Replace most of the renderqueue logic with GX command queues, details:
- Removed double buffered gpu cmdbuffer (might be added back later) - Added a global gxCmdQueue which by default is configured to run commands as they arrive (in the future it might be double buffered) - Added C3D_FrameSync for explicitly waiting for "vblank" - Repurposed C3D_FRAME_SYNCDRAW to perform C3D_FrameSync - Added C3D_FrameSplit for splitting/submitting the gpu cmdlist in the middle of a renderqueue frame - C3D_RenderTargetSetClear is still supported, however it's unofficially deprecated (it's performed after drawing/transferring instead of before drawing, which is pretty counter-intuitive) - C3D_RenderTargetSetOutput is explicitly NOT deprecated since it's necessary to avoid screen tearing when transferring to the screen framebuffers (this stems from a Nintendo design flaw where screen swap processing is done immediately after GX transfers finish)
This commit is contained in:
parent
9f8f5e320a
commit
2fc57e99b9
@ -5,30 +5,33 @@ typedef struct C3D_RenderTarget_tag C3D_RenderTarget;
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struct C3D_RenderTarget_tag
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{
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C3D_RenderTarget *next, *prev, *link, *frame[2];
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C3D_RenderTarget *next, *prev;
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C3D_FrameBuf frameBuf;
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u32 transferFlags;
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u32 clearColor, clearDepth;
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C3D_ClearBits clearBits;
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bool used;
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bool ownsColor, ownsDepth;
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bool drawOk, transferOk;
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bool linked;
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gfxScreen_t screen;
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gfx3dSide_t side;
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C3D_ClearBits clearBits;
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u32 transferFlags;
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u32 clearColor, clearDepth;
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};
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// Flags for C3D_FrameBegin
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enum
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{
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C3D_FRAME_SYNCDRAW = BIT(0), // Do not render the frame until the previous has finished rendering
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C3D_FRAME_NONBLOCK = BIT(1), // Return false instead of waiting for the GPU to finish rendering
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C3D_FRAME_SYNCDRAW = BIT(0), // Perform C3D_FrameSync before checking the GPU status
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C3D_FRAME_NONBLOCK = BIT(1), // Return false instead of waiting if the GPU is busy
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};
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float C3D_FrameRate(float fps);
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void C3D_FrameSync(void);
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bool C3D_FrameBegin(u8 flags);
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bool C3D_FrameDrawOn(C3D_RenderTarget* target);
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void C3D_FrameSplit(u8 flags);
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void C3D_FrameEnd(u8 flags);
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float C3D_GetDrawingTime(void);
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@ -1,4 +1,5 @@
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#include "internal.h"
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#include <stdlib.h>
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#include <c3d/base.h>
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#include <c3d/effect.h>
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#include <c3d/uniforms.h>
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@ -76,12 +77,24 @@ bool C3D_Init(size_t cmdBufSize)
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if (ctx->flags & C3DiF_Active)
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return false;
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ctx->cmdBufSize = cmdBufSize/8; // Half of the size of the cmdbuf, in words
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cmdBufSize = (cmdBufSize + 0xF) &~ 0xF; // 0x10-byte align
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ctx->cmdBufSize = cmdBufSize/4;
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ctx->cmdBuf = (u32*)linearAlloc(cmdBufSize);
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ctx->cmdBufUsage = 0;
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if (!ctx->cmdBuf) return false;
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if (!ctx->cmdBuf)
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return false;
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ctx->gxQueue.maxEntries = 32;
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ctx->gxQueue.entries = (gxCmdEntry_s*)malloc(ctx->gxQueue.maxEntries*sizeof(gxCmdEntry_s));
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if (!ctx->gxQueue.entries)
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{
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linearFree(ctx->cmdBuf);
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return false;
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}
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GPUCMD_SetBuffer(ctx->cmdBuf, ctx->cmdBufSize, 0);
