Пример #1
0
void displayBuffer(const char *reason) {
	sceKernelDcacheWritebackInvalidateAll();
	sceDmacMemcpy(copybuf, drawbuf, sizeof(copybuf));
	sceKernelDcacheWritebackInvalidateAll();
	const u32 *buf = copybuf;

	checkpoint(NULL);
	schedf("%s: ", reason);
	// This prevents drawing to the screen, which makes the test faster.
	HAS_DISPLAY = 0;
	for (int y = 0; y < 1; ++y) {
		for (int x = 0; x < 1; ++x) {
			// For the purposes of this test, ignore alpha.
			schedf("%06x", buf[y * 512 + x] & 0x00FFFFFF);
		}
		schedf("\n");
		flushschedf();
	}
	HAS_DISPLAY = 1;

	// Reset.
	memset(copybuf, 0, sizeof(copybuf));
	sceKernelDcacheWritebackInvalidateAll();
	sceDmacMemcpy(drawbuf, copybuf, sizeof(copybuf));
	sceKernelDcacheWritebackInvalidateAll();
}
Пример #2
0
int main(int argc, char *argv[]) {
	testMemcpy("sceDmacMemcpy", &sceDmacMemcpy);
	testMemcpy("sceDmacTryMemcpy", &sceDmacTryMemcpy);

	checkpointNext("Size of copy:");
	// Approximate speed: 225 MB/s.
	checkpoint("  sceDmacMemcpy 1MB: %08x", sceDmacMemcpy((void*)0x04000000, (void*)0x04100000, 0x00100000));
	checkpoint("  sceDmacTryMemcpy 1MB: %08x", sceDmacTryMemcpy((void*)0x04000000, (void*)0x04100000, 0x00100000));
	checkpoint("  sceDmacMemcpy 1KB: %08x", sceDmacMemcpy((void*)0x04000000, (void*)0x04100000, 0x00000400));
	checkpoint("  sceDmacMemcpy 512B: %08x", sceDmacMemcpy((void*)0x04000000, (void*)0x04100000, 0x00000200));
	// This is suspiciously consistent, but maybe it's just chance.
	checkpoint("  sceDmacMemcpy 272B: %08x", sceDmacMemcpy((void*)0x04000000, (void*)0x04100000, 0x00000110));
	checkpoint("  sceDmacMemcpy 271B: %08x", sceDmacMemcpy((void*)0x04000000, (void*)0x04100000, 0x0000010F));
	checkpoint("  sceDmacMemcpy 257B: %08x", sceDmacMemcpy((void*)0x04000000, (void*)0x04100000, 0x00000101));
	checkpoint("  sceDmacMemcpy 256B: %08x", sceDmacMemcpy((void*)0x04000000, (void*)0x04100000, 0x00000100));
	
	checkpointNext("Concurrent copies:");
	SceUID copyThread = sceKernelCreateThread("dmac", &dmacCopyFunc, 0x10, 0x1000, 0, NULL);
	sceKernelStartThread(copyThread, 0, NULL);
	checkpoint("  sceDmacTryMemcpy 1MB: %08x", sceDmacTryMemcpy((void*)0x04000000, (void*)0x04100000, 0x00100000));
	checkpoint("  sceDmacMemcpy 1MB: %08x", sceDmacMemcpy((void*)0x04000000, (void*)0x04100000, 0x00100000));

	checkpointNext("memalign:");
	void *ptr;
	ptr = memalign(128 , 2048); checkpoint("%d", ((int)ptr) % 128);
	ptr = memalign(1024, 2048); checkpoint("%d", ((int)ptr) % 1024);
	//ptr = memalign(100 , 2048); checkpoint("%d", ((int)ptr) % 100);

	//checkpoint("%i bytes available", oslGetRamStatus().maxAvailable);

	return 0;
}
Пример #3
0
void displayBuffer(const char *reason) {
	sceKernelDcacheWritebackInvalidateAll();
	sceDmacMemcpy(copybuf, sceGeEdramGetAddr(), sizeof(copybuf));
	sceKernelDcacheWritebackInvalidateAll();
	const u32 *buf = copybuf;

	checkpoint("%s: COLOR=%08x", reason, buf[0]);

