#include "context.h" C3D_Context __C3D_Context; static void C3Di_SetTex(GPU_TEXUNIT unit, C3D_Tex* tex) { u32 reg[4]; reg[0] = tex->fmt; reg[1] = osConvertVirtToPhys(tex->data) >> 3; reg[2] = (u32)tex->height | ((u32)tex->width << 16); reg[3] = tex->param; switch (unit) { case GPU_TEXUNIT0: GPUCMD_AddWrite(GPUREG_TEXUNIT0_TYPE, reg[0]); GPUCMD_AddWrite(GPUREG_TEXUNIT0_LOC, reg[1]); GPUCMD_AddWrite(GPUREG_TEXUNIT0_DIM, reg[2]); GPUCMD_AddWrite(GPUREG_TEXUNIT0_PARAM, reg[3]); break; case GPU_TEXUNIT1: GPUCMD_AddWrite(GPUREG_TEXUNIT1_TYPE, reg[0]); GPUCMD_AddWrite(GPUREG_TEXUNIT1_LOC, reg[1]); GPUCMD_AddWrite(GPUREG_TEXUNIT1_DIM, reg[2]); GPUCMD_AddWrite(GPUREG_TEXUNIT1_PARAM, reg[3]); break; case GPU_TEXUNIT2: GPUCMD_AddWrite(GPUREG_TEXUNIT2_TYPE, reg[0]); GPUCMD_AddWrite(GPUREG_TEXUNIT2_LOC, reg[1]); GPUCMD_AddWrite(GPUREG_TEXUNIT2_DIM, reg[2]); GPUCMD_AddWrite(GPUREG_TEXUNIT2_PARAM, reg[3]); break; } } static aptHookCookie hookCookie; static void C3Di_AptEventHook(APT_HookType hookType, void* param) { C3D_Context* ctx = C3Di_GetContext(); switch (hookType) { case APTHOOK_ONSUSPEND: default: { break; } case APTHOOK_ONRESTORE: { ctx->flags |= C3DiF_AttrInfo | C3DiF_BufInfo | C3DiF_Effect | C3DiF_RenderBuf | C3DiF_Viewport | C3DiF_Scissor | C3DiF_Program | C3DiF_VshCode | C3DiF_GshCode | C3DiF_TexAll | C3DiF_TexEnvBuf | C3DiF_TexEnvAll | C3DiF_LightEnv; C3Di_DirtyUniforms(GPU_VERTEX_SHADER); C3Di_DirtyUniforms(GPU_GEOMETRY_SHADER); ctx->fixedAttribDirty |= ctx->fixedAttribEverDirty; C3D_LightEnv* env = ctx->lightEnv; if (env) env->Dirty(env); break; } } } bool C3D_Init(size_t cmdBufSize) { int i; C3D_Context* ctx = C3Di_GetContext(); if (ctx->flags & C3DiF_Active) return false; ctx->cmdBufSize = cmdBufSize; ctx->cmdBuf = linearAlloc(cmdBufSize); if (!ctx->cmdBuf) return false; GPUCMD_SetBuffer(ctx->cmdBuf, ctx->cmdBufSize, 0); ctx->flags = C3DiF_Active | C3DiF_TexEnvBuf | C3DiF_TexEnvAll | C3DiF_Effect | C3DiF_TexAll; // TODO: replace with direct struct access C3D_DepthMap(-1.0f, 0.0f); C3D_CullFace(GPU_CULL_BACK_CCW); C3D_StencilTest(false, GPU_ALWAYS, 0x00, 0xFF, 0x00); C3D_StencilOp(GPU_STENCIL_KEEP, GPU_STENCIL_KEEP, GPU_STENCIL_KEEP); C3D_BlendingColor(0); C3D_DepthTest(true, GPU_GREATER, GPU_WRITE_ALL); C3D_AlphaTest(false, GPU_ALWAYS, 0x00); C3D_AlphaBlend(GPU_BLEND_ADD, GPU_BLEND_ADD, GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA); C3D_FragOpMode(GPU_FRAGOPMODE_GL); ctx->texEnvBuf = 0; ctx->texEnvBufClr = 0xFFFFFFFF; for (i = 0; i < 3; i ++) ctx->tex[i] = NULL; for (i = 0; i < 6; i ++) TexEnv_Init(&ctx->texEnv[i]); ctx->fixedAttribDirty = 0; ctx->fixedAttribEverDirty = 0; aptHook(&hookCookie, C3Di_AptEventHook, NULL); return true; } void C3D_SetViewport(u32 x, u32 y, u32 w, u32 h) { C3D_Context* ctx = C3Di_GetContext(); ctx->flags |= C3DiF_Viewport | C3DiF_Scissor; ctx->viewport[0] = f32tof24(w / 2.0f); ctx->viewport[1] = f32tof31(2.0f / w) << 1; ctx->viewport[2] = f32tof24(h / 2.0f); ctx->viewport[3] = f32tof31(2.0f / h) << 1; ctx->viewport[4] = (y << 16) | (x & 0xFFFF); ctx->scissor[0] = GPU_SCISSOR_DISABLE; } void C3D_SetScissor(GPU_SCISSORMODE mode, u32 left, u32 top, u32 right, u32 bottom) { C3D_Context* ctx = C3Di_GetContext(); ctx->flags |= C3DiF_Scissor; ctx->scissor[0] = mode; if (mode == GPU_SCISSOR_DISABLE) return; ctx->scissor[1] = (top << 16) | (left & 0xFFFF); ctx->scissor[2] = ((bottom-1) << 16) | ((right-1) & 0xFFFF); } void C3Di_UpdateContext(void) { int i; C3D_Context* ctx = C3Di_GetContext(); if (ctx->flags & C3DiF_Program) { shaderProgramConfigure(ctx->program, (ctx->flags & C3DiF_VshCode) != 0, (ctx->flags & C3DiF_GshCode) != 0); ctx->flags &= ~(C3DiF_Program | C3DiF_VshCode | C3DiF_GshCode); } if (ctx->flags & C3DiF_RenderBuf) { ctx->flags &= ~C3DiF_RenderBuf; if (ctx->flags & C3DiF_DrawUsed) { ctx->flags &= ~C3DiF_DrawUsed; GPUCMD_AddWrite(GPUREG_FRAMEBUFFER_FLUSH, 1); } C3Di_RenderBufBind(ctx->rb); } if (ctx->flags & C3DiF_Viewport) { ctx->flags &= ~C3DiF_Viewport; GPUCMD_AddIncrementalWrites(GPUREG_VIEWPORT_WIDTH, ctx->viewport, 4); GPUCMD_AddWrite(GPUREG_VIEWPORT_XY, ctx->viewport[4]); } if (ctx->flags & C3DiF_Scissor) { ctx->flags &= ~C3DiF_Scissor; GPUCMD_AddIncrementalWrites(GPUREG_SCISSORTEST_MODE, ctx->scissor, 3); } if (ctx->flags & C3DiF_AttrInfo) { ctx->flags &= ~C3DiF_AttrInfo; C3Di_AttrInfoBind(&ctx->attrInfo); } if (ctx->flags & C3DiF_BufInfo) { ctx->flags &= ~C3DiF_BufInfo; C3Di_BufInfoBind(&ctx->bufInfo); } if (ctx->flags & C3DiF_Effect) { ctx->flags &= ~C3DiF_Effect; C3Di_EffectBind(&ctx->effect); } if (ctx->flags & C3DiF_TexAll) { GPU_TEXUNIT units = 0; for (i = 0; i < 3; i ++) { static const u8 parm[] = { GPU_TEXUNIT0, GPU_TEXUNIT1, GPU_TEXUNIT2 }; if (ctx->tex[i]) { units |= parm[i]; if (ctx->flags & C3DiF_Tex(i)) C3Di_SetTex(parm[i], ctx->tex[i]); } } ctx->flags &= ~C3DiF_TexAll; GPUCMD_AddMaskedWrite(GPUREG_006F, 0x2, units<<8); // enables texcoord outputs GPUCMD_AddWrite(GPUREG_TEXUNIT_ENABLE, 0x00011000|units); // enables texture units } if (ctx->flags & C3DiF_TexEnvBuf) { ctx->flags &= ~C3DiF_TexEnvBuf; GPUCMD_AddMaskedWrite(GPUREG_TEXENV_UPDATE_BUFFER, 0x2, ctx->texEnvBuf); GPUCMD_AddWrite(GPUREG_TEXENV_BUFFER_COLOR, ctx->texEnvBufClr); } if (ctx->flags & C3DiF_TexEnvAll) { for (i = 0; i < 6; i ++) { if (!