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GX_BindQueue(&ctx->gxQueue);
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gxCmdQueueRun(&ctx->gxQueue);
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ctx->flags = C3DiF_Active | C3DiF_TexEnvBuf | C3DiF_TexEnvAll | C3DiF_Effect | C3DiF_TexStatus | C3DiF_TexAll;
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@ -270,10 +283,13 @@ void C3Di_UpdateContext(void)
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C3D_UpdateUniforms(GPU_GEOMETRY_SHADER);
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}
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void C3Di_FinalizeFrame(u32** pBuf, u32* pSize)
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bool C3Di_SplitFrame(u32** pBuf, u32* pSize)
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{
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C3D_Context* ctx = C3Di_GetContext();
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if (!gpuCmdBufOffset)
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return false; // Nothing was drawn
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if (ctx->flags & C3DiF_DrawUsed)
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{
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ctx->flags &= ~C3DiF_DrawUsed;
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@ -282,32 +298,29 @@ void C3Di_FinalizeFrame(u32** pBuf, u32* pSize)
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GPUCMD_AddWrite(GPUREG_EARLYDEPTH_CLEAR, 1);
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}
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GPUCMD_Finalize();
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GPUCMD_GetBuffer(pBuf, NULL, pSize);
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ctx->cmdBufUsage = (float)(*pSize) / ctx->cmdBufSize;
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*pSize *= 4;
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ctx->flags ^= C3DiF_CmdBuffer;
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u32* buf = ctx->cmdBuf;
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if (ctx->flags & C3DiF_CmdBuffer)
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buf += ctx->cmdBufSize;
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GPUCMD_SetBuffer(buf, ctx->cmdBufSize, 0);
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GPUCMD_Split(pBuf, pSize);
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u32 totalCmdBufSize = *pBuf + *pSize - ctx->cmdBuf;
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ctx->cmdBufUsage = (float)totalCmdBufSize / ctx->cmdBufSize;
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return true;
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}
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void C3D_FlushAsync(void)
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{
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if (!(C3Di_GetContext()->flags & C3DiF_Active))
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C3D_Context* ctx = C3Di_GetContext();
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if (!(ctx->flags & C3DiF_Active))
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return;
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u32* cmdBuf;
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u32 cmdBufSize;
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C3Di_FinalizeFrame(&cmdBuf, &cmdBufSize);
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C3Di_SplitFrame(&cmdBuf, &cmdBufSize);
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GPUCMD_SetBuffer(ctx->cmdBuf, ctx->cmdBufSize, 0);
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//take advantage of GX_FlushCacheRegions to flush gsp heap
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extern u32 __ctru_linear_heap;
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extern u32 __ctru_linear_heap_size;
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GX_FlushCacheRegions(cmdBuf, cmdBufSize, (u32 *) __ctru_linear_heap, __ctru_linear_heap_size, NULL, 0);
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GX_ProcessCommandList(cmdBuf, cmdBufSize, 0x0);
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GX_FlushCacheRegions(cmdBuf, cmdBufSize*4, (u32 *) __ctru_linear_heap, __ctru_linear_heap_size, NULL, 0);
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GX_ProcessCommandList(cmdBuf, cmdBufSize*4, 0x0);
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}
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float C3D_GetCmdBufUsage(void)
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@ -324,6 +337,10 @@ void C3D_Fini(void)
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C3Di_RenderQueueExit();
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aptUnhook(&hookCookie);
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gxCmdQueueStop(&ctx->gxQueue);
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gxCmdQueueWait(&ctx->gxQueue, -1);
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GX_BindQueue(NULL);
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free(ctx->gxQueue.entries);
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linearFree(ctx->cmdBuf);
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ctx->flags = 0;
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}
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@ -27,6 +27,7 @@ typedef struct
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typedef struct
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{
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gxCmdQueue_s gxQueue;
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u32* cmdBuf;
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size_t cmdBufSize;
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float cmdBufUsage;
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@ -73,7 +74,6 @@ enum
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C3DiF_LightEnv = BIT(10),
