Пример #1
0
void initEmancipation(void)
{
	int i;
	for(i=0;i<NUMEMANCIPATORS;i++)
	{
		emancipators[i].used=false;
	}
	for(i=0;i<NUMEMANCIPATIONGRIDS;i++)
	{
		emancipationGrids[i].used=false;
	}
	
	md2ReadModel(&gridModel, "grid.md2");
	textureLoad(&gridTexture, "balllauncher.png", GPU_TEXTURE_MAG_FILTER(GPU_LINEAR)|GPU_TEXTURE_MIN_FILTER(GPU_LINEAR), 0);
	textureLoad(&gridSurfaceTexture, "grid.png", GPU_TEXTURE_MAG_FILTER(GPU_LINEAR)|GPU_TEXTURE_MIN_FILTER(GPU_LINEAR)|GPU_TEXTURE_WRAP_S(GPU_REPEAT)|GPU_TEXTURE_WRAP_T(GPU_REPEAT), 0);
	md2InstanceInit(&gridInstance, &gridModel, &gridTexture);

	emancipationRectangleVertexData = linearAlloc(sizeof(emancipationRectangleData));
	memcpy(emancipationRectangleVertexData, emancipationRectangleData, sizeof(emancipationRectangleData));

	emancipationDvlb = DVLB_ParseFile((u32*)emancipation_vsh_shbin, emancipation_vsh_shbin_size);
	if(!emancipationDvlb)return;
	shaderProgramInit(&emancipationProgram);
	shaderProgramSetVsh(&emancipationProgram, &emancipationDvlb->DVLE[0]);

	emancipationUniformTextureDimensions = shaderInstanceGetUniformLocation(emancipationProgram.vertexShader, "textureDimensions");

	emancipationSFX=createSFX("emancipation.raw", SOUND_FORMAT_16BIT);
}
Пример #2
0
int imageSetFilter(lua_State *L) { // image:setFilter()

	love_image *self = luaobj_checkudata(L, 1, CLASS_TYPE);

	char *minMode = luaL_checkstring(L, 2);
	char *magMode = luaL_optstring(L, 3, minMode);

	u32 minFilter;
	u32 magFilter;

	if (strcmp(minMode, "linear") != 0 && 
		strcmp(minMode, "nearest") != 0 &&
		strcmp(magMode, "linear") != 0 &&
		strcmp(magMode, "nearest" != 0)) {
			luaError(L, "Invalid Image Filter.");
			return 0;
		}

	if (strcmp(minMode, "linear") == 0) minFilter = GPU_TEXTURE_MIN_FILTER(GPU_LINEAR);
	if (strcmp(magMode, "linear") == 0) magFilter = GPU_TEXTURE_MAG_FILTER(GPU_LINEAR);
	if (strcmp(minMode, "nearest") == 0) minFilter = GPU_TEXTURE_MIN_FILTER(GPU_NEAREST);
	if (strcmp(magMode, "nearest") == 0) magFilter = GPU_TEXTURE_MAG_FILTER(GPU_NEAREST);

	sf2d_texture_set_params(self->texture, magFilter | minFilter);

	self->minFilter = minMode;
	self->magFilter = magMode;

	return 0;

}
Пример #3
0
void TextEngine::Initialize(gfxScreen_t scn) {
	//The two screens are different sizes
	if(scn == GFX_TOP) {
		target = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
	} else {
		target = C3D_RenderTargetCreate(240, 320, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
	}
	C3D_RenderTargetSetClear(target, C3D_CLEAR_ALL, CLEAR_COLOR, 0);
	C3D_RenderTargetSetOutput(target, scn, GFX_LEFT, DISPLAY_TRANSFER_FLAGS);

	Result res = fontEnsureMapped();

	if (R_FAILED(res))
		printf("fontEnsureMapped: %08lX\n", res);

	vshader_dvlb = DVLB_ParseFile((u32*)vshader_v_shbin, vshader_v_shbin_size);
	shaderProgramInit(&program);
	shaderProgramSetVsh(&program, &vshader_dvlb->DVLE[0]);
	C3D_BindProgram(&program);

	// Get the location of the uniforms
	uLoc_projection = shaderInstanceGetUniformLocation(program.vertexShader, "projection");

	// Configure attributes for use with the vertex shader
	C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
	AttrInfo_Init(attrInfo);
	AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); // v0=position
	AttrInfo_AddLoader(attrInfo, 1, GPU_FLOAT, 2); // v1=texcoord

	if(scn == GFX_TOP) {
		// Compute the projection matrix
		Mtx_OrthoTilt(&projection, 0.0, 400.0, 240.0, 0.0, 0.0, 1.0);
	} else {
		Mtx_OrthoTilt(&projection, 0.0, 320.0, 240.0, 0.0, 0.0, 1.0);
	}
	
	// Configure depth test to overwrite pixels with the same depth (needed to draw overlapping glyphs)
	C3D_DepthTest(true, GPU_GEQUAL, GPU_WRITE_ALL);

	// Load the glyph texture sheets
	int i;
	TGLP_s* glyphInfo = fontGetGlyphInfo();
	glyphSheets = malloc(sizeof(C3D_Tex)*glyphInfo->nSheets);
	for (i = 0; i < glyphInfo->nSheets; i ++)
	{
		C3D_Tex* tex = &glyphSheets[i];
		tex->data = fontGetGlyphSheetTex(i);
		tex->fmt = glyphInfo->sheetFmt;
		tex->size = glyphInfo->sheetSize;
		tex->width = glyphInfo->sheetWidth;
		tex->height = glyphInfo->sheetHeight;
		tex->param = GPU_TEXTURE_MAG_FILTER(GPU_LINEAR) | GPU_TEXTURE_MIN_FILTER(GPU_LINEAR)
			| GPU_TEXTURE_WRAP_S(GPU_CLAMP_TO_EDGE) | GPU_TEXTURE_WRAP_T(GPU_CLAMP_TO_EDGE);
	}

	// Create the text vertex array
	textVtxArray = (textVertex_s*)linearAlloc(sizeof(textVertex_s)*TEXT_VTX_ARRAY_COUNT);
}
Пример #4
0
void playerInit(void)
{
	md2ReadModel(&gunModel, "portalgun.md2");
	textureLoad(&gunTextureOrange, "portalgun_orange.png", GPU_TEXTURE_MAG_FILTER(GPU_LINEAR)|GPU_TEXTURE_MIN_FILTER(GPU_LINEAR), 0);
	textureLoad(&gunTextureBlue, "portalgun_blue.png", GPU_TEXTURE_MAG_FILTER(GPU_LINEAR)|GPU_TEXTURE_MIN_FILTER(GPU_LINEAR), 0);
	textureLoad(&crosshairTexture, "crosshair.png", GPU_TEXTURE_MAG_FILTER(GPU_LINEAR)|GPU_TEXTURE_MIN_FILTER(GPU_LINEAR), 0);
	
	md2ReadModel(&ratmanModel, "ratman.md2");
	textureLoad(&ratmanTexture, "ratman.png", GPU_TEXTURE_MAG_FILTER(GPU_LINEAR)|GPU_TEXTURE_MIN_FILTER(GPU_LINEAR), 10);

