#include "Core.h" #if defined CC_BUILD_PS2 #include "_GraphicsBase.h" #include "Errors.h" #include "Window.h" #include #include #include #include #include #include #include #include #include #include #include static void* gfx_vertices; extern framebuffer_t fb_colors[2]; extern zbuffer_t fb_depth; static float vp_hwidth, vp_hheight; // double buffering static packet_t* packets[2]; static packet_t* current; static int context; static qword_t* dma_tag; static qword_t* q; static GfxResourceID white_square; static int primitive_type; void Gfx_RestoreState(void) { InitDefaultResources(); // 16x16 dummy white texture struct Bitmap bmp; BitmapCol pixels[16 * 16]; Mem_Set(pixels, 0xFF, sizeof(pixels)); Bitmap_Init(bmp, 16, 16, pixels); white_square = Gfx_CreateTexture(&bmp, 0, false); } void Gfx_FreeState(void) { FreeDefaultResources(); Gfx_DeleteTexture(&white_square); } static qword_t* SetTextureWrapping(qword_t* q, int context) { PACK_GIFTAG(q, GIF_SET_TAG(1,0,0,0, GIF_FLG_PACKED, 1), GIF_REG_AD); q++; PACK_GIFTAG(q, GS_SET_CLAMP(WRAP_REPEAT, WRAP_REPEAT, 0, 0, 0, 0), GS_REG_CLAMP + context); q++; return q; } static qword_t* SetTextureSampling(qword_t* q, int context) { PACK_GIFTAG(q, GIF_SET_TAG(1,0,0,0, GIF_FLG_PACKED, 1), GIF_REG_AD); q++; // TODO: should mipmapselect (first 0 after MIN_NEAREST) be 1? PACK_GIFTAG(q, GS_SET_TEX1(LOD_USE_K, 0, LOD_MAG_NEAREST, LOD_MIN_NEAREST, 0, 0, 0), GS_REG_TEX1 + context); q++; return q; } static qword_t* SetAlphaBlending(qword_t* q, int context) { PACK_GIFTAG(q, GIF_SET_TAG(1,0,0,0, GIF_FLG_PACKED, 1), GIF_REG_AD); q++; // https://psi-rockin.github.io/ps2tek/#gsalphablending // Output = (((A - B) * C) >> 7) + D // = (((src - dst) * alpha) >> 7) + dst // = (src * alpha - dst * alpha) / 128 + dst // = (src * alpha - dst * alpha) / 128 + dst * 128 / 128 // = ((src * alpha + dst * (128 - alpha)) / 128 PACK_GIFTAG(q, GS_SET_ALPHA(BLEND_COLOR_SOURCE, BLEND_COLOR_DEST, BLEND_ALPHA_SOURCE, BLEND_COLOR_DEST, 0x80), GS_REG_ALPHA + context); q++; return q; } static void InitDrawingEnv(void) { packet_t *packet = packet_init(30, PACKET_NORMAL); // TODO: is 30 too much? qword_t *q = packet->data; q = draw_setup_environment(q, 0, &fb_colors[0], &fb_depth); // GS can render from 0 to 4096, so set primitive origin to centre of that q = draw_primitive_xyoffset(q, 0, 2048 - vp_hwidth, 2048 - vp_hheight); q = SetTextureWrapping(q, 0); q = SetTextureSampling(q, 0); q = SetAlphaBlending(q, 0); // TODO has no effect ? q = draw_finish(q); dma_channel_send_normal(DMA_CHANNEL_GIF,packet->data,q - packet->data, 0, 0); dma_wait_fast(); packet_free(packet); } // TODO: Find a better way than just increasing this hardcoded size static void InitDMABuffers(void) { packets[0] = packet_init(50000, PACKET_NORMAL); packets[1] = packet_init(50000, PACKET_NORMAL); } static void FlipContext(void) { context ^= 1; current = packets[context]; dma_tag = current->data; // increment past the dmatag itself q = dma_tag + 1; } static int tex_offset; void Gfx_Create(void) { vp_hwidth = DisplayInfo.Width / 2; vp_hheight = DisplayInfo.Height / 2; primitive_type = 0; // PRIM_POINT, which isn't used here InitDrawingEnv(); InitDMABuffers(); tex_offset = graph_vram_allocate(256, 256, GS_PSM_32, GRAPH_ALIGN_BLOCK); context = 1; FlipContext(); // TODO maybe Min not actually needed? Gfx.MinTexWidth = 4; Gfx.MinTexHeight = 