void drawPlayerGun(player_s* p) { if(!p)return; gsPushMatrix(); useCamera(&p->camera); gsLoadIdentity(); GPU_SetDepthTestAndWriteMask(true, GPU_ALWAYS, GPU_WRITE_DEPTH); gsSwitchRenderMode(-1); GPU_SetAttributeBuffers( 2, // number of attributes (u32*)osConvertVirtToPhys(rectangleBaseAddr), // we use the start of linear heap as base since that's where all our buffers are located GPU_ATTRIBFMT(0, 3, GPU_FLOAT)|GPU_ATTRIBFMT(1, 2, GPU_FLOAT), // we want v0 (vertex position) and v1 (texcoord) 0xFFC, // mask : we want v0 and v1 0x10, // permutation : we use identity 1, // number of buffers : we have one attribute per buffer (u32[]){(u32)rectangleVertexData-rectangleBaseAddr}, // buffer offsets (placeholders) (u64[]){0x10}, // attribute permutations for each buffer (u8[]){2} // number of attributes for each buffer ); gsSetShader(&passthroughProgram); GPU_DrawArray(GPU_TRIANGLES, 6); GPU_SetDepthTestAndWriteMask(true, GPU_ALWAYS, GPU_WRITE_ALL); GPUCMD_AddWrite(GPUREG_ATTRIBBUFFER0_CONFIG0, (u32)crosshairVertexData-rectangleBaseAddr); textureBind(&crosshairTexture, GPU_TEXUNIT0); GPU_DrawArray(GPU_TRIANGLES, 6); GPU_SetDepthTestAndWriteMask(true, GPU_GREATER, GPU_WRITE_ALL); gsSwitchRenderMode(md2GsMode); gsTranslate(1.3, -1.65, -3.1); gsRotateY(p->tempAngle.y); gsRotateX(-p->tempAngle.x); gsRotateX(-0.1); gsRotateZ(M_PI/2); gsRotateY(-M_PI/2); gsRotateX(-M_PI/2); gsScale(3.0f/8, 3.0f/8, 3.0f/8); md2InstanceDraw(&p->gunInstance); gsPopMatrix(); }
void gpuFrameBegin(void) { // Configure the viewport and the depth linear conversion function GPU_SetViewport( (u32*)osConvertVirtToPhys((u32)depthBuf), (u32*)osConvertVirtToPhys((u32)colorBuf), 0, 0, 240, 400); // The top screen is physically 240x400 pixels GPU_DepthMap(-1.0f, 0.0f); // calculate the depth value from the Z coordinate in the following way: -1.0*z + 0.0 // Configure some boilerplate 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); // This is unknown GPUCMD_AddMaskedWrite(GPUREG_0062, 0x1, 0); GPUCMD_AddWrite(GPUREG_0118, 0); // Configure alpha blending and test 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); int i; for (i = 0; i < 6; i ++) GPU_SetDummyTexEnv(i); }
void renderLightsToStencil() { if (currentLevel > 1) { GPU_SetDepthTestAndWriteMask(true, GPU_NEVER, 0); GPU_SetStencilTest(true, GPU_NEVER, 1, 0xFF, 0xFF); GPU_SetStencilOp(GPU_STENCIL_REPLACE, GPU_STENCIL_KEEP, GPU_STENCIL_KEEP); GPU_SetAlphaTest(true, GPU_GREATER, 0); if(player.p.activeItem->id == ITEM_LANTERN) renderLight(player.x, player.y, lanternLightBake); else renderLight(player.x, player.y, playerLightBake); int i; for (i = 0; i < eManager.lastSlot[currentLevel]; ++i) { Entity e = eManager.entities[currentLevel][i]; if (e.type != ENTITY_FURNITURE)continue; if (e.entityFurniture.itemID == ITEM_LANTERN && e.x > player.x - 160 && e.y > player.y - 125 && e.x < player.x + 160 && e.y < player.y + 125) renderLight(e.x, e.y, lanternLightBake); } int xo = offsetX >> 4; int yo = offsetY >> 4; int x, y; if(currentLevel == 4){ for (x = xo-2; x <= 13 + xo+2; ++x) { for (y = yo-2; y <= 8 + yo+2; ++y) if(getTile(x, y) == TILE_LAVA) renderLight(x << 4, y << 4, playerLightBake); } } GPU_SetDepthTestAndWriteMask(true, GPU_GEQUAL, GPU_WRITE_ALL); GPU_SetStencilTest(true, GPU_EQUAL, 1, 0xFF, 0x0); GPU_SetAlphaTest(false, GPU_ALWAYS, 0x00); GPU_SetStencilOp(GPU_STENCIL_KEEP, GPU_STENCIL_KEEP, GPU_STENCIL_REPLACE); }
void sf2d_start_frame(gfxScreen_t screen, gfx3dSide_t side) { sf2d_pool_reset(); GPUCMD_SetBufferOffset(0); // Only upload the uniform if the screen changes if (screen != cur_screen) { if (screen == GFX_TOP) { matrix_gpu_set_uniform(ortho_matrix_top, projection_desc); } else { matrix_gpu_set_uniform(ortho_matrix_bot, projection_desc); } cur_screen = screen; } int screen_w; if (screen == GFX_TOP) { screen_w = 400; cur_side = side; } else { screen_w = 320; } GPU_SetViewport((u32 *)osConvertVirtToPhys((u32)gpu_depth_fb_addr), (u32 *)osConvertVirtToPhys((u32)gpu_fb_addr), 0, 0, 240, screen_w); GPU_DepthMap(-1.0f, 0.0f); GPU_SetFaceCulling(GPU_CULL_NONE); GPU_SetStencilTest(false, GPU_ALWAYS, 0x00, 0xFF, 0x00); GPU_SetStencilOp(GPU_STENCIL_KEEP, GPU_STENCIL_KEEP, GPU_STENCIL_KEEP); GPU_SetBlendingColor(0,0,0,0); GPU_SetDepthTestAndWriteMask(true, GPU_GEQUAL, GPU_WRITE_ALL); GPUCMD_AddMaskedWrite(GPUREG_0062, 0x1, 0); GPUCMD_AddWrite(GPUREG_0118, 0); GPU_SetAlphaBlending( GPU_BLEND_ADD, GPU_BLEND_ADD, GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ZERO ); GPU_SetAlphaTest(false, GPU_ALWAYS, 0x00); GPU_SetDummyTexEnv(1); GPU_SetDummyTexEnv(2); GPU_SetDummyTexEnv(3); GPU_SetDummyTexEnv(4); GPU_SetDummyTexEnv(5); }
void SYS::pop_2d() { #ifdef WIN32 glMatrixMode(GL_MODELVIEW); glPopMatrix(); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); #endif gsMatrixMode(GS_MODELVIEW); gsPopMatrix(); gsMatrixMode(GS_PROJECTION); gsPopMatrix(); gsMatrixMode(GS_MODELVIEW); GPU_SetDepthTestAndWriteMask(true, GPU_GREATER, GPU_WRITE_ALL); }
// 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);
void SYS::push_2d() { #ifdef WIN32 glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); gluOrtho2D(0, m_width, 0, m_height); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); #endif gsMatrixMode(GS_PROJECTION); gsPushMatrix(); gsOrthoMatrix(400.0f, 240.0f, -1.0f, 1.0f); gsMatrixMode(GS_MODELVIEW); gsPushMatrix(); gsLoadIdentity(); GPU_SetDepthTestAndWriteMask(true, GPU_ALWAYS, GPU_WRITE_ALL); }
