Implement render queue system
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include/c3d/renderqueue.h
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42
include/c3d/renderqueue.h
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@ -0,0 +1,42 @@
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#pragma once
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#include "renderbuffer.h"
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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_RenderBuf renderBuf;
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u32 transferFlags;
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u8 clearBits;
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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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};
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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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};
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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_FrameEnd(u8 flags);
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// Flags for C3D_RenderTargetSetClear (only C3D_CLEAR_ALL implemented atm)
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enum
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{
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C3D_CLEAR_COLOR = BIT(0),
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C3D_CLEAR_DEPTH = BIT(1),
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C3D_CLEAR_ALL = C3D_CLEAR_COLOR | C3D_CLEAR_DEPTH,
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};
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C3D_RenderTarget* C3D_RenderTargetCreate(int width, int height, int colorFmt, int depthFmt);
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void C3D_RenderTargetDelete(C3D_RenderTarget* target);
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void C3D_RenderTargetSetClear(C3D_RenderTarget* target, u32 clearBits, u32 clearColor, u32 clearDepth);
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void C3D_RenderTargetSetOutput(C3D_RenderTarget* target, gfxScreen_t screen, gfx3dSide_t side, u32 transferFlags);
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@ -23,6 +23,7 @@ extern "C" {
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#include "c3d/light.h"
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#include "c3d/renderbuffer.h"
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#include "c3d/renderqueue.h"
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#ifdef __cplusplus
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}
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@ -73,13 +73,14 @@ 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;
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ctx->cmdBuf = linearAlloc(cmdBufSize);
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ctx->cmdBufSize = cmdBufSize/8; // Half of the size of the cmdbuf, in words
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ctx->cmdBuf = (u32*)linearAlloc(cmdBufSize);
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if (!ctx->cmdBuf) return false;
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GPUCMD_SetBuffer(ctx->cmdBuf, ctx->cmdBufSize, 0);
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ctx->flags = C3DiF_Active | C3DiF_TexEnvBuf | C3DiF_TexEnvAll | C3DiF_Effect | C3DiF_TexAll;
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ctx->renderQueueExit = NULL;
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// TODO: replace with direct struct access
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C3D_DepthMap(-1.0f, 0.0f);
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@ -149,6 +150,7 @@ void C3Di_UpdateContext(void)
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{
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ctx->flags &= ~C3DiF_DrawUsed;
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GPUCMD_AddWrite(GPUREG_FRAMEBUFFER_FLUSH, 1);
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GPUCMD_AddWrite(GPUREG_EARLYDEPTH_CLEAR, 1);
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}
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C3Di_RenderBufBind(ctx->rb);
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}
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@ -251,13 +253,10 @@ void C3Di_UpdateContext(void)
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C3D_UpdateUniforms(GPU_GEOMETRY_SHADER);
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}
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void C3D_FlushAsync(void)
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void C3Di_FinalizeFrame(u32** pBuf, u32* pSize)
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{
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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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if (ctx->flags & C3DiF_DrawUsed)
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{
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ctx->flags &= ~C3DiF_DrawUsed;
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@ -267,8 +266,30 @@ void C3D_FlushAsync(void)
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}
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GPUCMD_Finalize();
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GPUCMD_FlushAndRun();
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GPUCMD_SetBuffer(ctx->cmdBuf, ctx->cmdBufSize, 0);
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GPUCMD_GetBuffer(pBuf, NULL, pSize);
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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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}
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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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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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//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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}
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void C3D_Fini(void)
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@ -278,6 +299,9 @@ void C3D_Fini(void)
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if (!(ctx->flags & C3DiF_Active))
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return;
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if (ctx->renderQueueExit)
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ctx->renderQueueExit();
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aptUnhook(&hookCookie);
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linearFree(ctx->cmdBuf);
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ctx->flags = 0;
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@ -26,7 +26,7 @@ typedef struct
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typedef struct
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{
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void* cmdBuf;
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u32* cmdBuf;
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size_t cmdBufSize;
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u32 flags;
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@ -49,6 +49,8 @@ typedef struct
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u16 fixedAttribDirty, fixedAttribEverDirty;
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C3D_FVec fixedAttribs[12];
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void (* renderQueueExit)(void);
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} C3D_Context;
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enum
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@ -66,6 +68,7 @@ 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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#define C3DiF_Tex(n) BIT(23+(n))
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C3DiF_TexAll = 7 << 23,
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@ -91,3 +94,5 @@ void C3Di_LightMtlBlend(C3D_Light* light);
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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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354
source/renderqueue.c
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354
source/renderqueue.c
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@ -0,0 +1,354 @@
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#include "context.h"
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#include <c3d/renderqueue.h>
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#include <string.h>
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#include <stdlib.h>
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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 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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static bool inFrame;