	//SFX
	gunSFX1=createSFX("portalgun_orange.raw", SOUND_FORMAT_16BIT);
	gunSFX2=createSFX("portalgun_blue.raw", SOUND_FORMAT_16BIT);

	portalEnterSFX[0]=createSFX("portal_enter1.raw", SOUND_FORMAT_16BIT);
	portalEnterSFX[1]=createSFX("portal_enter2.raw", SOUND_FORMAT_16BIT);

	portalExitSFX[0]=createSFX("portal_exit1.raw", SOUND_FORMAT_16BIT);
	portalExitSFX[1]=createSFX("portal_exit2.raw", SOUND_FORMAT_16BIT);
}
Пример #5
0
void initPlatforms(void)
{
	int i;
	for(i=0;i<NUMPLATFORMS;i++)
	{
		platform[i].used=false;
		platform[i].id=i;
	}
	
	md2ReadModel(&platformModel, "platform.md2");
	textureLoad(&platformTexture, "logo.png", GPU_TEXTURE_MAG_FILTER(GPU_LINEAR)|GPU_TEXTURE_MIN_FILTER(GPU_LINEAR), 0);
	
	md2InstanceInit(&platformModelInstance, &platformModel, &platformTexture);
}
Пример #6
0
void initBigButtons(void)
{
	int i;
	for(i=0;i<NUMBIGBUTTONS;i++)
	{
		bigButton[i].used=false;
		bigButton[i].room=NULL;
		bigButton[i].id=i;
	}
	
	md2ReadModel(&bigButtonModel, "button1.md2");
	
	textureLoad(&bigButtonTexture, "button1.png", GPU_TEXTURE_MAG_FILTER(GPU_LINEAR)|GPU_TEXTURE_MIN_FILTER(GPU_LINEAR), 10);
	textureLoad(&bigButtonActiveTexture, "button1b.png", GPU_TEXTURE_MAG_FILTER(GPU_LINEAR)|GPU_TEXTURE_MIN_FILTER(GPU_LINEAR), 10);
}
Пример #7
0
static bool C3Di_TexInitCommon(C3D_Tex* tex, int width, int height, GPU_TEXCOLOR format, void* (*texAlloc)(size_t))
{
	if (tex->data) return false;

	u32 size = fmtSize(format);
	if (!size) return false;
	size *= width * height;

	tex->data = texAlloc(size);
	if (!tex->data) return false;

	tex->width = width;
	tex->height = height;
	tex->param = GPU_TEXTURE_MAG_FILTER(GPU_NEAREST) | GPU_TEXTURE_MIN_FILTER(GPU_NEAREST);
	tex->fmt = format;
	tex->size = size;
	return true;
}
Пример #8
0
Result TextureManager::load(void)
{
	printf("Loading ballLoadingScreen: @%p\n", (ballLoadingScreen = sfil_load_PNG_file(ROMFS "ball_loading_screen.png", SF2D_PLACE_RAM)));

	if (!ballLoadingScreen) return -5;

	drawStaticLoadingScreen();

	// s32 prio = 0;
	// threadMainLoop = true;
	// svcGetThreadPriority(&prio, CUR_THREAD_HANDLE);
	// threadCreate(_loadingScreen, (void*) this, 4*1024, prio-1, -2, true);

	Result ret = (loadTextures() ? 0 : -5);
	if (R_FAILED(ret)) return ret;

	sf2d_texture_set_params(this->boxTiles, GPU_TEXTURE_MAG_FILTER(GPU_LINEAR) | GPU_TEXTURE_MIN_FILTER(GPU_LINEAR));

	// threadMainLoop = false;

	return ret;
}
Пример #9
0
void sf2d_bind_texture(const sf2d_texture *texture, GPU_TEXUNIT unit)
{
	GPU_SetTextureEnable(unit);

	GPU_SetTexEnv(
		0,
		GPU_TEVSOURCES(GPU_TEXTURE0, GPU_TEXTURE0, GPU_TEXTURE0),
		GPU_TEVSOURCES(GPU_TEXTURE0, GPU_TEXTURE0, GPU_TEXTURE0),
		GPU_TEVOPERANDS(0, 0, 0),
		GPU_TEVOPERANDS(0, 0, 0),
		GPU_REPLACE, GPU_REPLACE,
		0xFFFFFFFF
	);

	GPU_SetTexture(
		unit,
		(u32 *)osConvertVirtToPhys((u32)texture->data),
		// width and height swapped?
		texture->pow2_h,
		texture->pow2_w,
		GPU_TEXTURE_MAG_FILTER(GPU_NEAREST) | GPU_TEXTURE_MIN_FILTER(GPU_NEAREST),
		texture->pixel_format
	);
}
Пример #10
0
void initEnergyBalls(void)
{
	int i;
	for(i=0;i<NUMENERGYDEVICES;i++)
	{
		energyDevice[i].used=false;
		energyDevice[i].id=i;
	}
	for(i=0;i<NUMENERGYBALLS;i++)
	{
		energyBall[i].used=false;
		energyBall[i].id=i;
	}
	
	md2ReadModel(&energyCatcherModel, "ballcatcher.md2");
	md2ReadModel(&energyLauncherModel, "balllauncher.md2");
	md2ReadModel(&energyBallModel, "energyball.md2");

	textureLoad(&energyLauncherTexture, "balllauncher.png", GPU_TEXTURE_MAG_FILTER(GPU_LINEAR)|GPU_TEXTURE_MIN_FILTER(GPU_LINEAR), 10);
	textureLoad(&energyLauncherActiveTexture, "balllauncheractive.png", GPU_TEXTURE_MAG_FILTER(GPU_LINEAR)|GPU_TEXTURE_MIN_FILTER(GPU_LINEAR), 10);
	textureLoad(&energyBallTexture, "energyball.png", GPU_TEXTURE_MAG_FILTER(GPU_LINEAR)|GPU_TEXTURE_MIN_FILTER(GPU_LINEAR), 10);
}
Пример #11
0
void C3D_TexSetFilter(C3D_Tex* tex, GPU_TEXTURE_FILTER_PARAM magFilter, GPU_TEXTURE_FILTER_PARAM minFilter)
{
	tex->param &= ~(GPU_TEXTURE_MAG_FILTER(GPU_LINEAR) | GPU_TEXTURE_MIN_FILTER(GPU_LINEAR));
	tex->param |= GPU_TEXTURE_MAG_FILTER(magFilter) | GPU_TEXTURE_MIN_FILTER(minFilter);
}
Пример #12
0
static void menu_display_ctr_draw(void *data)
{
    struct ctr_texture *texture = NULL;
    const float *color          = NULL;
    ctr_video_t             *ctr = (ctr_video_t*)video_driver_get_ptr(false);
    menu_display_ctx_draw_t *draw    = (menu_display_ctx_draw_t*)data;

   if (!ctr || !draw)
      return;

    texture            = (struct ctr_texture*)draw->texture;
    color              = draw->coords->color;

    if (!texture)
       return;

    ctr_scale_vector_t scale_vector;
    ctr_set_scale_vector(&scale_vector,
                         CTR_TOP_FRAMEBUFFER_WIDTH, CTR_TOP_FRAMEBUFFER_HEIGHT,
                         texture->width, texture->height);
    ctrGuSetVertexShaderFloatUniform(0, (float*)&scale_vector, 1);

    if ((ctr->vertex_cache.size - (ctr->vertex_cache.current - ctr->vertex_cache.buffer)) < 1)
       ctr->vertex_cache.current = ctr->vertex_cache.buffer;

    ctr_vertex_t* v = ctr->vertex_cache.current++;

    v->x0 = draw->x;
    v->y0 = 240 - draw->height - draw->y;
    v->x1 = v->x0 + draw->width;
    v->y1 = v->y0 + draw->height;
    v->u0 = 0;
    v->v0 = 0;
    v->u1 = texture->active_width;
    v->v1 = texture->active_height;

    ctrGuSetAttributeBuffers(2,
                             VIRT_TO_PHYS(v),
                             CTRGU_ATTRIBFMT(GPU_SHORT, 4) << 0 |
                             CTRGU_ATTRIBFMT(GPU_SHORT, 4) << 4,
                             sizeof(ctr_vertex_t));

    color = draw->coords->color;
    int colorR = (int)((*color++)*255.f);
    int colorG = (int)((*color++)*255.f);
    int colorB = (int)((*color++)*255.f);
    int colorA = (int)((*color++)*255.f);

