Пример #1
0
extern "C" int main(int argc, char *argv[]) {
	init();

	checkpointNext("Nearest, clamp:");

	sceGuStart(GU_DIRECT, list);
	sceGuTexFilter(GU_NEAREST, GU_NEAREST);
	sceGuTexWrap(GU_CLAMP, GU_CLAMP);
	sceGuFinish();
	sceGuSync(0, 0);

	drawInterTransfer();

	checkpointNext("Linear, clamp:");

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

	drawInterTransfer();

	checkpointNext("Nearest, wrap:");

	sceGuStart(GU_DIRECT, list);
	sceGuTexFilter(GU_NEAREST, GU_NEAREST);
	sceGuTexWrap(GU_REPEAT, GU_REPEAT);
	sceGuFinish();
	sceGuSync(0, 0);

	drawInterTransfer();

	checkpointNext("Linear, wrap:");

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

	drawInterTransfer();

	drawIntraTransfer();
	drawUploadTransfer();
	sceGuTerm();

	return 0;
}
Пример #2
0
void _gInit()
{
  // Init & setup GU
  sceGuInit();
  sceGuStart(GU_DIRECT,list);

  sceGuDrawBuffer(GU_PSM_8888,(void*)FRAMEBUFFER_SIZE,PSP_LINE_SIZE);
  sceGuDispBuffer(G_SCR_W,G_SCR_H,(void*)0,PSP_LINE_SIZE);
  sceGuDepthBuffer((void*)(FRAMEBUFFER_SIZE*2),PSP_LINE_SIZE);
  sceGuOffset(2048-(G_SCR_W/2),2048-(G_SCR_H/2));
  sceGuViewport(2048,2048,G_SCR_W,G_SCR_H);

  gResetScissor();
  sceGuDepthRange(65535,0);
  sceGuClearDepth(65535);
  sceGuAlphaFunc(GU_GREATER,0,0xff);
  sceGuDepthFunc(GU_LEQUAL);
  sceGuBlendFunc(GU_ADD,GU_SRC_ALPHA,GU_ONE_MINUS_SRC_ALPHA,0,0);
  sceGuTexFunc(GU_TFX_MODULATE,GU_TCC_RGBA);
  sceGuTexFilter(GU_LINEAR,GU_LINEAR);
  sceGuShadeModel(GU_FLAT);

  sceGuDisable(GU_CULL_FACE);
  sceGuDisable(GU_CLIP_PLANES);
  sceGuDisable(GU_DITHER);
  sceGuEnable(GU_ALPHA_TEST);
  sceGuEnable(GU_SCISSOR_TEST);

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

  init = G_TRUE;
}
Пример #3
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 #4
0
void vidgu_render_nostretch(int sx, int sy, int sw, int sh, int dx, int dy, int dw, int dh)
{
	int start, end;

	sceGuStart(GU_DIRECT,list);
	sceGuTexMode(GU_PSM_5650,0,0,0); // 16-bit RGBA
	sceGuTexImage(0,512,512,512,g_pBlitBuff); // setup texture as a 256x256 texture
	//sceKernelDcacheWritebackAll();
	sceGuTexFunc(GU_TFX_REPLACE,GU_TCC_RGBA); // don't get influenced by any vertex colors
	sceGuTexFilter(GU_NEAREST,GU_NEAREST); // point-filtered sampling
	for (start = sx, end = sx+sw; start < end; start += SLICE_SIZE, dx += SLICE_SIZE)
	{
		struct Vertex* vertices = (struct Vertex*)sceGuGetMemory(2 * sizeof(struct Vertex));
		int width = (start + SLICE_SIZE) < end ? SLICE_SIZE : end-start;

		vertices[0].u = start; vertices[0].v = sy;
		vertices[0].color = 0;
		vertices[0].x = dx; vertices[0].y = dy; vertices[0].z = 0;

		vertices[1].u = start + width; vertices[1].v = sy + sh;
		vertices[1].color = 0;
		vertices[1].x = dx + width; vertices[1].y = dy + sh; vertices[1].z = 0;

		sceGuDrawArray(GU_SPRITES,GU_TEXTURE_16BIT|GU_COLOR_5650|GU_VERTEX_16BIT|GU_TRANSFORM_2D,2,0,vertices);
	}
	sceGuFinish();
	sceGuSync(0,0);
	sceDisplayWaitVblankStart();
	sceGuSwapBuffers();
	//sceGuSwapBuffers();
}
Пример #5
0
// These are GU commands that should always stay the same
inline void MasterGuRenderer::guPreRender() {
	DEBUG_ENTER_FUNC();

#ifdef USE_DISPLAY_CALLBACK
	_renderSema.take(); 		// Take the semaphore to prevent writes
								// to the palette/screen before we're done
	_renderFinished = false;	// set to synchronize with callback thread
#endif

#ifdef ENABLE_RENDER_MEASURE
	_lastRenderTime = g_system->getMillis();
#endif /* ENABLE_RENDER_MEASURE */

	sceGuStart(0, _displayList);

	sceGuClearColor(0xFF000000);
	sceGuClear(GU_COLOR_BUFFER_BIT);

	sceGuAmbientColor(0xFFFFFFFF);
	sceGuColor(0xFFFFFFFF);
	sceGuTexOffset(0, 0);
	sceGuTexFilter(GU_LINEAR, GU_LINEAR);

	sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGBA); // Also good enough for all purposes
	sceGuAlphaFunc(GU_GREATER, 0, 0xFF);	   // Also good enough for all purposes
}
Пример #6
0
void pgeTextureActivate(pgeTexture *texture)
{		
	if(texture->format == PGE_PIXEL_FORMAT_T4)
	{
		sceGuClutMode(texture->palFormat, 0, 0xff, 0);
		sceGuClutLoad(2, texture->palette);
	}
	else if(texture->format == PGE_PIXEL_FORMAT_T8)
	{
		sceGuClutMode(texture->palFormat, 0, 0xff, 0);
		sceGuClutLoad(32, texture->palette);
	}

	sceGuEnable(GU_TEXTURE_2D);
	sceGuTexWrap(GU_REPEAT, GU_REPEAT);
	sceGuTexFilter(GU_NEAREST, GU_NEAREST);
	sceGuTexFunc(pgeTextureMode, GU_TCC_RGBA);
	sceGuTexEnvColor(0xFFFFFFFF);
	sceGuColor(0xFFFFFFFF);
	sceGuAmbientColor(0xFFFFFFFF);
	sceGuTexOffset(0.0f, 0.0f);
	sceGuTexScale(1.0f/(float)texture->textureWidth, 1.0f/(float)texture->textureHeight);

	sceGuTexMode(texture->format, 0, 0, texture->swizzled);
	sceGuTexImage(0, texture->textureWidth, texture->textureHeight, texture->textureWidth, texture->data);
}
Пример #7
0
int SetDrawMode(int Mode)
{
	GUINITCHECK;
	GUSTART;
	switch(Mode)
	{
	case DX_DRAWMODE_NEAREST:
		sceGuTexFilter(GU_NEAREST,GU_NEAREST);
		dxpGraphicsData.bilinear_enable = 0;
		return 0;
	case DX_DRAWMODE_BILINEAR:
		sceGuTexFilter(GU_LINEAR,GU_LINEAR);
		dxpGraphicsData.bilinear_enable = 1;
		return 0;
	default:
		return -1;
	}
}
Пример #8
0
void gEnd()
{
  if (!obj_begin || obj_list_size <= 0)
  {
    obj_begin = G_FALSE;
    return;
  }

  // Manage pspgu extensions
  if (obj_use_z)          sceGuEnable(GU_DEPTH_TEST);
  else                    sceGuDisable(GU_DEPTH_TEST);
  if (obj_use_blend)      sceGuEnable(GU_BLEND);
  else                    sceGuDisable(GU_BLEND);
  if (obj_use_vert_color) sceGuColor(WHITE);
  else                    sceGuColor(obj_list[0].color);
  if (!obj_use_tex)       sceGuDisable(GU_TEXTURE_2D);
  else
  {
    sceGuEnable(GU_TEXTURE_2D);
    if (obj_use_tex_linear) sceGuTexFilter(GU_LINEAR,GU_LINEAR);
    else                    sceGuTexFilter(GU_NEAREST,GU_NEAREST);
    if (obj_use_tex_repeat) sceGuTexWrap(GU_REPEAT,GU_REPEAT);
    else                    sceGuTexWrap(GU_CLAMP,GU_CLAMP);
    // Load texture
    sceGuTexMode(GU_PSM_8888,0,0,obj_tex->swizzled);
    sceGuTexImage(0,obj_tex->tw,obj_tex->th,obj_tex->tw,obj_tex->data);
  }

  switch (obj_type)
  {
    case RECTS: _gEndRects(); break;
    case LINES: _gEndLines(); break;
    case QUADS: _gEndQuads(); break;
  }

  sceGuColor(WHITE);
  sceGuEnable(GU_BLEND);

  obj_begin = G_FALSE;
  if (obj_use_z) zclear = G_TRUE;
}
Пример #9
0
void vidgu_render(int sx, int sy, int sw,int sh,int dx, int dy, int dw,int dh)
{
	unsigned int j,cx,cy;
	struct Vertex* vertices;

	cx=(480-dw)/2;
	cy=(272-dh)/2;

	sceGuStart(GU_DIRECT,list);
	sceGuTexMode(GU_PSM_5650,0,0,0); // 16-bit RGBA
	sceGuTexImage(0,512,512,512,g_pBlitBuff); // setup texture as a 256x256 texture
	//sceKernelDcacheWritebackAll();
	sceGuTexFunc(GU_TFX_REPLACE,GU_TCC_RGBA); // don't get influenced by any vertex colors
	sceGuTexFilter(GU_LINEAR,GU_LINEAR); // point-filtered sampling

	int		start, end;
	float	ustart = (float)sx;
	float	ustep = (float)sw / (float)(dw / SLICE_SIZE);