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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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}
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static void performTransfer(void)
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{
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C3D_RenderBuf* renderBuf = &transferQueue->renderBuf;
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u32* frameBuf = (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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gspSetEventCallback(GSPGPU_EVENT_PPF, onTransferFinish, NULL, true);
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C3D_RenderBufTransferAsync(renderBuf, frameBuf, transferQueue->transferFlags);
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}
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static void performClear(void)
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{
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C3D_RenderBuf* renderBuf = &clearQueue->renderBuf;
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// TODO: obey renderBuf->clearBits
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gspSetEventCallback(renderBuf->colorBuf.data ? GSPGPU_EVENT_PSC0 : GSPGPU_EVENT_PSC1, onClearDone, NULL, true);
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C3D_RenderBufClearAsync(renderBuf);
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}
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static void updateFrameQueue(void)
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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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}
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static void onVBlank0(void* unused)
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{
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if (!linkedTarget[0]) return;
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if (gfxIs3D())
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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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}
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}
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if (linkedTarget[0]->transferOk)
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transferTarget(linkedTarget[0]);
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}
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static void onVBlank1(void* unused)
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{
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if (linkedTarget[2] && linkedTarget[2]->transferOk)
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transferTarget(linkedTarget[2]);
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}
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void onRenderFinish(void* unused)
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{
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C3D_RenderTarget *a, *next;
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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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}
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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(void* unused)
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{
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C3D_RenderTarget* target = transferQueue;
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transferQueue = target->link;
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if (target->clearBits)
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clearTarget(target);
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else
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target->drawOk = true;
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if (transferQueue)
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performTransfer();
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if (target->drawOk && queuedCount>0 && queuedState==0)
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updateFrameQueue();
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}
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void onClearDone(void* unused)
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{
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C3D_RenderTarget* target = clearQueue;
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clearQueue = target->link;
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target->drawOk = true;
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if (clearQueue)
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performClear();
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if (queuedCount>0 && queuedState==0)
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updateFrameQueue();
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}
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static void C3Di_RenderQueueInit(void)
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{
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gspSetEventCallback(GSPGPU_EVENT_VBlank0, onVBlank0, NULL, false);
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gspSetEventCallback(GSPGPU_EVENT_VBlank1, onVBlank1, NULL, false);
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}
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static void C3Di_RenderQueueExit(void)
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{
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int i;
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C3D_RenderTarget *a, *next;
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if (inFrame) return;
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for (a = firstTarget; a; a = next)
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{
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next = a->next;
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C3D_RenderTargetDelete(a);
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}
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gspSetEventCallback(GSPGPU_EVENT_VBlank0, NULL, NULL, false);
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gspSetEventCallback(GSPGPU_EVENT_VBlank1, NULL, NULL, false);
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for (i = 0; i < 3; i ++)
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linkedTarget[i] = NULL;
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memset(queuedFrame, 0, sizeof(queuedFrame));
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queueSwap = 0;
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queuedCount = 0;
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queuedState = 0;
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}
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bool checkRenderQueueInit(void)
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{
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C3D_Context* ctx = C3Di_GetContext();
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if (!(ctx->flags & C3DiF_Active))
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return false;
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if (!ctx->renderQueueExit)
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{
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C3Di_RenderQueueInit();
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ctx->renderQueueExit = C3Di_RenderQueueExit;
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}
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return true;
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}
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bool C3D_FrameBegin(u8 flags)
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{
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if (inFrame) return false;
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int maxCount = (flags & C3D_FRAME_SYNCDRAW) ? 1 : 2;
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while (queuedCount >= maxCount)
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{
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if (flags & C3D_FRAME_NONBLOCK)
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return false;
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gspWaitForP3D();
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}
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inFrame = true;
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return true;
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}
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bool C3D_FrameDrawOn(C3D_RenderTarget* target)
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{
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if (!inFrame) return false;
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// Queue the target in the frame if it hasn't already been.
