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|
#include "Core.h"
#if defined CC_BUILD_PSVITA
#include "_GraphicsBase.h"
#include "Errors.h"
#include "Logger.h"
#include "Window.h"
#include <vitasdk.h>
// TODO track last frame used on
static cc_bool gfx_depthOnly;
static int frontBufferIndex, backBufferIndex;
// Inspired from
// https://github.com/xerpi/gxmfun/blob/master/source/main.c
// https://github.com/vitasdk/samples/blob/6337766482561cf28092d21082202c0f01e3542b/gxm/textured_cube/src/main.c
#define DISPLAY_WIDTH 960
#define DISPLAY_HEIGHT 544
#define DISPLAY_STRIDE 1024
#define NUM_DISPLAY_BUFFERS 3 // TODO: or just 2?
#define MAX_PENDING_SWAPS (NUM_DISPLAY_BUFFERS - 1)
static void GPUBuffers_DeleteUnreferenced(void);
static void GPUTextures_DeleteUnreferenced(void);
static cc_uint32 frameCounter;
static cc_bool in_scene;
static SceGxmContext* gxm_context;
static SceUID vdm_ring_buffer_uid;
static void* vdm_ring_buffer_addr;
static SceUID vertex_ring_buffer_uid;
static void* vertex_ring_buffer_addr;
static SceUID fragment_ring_buffer_uid;
static void* fragment_ring_buffer_addr;
static SceUID fragment_usse_ring_buffer_uid;
static void* fragment_usse_ring_buffer_addr;
static unsigned int fragment_usse_offset;
static SceGxmRenderTarget* gxm_render_target;
static SceGxmColorSurface gxm_color_surfaces[NUM_DISPLAY_BUFFERS];
static SceUID gxm_color_surfaces_uid[NUM_DISPLAY_BUFFERS];
static void* gxm_color_surfaces_addr[NUM_DISPLAY_BUFFERS];
static SceGxmSyncObject* gxm_sync_objects[NUM_DISPLAY_BUFFERS];
static SceUID gxm_depth_stencil_surface_uid;
static void* gxm_depth_stencil_surface_addr;
static SceGxmDepthStencilSurface gxm_depth_stencil_surface;
static SceGxmShaderPatcher *gxm_shader_patcher;
static const int shader_patcher_buffer_size = 64 * 1024;
static SceUID gxm_shader_patcher_buffer_uid;
static void* gxm_shader_patcher_buffer_addr;
static const int shader_patcher_vertex_usse_size = 64 * 1024;
static SceUID gxm_shader_patcher_vertex_usse_uid;
static void* gxm_shader_patcher_vertex_usse_addr;
static unsigned int shader_patcher_vertex_usse_offset;
static const int shader_patcher_fragment_usse_size = 64 * 1024;
static SceUID gxm_shader_patcher_fragment_usse_uid;
static void* gxm_shader_patcher_fragment_usse_addr;
static unsigned int shader_patcher_fragment_usse_offset;
#include "../misc/vita/colored_f.h"
#include "../misc/vita/colored_v.h"
static SceGxmProgram* gxm_colored_VP = (SceGxmProgram *)&colored_v;
static SceGxmProgram* gxm_colored_FP = (SceGxmProgram *)&colored_f;
#include "../misc/vita/textured_f.h"
#include "../misc/vita/textured_v.h"
static SceGxmProgram* gxm_textured_VP = (SceGxmProgram *)&textured_v;
static SceGxmProgram* gxm_textured_FP = (SceGxmProgram *)&textured_f;
#include "../misc/vita/colored_alpha_f.h"
static SceGxmProgram* gxm_colored_alpha_FP = (SceGxmProgram *)&colored_alpha_f;
#include "../misc/vita/textured_alpha_f.h"
static SceGxmProgram* gxm_textured_alpha_FP = (SceGxmProgram *)&textured_alpha_f;
typedef struct CCVertexProgram {
SceGxmVertexProgram* programPatched;
const SceGxmProgramParameter* param_in_position;
const SceGxmProgramParameter* param_in_color;
const SceGxmProgramParameter* param_in_texcoord;
const SceGxmProgramParameter* param_uni_mvp;
int dirtyUniforms;
} VertexProgram;
#define VP_UNI_MATRIX 0x01
typedef struct CCFragmentProgram {
SceGxmFragmentProgram* programPatched;
} FragmentProgram;
/*########################################################################################################################*
*---------------------------------------------------------Memory----------------------------------------------------------*
*#########################################################################################################################*/
#define ALIGNUP(size, a) (((size) + ((a) - 1)) & ~((a) - 1))
void* AllocGPUMemory(int size, int type, int gpu_access, SceUID* ret_uid) {
SceUID uid;
void* addr;
if (type == SCE_KERNEL_MEMBLOCK_TYPE_USER_CDRAM_RW) {
size = ALIGNUP(size, 256 * 1024);
} else {
size = ALIGNUP(size, 4 * 1024);
}
// https://wiki.henkaku.xyz/vita/SceSysmem
uid = sceKernelAllocMemBlock("GPU memory", type, size, NULL);
if (uid < 0) Logger_Abort2(uid, "Failed to allocate GPU memory block");
int res1 = sceKernelGetMemBlockBase(uid, &addr);
if (res1 < 0) Logger_Abort2(res1, "Failed to get base of GPU memory block");
int res2 = sceGxmMapMemory(addr, size, gpu_access);
if (res1 < 0) Logger_Abort2(res2, "Failed to map memory for GPU usage");
// https://wiki.henkaku.xyz/vita/GPU
*ret_uid = uid;
return addr;
}
void* AllocGPUVertexUSSE(size_t size, SceUID* ret_uid, unsigned int* ret_usse_offset) {
SceUID uid;
void *addr;
size = ALIGNUP(size, 4 * 1024);
uid = sceKernelAllocMemBlock("GPU vertex USSE",
SCE_KERNEL_MEMBLOCK_TYPE_USER_RW_UNCACHE, size, NULL);
if (uid < 0) Logger_Abort2(uid, "Failed to allocate vertex USSE block");
int res1 = sceKernelGetMemBlockBase(uid, &addr);