4; Gfx.MaxTexWidth = 1024; Gfx.MaxTexHeight = 1024; Gfx.MaxTexSize = 512 * 512; Gfx.Created = true; Gfx_RestoreState(); } void Gfx_Free(void) { Gfx_FreeState(); } /*########################################################################################################################* *---------------------------------------------------------Textures--------------------------------------------------------* *#########################################################################################################################*/ typedef struct CCTexture_ { cc_uint32 width, height; cc_uint32 log2_width, log2_height; cc_uint32 pad[(64 - 16)/4]; cc_uint32 pixels[]; // aligned to 64 bytes (only need 16?) } CCTexture; static GfxResourceID Gfx_AllocTexture(struct Bitmap* bmp, int rowWidth, cc_uint8 flags, cc_bool mipmaps) { int size = bmp->width * bmp->height * 4; CCTexture* tex = (CCTexture*)memalign(16, 64 + size); tex->width = bmp->width; tex->height = bmp->height; tex->log2_width = draw_log2(bmp->width); tex->log2_height = draw_log2(bmp->height); CopyTextureData(tex->pixels, bmp->width * 4, bmp, rowWidth << 2); return tex; } static void UpdateTextureBuffer(int context, texbuffer_t *texture, CCTexture* tex) { PACK_GIFTAG(q, GIF_SET_TAG(1,0,0,0, GIF_FLG_PACKED, 1), GIF_REG_AD); q++; PACK_GIFTAG(q, GS_SET_TEX0(texture->address >> 6, texture->width >> 6, GS_PSM_32, tex->log2_width, tex->log2_height, TEXTURE_COMPONENTS_RGBA, TEXTURE_FUNCTION_MODULATE, 0, 0, CLUT_STORAGE_MODE1, 0, CLUT_NO_LOAD), GS_REG_TEX0 + context); q++; } void Gfx_BindTexture(GfxResourceID texId) { if (!texId) texId = white_square; CCTexture* tex = (CCTexture*)texId; texbuffer_t texbuf; texbuf.width = max(256, tex->width); texbuf.address = tex_offset; // TODO terrible perf DMATAG_END(dma_tag, (q - current->data) - 1, 0, 0, 0); dma_channel_send_chain(DMA_CHANNEL_GIF, current->data, q - current->data, 0, 0); dma_wait_fast(); packet_t *packet = packet_init(200, PACKET_NORMAL); qword_t *Q = packet->data; Q = draw_texture_transfer(Q, tex->pixels, tex->width, tex->height, GS_PSM_32, tex_offset, max(256, tex->width)); Q = draw_texture_flush(Q); dma_channel_send_chain(DMA_CHANNEL_GIF,packet->data, Q - packet->data, 0,0); dma_wait_fast(); packet_free(packet); // TODO terrible perf q = dma_tag + 1; UpdateTextureBuffer(0, &texbuf, tex); } void Gfx_DeleteTexture(GfxResourceID* texId) { GfxResourceID data = *texId; if (data) Mem_Free(data); *texId = NULL; } void Gfx_UpdateTexture(GfxResourceID texId, int x, int y, struct Bitmap* part, int rowWidth, cc_bool mipmaps) { // TODO } void Gfx_EnableMipmaps(void) { } void Gfx_DisableMipmaps(void) { } /*########################################################################################################################* *------------------------------------------------------State management---------------------------------------------------* *#########################################################################################################################*/ static int clearR, clearG, clearB; static cc_bool gfx_depthTest; static cc_bool stateDirty; void Gfx_SetFog(cc_bool enabled) { } void Gfx_SetFogCol(PackedCol col) { } void Gfx_SetFogDensity(float value) { } void Gfx_SetFogEnd(float value) { } void Gfx_SetFogMode(FogFunc func) { } // static void UpdateState(int context) { // TODO: toggle Enable instead of