#include "context.h" C3D_Context __C3D_Context; u32 C3Di_Float24(float f) { if (!f) return 0; union { float t; u32 v; } u; u.t = f; u32 s = u.v >> 31; u32 exp = ((u.v >> 23) & 0xFF) - 0x40; u32 man = (u.v >> 7) & 0xFFFF; return (exp >= 0) ? (man | (exp << 16) | (s << 23)) : (s << 23); } static void C3Di_SetTex(GPU_TEXUNIT unit, C3D_Tex* tex) { u32 reg[4]; reg[0] = tex->fmt; reg[1] = osConvertVirtToPhys((u32)tex->data) >> 3; reg[2] = (u32)tex->width | ((u32)tex->height << 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; } } 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; GPU_Reset(NULL, ctx->cmdBuf, ctx->cmdBufSize); GPUCMD_SetBuffer(ctx->cmdBuf, ctx->cmdBufSize, 0); ctx->flags = C3DiF_Active | C3DiF_TexEnvAll | C3DiF_Effect | C3DiF_TexAll; // TODO: replace with direct struct access C3D_DepthRange(-1.0f, 0.0f); C3D_CullFace(GPU_CULL_BACK_CCW); C3D_StencilTest(false, GPU_ALWAYS, 0x00, 0xFF, 0x00); C3D_StencilOp(GPU_KEEP, GPU_KEEP, GPU_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); for (i = 0; i < 3; i ++) ctx->tex[i] = NULL; for (i = 0; i < 6; i ++) TexEnv_Init(&ctx->texEnv[i]); return true; } void C3Di_UpdateContext(void) { int i; C3D_Context* ctx = C3Di_GetContext(); if (ctx->flags & C3DiF_NeedFinishDrawing) { ctx->flags &= ~C3DiF_NeedFinishDrawing; //GPU_FinishDrawing(); } if (ctx->flags & C3DiF_AttrBuf) { ctx->flags &= ~C3DiF_AttrBuf; C3Di_AttrInfoBind(&ctx->attrInfo); } 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; GPU_SetTextureEnable(units); } 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_UpdateUniforms(); } void C3D_FlushAsync(void) { C3D_Context* ctx = C3Di_GetContext(); if (!(ctx->flags & C3DiF_Active)) return; if (ctx->flags & C3DiF_NeedFinishDrawing) { ctx->flags &= ~C3DiF_NeedFinishDrawing; GPU_FinishDrawing(); } GPUCMD_Finalize(); GPUCMD_FlushAndRun(NULL); GPUCMD_SetBuffer(ctx->cmdBuf, ctx->cmdBufSize, 0); } void C3D_Fini(void) { C3D_Context* ctx = C3Di_GetContext(); if (!(ctx->flags & C3DiF_Active)) return; linearFree(ctx->cmdBuf); ctx->flags = 0; }