From c4840854f17144aaf62da5d36aff1bc16274e3c2 Mon Sep 17 00:00:00 2001 From: fincs Date: Sat, 5 Dec 2015 22:27:45 +0100 Subject: [PATCH] Add geoshader example --- examples/geoshader/Makefile | 196 +++++++++++++++++++++++ examples/geoshader/source/main.c | 130 +++++++++++++++ examples/geoshader/source/program.g.pica | 93 +++++++++++ examples/geoshader/source/program.v.pica | 25 +++ 4 files changed, 444 insertions(+) create mode 100644 examples/geoshader/Makefile create mode 100644 examples/geoshader/source/main.c create mode 100644 examples/geoshader/source/program.g.pica create mode 100644 examples/geoshader/source/program.v.pica diff --git a/examples/geoshader/Makefile b/examples/geoshader/Makefile new file mode 100644 index 0000000..a6103f0 --- /dev/null +++ b/examples/geoshader/Makefile @@ -0,0 +1,196 @@ +#--------------------------------------------------------------------------------- +.SUFFIXES: +#--------------------------------------------------------------------------------- + +ifeq ($(strip $(DEVKITARM)),) +$(error "Please set DEVKITARM in your environment. export DEVKITARM=devkitARM") +endif + +TOPDIR ?= $(CURDIR) +include $(DEVKITARM)/3ds_rules + +#--------------------------------------------------------------------------------- +# TARGET is the name of the output +# BUILD is the directory where object files & intermediate files will be placed +# SOURCES is a list of directories containing source code +# DATA is a list of directories containing data files +# INCLUDES is a list of directories containing header files +# +# NO_SMDH: if set to anything, no SMDH file is generated. +# ROMFS is the directory which contains the RomFS, relative to the Makefile (Optional) +# APP_TITLE is the name of the app stored in the SMDH file (Optional) +# APP_DESCRIPTION is the description of the app stored in the SMDH file (Optional) +# APP_AUTHOR is the author of the app stored in the SMDH file (Optional) +# ICON is the filename of the icon (.png), relative to the project folder. +# If not set, it attempts to use one of the following (in this order): +# - .png +# - icon.png +# - /default_icon.png +#--------------------------------------------------------------------------------- +TARGET := $(notdir $(CURDIR)) +BUILD := build +SOURCES := source +DATA := data +INCLUDES := include +#ROMFS := romfs + +#--------------------------------------------------------------------------------- +# options for code generation +#--------------------------------------------------------------------------------- +ARCH := -march=armv6k -mtune=mpcore -mfloat-abi=hard -mtp=soft + +CFLAGS := -g -Wall -O2 -mword-relocations \ + -fomit-frame-pointer -ffunction-sections \ + $(ARCH) + +CFLAGS += $(INCLUDE) -DARM11 -D_3DS + +CXXFLAGS := $(CFLAGS) -fno-rtti -fno-exceptions -std=gnu++11 + +ASFLAGS := -g $(ARCH) +LDFLAGS = -specs=3dsx.specs -g $(ARCH) -Wl,-Map,$(notdir $*.map) + +LIBS := -lcitro3d -lctru -lm + +#--------------------------------------------------------------------------------- +# list of directories containing libraries, this must be the top level containing +# include and lib +#--------------------------------------------------------------------------------- +LIBDIRS := $(CTRULIB) + + +#--------------------------------------------------------------------------------- +# no real need to edit anything past this point unless you need to add additional +# rules for different file extensions +#--------------------------------------------------------------------------------- +ifneq ($(BUILD),$(notdir $(CURDIR))) +#--------------------------------------------------------------------------------- + +export OUTPUT := $(CURDIR)/$(TARGET) +export TOPDIR := $(CURDIR) + +export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \ + $(foreach dir,$(DATA),$(CURDIR)/$(dir)) + +export DEPSDIR := $(CURDIR)/$(BUILD) + +CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c))) +CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp))) +SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s))) +PICAFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.v.pica))) +SHLISTFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.shlist))) +BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*))) + +#--------------------------------------------------------------------------------- +# use CXX for linking C++ projects, CC for standard C +#--------------------------------------------------------------------------------- +ifeq ($(strip $(CPPFILES)),) +#--------------------------------------------------------------------------------- + export LD := $(CC) +#--------------------------------------------------------------------------------- +else +#--------------------------------------------------------------------------------- + export LD := $(CXX) +#--------------------------------------------------------------------------------- +endif +#--------------------------------------------------------------------------------- + +export OFILES := $(addsuffix .o,$(BINFILES)) \ + $(PICAFILES:.v.pica=.shbin.o) $(SHLISTFILES:.shlist=.shbin.o) \ + $(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o) + +export INCLUDE := $(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir)) \ + $(foreach dir,$(LIBDIRS),-I$(dir)/include) \ + -I$(CURDIR)/$(BUILD) + +export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib) + +ifeq ($(strip $(ICON)),) + icons := $(wildcard *.png) + ifneq (,$(findstring $(TARGET).png,$(icons))) + export APP_ICON := $(TOPDIR)/$(TARGET).png + else + ifneq (,$(findstring icon.png,$(icons))) + export APP_ICON := $(TOPDIR)/icon.png + endif + endif +else + export APP_ICON := $(TOPDIR)/$(ICON) +endif + +ifeq ($(strip $(NO_SMDH)),) + export _3DSXFLAGS += --smdh=$(CURDIR)/$(TARGET).smdh +endif + +ifneq ($(ROMFS),) + export _3DSXFLAGS += --romfs=$(CURDIR)/$(ROMFS) +endif + +.PHONY: $(BUILD) clean all + +#--------------------------------------------------------------------------------- +all: $(BUILD) + +$(BUILD): + @[ -d $@ ] || mkdir -p $@ + @$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile + +#--------------------------------------------------------------------------------- +clean: + @echo clean ... + @rm -fr $(BUILD) $(TARGET).3dsx $(OUTPUT).smdh $(TARGET).elf + + +#--------------------------------------------------------------------------------- +else + +DEPENDS := $(OFILES:.o=.d) + +#--------------------------------------------------------------------------------- +# main targets +#--------------------------------------------------------------------------------- +ifeq ($(strip $(NO_SMDH)),) +$(OUTPUT).3dsx : $(OUTPUT).elf $(OUTPUT).smdh +else +$(OUTPUT).3dsx : $(OUTPUT).elf +endif + +$(OUTPUT).elf : $(OFILES) + +#--------------------------------------------------------------------------------- +# you need a rule like this for each extension you use as binary data +#--------------------------------------------------------------------------------- +%.bin.o : %.bin +#--------------------------------------------------------------------------------- + @echo $(notdir $<) + @$(bin2o) + +#--------------------------------------------------------------------------------- +# rules for assembling GPU shaders +#--------------------------------------------------------------------------------- +define shader-as + $(eval CURBIN := $(patsubst %.shbin.o,%.shbin,$(notdir $@))) + picasso -o $(CURBIN) $1 + bin2s $(CURBIN) | $(AS) -o $@ + echo "extern const u8" `(echo $(CURBIN) | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`"_end[];" > `(echo $(CURBIN) | tr . _)`.h + echo "extern const u8" `(echo $(CURBIN) | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`"[];" >> `(echo $(CURBIN) | tr . _)`.h + echo "extern const u32" `(echo $(CURBIN) | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`_size";" >> `(echo $(CURBIN) | tr . _)`.h +endef + +%.shbin.o : %.v.pica %.g.pica + @echo $(notdir $^) + @$(call shader-as,$^) + +%.shbin.o : %.v.pica + @echo $(notdir $<) + @$(call shader-as,$<) + +%.shbin.o : %.shlist + @echo $(notdir $<) + @$(call shader-as,$(foreach file,$(shell cat $<),$(dir $<)/$(file))) + +-include $(DEPENDS) + +#--------------------------------------------------------------------------------------- +endif +#--------------------------------------------------------------------------------------- diff --git a/examples/geoshader/source/main.c b/examples/geoshader/source/main.c new file mode 100644 index 0000000..65f1014 --- /dev/null +++ b/examples/geoshader/source/main.c @@ -0,0 +1,130 @@ +#include <3ds.h> +#include +#include +#include "program_shbin.h" + +#define CLEAR_COLOR 0x68B0D8FF + +#define DISPLAY_TRANSFER_FLAGS \ + (GX_TRANSFER_FLIP_VERT(0) | GX_TRANSFER_OUT_TILED(0) | GX_TRANSFER_RAW_COPY(0) | \ + GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGBA8) | GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGB8) | \ + GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO)) + +typedef struct { float position[3]; float color[4]; } vertex; + +static const vertex vertex_list[] = +{ + { {200.0f, 200.0f, 0.5f}, {1.0f, 0.0f, 0.0f, 1.0f} }, + { {100.0f, 40.0f, 0.5f}, {0.0f, 1.0f, 0.0f, 1.0f} }, + { {300.0f, 40.0f, 0.5f}, {0.0f, 0.0f, 1.0f, 1.0f} }, +}; + +#define vertex_list_count (sizeof(vertex_list)/sizeof(vertex_list[0])) + +static DVLB_s* program_dvlb; +static shaderProgram_s program; +static int uLoc_projection; +static C3D_Mtx projection; + +static void* vbo_data; + +static void sceneInit(void) +{ + // Load the shaders and create a shader program + // The geoshader stride is set to 6 so that it processes a triangle at a time + program_dvlb = DVLB_ParseFile((u32*)program_shbin, program_shbin_size); + shaderProgramInit(&program); + shaderProgramSetVsh(&program, &program_dvlb->DVLE[0]); + shaderProgramSetGsh(&program, &program_dvlb->DVLE[1], 6); + C3D_BindProgram(&program); + + // Get the location of the projection matrix uniform + uLoc_projection = shaderInstanceGetUniformLocation(program.geometryShader, "projection"); + + // Configure attributes for use with the vertex shader + C3D_AttrInfo* attrInfo = C3D_GetAttrInfo(); + AttrInfo_Init(attrInfo); + AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); // v0=position + AttrInfo_AddLoader(attrInfo, 1, GPU_FLOAT, 4); // v1=color + + // Compute the projection matrix + Mtx_OrthoTilt(&projection, 0.0, 400.0, 0.0, 240.0, 0.0, 1.0); + + // Create the VBO (vertex buffer object) + vbo_data = linearAlloc(sizeof(vertex_list)); + memcpy(vbo_data, vertex_list, sizeof(vertex_list)); + + // Configure buffers + C3D_BufInfo* bufInfo = C3D_GetBufInfo(); + BufInfo_Init(bufInfo); + BufInfo_Add(bufInfo, vbo_data, sizeof(vertex), 2, 0x10); + + // Configure the first fragment shading substage to just pass through the vertex color + // See https://www.opengl.org/sdk/docs/man2/xhtml/glTexEnv.xml for more insight + C3D_TexEnv* env = C3D_GetTexEnv(0); + C3D_TexEnvSrc(env, C3D_Both, GPU_PRIMARY_COLOR, 0, 0); + C3D_TexEnvOp(env, C3D_Both, 0, 0, 0); + C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE); +} + +static void sceneRender(void) +{ + // Update the uniforms + C3D_FVUnifMtx4x4(GPU_GEOMETRY_SHADER, uLoc_projection, &projection); + + // Draw the VBO - GPU_GEOMETRY_PRIM allows the geoshader to control primitive emission + C3D_DrawArrays(GPU_GEOMETRY_PRIM, 0, vertex_list_count); +} + +static