method ? int aMethod = gfx_alphaTest ? ATEST_METHOD_GREATER_EQUAL : ATEST_METHOD_ALLPASS; int zMethod = gfx_depthTest ? ZTEST_METHOD_GREATER_EQUAL : ZTEST_METHOD_ALLPASS; PACK_GIFTAG(q, GIF_SET_TAG(1,0,0,0, GIF_FLG_PACKED, 1), GIF_REG_AD); q++; PACK_GIFTAG(q, GS_SET_TEST(DRAW_ENABLE, aMethod, 0x80, ATEST_KEEP_FRAMEBUFFER, DRAW_DISABLE, DRAW_DISABLE, DRAW_ENABLE, zMethod), GS_REG_TEST + context); q++; stateDirty = false; } void Gfx_SetFaceCulling(cc_bool enabled) { // TODO } static void SetAlphaTest(cc_bool enabled) { stateDirty = true; } static void SetAlphaBlend(cc_bool enabled) { // TODO update primitive state } void Gfx_SetAlphaArgBlend(cc_bool enabled) { } void Gfx_ClearBuffers(GfxBuffers buffers) { // TODO clear only some buffers q = draw_disable_tests(q, 0, &fb_depth); q = draw_clear(q, 0, 2048.0f - fb_colors[0].width / 2.0f, 2048.0f - fb_colors[0].height / 2.0f, fb_colors[0].width, fb_colors[0].height, clearR, clearG, clearB); UpdateState(0); } void Gfx_ClearColor(PackedCol color) { clearR = PackedCol_R(color); clearG = PackedCol_G(color); clearB = PackedCol_B(color); } void Gfx_SetDepthTest(cc_bool enabled) { gfx_depthTest = enabled; stateDirty = true; } void Gfx_SetDepthWrite(cc_bool enabled) { // TODO } static void SetColorWrite(cc_bool r, cc_bool g, cc_bool b, cc_bool a) { // TODO } void Gfx_DepthOnlyRendering(cc_bool depthOnly) { cc_bool enabled = !depthOnly; SetColorWrite(enabled & gfx_colorMask[0], enabled & gfx_colorMask[1], enabled & gfx_colorMask[2], enabled & gfx_colorMask[3]); } /*########################################################################################################################* *-------------------------------------------------------Index buffers-----------------------------------------------------* *#########################################################################################################################*/ GfxResourceID Gfx_CreateIb2(int count, Gfx_FillIBFunc fillFunc, void* obj) { return (void*)1; } void Gfx_BindIb(GfxResourceID ib) { } void Gfx_DeleteIb(GfxResourceID* ib) { } /*########################################################################################################################* *-------------------------------------------------------Vertex buffers----------------------------------------------------* *#########################################################################################################################*/ static GfxResourceID Gfx_AllocStaticVb(VertexFormat fmt, int count) { return Mem_TryAlloc(count, strideSizes[fmt]); } void Gfx_BindVb(GfxResourceID vb) { gfx_vertices = vb; } void Gfx_DeleteVb(GfxResourceID* vb) { GfxResourceID data = *vb; if (data) Mem_Free(data); *vb = 0; } void* Gfx_LockVb(GfxResourceID vb, VertexFormat fmt, int count) { return vb; } void Gfx_UnlockVb(GfxResourceID vb) { gfx_vertices = vb; } static GfxResourceID Gfx_AllocDynamicVb(VertexFormat fmt, int maxVertices) { return Mem_TryAlloc(maxVertices, strideSizes[fmt]); } void Gfx_BindDynamicVb(GfxResourceID vb) { Gfx_BindVb(vb); } void* Gfx_LockDynamicVb(GfxResourceID vb, VertexFormat fmt, int count) { return vb; } void Gfx_UnlockDynamicVb(GfxResourceID vb) { gfx_vertices = vb; } void