    GPU_SetTexEnv(0,
                  GPU_TEVSOURCES(GPU_TEXTURE0, GPU_CONSTANT, 0),
                  GPU_TEVSOURCES(GPU_TEXTURE0, GPU_CONSTANT, 0),
                  0,
                  0,
                  GPU_MODULATE, GPU_MODULATE,
                  COLOR_ABGR(colorR,colorG,colorB,colorA)
                  );
//    GPU_SetTexEnv(0,
//                  GPU_TEVSOURCES(GPU_CONSTANT, GPU_CONSTANT, 0),
//                  GPU_TEVSOURCES(GPU_CONSTANT, GPU_CONSTANT, 0),
//                  0,
//                  GPU_TEVOPERANDS(GPU_TEVOP_RGB_SRC_COLOR, GPU_TEVOP_RGB_SRC_COLOR, 0),
//                  GPU_REPLACE, GPU_REPLACE,
//                  0x3FFFFFFF);

    ctrGuSetTexture(GPU_TEXUNIT0, VIRT_TO_PHYS(texture->data), texture->width, texture->height,
                    GPU_TEXTURE_MAG_FILTER(GPU_LINEAR)  | GPU_TEXTURE_MIN_FILTER(GPU_LINEAR) |
                    GPU_TEXTURE_WRAP_S(GPU_CLAMP_TO_EDGE) | GPU_TEXTURE_WRAP_T(GPU_CLAMP_TO_EDGE),
                    GPU_RGBA8);


    GPU_SetViewport(NULL,
                    VIRT_TO_PHYS(ctr->drawbuffers.top.left),
                    0, 0, CTR_TOP_FRAMEBUFFER_HEIGHT,
                    ctr->video_mode == CTR_VIDEO_MODE_800x240 ? CTR_TOP_FRAMEBUFFER_WIDTH * 2 : CTR_TOP_FRAMEBUFFER_WIDTH);

    GPU_DrawArray(GPU_GEOMETRY_PRIM, 0, 1);

    if (ctr->video_mode == CTR_VIDEO_MODE_3D)
    {
       GPU_SetViewport(NULL,
                       VIRT_TO_PHYS(ctr->drawbuffers.top.right),
                       0, 0, CTR_TOP_FRAMEBUFFER_HEIGHT,
                       CTR_TOP_FRAMEBUFFER_WIDTH);
       GPU_DrawArray(GPU_GEOMETRY_PRIM, 0, 1);
    }

    GPU_SetTexEnv(0, GPU_TEXTURE0, GPU_TEXTURE0, 0, 0, GPU_REPLACE, GPU_REPLACE, 0);
//    printf("(%i,%i,%i,%i) , (%i,%i)\n", (int)draw->x, (int)draw->y, (int)draw->width, (int)draw->height, texture->width, texture->height);
}
Пример #13
0
// topscreen
void renderFrame()
{
	GPU_SetViewport((u32*)osConvertVirtToPhys((u32)gpuDOut),(u32*)osConvertVirtToPhys((u32)gpuOut),0,0,240*2,400);

	GPU_DepthRange(-1.0f, 0.0f);
	GPU_SetFaceCulling(GPU_CULL_BACK_CCW);
	GPU_SetStencilTest(false, GPU_ALWAYS, 0x00, 0xFF, 0x00);
	GPU_SetStencilOp(GPU_KEEP, GPU_KEEP, GPU_KEEP);
	GPU_SetBlendingColor(0,0,0,0);
	GPU_SetDepthTestAndWriteMask(true, GPU_GREATER, GPU_WRITE_ALL);

	GPUCMD_AddSingleParam(0x00010062, 0);
	GPUCMD_AddSingleParam(0x000F0118, 0);

	//setup shader
	SHDR_UseProgram(shader, 0);

	GPU_SetAlphaBlending(GPU_BLEND_ADD, GPU_BLEND_ADD, GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA);
	GPU_SetAlphaTest(false, GPU_ALWAYS, 0x00);

	GPU_SetTextureEnable(GPU_TEXUNIT0);

	GPU_SetTexEnv(0,
		GPU_TEVSOURCES(GPU_TEXTURE0, GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR),
		GPU_TEVSOURCES(GPU_TEXTURE0, GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR),
		GPU_TEVOPERANDS(0,0,0),
		GPU_TEVOPERANDS(0,0,0),
		GPU_MODULATE, GPU_MODULATE,
		0xFFFFFFFF);
	GPU_SetDummyTexEnv(1);
	GPU_SetDummyTexEnv(2);
	GPU_SetDummyTexEnv(3);
	GPU_SetDummyTexEnv(4);
	GPU_SetDummyTexEnv(5);

	//texturing stuff
		GPU_SetTexture(GPU_TEXUNIT0, (u32*)osConvertVirtToPhys((u32)texData),128,128,GPU_TEXTURE_MAG_FILTER(GPU_NEAREST)|GPU_TEXTURE_MIN_FILTER(GPU_NEAREST),GPU_RGBA8);
		GPU_SetAttributeBuffers(3, (u32*)osConvertVirtToPhys((u32)texData),
			GPU_ATTRIBFMT(0, 3, GPU_FLOAT)|GPU_ATTRIBFMT(1, 2, GPU_FLOAT)|GPU_ATTRIBFMT(2, 3, GPU_FLOAT),
			0xFFC, 0x210, 1, (u32[]){0x00000000}, (u64[]){0x210}, (u8[]){3});