	// blit maximizing the use of the texture-cache

	for (start = sx, end = sx+dw; start < end; start += SLICE_SIZE, dx += SLICE_SIZE)
	{
		struct Vertex* vertices = (struct Vertex*)sceGuGetMemory(2 * sizeof(struct Vertex));
		int width = (start + SLICE_SIZE) < end ? SLICE_SIZE : end-start;

		vertices[0].u = ustart; 
		vertices[0].v = (float)sy;
		vertices[0].color = 0;
		vertices[0].x = dx; 
		vertices[0].y = dy; 
		vertices[0].z = 0;

		vertices[1].u = ustart + ustep; 
		vertices[1].v = (float)(sy + sh);
		vertices[1].color = 0;
		vertices[1].x = dx + width; 
		vertices[1].y = dy + dh; 
		vertices[1].z = 0;

		sceGuDrawArray(GU_SPRITES,GU_TEXTURE_16BIT|GU_COLOR_5650|GU_VERTEX_16BIT|GU_TRANSFORM_2D,2,0,vertices);

		ustart += ustep;
	}


	sceGuFinish();
	sceGuSync(0,0);
	sceDisplayWaitVblankStart();
	sceGuSwapBuffers(); 
}
Пример #10
0
void drawWithIndexOffsets() {
	sceDisplaySetMode(0, SCR_WIDTH, SCR_HEIGHT);

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

	checkpointNext("Index shifts 8888:");
	drawWithIndexOffsetsFmt(GU_PSM_8888);
	schedf("\n");

	checkpointNext("Index shifts 4444:");
	drawWithIndexOffsetsFmt(GU_PSM_4444);
}
Пример #11
0
void Texture::use()
{
#ifdef ARCH_PSP
	sceGuEnable( GU_TEXTURE_2D );
	sceGuTexFilter( GU_LINEAR, GU_LINEAR );	
	sceGuTexMode( GU_PSM_8888, 0, 0, psp_texture.Swizzled() );	
 	sceGuTexImage( 0, psp_texture.Width(), psp_texture.Height(), psp_texture.Width(), psp_texture.Image() );
	sceGuTexFunc( GU_TFX_MODULATE, GU_TCC_RGB );
	sceGuTexScale( 1.0f, 1.0f );                    // No scaling
	sceGuTexOffset( 0.0f, 0.0f );		
#else
	glEnable(GL_TEXTURE_2D);
	glBindTexture(GL_TEXTURE_2D,glTexId);
#endif
};
Пример #12
0
void
psp_sdl_gu_init(void)
{
	sceGuStart(GU_DIRECT,list);
	sceGuEnable(GU_TEXTURE_2D);
	sceGuTexMode(GU_PSM_5650, 0, 0, GU_FALSE);
	sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGB);
	sceGuTexFilter(GU_LINEAR, GU_LINEAR);
	sceGuDisable(GU_BLEND);
  sceGuDisable(GU_DEPTH_TEST);
	sceGuFinish();
	sceGuSync(0, 0);

  sceDisplayWaitVblankStart();
}
Пример #13
0
void Red3dInitScreen()
{
	
	intraFontInit();
    
	ltn = intraFontLoad("flash0:/font/ltn8.pgf", 0);
	if(!ltn) sceKernelExitGame();
	intraFontSetStyle(ltn, 1.0f, 0xFFFFFFFF, 0xBFBFBFBF, 0);
	
	void *fbp0 = vrelptr(valloc((FRAMEBUFFER_WIDTH * sizeof(unsigned int))   * SCREEN_HEIGHT));
	void *fbp1 = vrelptr(valloc((FRAMEBUFFER_WIDTH * sizeof(unsigned int))   * SCREEN_HEIGHT));
	void *zbp  = vrelptr(valloc((FRAMEBUFFER_WIDTH * sizeof(unsigned short)) * SCREEN_HEIGHT));
	
	pspDebugScreenInit();
	sceGuInit();
	sceGuStart(GU_DIRECT,list);

	sceGuDrawBuffer(GU_PSM_8888, fbp0, FRAMEBUFFER_WIDTH);
	sceGuDispBuffer(SCREEN_WIDTH, SCREEN_HEIGHT, fbp1, FRAMEBUFFER_WIDTH);
	sceGuDepthBuffer(zbp, FRAMEBUFFER_WIDTH);
	sceGuOffset(2048 - (SCREEN_WIDTH/2),2048 - (SCREEN_HEIGHT/2));
	sceGuViewport(2048, 2048, SCREEN_WIDTH, SCREEN_HEIGHT);
	sceGuDepthRange(65535, 0);
    sceGuScissor(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
    
    sceGuDepthFunc(GU_GEQUAL);
    sceGuEnable(GU_DEPTH_TEST);
	sceGuEnable(GU_SCISSOR_TEST);
	
	sceGuFrontFace(GU_CCW);
	sceGuShadeModel(GU_SMOOTH);
	sceGuEnable(GU_CULL_FACE);
	sceGuEnable(GU_CLIP_PLANES);
	
	sceGuEnable(GU_BLEND);
	sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0);
	
	sceGuEnable(GU_TEXTURE_2D);
	sceGuTexFunc(GU_TFX_ADD,GU_TCC_RGBA);
	sceGuTexFilter(GU_LINEAR,GU_LINEAR);
	
	sceGuFinish();
	sceGuSync(0,0);
	
	Red3dSetupScreen();
	
}
Пример #14
0
static void psp_set_texture_frame(void *data, const void *frame, bool rgb32,
                               unsigned width, unsigned height, float alpha)
{
   psp1_video_t *psp = (psp1_video_t*)data;

   (void) rgb32;
   (void) alpha;

#ifdef DEBUG
   /* psp->menu.frame buffer size is (480 * 272)*2 Bytes */
   rarch_assert((width*height) < (480 * 272));
#endif

   psp_set_screen_coords(psp->menu.frame_coords, 0, 0,
         SCEGU_SCR_WIDTH, SCEGU_SCR_HEIGHT, 0);
   psp_set_tex_coords(psp->menu.frame_coords, width, height);

   sceKernelDcacheWritebackRange(frame, width * height * 2);

   sceGuStart(GU_DIRECT, psp->main_dList);
   sceGuCopyImage(GU_PSM_4444, 0, 0, width, height, width,
         (void*)frame, 0, 0, width, psp->menu.frame);
   sceGuFinish();

   sceGuStart(GU_SEND, psp->menu.dList);
   sceGuTexMode(GU_PSM_4444, 0, 0, GU_FALSE);
   sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGB);
   sceGuTexFilter(GU_LINEAR, GU_LINEAR);
   sceGuTexImage(0, next_pow2(width), next_pow2(height), width, psp->menu.frame);
   sceGuEnable(GU_BLEND);

#if 0
   /* default blending */
   sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0);
#endif
   sceGuBlendFunc(GU_ADD, GU_FIX, GU_FIX, 0xF0F0F0F0, 0x0F0F0F0F);
;
   sceGuDrawArray(GU_SPRITES, GU_TEXTURE_32BITF | GU_VERTEX_32BITF | 
         GU_TRANSFORM_2D, PSP_FRAME_VERTEX_COUNT, NULL,
         psp->menu.frame_coords);
   sceGuFinish();

}
Пример #15
0
void drawCube( Texture* texture, int val )
{
    // setup matrices for cube

    sceGumMatrixMode(GU_PROJECTION);
    sceGumLoadIdentity();
    sceGumPerspective(75.0f,16.0f/9.0f,0.5f,1000.0f);

    sceGumMatrixMode(GU_VIEW);
    {
        ScePspFVector3 pos = {0.0f,0.0f,-2.5f};

        sceGumLoadIdentity();
        sceGumTranslate(&pos);
    }

    sceGumMatrixMode(GU_MODEL);
    {
        ScePspFVector3 rot = {val * 0.263f * (GU_PI/180.0f), val * 0.32f * (GU_PI/180.0f), val * 0.44f * (GU_PI/180.0f)};

        sceGumLoadIdentity();
        sceGumRotateXYZ(&rot);
    }

    // setup texture

    sceGuTexMode(texture->format,0,0,0);
    sceGuTexImage(texture->mipmap,texture->width,texture->height,texture->stride,texture->data);
    sceGuTexFunc(GU_TFX_ADD,GU_TCC_RGB);
    sceGuTexFilter(GU_LINEAR,GU_LINEAR);
    sceGuTexScale(1.0f,1.0f);
    sceGuTexOffset(0.0f,0.0f);
    sceGuAmbientColor(0xffffffff);

    sceGuEnable(GU_TEXTURE_2D);

    // draw cube

    sceGumDrawArray(GU_TRIANGLES,GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D,12*3,0,cube_vertices);

    sceGuDisable(GU_TEXTURE_2D);
}
Пример #16
0
void FZTexture::bindForDisplay() {
	// support only for main ram textures - very slow
	// TODO: investigate vram textures: when and how to
	// transfer?