Gfx_DeleteDynamicVb(GfxResourceID* vb) { Gfx_DeleteVb(vb); } /*########################################################################################################################* *---------------------------------------------------------Matrices--------------------------------------------------------* *#########################################################################################################################*/ static struct Matrix _view, _proj, mvp; void Gfx_LoadMatrix(MatrixType type, const struct Matrix* matrix) { if (type == MATRIX_VIEW) _view = *matrix; if (type == MATRIX_PROJECTION) _proj = *matrix; Matrix_Mul(&mvp, &_view, &_proj); // TODO } void Gfx_LoadIdentityMatrix(MatrixType type) { Gfx_LoadMatrix(type, &Matrix_Identity); // TODO } void Gfx_EnableTextureOffset(float x, float y) { // TODO } void Gfx_DisableTextureOffset(void) { // TODO } void Gfx_CalcOrthoMatrix(struct Matrix* matrix, float width, float height, float zNear, float zFar) { /* Transposed, source https://learn.microsoft.com/en-us/windows/win32/opengl/glortho */ /* The simplified calculation below uses: L = 0, R = width, T = 0, B = height */ *matrix = Matrix_Identity; matrix->row1.x = 2.0f / width; matrix->row2.y = -2.0f / height; matrix->row3.z = -2.0f / (zFar - zNear); matrix->row4.x = -1.0f; matrix->row4.y = 1.0f; matrix->row4.z = -(zFar + zNear) / (zFar - zNear); } static float Cotangent(float x) { return Math_CosF(x) / Math_SinF(x); } void Gfx_CalcPerspectiveMatrix(struct Matrix* matrix, float fov, float aspect, float zFar) { float zNear_ = zFar; float zFar_ = 0.1f; float c = Cotangent(0.5f * fov); /* Transposed, source https://learn.microsoft.com/en-us/windows/win32/opengl/glfrustum */ /* For pos FOV based perspective matrix, left/right/top/bottom are calculated as: */ /* left = -c * aspect, right = c * aspect, bottom = -c, top = c */ /* Calculations are simplified because of left/right and top/bottom symmetry */ *matrix = Matrix_Identity; // TODO: Check is Frustum culling needs changing for this matrix->row1.x = c / aspect; matrix->row2.y = c; matrix->row3.z = -(zFar_ + zNear_) / (zFar_ - zNear_); matrix->row3.w = -1.0f; matrix->row4.z = -(2.0f * zFar_ * zNear_) / (zFar_ - zNear_); matrix->row4.w = 0.0f; } /*########################################################################################################################* *---------------------------------------------------------Rendering-------------------------------------------------------* *#########################################################################################################################*/ void Gfx_SetVertexFormat(VertexFormat fmt) { gfx_format = fmt; gfx_stride = strideSizes[fmt]; // TODO update cached primitive state } typedef struct Vector4 { float x, y, z, w; } Vector4; static cc_bool NotClipped(Vector4 pos) { // The code below clips to the viewport clip planes // For e.g. X this is [2048 - vp_width / 2, 2048 + vp_width / 2] // However the guard band itself ranges from 0 to 4096 // To reduce need to clip, clip against guard band on X/Y axes instead /*return xAdj >= -pos.w && xAdj <= pos.w && yAdj >= -pos.w && yAdj <= pos.w && pos.z >= -pos.w && pos.z <= pos.w;*/ // Rescale clip planes to guard band extent: // X/W * vp_hwidth <= vp_hwidth -- clipping against viewport // X/W <= 1 // X <= W // X/W * vp_hwidth <= 2048 -- clipping against guard band // X/W <= 2048 / vp_hwidth // X * vp_hwidth / 2048 <= W float xAdj = pos.x * (vp_hwidth/2048); float yAdj = pos.y * (vp_hheight/2048); // X/W * vp_hwidth <= 2048 // // Clip X/Y to INSIDE the guard band regions // NOTE: This seems to result in lockup at end of frame return xAdj > -pos.w && xAdj < pos.w && yAdj > -pos.w && yAdj < pos.w && pos.z >= -pos.w && pos.z <= pos.w; } static Vector4 TransformVertex(struct VertexTextured* pos) { Vector4 coord; coord.x = pos->x * mvp.row1.x + pos->y * mvp.row2.x + pos->z * mvp.row3.x + mvp.row4.x; coord.y = pos->x * mvp.row1.y + pos->y * mvp.row2.y + pos->z * mvp.row3.y + mvp.row4.y; coord.z = pos->x * mvp.row1.z + pos->y * mvp.row2.z + pos->z * mvp.row3.z + mvp.row4.z; coord.w = pos->x * mvp.row1.w + pos->y * mvp.row2.w + pos->z * mvp.row3.w + mvp.row4.w; return coord; } //#define VCopy(dst, src) dst.x = vp_hwidth * (1 + src.x / src.w); dst.y = vp_hheight * (1 - src.y / src.w); dst.z = src.z / src.w; dst.w = src.w; static xyz_t FinishVertex(struct Vector4 src, float invW) { float x = (vp_hwidth /2048) * (src.x * invW); float y = (vp_hheight/2048) * (src.y * invW); float z = src.z * invW; int originX = ftoi4(2048); int originY = ftoi4(2048); unsigned int maxZ = 1 << (32 - 1); // TODO: half this? or << 24 instead? xyz_t xyz; xyz.x = (short)((x + 1.0f) * originX); xyz.y = (short)((y + 1.0f) * -originY); xyz.z = (unsigned int)((z + 1.0f) * maxZ); return xyz; } static void DrawTriangle(Vector4 v0, Vector4 v1, Vector4 v2, struct VertexTextured* V0, struct VertexTextured* V1, struct VertexTextured* V2) { //Platform_Log4("X: %f3, Y: %f3, Z: %f3, W: %f3", &v0.x, &v0.y, &v0.z, &v0.w); u64* dw; Vector4 verts[3] = { v0, v1, v2 }; struct VertexTextured* v[] = { V0, V1, V2 }; //Platform_Log4(" X: %f3, Y: %f3, Z: %f3, W: %f3", &in_vertices[0].x, &in_vertices[0].y, &in_vertices[0].z, &in_vertices[0].w); // 3 "primitives" follow in the GIF packet (vertices in this case) // 2 registers per "primitive" (colour, position) PACK_GIFTAG(q, GIF_SET_TAG(3,1,0,0, GIF_FLG_REGLIST, 3), DRAW_STQ_REGLIST); q++; // TODO optimise // Add the "primitives" to the GIF packet dw = (u64*)q; for (int i = 0; i < 3; i++) { float Q = 1.0f / verts[i].w; xyz_t xyz = FinishVertex(verts[i], Q); color_t color; texel_t texel; // See 'Colour Functions' https://psi-rockin.github.io/ps2tek/#gstextures // Essentially, colour blending is calculated as // finalR = (vertexR * textureR) >> 7 // However, this behaves contrary to standard expectations // and results in final vertex colour being too bright // // For instance, if vertexR was white and textureR was grey: // finalR = (255 * 127) / 128 = 255 // White would be produced as the final colour instead of expected grey // // To counteract this, just divide all vertex colours by 2 first color.rgbaq = (v[i]->Col & 0xFEFEFEFE) >> 1; color.q = Q; texel.u = v[i]->U * Q; texel.v = v[i]->V * Q; *dw++ = color.rgbaq; *dw++ = texel.uv; *dw++ = xyz.xyz; } dw++; // one more to even out number of doublewords q = (qword_t*)dw; } static void DrawTriangles(int verticesCount, int startVertex) { if (stateDirty) UpdateState(0); if (gfx_format == VERTEX_FORMAT_COLOURED) return; cc_bool texturing = gfx_format == VERTEX_FORMAT_TEXTURED; // TODO: only when vertex format changes ? PACK_GIFTAG(q, GIF_SET_TAG(1,0,0,0, GIF_FLG_PACKED, 1), GIF_REG_AD); q++; PACK_GIFTAG(q, GS_SET_PRIM(PRIM_TRIANGLE, PRIM_SHADE_GOURAUD, texturing, DRAW_DISABLE, gfx_alphaBlend, DRAW_DISABLE, PRIM_MAP_ST, 0, PRIM_UNFIXED), GS_REG_PRIM); q++; struct