	//setup lighting (this is specific to our shader)
		vect3Df_s lightDir=vnormf(vect3Df(cos(lightAngle), -1.0f, sin(lightAngle)));
		GPU_SetUniform(SHDR_GetUniformRegister(shader, "lightDirection", 0), (u32*)(float[]){0.0f, -lightDir.z, -lightDir.y, -lightDir.x}, 1);
Пример #14
0
static bool ctr_frame(void* data, const void* frame,
      unsigned width, unsigned height, unsigned pitch, const char* msg)
{
   ctr_video_t* ctr = (ctr_video_t*)data;
   settings_t* settings = config_get_ptr();

   static uint64_t currentTick,lastTick;
   static float fps = 0.0;
   static int total_frames = 0;
   static int frames = 0;

   extern bool select_pressed;

   if (!width || !height)
   {
      gspWaitForEvent(GSPEVENT_VBlank0, true);
      return true;
   }

   if(!aptMainLoop())
   {
      event_command(EVENT_CMD_QUIT);
      return true;
   }

   if (select_pressed)
   {
      event_command(EVENT_CMD_QUIT);
      return true;
   }

   svcWaitSynchronization(gspEvents[GSPEVENT_P3D], 20000000);
   svcClearEvent(gspEvents[GSPEVENT_P3D]);
   svcWaitSynchronization(gspEvents[GSPEVENT_PPF], 20000000);
   svcClearEvent(gspEvents[GSPEVENT_PPF]);

   gfxSwapBuffersGpu();   
   frames++;

   if (ctr->vsync)
      svcWaitSynchronization(gspEvents[GSPEVENT_VBlank0], U64_MAX);

   svcClearEvent(gspEvents[GSPEVENT_VBlank0]);

   currentTick = svcGetSystemTick();
   uint32_t diff = currentTick - lastTick;
   if(diff > CTR_CPU_TICKS_PER_SECOND)
   {
      fps = (float)frames * ((float) CTR_CPU_TICKS_PER_SECOND / (float) diff);
      lastTick = currentTick;
      frames = 0;
   }

   printf("fps: %8.4f frames: %i\r", fps, total_frames++);
   fflush(stdout);

   ctrGuSetMemoryFill(true, (u32*)CTR_GPU_FRAMEBUFFER, 0x00000000,
                    (u32*)(CTR_GPU_FRAMEBUFFER + CTR_TOP_FRAMEBUFFER_WIDTH * CTR_TOP_FRAMEBUFFER_HEIGHT * sizeof(uint32_t)),
                    0x201, (u32*)CTR_GPU_DEPTHBUFFER, 0x00000000,
                    (u32*)(CTR_GPU_DEPTHBUFFER + CTR_TOP_FRAMEBUFFER_WIDTH * CTR_TOP_FRAMEBUFFER_HEIGHT * sizeof(uint32_t)),
                    0x201);

   GPUCMD_SetBufferOffset(0);

   if (width > ctr->texture_width)
      width = ctr->texture_width;
   if (height > ctr->texture_height)
      height = ctr->texture_height;

   if(frame)
   {
      if(((((u32)(frame)) >= 0x14000000 && ((u32)(frame)) < 0x1c000000)) /* frame in linear memory */
         && !((u32)frame & 0x7F)                                         /* 128-byte aligned */
         && !((pitch) & 0xF))                                            /* 16-byte aligned */
      {
         /* can copy the buffer directly with the GPU */
         ctrGuCopyImage(false, frame, pitch / 2, height, CTRGU_RGB565, false,
                        ctr->texture_swizzled, ctr->texture_width, CTRGU_RGB565,  true);
      }
      else
      {
         int i;
         uint16_t* dst = (uint16_t*)ctr->texture_linear;
         const uint8_t* src = frame;
         for (i = 0; i < height; i++)
         {
            memcpy(dst, src, width * sizeof(uint16_t));
            dst += ctr->texture_width;
            src += pitch;
         }
         GSPGPU_FlushDataCache(NULL, ctr->texture_linear,
                               ctr->texture_width * ctr->texture_height * sizeof(uint16_t));

         ctrGuCopyImage(false, ctr->texture_linear, ctr->texture_width, ctr->menu.texture_height, CTRGU_RGB565, false,
                        ctr->texture_swizzled, ctr->texture_width, CTRGU_RGB565,  true);

      }

   }


   ctrGuSetTexture(GPU_TEXUNIT0, VIRT_TO_PHYS(ctr->texture_swizzled), ctr->texture_width, ctr->texture_height,
                  GPU_TEXTURE_MAG_FILTER(GPU_LINEAR) | GPU_TEXTURE_MIN_FILTER(GPU_LINEAR) |
                  GPU_TEXTURE_WRAP_S(GPU_CLAMP_TO_EDGE) | GPU_TEXTURE_WRAP_T(GPU_CLAMP_TO_EDGE),
                  GPU_RGB565);

   ctr->frame_coords->u = width;
   ctr->frame_coords->v = height;
   GSPGPU_FlushDataCache(NULL, (u8*)ctr->frame_coords, sizeof(ctr_vertex_t));

   ctrGuSetAttributeBuffersAddress(VIRT_TO_PHYS(ctr->frame_coords));
   ctrGuSetVertexShaderFloatUniform(0, (float*)&ctr->scale_vector, 1);
   GPU_DrawArray(GPU_UNKPRIM, 1);

   if (ctr->menu_texture_enable)
   {

      GSPGPU_FlushDataCache(NULL, ctr->menu.texture_linear,
                            ctr->menu.texture_width * ctr->menu.texture_height * sizeof(uint16_t));

      ctrGuCopyImage(false, ctr->menu.texture_linear, ctr->menu.texture_width, ctr->menu.texture_height, CTRGU_RGBA4444,false,
                     ctr->menu.texture_swizzled, ctr->menu.texture_width, CTRGU_RGBA4444,  true);

      ctrGuSetTexture(GPU_TEXUNIT0, VIRT_TO_PHYS(ctr->menu.texture_swizzled), ctr->menu.texture_width, ctr->menu.texture_height,
                     GPU_TEXTURE_MAG_FILTER(GPU_LINEAR) | GPU_TEXTURE_MIN_FILTER(GPU_LINEAR) |
                     GPU_TEXTURE_WRAP_S(GPU_CLAMP_TO_EDGE) | GPU_TEXTURE_WRAP_T(GPU_CLAMP_TO_EDGE),
                     GPU_RGBA4);


      ctrGuSetAttributeBuffersAddress(VIRT_TO_PHYS(ctr->menu.frame_coords));
      ctrGuSetVertexShaderFloatUniform(1, (float*)&ctr->menu.scale_vector, 1);
      GPU_DrawArray(GPU_UNKPRIM, 1);
   }

   GPU_FinishDrawing();
   GPUCMD_Finalize();
   ctrGuFlushAndRun(true);

   ctrGuDisplayTransfer(true, CTR_GPU_FRAMEBUFFER, 240,400, CTRGU_RGBA8,
                        gfxGetFramebuffer(GFX_TOP, GFX_LEFT, NULL, NULL), 240,400,CTRGU_RGB8, CTRGU_MULTISAMPLE_NONE);

   ctr->frame_count++;

   return true;
}
Пример #15
0
static bool ctr_frame(void* data, const void* frame,
      unsigned width, unsigned height, 
      uint64_t frame_count,
      unsigned pitch, const char* msg)
{
   uint32_t diff;
   static uint64_t currentTick,lastTick;
   ctr_video_t       *ctr  = (ctr_video_t*)data;
   settings_t   *settings  = config_get_ptr();
   static float        fps = 0.0;
   static int total_frames = 0;
   static int       frames = 0;
   static struct retro_perf_counter ctrframe_f = {0};
   uint32_t state_tmp;
   touchPosition state_tmp_touch;

   extern bool select_pressed;

   if (!width || !height)
   {
      gspWaitForEvent(GSPEVENT_VBlank0, true);
      return true;
   }

   if(!aptMainLoop())
   {
      event_command(EVENT_CMD_QUIT);
      return true;
   }

   if (select_pressed)
   {
      event_command(EVENT_CMD_QUIT);
      return true;
   }

   state_tmp = hidKeysDown();
   hidTouchRead(&state_tmp_touch);
   if((state_tmp & KEY_TOUCH) && (state_tmp_touch.py < 120))
   {
      Handle lcd_handle;
      u8 not_2DS;
      extern PrintConsole* currentConsole;

      gfxBottomFramebuffers[0] = ctr->lcd_buttom_on ? (u8*)ctr->empty_framebuffer:
                                                      (u8*)currentConsole->frameBuffer;