	// Reset.
	memset(copybuf, 0x44, sizeof(copybuf));
	sceKernelDcacheWritebackInvalidateAll();
	sceDmacMemcpy(sceGeEdramGetAddr(), copybuf, sizeof(copybuf));
	sceKernelDcacheWritebackInvalidateAll();
}
Пример #4
0
void drawUploadTransfer() {
	sceDisplaySetMode(0, SCR_WIDTH, SCR_HEIGHT);

	sceGuStart(GU_DIRECT, list);
	sceGuTexFilter(GU_LINEAR, GU_LINEAR);
	sceGuFinish();
	sceGuSync(0, 0);

	// This time, we only need one buffer.
	switchBuf(0, GU_PSM_8888);
	drawTexFlush(2, 2, 16, GU_PSM_T8, imageData, clutAddOne, vertices1);

	sceDisplayWaitVblank();

	// Okay, let's draw a totally different pattern in memory.
	for (int y = 0; y < 272; ++y) {
		for (int x = 0; x < 512; ++x) {
			copybuf[y * 512 + x] = (x & 1) + (y & 1);
		}
	}
	sceKernelDcacheWritebackInvalidateAll();
	sceDmacMemcpy(getBufAddr(0), copybuf, sizeof(copybuf));
	sceKernelDcacheWritebackInvalidateAll();

	// Now download should display out pattern.
	displayBuffer("Pattern");
}
Пример #5
0
void testBlendFunc(const char *title, u32 prev, u32 c, int op, int src, int dst, u32 fixa, u32 fixb) {
	for (size_t i = 0; i < sizeof(copybuf) / 4; ++i) {
		copybuf[i] = prev;
	}
	sceKernelDcacheWritebackInvalidateAll();
	sceDmacMemcpy(sceGeEdramGetAddr(), copybuf, sizeof(copybuf));
	sceKernelDcacheWritebackInvalidateAll();

	sceGuStart(GU_DIRECT, list);

	sceGuEnable(GU_BLEND);
	sceGuBlendFunc(op, src, dst, fixa, fixb);

	sceGuEnable(GU_STENCIL_TEST);
	sceGuStencilFunc(GU_ALWAYS, 0xAA, 0xFF);
	sceGuStencilOp(GU_REPLACE, GU_REPLACE, GU_REPLACE);

	drawBoxCommands(c);

	sceGuFinish();
	sceGuSync(GU_SYNC_WAIT, GU_SYNC_WHAT_DONE);

	displayBuffer(title);

	sceGuDisable(GU_BLEND);
}
Пример #6
0
void init() { 
	sceGuInit();
	sceGuStart(GU_DIRECT, list);
	sceGuDrawBuffer(GU_PSM_8888, fbp0, 512);
	sceGuDispBuffer(480, 272, fbp0, 512);
	sceGuDepthBuffer(dbp0, 512);
	sceGuOffset(2048 - (240 / 2), 2048 - (136 / 2));
	sceGuViewport(2048, 2048, 240, 136);
	sceGuDepthRange(65535, 0);
	sceGuDepthMask(0);
	sceGuScissor(0, 0, 480, 272);
	sceGuEnable(GU_SCISSOR_TEST);
	sceGuFrontFace(GU_CW);
	sceGuShadeModel(GU_SMOOTH);
	sceGuDisable(GU_TEXTURE_2D);

	ScePspFMatrix4 ones = {
		{1, 0, 0, 0},
		{0, 1, 0, 0},
		{0, 0, 1, 0},
		{0, 0, 0, 1},
	};

	sceGuSetMatrix(GU_MODEL, &ones);
	sceGuSetMatrix(GU_VIEW, &ones);
	sceGuSetMatrix(GU_PROJECTION, &ones);

	sceGuFinish();
	sceGuSync(0, 0);
 
	sceDisplayWaitVblankStart();
	sceGuDisplay(1);

	memset(copybuf, 0x44, sizeof(copybuf));
	sceKernelDcacheWritebackInvalidateAll();
	sceDmacMemcpy(sceGeEdramGetAddr(), copybuf, sizeof(copybuf));
	sceKernelDcacheWritebackInvalidateAll();

	displayBuffer("Initial");
}
Пример #7
0
void init() {
	void *fbp0 = 0;

	drawbuf = (u32 *)sceGeEdramGetAddr();

	sceGuInit();
	sceGuStart(GU_DIRECT, list);
	sceGuDrawBuffer(GU_PSM_8888, fbp0, BUF_WIDTH);
	sceGuDispBuffer(SCR_WIDTH, SCR_HEIGHT, fbp0, BUF_WIDTH);
	sceGuScissor(0, 0, SCR_WIDTH, SCR_HEIGHT);
	sceGuEnable(GU_SCISSOR_TEST);
	sceGuFinish();
	sceGuSync(0, 0);

