citro3d/source/renderqueue.c

554 lines
14 KiB
C

#include "internal.h"
#include <c3d/base.h>
#include <c3d/renderqueue.h>
#include <stdlib.h>
static const u8 colorFmtSizes[] = {2,1,0,0,0};
static const u8 depthFmtSizes[] = {0,0,1,2};
static C3D_RenderTarget *firstTarget, *lastTarget;
static C3D_RenderTarget *linkedTarget[3];
static C3D_RenderTarget *transferQueue, *clearQueue;
static TickCounter gpuTime, cpuTime;
static struct
{
C3D_RenderTarget* targetList;
u32* cmdBuf;
u32 cmdBufSize;
u8 flags;
} queuedFrame[2];
static u8 queueSwap, queuedCount, queuedState;
static bool initialized;
static bool inFrame, inSafeTransfer, inSafeClear;
static float framerate = 60.0f;
static float framerateCounter[2] = { 60.0f, 60.0f };
static void onRenderFinish(void* unused);
static void onTransferFinish(void* unused);
static void onClearDone(void* unused);
static void performDraw(void)
{
gspSetEventCallback(GSPGPU_EVENT_P3D, onRenderFinish, NULL, true);
GX_ProcessCommandList(queuedFrame[queueSwap].cmdBuf, queuedFrame[queueSwap].cmdBufSize, queuedFrame[queueSwap].flags);
osTickCounterStart(&gpuTime);
}
static void performTransfer(void)
{
if (inSafeTransfer) return; // Let the safe transfer finish handler retry this
C3D_FrameBuf* frameBuf = &transferQueue->frameBuf;
u32* outputFrameBuf = (u32*)gfxGetFramebuffer(transferQueue->screen, transferQueue->side, NULL, NULL);
if (transferQueue->side == GFX_LEFT)
gfxConfigScreen(transferQueue->screen, false);
u32 dim = GX_BUFFER_DIM((u32)frameBuf->width, (u32)frameBuf->height);
gspSetEventCallback(GSPGPU_EVENT_PPF, onTransferFinish, NULL, true);
GX_DisplayTransfer((u32*)frameBuf->colorBuf, dim, outputFrameBuf, dim, transferQueue->transferFlags);
}
static void performClear(void)
{
if (inSafeClear) return; // Let the safe clear finish handler retry this
C3D_RenderTarget* target = clearQueue;
while (target && !target->clearBits)
{
target->drawOk = true;
target = target->link;
clearQueue = target;
}
if (!target) return;
C3D_FrameBuf* frameBuf = &target->frameBuf;
u32 size = (u32)frameBuf->width * frameBuf->height;
u32 cfs = colorFmtSizes[frameBuf->colorFmt];
u32 dfs = depthFmtSizes[frameBuf->depthFmt];
void* colorBufEnd = (u8*)frameBuf->colorBuf + size*(2+cfs);
void* depthBufEnd = (u8*)frameBuf->depthBuf + size*(2+dfs);
gspSetEventCallback(GSPGPU_EVENT_PSC0, onClearDone, NULL, true);
if (target->clearBits & C3D_CLEAR_COLOR)
{
if (target->clearBits & C3D_CLEAR_DEPTH)
GX_MemoryFill(
(u32*)frameBuf->colorBuf, target->clearColor, (u32*)colorBufEnd, BIT(0) | (cfs << 8),
(u32*)frameBuf->depthBuf, target->clearDepth, (u32*)depthBufEnd, BIT(0) | (dfs << 8));
else
GX_MemoryFill(
(u32*)frameBuf->colorBuf, target->clearColor, (u32*)colorBufEnd, BIT(0) | (cfs << 8),
NULL, 0, NULL, 0);
} else
GX_MemoryFill(
(u32*)frameBuf->depthBuf, target->clearDepth, (u32*)depthBufEnd, BIT(0) | (dfs << 8),
NULL, 0, NULL, 0);
}
static bool framerateLimit(int id)
{
framerateCounter[id] -= framerate;
if (framerateCounter[id] <= 0.0f)
{
framerateCounter[id] += 60.0f;
return true;
}
return false;
}
static void updateFrameQueue(void)
{
C3D_RenderTarget* a;
if (queuedState>0) return; // Still rendering
// Check that all targets are OK to be drawn on
for (a = queuedFrame[queueSwap].targetList; a; a = a->frame[queueSwap])
if (!a->drawOk)
return; // Nope, we can't start rendering yet
// Start rendering the frame
queuedState=1;
for (a = queuedFrame[queueSwap].targetList; a; a = a->frame[queueSwap])
a->drawOk = false;
performDraw();
}
static void transferTarget(C3D_RenderTarget* target)
{
C3D_RenderTarget* a;
target->transferOk = false;
target->link = NULL;
if (!transferQueue)
{
transferQueue = target;
performTransfer();
return;
}
for (a = transferQueue; a->link; a = a->link);
a->link = target;
}
static void clearTarget(C3D_RenderTarget* target)
{
C3D_RenderTarget* a;
target->link = NULL;
if (!clearQueue)
{
clearQueue = target;
performClear();
return;
}
for (a = clearQueue; a->link; a = a->link);
a->link = target;
}
static void onVBlank0(C3D_UNUSED void* unused)
{
if (!linkedTarget[0] || !framerateLimit(0)) return;
if (gfxIs3D())
{
if (linkedTarget[1] && linkedTarget[1]->transferOk)
transferTarget(linkedTarget[1]);
else if (linkedTarget[0]->transferOk)
{
// Use a temporary copy of the left framebuffer to fill in the missing right image.