      CFGU_GetModelNintendo2DS(&not_2DS);
      if(not_2DS && srvGetServiceHandle(&lcd_handle, "gsp::Lcd") >= 0)
      {
         u32 *cmdbuf = getThreadCommandBuffer();
         cmdbuf[0] = ctr->lcd_buttom_on? 0x00120040:  0x00110040;
         cmdbuf[1] = 2;
         svcSendSyncRequest(lcd_handle);
         svcCloseHandle(lcd_handle);
      }

      ctr->lcd_buttom_on = !ctr->lcd_buttom_on;
   }

   svcWaitSynchronization(gspEvents[GSPEVENT_P3D], 20000000);
   svcClearEvent(gspEvents[GSPEVENT_P3D]);
   svcWaitSynchronization(gspEvents[GSPEVENT_PPF], 20000000);
   svcClearEvent(gspEvents[GSPEVENT_PPF]);

   frames++;

   if (ctr->vsync)
      svcWaitSynchronization(gspEvents[GSPEVENT_VBlank0], U64_MAX);

   svcClearEvent(gspEvents[GSPEVENT_VBlank0]);

   currentTick = svcGetSystemTick();
   diff        = currentTick - lastTick;
   if(diff > CTR_CPU_TICKS_PER_SECOND)
   {
      fps = (float)frames * ((float) CTR_CPU_TICKS_PER_SECOND / (float) diff);
      lastTick = currentTick;
      frames = 0;
   }

//   extern u32 __linear_heap_size;
//   extern u32 gpuCmdBufOffset;
//   extern u32 __heap_size;
//   printf("0x%08X 0x%08X 0x%08X\r", __heap_size, gpuCmdBufOffset, (__linear_heap_size - linearSpaceFree() +0x3FF) & ~0x3FF);
//   printf("fps: %8.4f frames: %i (%X)\r", fps, total_frames++, (__linear_heap_size - linearSpaceFree()));
   printf("fps: %8.4f frames: %i\r", fps, total_frames++);
   fflush(stdout);

   rarch_perf_init(&ctrframe_f, "ctrframe_f");
   retro_perf_start(&ctrframe_f);

   if (ctr->should_resize)
      ctr_update_viewport(ctr);

   ctrGuSetMemoryFill(true, (u32*)CTR_GPU_FRAMEBUFFER, 0x00000000,
                    (u32*)(CTR_GPU_FRAMEBUFFER + CTR_TOP_FRAMEBUFFER_WIDTH * CTR_TOP_FRAMEBUFFER_HEIGHT * sizeof(uint32_t)),
                    0x201, (u32*)CTR_GPU_DEPTHBUFFER, 0x00000000,
                    (u32*)(CTR_GPU_DEPTHBUFFER + CTR_TOP_FRAMEBUFFER_WIDTH * CTR_TOP_FRAMEBUFFER_HEIGHT * sizeof(uint32_t)),
                    0x201);

   GPUCMD_SetBufferOffset(0);

   if (width > ctr->texture_width)
      width = ctr->texture_width;
   if (height > ctr->texture_height)
      height = ctr->texture_height;

   if(frame)
   {
      if(((((u32)(frame)) >= 0x14000000 && ((u32)(frame)) < 0x40000000)) /* frame in linear memory */
         && !((u32)frame & 0x7F)                                         /* 128-byte aligned */
         && !((pitch) & 0xF))                                            /* 16-byte aligned */
      {
         /* can copy the buffer directly with the GPU */
         ctrGuCopyImage(false, frame, pitch / (ctr->rgb32? 4: 2), height, ctr->rgb32 ? CTRGU_RGBA8: CTRGU_RGB565, false,
                        ctr->texture_swizzled, ctr->texture_width, ctr->rgb32 ? CTRGU_RGBA8: CTRGU_RGB565,  true);
      }
      else
      {
         int i;
         uint8_t      *dst = (uint8_t*)ctr->texture_linear;
         const uint8_t *src = frame;

         for (i = 0; i < height; i++)
         {
            memcpy(dst, src, width * (ctr->rgb32? 4: 2));
            dst += ctr->texture_width * (ctr->rgb32? 4: 2);
            src += pitch;
         }
         GSPGPU_FlushDataCache(ctr->texture_linear,
                               ctr->texture_width * ctr->texture_height * (ctr->rgb32? 4: 2));

         ctrGuCopyImage(false, ctr->texture_linear, ctr->texture_width, ctr->texture_height, ctr->rgb32 ? CTRGU_RGBA8: CTRGU_RGB565, false,
                        ctr->texture_swizzled, ctr->texture_width, ctr->rgb32 ? CTRGU_RGBA8: CTRGU_RGB565,  true);

      }

   }

   ctrGuSetTexture(GPU_TEXUNIT0, VIRT_TO_PHYS(ctr->texture_swizzled), ctr->texture_width, ctr->texture_height,
                  (ctr->smooth? GPU_TEXTURE_MAG_FILTER(GPU_LINEAR)  | GPU_TEXTURE_MIN_FILTER(GPU_LINEAR)
                              : GPU_TEXTURE_MAG_FILTER(GPU_NEAREST) | GPU_TEXTURE_MIN_FILTER(GPU_NEAREST)) |
                  GPU_TEXTURE_WRAP_S(GPU_CLAMP_TO_EDGE) | GPU_TEXTURE_WRAP_T(GPU_CLAMP_TO_EDGE),
                  ctr->rgb32 ? GPU_RGBA8: GPU_RGB565);

   ctr->frame_coords->u = width;
   ctr->frame_coords->v = height;
   GSPGPU_FlushDataCache(ctr->frame_coords, sizeof(ctr_vertex_t));

   ctrGuSetAttributeBuffersAddress(VIRT_TO_PHYS(ctr->frame_coords));
   ctrGuSetVertexShaderFloatUniform(0, (float*)&ctr->scale_vector, 1);

   /* ARGB --> RGBA */
   if (ctr->rgb32)
   {
      GPU_SetTexEnv(0,
                    GPU_TEVSOURCES(GPU_TEXTURE0, GPU_CONSTANT, 0),
                    GPU_TEVSOURCES(GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR, 0),
                    GPU_TEVOPERANDS(GPU_TEVOP_RGB_SRC_G, 0, 0),
                    GPU_TEVOPERANDS(0, 0, 0),
                    GPU_MODULATE, GPU_MODULATE,
                    0x0000FF);
      GPU_SetTexEnv(1,
                    GPU_TEVSOURCES(GPU_TEXTURE0, GPU_CONSTANT, GPU_PREVIOUS),
                    GPU_TEVSOURCES(GPU_PREVIOUS, GPU_PREVIOUS, 0),
                    GPU_TEVOPERANDS(GPU_TEVOP_RGB_SRC_B, 0, 0),
                    GPU_TEVOPERANDS(0, 0, 0),
                    GPU_MULTIPLY_ADD, GPU_MODULATE,
                    0x00FF00);
      GPU_SetTexEnv(2,
                    GPU_TEVSOURCES(GPU_TEXTURE0, GPU_CONSTANT, GPU_PREVIOUS),
                    GPU_TEVSOURCES(GPU_PREVIOUS, GPU_PREVIOUS, 0),
                    GPU_TEVOPERANDS(GPU_TEVOP_RGB_SRC_ALPHA, 0, 0),
                    GPU_TEVOPERANDS(0, 0, 0),
                    GPU_MULTIPLY_ADD, GPU_MODULATE,
                    0xFF0000);
   }

