3#include <c3d/renderqueue.h>
6static C3D_RenderTarget *firstTarget, *lastTarget;
7static C3D_RenderTarget *linkedTarget[3];
9static TickCounter gpuTime, cpuTime;
11static bool inFrame, inSafeTransfer, measureGpuTime;
12static bool needSwapTop, needSwapBot, isTopStereo;
13static float framerate = 60.0f;
14static float framerateCounter[2] = { 60.0f, 60.0f };
15static u32 frameCounter[2];
16static void (* frameEndCb)(
void*);
17static void* frameEndCbData;
19static void C3Di_RenderTargetDestroy(C3D_RenderTarget* target);
21static bool framerateLimit(
int id)
23 framerateCounter[id] -= framerate;
24 if (framerateCounter[
id] <= 0.0f)
26 framerateCounter[id] += 60.0f;
34 if (framerateLimit(0))
40 if (framerateLimit(1))
44static void onQueueFinish(gxCmdQueue_s* queue)
48 osTickCounterUpdate(&gpuTime);
49 measureGpuTime =
false;
53 inSafeTransfer =
false;
56 gxCmdQueueStop(queue);
57 gxCmdQueueClear(queue);
64 gfxScreenSwapBuffers(GFX_TOP, isTopStereo);
69 gfxScreenSwapBuffers(GFX_BOTTOM,
false);
78 u32 start[2] = { frameCounter[0], frameCounter[1] };
82 cur[0] = frameCounter[0];
83 cur[1] = frameCounter[1];
84 }
while (cur[0]==start[0] || cur[1]==start[1]);
89 return frameCounter[id];
92static bool C3Di_WaitAndClearQueue(s64 timeout)
94 gxCmdQueue_s* queue = &C3Di_GetContext()->gxQueue;
95 if (!gxCmdQueueWait(queue, timeout))
97 gxCmdQueueStop(queue);
98 gxCmdQueueClear(queue);
104 gspSetEventCallback(GSPGPU_EVENT_VBlank0, onVBlank0, NULL,
false);
105 gspSetEventCallback(GSPGPU_EVENT_VBlank1, onVBlank1, NULL,
false);
110 gspSetEventCallback(GSPGPU_EVENT_VBlank0, NULL, NULL,
false);
111 gspSetEventCallback(GSPGPU_EVENT_VBlank1, NULL, NULL,
false);
121 gxCmdQueueSetCallback(&ctx->
gxQueue, onQueueFinish, NULL);
128 C3D_RenderTarget *a, *next;
130 C3Di_WaitAndClearQueue(-1);
131 gxCmdQueueSetCallback(&C3Di_GetContext()->gxQueue, NULL, NULL);
136 for (i = 0; i < 3; i ++)
137 linkedTarget[i] = NULL;
139 for (a = firstTarget; a; a = next)
142 C3Di_RenderTargetDestroy(a);
148 C3Di_WaitAndClearQueue(-1);
153 float old = framerate;
154 if (fps > 0.0f && fps <= 60.0f)
157 framerateCounter[0] = fps;
158 framerateCounter[1] = fps;
166 if (inFrame)
return false;
168 if (flags & C3D_FRAME_SYNCDRAW)
170 if (!C3Di_WaitAndClearQueue((flags & C3D_FRAME_NONBLOCK) ? 0 : -1))
174 osTickCounterStart(&cpuTime);
181 if (!inFrame)
return false;
185 C3D_SetViewport(0, 0, target->frameBuf.width, target->frameBuf.height);
191 u32 *cmdBuf, cmdBufSize;
192 if (!inFrame)
return;
194 GX_ProcessCommandList(cmdBuf, cmdBufSize*4, flags);
200 if (!inFrame)
return;
203 frameEndCb(frameEndCbData);
206 GPUCMD_SetBuffer(NULL, 0, 0);
207 osTickCounterUpdate(&cpuTime);
211 if (!(flags & GX_CMDLIST_FLUSH))
213 extern u32 __ctru_linear_heap;
214 extern u32 __ctru_linear_heap_size;
215 GSPGPU_FlushDataCache((
void*)__ctru_linear_heap, __ctru_linear_heap_size);
219 C3D_RenderTarget* target;
221 for (i = 2; i >= 0; i --)
223 target = linkedTarget[i];
224 if (!target || !target->used)
226 target->used =