	if (texImage->getCLUT() != NULL) {
		int n = texImage->getCLUTSize();
		sceGuClutMode(GU_PSM_8888, 0, n - 1, 0); // 32-bit palette
		sceGuClutLoad((n/8), texImage->getCLUT()); // upload entries (8 colors base unit)
	}
	sceGuTexFunc(texenv, pixelComponent);
	//sceGuTexFunc(GU_TFX_MODULATE, GU_TCC_RGBA);
	sceGuTexMode(pixelFormat, 0, 0, GU_TRUE);
	//sceGuTexMode(pixelFormat, 0, 0, GU_FALSE);
	sceGuTexImage(0, width, height, width, texImage->getData());
	sceGuTexScale(1.0f, 1.0f);
	sceGuTexOffset(0.0f, 0.0f);
	sceGuTexFilter(texMin, texMag);
	FZScreen::setBoundTexture((FZTexture*)this);
}
Пример #17
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 #18
0
void blit_start(int start, int end)
{
	clip_min_y = start;
	clip_max_y = end + 1;

	spr_num   = 0;
	spr_index = 0;

	if (start == FIRST_VISIBLE_LINE)
	{
		clut = (UINT16 *)PSP_UNCACHE_PTR(&video_palettebank[palette_bank]);

		fix_num = 0;
		spr_disable = 0;

		if (clear_spr_texture) blit_clear_spr_sprite();
		if (clear_fix_texture) blit_clear_fix_sprite();

		sceGuStart(GU_DIRECT, gulist);
		sceGuDrawBufferList(GU_PSM_5551, draw_frame, BUF_WIDTH);
		sceGuScissor(0, 0, BUF_WIDTH, SCR_WIDTH);
		sceGuClear(GU_COLOR_BUFFER_BIT | GU_FAST_CLEAR_BIT);

		sceGuDrawBufferList(GU_PSM_5551, work_frame, BUF_WIDTH);
		sceGuClear(GU_COLOR_BUFFER_BIT | GU_FAST_CLEAR_BIT);

		sceGuScissor(24, 16, 336, 240);
		sceGuClearColor(CNVCOL15TO32(video_palette[4095]));
		sceGuClear(GU_COLOR_BUFFER_BIT | GU_FAST_CLEAR_BIT);

		sceGuClearColor(0);
		sceGuEnable(GU_ALPHA_TEST);
		sceGuTexMode(GU_PSM_T8, 0, 0, GU_TRUE);
		sceGuTexFilter(GU_NEAREST, GU_NEAREST);

		sceGuFinish();
		sceGuSync(0, GU_SYNC_FINISH);
	}
}
Пример #19
0
void initGraphics()
{
	dispBufferNumber = 0;

	sceGuInit();

	guStart();
	sceGuDrawBuffer(GU_PSM_8888, (void*)FRAMEBUFFER_SIZE, PSP_LINE_SIZE);
	sceGuDispBuffer(SCREEN_WIDTH, SCREEN_HEIGHT, (void*)0, PSP_LINE_SIZE);
	sceGuClear(GU_COLOR_BUFFER_BIT | GU_DEPTH_BUFFER_BIT);
	sceGuDepthBuffer((void*) (FRAMEBUFFER_SIZE*2), PSP_LINE_SIZE);
	sceGuOffset(2048 - (SCREEN_WIDTH / 2), 2048 - (SCREEN_HEIGHT / 2));
	sceGuViewport(2048, 2048, SCREEN_WIDTH, SCREEN_HEIGHT);
	sceGuDepthRange(0xc350, 0x2710);
	sceGuScissor(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
	sceGuEnable(GU_SCISSOR_TEST);
	sceGuAlphaFunc(GU_GREATER, 0, 0xff);
	sceGuEnable(GU_ALPHA_TEST);
	sceGuDepthFunc(GU_GEQUAL);
	sceGuEnable(GU_DEPTH_TEST);
	sceGuFrontFace(GU_CW);
	sceGuShadeModel(GU_SMOOTH);
	sceGuEnable(GU_CULL_FACE);
	sceGuEnable(GU_TEXTURE_2D);
	sceGuEnable(GU_CLIP_PLANES);
	sceGuTexMode(GU_PSM_8888, 0, 0, 0);
	sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGBA);
	sceGuTexFilter(GU_NEAREST, GU_NEAREST);
	sceGuAmbient(0xffffffff);
	sceGuEnable(GU_BLEND);
	sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0);
	sceGuFinish();
	sceGuSync(0, 0);

	sceDisplayWaitVblankStart();
	sceGuDisplay(GU_TRUE);
	initialized = 1;
}
Пример #20
0
 virtual void draw() {
     sceGuEnable(GU_TEXTURE_2D);
     sceGuTexMode(GU_PSM_8888, 0, 0, GU_FALSE);
     sceGuEnable(GU_BLEND);
     sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0);
     sceGuTexImage(0, 256, 256, 256, data_.get().data());
     sceGuTexFunc(GU_TFX_MODULATE, GU_TCC_RGBA);
     sceGuTexFilter(GU_LINEAR, GU_LINEAR);
     bright_texture_vertex * const vertex = static_cast<bright_texture_vertex *>(sceGuGetMemory(2 * sizeof(*vertex)));
     vertex[0].u = u_;
     vertex[0].v = v_;
     vertex[0].color = color_ | static_cast<boost::uint32_t>(alpha_) << 24;
     vertex[0].x = x_;
     vertex[0].y = y_;
     vertex[0].z = 0.f;
     vertex[1].u = u_ + u_size_;
     vertex[1].v = v_ + v_size_;
     vertex[1].color = color_ | static_cast<boost::uint32_t>(alpha_) << 24;
     vertex[1].x = x_ + width_;
     vertex[1].y = y_ + height_;
     vertex[1].z = 0.f;
     sceGuDrawArray(GU_SPRITES, GU_TEXTURE_32BITF | GU_COLOR_8888 | GU_VERTEX_32BITF | GU_TRANSFORM_2D, 2, 0, vertex);
 }
Пример #21
0
static bool psp_frame(void *data, const void *frame,
      unsigned width, unsigned height, unsigned pitch, const char *msg)
{
   static char fps_txt[128], fps_text_buf[128];
   psp1_video_t *psp = (psp1_video_t*)data;

#ifdef DISPLAY_FPS
   static uint64_t currentTick,lastTick;
   static float fps=0.0;
   static int frames;
#endif

   if (!width || !height)
      return false;

   if (((uint32_t)frame&0x04000000) || (frame == RETRO_HW_FRAME_BUFFER_VALID))
      psp->hw_render = true;
   else if (frame)
      psp->hw_render = false;

   if (!psp->hw_render)
      sceGuSync(0, 0); /* let the core decide when to sync when HW_RENDER */

   pspDebugScreenSetBase(psp->draw_buffer);

   pspDebugScreenSetXY(0,0);

   video_monitor_get_fps(fps_txt, sizeof(fps_txt),
         g_settings.fps_show ? fps_text_buf : NULL,
         g_settings.fps_show ? sizeof(fps_text_buf) : 0);

   if(g_settings.fps_show)
   {
      pspDebugScreenSetXY(68 - strlen(fps_text_buf) - 1,0);
      pspDebugScreenPuts(fps_text_buf);
      pspDebugScreenSetXY(0,1);
   }

   if (msg)
      pspDebugScreenPuts(msg);

   if ((psp->vsync)&&(psp->vblank_not_reached))
      sceDisplayWaitVblankStart();

   psp->vblank_not_reached = true;

#ifdef DISPLAY_FPS
   frames++;
   sceRtcGetCurrentTick(&currentTick);
   uint32_t diff = currentTick - lastTick;
   if(diff > 1000000)
   {
      fps = (float)frames * 1000000.0 / diff;
      lastTick = currentTick;
      frames = 0;
   }

   pspDebugScreenSetXY(0,0);
   pspDebugScreenPrintf("%f", fps);
#endif

   psp->draw_buffer = FROM_GU_POINTER(sceGuSwapBuffers());
   g_extern.frame_count++;


   RARCH_PERFORMANCE_INIT(psp_frame_run);
   RARCH_PERFORMANCE_START(psp_frame_run);

   if (psp->should_resize)
      psp_update_viewport(psp);

   psp_set_tex_coords(psp->frame_coords, width, height);

   sceGuStart(GU_DIRECT, psp->main_dList);

   sceGuTexFilter(psp->tex_filter, psp->tex_filter);
   sceGuClear(GU_COLOR_BUFFER_BIT);

   /* frame in VRAM ? texture/palette was 
    * set in core so draw directly */
   if (psp->hw_render) 
      sceGuDrawArray(GU_SPRITES, GU_TEXTURE_32BITF | GU_VERTEX_32BITF | 
            GU_TRANSFORM_2D, PSP_FRAME_VERTEX_COUNT, NULL,
            (void*)(psp->frame_coords));
   else
   {
      if (frame)
      {
         sceKernelDcacheWritebackRange(frame,pitch * height);
         sceGuCopyImage(GU_PSM_5650, ((u32)frame & 0xF) >> psp->bpp_log2,
               0, width, height, pitch >> psp->bpp_log2,
               (void*)((u32)frame & ~0xF), 0, 0, width, psp->texture);
      }
      sceGuTexImage(0, next_pow2(width), next_pow2(height), width, psp->texture);
      sceGuCallList(psp->frame_dList);
   }

   sceGuFinish();

   RARCH_PERFORMANCE_STOP(psp_frame_run);

   if(psp->menu.active)
   {
      sceGuSendList(GU_TAIL, psp->menu.dList, &(psp->menu.context_storage));
      sceGuSync(0, 0);
   }

   return true;
}
Пример #22
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;
}
Пример #23
0
int dxpGraphicsInit()
{
	u32 i;
	//構造体初期化
	if(dxpGraphicsData.init)return 0;

