示例#1
0
文件: signals.c 项目: CDragu/pspsdk
int main(int argc, char* argv[])
{
	unsigned int i,j;

	pspDebugScreenInit();
	SetupCallbacks();

#ifdef ENABLE_PROFILER
	// Enable profiling 
	pspDebugProfilerClear();
	pspDebugProfilerEnable();
#endif

	// initialize global context
	g_context.iterationCount = NUM_VERTEX_BUFFERS * NUM_ITERATIONS;
	g_context.t = 0;
	g_context.sint = 0;

	// initialize torus
	for (i = 0; i < NUM_SLICES; ++i)
	{
		for (j = 0; j < NUM_ROWS; ++j)
		{
			float s = i + 0.5f, t = j;
			float x,y,z;

			x = (RING_SIZE + RING_RADIUS * cosf(s * ((GU_PI*2)/NUM_SLICES))) * cosf(t * ((GU_PI*2)/NUM_ROWS));
			y = (RING_SIZE + RING_RADIUS * cosf(s * ((GU_PI*2)/NUM_SLICES))) * sinf(t * ((GU_PI*2)/NUM_ROWS));
			z = RING_RADIUS * sinf(s * ((GU_PI*2)/NUM_SLICES));

			torus_vertices[j + i * NUM_ROWS].x = x;
			torus_vertices[j + i * NUM_ROWS].y = y;
			torus_vertices[j + i * NUM_ROWS].z = z;
		}
	}

	// initialize torus modifiers

	for (j = 0; j < NUM_ROWS; ++j)
	{
		float t = j;
		torus_modifiers[j].x = 0;
		torus_modifiers[j].y = 0;
		torus_modifiers[j].z = 0.3*cosf( t * 8.0f *((GU_PI*2)/NUM_ROWS) );
	}

	// init GU and set callbacks
	sceGuInit();

	// 0x01 - user callback
	// 0x04 - 'rendering finished' callback
	sceGuSetCallback(1, &mySignalHandler);
	sceGuSetCallback(4, &myFinishHandler);

	// setup GU
	sceGuStart(GU_DIRECT,list);
	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);
	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);
	sceGuFinish();
	sceGuSync(0,0);

	sceDisplayWaitVblankStart();
	sceGuDisplay(GU_TRUE);

	// run sample

#ifdef USING_SIGNALS
	sceGuCallMode(1);
#endif

	// generate callable command-list with texture setup
	{
		sceGuStart(GU_CALL, smallList1);

		// setup texture
		sceGuTexMode(GU_PSM_5551,0,0,0);
		sceGuTexImage(0,32,32,32,ball_start); // width, height, buffer width, tbp
		sceGuTexFunc(GU_TFX_MODULATE,GU_TCC_RGBA); // NOTE: this enables reads of the alpha-component from the texture, otherwise blend/test won't work
		sceGuTexFilter(GU_NEAREST,GU_NEAREST);
		sceGuTexWrap(GU_CLAMP,GU_CLAMP);
		sceGuTexScale(1,1);
		sceGuTexOffset(0,0);
		sceGuAmbientColor(0xffffffff);

		sceGuFinish();
		sceGuSync(0,0);
	}

	// generate callable command-list for cube rendering
	{
		sceGuStart(GU_CALL, smallList2);

		// draw cube
		sceGuDrawArray(GU_TRIANGLES,GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D,12*3,0,cubeVertices);

		sceGuFinish();
		sceGuSync(0,0);
	}

	for(;;)
	{
		sceGuStart(GU_DIRECT,list);

		unsigned int i = 0;
		for( ; i < NUM_VERTEX_BUFFERS; i++ )
			g_context.vbuffer[i] = sceGuGetMemory((NUM_SLICES/g_context.iterationCount) * 2 * NUM_ROWS * sizeof(Vertex));
		g_context.vertsRendered = 0;

		// clear screen
		sceGuClearColor(0x00334455);
		sceGuClearDepth(0);
		sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT);

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

		sceGumMatrixMode(GU_VIEW);
		sceGumLoadIdentity();

		sceGumMatrixMode(GU_MODEL);
		{
			ScePspFVector3 pos = {0.0f,0.0f,-3.5f};
			ScePspFVector3 rot = {g_context.t * 0.3f * (GU_PI/180.0f), g_context.t * 0.7f * (GU_PI/180.0f), g_context.t * 1.3f * (GU_PI/180.0f)};

			sceGumLoadIdentity();
			sceGumTranslate(&pos);
			sceGumRotateXYZ(&rot);
		}

		sceGumStoreMatrix(&g_context.world);

		// call pregenerated command-list to setup texture		
		sceGuCallList(smallList1);

		// start billboard rendering
		render_billboards(0);

		// call pregenerated command-list to render cube
		{
			ScePspFVector3 scale = {0.3f, 0.3f, 0.3f};
			sceGumScale(&scale);
		}

		sceGumUpdateMatrix();
		sceGuCallList(smallList2);	

#ifndef USING_SIGNALS
		// HACK: sceGuFinish() is called inside the signal interupt handler when all rendering job is done
		// this is done in order to stall GPU if it is ahead of CPU
		sceGuFinish();
#endif
		sceGuSync(0,0);

#ifndef ENABLE_FRAMERATE
		// wait for next frame
		sceDisplayWaitVblankStart();
#endif
		sceGuSwapBuffers();

		pspDebugScreenSetXY(0,0);

#ifdef ENABLE_PROFILER
		// Print profile information to the screen
		pspDebugProfilerPrint();
#endif