VertexTextured* v = (struct VertexTextured*)gfx_vertices + startVertex; for (int i = 0; i < verticesCount / 4; i++, v += 4) { Vector4 V0 = TransformVertex(v + 0); Vector4 V1 = TransformVertex(v + 1); Vector4 V2 = TransformVertex(v + 2); Vector4 V3 = TransformVertex(v + 3); //Platform_Log3("X: %f3, Y: %f3, Z: %f3", &v[0].x, &v[0].y, &v[0].z); //Platform_Log3("X: %f3, Y: %f3, Z: %f3", &v[1].x, &v[1].y, &v[1].z); //Platform_Log3("X: %f3, Y: %f3, Z: %f3", &v[2].x, &v[2].y, &v[2].z); //Platform_Log3("X: %f3, Y: %f3, Z: %f3", &v[3].x, &v[3].y, &v[3].z); //Platform_LogConst(">>>>>>>>>>"); if (NotClipped(V0) && NotClipped(V1) && NotClipped(V2)) { DrawTriangle(V0, V1, V2, v + 0, v + 1, v + 2); } if (NotClipped(V2) && NotClipped(V3) && NotClipped(V0)) { DrawTriangle(V2, V3, V0, v + 2, v + 3, v + 0); } //Platform_LogConst("-----"); } } // TODO: Can this be used? need to understand EOP more static void SetPrimitiveType(int type) { if (primitive_type == type) return; primitive_type = type; PACK_GIFTAG(q, GIF_SET_TAG(1,0,0,0, GIF_FLG_PACKED, 1), GIF_REG_AD); q++; PACK_GIFTAG(q, GS_SET_PRIM(type, PRIM_SHADE_GOURAUD, DRAW_DISABLE, DRAW_DISABLE, DRAW_DISABLE, DRAW_DISABLE, PRIM_MAP_ST, 0, PRIM_UNFIXED), GS_REG_PRIM); q++; } void Gfx_DrawVb_Lines(int verticesCount) { //SetPrimitiveType(PRIM_LINE); } /* TODO */ void Gfx_DrawVb_IndexedTris_Range(int verticesCount, int startVertex) { //SetPrimitiveType(PRIM_TRIANGLE); DrawTriangles(verticesCount, startVertex); } void Gfx_DrawVb_IndexedTris(int verticesCount) { //SetPrimitiveType(PRIM_TRIANGLE); DrawTriangles(verticesCount, 0); // TODO } void Gfx_DrawIndexedTris_T2fC4b(int verticesCount, int startVertex) { //SetPrimitiveType(PRIM_TRIANGLE); DrawTriangles(verticesCount, startVertex); // TODO } /*########################################################################################################################* *---------------------------------------------------------Other/Misc------------------------------------------------------* *#########################################################################################################################*/ cc_result Gfx_TakeScreenshot(struct Stream* output) { return ERR_NOT_SUPPORTED; } cc_bool Gfx_WarnIfNecessary(void) { return false; } void Gfx_BeginFrame(void) { Platform_LogConst("--- Frame ---"); } void Gfx_EndFrame(void) { Platform_LogConst("--- EF1 ---"); // Double buffering graph_set_framebuffer_filtered(fb_colors[context].address, fb_colors[context].width, fb_colors[context].psm, 0, 0); q = draw_framebuffer(q, 0, &fb_colors[context ^ 1]); q = draw_finish(q); // Fill out and then send DMA chain DMATAG_END(dma_tag, (q - current->data) - 1, 0, 0, 0); dma_wait_fast(); dma_channel_send_chain(DMA_CHANNEL_GIF, current->data, q - current->data, 0, 0); Platform_LogConst("--- EF2 ---"); draw_wait_finish(); Platform_LogConst("--- EF3 ---"); if (gfx_vsync) graph_wait_vsync(); if (gfx_minFrameMs) LimitFPS(); FlipContext(); Platform_LogConst("--- EF4 ---"); } void Gfx_SetFpsLimit(cc_bool vsync, float minFrameMs) { gfx_minFrameMs = minFrameMs; gfx_vsync = vsync; } void Gfx_OnWindowResize(void) { // TODO } void Gfx_SetViewport(int x, int y, int w, int h) { } void Gfx_GetApiInfo(cc_string* info) { String_AppendConst(info, "-- Using PS2 --\n"); PrintMaxTextureInfo(info); } cc_bool Gfx_TryRestoreContext(void) { return true; } #endif