	{//深度バッファの初期化
		dxpGraphicsData.depthbuffer.psm = GU_PSM_4444;
		dxpGraphicsData.depthbuffer.ppalette = NULL;
		dxpGraphicsData.depthbuffer.texdata = NULL;
		dxpGraphicsData.depthbuffer.width = 480;
		dxpGraphicsData.depthbuffer.height = 272;
		dxpGraphicsData.depthbuffer.pitch = 512;
		dxpGraphicsData.depthbuffer.umax = 480;
		dxpGraphicsData.depthbuffer.vmax = 272;
		dxpGraphicsData.depthbuffer.colorkey = 0;
		dxpGraphicsData.depthbuffer.size2_nflag = 0;
		dxpGraphicsData.depthbuffer.swizzledflag = 1;
		dxpGraphicsData.depthbuffer.reloadflag = 1;
		dxpGraphicsData.depthbuffer.alphabit = 0;
		dxpGraphicsData.depthbuffer.refcount = 0;
		dxpGraphicsData.depthbuffer.thisptrptr = NULL;
		if(dxpGraphicsData.usedepth || dxpGraphicsData.usedepth3d)
		{
			dxpGraphicsData.depthbuffer.texvram = valloc(vgetMemorySize(512,272,GU_PSM_4444));
			if(!dxpGraphicsData.depthbuffer.texvram)return -1;
		}else dxpGraphicsData.depthbuffer.texvram = NULL;
	}

	for(i = 0;i < 2;++i)
	{//フレームバッファの初期化
		dxpGraphicsData.displaybuffer[i].psm = dxpGraphicsData.display_psm;
		dxpGraphicsData.displaybuffer[i].ppalette = NULL;
		dxpGraphicsData.displaybuffer[i].texdata = NULL;
		dxpGraphicsData.displaybuffer[i].texvram = valloc(vgetMemorySize(512,272,dxpGraphicsData.display_psm));
		dxpGraphicsData.displaybuffer[i].width = 480;
		dxpGraphicsData.displaybuffer[i].height = 272;
		dxpGraphicsData.displaybuffer[i].pitch = 512;
//		dxpGraphicsData.displaybuffer[i].pitch = 480;//試したら見事に駄目だったw
		dxpGraphicsData.displaybuffer[i].umax = 480;
		dxpGraphicsData.displaybuffer[i].vmax = 272;
		dxpGraphicsData.displaybuffer[i].colorkey = 0;
		dxpGraphicsData.displaybuffer[i].size2_nflag = 0;
		dxpGraphicsData.displaybuffer[i].swizzledflag = 0;
		dxpGraphicsData.displaybuffer[i].reloadflag = 1;
		dxpGraphicsData.displaybuffer[i].alphabit = 0;
		dxpGraphicsData.displaybuffer[i].refcount = 0;
	}
	if(!dxpGraphicsData.displaybuffer[0].texvram || !dxpGraphicsData.displaybuffer[1].texvram)
	{
		vfree(dxpGraphicsData.displaybuffer[0].texvram);
		vfree(dxpGraphicsData.displaybuffer[1].texvram);
		vfree(dxpGraphicsData.depthbuffer.texvram);
		return -1;
	}
	dxpGraphicsData.displaybuffer_back = &dxpGraphicsData.displaybuffer[0];
	dxpGraphicsData.rendertarget = dxpGraphicsData.displaybuffer_back;
	dxpGraphicsData.texture = NULL;
	dxpGraphicsData.clear_color_value = 0;
	dxpGraphicsData.clear_depth_value = 0;
	dxpGraphicsData.clear_stencil_value = 0;
	dxpGraphicsData.gustarted = 0;
	dxpGraphicsData.clear_depth = 0;
	dxpGraphicsData.clear_stencil = 0;
	dxpGraphicsData.bilinear_enable = 0;
	dxpGraphicsData.create_vram_graph = 1;
	dxpGraphicsData.create_swizzled_graph = 1;
	dxpGraphicsData.colorkey = 0;

	dxpGraphicsData.blendmode = DX_BLENDMODE_NOBLEND;
	dxpGraphicsData.drawstate = DXP_DRAWSTATE_EITHER;
	dxpGraphicsData.flag = 0xffffffff;
	dxpGraphicsData.forceupdate = 1;
	dxpGraphicsData.z_2d = 0;
	dxpGraphicsData.color = 0xffffffff;
	//dxpGraphicsData.usedepth = 0;
	//dxpGraphicsData.usedepth3d = 0;
	dxpGraphicsData.writedepth = 0;
	dxpGraphicsData.writedepth3d = 0;

	dxpGraphicsData.fog_color = 0xffffffff;
	dxpGraphicsData.fog_near = 10.0f;
	dxpGraphicsData.fog_far = 100.0f;

	dxpGraphicsData.intrafont_scissor[0] = 0;
	dxpGraphicsData.intrafont_scissor[1] = 0;
	dxpGraphicsData.intrafont_scissor[2] = 480;
	dxpGraphicsData.intrafont_scissor[3] = 272;

	dxpGraphicsData.depthfunc = GU_GEQUAL;

	for(i = 0;i < DXP_BUILDOPTION_TEXTURE_MAXNUM;++i)dxpGraphicsData.texarray[i] = NULL;
	for(i = 0;i < DXP_BUILDOPTION_GHANDLE_MAXNUM;++i)dxpGraphicsData.grapharray[i] = NULL;
	//GEのセットアップ
	sceGuInit();
	GUSTART
		
	sceGuDrawBuffer(dxpGraphicsData.display_psm,vGuPointer(dxpGraphicsData.displaybuffer[0].texvram),dxpGraphicsData.displaybuffer[0].pitch);
	sceGuDispBuffer(480,272,vGuPointer(dxpGraphicsData.displaybuffer[1].texvram),dxpGraphicsData.displaybuffer[1].pitch);

	sceGuOffset(2048 - (480/2),2048 - (272/2));
	sceGuViewport(2048,2048,480,272);
	sceGuScissor(
		dxpGraphicsData.intrafont_scissor[0],
		dxpGraphicsData.intrafont_scissor[1],
		dxpGraphicsData.intrafont_scissor[2],
		dxpGraphicsData.intrafont_scissor[3]
	);
	sceGuClearDepth(0);
	sceGuDepthRange(65535,0);
	sceGuEnable(GU_SCISSOR_TEST);
	sceGuFrontFace(GU_CW);
	sceGuShadeModel(GU_FLAT);
	sceGuTexScale(1.0f,1.0f);
	sceGuTexOffset(0.0f,0.0f);
	sceGuTexFilter(GU_NEAREST,GU_NEAREST);
	sceGuTexWrap(GU_CLAMP,GU_CLAMP);
	/*
		memo
		カメラ位置(画面横幅/2,画面縦幅/2,画面縦幅/(2 * tan(fovy)))
		注視点位置(画面横幅/2,画面縦幅/2,1)
		上    (0,1,0)
	*/
#ifndef DXP_BUILDOPTION_NO3D
	VECTOR v[3] = {{240,136,-235.5589f},{240,136,0},{0,1,0}};
	SetCameraPositionAndTargetAndUpVec(v[0],v[1],v[2]);

	sceGumMatrixMode(GU_MODEL);
	sceGumLoadIdentity();

	dxpGraphicsData.camera.aspect = 480.0f / 272.0f;
	dxpGraphicsData.camera.near = 0.5f;
	dxpGraphicsData.camera.far = 1000.0f;
	dxpGraphicsData.camera.fov = 60;
	dxpGraphics3dUpdateProjectionMatrix();
#endif

	GUFINISH;
	sceDisplayWaitVblankStart();
	GUSTART;
	sceGuDisplay(GU_TRUE);
	dxpGraphicsData.init = 1;


	return 0;
}
Пример #24
0
int dxpGraphicsSetup2DTex(DXPTEXTURE3 *texptr,int flag)
{
	if(!texptr)return -1;
	//設定が同じなら変更処理をしない
	if(dxpGraphicsData.drawstate == DXP_DRAWSTATE_TEX2D
		&& flag == dxpGraphicsData.flag
		&& texptr == dxpGraphicsData.texture
		&& !texptr->reloadflag
		&& !dxpGraphicsData.forceupdate
		)return 0;
	GUSTART;
	if(dxpGraphicsData.drawstate != DXP_DRAWSTATE_TEX2D)
	{//2Dテクスチャ用の描画設定を行う。
		dxpGraphicsData.drawstate = DXP_DRAWSTATE_TEX2D;
		dxpGraphicsData.forceupdate = 1;
		GUENABLE(GU_TEXTURE_2D);
		if(dxpGraphicsData.bilinear_enable)
			sceGuTexFilter(GU_LINEAR,GU_LINEAR);
		else
			sceGuTexFilter(GU_NEAREST,GU_NEAREST);
		if(dxpGraphicsData.usedepth)
		{
			GUENABLE(GU_DEPTH_TEST);
			sceGuDepthFunc(dxpGraphicsData.depthfunc);
			sceGuDepthBuffer(dxpGraphicsData.depthbuffer.texvram,512);	//深度バッファを有効にするときでいい
			if(dxpGraphicsData.writedepth)sceGuDepthMask(0);
			else sceGuDepthMask(1);
		}
		else GUDISABLE(GU_DEPTH_TEST);
	}
	//テクスチャの設定開始
	if(texptr != dxpGraphicsData.texture || texptr->reloadflag)
	{//GUにテクスチャの指定をする
		if(texptr->ppalette && (texptr->psm == GU_PSM_T8 || texptr->psm == GU_PSM_T4))
		{//パレットの設定
			sceGuClutMode(GU_PSM_8888,0,0xff,0);
			sceGuClutLoad(texptr->psm == GU_PSM_T4 ? 2 : 32,texptr->ppalette);
		}
		sceGuTexMode(texptr->psm,0,0,texptr->swizzledflag);
		sceGuTexImage(0,texptr->width,texptr->height,texptr->pitch,texptr->texvram ? texptr->texvram : texptr->texdata);
		dxpGraphicsData.texture = texptr;
		if(texptr != &dxpGraphicsData.displaybuffer[0] && texptr != &dxpGraphicsData.displaybuffer[1])texptr->reloadflag = 0;
	}

	u8 colorKey = 0,alphaEnable = 0;
	