if (res1 < 0) Logger_Abort2(res1, "Failed to get base of vertex USSE memory block");
int res2 = sceGxmMapVertexUsseMemory(addr, size, ret_usse_offset);
if (res1 < 0) Logger_Abort2(res2, "Failed to map vertex USSE memory");
*ret_uid = uid;
return addr;
}
void* AllocGPUFragmentUSSE(size_t size, SceUID* ret_uid, unsigned int* ret_usse_offset) {
SceUID uid;
void *addr;
size = ALIGNUP(size, 4 * 1024);
uid = sceKernelAllocMemBlock("GPU fragment USSE",
SCE_KERNEL_MEMBLOCK_TYPE_USER_RW_UNCACHE, size, NULL);
if (uid < 0) Logger_Abort2(uid, "Failed to allocate fragment USSE block");
int res1 = sceKernelGetMemBlockBase(uid, &addr);
if (res1 < 0) Logger_Abort2(res1, "Failed to get base of fragment USSE memory block");
int res2 = sceGxmMapFragmentUsseMemory(addr, size, ret_usse_offset);
if (res1 < 0) Logger_Abort2(res2, "Failed to map fragment USSE memory");
*ret_uid = uid;
return addr;
}
static void FreeGPUMemory(SceUID uid) {
void *addr;
if (sceKernelGetMemBlockBase(uid, &addr) < 0)
return;
sceGxmUnmapMemory(addr);
sceKernelFreeMemBlock(uid);
}
static void* AllocShaderPatcherMem(void* user_data, unsigned int size) {
return Mem_TryAlloc(1, size);
}
static void FreeShaderPatcherMem(void* user_data, void* mem) {
Mem_Free(mem);
}
/*########################################################################################################################*
*-----------------------------------------------------Vertex shaders------------------------------------------------------*
*#########################################################################################################################*/
static VertexProgram VP_list[2];
static VertexProgram* VP_Active;
static float transposed_mvp[4*4] __attribute__((aligned(64)));
static void VP_DirtyUniform(int uniform) {
for (int i = 0; i < Array_Elems(VP_list); i++)
{
VP_list[i].dirtyUniforms |= uniform;
}
}
static void VP_ReloadUniforms(void) {
VertexProgram* VP = VP_Active;
// Calling sceGxmReserveVertexDefaultUniformBuffer when not in a scene
// results in SCE_GXM_ERROR_NOT_WITHIN_SCENE on real hardware
if (!VP || !in_scene) return;
int ret;
if (VP->dirtyUniforms & VP_UNI_MATRIX) {
void *uniform_buffer = NULL;
ret = sceGxmReserveVertexDefaultUniformBuffer(gxm_context, &uniform_buffer);
if (ret) Logger_Abort2(ret, "Reserving uniform buffer");
ret = sceGxmSetUniformDataF(uniform_buffer, VP->param_uni_mvp, 0, 4 * 4, transposed_mvp);
if (ret) Logger_Abort2(ret, "Updating uniform buffer");
VP->dirtyUniforms &= ~VP_UNI_MATRIX;
}
}
static void VP_SwitchActive(void) {
int index = gfx_format == VERTEX_FORMAT_TEXTURED ? 1 : 0;
VertexProgram* VP = &VP_list[index];
if (VP == VP_Active) return;
VP_Active = VP;
VP->dirtyUniforms |= VP_UNI_MATRIX; // Need to update uniforms after switching program
sceGxmSetVertexProgram(gxm_context, VP->programPatched);
VP_ReloadUniforms();
}
/*########################################################################################################################*
*----------------------------------------------------Fragment shaders-----------------------------------------------------*
*#########################################################################################################################*/
static FragmentProgram FP_list[4 * 3];
static FragmentProgram* FP_Active;
static void FP_SwitchActive(void) {
int index = gfx_format == VERTEX_FORMAT_TEXTURED ? 3 : 0;
// [normal rendering, blend rendering, no rendering]
if (gfx_depthOnly) {
index += 2;
} else if (gfx_alphaBlend) {
index += 1;
}
if (gfx_alphaTest) index += 2 * 3;
FragmentProgram* FP = &FP_list[index];
if (FP == FP_Active) return;
FP_Active = FP;
sceGxmSetFragmentProgram(gxm_context, FP->programPatched);
}
static const SceGxmBlendInfo no_blending = {
SCE_GXM_COLOR_MASK_ALL,
SCE_GXM_BLEND_FUNC_NONE, SCE_GXM_BLEND_FUNC_NONE,
SCE_GXM_BLEND_FACTOR_ONE, SCE_GXM_BLEND_FACTOR_ZERO,
SCE_GXM_BLEND_FACTOR_ONE, SCE_GXM_BLEND_FACTOR_ZERO
};
static const SceGxmBlendInfo yes_blending = {
SCE_GXM_COLOR_MASK_ALL,
SCE_GXM_BLEND_FUNC_ADD, SCE_GXM_BLEND_FUNC_ADD,
SCE_GXM_BLEND_FACTOR_SRC_ALPHA, SCE_GXM_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA,
SCE_GXM_BLEND_FACTOR_SRC_ALPHA, SCE_GXM_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA
};
static const SceGxmBlendInfo no_rendering = {
SCE_GXM_COLOR_MASK_NONE,
SCE_GXM_BLEND_FUNC_NONE, SCE_GXM_BLEND_FUNC_NONE,
SCE_GXM_BLEND_FACTOR_ONE, SCE_GXM_BLEND_FACTOR_ZERO,
SCE_GXM_BLEND_FACTOR_ONE, SCE_GXM_BLEND_FACTOR_ZERO
};
static const SceGxmBlendInfo* blend_modes[] = { &no_blending, &yes_blending, &no_rendering };
static void CreateFragmentPrograms(int index, const SceGxmProgram* fragProgram, const SceGxmProgram* vertexProgram) {
SceGxmShaderPatcherId programID;
for (int i = 0; i < Array_Elems(blend_modes); i++)
{
FragmentProgram* FP = &FP_list[index + i];
sceGxmShaderPatcherRegisterProgram(gxm_shader_patcher, fragProgram, &programID);
const SceGxmProgram* prog = sceGxmShaderPatcherGetProgramFromId(programID); // TODO just use original program directly?
