citro3d/source/base.c
2017-02-09 19:45:33 +01:00

369 lines
8.9 KiB
C

#include "internal.h"
#include <c3d/base.h>
#include <c3d/effect.h>
#include <c3d/uniforms.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_ADDR1, 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_ADDR, 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_ADDR, 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, C3D_UNUSED void* param)
{
C3D_Context* ctx = C3Di_GetContext();
switch (hookType)
{
case APTHOOK_ONSUSPEND:
{
if (ctx->renderQueueWaitDone)
ctx->renderQueueWaitDone();
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;
}
default:
break;
}
}
bool C3D_Init(size_t cmdBufSize)
{
int i;
C3D_Context* ctx = C3Di_GetContext();
if (ctx->flags & C3DiF_Active)
return false;
ctx->cmdBufSize = cmdBufSize/8; // Half of the size of the cmdbuf, in words
ctx->cmdBuf = (u32*)linearAlloc(cmdBufSize);
ctx->cmdBufUsage = 0;
if (!ctx->cmdBuf) return false;
GPUCMD_SetBuffer(ctx->cmdBuf, ctx->cmdBufSize, 0);
ctx->flags = C3DiF_Active | C3DiF_TexEnvBuf | C3DiF_TexEnvAll | C3DiF_Effect | C3DiF_TexAll;
ctx->renderQueueExit = NULL;
// 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);
GPUCMD_AddWrite(GPUREG_EARLYDEPTH_CLEAR, 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_AddWrite(GPUREG_TEXUNIT_CONFIG, 0x00011000|units); // Enable 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);
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 C3Di_FinalizeFrame(u32** pBuf, u32* pSize)
{
C3D_Context* ctx = C3Di_GetContext();
if (ctx->flags & C3DiF_DrawUsed)
{
ctx->flags &= ~C3DiF_DrawUsed;
GPUCMD_AddWrite(GPUREG_FRAMEBUFFER_FLUSH, 1);
GPUCMD_AddWrite(GPUREG_FRAMEBUFFER_INVALIDATE, 1);
GPUCMD_AddWrite(GPUREG_EARLYDEPTH_CLEAR, 1);
}
GPUCMD_Finalize();
GPUCMD_GetBuffer(pBuf, NULL, pSize);
ctx->cmdBufUsage = (float)(*pSize) / ctx->cmdBufSize;
*pSize *= 4;
ctx->flags ^= C3DiF_CmdBuffer;
u32* buf = ctx->cmdBuf;
if (ctx->flags & C3DiF_CmdBuffer)
buf += ctx->cmdBufSize;
GPUCMD_SetBuffer(buf, ctx->cmdBufSize, 0);
}
void C3D_FlushAsync(void)
{
if (!(C3Di_GetContext()->flags & C3DiF_Active))
return;
u32* cmdBuf;
u32 cmdBufSize;
C3Di_FinalizeFrame(&cmdBuf, &cmdBufSize);
//take advantage of GX_FlushCacheRegions to flush gsp heap
extern u32 __ctru_linear_heap;
extern u32 __ctru_linear_heap_size;
GX_FlushCacheRegions(cmdBuf, cmdBufSize, (u32 *) __ctru_linear_heap, __ctru_linear_heap_size, NULL, 0);
GX_ProcessCommandList(cmdBuf, cmdBufSize, 0x0);
}
float C3D_GetCmdBufUsage(void)
{
return C3Di_GetContext()->cmdBufUsage;
}
void C3D_Fini(void)
{
C3D_Context* ctx = C3Di_GetContext();
if (!(ctx->flags & C3DiF_Active))
return;
if (ctx->renderQueueExit)
ctx->renderQueueExit();
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];
}