static void* ctr_init(const video_info_t* video, const input_driver_t** input, void** input_data) { void* ctrinput = NULL; ctr_video_t* ctr = (ctr_video_t*)linearAlloc(sizeof(ctr_video_t)); if (!ctr) return NULL; // gfxInitDefault(); // gfxSet3D(false); memset(ctr, 0, sizeof(ctr_video_t)); ctr->display_list_size = 0x40000; ctr->display_list = linearAlloc(ctr->display_list_size * sizeof(uint32_t)); GPU_Reset(NULL, ctr->display_list, ctr->display_list_size); ctr->texture_width = 512; ctr->texture_height = 512; ctr->texture_linear = linearMemAlign(ctr->texture_width * ctr->texture_height * sizeof(uint32_t), 128); ctr->texture_swizzled = linearMemAlign(ctr->texture_width * ctr->texture_height * sizeof(uint32_t), 128); ctr->frame_coords = linearAlloc(sizeof(ctr_vertex_t)); ctr->frame_coords->x0 = 0; ctr->frame_coords->y0 = 0; ctr->frame_coords->x1 = CTR_TOP_FRAMEBUFFER_WIDTH; ctr->frame_coords->y1 = CTR_TOP_FRAMEBUFFER_HEIGHT; ctr->frame_coords->u = CTR_TOP_FRAMEBUFFER_WIDTH; ctr->frame_coords->v = CTR_TOP_FRAMEBUFFER_HEIGHT; GSPGPU_FlushDataCache(NULL, (u8*)ctr->frame_coords, sizeof(ctr_vertex_t)); ctr->menu.texture_width = 512; ctr->menu.texture_height = 512; ctr->menu.texture_linear = linearMemAlign(ctr->texture_width * ctr->texture_height * sizeof(uint16_t), 128); ctr->menu.texture_swizzled = linearMemAlign(ctr->texture_width * ctr->texture_height * sizeof(uint16_t), 128); ctr->menu.frame_coords = linearAlloc(sizeof(ctr_vertex_t)); ctr->menu.frame_coords->x0 = 40; ctr->menu.frame_coords->y0 = 0; ctr->menu.frame_coords->x1 = CTR_TOP_FRAMEBUFFER_WIDTH - 40; ctr->menu.frame_coords->y1 = CTR_TOP_FRAMEBUFFER_HEIGHT; ctr->menu.frame_coords->u = CTR_TOP_FRAMEBUFFER_WIDTH - 80; ctr->menu.frame_coords->v = CTR_TOP_FRAMEBUFFER_HEIGHT; GSPGPU_FlushDataCache(NULL, (u8*)ctr->menu.frame_coords, sizeof(ctr_vertex_t)); ctr_set_scale_vector(&ctr->scale_vector, CTR_TOP_FRAMEBUFFER_WIDTH, CTR_TOP_FRAMEBUFFER_HEIGHT, ctr->texture_width, ctr->texture_height); ctr_set_scale_vector(&ctr->menu.scale_vector, CTR_TOP_FRAMEBUFFER_WIDTH, CTR_TOP_FRAMEBUFFER_HEIGHT, ctr->menu.texture_width, ctr->menu.texture_height); ctr->dvlb = DVLB_ParseFile((u32*)ctr_sprite_shader_shbin, ctr_sprite_shader_shbin_size); ctrGuSetVshGsh(&ctr->shader, ctr->dvlb, 2, 2); shaderProgramUse(&ctr->shader); GPU_SetViewport(VIRT_TO_PHYS(CTR_GPU_DEPTHBUFFER), VIRT_TO_PHYS(CTR_GPU_FRAMEBUFFER), 0, 0, CTR_TOP_FRAMEBUFFER_HEIGHT, CTR_TOP_FRAMEBUFFER_WIDTH); // GPU_SetViewport(NULL, // VIRT_TO_PHYS(CTR_GPU_FRAMEBUFFER), // 0, 0, CTR_TOP_FRAMEBUFFER_HEIGHT, CTR_TOP_FRAMEBUFFER_WIDTH); GPU_DepthMap(-1.0f, 0.0f); GPU_SetFaceCulling(GPU_CULL_NONE); 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); GPU_SetDepthTestAndWriteMask(false, GPU_ALWAYS, GPU_WRITE_ALL); // GPU_SetDepthTestAndWriteMask(true, GPU_ALWAYS, GPU_WRITE_ALL); GPUCMD_AddMaskedWrite(GPUREG_0062, 0x1, 0); GPUCMD_AddWrite(GPUREG_0118, 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, 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); GPU_SetTexEnv(3, GPU_PREVIOUS,GPU_PREVIOUS, 0, 0, 0, 0, 0); GPU_SetTexEnv(4, GPU_PREVIOUS,GPU_PREVIOUS, 0, 0, 0, 0, 0); GPU_SetTexEnv(5, GPU_PREVIOUS,GPU_PREVIOUS, 0, 0, 0, 0, 0); ctrGuSetAttributeBuffers(2, VIRT_TO_PHYS(ctr->menu.frame_coords), CTRGU_ATTRIBFMT(GPU_SHORT, 4) << 0 | CTRGU_ATTRIBFMT(GPU_SHORT, 2) << 4, sizeof(ctr_vertex_t)); GPUCMD_Finalize(); ctrGuFlushAndRun(true); gspWaitForEvent(GSPEVENT_P3D, false); if (input && input_data) { ctrinput = input_ctr.init(); *input = ctrinput ? &input_ctr : NULL; *input_data = ctrinput; } return ctr; }