sceGxmShaderPatcherCreateFragmentProgram(gxm_shader_patcher,
programID, SCE_GXM_OUTPUT_REGISTER_FORMAT_UCHAR4,
SCE_GXM_MULTISAMPLE_NONE, blend_modes[i], vertexProgram,
&FP->programPatched);
}
}
/*########################################################################################################################*
*-----------------------------------------------------Initialisation------------------------------------------------------*
*#########################################################################################################################*/
struct DQCallbackData { void* addr; };
void (*DQ_OnNextFrame)(void* fb);
static void DQ_OnNextFrame3D(void* fb) {
if (gfx_vsync) sceDisplayWaitVblankStart();
GPUBuffers_DeleteUnreferenced();
GPUTextures_DeleteUnreferenced();
frameCounter++;
}
static void DQCallback(const void *callback_data) {
SceDisplayFrameBuf fb = { 0 };
fb.size = sizeof(SceDisplayFrameBuf);
fb.base = ((struct DQCallbackData*)callback_data)->addr;
fb.pitch = DISPLAY_STRIDE;
fb.pixelformat = SCE_DISPLAY_PIXELFORMAT_A8B8G8R8;
fb.width = DISPLAY_WIDTH;
fb.height = DISPLAY_HEIGHT;
sceDisplaySetFrameBuf(&fb, SCE_DISPLAY_SETBUF_NEXTFRAME);
DQ_OnNextFrame(fb.base);
}
void Gfx_InitGXM(void) { // called from Window_Init
SceGxmInitializeParams params = { 0 };
params.displayQueueMaxPendingCount = MAX_PENDING_SWAPS;
params.displayQueueCallback = DQCallback;
params.displayQueueCallbackDataSize = sizeof(struct DQCallbackData);
params.parameterBufferSize = SCE_GXM_DEFAULT_PARAMETER_BUFFER_SIZE;
sceGxmInitialize(¶ms);
}
static void AllocRingBuffers(void) {
vdm_ring_buffer_addr = AllocGPUMemory(SCE_GXM_DEFAULT_VDM_RING_BUFFER_SIZE,
SCE_KERNEL_MEMBLOCK_TYPE_USER_CDRAM_RW, SCE_GXM_MEMORY_ATTRIB_READ,
&vdm_ring_buffer_uid);
vertex_ring_buffer_addr = AllocGPUMemory(SCE_GXM_DEFAULT_VERTEX_RING_BUFFER_SIZE,
SCE_KERNEL_MEMBLOCK_TYPE_USER_CDRAM_RW, SCE_GXM_MEMORY_ATTRIB_READ,
&vertex_ring_buffer_uid);
fragment_ring_buffer_addr = AllocGPUMemory(SCE_GXM_DEFAULT_FRAGMENT_RING_BUFFER_SIZE,
SCE_KERNEL_MEMBLOCK_TYPE_USER_CDRAM_RW, SCE_GXM_MEMORY_ATTRIB_READ,
&fragment_ring_buffer_uid);
fragment_usse_ring_buffer_addr = AllocGPUFragmentUSSE(SCE_GXM_DEFAULT_FRAGMENT_USSE_RING_BUFFER_SIZE,
&fragment_ring_buffer_uid, &fragment_usse_offset);
}
static void AllocGXMContext(void) {
SceGxmContextParams params = { 0 };
params.hostMem = Mem_Alloc(1, SCE_GXM_MINIMUM_CONTEXT_HOST_MEM_SIZE, "Host memory");
params.hostMemSize = SCE_GXM_MINIMUM_CONTEXT_HOST_MEM_SIZE;
params.vdmRingBufferMem = vdm_ring_buffer_addr;
params.vdmRingBufferMemSize = SCE_GXM_DEFAULT_VDM_RING_BUFFER_SIZE;
params.vertexRingBufferMem = vertex_ring_buffer_addr;
params.vertexRingBufferMemSize = SCE_GXM_DEFAULT_VERTEX_RING_BUFFER_SIZE;
params.fragmentRingBufferMem = fragment_ring_buffer_addr;
params.fragmentRingBufferMemSize = SCE_GXM_DEFAULT_FRAGMENT_RING_BUFFER_SIZE;
params.fragmentUsseRingBufferMem = fragment_usse_ring_buffer_addr;
params.fragmentUsseRingBufferMemSize = SCE_GXM_DEFAULT_FRAGMENT_USSE_RING_BUFFER_SIZE;
params.fragmentUsseRingBufferOffset = fragment_usse_offset;
sceGxmCreateContext(¶ms, &gxm_context);
}
static void AllocRenderTarget(void) {
SceGxmRenderTargetParams params = { 0 };
params.width = DISPLAY_WIDTH;
params.height = DISPLAY_HEIGHT;
params.scenesPerFrame = 1;
params.driverMemBlock = -1;
sceGxmCreateRenderTarget(¶ms, &gxm_render_target);
}
static void AllocColorBuffer(int i) {
int size = ALIGNUP(4 * DISPLAY_STRIDE * DISPLAY_HEIGHT, 1 * 1024 * 1024);
gxm_color_surfaces_addr[i] = AllocGPUMemory(size, SCE_KERNEL_MEMBLOCK_TYPE_USER_CDRAM_RW,
SCE_GXM_MEMORY_ATTRIB_RW, &gxm_color_surfaces_uid[i]);
sceGxmColorSurfaceInit(&gxm_color_surfaces[i],
SCE_GXM_COLOR_FORMAT_A8B8G8R8,
SCE_GXM_COLOR_SURFACE_LINEAR,
SCE_GXM_COLOR_SURFACE_SCALE_NONE,
SCE_GXM_OUTPUT_REGISTER_SIZE_32BIT,
DISPLAY_WIDTH, DISPLAY_HEIGHT, DISPLAY_STRIDE,
gxm_color_surfaces_addr[i]);
sceGxmSyncObjectCreate(&gxm_sync_objects[i]);
}
static void AllocDepthBuffer(void) {
int width = ALIGNUP(DISPLAY_WIDTH, SCE_GXM_TILE_SIZEX);
int height = ALIGNUP(DISPLAY_HEIGHT, SCE_GXM_TILE_SIZEY);
int samples = width * height;
gxm_depth_stencil_surface_addr = AllocGPUMemory(4 * samples, SCE_KERNEL_MEMBLOCK_TYPE_USER_CDRAM_RW,
SCE_GXM_MEMORY_ATTRIB_RW, &gxm_depth_stencil_surface_uid);
sceGxmDepthStencilSurfaceInit(&gxm_depth_stencil_surface,
SCE_GXM_DEPTH_STENCIL_FORMAT_S8D24,