(ctx->flags & C3DiF_TexEnv(i))) continue; C3Di_TexEnvBind(i, &ctx->texEnv[i]); } ctx->flags &= ~C3DiF_TexEnvAll; } C3D_LightEnv* env = ctx->lightEnv; if (ctx->flags & C3DiF_LightEnv) { u32 enable = env != NULL; GPUCMD_AddWrite(GPUREG_LIGHTING_ENABLE0, enable); GPUCMD_AddWrite(GPUREG_LIGHTING_ENABLE1, !enable); GPUCMD_AddMaskedWrite(GPUREG_006F, 0x8, enable<<24); // Enable normalquat (& view?) outputs ctx->flags &= ~C3DiF_LightEnv; } if (env) env->Update(env); if (ctx->fixedAttribDirty) { for (i = 0; i < 12; i ++) { if (!(ctx->fixedAttribDirty & BIT(i))) continue; C3D_FVec* v = &ctx->fixedAttribs[i]; GPUCMD_AddWrite(GPUREG_FIXEDATTRIB_INDEX, i); C3D_ImmSendAttrib(v->x, v->y, v->z, v->w); } ctx->fixedAttribDirty = 0; } C3D_UpdateUniforms(GPU_VERTEX_SHADER); C3D_UpdateUniforms(GPU_GEOMETRY_SHADER); } void C3D_FlushAsync(void) { C3D_Context* ctx = C3Di_GetContext(); if (!(ctx->flags & C3DiF_Active)) return; if (ctx->flags & C3DiF_DrawUsed) { ctx->flags &= ~C3DiF_DrawUsed; GPUCMD_AddWrite(GPUREG_FRAMEBUFFER_FLUSH, 1); GPUCMD_AddWrite(GPUREG_FRAMEBUFFER_INVALIDATE, 1); GPUCMD_AddWrite(GPUREG_0063, 1); // Does this even do anything at all? } GPUCMD_Finalize(); GPUCMD_FlushAndRun(); GPUCMD_SetBuffer(ctx->cmdBuf, ctx->cmdBufSize, 0); } void C3D_Fini(void) { C3D_Context* ctx = C3Di_GetContext(); if (!(ctx->flags & C3DiF_Active)) return; aptUnhook(&hookCookie); linearFree(ctx->cmdBuf); ctx->flags = 0; } void C3D_BindProgram(shaderProgram_s* program) { C3D_Context* ctx = C3Di_GetContext(); if (!(ctx->flags & C3DiF_Active)) return; shaderProgram_s* oldProg = ctx->program; shaderInstance_s* newGsh = program->geometryShader; if (oldProg != program) { ctx->program = program; ctx->flags |= C3DiF_Program; if (oldProg) { if (oldProg->vertexShader->dvle->dvlp != program->vertexShader->dvle->dvlp) ctx->flags |= C3DiF_VshCode; shaderInstance_s* oldGsh = oldProg->geometryShader; if (newGsh && (!oldGsh || oldGsh->dvle->dvlp != newGsh->dvle->dvlp)) ctx->flags |= C3DiF_GshCode; } else ctx->flags |= C3DiF_VshCode | C3DiF_GshCode; } C3Di_LoadShaderUniforms(program->vertexShader); if (newGsh) C3Di_LoadShaderUniforms(newGsh); else C3Di_ClearShaderUniforms(GPU_GEOMETRY_SHADER); } C3D_FVec* C3D_FixedAttribGetWritePtr(int id) { if (id < 0 || id >= 12) return NULL; C3D_Context* ctx = C3Di_GetContext(); if (!(ctx->flags & C3DiF_Active)) return NULL; ctx->fixedAttribDirty |= BIT(id); ctx->fixedAttribEverDirty |= BIT(id); return &ctx->fixedAttribs[id]; }