static C3D_RenderTarget temp;
memcpy(&temp, linkedTarget[0], sizeof(temp));
temp.side = GFX_RIGHT;
temp.clearBits = false;
transferTarget(&temp);
}
}
if (linkedTarget[0]->transferOk)
transferTarget(linkedTarget[0]);
}
static void onVBlank1(C3D_UNUSED void* unused)
{
if (linkedTarget[2] && framerateLimit(1) && linkedTarget[2]->transferOk)
transferTarget(linkedTarget[2]);
}
void onRenderFinish(C3D_UNUSED void* unused)
{
C3D_RenderTarget *a, *next;
osTickCounterUpdate(&gpuTime);
// The following check should never trigger
if (queuedState!=1) svcBreak(USERBREAK_PANIC);
for (a = queuedFrame[queueSwap].targetList; a; a = next)
{
next = a->frame[queueSwap];
a->frame[queueSwap] = NULL;
if (a->linked)
a->transferOk = true;
else if (a->clearBits)
clearTarget(a);
else
a->drawOk = true;
}
// Consume the frame that has been just rendered
memset(&queuedFrame[queueSwap], 0, sizeof(queuedFrame[queueSwap]));
queueSwap ^= 1;
queuedCount--;
queuedState = 0;
// Update the frame queue if there are still frames to render
if (queuedCount>0)
updateFrameQueue();
}
void onTransferFinish(C3D_UNUSED void* unused)
{
C3D_RenderTarget* target = transferQueue;
if (inSafeTransfer)
{
inSafeTransfer = false;
// Try again if there are queued transfers
if (target)
performTransfer();
return;
}
transferQueue = target->link;
if (target->clearBits)
clearTarget(target);
else
target->drawOk = true;
if (transferQueue)
performTransfer();
if (target->drawOk && queuedCount>0 && queuedState==0)
updateFrameQueue();
}
void onClearDone(C3D_UNUSED void* unused)
{
C3D_RenderTarget* target = clearQueue;
if (inSafeClear)
{
inSafeClear = false;
// Try again if there are queued clears
if (target)
performClear();
return;
}
clearQueue = target->link;
target->drawOk = true;
if (clearQueue)
performClear();
if (queuedCount>0 && queuedState==0)
updateFrameQueue();
}
static void C3Di_RenderQueueInit(void)
{
gspSetEventCallback(GSPGPU_EVENT_VBlank0, onVBlank0, NULL, false);
gspSetEventCallback(GSPGPU_EVENT_VBlank1, onVBlank1, NULL, false);
}
void C3Di_RenderQueueExit(void)
{
int i;
C3D_RenderTarget *a, *next;
if (!initialized)
return;
for (a = firstTarget; a; a = next)
{
next = a->next;
C3D_RenderTargetDelete(a);
}
gspSetEventCallback(GSPGPU_EVENT_VBlank0, NULL, NULL, false);
gspSetEventCallback(GSPGPU_EVENT_VBlank1, NULL, NULL, false);
for (i = 0; i < 3; i ++)
linkedTarget[i] = NULL;
memset(queuedFrame, 0, sizeof(queuedFrame));
queueSwap = 0;
queuedCount = 0;
queuedState = 0;
initialized = false;
}
void C3Di_RenderQueueWaitDone(void)
{
if (!initialized)
return;
while (queuedCount || transferQueue || clearQueue)
gspWaitForAnyEvent();
}
static bool checkRenderQueueInit(void)
{
C3D_Context* ctx = C3Di_GetContext();
if (!(ctx->flags & C3DiF_Active))
return false;
if (!initialized)
{
C3Di_RenderQueueInit();
initialized = true;
}
return true;
}
float C3D_FrameRate(float fps)
{
float old = framerate;
if (fps > 0.0f && fps <= 60.0f)
{
framerate = fps;
framerateCounter[0] = fps;
framerateCounter[1] = fps;
}
return old;
}
bool C3D_FrameBegin(u8 flags)
{
if (inFrame) return false;
int maxCount = (flags & C3D_FRAME_SYNCDRAW) ? 1 : 2;
while (queuedCount >= maxCount)
{
if (flags & C3D_FRAME_NONBLOCK)
return false;
gspWaitForP3D();
}
osTickCounterStart(&cpuTime);
inFrame = true;
return true;
}
bool C3D_FrameDrawOn(C3D_RenderTarget* target)
{
if (!inFrame) return false;
// Queue the target in the frame if it hasn't already been.