SCE_GXM_DEPTH_STENCIL_SURFACE_TILED,
width, gxm_depth_stencil_surface_addr, NULL);
}
static void AllocShaderPatcherMemory(void) {
gxm_shader_patcher_buffer_addr = AllocGPUMemory(shader_patcher_buffer_size,
SCE_KERNEL_MEMBLOCK_TYPE_USER_CDRAM_RW, SCE_GXM_MEMORY_ATTRIB_READ,
&gxm_shader_patcher_buffer_uid);
gxm_shader_patcher_vertex_usse_addr = AllocGPUVertexUSSE(
shader_patcher_vertex_usse_size, &gxm_shader_patcher_vertex_usse_uid,
&shader_patcher_vertex_usse_offset);
gxm_shader_patcher_fragment_usse_addr = AllocGPUFragmentUSSE(
shader_patcher_fragment_usse_size, &gxm_shader_patcher_fragment_usse_uid,
&shader_patcher_fragment_usse_offset);
}
static void AllocShaderPatcher(void) {
SceGxmShaderPatcherParams params = { 0 };
params.hostAllocCallback = AllocShaderPatcherMem;
params.hostFreeCallback = FreeShaderPatcherMem;
params.bufferMem = gxm_shader_patcher_buffer_addr;
params.bufferMemSize = shader_patcher_buffer_size;
params.vertexUsseMem = gxm_shader_patcher_vertex_usse_addr;
params.vertexUsseMemSize = shader_patcher_vertex_usse_size;
params.vertexUsseOffset = shader_patcher_vertex_usse_offset;
params.fragmentUsseMem = gxm_shader_patcher_fragment_usse_addr;
params.fragmentUsseMemSize = shader_patcher_fragment_usse_size;
params.fragmentUsseOffset = shader_patcher_fragment_usse_offset;
sceGxmShaderPatcherCreate(¶ms, &gxm_shader_patcher);
}
static void AllocColouredVertexProgram(int index) {
SceGxmShaderPatcherId programID;
VertexProgram* VP = &VP_list[index];
sceGxmShaderPatcherRegisterProgram(gxm_shader_patcher, gxm_colored_VP, &programID);
const SceGxmProgram* prog = sceGxmShaderPatcherGetProgramFromId(programID);
VP->param_in_position = sceGxmProgramFindParameterByName(prog, "in_position");
VP->param_in_color = sceGxmProgramFindParameterByName(prog, "in_color");
VP->param_uni_mvp = sceGxmProgramFindParameterByName(prog, "mvp_matrix");
SceGxmVertexAttribute attribs[2];
SceGxmVertexStream vertex_stream;
attribs[0].streamIndex = 0;
attribs[0].offset = 0;
attribs[0].format = SCE_GXM_ATTRIBUTE_FORMAT_F32;
attribs[0].componentCount = 3;
attribs[0].regIndex = sceGxmProgramParameterGetResourceIndex(VP->param_in_position);
attribs[1].streamIndex = 0;
attribs[1].offset = 3 * sizeof(float);
attribs[1].format = SCE_GXM_ATTRIBUTE_FORMAT_U8N;
attribs[1].componentCount = 4;
attribs[1].regIndex = sceGxmProgramParameterGetResourceIndex(VP->param_in_color);
vertex_stream.stride = SIZEOF_VERTEX_COLOURED;
vertex_stream.indexSource = SCE_GXM_INDEX_SOURCE_INDEX_16BIT;
sceGxmShaderPatcherCreateVertexProgram(gxm_shader_patcher,
programID, attribs, 2,
&vertex_stream, 1, &VP->programPatched);
}
static void AllocTexturedVertexProgram(int index) {
SceGxmShaderPatcherId programID;
VertexProgram* VP = &VP_list[index];
sceGxmShaderPatcherRegisterProgram(gxm_shader_patcher, gxm_textured_VP, &programID);
const SceGxmProgram* prog = sceGxmShaderPatcherGetProgramFromId(programID);
VP->param_in_position = sceGxmProgramFindParameterByName(prog, "in_position");
VP->param_in_color = sceGxmProgramFindParameterByName(prog, "in_color");
VP->param_in_texcoord = sceGxmProgramFindParameterByName(prog, "in_texcoord");
VP->param_uni_mvp = sceGxmProgramFindParameterByName(prog, "mvp_matrix");
SceGxmVertexAttribute attribs[3];
SceGxmVertexStream vertex_stream;
attribs[0].streamIndex = 0;
attribs[0].offset = 0;
attribs[0].format = SCE_GXM_ATTRIBUTE_FORMAT_F32;
attribs[0].componentCount = 3;
attribs[0].regIndex = sceGxmProgramParameterGetResourceIndex(VP->param_in_position);
attribs[1].streamIndex = 0;
attribs[1].offset = 3 * sizeof(float);
attribs[1].format = SCE_GXM_ATTRIBUTE_FORMAT_U8N;
attribs[1].componentCount = 4;
attribs[1].regIndex = sceGxmProgramParameterGetResourceIndex(VP->param_in_color);
attribs[2].streamIndex = 0;
attribs[2].offset = 3 * sizeof(float) + 4 * sizeof(char);
attribs[2].format = SCE_GXM_ATTRIBUTE_FORMAT_F32;
attribs[2].componentCount = 2;
attribs[2].regIndex = sceGxmProgramParameterGetResourceIndex(VP->param_in_texcoord);
vertex_stream.stride = SIZEOF_VERTEX_TEXTURED;
vertex_stream.indexSource = SCE_GXM_INDEX_SOURCE_INDEX_16BIT;
sceGxmShaderPatcherCreateVertexProgram(gxm_shader_patcher,
programID, attribs, 3,
&vertex_stream, 1, &VP->programPatched);
}
/*########################################################################################################################*
*---------------------------------------------------------General---------------------------------------------------------*