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C3DiF_VshCode = BIT(11),
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C3DiF_GshCode = BIT(12),
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C3DiF_CmdBuffer = BIT(13),
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C3DiF_TexStatus = BIT(14),
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C3DiF_ProcTex = BIT(15),
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C3DiF_ProcTexColorLut = BIT(16),
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@ -116,4 +116,4 @@ void C3Di_DirtyUniforms(GPU_SHADER_TYPE type);
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void C3Di_LoadShaderUniforms(shaderInstance_s* si);
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void C3Di_ClearShaderUniforms(GPU_SHADER_TYPE type);
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void C3Di_FinalizeFrame(u32** pBuf, u32* pSize);
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bool C3Di_SplitFrame(u32** pBuf, u32* pSize);
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@ -3,88 +3,24 @@
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#include <c3d/renderqueue.h>
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#include <stdlib.h>
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static const u8 colorFmtSizes[] = {2,1,0,0,0};
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static const u8 depthFmtSizes[] = {0,0,1,2};
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static C3D_RenderTarget *firstTarget, *lastTarget;
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static C3D_RenderTarget *linkedTarget[3];
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static C3D_RenderTarget *transferQueue, *clearQueue;
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static TickCounter gpuTime, cpuTime;
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static struct
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{
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C3D_RenderTarget* targetList;
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u32* cmdBuf;
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u32 cmdBufSize;
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u8 flags;
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} queuedFrame[2];
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static u8 queueSwap, queuedCount, queuedState;
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#define STAGE_HAS_TRANSFER(n) BIT(0+(n))
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#define STAGE_HAS_ANY_TRANSFER (7<<0)
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#define STAGE_NEED_TRANSFER(n) BIT(3+(n))
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#define STAGE_NEED_TOP_TRANSFER (STAGE_NEED_TRANSFER(0)|STAGE_NEED_TRANSFER(1))
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#define STAGE_NEED_BOT_TRANSFER STAGE_NEED_TRANSFER(2)
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#define STAGE_WAIT_TRANSFER BIT(6)
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static bool initialized;
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static bool inFrame, inSafeTransfer, inSafeClear;
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static bool inFrame, inSafeTransfer, measureGpuTime;
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static u8 frameStage;
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static float framerate = 60.0f;
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static float framerateCounter[2] = { 60.0f, 60.0f };
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static void onRenderFinish(void* unused);
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static void onTransferFinish(void* unused);
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static void onClearDone(void* unused);
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static void performDraw(void)
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{
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gspSetEventCallback(GSPGPU_EVENT_P3D, onRenderFinish, NULL, true);
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GX_ProcessCommandList(queuedFrame[queueSwap].cmdBuf, queuedFrame[queueSwap].cmdBufSize, queuedFrame[queueSwap].flags);
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osTickCounterStart(&gpuTime);
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}
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static void performTransfer(void)
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{
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if (inSafeTransfer) return; // Let the safe transfer finish handler retry this
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C3D_FrameBuf* frameBuf = &transferQueue->frameBuf;
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u32* outputFrameBuf = (u32*)gfxGetFramebuffer(transferQueue->screen, transferQueue->side, NULL, NULL);
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if (transferQueue->side == GFX_LEFT)
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gfxConfigScreen(transferQueue->screen, false);
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u32 dim = GX_BUFFER_DIM((u32)frameBuf->width, (u32)frameBuf->height);
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gspSetEventCallback(GSPGPU_EVENT_PPF, onTransferFinish, NULL, true);
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GX_DisplayTransfer((u32*)frameBuf->colorBuf, dim, outputFrameBuf, dim, transferQueue->transferFlags);
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}
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static void performClear(void)
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{
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if (inSafeClear) return; // Let the safe clear finish handler retry this
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C3D_RenderTarget* target = clearQueue;