// topscreen void renderMenuFrame(u32* outBuffer, u32* outDepthBuffer) { GPU_SetViewport((u32*)osConvertVirtToPhys((u32)outDepthBuffer),(u32*)osConvertVirtToPhys((u32)outBuffer),0,0,240,400); GPU_DepthMap(-1.0f, 0.0f); GPU_SetFaceCulling(GPU_CULL_FRONT_CCW); GPU_SetStencilTest(false, GPU_ALWAYS, 0x00, 0xFF, 0x00); GPU_SetStencilOp(GPU_STENCIL_KEEP, GPU_STENCIL_KEEP, GPU_STENCIL_KEEP); GPU_SetBlendingColor(0,0,0,0); GPU_SetDepthTestAndWriteMask(true, GPU_GREATER, GPU_WRITE_ALL); GPUCMD_AddMaskedWrite(GPUREG_0062, 0x1, 0); GPUCMD_AddWrite(GPUREG_0118, 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); gsMatrixMode(GS_MODELVIEW); gsPushMatrix(); gsLoadIdentity(); useCamera(&menuCamera); gsSwitchRenderMode(md2GsMode); md2InstanceDraw(&gladosInstance); md2InstanceDraw(&gladosLairInstance); gsPopMatrix(); GPU_SetDepthTestAndWriteMask(true, GPU_ALWAYS, GPU_WRITE_ALL); if(currentCameraState==2) { gsPushMatrix(); gsSwitchRenderMode(-1); GPU_SetAttributeBuffers( 1, // number of attributes (u32*)osConvertVirtToPhys(logoBaseAddr), // we use the start of linear heap as base since that's where all our buffers are located GPU_ATTRIBFMT(0, 3, GPU_FLOAT), // we want v0 (vertex position) 0xFFE, // mask : we want v0 0x0, // permutation : we use identity 1, // number of buffers : we have one attribute per buffer (u32[]){(u32)logoRectangleVertexData-logoBaseAddr}, // buffer offsets (placeholders) (u64[]){0x0}, // attribute permutations for each buffer (u8[]){1} // number of attributes for each buffer ); gsSetShader(&logoProgram); gsMatrixMode(GS_MODELVIEW); gsLoadIdentity(); gsPushMatrix(); gsTranslate(0.15f, 0.325f, 0.0f); gsScale(64.0f * 2.0f / 240.0f, 64.0f * 2.0f / 400.0f, 1.0f); gsTranslate(0.5f, 0.5f, 0.0f); gsRotateZ(logoangle+=0.01f); gsTranslate(-0.5f, -0.5f, 0.0f); gsUpdateTransformation(); textureBind(&rotateLogoTexture, GPU_TEXUNIT0); GPU_SetFloatUniform(GPU_VERTEX_SHADER, logoUniformTextureDimensions, (u32*)(float[]){0.0f, 0.0f, 1.0f, 1.0f}, 1);
static void* ctr_init(const video_info_t* video, const input_driver_t** input, void** input_data) { float refresh_rate; void* ctrinput = NULL; ctr_video_t* ctr = (ctr_video_t*)linearAlloc(sizeof(ctr_video_t)); if (!ctr) return NULL; memset(ctr, 0, sizeof(ctr_video_t)); ctr->vp.x = 0; ctr->vp.y = 0; ctr->vp.width = CTR_TOP_FRAMEBUFFER_WIDTH; ctr->vp.height = CTR_TOP_FRAMEBUFFER_HEIGHT; ctr->vp.full_width = CTR_TOP_FRAMEBUFFER_WIDTH; ctr->vp.full_height = CTR_TOP_FRAMEBUFFER_HEIGHT; ctr->display_list_size = 0x400; ctr->display_list = linearAlloc(ctr->display_list_size * sizeof(uint32_t)); GPU_Reset(NULL, ctr->display_list, ctr->display_list_size); ctr->rgb32 = video->rgb32; ctr->texture_width = video->input_scale * RARCH_SCALE_BASE; ctr->texture_height = video->input_scale * RARCH_SCALE_BASE; ctr->texture_linear = linearMemAlign(ctr->texture_width * ctr->texture_height * (ctr->rgb32? 