*#########################################################################################################################*/
static GfxResourceID white_square;
static void SetDefaultStates(void) {
sceGxmSetFrontDepthFunc(gxm_context, SCE_GXM_DEPTH_FUNC_LESS_EQUAL);
sceGxmSetBackDepthFunc(gxm_context, SCE_GXM_DEPTH_FUNC_LESS_EQUAL);
}
void Gfx_AllocFramebuffers(void) { // called from Window_Init
for (int i = 0; i < NUM_DISPLAY_BUFFERS; i++)
{
AllocColorBuffer(i);
}
AllocDepthBuffer();
frontBufferIndex = NUM_DISPLAY_BUFFERS - 1;
backBufferIndex = 0;
}
static void InitGPU(void) {
AllocRingBuffers();
AllocGXMContext();
AllocRenderTarget();
AllocShaderPatcherMemory();
AllocShaderPatcher();
AllocColouredVertexProgram(0);
CreateFragmentPrograms(0, gxm_colored_FP, gxm_colored_VP);
CreateFragmentPrograms(6, gxm_colored_alpha_FP, gxm_colored_VP);
AllocTexturedVertexProgram(1);
CreateFragmentPrograms(3, gxm_textured_FP, gxm_textured_VP);
CreateFragmentPrograms(9, gxm_textured_alpha_FP, gxm_textured_VP);
}
void Gfx_Create(void) {
DQ_OnNextFrame = DQ_OnNextFrame3D;
if (!Gfx.Created) InitGPU();
in_scene = false;
Gfx.MaxTexWidth = 1024;
Gfx.MaxTexHeight = 1024;
Gfx.MaxTexSize = 512 * 512;
Gfx.Created = true;
gfx_vsync = true;
Gfx_SetDepthTest(true);
Gfx_SetVertexFormat(VERTEX_FORMAT_COLOURED);
Gfx_RestoreState();
}
void Gfx_Free(void) {
Gfx_FreeState();
}
cc_bool Gfx_TryRestoreContext(void) { return true; }
void Gfx_RestoreState(void) {
InitDefaultResources();
// 1x1 dummy white texture
struct Bitmap bmp;
BitmapCol pixels[1] = { BITMAPCOLOR_WHITE };
Bitmap_Init(bmp, 1, 1, pixels);
white_square = Gfx_CreateTexture(&bmp, 0, false);
// TODO
}
void Gfx_FreeState(void) {
FreeDefaultResources();
Gfx_DeleteTexture(&white_square);
}
/*########################################################################################################################*
*--------------------------------------------------------GPU Textures-----------------------------------------------------*
*#########################################################################################################################*/
struct GPUTexture;
struct GPUTexture {
cc_uint32* data;
SceUID uid;
SceGxmTexture texture;
struct GPUTexture* next;
cc_uint32 lastFrame;
};
static struct GPUTexture* del_textures_head;
static struct GPUTexture* del_textures_tail;
struct GPUTexture* GPUTexture_Alloc(int size) {
struct GPUTexture* tex = Mem_AllocCleared(1, sizeof(struct GPUTexture), "GPU texture");
tex->data = AllocGPUMemory(size,
SCE_KERNEL_MEMBLOCK_TYPE_USER_CDRAM_RW, SCE_GXM_MEMORY_ATTRIB_READ,
&tex->uid);
return tex;
}
// can't delete textures until not used in any frames
static void GPUTexture_Unref(GfxResourceID* resource) {
struct GPUTexture* tex = (struct GPUTexture*)(*resource);
if (!tex) return;
*resource = NULL;
LinkedList_Append(tex, del_textures_head, del_textures_tail);
}
static void GPUTexture_Free(struct GPUTexture* tex) {
FreeGPUMemory(tex->uid);
Mem_Free(tex);
}
static void GPUTextures_DeleteUnreferenced(void) {
if (!del_textures_head) return;
struct GPUTexture* tex;
struct GPUTexture* next;
struct GPUTexture* prev = NULL;
for (tex = del_textures_head; tex != NULL; tex = next)
{
next = tex->next;
if (tex->lastFrame + 4 > frameCounter) {
// texture was used within last 4 fames
prev = tex;
} else {
// advance the head of the linked list
if (del_textures_head == tex)
del_textures_head = next;
// update end of linked list if necessary
if (del_textures_tail == tex)
del_textures_tail = prev;
// unlink this texture from the linked list
if (prev) prev->next = next;
GPUTexture_Free(tex);
}
}
}
/*########################################################################################################################*
*---------------------------------------------------------Textures--------------------------------------------------------*
*#########################################################################################################################*/
static GfxResourceID Gfx_AllocTexture(struct Bitmap* bmp, int rowWidth, cc_uint8 flags, cc_bool mipmaps) {
int size = bmp->width * bmp->height * 4;
struct GPUTexture* tex = GPUTexture_Alloc(size);
CopyTextureData(tex->data, bmp->width * 4, bmp, rowWidth << 2);
sceGxmTextureInitLinear(&tex->texture, tex->data,
SCE_GXM_TEXTURE_FORMAT_A8B8G8R8, bmp->width, bmp->height, 0);