void sceneExit(void) +{ + // Free the VBO + linearFree(vbo_data); + + // Free the shader program + shaderProgramFree(&program); + DVLB_Free(program_dvlb); +} + +int main() +{ + // Initialize graphics + gfxInitDefault(); + C3D_Init(C3D_DEFAULT_CMDBUF_SIZE); + + // Initialize the renderbuffer + static C3D_RenderBuf rb; + C3D_RenderBufInit(&rb, 240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8); + rb.clearColor = CLEAR_COLOR; + C3D_RenderBufClear(&rb); + C3D_RenderBufBind(&rb); + + // Initialize the scene + sceneInit(); + + // Main loop + while (aptMainLoop()) + { + C3D_VideoSync(); + hidScanInput(); + + // Respond to user input + u32 kDown = hidKeysDown(); + if (kDown & KEY_START) + break; // break in order to return to hbmenu + + // Render the scene + sceneRender(); + C3D_Flush(); + C3D_RenderBufTransfer(&rb, (u32*)gfxGetFramebuffer(GFX_TOP, GFX_LEFT, NULL, NULL), DISPLAY_TRANSFER_FLAGS); + C3D_RenderBufClear(&rb); + } + + // Deinitialize the scene + sceneExit(); + + // Deinitialize graphics + C3D_Fini(); + gfxExit(); + return 0; +} diff --git a/examples/geoshader/source/program.g.pica b/examples/geoshader/source/program.g.pica new file mode 100644 index 0000000..961ab9a --- /dev/null +++ b/examples/geoshader/source/program.g.pica @@ -0,0 +1,93 @@ +; Example PICA200 geometry shader + +; Uniforms +.fvec projection[4] + +; Constants +.constf myconst(0.0, 1.0, -1.0, 0.5) +.alias zeros myconst.xxxx ; Vector full of zeros +.alias ones myconst.yyyy ; Vector full of ones +.alias half myconst.wwww + +; Outputs - this time the type *is* used +.out outpos position +.out outclr color + +; Inputs: we will receive the following inputs: +; v0-v1: position/color of the first vertex +; v2-v3: position/color of the second vertex +; v4-v5: position/color of the third vertex + +.gsh +.entry gmain +.proc gmain + ; Calculate the midpoints of the vertices + mov r4, v0 + add r4, v2, r4 + mul r4, half, r4 + mov r5, v2 + add r5, v4, r5 + mul r5, half, r5 + mov r6, v4 + add r6, v0, r6 + mul r6, half, r6 + + ; Emit the first triangle + mov r0, v0 + mov r1, r4 + mov r2, r6 + call emit_triangle + + ; Emit the second triangle + mov r0, r4 + mov r1, v2 + mov r2, r5 + call emit_triangle + + ; Emit the third triangle + mov r0, r6 + mov r1, r5 + mov r2, v4 + call emit_triangle + + ; We're finished + end +.end + +.proc emit_triangle + ; Emit the first vertex + setemit 0 + mov r8, r0 + mov r9, v1 + call process_vertex + emit + + ; Emit the second vertex + setemit 1 + mov r8, r1 + mov r9, v3 + call process_vertex + emit + + ; Emit the third vertex and finish the primitive + setemit 2, prim + mov r8, r2 + mov r9, v5 + call process_vertex + emit +.end + +; Subroutine +; Inputs: +; r8: vertex position +; r9: vertex color +.proc process_vertex + ; outpos = projectionMatrix * r8 + dp4 outpos.x, projection[0], r8 + dp4 outpos.y, projection[1], r8 + dp4 outpos.z, projection[2], r8 + dp4 outpos.w, projection[3], r8 + + ; outclr = r9 + mov outclr, r9 +.end diff --git a/examples/geoshader/source/program.v.pica b/examples/geoshader/source/program.v.pica new file mode 100644 index 0000000..80d67fb --- /dev/null +++ b/examples/geoshader/source/program.v.pica @@ -0,0 +1,25 @@ +; Example PICA200 vertex shader + +; Constants +.constf myconst(0.0, 1.0, -1.0, -0.5) +.alias zeros myconst.xxxx ; Vector full of zeros +.alias ones myconst.yyyy ; Vector full of ones + +; Outputs - since we are also using a geoshader the output type isn't really used +.out outpos position +.out outclr color + +; Inputs (defined as aliases for convenience) +.alias inpos v0 +.alias inclr v1 + +.entry vmain +.proc vmain + ; Pass through both inputs to the geoshader + mov outpos.xyz, inpos + mov outpos.w, ones + mov outclr, inclr + + ; We're finished + end +.end