	sceDisplayWaitVblankStart();
	sceGuDisplay(1);

	memset(copybuf, 0, sizeof(copybuf));
	sceKernelDcacheWritebackInvalidateAll();
	sceDmacMemcpy(drawbuf, copybuf, sizeof(copybuf));
	sceKernelDcacheWritebackInvalidateAll();
}
Пример #8
0
void displayBuffer(const char *reason) {
	sceKernelDcacheWritebackInvalidateAll();
	sceDmacMemcpy(copybuf, drawbuf, sizeof(copybuf));
	sceKernelDcacheWritebackInvalidateAll();
	const u32 *buf = copybuf;

	checkpoint(reason);
	// This prevents drawing to the screen, which makes the test faster.
	HAS_DISPLAY = 0;
	for (int y = 0; y < 272; ++y) {
		for (int x = 0; x < 480; ++x) {
			if (buf[y * 512 + x] != 0) {
				schedf("%x", buf[y * 512 + x]);
			} else {
				schedf(" ");
			}
		}
		schedf("\n");
		flushschedf();
	}
	HAS_DISPLAY = 1;
}
Пример #9
0
void drawIntraTransfer() {
	sceDisplaySetMode(0, SCR_WIDTH, SCR_HEIGHT);

	sceGuStart(GU_DIRECT, list);
	sceGuTexFilter(GU_LINEAR, GU_LINEAR);
	sceGuFinish();
	sceGuSync(0, 0);

	// This time, we only need one buffer.
	switchBuf(0, GU_PSM_8888);
	drawTexFlush(2, 2, 16, GU_PSM_T8, imageData, clutAddOne, vertices1);

	sceDisplayWaitVblank();

	// Next, let's copy from this buffer to itself.
	sceKernelDcacheWritebackInvalidateAll();
	sceDmacMemcpy(getBufAddr(0), (u8 *)getBufAddr(0) + sizeof(copybuf) / 2, sizeof(copybuf) / 2);
	sceKernelDcacheWritebackInvalidateAll();

	// Now download should display a different buffer.
	displayBuffer("Spliced buffer");
}
Пример #10
0
void drawInterTransfer() {
	sceDisplaySetMode(0, SCR_WIDTH, SCR_HEIGHT);

	// First draw a texture to buffer 1.  We'll use a clut here from memory.
	switchBuf(0, GU_PSM_8888);
	drawTexFlush(2, 2, 16, GU_PSM_T8, imageData, clutAddOne, vertices1);

	// Second, another texture to buffer 2.  With a different clut so that they are visibly different.
	switchBuf(1, GU_PSM_8888);
	drawTexFlush(2, 2, 16, GU_PSM_T8, imageData, clutAddThree, vertices1);

	sceDisplayWaitVblank();

	// Okay, at this point we have two buffers.  Let's display one to make sure download works.
	displayBuffer("Initial download");

	// Next, let's copy between them.
	sceKernelDcacheWritebackInvalidateAll();
	sceDmacMemcpy(getBufAddr(1), getBufAddr(0), sizeof(copybuf));
	sceKernelDcacheWritebackInvalidateAll();

	// Now download should display the other buffer.
	displayBuffer("Copied buffer");
}
Пример #11
0
/*
@@@@@@@@@@@@@@@@@@@@@
RE_RenderScene

Draw a 3D view into a part of the window, then return
to 2D drawing.

Rendering a scene may require multiple views to be rendered
to handle mirrors,
@@@@@@@@@@@@@@@@@@@@@
*/
void RE_RenderScene( const refdef_t *fd )
{
	viewParms_t		parms;
	int				startTime;

	if ( !tr.registered )
	{
		return;
	}
	GLimp_LogComment( "====== RE_RenderScene =====\n" );

	if ( r_norefresh->integer ) {
		return;
	}

	startTime = ri.Milliseconds();

	if (!tr.world && !( fd->rdflags & RDF_NOWORLDMODEL ) )
	{
		ri.Error (ERR_DROP, "R_RenderScene: NULL worldmodel");
	}
#if 1
	Com_Memcpy( tr.refdef.text, fd->text, sizeof( tr.refdef.text ) );
#else
	sceKernelDcacheWritebackInvalidateRange(tr.refdef.text, sizeof( tr.refdef.text ));
    sceKernelDcacheWritebackInvalidateRange(fd->text,       sizeof( tr.refdef.text ));

	sceDmacMemcpy(tr.refdef.text, fd->text,       sizeof( tr.refdef.text )); //vfpu memcpy

    sceKernelDcacheWritebackInvalidateRange(tr.refdef.text, sizeof( tr.refdef.text ));
#endif
	tr.refdef.x = fd->x;
	tr.refdef.y = fd->y;
	tr.refdef.width = fd->width;
	tr.refdef.height = fd->height;
	tr.refdef.fov_x = fd->fov_x;
	tr.refdef.fov_y = fd->fov_y;