sceGxmTextureSetUAddrMode(&tex->texture, SCE_GXM_TEXTURE_ADDR_REPEAT);
sceGxmTextureSetVAddrMode(&tex->texture, SCE_GXM_TEXTURE_ADDR_REPEAT);
return tex;
}
void Gfx_UpdateTexture(GfxResourceID texId, int x, int y, struct Bitmap* part, int rowWidth, cc_bool mipmaps) {
struct GPUTexture* tex = (struct GPUTexture*)texId;
int texWidth = sceGxmTextureGetWidth(&tex->texture);
// NOTE: Only valid for LINEAR textures
cc_uint32* dst = (tex->data + x) + y * texWidth;
CopyTextureData(dst, texWidth * 4, part, rowWidth << 2);
// TODO: Do line by line and only invalidate the actually changed parts of lines?
//sceKernelDcacheWritebackInvalidateRange(dst, (tex->width * part->height) * 4);
}
void Gfx_DeleteTexture(GfxResourceID* texId) {
GPUTexture_Unref(texId);
}
void Gfx_EnableMipmaps(void) { }
void Gfx_DisableMipmaps(void) { }
void Gfx_BindTexture(GfxResourceID texId) {
if (!texId) texId = white_square;
struct GPUTexture* tex = (struct GPUTexture*)texId;
tex->lastFrame = frameCounter;
sceGxmSetFragmentTexture(gxm_context, 0, &tex->texture);
}
/*########################################################################################################################*
*---------------------------------------------------------Matrices--------------------------------------------------------*
*#########################################################################################################################*/
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
// NOTE: Shared with OpenGL. might be wrong to do that though?
*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 = 0.1f;
float c = Cotangent(0.5f * fov);
// Transposed, source https://learn.microsoft.com/en-us/windows/win32/opengl/glfrustum
// For a 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;
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;
}
/*########################################################################################################################*
*-----------------------------------------------------------Misc----------------------------------------------------------*
*#########################################################################################################################*/
cc_result Gfx_TakeScreenshot(struct Stream* output) {
return ERR_NOT_SUPPORTED;
}
void Gfx_GetApiInfo(cc_string* info) {
String_AppendConst(info, "-- Using PS Vita --\n");
PrintMaxTextureInfo(info);
}
void Gfx_SetFpsLimit(cc_bool vsync, float minFrameMs) {
gfx_minFrameMs = minFrameMs;
gfx_vsync = vsync;
}
void Gfx_BeginFrame(void) {
in_scene = true;
sceGxmBeginScene(gxm_context,
0, gxm_render_target,
NULL, NULL,
gxm_sync_objects[backBufferIndex],
&gxm_color_surfaces[backBufferIndex],
&gxm_depth_stencil_surface);
}
void Gfx_UpdateCommonDialogBuffers(void) {
SceCommonDialogUpdateParam param = { 0 };
param.renderTarget.colorFormat = SCE_GXM_COLOR_FORMAT_A8B8G8R8;
param.renderTarget.surfaceType = SCE_GXM_COLOR_SURFACE_LINEAR;
param.renderTarget.width = DISPLAY_WIDTH;
param.renderTarget.height = DISPLAY_HEIGHT;
param.renderTarget.strideInPixels = DISPLAY_STRIDE;
param.renderTarget.colorSurfaceData = gxm_color_surfaces_addr[backBufferIndex];
param.renderTarget.depthSurfaceData = gxm_depth_stencil_surface.depthData;
param.displaySyncObject = gxm_sync_objects[backBufferIndex];
sceCommonDialogUpdate(¶m);
}
void Gfx_NextFramebuffer(void) {
struct DQCallbackData cb_data;
cb_data.addr = gxm_color_surfaces_addr[backBufferIndex];
sceGxmDisplayQueueAddEntry(gxm_sync_objects[frontBufferIndex],
gxm_sync_objects[backBufferIndex], &cb_data);
// Cycle through to next buffer pair
frontBufferIndex = backBufferIndex;
backBufferIndex = (backBufferIndex + 1) % NUM_DISPLAY_BUFFERS;
}
void Gfx_EndFrame(void) {
in_scene = false;
sceGxmEndScene(gxm_context, NULL, NULL);
Gfx_NextFramebuffer();
if (gfx_minFrameMs) LimitFPS();
}
void Gfx_OnWindowResize(void) { }
void Gfx_SetViewport(int x, int y, int w, int h) { }
/*########################################################################################################################*
*--------------------------------------------------------GPU Buffers------------------------------------------------------*
*#########################################################################################################################*/
struct GPUBuffer;
struct GPUBuffer {
void* data;
SceUID uid;