false;
228 if (target->screen == GFX_TOP)
231 if (target->side == GFX_RIGHT)
234 else if (target->screen == GFX_BOTTOM)
238 measureGpuTime =
true;
239 osTickCounterStart(&gpuTime);
246 frameEndCbData = param;
251 return osTickCounterRead(&gpuTime);
256 return osTickCounterRead(&cpuTime);
259static C3D_RenderTarget* C3Di_RenderTargetNew(
void)
261 C3D_RenderTarget* target = (C3D_RenderTarget*)malloc(
sizeof(C3D_RenderTarget));
262 if (!target)
return NULL;
263 memset(target, 0,
sizeof(C3D_RenderTarget));
267static void C3Di_RenderTargetFinishInit(C3D_RenderTarget* target)
269 target->prev = lastTarget;
272 lastTarget->next = target;
274 firstTarget = target;
280 GPU_DEPTHBUF depthFmtReal = GPU_RB_DEPTH16;
281 void* depthBuf = NULL;
283 if (!colorBuf)
goto _fail0;
284 if (C3D_DEPTHTYPE_OK(depthFmt))
286 depthFmtReal = C3D_DEPTHTYPE_VAL(depthFmt);
288 vramAllocPos vramBank = addrGetVRAMBank(colorBuf);
289 depthBuf = vramAllocAt(depthSize, vramBank ^ VRAM_ALLOC_ANY);
290 if (!depthBuf) depthBuf = vramAllocAt(depthSize, vramBank);
291 if (!depthBuf)
goto _fail1;
294 C3D_RenderTarget* target = C3Di_RenderTargetNew();
295 if (!target)
goto _fail2;
297 C3D_FrameBuf* fb = &target->frameBuf;
298 C3D_FrameBufAttrib(fb, width, height,
false);
299 C3D_FrameBufColor(fb, colorBuf, colorFmt);
300 target->ownsColor =
true;
303 C3D_FrameBufDepth(fb, depthBuf, depthFmtReal);
304 target->ownsDepth =
true;
306 C3Di_RenderTargetFinishInit(target);
310 if (depthBuf) vramFree(depthBuf);
319 if (!addrIsVRAM(tex->data))
return NULL;
320 C3D_RenderTarget* target = C3Di_RenderTargetNew();
321 if (!target)
return NULL;
323 C3D_FrameBuf* fb = &target->frameBuf;
326 if (C3D_DEPTHTYPE_OK(depthFmt))
328 GPU_DEPTHBUF depthFmtReal = C3D_DEPTHTYPE_VAL(depthFmt);
330 vramAllocPos vramBank = addrGetVRAMBank(tex->data);
331 void* depthBuf = vramAllocAt(depthSize, vramBank ^ VRAM_ALLOC_ANY);
332 if (!depthBuf) depthBuf = vramAllocAt(depthSize, vramBank);
339 C3D_FrameBufDepth(fb, depthBuf, depthFmtReal);
340 target->ownsDepth =
true;
343 C3Di_RenderTargetFinishInit(target);
347void C3Di_RenderTargetDestroy(C3D_RenderTarget* target)
349 if (target->ownsColor)
350 vramFree(target->frameBuf.colorBuf);
351 if (target->ownsDepth)
352 vramFree(target->frameBuf.depthBuf);
354 C3D_RenderTarget** prevNext = target->prev ? &target->prev->next : &firstTarget;
355 C3D_RenderTarget** nextPrev = target->next ? &target->next->prev : &lastTarget;
356 *prevNext = target->next;
357 *nextPrev = target->prev;
364 svcBreak(USERBREAK_PANIC);
366 C3D_RenderTargetDetachOutput(target);
368 C3Di_WaitAndClearQueue(-1);
369 C3Di_RenderTargetDestroy(target);
375 if (screen==GFX_BOTTOM)
id = 2;
376 else if (side==GFX_RIGHT)
id = 1;
377 if (linkedTarget[
id])
379 linkedTarget[id]->linked =
false;
381 C3Di_WaitAndClearQueue(-1);
383 linkedTarget[id] = target;
386 target->linked =
true;
387 target->transferFlags = transferFlags;
388 target->screen = screen;
393static void C3Di_SafeDisplayTransfer(u32* inadr, u32 indim, u32* outadr, u32 outdim, u32 flags)