   GPU_DrawArray(GPU_GEOMETRY_PRIM, 0, 1);

   /* restore */
   if (ctr->rgb32)
   {
      GPU_SetTexEnv(0,
                    GPU_TEVSOURCES(GPU_TEXTURE0, GPU_PRIMARY_COLOR, 0),
                    GPU_TEVSOURCES(GPU_TEXTURE0, GPU_PRIMARY_COLOR, 0),
                    GPU_TEVOPERANDS(0, 0, 0),
                    GPU_TEVOPERANDS(0, 0, 0),
                    GPU_MODULATE, GPU_MODULATE,
                    0xFFFFFFFF);
      GPU_SetTexEnv(1, GPU_PREVIOUS,GPU_PREVIOUS, 0, 0, 0, 0, 0);
      GPU_SetTexEnv(2, GPU_PREVIOUS,GPU_PREVIOUS, 0, 0, 0, 0, 0);
   }

   if (ctr->menu_texture_enable)
   {

      GSPGPU_FlushDataCache(ctr->menu.texture_linear,
                            ctr->menu.texture_width * ctr->menu.texture_height * sizeof(uint16_t));

      ctrGuCopyImage(false, ctr->menu.texture_linear, ctr->menu.texture_width, ctr->menu.texture_height, CTRGU_RGBA4444,false,
                     ctr->menu.texture_swizzled, ctr->menu.texture_width, CTRGU_RGBA4444,  true);

      ctrGuSetTexture(GPU_TEXUNIT0, VIRT_TO_PHYS(ctr->menu.texture_swizzled), ctr->menu.texture_width, ctr->menu.texture_height,
                     GPU_TEXTURE_MAG_FILTER(GPU_LINEAR) | GPU_TEXTURE_MIN_FILTER(GPU_LINEAR) |
                     GPU_TEXTURE_WRAP_S(GPU_CLAMP_TO_EDGE) | GPU_TEXTURE_WRAP_T(GPU_CLAMP_TO_EDGE),
                     GPU_RGBA4);


      ctrGuSetAttributeBuffersAddress(VIRT_TO_PHYS(ctr->menu.frame_coords));
      ctrGuSetVertexShaderFloatUniform(0, (float*)&ctr->menu.scale_vector, 1);
      GPU_DrawArray(GPU_GEOMETRY_PRIM, 0, 1);
   }

   GPU_FinishDrawing();
   GPUCMD_Finalize();
   ctrGuFlushAndRun(true);

   ctrGuDisplayTransfer(true, CTR_GPU_FRAMEBUFFER, 240,400, CTRGU_RGBA8,
                        gfxGetFramebuffer(GFX_TOP, GFX_LEFT, NULL, NULL), 240,400,CTRGU_RGB8, CTRGU_MULTISAMPLE_NONE);

   gfxSwapBuffersGpu();
   retro_perf_stop(&ctrframe_f);

   return true;
}
Пример #16
0
static bool ctr_frame(void* data, const void* frame,
      unsigned width, unsigned height, 
      uint64_t frame_count,
      unsigned pitch, const char* msg)
{
   uint32_t diff;
   static uint64_t currentTick,lastTick;
   ctr_video_t       *ctr  = (ctr_video_t*)data;
   settings_t   *settings  = config_get_ptr();
   static float        fps = 0.0;
   static int total_frames = 0;
   static int       frames = 0;
   static struct retro_perf_counter ctrframe_f = {0};
   uint32_t state_tmp;
   touchPosition state_tmp_touch;

   extern bool select_pressed;

   if (!width || !height)
   {
      gspWaitForEvent(GSPGPU_EVENT_VBlank0, true);
      return true;
   }

   if(!aptMainLoop())
   {
      command_event(CMD_EVENT_QUIT, NULL);
      return true;
   }

   if (select_pressed)
   {
      command_event(CMD_EVENT_QUIT, NULL);
      return true;
   }

   state_tmp = hidKeysDown();
   hidTouchRead(&state_tmp_touch);
   if((state_tmp & KEY_TOUCH) && (state_tmp_touch.py < 120))
   {
      Handle lcd_handle;
      u8 not_2DS;
      extern PrintConsole* currentConsole;

      gfxBottomFramebuffers[0] = ctr->lcd_buttom_on ? (u8*)ctr->empty_framebuffer:
                                                      (u8*)currentConsole->frameBuffer;

      CFGU_GetModelNintendo2DS(&not_2DS);
      if(not_2DS && srvGetServiceHandle(&lcd_handle, "gsp::Lcd") >= 0)
      {
         u32 *cmdbuf = getThreadCommandBuffer();
         cmdbuf[0] = ctr->lcd_buttom_on? 0x00120040:  0x00110040;
         cmdbuf[1] = 2;
         svcSendSyncRequest(lcd_handle);
         svcCloseHandle(lcd_handle);
      }

      ctr->lcd_buttom_on = !ctr->lcd_buttom_on;
   }

   svcWaitSynchronization(gspEvents[GSPGPU_EVENT_P3D], 20000000);
   svcClearEvent(gspEvents[GSPGPU_EVENT_P3D]);
   svcWaitSynchronization(gspEvents[GSPGPU_EVENT_PPF], 20000000);
   svcClearEvent(gspEvents[GSPGPU_EVENT_PPF]);

   frames++;

   if (ctr->vsync)
      svcWaitSynchronization(gspEvents[GSPGPU_EVENT_VBlank0], U64_MAX);

   svcClearEvent(gspEvents[GSPGPU_EVENT_VBlank0]);

   currentTick = svcGetSystemTick();
   diff        = currentTick - lastTick;
   if(diff > CTR_CPU_TICKS_PER_SECOND)
   {
      fps = (float)frames * ((float) CTR_CPU_TICKS_PER_SECOND / (float) diff);
      lastTick = currentTick;
      frames = 0;
   }


//#define CTR_INSPECT_MEMORY_USAGE

#ifdef CTR_INSPECT_MEMORY_USAGE
   uint32_t ctr_get_stack_usage(void);
   void ctr_linear_get_stats(void);
   extern u32 __linear_heap_size;
   extern u32 __heap_size;

