Add Render Buffer API + Viewport/Scissor + Update Example

This commit is contained in:
fincs 2015-03-07 23:41:32 +01:00
parent 87d4751a87
commit 153f01e741
7 changed files with 225 additions and 31 deletions

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@ -21,8 +21,9 @@
#define TOPSCR_COPYFLAG 0x01001000 #define TOPSCR_COPYFLAG 0x01001000
#endif #endif
u32* gpuDepthBuf; #define CLEAR_COLOR 0x80FF80FF
u32* gpuColorBuf;
C3D_RenderBuf rbTop, rbBot;
static DVLB_s *pVsh, *pGsh; static DVLB_s *pVsh, *pGsh;
static shaderProgram_s shader; static shaderProgram_s shader;
@ -49,23 +50,14 @@ static const vertex_t vertices[] =
{{-0.5f, +0.5f, -4.0f}, {0.0f, 1.0f}, {1.0f, 0.0f, 0.0f}}, {{-0.5f, +0.5f, -4.0f}, {0.0f, 1.0f}, {1.0f, 0.0f, 0.0f}},
}; };
//#define BG_COLOR 0x68B0D8FF
#define BG_COLOR 0x80FF80FF
#define FOVY (2.0f/15) #define FOVY (2.0f/15)
static inline void clearGpuBuffers(u32 color)
{
GX_SetMemoryFill(NULL, gpuColorBuf, color, gpuColorBuf+0x2EE00, 0x201, gpuDepthBuf, 0x00000000, gpuDepthBuf+0x2EE00, 0x201);
gspWaitForPSC0();
}
static C3D_VBO myVbo; static C3D_VBO myVbo;
static C3D_Tex myTex; static C3D_Tex myTex;
static void drawScene(float trX, float trY) static void drawScene(float trX, float trY)
{ {
GPU_SetViewport((u32*)osConvertVirtToPhys((u32)gpuDepthBuf), (u32*)osConvertVirtToPhys((u32)gpuColorBuf), 0, 0, TOPSCR_WIDTH, 400); C3D_RenderBufBind(&rbTop);
C3D_TexBind(0, &myTex); C3D_TexBind(0, &myTex);
@ -88,7 +80,7 @@ static void drawScene(float trX, float trY)
static void drawSceneBottom(float trX, float trY) static void drawSceneBottom(float trX, float trY)
{ {
GPU_SetViewport((u32*)osConvertVirtToPhys((u32)gpuDepthBuf), (u32*)osConvertVirtToPhys((u32)gpuColorBuf), 0, 0, 240/**2*/, 320); C3D_RenderBufBind(&rbBot);
C3D_TexBind(0, NULL); C3D_TexBind(0, NULL);
@ -119,8 +111,10 @@ int main()
printf("Testing...\n"); printf("Testing...\n");
#endif #endif
gpuDepthBuf = (u32*)vramAlloc(400*240*2*sizeof(float)); C3D_RenderBufInit(&rbTop, TOPSCR_WIDTH, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
gpuColorBuf = (u32*)vramAlloc(400*240*2*sizeof(u32)); C3D_RenderBufInit(&rbBot, 240, 320, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
rbTop.clearColor = CLEAR_COLOR;
rbBot.clearColor = CLEAR_COLOR;
C3D_Init(C3D_DEFAULT_CMDBUF_SIZE); C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
@ -154,7 +148,9 @@ int main()
C3D_VBOInit(&myVbo, sizeof(vertices)); C3D_VBOInit(&myVbo, sizeof(vertices));
C3D_VBOAddData(&myVbo, vertices, sizeof(vertices), sizeof(vertices)/sizeof(vertex_t)); C3D_VBOAddData(&myVbo, vertices, sizeof(vertices), sizeof(vertices)/sizeof(vertex_t));
clearGpuBuffers(BG_COLOR); // Clear buffers
C3D_RenderBufClear(&rbTop);
C3D_RenderBufClear(&rbBot);
float trX = 0, trY = 0; float trX = 0, trY = 0;
float zDist = 0.1f; float zDist = 0.1f;
@ -188,30 +184,22 @@ int main()
float czDist = zDist*slider/2; float czDist = zDist*slider/2;
drawScene(trX-czDist, trY); drawScene(trX-czDist, trY);
C3D_RenderBufTransfer(&rbTop, (u32*)gfxGetFramebuffer(GFX_TOP, GFX_LEFT, NULL, NULL), TOPSCR_COPYFLAG);
GX_SetDisplayTransfer(NULL, gpuColorBuf, GX_BUFFER_DIM(TOPSCR_WIDTH,400), (u32*)gfxGetFramebuffer(GFX_TOP, GFX_LEFT, NULL, NULL), GX_BUFFER_DIM(TOPSCR_WIDTH,400), TOPSCR_COPYFLAG);
gspWaitForPPF();
if (slider > 0.0f) if (slider > 0.0f)
{ {
clearGpuBuffers(BG_COLOR); C3D_RenderBufClear(&rbTop);
drawScene(trX+czDist, trY); drawScene(trX+czDist, trY);
C3D_RenderBufTransfer(&rbTop, (u32*)gfxGetFramebuffer(GFX_TOP, GFX_RIGHT, NULL, NULL), TOPSCR_COPYFLAG);
GX_SetDisplayTransfer(NULL, gpuColorBuf, GX_BUFFER_DIM(TOPSCR_WIDTH,400), (u32*)gfxGetFramebuffer(GFX_TOP, GFX_RIGHT, NULL, NULL), GX_BUFFER_DIM(TOPSCR_WIDTH,400), TOPSCR_COPYFLAG);
gspWaitForPPF();
} }
C3D_RenderBufClear(&rbTop); // In theory this could be async but meh...
#ifndef DEBUG #ifndef DEBUG
clearGpuBuffers(BG_COLOR);
drawSceneBottom(trX, trY); drawSceneBottom(trX, trY);
C3D_RenderBufTransfer(&rbBot, (u32*)gfxGetFramebuffer(GFX_BOTTOM, GFX_LEFT, NULL, NULL), 0x1000);
GX_SetDisplayTransfer(NULL, gpuColorBuf, GX_BUFFER_DIM(240,320), (u32*)gfxGetFramebuffer(GFX_BOTTOM, GFX_LEFT, NULL, NULL), GX_BUFFER_DIM(240,320), 0x1000); C3D_RenderBufClear(&rbBot); // Same here
gspWaitForPPF();
#endif #endif
clearGpuBuffers(BG_COLOR);
} }
C3D_Fini(); C3D_Fini();