#ifdef ENABLE_FRAMERATE
		// simple frame rate counter
		static float curr_ms = 1.0f;
		static struct timeval time_slices[16];
		static int t = 0;

		float curr_fps = 1.0f / curr_ms;

		t++;
		
		float vertsPerSec = g_context.vertsRendered*curr_fps;
		float kbPerSec = vertsPerSec * sizeof(Vertex) / 1024.0f;
		gettimeofday(&time_slices[t & 15],0);
		pspDebugScreenPrintf("fps: %d.%03d  ms: %d  vert/s: %dK  MB/s: %d.%03d",(int)curr_fps, ((int)(curr_fps*1000.0f)%1000), (int)(curr_ms*1000.0f),
			(int)(vertsPerSec/1000.0f),
			(int)(kbPerSec/1024.0f), (int)((1000.0f/1024.0f)*((int)kbPerSec%1024)) );

		if (!(t & 15))
		{
			struct timeval last_time = time_slices[0];
			unsigned int i;

			curr_ms = 0;
			for (i = 1; i < 16; ++i)
			{
				struct timeval curr_time = time_slices[i];

				int curr_time_usec = curr_time.tv_usec + curr_time.tv_sec * 1000000;
				int last_time_usec = last_time.tv_usec + last_time.tv_sec * 1000000;

				if( last_time_usec < curr_time_usec )
					curr_ms += (( curr_time_usec - last_time_usec ) * (1.0f/1000000.0f));

				last_time = time_slices[i];
			}
			curr_ms /= 15.0f;
		}
#endif
	}

	sceGuTerm();

	sceKernelExitGame();
	return 0;
}
示例#2
0
void update_frame_ge(void)
{
   check_gba_video_status();


//   return;

//   printf("video mode: %u\n", gba_video_registers->lcd_control.bg_mode);

   int i;

   palette_ram_8bit[0]=palette_ram[0]&0x7FFF;

   for (i=1; i<256;i++)
      palette_ram_8bit[i]=palette_ram[i]|0x8000;

   palette_ram_8bit[256]=palette_ram[256]&0x7FFF;

   for (i=257; i<512;i++)
      palette_ram_8bit[i]=palette_ram[i]|0x8000;

   for (i=0; i<512;i++)
   {
      if (i&0xF)
         palette_ram_4bit[i]=palette_ram_8bit[i]|0x8000;

      else
         palette_ram_4bit[i]=palette_ram_8bit[i]&0x7FFF;

   }


//   sceKernelDcacheWritebackAll();
//   sceKernelDcacheWritebackInvalidateAll();
   RETRO_PERFORMANCE_INIT(gu_sync_time);
   RETRO_PERFORMANCE_START(gu_sync_time);
   sceGuSync(0,0);
   RETRO_PERFORMANCE_STOP(gu_sync_time);

   main_context_status= sceGuGetAllStatus();
   sceGeSaveContext(&main_context_buffer);
   sceGuSetCallback(GU_CALLBACK_FINISH, list_finish_callback);


   sceGuStart(GU_DIRECT, d_list);

   init_3Dprojection();
   setup_3Dprojection_16bit();
   sceGuDisable(GU_DEPTH_TEST);

//   sceGuDepthBuffer((void*)VRAM_DEPTH,512);
   sceGuDepthMask(GU_TRUE);
   sceGuDepthRange(0,65535);
   sceGuDisable(GU_CULL_FACE);
   sceGuDisable(GU_CLIP_PLANES);

//   sceGuTexFilter(GU_NEAREST,GU_NEAREST);

   RETRO_PERFORMANCE_INIT(gba_upload_vram_proc);
   RETRO_PERFORMANCE_START(gba_upload_vram_proc);
   gba_upload_vram();
   RETRO_PERFORMANCE_STOP(gba_upload_vram_proc);

//   sceGuDrawBufferList(GU_PSM_5551, GBA_FRAME_TEXTURE_GU, GBA_LINE_SIZE);
   sceGuDrawBufferList(GU_PSM_8888, GBA_FRAME_TEXTURE_GU, GBA_LINE_SIZE);
   sceGuDepthBuffer(GBA_DEPTH_BUFFER, GBA_LINE_SIZE);

   sceGuScissor(0,0,GBA_SCREEN_WIDTH,GBA_SCREEN_HEIGHT);
   sceGuScissor(0,0,240,160);
   sceGuEnable(GU_SCISSOR_TEST);


//   sceGuClearColor(0x000000FF);
//   sceGuClearColor((palette_ram[0]&0x1F<<3)|(palette_ram[0]&0x3E0<<6)|(palette_ram[0]&0x7C00<<9)|0xFF000000);
   sceGuClearColor(GU_COLOR(((palette_ram[0]>> 0) & 31) / 31.0f,
                            ((palette_ram[0]>> 5) & 31) / 31.0f,
                            ((palette_ram[0]>>10) & 31) / 31.0f,
                            1.0));
   sceGuClear(GU_COLOR_BUFFER_BIT);

//   if (gba_draw_bg[gba_video_registers->lcd_control.bg_mode])
//      gba_draw_bg[gba_video_registers->lcd_control.bg_mode]();


   RETRO_PERFORMANCE_INIT(gba_draw_bg_mode0_proc);
   RETRO_PERFORMANCE_START(gba_draw_bg_mode0_proc);
   gba_draw_bg_mode0();
   RETRO_PERFORMANCE_STOP(gba_draw_bg_mode0_proc);

//   sceGuFinish();
   sceGuFinishId(GBA_DISPLAY_LIST_ID);

//   RETRO_PERFORMANCE_INIT(gu_sync_time);
//   RETRO_PERFORMANCE_START(gu_sync_time);
//   sceGuSync(0,0);
//   RETRO_PERFORMANCE_STOP(gu_sync_time);

}