	if(flag)
	{
		if(texptr->alphabit)
			alphaEnable = 1;
		else colorKey = 1;
	}
	if(colorKey)
	{
		GUENABLE(GU_COLOR_TEST);
		sceGuColorFunc(GU_NOTEQUAL,texptr->colorkey,0x00fefefe);
	}
	else
	{
		GUDISABLE(GU_COLOR_TEST);
	}
	int op;
	int src,dest;
	unsigned int srcfix;
	unsigned int destfix;	 
	switch(dxpGraphicsData.blendmode)
	{
	case DX_BLENDMODE_NOBLEND:
		op = GU_ADD;
		src = GU_FIX;
		dest = GU_FIX;
		srcfix = 0xffffffff;
		destfix = 0;
		if(!alphaEnable)break;
	case DX_BLENDMODE_ALPHA:
		op = GU_ADD;
		src = GU_SRC_ALPHA;
		dest = GU_ONE_MINUS_SRC_ALPHA;
		srcfix = 0;
		destfix = 0;
		break;
	case DX_BLENDMODE_ADD:
		op = GU_ADD;
		src = GU_SRC_ALPHA;
		dest = GU_FIX;
		srcfix = 0xffffffff;
		destfix = 0xffffffff;
		break;
	case DX_BLENDMODE_SUB:
		op = GU_REVERSE_SUBTRACT;
		src = GU_SRC_ALPHA;
		dest = GU_FIX;
		srcfix = 0xffffffff;
		destfix = 0xffffffff;
		break;
	case DX_BLENDMODE_MUL:
		op = GU_ADD;
		src = GU_DST_COLOR;
		dest = GU_FIX;
		srcfix = 0xffffffff;
		destfix = 0;
		break;
	case DX_BLENDMODE_DESTCOLOR:
		op = GU_ADD;
		src = GU_FIX;
		dest = GU_FIX;
		srcfix = 0;
		destfix = 0xffffffff;
		break;
	case DX_BLENDMODE_INVDESTCOLOR:
		op = GU_ADD;
		src = GU_ONE_MINUS_DST_COLOR;
		dest = GU_FIX;
		srcfix = 0;
		destfix = 0;
		break;
	case DX_BLENDMODE_INVSRC:
		op = GU_ADD;
		src = GU_SRC_ALPHA;
		dest = GU_ONE_MINUS_SRC_ALPHA;
		srcfix = 0;
		destfix = 0;
		break;
	default:
		return -1;
	}

	if(dxpGraphicsData.blendmode == DX_BLENDMODE_NOBLEND && !alphaEnable)
	{
		GUDISABLE(GU_BLEND);
	}
	else
	{
		GUENABLE(GU_BLEND);
		if(dxpGraphicsData.forceupdate
			|| dxpGraphicsData.op != op
			|| dxpGraphicsData.src != src
			|| dxpGraphicsData.dest != dest
			|| dxpGraphicsData.srcfix != srcfix
			|| dxpGraphicsData.destfix != destfix
		){
			sceGuBlendFunc(op,src,dest,srcfix,destfix);
			dxpGraphicsData.op = op;
			dxpGraphicsData.src = src;
			dxpGraphicsData.dest = dest;
			dxpGraphicsData.srcfix = srcfix;
			dxpGraphicsData.destfix = destfix;
		}
	}

	if(dxpGraphicsData.forceupdate || dxpGraphicsData.color != dxpGraphicsData.gucolor)
	{//色を設定
		sceGuColor(dxpGraphicsData.color);
		dxpGraphicsData.gucolor = dxpGraphicsData.color;
	}

	int tfx,tcc;
	switch(dxpGraphicsData.blendmode)
	{
	case DX_BLENDMODE_NOBLEND:
	case DX_BLENDMODE_MUL:
	case DX_BLENDMODE_DESTCOLOR:
		tcc = GU_TCC_RGB;
		tfx = GU_TFX_MODULATE;
		if(!alphaEnable)
		{
			GUDISABLE(GU_ALPHA_TEST);
			break;
		}
	case DX_BLENDMODE_ALPHA:
	case DX_BLENDMODE_ADD:
	case DX_BLENDMODE_SUB:
	case DX_BLENDMODE_INVDESTCOLOR:
		tcc = GU_TCC_RGBA;
		tfx = GU_TFX_MODULATE;
		GUENABLE(GU_ALPHA_TEST);
		sceGuAlphaFunc(GU_NOTEQUAL,0x00,0xff);
		break;
	case DX_BLENDMODE_INVSRC:
		sceGuTexEnvColor(0x00000000);
		tcc = GU_TCC_RGBA;
		tfx = GU_TFX_BLEND;
		GUDISABLE(GU_ALPHA_TEST);
		break;
	default:
		return -1;
	}
	if(dxpGraphicsData.forceupdate || dxpGraphicsData.tfx != tfx || dxpGraphicsData.tcc != tcc)
	{
		sceGuTexFunc(tfx,tcc);
		dxpGraphicsData.tfx = tfx;
		dxpGraphicsData.tcc = tcc;
	}
	dxpGraphicsData.forceupdate = 0;
	dxpGraphicsData.flag = flag;
	return 0;
}
Пример #25
0
void S9xSceGURenderTex (char *tex, int width, int height, int x, int y, int xscale, int yscale, int xres, int yres)
{
  // If you don't call this, Gu will run into cache problems with
  // reading pixel data...
  sceKernelDcacheWritebackAll ();

  unsigned int j;

  const int slice_scale = ((float)xscale / (float)width) * (float)SLICE_SIZE;
  const int tex_filter  = (PSP_Settings.bBilinearFilter ? GU_LINEAR :
                                                              GU_NEAREST);

  struct Vertex* vertices;
  struct Vertex* vtx_iter;


  // If the x/y scale matches the width/height, we can take a shortcut and
  // merely copy tex into the VRAM at the given (x,y) coordinate.
  //
  //  NOTE: This disables bilinear filtering, but that's not saying a whole
  //        lot, since the image will not require a min / mag filter.
  if ((xscale == width) && (yscale == height)) {
    sceGuStart (0, SceGU.list);
      sceGuCopyImage (SceGU.pixel_format, 0, 0, xres, yres, width, tex, x, y,
                        SceGU.line_size,
                          (void *)(0x04000000 + (uint32)SceGU.vram_offset));
    sceGuFinish ();
  }

  // If the scale doesn't match the width/height, we have to perform a
  // special blit to stretch the image.
  else {
#ifdef SCEGU_DIRECT_COPY
    sceGuStart (0, SceGU.list);

      sceGuCopyImage (SceGU.pixel_format, 0, 0, width, height, width, tex, 0, 0,
                        SceGU.line_size,
                          (void *)(0x04000000 + (uint32)SceGU.vram_offset));
#endif

      sceGuStart (0, SceGU.list);

      sceGuTexMode      (SceGU.texture_format, 0, 0, 0);
#ifndef SCEGU_DIRECT_COPY
      sceGuTexImage     (0, width, height, width, tex);
#else
      sceGuTexImage     (0, width, height, SceGU.line_size, (void *)(0x04000000 + (uint32)SceGU.vram_offset));
#endif
      sceGuTexFunc      (GU_TFX_REPLACE, 0);
      sceGuTexFilter    (tex_filter, tex_filter);
      sceGuTexScale     (1, 1);
      sceGuTexOffset    (0, 0);
      sceGuAmbientColor (0xffffffff);

      sceGuScissor      (x, y, xres, yres);

#ifdef DRAW_SINGLE_BATCH
      // Allocate (memory map) the "vertex array" beforehand
      const int num_verts = (width / SLICE_SIZE) * 2;
      const int vtx_alloc = num_verts * sizeof (struct Vertex);
                 vertices = (struct Vertex *)sceGuGetMemory (vtx_alloc);
                 vtx_iter = vertices;
#endif

      // Do a striped blit (takes the page-cache into account)
      for (j = 0; j < width; j += SLICE_SIZE, x += slice_scale)
      {
#ifndef DRAW_SINGLE_BATCH
        vtx_iter = (struct Vertex *)sceGuGetMemory (sizeof (struct Vertex) * 2);
#endif
        vtx_iter [0].u = j;                 vtx_iter [0].v = 0;
        vtx_iter [0].x = x;                 vtx_iter [0].y = y;            vtx_iter [0].z = 0;
        vtx_iter [1].u = (j + SLICE_SIZE);  vtx_iter [1].v = height;
        vtx_iter [1].x = (x + slice_scale); vtx_iter [1].y = (y + yscale); vtx_iter [1].z = 0;

        vtx_iter [0].color = vtx_iter [1].color = 0;

#ifndef DRAW_SINGLE_BATCH
			  sceGuDrawArray (GU_SPRITES, SceGU.tt | SceGU.ct | SceGU.mt | SceGU.dm, 2, 0, vtx_iter);
        vtx_iter += 2;
#endif
      }

#ifdef DRAW_SINGLE_BATCH
      sceGuDrawArray (GU_SPRITES, GE_SETREG_VTYPE (SceGU.tt,
                                                   SceGU.ct,
                                                   0,
                                                   SceGU.mt,
                                                   0, 0, 0, 0,
                                                   SceGU.dm),
                                            num_verts,
                                               0,
                                            vertices);
#endif
    sceGuFinish ();
  }

#ifdef SCEGU_DOUBLE_BUFFERED
  sceGuSync   (0, 0);

  if (PSP_Settings.bVSync)
    sceDisplayWaitVblankStart ();
#endif

#ifdef SCEGU_DOUBLE_BUFFERED
  S9xSceGUSwapBuffers ();
#endif
}
Пример #26
0
void app() {
    setupCallbacks();