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while (target && !target->clearBits)
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{
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target->drawOk = true;
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target = target->link;
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clearQueue = target;
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}
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if (!target) return;
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C3D_FrameBuf* frameBuf = &target->frameBuf;
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u32 size = (u32)frameBuf->width * frameBuf->height;
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u32 cfs = colorFmtSizes[frameBuf->colorFmt];
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u32 dfs = depthFmtSizes[frameBuf->depthFmt];
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void* colorBufEnd = (u8*)frameBuf->colorBuf + size*(2+cfs);
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void* depthBufEnd = (u8*)frameBuf->depthBuf + size*(2+dfs);
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gspSetEventCallback(GSPGPU_EVENT_PSC0, onClearDone, NULL, true);
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if (target->clearBits & C3D_CLEAR_COLOR)
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{
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if (target->clearBits & C3D_CLEAR_DEPTH)
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GX_MemoryFill(
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(u32*)frameBuf->colorBuf, target->clearColor, (u32*)colorBufEnd, BIT(0) | (cfs << 8),
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(u32*)frameBuf->depthBuf, target->clearDepth, (u32*)depthBufEnd, BIT(0) | (dfs << 8));
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else
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GX_MemoryFill(
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(u32*)frameBuf->colorBuf, target->clearColor, (u32*)colorBufEnd, BIT(0) | (cfs << 8),
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NULL, 0, NULL, 0);
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} else
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GX_MemoryFill(
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(u32*)frameBuf->depthBuf, target->clearDepth, (u32*)depthBufEnd, BIT(0) | (dfs << 8),
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NULL, 0, NULL, 0);
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}
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static u32 frameCounter[2];
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static bool framerateLimit(int id)
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{
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@ -97,158 +33,123 @@ static bool framerateLimit(int id)
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return false;
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}
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static void updateFrameQueue(void)
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static void C3Di_TargetTransfer(C3D_RenderTarget* target, gfxScreen_t screen, gfx3dSide_t side)
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{
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C3D_RenderTarget* a;
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if (queuedState>0) return; // Still rendering
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// Check that all targets are OK to be drawn on
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for (a = queuedFrame[queueSwap].targetList; a; a = a->frame[queueSwap])
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if (!a->drawOk)
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return; // Nope, we can't start rendering yet
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// Start rendering the frame
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queuedState=1;
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for (a = queuedFrame[queueSwap].targetList; a; a = a->frame[queueSwap])
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a->drawOk = false;
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performDraw();
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}
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static void transferTarget(C3D_RenderTarget* target)
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{
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C3D_RenderTarget* a;
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target->transferOk = false;
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target->link = NULL;
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if (!transferQueue)
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{
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transferQueue = target;
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performTransfer();
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return;
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}
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for (a = transferQueue; a->link; a = a->link);
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a->link = target;
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}
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static void clearTarget(C3D_RenderTarget* target)
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{
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C3D_RenderTarget* a;
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target->link = NULL;
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if (!clearQueue)
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{
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clearQueue = target;
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performClear();
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return;
