diff --git a/examples/immediate/Makefile b/examples/immediate/Makefile new file mode 100644 index 0000000..d852662 --- /dev/null +++ b/examples/immediate/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 + +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) -Wl,--gc-sections + +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/immediate/source/main.c b/examples/immediate/source/main.c new file mode 100644 index 0000000..9853b13 --- /dev/null +++ b/examples/immediate/source/main.c @@ -0,0 +1,117 @@ +#include <3ds.h> +#include +#include +#include "vshader_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)) + +static DVLB_s* vshader_dvlb; +static shaderProgram_s program; +static int uLoc_projection; +static C3D_Mtx projection; + +static void sceneInit(void) +{ + // Load the vertex shader, create a shader program and bind it + vshader_dvlb = DVLB_ParseFile((u32*)vshader_shbin, vshader_shbin_size); + shaderProgramInit(&program); + shaderProgramSetVsh(&program, &vshader_dvlb->DVLE[0]); + C3D_BindProgram(&program); + + // Get the location of the uniforms + uLoc_projection = shaderInstanceGetUniformLocation(program.vertexShader, "projection"); + + // Configure attributes for use with the vertex shader + // Attribute format and element count are ignored in immediate mode + C3D_AttrInfo* attrInfo = C3D_GetAttrInfo(); + AttrInfo_Init(attrInfo); + AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); // v0=position + AttrInfo_AddLoader(attrInfo, 1, GPU_FLOAT, 3); // v1=color + + // Compute the projection matrix + Mtx_OrthoTilt(&projection, 0.0, 400.0, 0.0, 240.0, 0.0, 1.0); + + // 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_FVUnifMtx(GPU_VERTEX_SHADER, uLoc_projection, &projection); + + // Draw the triangle directly + C3D_ImmDrawBegin(GPU_TRIANGLES); + C3D_ImmSendAttrib(200.0f, 200.0f, 0.5f, 0.0f); // v0=position + C3D_ImmSendAttrib(1.0f, 0.0f, 0.0f, 1.0f); // v1=color + + C3D_ImmSendAttrib(100.0f, 40.0f, 0.5f, 0.0f); + C3D_ImmSendAttrib(0.0f, 1.0f, 0.0f, 1.0f); + + C3D_ImmSendAttrib(300.0f, 40.0f, 0.5f, 0.0f); + C3D_ImmSendAttrib(0.0f, 0.0f, 1.0f, 1.0f); + C3D_ImmDrawEnd(); +} + +static void sceneExit(void) +{ + // Free the shader program + shaderProgramFree(&program); + DVLB_Free(vshader_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()) + { + gspWaitForVBlank(); // Synchronize with the start of VBlank + gfxSwapBuffersGpu(); // Swap the framebuffers so that the frame that we rendered last frame is now visible + hidScanInput(); // Read the user input + + // 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); + + // Flush the framebuffers out of the data cache (not necessary with pure GPU rendering) + gfxFlushBuffers(); + } + + // Deinitialize the scene + sceneExit(); + + // Deinitialize graphics + C3D_Fini(); + gfxExit(); + return 0; +} diff --git a/examples/immediate/source/vshader.v.pica b/examples/immediate/source/vshader.v.pica new file mode 100644 index 0000000..ca9498c --- /dev/null +++ b/examples/immediate/source/vshader.v.pica @@ -0,0 +1,38 @@ +; Example PICA200 vertex shader + +; Uniforms +.fvec projection[4] + +; Constants +.constf myconst(0.0, 1.0, -1.0, 0.1) +.constf myconst2(0.3, 0.0, 0.0, 0.0) +.alias zeros myconst.xxxx ; Vector full of zeros +.alias ones myconst.yyyy ; Vector full of ones + +; Outputs +.out outpos position +.out outclr color + +; Inputs (defined as aliases for convenience) +.alias inpos v0 +.alias inclr v1 + +.bool test + +.proc main + ; Force the w component of inpos to be 1.0 + mov r0.xyz, inpos + mov r0.w, ones + + ; outpos = projectionMatrix * inpos + dp4 outpos.x, projection[0], r0 + dp4 outpos.y, projection[1], r0 + dp4 outpos.z, projection[2], r0 + dp4 outpos.w, projection[3], r0 + + ; outclr = inclr + mov outclr, inclr + + ; We're finished + end +.end diff --git a/include/c3d/base.h b/include/c3d/base.h index 96e2e82..d679137 100644 --- a/include/c3d/base.h +++ b/include/c3d/base.h @@ -21,6 +21,11 @@ void C3D_SetScissor(GPU_SCISSORMODE mode, u32 x, u32 y, u32 w, u32 h); void C3D_DrawArrays(GPU_Primitive_t primitive, int first, int size); void C3D_DrawElements(GPU_Primitive_t primitive, int count, int type, const void* indices); +// Immediate-mode vertex submission +void C3D_ImmDrawBegin(GPU_Primitive_t primitive); +void C3D_ImmSendAttrib(float x, float y, float z, float w); +void C3D_ImmDrawEnd(void); + static inline void C3D_FlushAwait(void) { gspWaitForP3D(); diff --git a/source/immediate.c b/source/immediate.c new file mode 100644 index 0000000..0cd785d --- /dev/null +++ b/source/immediate.c @@ -0,0 +1,63 @@ +#include "context.h" + +void C3D_ImmDrawBegin(GPU_Primitive_t primitive) +{ + C3Di_UpdateContext(); + + // Set primitive type & restart the primitive + GPUCMD_AddMaskedWrite(GPUREG_PRIMITIVE_CONFIG, 2, primitive); + GPUCMD_AddMaskedWrite(GPUREG_RESTART_PRIMITIVE, 2, 0x00000001); + // Not sure if GPUREG_INDEXBUFFER_CONFIG is necessary + GPUCMD_AddWrite(GPUREG_INDEXBUFFER_CONFIG, 0x80000000); + + // Unknown commands + GPUCMD_AddMaskedWrite(GPUREG_0253, 1, 0x00000001); + GPUCMD_AddMaskedWrite(GPUREG_0245, 1, 0x00000000); + + // Begin immediate-mode vertex submission + GPUCMD_AddWrite(GPUREG_FIXEDATTRIB_INDEX, 0xF); +} + +static inline void write24(u8* p, u32 val) +{ + p[0] = val; + p[1] = val>>8; + p[2] = val>>16; +} + +void C3D_ImmSendAttrib(float x, float y, float z, float w) +{ + union + { + u32 packed[3]; + struct + { + u8 x[3]; + u8 y[3]; + u8 z[3]; + u8 w[3]; + }; + } param; + + // Convert the values to float24 + write24(param.x, f32tof24(x)); + write24(param.y, f32tof24(y)); + write24(param.z, f32tof24(z)); + write24(param.w, f32tof24(w)); + + // Reverse the packed words + u32 p = param.packed[0]; + param.packed[0] = param.packed[2]; + param.packed[2] = p; + + // Send the attribute + GPUCMD_AddIncrementalWrites(GPUREG_FIXEDATTRIB_DATA0, param.packed, 3); +} + +void C3D_ImmDrawEnd(void) +{ + GPUCMD_AddMaskedWrite(GPUREG_0245, 1, 0x00000001); + GPUCMD_AddWrite(GPUREG_0231, 0x00000001); + + C3Di_GetContext()->flags |= C3DiF_DrawUsed; +}