    #ifdef DEBUG
    pspDebugScreenInit();
    #endif

    sceGuInit();

    void* fbp0 = getStaticVramBuffer(BUF_WIDTH,SCR_HEIGHT,GU_PSM_8888);
    void* fbp1 = getStaticVramBuffer(BUF_WIDTH,SCR_HEIGHT,GU_PSM_8888);
    void* zbp = getStaticVramBuffer(BUF_WIDTH,SCR_HEIGHT,GU_PSM_4444);

    sceGuStart(GU_DIRECT, list);

    sceGuDrawBuffer(GU_PSM_8888, fbp0, BUF_WIDTH);
    sceGuDispBuffer(SCR_WIDTH, SCR_HEIGHT, fbp1, BUF_WIDTH);
    sceGuDepthBuffer(zbp, BUF_WIDTH);

    sceGuOffset(2048 - (SCR_WIDTH / 2), 2048 - (SCR_HEIGHT / 2));
    sceGuViewport(2048, 2048, SCR_WIDTH, SCR_HEIGHT);

    sceGuDepthRange(65535, 0);
    sceGuClearDepth(65535);
    sceGuDepthFunc(GU_LEQUAL);

    sceGuAlphaFunc(GU_GREATER, 0, 255);
    sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0);
    sceGuTexFunc(GU_TFX_MODULATE, GU_TCC_RGBA);
    sceGuTexFilter(GU_LINEAR, GU_LINEAR);
    sceGuShadeModel(GU_SMOOTH);

    sceGuEnable(GU_DEPTH_TEST);
    sceGuEnable(GU_ALPHA_TEST);
    sceGuEnable(GU_SCISSOR_TEST);
    sceGuEnable(GU_BLEND);

    sceGuDisable(GU_CULL_FACE);
    sceGuDisable(GU_CLIP_PLANES);
    sceGuDisable(GU_DITHER);

    sceGuScissor(0, 0, SCR_WIDTH, SCR_HEIGHT);

    sceGuFinish();
    sceGuSync(0, 0);

    sceDisplayWaitVblankStart();
    sceGuDisplay(GU_TRUE);


    //g2dInit();

    /*tileset_tex = g2dTexLoad((char *) "resources/tilemap.png", G2D_SWIZZLE);
    outline_tex = g2dTexLoad((char *) "resources/tilemap2.png", G2D_SWIZZLE);
    text_tex = g2dTexLoad((char *) "resources/ui-font.png", G2D_SWIZZLE);
    frame_tex = g2dTexLoad((char *) "resources/frame.png", G2D_SWIZZLE);*/

    while (running()) {
        sceGuStart(GU_DIRECT,list);

        // Clear screen
        sceGuClearColor(0xff554433); // TODO change to black when everything works
        sceGuClearDepth(0);
        sceGuClear(GU_COLOR_BUFFER_BIT | GU_DEPTH_BUFFER_BIT);

        // Process and draw a frame
        //menu.update();
        //background.draw();
        //menu.draw();
        
        sceGuFinish();
        sceGuSync(0,0);

        // Swap buffers and wait for VSYNC
        sceDisplayWaitVblankStart();
        sceGuSwapBuffers();
    }

    sceGuDisplay(GU_FALSE);
    sceGuTerm();

    sceKernelExitGame();
}
Пример #27
0
int main() {
	SceCtrlData pad;
	int cancel = 0, uninstall = 0, reinstall = 0, lftv = 0, ok = 0, installed = 0, uninstalled = 0, autoExit = 0;
	SetupCallbacks();

	sceCtrlSetSamplingCycle(0);
	sceCtrlSetSamplingMode(PSP_CTRL_MODE_ANALOG);
	sceCtrlReadBufferPositive(&pad, 1);
	if (pad.Buttons & PSP_CTRL_LTRIGGER) { quickinstall = 1; lftv = 1; } else if (pad.Buttons & PSP_CTRL_RTRIGGER) { quickinstall = 1; }
	if (fileExist(PRX_LFTVBACKUP) | fileExist(PRX_RPLYBACKUP)) uninstall = 1;

	sceGuInit();
	sceGuStart(GU_DIRECT, list);
	sceGuClearColor(0xFFFFFFFF);
	sceGuDrawBuffer(GU_PSM_8888, (void*)0, BUF_WIDTH);
	sceGuDispBuffer(SCR_WIDTH, SCR_HEIGHT, (void*)0x88000, BUF_WIDTH);
	sceGuDepthBuffer((void*)0x110000, BUF_WIDTH);
	sceGuOffset(2048 - (SCR_WIDTH / 2), 2048 - (SCR_HEIGHT / 2));
	sceGuViewport(2048, 2048, SCR_WIDTH, SCR_HEIGHT);
	sceGuDepthRange(0xc350, 0x2710);
	sceGuScissor(0, 0, SCR_WIDTH, SCR_HEIGHT);
	sceGuEnable(GU_SCISSOR_TEST);
	sceGuDisable(GU_DEPTH_TEST);
	sceGuShadeModel(GU_SMOOTH);
	sceGuEnable(GU_BLEND);
	sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0);
	sceGuEnable(GU_TEXTURE_2D);
	sceGuTexMode(GU_PSM_8888, 0, 0, 0);
	sceGuTexImage(0, 256, 128, 256, font);
	sceGuTexFunc(GU_TFX_MODULATE, GU_TCC_RGBA);
	sceGuTexEnvColor(0x0);
	sceGuTexOffset(0.0f, 0.0f);
	sceGuTexScale(1.0f / 256.0f, 1.0f / 128.0f);
	sceGuTexWrap(GU_REPEAT, GU_REPEAT);
	sceGuTexFilter(GU_NEAREST, GU_NEAREST);
	sceGuFinish();
	sceGuSync(0,0);
	sceGuDisplay(GU_TRUE);

	// Check for low battery.
	if ((scePowerGetBatteryLifePercent() < 25) & !scePowerIsPowerOnline()) {
		sceGuStart(GU_DIRECT, list);
		sceGuClear(GU_COLOR_BUFFER_BIT);
		drawStringCenter("Battery charge should be at least 25% when modifying flash!", 40 + (10 * i), 0xFF0000FF, 8); i += 2;
		drawStringCenter("Connect the AC adapter to ignore this warning and continue!", 40 + (10 * i), 0xFF0000FF, 8); i += 2;
		drawStringCenter(uninstall ? "Press any button to cancel uninstallation of warPSP." : "Press any button to cancel installation of warPSP.", 50 + (10 * i), 0xFF0000FF, 8); i += 2;
		drawObjects();
		while (!scePowerIsPowerOnline()) { sceCtrlReadBufferPositive(&pad, 1); if (pad.Buttons) { cancel = 1; break; } }
	}

	if (!cancel) {
		float c = 0.0;
		for (c = 10.0; c <= 100.0; c++) {
			unsigned int col = 0xFF000000 |
				(unsigned int)((c / 100.0) * 255.0f) << 16 |
				(unsigned int)((c / 100.0) * 255.0f) <<  8 |
				(unsigned int)((c / 100.0) * 255.0f) <<  0;
			sceGuClearColor(col);
			clearScreenPrintHeader(90);
			if (quickinstall & (c > 50)) drawStringCenter("Quick Install Activated!", 250, 0xFF006600, 8);
			drawObjects();
		}
		sceKernelDelayThread(3000000);
		for (c = 100.0; c >= 10.0; c--) {
			unsigned int col = 0xFF000000 |
				(unsigned int)((c / 100.0) * 255.0f) << 16 |
				(unsigned int)((c / 100.0) * 255.0f) <<  8 |
				(unsigned int)((c / 100.0) * 255.0f) <<  0;
			sceGuClearColor(col);
			clearScreenPrintHeader(90);
			drawObjects();
		}
	}

	sceGuClearColor(0xFFFFFFFF);

	// Show disclaimer and options.
	if (!cancel & !quickinstall) {
		sceGuStart(GU_DIRECT, list);
		sceGuClear(GU_COLOR_BUFFER_BIT);
		drawStringCenter("!!! DISCLAIMER !!!", 40 + (10 * i), 0xFF0000FF, 10); i += 2;
		drawStringCenter("This program modifies the flash drive of your Sony PSP.", 60 + (10 * i), 0xFF0000FF, 8); i++;
		drawStringCenter("You accept the risk when running this installation app.", 60 + (10 * i), 0xFF0000FF, 8); i += 2;
		drawStringCenter("DO NOT REMOVE THE MEMORY STICK WHEN ORANGE LED FLASHES.", 60 + (10 * i), 0xFF0000FF, 8); i++;
		drawStringCenter("DO NOT TURN OFF THE PSP SYSTEM WHEN ORANGE LED FLASHES.", 60 + (10 * i), 0xFF0000FF, 8); i += 2;
		drawStringCenter("Press START to acknowledge and to continue to briefing.", 60 + (10 * i), 0xFF0000FF, 8); i++;
		drawStringCenter("Press SELECT to decline and to abort installing warPSP.", 60 + (10 * i), 0xFF0000FF, 8); i += 2;
		drawStringCenter("THE AUTHOR DOES NOT HOLD RESPONSIBILITY FOR ANY DAMAGE.", 60 + (10 * i), 0xFF0000FF, 8); i++;
		drawStringCenter("THIS SOFTWARE IS PRESENTED WITHOUT WARRANTY/GUARANTEES.", 60 + (10 * i), 0xFF0000FF, 8); i += 4;
		drawObjects();
		while (1) {
			sceCtrlReadBufferPositive(&pad, 1);
			if (pad.Buttons & PSP_CTRL_START) { break; }
			if (pad.Buttons & PSP_CTRL_SELECT) { cancel = 1; break; }
		}
	}