   MemInfo mem_info;
   PageInfo page_info;
   u32 query_addr = 0x08000000;
   printf(PRINTFPOS(0,0));
   while (query_addr < 0x40000000)
   {
      svcQueryMemory(&mem_info, &page_info, query_addr);
      printf("0x%08X --> 0x%08X (0x%08X) \n", mem_info.base_addr, mem_info.base_addr + mem_info.size, mem_info.size);
      query_addr = mem_info.base_addr + mem_info.size;
      if(query_addr == 0x1F000000)
         query_addr = 0x30000000;
   }
//   static u32* dummy_pointer;
//   if(total_frames == 500)
//      dummy_pointer = malloc(0x2000000);
//   if(total_frames == 1000)
//      free(dummy_pointer);


   printf("========================================");
   printf("0x%08X 0x%08X 0x%08X\n", __heap_size, gpuCmdBufOffset, (__linear_heap_size - linearSpaceFree()));
   printf("fps: %8.4f frames: %i (%X)\n", fps, total_frames++, (__linear_heap_size - linearSpaceFree()));
   printf("========================================");
   u32 app_memory = *((u32*)0x1FF80040);
   u64 mem_used;
   svcGetSystemInfo(&mem_used, 0, 1);
   printf("total mem : 0x%08X          \n", app_memory);
   printf("used: 0x%08X free: 0x%08X      \n", (u32)mem_used, app_memory - (u32)mem_used);
   static u32 stack_usage = 0;
   extern u32 __stack_bottom;
   if(!(total_frames & 0x3F))
      stack_usage = ctr_get_stack_usage();
   printf("stack total:0x%08X used: 0x%08X\n", 0x10000000 - __stack_bottom, stack_usage);

   printf("========================================");
   ctr_linear_get_stats();
   printf("========================================");

#else
   printf(PRINTFPOS(29,0)"fps: %8.4f frames: %i\r", fps, total_frames++);
#endif
   fflush(stdout);

   performance_counter_init(&ctrframe_f, "ctrframe_f");
   performance_counter_start(&ctrframe_f);

   if (ctr->should_resize)
      ctr_update_viewport(ctr);

   ctrGuSetMemoryFill(true, (u32*)CTR_TOP_FRAMEBUFFER, 0x00000000,
                    (u32*)(CTR_TOP_FRAMEBUFFER + 2 * CTR_TOP_FRAMEBUFFER_WIDTH * CTR_TOP_FRAMEBUFFER_HEIGHT * sizeof(uint32_t)),
                    0x201, (u32*)CTR_GPU_DEPTHBUFFER, 0x00000000,
                    (u32*)(CTR_GPU_DEPTHBUFFER + CTR_TOP_FRAMEBUFFER_WIDTH * CTR_TOP_FRAMEBUFFER_HEIGHT * sizeof(uint32_t)),
                    0x201);

   GPUCMD_SetBufferOffset(0);

   if (width > ctr->texture_width)
      width = ctr->texture_width;
   if (height > ctr->texture_height)
      height = ctr->texture_height;

   if(frame)
   {
      if(((((u32)(frame)) >= 0x14000000 && ((u32)(frame)) < 0x40000000)) /* frame in linear memory */
         && !((u32)frame & 0x7F)                                         /* 128-byte aligned */
         && !(pitch & 0xF)                                               /* 16-byte aligned */
         && (pitch > 0x40))
      {
         /* can copy the buffer directly with the GPU */
//         GSPGPU_FlushDataCache(frame, pitch * height);
         ctrGuSetCommandList_First(true,(void*)frame, pitch * height,0,0,0,0);
         ctrGuCopyImage(true, frame, pitch / (ctr->rgb32? 4: 2), height, ctr->rgb32 ? CTRGU_RGBA8: CTRGU_RGB565, false,
                        ctr->texture_swizzled, ctr->texture_width, ctr->rgb32 ? CTRGU_RGBA8: CTRGU_RGB565,  true);
      }
      else
      {
         int i;
         uint8_t      *dst = (uint8_t*)ctr->texture_linear;
         const uint8_t *src = frame;

         for (i = 0; i < height; i++)
         {
            memcpy(dst, src, width * (ctr->rgb32? 4: 2));
            dst += ctr->texture_width * (ctr->rgb32? 4: 2);
            src += pitch;
         }
         GSPGPU_FlushDataCache(ctr->texture_linear,
                               ctr->texture_width * ctr->texture_height * (ctr->rgb32? 4: 2));

         ctrGuCopyImage(false, ctr->texture_linear, ctr->texture_width, ctr->texture_height, ctr->rgb32 ? CTRGU_RGBA8: CTRGU_RGB565, false,
                        ctr->texture_swizzled, ctr->texture_width, ctr->rgb32 ? CTRGU_RGBA8: CTRGU_RGB565,  true);

      }

      ctr->frame_coords->u0 = 0;
      ctr->frame_coords->v0 = 0;
      ctr->frame_coords->u1 = width;
      ctr->frame_coords->v1 = height;
      GSPGPU_FlushDataCache(ctr->frame_coords, sizeof(ctr_vertex_t));
      ctrGuSetVertexShaderFloatUniform(0, (float*)&ctr->scale_vector, 1);
   }

   ctrGuSetTexture(GPU_TEXUNIT0, VIRT_TO_PHYS(ctr->texture_swizzled), ctr->texture_width, ctr->texture_height,
                  (ctr->smooth? GPU_TEXTURE_MAG_FILTER(GPU_LINEAR)  | GPU_TEXTURE_MIN_FILTER(GPU_LINEAR)
                              : GPU_TEXTURE_MAG_FILTER(GPU_NEAREST) | GPU_TEXTURE_MIN_FILTER(GPU_NEAREST)) |
                  GPU_TEXTURE_WRAP_S(GPU_CLAMP_TO_EDGE) | GPU_TEXTURE_WRAP_T(GPU_CLAMP_TO_EDGE),
                  ctr->rgb32 ? GPU_RGBA8: GPU_RGB565);

   ctr_check_3D_slider(ctr);

   /* ARGB --> RGBA */
   if (ctr->rgb32)
   {
      GPU_SetTexEnv(0,
                    GPU_TEVSOURCES(GPU_TEXTURE0, GPU_CONSTANT, 0),
                    GPU_TEVSOURCES(GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR, 0),
                    GPU_TEVOPERANDS(GPU_TEVOP_RGB_SRC_G, 0, 0),
                    GPU_TEVOPERANDS(0, 0, 0),
                    GPU_MODULATE, GPU_MODULATE,
                    0x0000FF);
      GPU_SetTexEnv(1,
                    GPU_TEVSOURCES(GPU_TEXTURE0, GPU_CONSTANT, GPU_PREVIOUS),
                    GPU_TEVSOURCES(GPU_PREVIOUS, GPU_PREVIOUS, 0),
                    GPU_TEVOPERANDS(GPU_TEVOP_RGB_SRC_B, 0, 0),
                    GPU_TEVOPERANDS(0, 0, 0),
                    GPU_MULTIPLY_ADD, GPU_MODULATE,
                    0x00FF00);
      GPU_SetTexEnv(2,
                    GPU_TEVSOURCES(GPU_TEXTURE0, GPU_CONSTANT, GPU_PREVIOUS),
                    GPU_TEVSOURCES(GPU_PREVIOUS, GPU_PREVIOUS, 0),
                    GPU_TEVOPERANDS(GPU_TEVOP_RGB_SRC_ALPHA, 0, 0),
                    GPU_TEVOPERANDS(0, 0, 0),
                    GPU_MULTIPLY_ADD, GPU_MODULATE,
                    0xFF0000);
   }