cc_uint32 lastFrame;
struct GPUBuffer* next;
};
static struct GPUBuffer* del_buffers_head;
static struct GPUBuffer* del_buffers_tail;
struct GPUBuffer* GPUBuffer_Alloc(int size) {
struct GPUBuffer* buffer = Mem_AllocCleared(1, sizeof(struct GPUBuffer), "GPU buffer");
buffer->data = AllocGPUMemory(size,
SCE_KERNEL_MEMBLOCK_TYPE_USER_RW_UNCACHE, SCE_GXM_MEMORY_ATTRIB_READ,
&buffer->uid);
return buffer;
}
// can't delete buffers until not used in any frames
static void GPUBuffer_Unref(GfxResourceID* resource) {
struct GPUBuffer* buf = (struct GPUBuffer*)(*resource);
if (!buf) return;
*resource = NULL;
LinkedList_Append(buf, del_buffers_head, del_buffers_tail);
}
static void GPUBuffer_Free(struct GPUBuffer* buf) {
FreeGPUMemory(buf->uid);
Mem_Free(buf);
}
static void GPUBuffers_DeleteUnreferenced(void) {
if (!del_buffers_head) return;
struct GPUBuffer* buf;
struct GPUBuffer* next;
struct GPUBuffer* prev = NULL;
for (buf = del_buffers_head; buf != NULL; buf = next)
{
next = buf->next;
if (buf->lastFrame + 4 > frameCounter) {
// texture was used within last 4 fames
prev = buf;
} else {
// advance the head of the linked list
if (del_buffers_head == buf)
del_buffers_head = next;
// update end of linked list if necessary
if (del_buffers_tail == buf)
del_buffers_tail = prev;
// unlink this texture from the linked list
if (prev) prev->next = next;
GPUBuffer_Free(buf);
}
}
}
/*########################################################################################################################*
*-------------------------------------------------------Index buffers-----------------------------------------------------*
*#########################################################################################################################*/
static cc_uint16* gfx_indices;
GfxResourceID Gfx_CreateIb2(int count, Gfx_FillIBFunc fillFunc, void* obj) {
struct GPUBuffer* buffer = GPUBuffer_Alloc(count * 2);
fillFunc(buffer->data, count, obj);
return buffer;
}
void Gfx_BindIb(GfxResourceID ib) {
struct GPUBuffer* buffer = (struct GPUBuffer*)ib;
gfx_indices = buffer->data;
}
void Gfx_DeleteIb(GfxResourceID* ib) { GPUBuffer_Unref(ib); }
/*########################################################################################################################*
*-------------------------------------------------------Vertex buffers----------------------------------------------------*
*#########################################################################################################################*/
static GfxResourceID Gfx_AllocStaticVb(VertexFormat fmt, int count) {
return GPUBuffer_Alloc(count * strideSizes[fmt]);
}
void Gfx_BindVb(GfxResourceID vb) {
struct GPUBuffer* buffer = (struct GPUBuffer*)vb;
buffer->lastFrame = frameCounter;
sceGxmSetVertexStream(gxm_context, 0, buffer->data);
}
void Gfx_DeleteVb(GfxResourceID* vb) { GPUBuffer_Unref(vb); }
void* Gfx_LockVb(GfxResourceID vb, VertexFormat fmt, int count) {
struct GPUBuffer* buffer = (struct GPUBuffer*)vb;
return buffer->data;
}
void Gfx_UnlockVb(GfxResourceID vb) { Gfx_BindVb(vb); }
static GfxResourceID Gfx_AllocDynamicVb(VertexFormat fmt, int maxVertices) {
return GPUBuffer_Alloc(maxVertices * strideSizes[fmt]);
}
void Gfx_BindDynamicVb(GfxResourceID vb) { Gfx_BindVb(vb); }
void* Gfx_LockDynamicVb(GfxResourceID vb, VertexFormat fmt, int count) {
struct GPUBuffer* buffer = (struct GPUBuffer*)vb;
return buffer->data;
}
void Gfx_UnlockDynamicVb(GfxResourceID vb) { Gfx_BindVb(vb); }
void Gfx_DeleteDynamicVb(GfxResourceID* vb) { Gfx_DeleteVb(vb); }
/*########################################################################################################################*
*-----------------------------------------------------State management----------------------------------------------------*
*#########################################################################################################################*/
void Gfx_SetFog(cc_bool enabled) {
// TODO
}
void Gfx_SetFogCol(PackedCol color) {
// TODO
}
void Gfx_SetFogDensity(float value) {
// TODO
}
void Gfx_SetFogEnd(float value) {
// TODO
}
void Gfx_SetFogMode(FogFunc func) {
// TODO
}
static void SetAlphaTest(cc_bool enabled) {
FP_SwitchActive();
}
static void SetAlphaBlend(cc_bool enabled) {
FP_SwitchActive();
}
void Gfx_DepthOnlyRendering(cc_bool depthOnly) {
// TODO
gfx_depthOnly = depthOnly;
FP_SwitchActive();