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@ -7,6 +7,9 @@ bool C3D_Init(size_t cmdBufSize);
void C3D_FlushAsync(void); void C3D_FlushAsync(void);
void C3D_Fini(void); void C3D_Fini(void);
void C3D_SetViewport(u32 x, u32 y, u32 w, u32 h);
void C3D_SetScissor(GPU_SCISSORMODE mode, u32 x, u32 y, u32 w, u32 h);
void C3D_DrawArray(C3D_VBO* vbo, GPU_Primitive_t primitive); void C3D_DrawArray(C3D_VBO* vbo, GPU_Primitive_t primitive);
void C3D_DrawElements(C3D_IBO* ibo, GPU_Primitive_t primitive); void C3D_DrawElements(C3D_IBO* ibo, GPU_Primitive_t primitive);

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@ -0,0 +1,44 @@
#pragma once
#include "types.h"
typedef struct
{
void *colorBuf, *depthBuf;
u16 colorFmt, depthFmt;
u16 width, height;
u32 clearColor, clearDepth;
} C3D_RenderBuf;
enum
{
// Renderbuffer color formats
GPU_RB_RGBA8 = 0,
GPU_RB_RGB8,
GPU_RB_RGB5_A1,
GPU_RB_R5_G6_B5,
GPU_RB_RGBA4,
// Renderbuffer depth formats
GPU_RB_DEPTH16 = 0,
GPU_RB_DEPTHXX,
GPU_RB_DEPTH24,
GPU_RB_DEPTH24_STENCIL8,
};
bool C3D_RenderBufInit(C3D_RenderBuf* rb, int width, int height, int colorFmt, int depthFmt);
void C3D_RenderBufClearAsync(C3D_RenderBuf* rb);
void C3D_RenderBufTransferAsync(C3D_RenderBuf* rb, u32* frameBuf, u32 flags);
void C3D_RenderBufBind(C3D_RenderBuf* rb);
void C3D_RenderBufDelete(C3D_RenderBuf* rb);
static inline void C3D_RenderBufClear(C3D_RenderBuf* rb)
{
C3D_RenderBufClearAsync(rb);
gspWaitForPSC0();
}
static inline void C3D_RenderBufTransfer(C3D_RenderBuf* rb, u32* frameBuf, u32 flags)
{
C3D_RenderBufTransferAsync(rb, frameBuf, flags);
gspWaitForPPF();
}

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@ -21,6 +21,8 @@ extern "C" {
#include "c3d/effect.h" #include "c3d/effect.h"
#include "c3d/texture.h" #include "c3d/texture.h"
#include "c3d/renderbuffer.h"
#ifdef __cplusplus #ifdef __cplusplus
} }
#endif #endif