int pos = queueSwap^queuedCount;
if (!target->frame[pos])
{
if (!queuedFrame[pos].targetList)
queuedFrame[pos].targetList = target;
else
{
C3D_RenderTarget* a;
for (a = queuedFrame[pos].targetList; a->frame[pos]; a = a->frame[pos]);
a->frame[pos] = target;
}
}
C3D_SetFrameBuf(&target->frameBuf);
C3D_SetViewport(0, 0, target->frameBuf.width, target->frameBuf.height);
return true;
}
void C3D_FrameEnd(u8 flags)
{
if (!inFrame) return;
inFrame = false;
osTickCounterUpdate(&cpuTime);
int pos = queueSwap^queuedCount;
if (!queuedFrame[pos].targetList) return;
// Add the frame to the queue
queuedCount++;
C3Di_FinalizeFrame(&queuedFrame[pos].cmdBuf, &queuedFrame[pos].cmdBufSize);
queuedFrame[pos].flags = flags;
// Flush the entire linear memory if the user did not explicitly mandate to flush the command list
if (!(flags & GX_CMDLIST_FLUSH))
{
// Take advantage of GX_FlushCacheRegions to flush gsp heap
extern u32 __ctru_linear_heap;
extern u32 __ctru_linear_heap_size;
GX_FlushCacheRegions(queuedFrame[queueSwap].cmdBuf, queuedFrame[queueSwap].cmdBufSize, (u32 *) __ctru_linear_heap, __ctru_linear_heap_size, NULL, 0);
}
// Update the frame queue
updateFrameQueue();
}
float C3D_GetDrawingTime(void)
{
return osTickCounterRead(&gpuTime);
}
float C3D_GetProcessingTime(void)
{
return osTickCounterRead(&cpuTime);
}
static C3D_RenderTarget* C3Di_RenderTargetNew(void)
{
C3D_RenderTarget* target = (C3D_RenderTarget*)malloc(sizeof(C3D_RenderTarget));
if (!target) return NULL;
memset(target, 0, sizeof(C3D_RenderTarget));
return target;
}
static void C3Di_RenderTargetFinishInit(C3D_RenderTarget* target)
{
target->drawOk = true;
target->prev = lastTarget;
target->next = NULL;
if (lastTarget)
lastTarget->next = target;
if (!firstTarget)
firstTarget = target;
lastTarget = target;
}
C3D_RenderTarget* C3D_RenderTargetCreate(int width, int height, GPU_COLORBUF colorFmt, C3D_DEPTHTYPE depthFmt)
{
if (!checkRenderQueueInit()) goto _fail0;
u32 size = width*height;
GPU_DEPTHBUF depthFmtReal = GPU_RB_DEPTH16;
void* depthBuf = NULL;
void* colorBuf = vramAlloc(size*(2+colorFmtSizes[colorFmt]));
if (!colorBuf) goto _fail0;
if (C3D_DEPTHTYPE_OK(depthFmt))
{
depthFmtReal = C3D_DEPTHTYPE_VAL(depthFmt);
depthBuf = vramAlloc(size*(2+depthFmtSizes[depthFmtReal]));
if (!depthBuf) goto _fail1;
}
C3D_RenderTarget* target = C3Di_RenderTargetNew();
if (!target) goto _fail2;
C3D_FrameBuf* fb = &target->frameBuf;
C3D_FrameBufAttrib(fb, width, height, false);
C3D_FrameBufColor(fb, colorBuf, colorFmt);
target->ownsColor = true;
if (depthBuf)
{
C3D_FrameBufDepth(fb, depthBuf, depthFmtReal);
target->ownsDepth = true;
}
C3Di_RenderTargetFinishInit(target);
return target;
_fail2:
if (depthBuf) vramFree(depthBuf);
_fail1:
vramFree(colorBuf);
_fail0:
return NULL;
}
C3D_RenderTarget* C3D_RenderTargetCreateFromTex(C3D_Tex* tex, GPU_TEXFACE face, int level, C3D_DEPTHTYPE depthFmt)
{