4:2), 128); ctr->texture_swizzled = linearMemAlign(ctr->texture_width * ctr->texture_height * (ctr->rgb32? 4:2), 128); ctr->frame_coords = linearAlloc(3 * sizeof(ctr_vertex_t)); ctr->frame_coords->x0 = 0; ctr->frame_coords->y0 = 0; ctr->frame_coords->x1 = CTR_TOP_FRAMEBUFFER_WIDTH; ctr->frame_coords->y1 = CTR_TOP_FRAMEBUFFER_HEIGHT; ctr->frame_coords->u0 = 0; ctr->frame_coords->v0 = 0; ctr->frame_coords->u1 = CTR_TOP_FRAMEBUFFER_WIDTH; ctr->frame_coords->v1 = CTR_TOP_FRAMEBUFFER_HEIGHT; GSPGPU_FlushDataCache(ctr->frame_coords, sizeof(ctr_vertex_t)); ctr->menu.texture_width = 512; ctr->menu.texture_height = 512; ctr->menu.texture_linear = linearMemAlign(ctr->menu.texture_width * ctr->menu.texture_height * sizeof(uint16_t), 128); ctr->menu.texture_swizzled = linearMemAlign(ctr->menu.texture_width * ctr->menu.texture_height * sizeof(uint16_t), 128); ctr->menu.frame_coords = linearAlloc(sizeof(ctr_vertex_t)); ctr->menu.frame_coords->x0 = 40; ctr->menu.frame_coords->y0 = 0; ctr->menu.frame_coords->x1 = CTR_TOP_FRAMEBUFFER_WIDTH - 40; ctr->menu.frame_coords->y1 = CTR_TOP_FRAMEBUFFER_HEIGHT; ctr->menu.frame_coords->u0 = 0; ctr->menu.frame_coords->v0 = 0; ctr->menu.frame_coords->u1 = CTR_TOP_FRAMEBUFFER_WIDTH - 80; ctr->menu.frame_coords->v1 = CTR_TOP_FRAMEBUFFER_HEIGHT; GSPGPU_FlushDataCache(ctr->menu.frame_coords, sizeof(ctr_vertex_t)); ctr_set_scale_vector(&ctr->scale_vector, CTR_TOP_FRAMEBUFFER_WIDTH, CTR_TOP_FRAMEBUFFER_HEIGHT, ctr->texture_width, ctr->texture_height); ctr_set_scale_vector(&ctr->menu.scale_vector, CTR_TOP_FRAMEBUFFER_WIDTH, CTR_TOP_FRAMEBUFFER_HEIGHT, ctr->menu.texture_width, ctr->menu.texture_height); ctr->dvlb = DVLB_ParseFile((u32*)ctr_sprite_shbin, ctr_sprite_shbin_size); ctrGuSetVshGsh(&ctr->shader, ctr->dvlb, 2, 2); shaderProgramUse(&ctr->shader); GPU_SetViewport(VIRT_TO_PHYS(CTR_GPU_DEPTHBUFFER), VIRT_TO_PHYS(CTR_TOP_FRAMEBUFFER), 0, 0, CTR_TOP_FRAMEBUFFER_HEIGHT, CTR_TOP_FRAMEBUFFER_WIDTH); GPU_DepthMap(-1.0f, 0.0f); GPU_SetFaceCulling(GPU_CULL_NONE); GPU_SetStencilTest(false, GPU_ALWAYS, 0x00, 0xFF, 0x00); GPU_SetStencilOp(GPU_STENCIL_KEEP, GPU_STENCIL_KEEP, GPU_STENCIL_KEEP); GPU_SetBlendingColor(0, 0, 0, 0); // GPU_SetDepthTestAndWriteMask(true, GPU_GREATER, GPU_WRITE_ALL); GPU_SetDepthTestAndWriteMask(false, GPU_ALWAYS, GPU_WRITE_ALL); // GPU_SetDepthTestAndWriteMask(true, GPU_ALWAYS, GPU_WRITE_ALL); GPUCMD_AddMaskedWrite(GPUREG_EARLYDEPTH_TEST1, 0x1, 0); GPUCMD_AddWrite(GPUREG_EARLYDEPTH_TEST2, 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_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); GPU_SetTexEnv(3, GPU_PREVIOUS, GPU_PREVIOUS, 