395 C3Di_WaitAndClearQueue(-1);
396 inSafeTransfer =
true;
397 GX_DisplayTransfer(inadr, indim, outadr, outdim, flags);
398 gxCmdQueueRun(&C3Di_GetContext()->gxQueue);
401static void C3Di_SafeTextureCopy(u32* inadr, u32 indim, u32* outadr, u32 outdim, u32 size, u32 flags)
403 C3Di_WaitAndClearQueue(-1);
404 inSafeTransfer =
true;
405 GX_TextureCopy(inadr, indim, outadr, outdim, size, flags);
406 gxCmdQueueRun(&C3Di_GetContext()->gxQueue);
409static void C3Di_SafeMemoryFill(u32* buf0a, u32 buf0v, u32* buf0e, u16 control0, u32* buf1a, u32 buf1v, u32* buf1e, u16 control1)
411 C3Di_WaitAndClearQueue(-1);
412 inSafeTransfer =
true;
413 GX_MemoryFill(buf0a, buf0v, buf0e, control0, buf1a, buf1v, buf1e, control1);
414 gxCmdQueueRun(&C3Di_GetContext()->gxQueue);
422 GX_DisplayTransfer(inadr, indim, outadr, outdim, flags);
425 C3Di_SafeDisplayTransfer(inadr, indim, outadr, outdim, flags);
435 GX_TextureCopy(inadr, indim, outadr, outdim, size, flags);
438 C3Di_SafeTextureCopy(inadr, indim, outadr, outdim, size, flags);
443void C3D_SyncMemoryFill(u32* buf0a, u32 buf0v, u32* buf0e, u16 control0, u32* buf1a, u32 buf1v, u32* buf1e, u16 control1)
448 GX_MemoryFill(buf0a, buf0v, buf0e, control0, buf1a, buf1v, buf1e, control1);
451 C3Di_SafeMemoryFill(buf0a, buf0v, buf0e, control0, buf1a, buf1v, buf1e, control1);
bool C3Di_SplitFrame(u32 **pBuf, u32 *pSize)
void C3D_SetViewport(u32 x, u32 y, u32 w, u32 h)
void C3D_FrameBufTex(C3D_FrameBuf *fb, C3D_Tex *tex, GPU_TEXFACE face, int level)
void C3D_FrameBufTransfer(C3D_FrameBuf *frameBuf, gfxScreen_t screen, gfx3dSide_t side, u32 transferFlags)
u32 C3D_CalcColorBufSize(u32 width, u32 height, GPU_COLORBUF fmt)
u32 C3D_CalcDepthBufSize(u32 width, u32 height, GPU_DEPTHBUF fmt)
void C3D_SetFrameBuf(C3D_FrameBuf *fb)
void C3D_FrameEndHook(void(*hook)(void *), void *param)
void C3Di_RenderQueueInit(void)
bool C3D_FrameDrawOn(C3D_RenderTarget *target)
void C3D_FrameSplit(u8 flags)
C3D_RenderTarget * C3D_RenderTargetCreateFromTex(C3D_Tex *tex, GPU_TEXFACE face, int level, C3D_DEPTHTYPE depthFmt)
void C3D_SyncTextureCopy(u32 *inadr, u32 indim, u32 *outadr, u32 outdim, u32 size, u32 flags)
float C3D_GetProcessingTime(void)
float C3D_GetDrawingTime(void)
u32 C3D_FrameCounter(int id)
C3D_RenderTarget * C3D_RenderTargetCreate(int width, int height, GPU_COLORBUF colorFmt, C3D_DEPTHTYPE depthFmt)
void C3Di_RenderQueueDisableVBlank(void)
void C3Di_RenderQueueEnableVBlank(void)
bool C3D_FrameBegin(u8 flags)
void C3Di_RenderQueueWaitDone(void)
void C3D_SyncMemoryFill(u32 *buf0a, u32 buf0v, u32 *buf0e, u16 control0, u32 *buf1a, u32 buf1v, u32 *buf1e, u16 control1)
float C3D_FrameRate(float fps)
void C3D_RenderTargetSetOutput(C3D_RenderTarget *target, gfxScreen_t screen, gfx3dSide_t side, u32 transferFlags)
void C3Di_RenderQueueExit(void)
void C3D_SyncDisplayTransfer(u32 *inadr, u32 indim, u32 *outadr, u32 outdim, u32 flags)
void C3D_RenderTargetDelete(C3D_RenderTarget *target)
void C3D_FrameEnd(u8 flags)