Add support for immediate mode & fixed vertex attributes w/ example

This commit is contained in:
fincs 2015-11-22 17:28:33 +01:00
parent ff11cc9f67
commit d93987403a
5 changed files with 419 additions and 0 deletions

196
examples/immediate/Makefile Normal file
View File

@ -0,0 +1,196 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>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):
# - <Project name>.png
# - icon.png
# - <libctru folder>/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
#---------------------------------------------------------------------------------------

View File

@ -0,0 +1,117 @@
#include <3ds.h>
#include <citro3d.h>
#include <string.h>
#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;
}

View File

@ -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

View File

@ -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_DrawArrays(GPU_Primitive_t primitive, int first, int size);
void C3D_DrawElements(GPU_Primitive_t primitive, int count, int type, const void* indices); 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) static inline void C3D_FlushAwait(void)
{ {
gspWaitForP3D(); gspWaitForP3D();

63
source/immediate.c Normal file
View File

@ -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;
}