0, 0, 0, 0, 0); GPU_SetTexEnv(4, GPU_PREVIOUS, GPU_PREVIOUS, 0, 0, 0, 0, 0); GPU_SetTexEnv(5, GPU_PREVIOUS, GPU_PREVIOUS, 0, 0, 0, 0, 0); ctrGuSetAttributeBuffers(2, VIRT_TO_PHYS(ctr->menu.frame_coords), CTRGU_ATTRIBFMT(GPU_SHORT, 4) << 0 | CTRGU_ATTRIBFMT(GPU_SHORT, 4) << 4, sizeof(ctr_vertex_t)); GPUCMD_Finalize(); ctrGuFlushAndRun(true); gspWaitForEvent(GSPGPU_EVENT_P3D, false); if (input && input_data) { ctrinput = input_ctr.init(); *input = ctrinput ? &input_ctr : NULL; *input_data = ctrinput; } ctr->keep_aspect = true; ctr->should_resize = true; ctr->smooth = video->smooth; ctr->vsync = video->vsync; ctr->lcd_buttom_on = true; ctr->current_buffer_top = 0; ctr->empty_framebuffer = linearAlloc(320 * 240 * 2); memset(ctr->empty_framebuffer, 0, 320 * 240 * 2); refresh_rate = (32730.0 * 8192.0) / 4481134.0; driver_ctl(RARCH_DRIVER_CTL_SET_REFRESH_RATE, &refresh_rate); aptHook(&ctr->lcd_aptHook, ctr_lcd_aptHook, ctr); return ctr; }
static void ctr_lcd_aptHook(APT_HookType hook, void* param) { ctr_video_t *ctr = (ctr_video_t*)param; if(!ctr) return; if(hook == APTHOOK_ONRESTORE) { GPUCMD_SetBufferOffset(0); shaderProgramUse(&ctr->shader); GPU_SetViewport(VIRT_TO_PHYS(CTR_GPU_DEPTHBUFFER), VIRT_TO_PHYS(CTR_TOP_FRAMEBUFFER), 0, 0, CTR_TOP_FRAMEBUFFER_HEIGHT, CTR_TOP_FRAMEBUFFER_WIDTH); GPU_DepthMap(-1.0f, 0.0f); GPU_SetFaceCulling(GPU_CULL_NONE); GPU_SetStencilTest(false, GPU_ALWAYS, 0x00, 0xFF, 0x00); GPU_SetStencilOp(GPU_STENCIL_KEEP, GPU_STENCIL_KEEP, GPU_STENCIL_KEEP); GPU_SetBlendingColor(0, 0, 0, 0); GPU_SetDepthTestAndWriteMask(false, GPU_ALWAYS, GPU_WRITE_ALL); GPUCMD_AddMaskedWrite(GPUREG_EARLYDEPTH_TEST1, 0x1, 0); GPUCMD_AddWrite(GPUREG_EARLYDEPTH_TEST2, 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_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); GPU_SetTexEnv(3, GPU_PREVIOUS, GPU_PREVIOUS, 0, 0, 0, 0, 0); GPU_SetTexEnv(4, GPU_PREVIOUS, GPU_PREVIOUS, 0, 0, 0, 0, 0); GPU_SetTexEnv(5, GPU_PREVIOUS, GPU_PREVIOUS, 0, 0, 0, 0, 0); ctrGuSetAttributeBuffers(2, VIRT_TO_PHYS(ctr->menu.frame_coords), CTRGU_ATTRIBFMT(GPU_SHORT, 4) << 0 | CTRGU_ATTRIBFMT(GPU_SHORT, 4) << 4, sizeof(ctr_vertex_t)); GPUCMD_Finalize(); ctrGuFlushAndRun(true); gspWaitForEvent(GSPGPU_EVENT_P3D, false); } if((hook == APTHOOK_ONSUSPEND) && (ctr->video_mode == CTR_VIDEO_MODE_400x240)) { memcpy(gfxTopRightFramebuffers[ctr->current_buffer_top], gfxTopLeftFramebuffers[ctr->current_buffer_top], 400 * 240 * 3); GSPGPU_FlushDataCache(gfxTopRightFramebuffers[ctr->current_buffer_top], 400 * 240 * 3); } if ((hook == APTHOOK_ONSUSPEND)) ctr_set_parallax_layer(*(float*)0x1FF81080 != 0.0); if((hook == APTHOOK_ONSUSPEND) || (hook == APTHOOK_ONRESTORE)) { Handle lcd_handle; u8 not_2DS; CFGU_GetModelNintendo2DS(¬_2DS); if(not_2DS && srvGetServiceHandle(&lcd_handle, "gsp::Lcd") >= 0) { u32 *cmdbuf = getThreadCommandBuffer(); cmdbuf[0] = ((hook == APTHOOK_ONSUSPEND) || ctr->lcd_buttom_on)? 0x00110040: 0x00120040; cmdbuf[1] = 2; svcSendSyncRequest(lcd_handle); svcCloseHandle(lcd_handle); } } }