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@ -14,6 +14,13 @@ u32 C3Di_Float24(float f)
return (exp >= 0) ? (man | (exp << 16) | (s << 23)) : (s << 23); return (exp >= 0) ? (man | (exp << 16) | (s << 23)) : (s << 23);
} }
u32 C3Di_FloatInv24(u32 val)
{
// Too lazy to copy & paste & cleanup the libctru function
extern u32 computeInvValue(u32 val);
return computeInvValue(val);
}
static void C3Di_SetTex(GPU_TEXUNIT unit, C3D_Tex* tex) static void C3Di_SetTex(GPU_TEXUNIT unit, C3D_Tex* tex)
{ {
u32 reg[4]; u32 reg[4];
@ -81,6 +88,28 @@ bool C3D_Init(size_t cmdBufSize)
return true; return true;
} }
void C3D_SetViewport(u32 x, u32 y, u32 w, u32 h)
{
C3D_Context* ctx = C3Di_GetContext();
ctx->flags |= C3DiF_Viewport | C3DiF_Scissor;
ctx->viewport[0] = C3Di_Float24((float)w/2);
ctx->viewport[1] = C3Di_FloatInv24(w);
ctx->viewport[2] = C3Di_Float24((float)h/2);
ctx->viewport[3] = C3Di_FloatInv24(h);
ctx->viewport[4] = (y << 16) | (x & 0xFFFF);
ctx->scissor[0] = GPU_SCISSOR_DISABLE;
}
void C3D_SetScissor(GPU_SCISSORMODE mode, u32 x, u32 y, u32 w, u32 h)
{
C3D_Context* ctx = C3Di_GetContext();
ctx->flags |= C3DiF_Scissor;
ctx->scissor[0] = mode;
if (mode == GPU_SCISSOR_DISABLE) return;
ctx->scissor[1] = (y << 16) | (x & 0xFFFF);
ctx->scissor[2] = ((h-1) << 16) | ((w-1) & 0xFFFF);
}
void C3Di_UpdateContext(void) void C3Di_UpdateContext(void)
{ {
int i; int i;
@ -92,6 +121,25 @@ void C3Di_UpdateContext(void)
//GPU_FinishDrawing(); //GPU_FinishDrawing();
} }
if (ctx->flags & C3DiF_RenderBuf)
{
ctx->flags &= ~C3DiF_RenderBuf;
C3Di_RenderBufBind(ctx->rb);
}
if (ctx->flags & C3DiF_Viewport)
{
ctx->flags &= ~C3DiF_Viewport;
GPUCMD_AddIncrementalWrites(GPUREG_0041, ctx->viewport, 4);
GPUCMD_AddWrite(GPUREG_0068, ctx->viewport[4]);
}
if (ctx->flags & C3DiF_Scissor)
{
ctx->flags &= ~C3DiF_Scissor;
GPUCMD_AddIncrementalWrites(GPUREG_SCISSORTEST_MODE, ctx->scissor, 3);
}
if (ctx->flags & C3DiF_AttrBuf) if (ctx->flags & C3DiF_AttrBuf)
{ {
ctx->flags &= ~C3DiF_AttrBuf; ctx->flags &= ~C3DiF_AttrBuf;

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@ -6,6 +6,7 @@
#include <c3d/texenv.h> #include <c3d/texenv.h>
#include <c3d/effect.h> #include <c3d/effect.h>
#include <c3d/texture.h> #include <c3d/texture.h>
#include <c3d/renderbuffer.h>
typedef struct typedef struct
{ {
@ -34,6 +35,10 @@ typedef struct
C3D_Tex* tex[3]; C3D_Tex* tex[3];
C3D_TexEnv texEnv[6]; C3D_TexEnv texEnv[6];
C3D_RenderBuf* rb;
u32 viewport[5];
u32 scissor[3];
} C3D_Context; } C3D_Context;
enum enum
@ -42,6 +47,9 @@ enum
C3DiF_NeedFinishDrawing = BIT(1), C3DiF_NeedFinishDrawing = BIT(1),
C3DiF_AttrBuf = BIT(2), C3DiF_AttrBuf = BIT(2),
C3DiF_Effect = BIT(3), C3DiF_Effect = BIT(3),
C3DiF_RenderBuf = BIT(4),
C3DiF_Viewport = BIT(5),
C3DiF_Scissor = BIT(6),
#define C3DiF_Tex(n) BIT(23+(n)) #define C3DiF_Tex(n) BIT(23+(n))
C3DiF_TexAll = 7 << 23, C3DiF_TexAll = 7 << 23,
@ -56,8 +64,10 @@ static inline C3D_Context* C3Di_GetContext(void)
} }
u32 C3Di_Float24(float f); u32 C3Di_Float24(float f);
u32 C3Di_FloatInv24(u32 val);
void C3Di_UpdateContext(void); void C3Di_UpdateContext(void);
void C3Di_IBOBind(C3D_IBO* ibo); void C3Di_IBOBind(C3D_IBO* ibo);
void C3Di_AttrInfoBind(C3D_AttrInfo* info); void C3Di_AttrInfoBind(C3D_AttrInfo* info);
void C3Di_TexEnvBind(int id, C3D_TexEnv* env); void C3Di_TexEnvBind(int id, C3D_TexEnv* env);
void C3Di_EffectBind(C3D_Effect* effect); void C3Di_EffectBind(C3D_Effect* effect);
void C3Di_RenderBufBind(C3D_RenderBuf* rb);