	VectorCopy( fd->vieworg, tr.refdef.vieworg );
	VectorCopy( fd->viewaxis[0], tr.refdef.viewaxis[0] );
	VectorCopy( fd->viewaxis[1], tr.refdef.viewaxis[1] );
	VectorCopy( fd->viewaxis[2], tr.refdef.viewaxis[2] );

	tr.refdef.time = fd->time;
	tr.refdef.rdflags = fd->rdflags;

	// copy the areamask data over and note if it has changed, which
	// will force a reset of the visible leafs even if the view hasn't moved
	tr.refdef.areamaskModified = qfalse;
	if ( ! (tr.refdef.rdflags & RDF_NOWORLDMODEL) ) 
      {
		int		areaDiff;
		int		i;

		// compare the area bits
		areaDiff = 0;
		for (i = 0 ; i < MAX_MAP_AREA_BYTES/4 ; i++) {
			areaDiff |= ((int *)tr.refdef.areamask)[i] ^ ((int *)fd->areamask)[i];
			((int *)tr.refdef.areamask)[i] = ((int *)fd->areamask)[i];
		}

		if ( areaDiff ) {
			// a door just opened or something
			tr.refdef.areamaskModified = qtrue;
		}
	}

	// derived info

	tr.refdef.floatTime = tr.refdef.time * 0.001f;

	tr.refdef.numDrawSurfs = r_firstSceneDrawSurf;
	tr.refdef.drawSurfs = backEndData[tr.smpFrame]->drawSurfs;

	tr.refdef.num_entities = r_numentities - r_firstSceneEntity;
	tr.refdef.entities = &backEndData[tr.smpFrame]->entities[r_firstSceneEntity];

	tr.refdef.num_dlights = r_numdlights - r_firstSceneDlight;
	tr.refdef.dlights = &backEndData[tr.smpFrame]->dlights[r_firstSceneDlight];

	tr.refdef.numPolys = r_numpolys - r_firstScenePoly;
	tr.refdef.polys = &backEndData[tr.smpFrame]->polys[r_firstScenePoly];

	// turn off dynamic lighting globally by clearing all the
	// dlights if it needs to be disabled or if vertex lighting is enabled
	if ( r_dynamiclight->integer == 0 ||
		 r_vertexLight->integer == 1 ||
		 glConfig.hardwareType == GLHW_PERMEDIA2 ) {
		tr.refdef.num_dlights = 0;
	}

	// a single frame may have multiple scenes draw inside it --
	// a 3D game view, 3D status bar renderings, 3D menus, etc.
	// They need to be distinguished by the light flare code, because
	// the visibility state for a given surface may be different in
	// each scene / view.
	tr.frameSceneNum++;
	tr.sceneCount++;

	// setup view parms for the initial view
	//
	// set up viewport
	// The refdef takes 0-at-the-top y coordinates, so
	// convert to GL's 0-at-the-bottom space
	//
	Com_Memset( &parms, 0, sizeof( parms ) );
	parms.viewportX = tr.refdef.x;
	parms.viewportY = glConfig.vidHeight - ( tr.refdef.y + tr.refdef.height );
	parms.viewportWidth = tr.refdef.width;
	parms.viewportHeight = tr.refdef.height;
	parms.isPortal = qfalse;

	parms.fovX = tr.refdef.fov_x;
	parms.fovY = tr.refdef.fov_y;

	VectorCopy( fd->vieworg, parms.por.origin );
	VectorCopy( fd->viewaxis[0], parms.por.axis[0] );
	VectorCopy( fd->viewaxis[1], parms.por.axis[1] );
	VectorCopy( fd->viewaxis[2], parms.por.axis[2] );

	VectorCopy( fd->vieworg, parms.pvsOrigin );

	R_RenderView( &parms );