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int pos = queueSwap^queuedCount;
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if (!target->frame[pos])
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{
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if (!queuedFrame[pos].targetList)
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queuedFrame[pos].targetList = target;
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else
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{
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C3D_RenderTarget* a;
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for (a = queuedFrame[pos].targetList; a->frame[pos]; a = a->frame[pos]);
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a->frame[pos] = target;
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}
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}
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C3D_RenderBufBind(&target->renderBuf);
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return true;
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}
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void C3D_FrameEnd(u8 flags)
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{
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if (!inFrame) return;
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inFrame = false;
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int pos = queueSwap^queuedCount;
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if (!queuedFrame[pos].targetList) return;
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// Add the frame to the queue
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queuedCount++;
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C3Di_FinalizeFrame(&queuedFrame[pos].cmdBuf, &queuedFrame[pos].cmdBufSize);
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queuedFrame[pos].flags = flags;
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// Flush the entire linear memory if the user did not explicitly mandate to flush the command list
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if (!(flags & GX_CMDLIST_FLUSH))
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{
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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(queuedFrame[queueSwap].cmdBuf, queuedFrame[queueSwap].cmdBufSize, (u32 *) __ctru_linear_heap, __ctru_linear_heap_size, NULL, 0);
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}
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// Update the frame queue
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updateFrameQueue();
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}
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C3D_RenderTarget* C3D_RenderTargetCreate(int width, int height, int colorFmt, int depthFmt)
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{
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if (!checkRenderQueueInit()) return NULL;
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C3D_RenderTarget* target = (C3D_RenderTarget*)malloc(sizeof(C3D_RenderTarget));
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if (!target) return NULL;
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memset(target, 0, sizeof(C3D_RenderTarget));
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if (!C3D_RenderBufInit(&target->renderBuf, width, height, colorFmt, depthFmt))
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{
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free(target);
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return NULL;
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}
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target->drawOk = true;
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target->prev = lastTarget;
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target->next = NULL;
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if (lastTarget)
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lastTarget->next = target;
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if (!firstTarget)
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firstTarget = target;
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lastTarget = target;
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return target;
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}
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void C3D_RenderTargetDelete(C3D_RenderTarget* target)
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{
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while (!target->drawOk)
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gspWaitForAnyEvent();
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C3D_RenderBufDelete(&target->renderBuf);
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C3D_RenderTarget** prevNext = target->prev ? &target->prev->next : &firstTarget;
|
||||
C3D_RenderTarget** nextPrev = target->next ? &target->next->prev : &lastTarget;
|
||||
*prevNext = target->next;
|
||||
*nextPrev = target->prev;
|
||||
free(target);
|
||||
}
|
||||
|
||||
void C3D_RenderTargetSetClear(C3D_RenderTarget* target, u32 clearBits, u32 clearColor, u32 clearDepth)
|
||||
{
|
||||
if (!target->drawOk) return;
|
||||
|
||||
if (target->renderBuf.colorBuf.data==NULL) clearBits &= ~C3D_CLEAR_COLOR;
|
||||
if (target->renderBuf.depthBuf.data==NULL) clearBits &= ~C3D_CLEAR_DEPTH;
|
||||
|
||||
u32 oldClearBits = target->clearBits;
|
||||
target->clearBits = clearBits & 0xFF;
|
||||
target->renderBuf.clearColor = clearColor;
|
||||
target->renderBuf.clearDepth = clearDepth;
|
||||
|
||||
if (clearBits &~ oldClearBits)
|
||||
{
|
||||
target->drawOk = false;
|
||||
clearTarget(target);
|
||||
}
|
||||
}
|
||||
|
||||
void C3D_RenderTargetSetOutput(C3D_RenderTarget* target, gfxScreen_t screen, gfx3dSide_t side, u32 transferFlags)
|
||||
{
|
||||
int id = 0;
|
||||
if (screen==GFX_BOTTOM) id = 2;
|
||||
else if (side==GFX_RIGHT) id = 1;
|
||||
if (linkedTarget[id])
|
||||
linkedTarget[id]->linked = false;
|
||||
linkedTarget[id] = target;
|
||||
target->linked = true;
|
||||
target->transferFlags = transferFlags;
|
||||
target->screen = screen;
|
||||
target->side = side;
|
||||
}
|
Loading…
Reference in New Issue
Block a user