99
source/renderbuffer.c Normal file
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@ -0,0 +1,99 @@
#include "context.h"
static const u8 colorFmtSizes[] = {2,1,0,0,0};
static const u8 depthFmtSizes[] = {0,0,1,2};
static inline u32 calcColorBufSize(u32 width, u32 height, u32 fmt)
{
return width*height*(colorFmtSizes[fmt]+2);
}
static inline u32 calcDepthBufSize(u32 width, u32 height, u32 fmt)
{
return width*height*(depthFmtSizes[fmt]+2);
}
bool C3D_RenderBufInit(C3D_RenderBuf* rb, int width, int height, int colorFmt, int depthFmt)
{
if (rb->colorBuf || rb->depthBuf) return false;
rb->colorFmt = colorFmt;
rb->depthFmt = depthFmt;
rb->width = width;
rb->height = height;
rb->clearColor = rb->clearDepth = 0;
rb->colorBuf = vramAlloc(calcColorBufSize(width, height, colorFmt));
if (!rb->colorBuf) return false;
rb->depthBuf = vramAlloc(calcDepthBufSize(width, height, depthFmt));
if (!rb->depthBuf)
{
vramFree(rb->colorBuf);
rb->colorBuf = NULL;
return false;
}
return true;
}
void C3D_RenderBufClearAsync(C3D_RenderBuf* rb)
{
u32 colorBufSize = calcColorBufSize(rb->width, rb->height, rb->colorFmt);
u32 depthBufSize = calcDepthBufSize(rb->width, rb->height, rb->depthFmt);
GX_SetMemoryFill(NULL,
(u32*)rb->colorBuf, rb->clearColor, (u32*)((u8*)rb->colorBuf+colorBufSize), BIT(0) | ((u32)colorFmtSizes[rb->colorFmt] << 8),
(u32*)rb->depthBuf, rb->clearDepth, (u32*)((u8*)rb->depthBuf+depthBufSize), BIT(0) | ((u32)colorFmtSizes[rb->depthFmt] << 8));
}
void C3D_RenderBufTransferAsync(C3D_RenderBuf* rb, u32* frameBuf, u32 flags)
{
u32 dim = GX_BUFFER_DIM((u32)rb->width, (u32)rb->height);
GX_SetDisplayTransfer(NULL, (u32*)rb->colorBuf, dim, frameBuf, dim, flags);
}
void C3D_RenderBufBind(C3D_RenderBuf* rb)
{
C3D_Context* ctx = C3Di_GetContext();
ctx->flags |= C3DiF_RenderBuf;
ctx->rb = rb;
C3D_SetViewport(0, 0, rb->width, rb->height);
}
void C3Di_RenderBufBind(C3D_RenderBuf* rb)
{
u32 param[4];
param[0] = param[1] = 1;
GPUCMD_AddIncrementalWrites(GPUREG_0110, param, 2);
param[0] = osConvertVirtToPhys((u32)rb->depthBuf) >> 3;
param[1] = osConvertVirtToPhys((u32)rb->colorBuf) >> 3;
param[2] = 0x01000000 | (((u32)(rb->height-1) & 0xFFF) << 12) | (rb->width & 0xFFF);
GPUCMD_AddIncrementalWrites(GPUREG_DEPTHBUFFER_LOC, param, 3);
GPUCMD_AddWrite(GPUREG_006E, param[2]); //?
GPUCMD_AddWrite(GPUREG_DEPTHBUFFER_FORMAT, rb->depthFmt);
GPUCMD_AddWrite(GPUREG_COLORBUFFER_FORMAT, ((u32)rb->colorFmt << 16) | colorFmtSizes[rb->colorFmt]);
GPUCMD_AddWrite(GPUREG_011B, 0x00000000); //?
// "Enable depth buffer" (?)
param[0] = param[1] = 0xF;
param[2] = param[3] = 0x2;
GPUCMD_AddIncrementalWrites(GPUREG_0112, param, 4);
}
void C3D_RenderBufDelete(C3D_RenderBuf* rb)
{
if (rb->colorBuf)
{
vramFree(rb->colorBuf);
rb->colorBuf = NULL;
}
if (rb->depthBuf)
{
vramFree(rb->depthBuf);
rb->depthBuf = NULL;
}
}