if (!checkRenderQueueInit()) return NULL;
C3D_RenderTarget* target = C3Di_RenderTargetNew();
if (!target) return NULL;
C3D_FrameBuf* fb = &target->frameBuf;
C3D_FrameBufTex(fb, tex, face, level);
if (C3D_DEPTHTYPE_OK(depthFmt))
{
GPU_DEPTHBUF depthFmtReal = C3D_DEPTHTYPE_VAL(depthFmt);
u32 size = (u32)fb->width*fb->height;
void* depthBuf = vramAlloc(size*(2+depthFmtSizes[depthFmtReal]));
if (!depthBuf)
{
free(target);
return NULL;
}
C3D_FrameBufDepth(fb, depthBuf, depthFmtReal);
target->ownsDepth = true;
}
C3Di_RenderTargetFinishInit(target);
return target;
}
void C3D_RenderTargetDelete(C3D_RenderTarget* target)
{
target->clearBits = 0;
target->linked = false;
while (!target->drawOk)
gspWaitForAnyEvent();
if (target->ownsColor)
vramFree(target->frameBuf.colorBuf);
if (target->ownsDepth)
vramFree(target->frameBuf.depthBuf);
C3D_RenderTarget** prevNext = target->prev ? &target->prev->next : &firstTarget;
C3D_RenderTarget** nextPrev = target->next ? &target->next->prev : &lastTarget;
*prevNext = target->next;
*nextPrev = target->prev;
free(target);
}
void C3D_RenderTargetSetClear(C3D_RenderTarget* target, C3D_ClearBits clearBits, u32 clearColor, u32 clearDepth)
{
if (!target->frameBuf.colorBuf) clearBits &= ~C3D_CLEAR_COLOR;
if (!target->frameBuf.depthBuf) clearBits &= ~C3D_CLEAR_DEPTH;
C3D_ClearBits oldClearBits = target->clearBits;
target->clearBits = clearBits;
target->clearColor = clearColor;
target->clearDepth = clearDepth;
if (clearBits &~ oldClearBits && target->drawOk)
{
target->drawOk = false;
clearTarget(target);
}
}
void C3D_RenderTargetSetOutput(C3D_RenderTarget* target, gfxScreen_t screen, gfx3dSide_t side, u32 transferFlags)
{
int id = 0;
if (screen==GFX_BOTTOM) id = 2;
else if (side==GFX_RIGHT) id = 1;
if (linkedTarget[id])
linkedTarget[id]->linked = false;
linkedTarget[id] = target;
target->linked = true;
target->transferFlags = transferFlags;
target->screen = screen;
target->side = side;
}
void C3D_SafeDisplayTransfer(u32* inadr, u32 indim, u32* outadr, u32 outdim, u32 flags)
{
while (transferQueue || inSafeTransfer)
gspWaitForPPF();
inSafeTransfer = true;
gspSetEventCallback(GSPGPU_EVENT_PPF, onTransferFinish, NULL, true);
GX_DisplayTransfer(inadr, indim, outadr, outdim, flags);
}
void C3D_SafeTextureCopy(u32* inadr, u32 indim, u32* outadr, u32 outdim, u32 size, u32 flags)
{
while (transferQueue || inSafeTransfer)
gspWaitForPPF();
inSafeTransfer = true;
gspSetEventCallback(GSPGPU_EVENT_PPF, onTransferFinish, NULL, true);
GX_TextureCopy(inadr, indim, outadr, outdim, size, flags);
}
void C3D_SafeMemoryFill(u32* buf0a, u32 buf0v, u32* buf0e, u16 control0, u32* buf1a, u32 buf1v, u32* buf1e, u16 control1)
{
while (clearQueue || inSafeClear)
gspWaitForAnyEvent();
inSafeClear = true;
gspSetEventCallback(buf0a ? GSPGPU_EVENT_PSC0 : GSPGPU_EVENT_PSC1, onClearDone, NULL, true);
GX_MemoryFill(buf0a, buf0v, buf0e, control0, buf1a, buf1v, buf1e, control1);
}