   GPU_SetViewport(VIRT_TO_PHYS(CTR_GPU_DEPTHBUFFER),
                   VIRT_TO_PHYS(CTR_TOP_FRAMEBUFFER),
                   0, 0, CTR_TOP_FRAMEBUFFER_HEIGHT,
                   ctr->video_mode == CTR_VIDEO_MODE_800x240 ? CTR_TOP_FRAMEBUFFER_WIDTH * 2 : CTR_TOP_FRAMEBUFFER_WIDTH);

   if (ctr->video_mode == CTR_VIDEO_MODE_3D)
   {
      if (ctr->menu_texture_enable)
      {
         ctrGuSetAttributeBuffersAddress(VIRT_TO_PHYS(&ctr->frame_coords[1]));
         GPU_DrawArray(GPU_GEOMETRY_PRIM, 0, 1);
         ctrGuSetAttributeBuffersAddress(VIRT_TO_PHYS(&ctr->frame_coords[2]));
      }
      else
      {
         ctrGuSetAttributeBuffersAddress(VIRT_TO_PHYS(ctr->frame_coords));
         GPU_DrawArray(GPU_GEOMETRY_PRIM, 0, 1);
      }
      GPU_SetViewport(VIRT_TO_PHYS(CTR_GPU_DEPTHBUFFER),
                      VIRT_TO_PHYS(CTR_TOP_FRAMEBUFFER_RIGHT),
                      0, 0, CTR_TOP_FRAMEBUFFER_HEIGHT,
                      CTR_TOP_FRAMEBUFFER_WIDTH);
   }
   else
      ctrGuSetAttributeBuffersAddress(VIRT_TO_PHYS(ctr->frame_coords));

   GPU_DrawArray(GPU_GEOMETRY_PRIM, 0, 1);

   /* restore */
   if (ctr->rgb32)
   {
      GPU_SetTexEnv(0, GPU_TEXTURE0, GPU_TEXTURE0, 0, 0, GPU_REPLACE, GPU_REPLACE, 0);
      GPU_SetTexEnv(1, GPU_PREVIOUS, GPU_PREVIOUS, 0, 0, 0, 0, 0);
      GPU_SetTexEnv(2, GPU_PREVIOUS, GPU_PREVIOUS, 0, 0, 0, 0, 0);
   }

   if (ctr->menu_texture_enable)
   {

      GSPGPU_FlushDataCache(ctr->menu.texture_linear,
                            ctr->menu.texture_width * ctr->menu.texture_height * sizeof(uint16_t));

      ctrGuCopyImage(false, ctr->menu.texture_linear, ctr->menu.texture_width, ctr->menu.texture_height, CTRGU_RGBA4444,false,
                     ctr->menu.texture_swizzled, ctr->menu.texture_width, CTRGU_RGBA4444,  true);

      ctrGuSetTexture(GPU_TEXUNIT0, VIRT_TO_PHYS(ctr->menu.texture_swizzled), ctr->menu.texture_width, ctr->menu.texture_height,
                     GPU_TEXTURE_MAG_FILTER(GPU_LINEAR) | GPU_TEXTURE_MIN_FILTER(GPU_LINEAR) |
                     GPU_TEXTURE_WRAP_S(GPU_CLAMP_TO_EDGE) | GPU_TEXTURE_WRAP_T(GPU_CLAMP_TO_EDGE),
                     GPU_RGBA4);

      ctrGuSetVertexShaderFloatUniform(0, (float*)&ctr->menu.scale_vector, 1);
      GPU_SetViewport(VIRT_TO_PHYS(CTR_GPU_DEPTHBUFFER),
                      VIRT_TO_PHYS(CTR_TOP_FRAMEBUFFER),
                      0, 0, CTR_TOP_FRAMEBUFFER_HEIGHT,
                      ctr->video_mode == CTR_VIDEO_MODE_800x240 ? CTR_TOP_FRAMEBUFFER_WIDTH * 2 : CTR_TOP_FRAMEBUFFER_WIDTH);

      ctrGuSetAttributeBuffersAddress(VIRT_TO_PHYS(ctr->menu.frame_coords));
      GPU_DrawArray(GPU_GEOMETRY_PRIM, 0, 1);

      if (ctr->video_mode == CTR_VIDEO_MODE_3D)
      {
         GPU_SetViewport(VIRT_TO_PHYS(CTR_GPU_DEPTHBUFFER),
                         VIRT_TO_PHYS(CTR_TOP_FRAMEBUFFER_RIGHT),
                         0, 0, CTR_TOP_FRAMEBUFFER_HEIGHT,
                         CTR_TOP_FRAMEBUFFER_WIDTH);
         GPU_DrawArray(GPU_GEOMETRY_PRIM, 0, 1);
      }
   }

   GPU_FinishDrawing();
   GPUCMD_Finalize();
   ctrGuFlushAndRun(true);

   ctrGuDisplayTransfer(true, CTR_TOP_FRAMEBUFFER,
                        240,
                        ctr->video_mode == CTR_VIDEO_MODE_800x240 ? 800 : 400,
                        CTRGU_RGBA8,
                        gfxTopLeftFramebuffers[ctr->current_buffer_top], 240,CTRGU_RGB8, CTRGU_MULTISAMPLE_NONE);


   if ((ctr->video_mode == CTR_VIDEO_MODE_400x240) || (ctr->video_mode == CTR_VIDEO_MODE_3D))
      ctrGuDisplayTransfer(true, CTR_TOP_FRAMEBUFFER_RIGHT,
                           240,
                           400,
                           CTRGU_RGBA8,
                           gfxTopRightFramebuffers[ctr->current_buffer_top], 240,CTRGU_RGB8, CTRGU_MULTISAMPLE_NONE);


   // Swap buffers :
   ctr->current_buffer_top ^= 1;
   extern GSPGPU_FramebufferInfo topFramebufferInfo;
   extern u8* gfxSharedMemory;
   extern u8 gfxThreadID;

   topFramebufferInfo.active_framebuf=ctr->current_buffer_top;
   topFramebufferInfo.framebuf0_vaddr=(u32*)gfxTopLeftFramebuffers[ctr->current_buffer_top];
   if(ctr->video_mode == CTR_VIDEO_MODE_800x240)
   {
      topFramebufferInfo.framebuf1_vaddr=(u32*)(gfxTopLeftFramebuffers[ctr->current_buffer_top] + 240 * 3);
      topFramebufferInfo.framebuf_widthbytesize = 240 * 3 * 2;
   }
   else
   {
      topFramebufferInfo.framebuf1_vaddr=(u32*)gfxTopRightFramebuffers[ctr->current_buffer_top];
      topFramebufferInfo.framebuf_widthbytesize = 240 * 3;
   }


   topFramebufferInfo.format=(1<<8)|(1<<5)|GSP_BGR8_OES;
   topFramebufferInfo.framebuf_dispselect=ctr->current_buffer_top;
   topFramebufferInfo.unk=0x00000000;

   u8* framebufferInfoHeader=gfxSharedMemory+0x200+gfxThreadID*0x80;
	GSPGPU_FramebufferInfo* framebufferInfo=(GSPGPU_FramebufferInfo*)&framebufferInfoHeader[0x4];
	framebufferInfoHeader[0x0] ^= 1;
	framebufferInfo[framebufferInfoHeader[0x0]] = topFramebufferInfo;
	framebufferInfoHeader[0x1]=1;

   performance_counter_stop(&ctrframe_f);

   return true;
}