}
void Gfx_SetFaceCulling(cc_bool enabled) {
sceGxmSetCullMode(gxm_context, enabled ? SCE_GXM_CULL_CW : SCE_GXM_CULL_NONE);
}
void Gfx_SetAlphaArgBlend(cc_bool enabled) { }
static PackedCol clear_color;
void Gfx_ClearColor(PackedCol color) {
clear_color = color;
}
static void SetColorWrite(cc_bool r, cc_bool g, cc_bool b, cc_bool a) {
// TODO
}
void Gfx_SetDepthWrite(cc_bool enabled) {
int mode = enabled ? SCE_GXM_DEPTH_WRITE_ENABLED : SCE_GXM_DEPTH_WRITE_DISABLED;
sceGxmSetFrontDepthWriteEnable(gxm_context, mode);
sceGxmSetBackDepthWriteEnable(gxm_context, mode);
}
void Gfx_SetDepthTest(cc_bool enabled) {
int func = enabled ? SCE_GXM_DEPTH_FUNC_LESS_EQUAL : SCE_GXM_DEPTH_FUNC_ALWAYS;
sceGxmSetFrontDepthFunc(gxm_context, func);
sceGxmSetBackDepthFunc(gxm_context, func);
}
/*########################################################################################################################*
*---------------------------------------------------------Matrices--------------------------------------------------------*
*#########################################################################################################################*/
static struct Matrix _view, _proj;
void Gfx_LoadMatrix(MatrixType type, const struct Matrix* matrix) {
if (type == MATRIX_VIEW) _view = *matrix;
if (type == MATRIX_PROJECTION) _proj = *matrix;
struct Matrix mvp __attribute__((aligned(64)));
Matrix_Mul(&mvp, &_view, &_proj);
float* m = &mvp;
// Transpose matrix
for (int i = 0; i < 4; i++)
{
transposed_mvp[i * 4 + 0] = m[0 + i];
transposed_mvp[i * 4 + 1] = m[4 + i];
transposed_mvp[i * 4 + 2] = m[8 + i];
transposed_mvp[i * 4 + 3] = m[12 + i];
}
VP_DirtyUniform(VP_UNI_MATRIX);
VP_ReloadUniforms();
}
void Gfx_LoadIdentityMatrix(MatrixType type) {
Gfx_LoadMatrix(type, &Matrix_Identity);
}
void Gfx_EnableTextureOffset(float x, float y) {
// TODO
}
void Gfx_DisableTextureOffset(void) {
// TODO
}
/*########################################################################################################################*
*---------------------------------------------------------Drawing---------------------------------------------------------*
*#########################################################################################################################*/
cc_bool Gfx_WarnIfNecessary(void) { return false; }
void Gfx_SetVertexFormat(VertexFormat fmt) {
if (fmt == gfx_format) return;
gfx_format = fmt;
gfx_stride = strideSizes[fmt];
VP_SwitchActive();
FP_SwitchActive();
}
void Gfx_DrawVb_Lines(int verticesCount) {
// TODO
}
// TODO probably wrong to offset index buffer
void Gfx_DrawVb_IndexedTris_Range(int verticesCount, int startVertex) {
//Platform_Log2("DRAW1: %i, %i", &verticesCount, &startVertex); Thread_Sleep(100);
sceGxmDraw(gxm_context, SCE_GXM_PRIMITIVE_TRIANGLES,
SCE_GXM_INDEX_FORMAT_U16, gfx_indices + ICOUNT(startVertex), ICOUNT(verticesCount));
}
// TODO probably wrong to offset index buffer
void Gfx_DrawVb_IndexedTris(int verticesCount) {
//Platform_Log1("DRAW2: %i", &verticesCount); Thread_Sleep(100);
sceGxmDraw(gxm_context, SCE_GXM_PRIMITIVE_TRIANGLES,
SCE_GXM_INDEX_FORMAT_U16, gfx_indices, ICOUNT(verticesCount));
}
// TODO probably wrong to offset index buffer
void Gfx_DrawIndexedTris_T2fC4b(int verticesCount, int startVertex) {
//Platform_Log2("DRAW3: %i, %i", &verticesCount, &startVertex); Thread_Sleep(100);
sceGxmDraw(gxm_context, SCE_GXM_PRIMITIVE_TRIANGLES,
SCE_GXM_INDEX_FORMAT_U16, gfx_indices + ICOUNT(startVertex), ICOUNT(verticesCount));
}
void Gfx_ClearBuffers(GfxBuffers buffers) {
// TODO clear only some buffers
static struct GPUBuffer* clearVB;
if (!clearVB) {
clearVB = GPUBuffer_Alloc(4 * sizeof(struct VertexColoured));
}
struct VertexColoured* clear_vertices = clearVB->data;
clear_vertices[0] = (struct VertexColoured){-1.0f, -1.0f, 1.0f, clear_color };
clear_vertices[1] = (struct VertexColoured){ 1.0f, -1.0f, 1.0f, clear_color };
clear_vertices[2] = (struct VertexColoured){ 1.0f, 1.0f, 1.0f, clear_color };
clear_vertices[3] = (struct VertexColoured){-1.0f, 1.0f, 1.0f, clear_color };
Gfx_SetAlphaTest(false);
Gfx_SetDepthTest(false);
Gfx_SetVertexFormat(VERTEX_FORMAT_COLOURED);
Gfx_LoadIdentityMatrix(MATRIX_VIEW);
Gfx_LoadIdentityMatrix(MATRIX_PROJECTION);
Gfx_BindVb(clearVB);
Gfx_DrawVb_IndexedTris(4);
Gfx_SetDepthTest(true);
}
#endif
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