void gpuUpdateState() { u32 dirtyUpdate = dirtyState; dirtyState = 0; if(dirtyUpdate & STATE_VIEWPORT) { GPU_SetViewport((u32*) osConvertVirtToPhys((u32) gpuDepthBuffer), (u32*) osConvertVirtToPhys((u32) gpuFrameBuffer), viewportX, viewportY, viewportWidth, viewportHeight); } if(dirtyUpdate & STATE_SCISSOR_TEST) { GPU_SetScissorTest((GPU_SCISSORMODE) scissorMode, scissorX, scissorY, scissorWidth, scissorHeight); } if(dirtyUpdate & STATE_DEPTH_MAP) { GPU_DepthMap(depthNear, depthFar); } if(dirtyUpdate & STATE_CULL) { GPU_SetFaceCulling((GPU_CULLMODE) cullMode); } if(dirtyUpdate & STATE_STENCIL_TEST) { GPU_SetStencilTest(stencilEnable, (GPU_TESTFUNC) stencilFunc, stencilRef, stencilMask, stencilReplace); GPU_SetStencilOp((GPU_STENCILOP) stencilFail, (GPU_STENCILOP) stencilZFail, (GPU_STENCILOP) stencilZPass); } if(dirtyUpdate & STATE_BLEND) { GPU_SetBlendingColor(blendRed, blendGreen, blendBlue, blendAlpha); GPU_SetAlphaBlending((GPU_BLENDEQUATION) blendColorEquation, (GPU_BLENDEQUATION) blendAlphaEquation, (GPU_BLENDFACTOR) blendColorSrc, (GPU_BLENDFACTOR) blendColorDst, (GPU_BLENDFACTOR) blendAlphaSrc, (GPU_BLENDFACTOR) blendAlphaDst); } if(dirtyUpdate & STATE_ALPHA_TEST) { GPU_SetAlphaTest(alphaEnable, (GPU_TESTFUNC) alphaFunc, alphaRef); } if(dirtyUpdate & STATE_DEPTH_TEST_AND_MASK) { GPU_SetDepthTestAndWriteMask(depthEnable, (GPU_TESTFUNC) depthFunc, (GPU_WRITEMASK) componentMask); } if((dirtyUpdate & STATE_ACTIVE_SHADER) && activeShader != NULL && activeShader->dvlb != NULL) { shaderProgramUse(&activeShader->program); } if((dirtyUpdate & STATE_TEX_ENV) && dirtyTexEnvs != 0) { u32 texEnvs = dirtyTexEnvs; dirtyTexEnvs = 0; for(u8 env = 0; env < TEX_ENV_COUNT; env++) { if(texEnvs & (1 << env)) { GPU_SetTexEnv(env, texEnv[env].rgbSources, texEnv[env].alphaSources, texEnv[env].rgbOperands, texEnv[env].alphaOperands, (GPU_COMBINEFUNC) texEnv[env].rgbCombine, (GPU_COMBINEFUNC) texEnv[env].alphaCombine, texEnv[env].constantColor); } } } if((dirtyUpdate & STATE_TEXTURES) && dirtyTextures != 0) { u32 textures = dirtyTextures; dirtyTextures = 0; for(u8 unit = 0; unit < TEX_UNIT_COUNT; unit++) { if(textures & (1 << unit)) { TexUnit texUnit = unit == 0 ? TEXUNIT0 : unit == 1 ? TEXUNIT1 : TEXUNIT2; TextureData* textureData = activeTextures[unit]; if(textureData != NULL && textureData->data != NULL) { GPU_SetTexture((GPU_TEXUNIT) texUnit, (u32*) osConvertVirtToPhys((u32) textureData->data), (u16) textureData->height, (u16) textureData->width, textureData->params, (GPU_TEXCOLOR) textureData->format); enabledTextures |= texUnit; } else { enabledTextures &= ~texUnit; } } } GPU_SetTextureEnable((GPU_TEXUNIT) enabledTextures); } }