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}
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for (a = clearQueue; a->link; a = a->link);
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a->link = target;
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C3D_FrameBufTransfer(&target->frameBuf, screen, side, target->transferFlags);
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if (target->clearBits)
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C3D_FrameBufClear(&target->frameBuf, target->clearBits, target->clearColor, target->clearDepth);
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}
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static void onVBlank0(C3D_UNUSED void* unused)
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{
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if (!linkedTarget[0] || !framerateLimit(0)) return;
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gxCmdQueue_s* queue = &C3Di_GetContext()->gxQueue;
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if (frameStage & STAGE_NEED_TOP_TRANSFER)
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{
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gxCmdQueueStop(queue);
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C3D_RenderTarget *left = linkedTarget[0], *right = linkedTarget[1];
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if (left && !(frameStage&STAGE_NEED_TRANSFER(0)))
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left = NULL;
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if (right && !(frameStage&STAGE_NEED_TRANSFER(1)))
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right = NULL;
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if (gfxIs3D() && !right)
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right = left;
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if (gfxIs3D())
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frameStage &= ~STAGE_NEED_TOP_TRANSFER;
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if (left || right)
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{
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if (linkedTarget[1] && linkedTarget[1]->transferOk)
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transferTarget(linkedTarget[1]);
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else if (linkedTarget[0]->transferOk)
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{
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// Use a temporary copy of the left framebuffer to fill in the missing right image.
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static C3D_RenderTarget temp;
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memcpy(&temp, linkedTarget[0], sizeof(temp));
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temp.side = GFX_RIGHT;
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temp.clearBits = false;
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transferTarget(&temp);
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frameStage |= STAGE_WAIT_TRANSFER;
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if (left)
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C3Di_TargetTransfer(left, GFX_TOP, GFX_LEFT);
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if (right)
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C3Di_TargetTransfer(right, GFX_TOP, GFX_RIGHT);
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gfxConfigScreen(GFX_TOP, false);
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}
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gxCmdQueueRun(queue);
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}
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if (linkedTarget[0]->transferOk)
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transferTarget(linkedTarget[0]);
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if (framerateLimit(0))
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frameCounter[0]++;
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}
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static void onVBlank1(C3D_UNUSED void* unused)
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{
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if (linkedTarget[2] && framerateLimit(1) && linkedTarget[2]->transferOk)
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transferTarget(linkedTarget[2]);
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gxCmdQueue_s* queue = &C3Di_GetContext()->gxQueue;
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if (frameStage & STAGE_NEED_BOT_TRANSFER)
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{
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gxCmdQueueStop(queue);
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frameStage &= ~STAGE_NEED_BOT_TRANSFER;
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C3D_RenderTarget* target = linkedTarget[2];
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if (target)
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{
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frameStage |= STAGE_WAIT_TRANSFER;
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C3Di_TargetTransfer(target, GFX_BOTTOM, GFX_LEFT);
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gfxConfigScreen(GFX_BOTTOM, false);
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}
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gxCmdQueueRun(queue);
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}
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if (framerateLimit(1))
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frameCounter[1]++;
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}
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void onRenderFinish(C3D_UNUSED void* unused)
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static void onQueueFinish(gxCmdQueue_s* queue)
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{