	// the next scene rendered in this frame will tack on after this one
	r_firstSceneDrawSurf = tr.refdef.numDrawSurfs;
	r_firstSceneEntity = r_numentities;
	r_firstSceneDlight = r_numdlights;
	r_firstScenePoly = r_numpolys;

	tr.frontEndMsec += ri.Milliseconds() - startTime;
}
Пример #12
0
void RE_AddPolyToScene( qhandle_t hShader, int numVerts, const polyVert_t *verts, int numPolys ) {
	srfPoly_t	*poly;
	int			i, j;
	int			fogIndex;
	fog_t		*fog;
	vec3_t		bounds[2];

	if ( !tr.registered ) {
		return;
	}

	if ( !hShader ) {
		ri.Printf( PRINT_WARNING, "WARNING: RE_AddPolyToScene: NULL poly shader\n");
		return;
	}

	for ( j = 0; j < numPolys; j++ )
	{
		if ( r_numpolyverts + numVerts > max_polyverts || r_numpolys >= max_polys )
		{
      /*
      NOTE TTimo this was initially a PRINT_WARNING
      but it happens a lot with high fighting scenes and particles
      since we don't plan on changing the const and making for room for those effects
      simply cut this message to developer only
      */
			ri.Printf( PRINT_DEVELOPER, "WARNING: RE_AddPolyToScene: r_max_polys or r_max_polyverts reached\n");
			return;
		}

		poly = &backEndData[tr.smpFrame]->polys[r_numpolys];
		poly->surfaceType = SF_POLY;
		poly->hShader = hShader;
		poly->numVerts = numVerts;
		poly->verts = &backEndData[tr.smpFrame]->polyVerts[r_numpolyverts];
#if 1
		Com_Memcpy( poly->verts, &verts[numVerts*j], numVerts * sizeof( *verts ) );
#else
		sceKernelDcacheWritebackInvalidateRange(poly->verts,              numVerts * sizeof( *verts ));
	    sceKernelDcacheWritebackInvalidateRange(&verts[numVerts*j],       numVerts * sizeof( *verts ));
		sceDmacMemcpy(poly->verts, &verts[numVerts*j],                    numVerts * sizeof( *verts )); //vfpu memcpy
	    sceKernelDcacheWritebackInvalidateRange(poly->verts,              numVerts * sizeof( *verts ));
#endif
		if ( glConfig.hardwareType == GLHW_RAGEPRO )
		{
			poly->verts->modulate[0] = 255;
			poly->verts->modulate[1] = 255;
			poly->verts->modulate[2] = 255;
			poly->verts->modulate[3] = 255;
		}
		// done.
		r_numpolys++;
		r_numpolyverts += numVerts;

		// if no world is loaded
		if ( tr.world == NULL )
		{
			fogIndex = 0;
		}
		// see if it is in a fog volume
		else if ( tr.world->numfogs == 1 )
		{
			fogIndex = 0;
		}
		else
		{
			// find which fog volume the poly is in
			VectorCopy( poly->verts[0].xyz, bounds[0] );
			VectorCopy( poly->verts[0].xyz, bounds[1] );
			for ( i = 1 ; i < poly->numVerts ; i++ )
			{
				AddPointToBounds( poly->verts[i].xyz, bounds[0], bounds[1] );
			}
			for ( fogIndex = 1 ; fogIndex < tr.world->numfogs ; fogIndex++ )
			{
				fog = &tr.world->fogs[fogIndex]; 
				if ( bounds[1][0] >= fog->bounds[0][0]
					&& bounds[1][1] >= fog->bounds[0][1]
					&& bounds[1][2] >= fog->bounds[0][2]
					&& bounds[0][0] <= fog->bounds[1][0]
					&& bounds[0][1] <= fog->bounds[1][1]
					&& bounds[0][2] <= fog->bounds[1][2] )
					{
					break;
				}
			}
			if ( fogIndex == tr.world->numfogs ) {
				fogIndex = 0;
			}
		}
		poly->fogIndex = fogIndex;
	}
}
Пример #13
0
int dmacCopyFunc(SceSize argc, void *argp) {
	checkpoint("  * thread: %08x", sceDmacMemcpy((void*)0x04000000, (void*)0x04100000, 0x00100000));
}
Пример #14
0
void resetBuffer() {
	memset(copybuf, 0, sizeof(copybuf));
	sceKernelDcacheWritebackInvalidateAll();
	sceDmacMemcpy(drawbuf, copybuf, sizeof(copybuf));
	sceKernelDcacheWritebackInvalidateAll();
}