	// Check if backup file exists.
	if (!cancel & !quickinstall) {
		swapBuffers(); clearScreenPrintHeader(0); drawObjects(); clearScreenPrintHeader(0);
		drawStringCenter("Briefing", 50 + (10 * i), 0xFF000000, 0); i+= 2;
		drawStringCenter("Thanks for your interest in the warPSP Software Suite!", 50 + (10 * i), 0xFF006600, 0); i += 2;
		drawStringCenter("warPSP is an advanced warXing utility for the Sony PSP.", 50 + (10 * i), 0xFF000000, 8); i += 2;
		drawStringCenter("Please see the README.TXT file for more information.", 50 + (10 * i), 0xFF660000, 8); i += 3;
		drawStringCenter("Options", 50 + (10 * i), 0xFF000000, 0); i += 2;
		if (uninstall) {
			drawStringCenter("Press SQUARE to uninstall warPSP and restore backup files.", 50 + (10 * i), 0xFF000000, 8); i++;
			drawStringCenter("Press CIRCLE to reinstall warPSP to the last slot selected.", 50 + (10 * i), 0xFF000000, 8); i++;
		} else {
			drawStringCenter("Press SQUARE to install warPSP to the LFTV Player slot.", 50 + (10 * i), 0xFF000000, 8); i++;
			drawStringCenter("Press CIRCLE to install warPSP to the Remote Play slot.", 50 + (10 * i), 0xFF000000, 8); i++;
		}
		drawStringCenter(uninstall ? "Press SELECT to cancel uninstallation of warPSP and exit." : "Press SELECT to cancel installation of warPSP and exit.", 50 + (10 * i), 0xFF000099, 8); i += 2;
		drawObjects();
		while (1) {
			sceCtrlReadBufferPositive(&pad, 1);
			if (uninstall) {
				if (pad.Buttons & PSP_CTRL_SQUARE) { break; }
				if (pad.Buttons & PSP_CTRL_CIRCLE) {
					uninstall = 0; reinstall = 1;
					if (fileExist(PRX_LFTVBACKUP)) lftv = 1; else lftv = 0;
					break;
				}
			} else {
				if (pad.Buttons & PSP_CTRL_SQUARE) { lftv = 1; break; }
				if (pad.Buttons & PSP_CTRL_CIRCLE) { lftv = 0; break; }
			}
			if (pad.Buttons & PSP_CTRL_SELECT) { cancel = 1; break; }
		}
	}

	if (!cancel) {
		if ((scePowerGetBatteryLifePercent() < 25) & !scePowerIsPowerOnline()) {
			swapBuffers(); sceGuStart(GU_DIRECT, list);
			drawStringCenter(" Battery is below 25%% and AC adapter is not connected!", 50 + (10 * i), 0xFF000099, 0); i += 2;
			cancel = 1; drawObjects();
		}
	}

	if (cancel) {
		swapBuffers(); sceGuStart(GU_DIRECT, list);
		sprintf(buffer, "%sstallation cancelled!", uninstall ? "Unin" : "In");
		drawStringCenter(buffer, 50 + (10 * i), 0xFF0000FF, 0); i += 2;
		drawObjects();
		sceKernelDelayThread(1000000);
	}

	// Perform installation, uninstallation or reinstallation.
	if (!cancel) {
		scePowerLock(0);
		swapBuffers(); clearScreenPrintHeader(0); drawObjects(); clearScreenPrintHeader(0); drawObjects(); swapBuffers(); sceGuStart(GU_DIRECT, list);
		drawStringCenter(uninstall ? "Uninstallation" : "Installation", 50 + (10 * i), 0xFF990000, 0); i += 2;
		if (quickinstall) { drawStringCenter("Quick installing warPSP to the location free player slot.", 50 + (10 * i), 0xFF990000, 0); i += 2; }
		drawObjects(); swapBuffers(); sceGuStart(GU_DIRECT, list);
		if (uninstall) {
			if (fileExist(PRX_LFTVBACKUP)) { lftv = 1; ok = 1; } else if (fileExist(PRX_RPLYBACKUP)) { lftv = 0; ok = 1; }
			if (ok) {
				drawStringCenter("Backup prx found. Ok to uninstall!", 50 + (10 * i), 0xFF990000, 8); i++;
				drawStringCenter("The backup prx will be copied to the flash drive of your PSP!", 50 + (10 * i), 0xFF000000, 8); i += 2; drawObjects();
				if (fileCopy(lftv ? PRX_LFTVBACKUP : PRX_RPLYBACKUP, lftv ? PRX_LFTVPLAYER : PRX_REMOTEPLAY)) { swapBuffers(); sceGuStart(GU_DIRECT, list); drawStringCenter("Backup file reinstalled successfully!", 50 + (10 * i), 0xFF006600, 8); sceIoRemove(lftv ? PRX_LFTVBACKUP : PRX_RPLYBACKUP); uninstalled = 1; } else { swapBuffers(); sceGuStart(GU_DIRECT, list); drawStringCenter("Backup file reinstallation failed!", 50 + (10 * i), 0xFF000099, 8); }
				i += 2; drawObjects();
				if (uninstalled) { swapBuffers(); sceGuStart(GU_DIRECT, list); drawStringCenter("To reinstall warPSP, rerun the Easy Installation Program.", 50 + (10 * i), 0xFF990000, 8); i += 2; drawObjects(); }
			}
		} else {
			if (fileExist(PRX_WARPSP_XMB)) { sceIoRemove(PRX_WARPSP_XMB); sceKernelDelayThread(1000000); }
			drawStringCenter("Extracting warPSP.prx to the root of the memory stick.", 50 + (10 * i), 0xFF000000, 8); i += 2; drawObjects();
			sceKernelDelayThread(2000000);
			// Open PBP file and read contents into the buffer.
			int pbpFile, prxFile, pkgSize = 0, prxSize = 0; char buf[1024*1024];
			pbpFile = sceIoOpen(PBP_WARPSP_EIP, PSP_O_RDONLY, 0);
			sceKernelDelayThread(1000000);
			if (pbpFile) {
				// Get size of entire package.
				pkgSize = sceIoRead(pbpFile, buf, sizeof(buf));
				sceKernelDelayThread(1000000);
				if (pkgSize > 0) {
					swapBuffers(); sceGuStart(GU_DIRECT, list); drawStringCenter("EBOOT.PBP loaded into memory successfully!", 50 + (10 * i), 0xFF006600, 8); i += 2; drawObjects();
					// Calculate size of prx to extract (size of entire package - size of eboot.pbp).
					prxSize = pkgSize - pbpSize;
					// Open PRX file and write buffer into the contents.
					prxFile = sceIoOpen(PRX_WARPSP_XMB, PSP_O_WRONLY | PSP_O_CREAT | PSP_O_TRUNC, 0777);
					sceKernelDelayThread(100000);
					if (prxFile) {
						// Write prx file from end of eboot.pbp.
						sceIoWrite(prxFile, buf + pbpSize, prxSize);
						sceKernelDelayThread(1000000);
						sceIoClose(prxFile);
						sceKernelDelayThread(1000000);
						swapBuffers(); sceGuStart(GU_DIRECT, list); drawStringCenter("warPSP.prx extracted from memory successfully!", 50 + (10 * i), 0xFF006600, 8); drawObjects();
					} else {
						swapBuffers(); sceGuStart(GU_DIRECT, list); drawStringCenter("warPSP.prx extraction from memory failed!", 50 + (10 * i), 0xFF000099, 8); drawObjects();
					}
					i += 2;
				}
				sceIoClose(pbpFile);
				sceKernelDelayThread(1000000);
			} else {
				swapBuffers(); sceGuStart(GU_DIRECT, list); drawStringCenter("EBOOT.PBP load into memory failed!", 50 + (10 * i), 0xFF000099, 8); i += 2; drawObjects();
			}
			buf[0] = (char)"\0";
			swapBuffers(); sceGuStart(GU_DIRECT, list);
			if (!fileExist(PRX_WARPSP_XMB)) { drawStringCenter("warPSP.prx not found! Install cancelled!", 50 + (10 * i), 0xFF000099, 8); } else { drawStringCenter("warPSP.prx found. Ok to install!", 50 + (10 * i), 0xFF006600, 8); ok = 1; }
			i += 2; drawObjects();
			// Create backup of original file and install warPSP.
			if (ok) {
				if (!reinstall) {
					swapBuffers(); sceGuStart(GU_DIRECT, list); drawStringCenter("The backup file will be copied to the memory stick!", 50 + (10 * i), 0xFF990000, 8); i++; drawObjects();
					if (fileCopy(lftv ? PRX_LFTVPLAYER : PRX_REMOTEPLAY, lftv ? PRX_LFTVBACKUP : PRX_RPLYBACKUP)) { swapBuffers(); sceGuStart(GU_DIRECT, list); drawStringCenter("Original prx file backed up successfully!", 50 + (10 * i), 0xFF006600, 8); } else { swapBuffers(); sceGuStart(GU_DIRECT, list); drawStringCenter("Original prx file back up failed!", 50 + (10 * i), 0xFF000099, 8); }
					i += 2; drawObjects();
				}
				if (fileCopy(PRX_WARPSP_XMB, lftv ? PRX_LFTVPLAYER : PRX_REMOTEPLAY)) { swapBuffers(); sceGuStart(GU_DIRECT, list); drawStringCenter("warPSP^xmb installed successfully!", 50 + (10 * i), 0xFF006600, 8); sceIoRemove(PRX_WARPSP_XMB); installed = 1; } else { swapBuffers(); sceGuStart(GU_DIRECT, list); drawStringCenter("warPSP^xmb installation failed!", 50 + (10 * i), 0xFF000099, 8); installed = 0; }
				i += 2; drawObjects();
			}
		}
		scePowerUnlock(0);
	}

	if (installed | uninstalled) { sceKernelDelayThread(1000000); }
	if (!quickinstall) {
		swapBuffers(); sceGuStart(GU_DIRECT, list);
		sprintf(buffer, "Press any button to %s! (Auto-Exit in 10s).", (installed | uninstalled) ? "restart the PSP" : "return to the xmb"); drawStringCenter(buffer, 50 + (10 * i), 0xFF000000, 8); i++;
		if (installed) { drawStringCenter("Happy warXing!", 50 + (10 * i), 0xFF006600, 8); i++; } else if (uninstalled) { drawStringCenter("Thank you for using warPSP", 50 + (10 * i), 0xFF990000, 8); i++; }
		drawObjects();
		// Wait for exit.
		while (1) {
			if (autoExit >= 1000) break;
	    	sceCtrlReadBufferPositive(&pad, 1);
			if (pad.Buttons) break;
			sceKernelDelayThread(10000);
			autoExit++;
		}
	}