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if (measureGpuTime)
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{
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C3D_RenderTarget *a, *next;
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osTickCounterUpdate(&gpuTime);
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// The following check should never trigger
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if (queuedState!=1) svcBreak(USERBREAK_PANIC);
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for (a = queuedFrame[queueSwap].targetList; a; a = next)
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{
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next = a->frame[queueSwap];
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a->frame[queueSwap] = NULL;
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if (a->linked)
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a->transferOk = true;
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else if (a->clearBits)
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clearTarget(a);
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else
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a->drawOk = true;
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measureGpuTime = false;
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}
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// Consume the frame that has been just rendered
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memset(&queuedFrame[queueSwap], 0, sizeof(queuedFrame[queueSwap]));
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queueSwap ^= 1;
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queuedCount--;
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queuedState = 0;
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// Update the frame queue if there are still frames to render
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if (queuedCount>0)
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updateFrameQueue();
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}
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void onTransferFinish(C3D_UNUSED void* unused)
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{
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C3D_RenderTarget* target = transferQueue;
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if (inSafeTransfer)
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{
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inSafeTransfer = false;
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// Try again if there are queued transfers
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if (target)
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performTransfer();
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return;
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||||
if (inFrame)
|
||||
{
|
||||
gxCmdQueueStop(queue);
|
||||
gxCmdQueueClear(queue);
|
||||
}
|
||||
transferQueue = target->link;
|
||||
if (target->clearBits)
|
||||
clearTarget(target);
|
||||
}
|
||||
else if (frameStage & STAGE_WAIT_TRANSFER)
|
||||
frameStage &= ~STAGE_WAIT_TRANSFER;
|
||||
else
|
||||
target->drawOk = true;
|
||||
if (transferQueue)
|
||||
performTransfer();
|
||||
if (target->drawOk && queuedCount>0 && queuedState==0)
|
||||
updateFrameQueue();
|
||||
{
|
||||
u8 needs = frameStage & STAGE_HAS_ANY_TRANSFER;
|
||||
frameStage = (frameStage&~STAGE_HAS_ANY_TRANSFER) | (needs<<3);
|
||||
}
|
||||
}
|
||||
|
||||
void onClearDone(C3D_UNUSED void* unused)
|
||||
void C3D_FrameSync(void)
|
||||
{
|
||||
C3D_RenderTarget* target = clearQueue;
|
||||
if (inSafeClear)
|
||||
u32 cur[2];
|
||||
u32 start[2] = { frameCounter[0], frameCounter[1] };
|
||||
do
|
||||
{
|
||||
inSafeClear = false;
|
||||
// Try again if there are queued clears
|
||||
if (target)
|
||||
performClear();
|
||||
return;
|
||||
gspWaitForAnyEvent();
|
||||
cur[0] = frameCounter[0];
|
||||
cur[1] = frameCounter[1];
|
||||
} while (cur[0]==start[0] || cur[1]==start[1]);
|
||||
}
|
||||
clearQueue = target->link;
|
||||
target->drawOk = true;
|
||||
if (clearQueue)
|
||||
performClear();
|
||||
if (queuedCount>0 && queuedState==0)
|
||||
updateFrameQueue();
|
||||
|
||||
static bool C3Di_WaitAndClearQueue(s64 timeout)
|
||||
{
|
||||
gxCmdQueue_s* queue = &C3Di_GetContext()->gxQueue;
|
||||
if (!gxCmdQueueWait(queue, timeout))
|
||||
return false;
|
||||
if (timeout==0 && frameStage)
|
||||
return false;
|
||||
while (frameStage)
|
||||
gspWaitForAnyEvent();
|
||||
gxCmdQueueStop(queue);
|
||||
gxCmdQueueClear(queue);
|
||||
return true;
|
||||
}
|
||||
|
||||
static void C3Di_RenderQueueInit(void)
|
||||
{
|
||||
gspSetEventCallback(GSPGPU_EVENT_VBlank0, onVBlank0, NULL, false);
|
||||
gspSetEventCallback(GSPGPU_EVENT_VBlank1, onVBlank1, NULL, false);
|
||||
gxCmdQueueSetCallback(&C3Di_GetContext()->gxQueue, onQueueFinish, NULL);
|
||||
}
|
||||
|
||||
static void C3Di_RenderTargetDestroy(C3D_RenderTarget* target);
|
||||
|
||||
void C3Di_RenderQueueExit(void)
|
||||
{
|
||||
int i;
|
||||
@ -257,22 +158,20 @@ void C3Di_RenderQueueExit(void)
|
||||
if (!initialized)
|
||||
return;
|
||||
|
||||
C3Di_WaitAndClearQueue(-1);
|
||||
for (a = firstTarget; a; a = next)
|
||||
{
|
||||
next = a->next;
|
||||
C3D_RenderTargetDelete(a);
|
||||
C3Di_RenderTargetDestroy(a);
|
||||
}
|
||||
|
||||
gspSetEventCallback(GSPGPU_EVENT_VBlank0, NULL, NULL, false);
|
||||
gspSetEventCallback(GSPGPU_EVENT_VBlank1, NULL, NULL, false);
|
||||
gxCmdQueueSetCallback(&C3Di_GetContext()->gxQueue, NULL, NULL);
|
||||
|
||||
for (i = 0; i < 3; i ++)
|
||||
linkedTarget[i] = NULL;
|
||||
|
||||
memset(queuedFrame, 0, sizeof(queuedFrame));
|
||||
queueSwap = 0;
|
||||
queuedCount = 0;
|
||||
queuedState = 0;
|
||||
initialized = false;
|
||||
}
|
||||
|
||||
@ -280,8 +179,7 @@ void C3Di_RenderQueueWaitDone(void)
|
||||
{
|
||||
