    // 16 bit float. Note it uses 1088 as minimun because i thinking to use buffer Z with setupRenderTarget2() with one surface > screen 
        depth_buffer_size = depth_pitch * ((Video_Resolution.height > 1088) ? (((Video_Resolution.height+31)/32)*32) : 1088);
    else
    // 32 bit float. Note it uses 1920 as minimun because i thinking to use buffer Z with setupRenderTarget2() with one surface > screen
        depth_buffer_size = depth_pitch * ((Video_Resolution.height > 1088) ? (((Video_Resolution.height+15)/16)*16) : 1088);
	printf("buffers will be 0x%x bytes\n", buffer_size);
	
	gcmSetFlipMode(GCM_FLIP_VSYNC); // Wait for VSYNC to flip

	// Allocate two buffers for the RSX to draw to the screen (double buffering)
	Video_buffer[0] = rsxMemAlign(64, buffer_size);
	Video_buffer[1] = rsxMemAlign(64, buffer_size);
	assert(Video_buffer[0] != NULL && Video_buffer[1] != NULL);

	depth_buffer = rsxMemAlign(64, depth_buffer_size);

	assert(realityAddressToOffset(Video_buffer[0], &offset[0]) == 0);
	assert(realityAddressToOffset(Video_buffer[1], &offset[1]) == 0);
	// Setup the display buffers
	assert(gcmSetDisplayBuffer(0, offset[0], Video_pitch, Video_Resolution.width, Video_Resolution.height) == 0);
	assert(gcmSetDisplayBuffer(1, offset[1], Video_pitch, Video_Resolution.width, Video_Resolution.height) == 0);

	assert(realityAddressToOffset(depth_buffer, &depth_offset) == 0);

	gcmResetFlipStatus();
	flip(1);
    waitFlip();
}