	if (quickinstall) { sceKernelDelayThread(1000000); }
	swapBuffers(); sceGuStart(GU_DIRECT, list); drawStringCenter("Exiting!", 50 + (10 * i), (installed | uninstalled) ? 0xFF990000 : 0xFF0000FF, 8); drawObjects();
	if (installed | uninstalled) { sceKernelExitGame(); scePower_0442D852(50000); } else { sceKernelExitGame(); }
	return 0;
}
Пример #28
0
	static void dod_init_gu()
	{
		void* pDrawBuffer	= dod_get_static_vram_buffer(DOD_BUFFER_WIDTH, DOD_SCREEN_HEIGHT, GU_PSM_8888);
		void* pDispBuffer	= dod_get_static_vram_buffer(DOD_BUFFER_WIDTH, DOD_SCREEN_HEIGHT, GU_PSM_8888);
		void* pZBuffer		= dod_get_static_vram_buffer(DOD_BUFFER_WIDTH, DOD_SCREEN_HEIGHT, GU_PSM_4444);
		
		sceGuInit();
		sceGuStart(GU_DIRECT, s_list);
		
		sceGuDrawBuffer(GU_PSM_8888, pDrawBuffer, DOD_BUFFER_WIDTH);
		sceGuDispBuffer(DOD_SCREEN_WIDTH, DOD_SCREEN_HEIGHT, pDispBuffer, DOD_BUFFER_WIDTH);
		sceGuDepthBuffer(pZBuffer, DOD_BUFFER_WIDTH);
		
		sceGuOffset(2048 - (DOD_SCREEN_WIDTH / 2), 2048 - (DOD_SCREEN_HEIGHT / 2));
		sceGuViewport(2048, 2048, DOD_SCREEN_WIDTH, DOD_SCREEN_HEIGHT);
		sceGuDepthRange(65535, 0);
		
		sceGuScissor(0, 0, DOD_SCREEN_WIDTH, DOD_SCREEN_HEIGHT);
		sceGuEnable(GU_SCISSOR_TEST);
		
		sceGuEnable(GU_CULL_FACE);
	 	sceGuFrontFace(GU_CCW);
		
		sceGuShadeModel(GU_SMOOTH);

		//sceGuDepthFunc(GU_GEQUAL);
		//sceGuDepthMask(GU_TRUE);		// disable z-writes
		//sceGuEnable(GU_DEPTH_TEST);
		
		sceGuEnable(GU_TEXTURE_2D);
		//sceGuEnable(GU_CLIP_PLANES);
				
		sceGuDisable(GU_COLOR_TEST);
		sceGuDisable(GU_ALPHA_TEST);
		sceGuDisable(GU_CLIP_PLANES);
		

		// Lighting
		sceGuDisable(GU_LIGHTING);
		sceGuDisable(GU_LIGHT0);
		sceGuDisable(GU_LIGHT1);
		sceGuDisable(GU_LIGHT2);
		sceGuDisable(GU_LIGHT3);
		
		// Texturing
		sceGuTexWrap(GU_CLAMP, GU_CLAMP);
		sceGuTexFilter(GU_LINEAR, GU_LINEAR);
		sceGuTexOffset(0.f, 0.f);
		sceGuTexScale(1.f, 1.f);
		//sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGBA);
		//sceGuTexEnvColor(0xffffffff);
		
		//sceGuColor(0xffffffff);
		//sceGuAmbientColor(0xffffffff);

		// Blending
		//sceGuEnable(GU_BLEND);
		//sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0);
		//sceGuTexFunc(GU_TFX_MODULATE, GU_TCC_RGBA);
		//sceGuTexFilter(GU_LINEAR, GU_LINEAR);
		sceGuDisable(GU_DITHER);

		sceGuFinish();
		sceGuSync(0,0);
		
		sceDisplayWaitVblankStart();
		sceGuDisplay(GU_TRUE);
	}
Пример #29
0
void
psp_sdl_gu_stretch(SDL_Rect* srcrect, SDL_Rect* dstrect)
{
  SDL_Surface* src = blit_surface;
	unsigned short old_slice = 0; /* set when we load 2nd tex */
	unsigned int slice, num_slices, width, height, tbw, off_x, off_bytes;
	struct texVertex *vertices;
	char *pixels;

	sceKernelDcacheWritebackAll();

	off_bytes = (long)(((char*)src->pixels) + srcrect->x * src->format->BytesPerPixel) & 0xf;
	off_x = off_bytes / src->format->BytesPerPixel;
	width = roundUpToPowerOfTwo(srcrect->w + off_bytes);
	height = roundUpToPowerOfTwo(srcrect->h);
	tbw = src->pitch / src->format->BytesPerPixel;

	/* Align the texture prior to srcrect->x */
	pixels = ((char*)src->pixels) + (srcrect->x - off_x) * src->format->BytesPerPixel +
		src->pitch * srcrect->y;
	num_slices = (srcrect->w + (PSP_SLICE_SIZE - 1)) / PSP_SLICE_SIZE;

	/* GE doesn't appreciate textures wider than 512 */
	if (width > 512)
		width = 512;

	sceGuStart(GU_DIRECT,list);
	sceGuEnable(GU_TEXTURE_2D);
	sceGuTexMode(GU_PSM_5650, 0, 0, GU_FALSE);
	sceGuTexImage(0, width, height, tbw, pixels);
	sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGB);
	sceGuTexFilter(GU_LINEAR, GU_LINEAR);

	for (slice = 0; slice < num_slices; slice++) {

		vertices = (struct texVertex*)sceGuGetMemory(2 * sizeof(struct texVertex));

		if ((slice * PSP_SLICE_SIZE) < width) {
			vertices[0].u = slice * PSP_SLICE_SIZE + off_x;
		} else {
			if (!old_slice) {
				/* load another texture (src width > 512) */
				pixels += width * src->format->BytesPerPixel;
				sceGuTexImage(0, roundUpToPowerOfTwo(srcrect->w - width),
					height, tbw, pixels);
				sceGuTexSync();
				old_slice = slice;
			}
			vertices[0].u = (slice - old_slice) * PSP_SLICE_SIZE + off_x;
		}
		vertices[1].u = vertices[0].u + PSP_SLICE_SIZE;
		if (vertices[1].u > (off_x + srcrect->w))
			vertices[1].u = off_x + srcrect->w;

		vertices[0].v = 0;
		vertices[1].v = vertices[0].v + srcrect->h;

		vertices[0].x = dstrect->x + (slice * PSP_SLICE_SIZE * dstrect->w + (srcrect->w - 1)) / srcrect->w;
		vertices[1].x = vertices[0].x + (PSP_SLICE_SIZE * dstrect->w + (srcrect->w - 1)) / srcrect->w;
		if (vertices[1].x > (dstrect->x + dstrect->w))
			vertices[1].x = dstrect->x + dstrect->w;

		vertices[0].y = dstrect->y;
		vertices[1].y = vertices[0].y + dstrect->h;

		vertices[0].z = 0;
		vertices[1].z = 0;

		sceGuDrawArray(GU_SPRITES,GU_TEXTURE_16BIT|GU_VERTEX_16BIT|GU_TRANSFORM_2D,
			2,0,vertices);
	}

	sceGuFinish();
	sceGuSync(0, 0);
}
Пример #30
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->main_dList         = memalign(16, 256); // make sure to allocate more space if bigger display lists are needed.
    psp->frame_dList        = memalign(16, 256);
    psp->rgui.dList         = memalign(16, 256);
    psp->rgui.frame         = memalign(16,  2 * 480 * 272);
    psp->frame_coords       = memalign(64,  1 * sizeof(psp1_sprite_t));
    psp->rgui.frame_coords  = memalign(64, 16 * sizeof(psp1_sprite_t));

    memset(psp->frame_coords      , 0,  1 * sizeof(psp1_sprite_t));
    memset(psp->rgui.frame_coords , 0, 16 * sizeof(psp1_sprite_t));
    sceKernelDcacheWritebackInvalidateAll();
    psp->frame_coords       = TO_UNCACHED_PTR(psp->frame_coords);
    psp->rgui.frame_coords  = TO_UNCACHED_PTR(psp->rgui.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 = 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;

    }

    sceDisplayWaitVblankStart();   // TODO : check if necessary
    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(GU_LINEAR, GU_LINEAR);  // TODO , move this to display list
    sceGuTexWrap (GU_CLAMP, GU_CLAMP);
    sceGuEnable(GU_TEXTURE_2D);
    sceGuDisable(GU_DEPTH_TEST);
    sceGuCallMode(GU_FALSE);

    sceGuFinish();
    sceGuSync(0, 0);

    sceDisplayWaitVblankStart();   // TODO : check if necessary
    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);

    sceGuBlendFunc(GU_ADD, GU_FIX, GU_FIX, 0x0000FF00, 0xFFFFFFFF); // green only
    sceGuDrawArray(GU_SPRITES, GU_TEXTURE_16BIT | GU_COLOR_4444 | GU_VERTEX_16BIT | GU_TRANSFORM_2D, 2, NULL, (void*)(psp->frame_coords));
    sceGuBlendFunc(GU_ADD, GU_FIX, GU_FIX, 0xFFFFFFFF, 0xFFFFFFFF); // restore

    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_16BIT | GU_COLOR_4444 | GU_VERTEX_16BIT | GU_TRANSFORM_2D, 2, NULL, (void*)(psp->frame_coords));

    sceGuClutMode(pixel_format, 0, color_mask, 0);
    sceGuClutLoad(lut_block_count, LUT_b);
    sceGuDrawArray(GU_SPRITES, GU_TEXTURE_16BIT | GU_COLOR_4444 | GU_VERTEX_16BIT | GU_TRANSFORM_2D, 2, NULL, (void*)(psp->frame_coords));

    sceGuFinish();

    if (input && input_data)
    {
        pspinput = input_psp.init();
        *input = pspinput ? &input_psp : NULL;
        *input_data = pspinput;
    }

    return psp;
error:
    RARCH_ERR("PSP1 video could not be initialized.\n");
    return (void*)-1;
}