if (!initialized)
|
||||
return;
|
||||
while (queuedCount || transferQueue || clearQueue)
|
||||
gspWaitForAnyEvent();
|
||||
C3Di_WaitAndClearQueue(-1);
|
||||
}
|
||||
|
||||
static bool checkRenderQueueInit(void)
|
||||
@ -315,15 +213,12 @@ float C3D_FrameRate(float fps)
|
||||
bool C3D_FrameBegin(u8 flags)
|
||||
{
|
||||
if (inFrame) return false;
|
||||
int maxCount = (flags & C3D_FRAME_SYNCDRAW) ? 1 : 2;
|
||||
while (queuedCount >= maxCount)
|
||||
{
|
||||
if (flags & C3D_FRAME_NONBLOCK)
|
||||
if (flags & C3D_FRAME_SYNCDRAW)
|
||||
C3D_FrameSync();
|
||||
if (!C3Di_WaitAndClearQueue((flags & C3D_FRAME_NONBLOCK) ? 0 : -1))
|
||||
return false;
|
||||
gspWaitForP3D();
|
||||
}
|
||||
osTickCounterStart(&cpuTime);
|
||||
inFrame = true;
|
||||
osTickCounterStart(&cpuTime);
|
||||
return true;
|
||||
}
|
||||
|
||||
@ -331,50 +226,59 @@ bool C3D_FrameDrawOn(C3D_RenderTarget* target)
|
||||
{
|
||||
if (!inFrame) return false;
|
||||
|
||||
// Queue the target in the frame if it hasn't already been.
|
||||
int pos = queueSwap^queuedCount;
|
||||
if (!target->frame[pos])
|
||||
{
|
||||
if (!queuedFrame[pos].targetList)
|
||||
queuedFrame[pos].targetList = target;
|
||||
else
|
||||
{
|
||||
C3D_RenderTarget* a;
|
||||
for (a = queuedFrame[pos].targetList; a->frame[pos]; a = a->frame[pos]);
|
||||
a->frame[pos] = target;
|
||||
}
|
||||
}
|
||||
|
||||
target->used = true;
|
||||
C3D_SetFrameBuf(&target->frameBuf);
|
||||
C3D_SetViewport(0, 0, target->frameBuf.width, target->frameBuf.height);
|
||||
return true;
|
||||
}
|
||||
|
||||
void C3D_FrameSplit(u8 flags)
|
||||
{
|
||||
u32 *cmdBuf, cmdBufSize;
|
||||
if (!inFrame) return;
|
||||
if (C3Di_SplitFrame(&cmdBuf, &cmdBufSize))
|
||||
GX_ProcessCommandList(cmdBuf, cmdBufSize*4, flags);
|
||||
}
|
||||
|
||||
void C3D_FrameEnd(u8 flags)
|
||||
{
|
||||
if (!inFrame) return;
|
||||
C3D_Context* ctx = C3Di_GetContext();
|
||||
|
||||
C3D_FrameSplit(flags);
|
||||
inFrame = false;
|
||||
osTickCounterUpdate(&cpuTime);
|
||||
|
||||
int pos = queueSwap^queuedCount;
|
||||
if (!queuedFrame[pos].targetList) return;
|
||||
|
||||
// Add the frame to the queue
|
||||
queuedCount++;
|
||||
C3Di_FinalizeFrame(&queuedFrame[pos].cmdBuf, &queuedFrame[pos].cmdBufSize);
|
||||
queuedFrame[pos].flags = flags;
|
||||
|
||||
// Flush the entire linear memory if the user did not explicitly mandate to flush the command list
|
||||
if (!(flags & GX_CMDLIST_FLUSH))
|
||||
{
|
||||
// Take advantage of GX_FlushCacheRegions to flush gsp heap
|
||||
extern u32 __ctru_linear_heap;
|
||||
extern u32 __ctru_linear_heap_size;
|
||||
GX_FlushCacheRegions(queuedFrame[queueSwap].cmdBuf, queuedFrame[queueSwap].cmdBufSize, (u32 *) __ctru_linear_heap, __ctru_linear_heap_size, NULL, 0);
|
||||
GSPGPU_FlushDataCache((void*)__ctru_linear_heap, __ctru_linear_heap_size);
|
||||
}
|
||||
|
||||
// Update the frame queue
|
||||
updateFrameQueue();
|
||||
int i;
|
||||
C3D_RenderTarget* target;
|
||||
for (i = 2; i >= 0; i --)
|
||||
{
|
||||
target = linkedTarget[i];
|
||||
if (!target || !target->used)
|
||||
continue;
|
||||
target->used = false;
|
||||
frameStage |= STAGE_HAS_TRANSFER(i);
|
||||
}
|
||||
|
||||
for (target = firstTarget; target; target = target->next)
|
||||
{
|
||||
if (!target->used || !target->clearBits)
|
||||
continue;
|
||||
target->used = false;
|
||||
C3D_FrameBufClear(&target->frameBuf, target->clearBits, target->clearColor, target->clearDepth);
|
||||
}
|
||||
|
||||
GPUCMD_SetBuffer(ctx->cmdBuf, ctx->cmdBufSize, 0);
|
||||
measureGpuTime = true;
|
||||
osTickCounterStart(&gpuTime);
|
||||
gxCmdQueueRun(&ctx->gxQueue);
|
||||
}
|
||||
|
||||
float C3D_GetDrawingTime(void)
|
||||
@ -397,7 +301,6 @@ static C3D_RenderTarget* C3Di_RenderTargetNew(void)
|
||||
|
||||
static void C3Di_RenderTargetFinishInit(C3D_RenderTarget* target)
|
||||
{
|
||||
target->drawOk = true;
|
||||
target->prev = lastTarget;
|
||||
target->next = NULL;
|
||||
if (lastTarget)
|
||||
@ -411,15 +314,14 @@ C3D_RenderTarget* C3D_RenderTargetCreate(int width, int height, GPU_COLORBUF col
|
||||
{
|
||||
if (!checkRenderQueueInit()) goto _fail0;
|
||||
|
||||
u32 size = width*height;
|
||||
GPU_DEPTHBUF depthFmtReal = GPU_RB_DEPTH16;
|
||||
void* depthBuf = NULL;
|
||||
void* colorBuf = vramAlloc(size*(2+colorFmtSizes[colorFmt]));
|
||||
void* colorBuf = vramAlloc(C3D_CalcColorBufSize(width,height,colorFmt));
|
||||
if (!colorBuf) goto _fail0;
|
||||
if (C3D_DEPTHTYPE_OK(depthFmt))
|
||||
{
|
||||
depthFmtReal = C3D_DEPTHTYPE_VAL(depthFmt);
|
||||
depthBuf = vramAlloc(size*(2+depthFmtSizes[depthFmtReal]));
|
||||
depthBuf = vramAlloc(C3D_CalcDepthBufSize(width,height,depthFmtReal));
|
||||
if (!depthBuf) goto _fail1;
|
||||
}
|
||||
|
||||
@ -459,8 +361,7 @@ C3D_RenderTarget* C3D_RenderTargetCreateFromTex(C3D_Tex* tex, GPU_TEXFACE face,
|
||||
if (C3D_DEPTHTYPE_OK(depthFmt))
|
||||
{
|
||||
GPU_DEPTHBUF depthFmtReal = C3D_DEPTHTYPE_VAL(depthFmt);
|
||||
u32 size = (u32)fb->width*fb->height;
|
||||
void* depthBuf = vramAlloc(size*(2+depthFmtSizes[depthFmtReal]));
|
||||
void* depthBuf = vramAlloc(C3D_CalcDepthBufSize(fb->width,fb->height,depthFmtReal));
|
||||
if (!depthBuf)
|
||||
{
|
||||
free(target);
|
||||
@ -475,13 +376,8 @@ C3D_RenderTarget* C3D_RenderTargetCreateFromTex(C3D_Tex* tex, GPU_TEXFACE face,
|
||||
return target;
|
||||
}
|
||||
|
||||
void C3D_RenderTargetDelete(C3D_RenderTarget* target)
|
||||
void C3Di_RenderTargetDestroy(C3D_RenderTarget* target)
|
||||
{
|
||||
target->clearBits = 0;
|
||||
target->linked = false;
|
||||
while (!target->drawOk)
|
||||
gspWaitForAnyEvent();
|
||||
|
||||
if (target->ownsColor)
|
||||
vramFree(target->frameBuf.colorBuf);
|
||||
if (target->ownsDepth)
|
||||
@ -494,6 +390,14 @@ void C3D_RenderTargetDelete(C3D_RenderTarget* target)
|
||||
free(target);
|
||||
}
|
||||
|
||||
void C3D_RenderTargetDelete(C3D_RenderTarget* target)
|
||||
{
|
||||
if (inFrame)
|
||||
svcBreak(USERBREAK_PANIC); // Shouldn't happen.
|
||||
C3Di_WaitAndClearQueue(-1);
|
||||
C3Di_RenderTargetDestroy(target);
|
||||
}
|
||||
|
||||
void C3D_RenderTargetSetClear(C3D_RenderTarget* target, C3D_ClearBits clearBits, u32 clearColor, u32 clearDepth)
|
||||
{
|
||||
if (!target->frameBuf.colorBuf) clearBits &= ~C3D_CLEAR_COLOR;
|
||||
@ -504,11 +408,8 @@ void C3D_RenderTargetSetClear(C3D_RenderTarget* target, C3D_ClearBits clearBits,
|
||||
target->clearColor = clearColor;
|
||||
target->clearDepth = clearDepth;
|
||||
|
||||
if (clearBits &~ oldClearBits && target->drawOk)
|
||||
{
|
||||
target->drawOk = false;
|
||||
clearTarget(target);
|
||||
}
|
||||
if (clearBits &~ oldClearBits)
|
||||
C3D_FrameBufClear(&target->frameBuf, clearBits, clearColor, clearDepth);
|
||||
}
|
||||
|
||||
void C3D_RenderTargetSetOutput(C3D_RenderTarget* target, gfxScreen_t screen, gfx3dSide_t side, u32 transferFlags)
|
||||
@ -527,27 +428,24 @@ void C3D_RenderTargetSetOutput(C3D_RenderTarget* target, gfxScreen_t screen, gfx
|
||||
|
||||
void C3D_SafeDisplayTransfer(u32* inadr, u32 indim, u32* outadr, u32 outdim, u32 flags)
|
||||
{
|
||||
while (transferQueue || inSafeTransfer)
|
||||
gspWaitForPPF();
|
||||
C3Di_WaitAndClearQueue(-1);
|
||||
inSafeTransfer = true;
|
||||
gspSetEventCallback(GSPGPU_EVENT_PPF, onTransferFinish, NULL, true);
|
||||
GX_DisplayTransfer(inadr, indim, outadr, outdim, flags);
|
||||
gxCmdQueueRun(&C3Di_GetContext()->gxQueue);
|
||||
}
|
||||
|
||||
void C3D_SafeTextureCopy(u32* inadr, u32 indim, u32* outadr, u32 outdim, u32 size, u32 flags)
|
||||
{
|
||||
while (transferQueue || inSafeTransfer)
|
||||
gspWaitForPPF();
|
||||
C3Di_WaitAndClearQueue(-1);
|
||||
inSafeTransfer = true;
|
||||
gspSetEventCallback(GSPGPU_EVENT_PPF, onTransferFinish, NULL, true);
|
||||
GX_TextureCopy(inadr, indim, outadr, outdim, size, flags);
|
||||
gxCmdQueueRun(&C3Di_GetContext()->gxQueue);
|
||||
}
|
||||
|
||||
void C3D_SafeMemoryFill(u32* buf0a, u32 buf0v, u32* buf0e, u16 control0, u32* buf1a, u32 buf1v, u32* buf1e, u16 control1)
|
||||
{
|
||||
while (clearQueue || inSafeClear)
|
||||
gspWaitForAnyEvent();
|
||||
inSafeClear = true;
|
||||
gspSetEventCallback(buf0a ? GSPGPU_EVENT_PSC0 : GSPGPU_EVENT_PSC1, onClearDone, NULL, true);
|
||||
C3Di_WaitAndClearQueue(-1);
|
||||
inSafeTransfer = true;
|
||||
GX_MemoryFill(buf0a, buf0v, buf0e, control0, buf1a, buf1v, buf1e, control1);
|
||||
gxCmdQueueRun(&C3Di_GetContext()->gxQueue);
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user