404 lines
10 KiB
C
404 lines
10 KiB
C
#include "internal.h"
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#include <c3d/renderqueue.h>
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#include <stdlib.h>
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static C3D_RenderTarget *firstTarget, *lastTarget;
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static C3D_RenderTarget *linkedTarget[3];
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static C3D_RenderTarget *transferQueue, *clearQueue;
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static struct
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{
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C3D_RenderTarget* targetList;
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u32* cmdBuf;
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u32 cmdBufSize;
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u8 flags;
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} queuedFrame[2];
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static u8 queueSwap, queuedCount, queuedState;
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static bool inFrame, inSafeTransfer, inSafeClear;
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static void onRenderFinish(void* unused);
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static void onTransferFinish(void* unused);
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static void onClearDone(void* unused);
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static void performDraw(void)
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{
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gspSetEventCallback(GSPGPU_EVENT_P3D, onRenderFinish, NULL, true);
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GX_ProcessCommandList(queuedFrame[queueSwap].cmdBuf, queuedFrame[queueSwap].cmdBufSize, queuedFrame[queueSwap].flags);
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}
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static void performTransfer(void)
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{
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if (inSafeTransfer) return; // Let the safe transfer finish handler retry this
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C3D_RenderBuf* renderBuf = &transferQueue->renderBuf;
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u32* frameBuf = (u32*)gfxGetFramebuffer(transferQueue->screen, transferQueue->side, NULL, NULL);
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if (transferQueue->side == GFX_LEFT)
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gfxConfigScreen(transferQueue->screen, false);
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gspSetEventCallback(GSPGPU_EVENT_PPF, onTransferFinish, NULL, true);
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C3D_RenderBufTransferAsync(renderBuf, frameBuf, transferQueue->transferFlags);
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}
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static void performClear(void)
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{
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if (inSafeClear) return; // Let the safe clear finish handler retry this
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C3D_RenderBuf* renderBuf = &clearQueue->renderBuf;
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// TODO: obey renderBuf->clearBits
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gspSetEventCallback(renderBuf->colorBuf.data ? GSPGPU_EVENT_PSC0 : GSPGPU_EVENT_PSC1, onClearDone, NULL, true);
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C3D_RenderBufClearAsync(renderBuf);
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}
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static void updateFrameQueue(void)
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{
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C3D_RenderTarget* a;
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if (queuedState>0) return; // Still rendering
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// Check that all targets are OK to be drawn on
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for (a = queuedFrame[queueSwap].targetList; a; a = a->frame[queueSwap])
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if (!a->drawOk)
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return; // Nope, we can't start rendering yet
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// Start rendering the frame
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queuedState=1;
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for (a = queuedFrame[queueSwap].targetList; a; a = a->frame[queueSwap])
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a->drawOk = false;
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performDraw();
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}
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static void transferTarget(C3D_RenderTarget* target)
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{
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C3D_RenderTarget* a;
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target->transferOk = false;
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target->link = NULL;
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if (!transferQueue)
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{
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transferQueue = target;
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performTransfer();
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return;
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}
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for (a = transferQueue; a->link; a = a->link);
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a->link = target;
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}
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static void clearTarget(C3D_RenderTarget* target)
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{
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C3D_RenderTarget* a;
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target->link = NULL;
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if (!clearQueue)
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{
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clearQueue = target;
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performClear();
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return;
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}
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for (a = clearQueue; a->link; a = a->link);
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a->link = target;
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}
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static void onVBlank0(C3D_UNUSED void* unused)
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{
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if (!linkedTarget[0]) return;
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if (gfxIs3D())
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{
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if (linkedTarget[1] && linkedTarget[1]->transferOk)
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transferTarget(linkedTarget[1]);
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else if (linkedTarget[0]->transferOk)
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{
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// Use a temporary copy of the left framebuffer to fill in the missing right image.
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static C3D_RenderTarget temp;
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memcpy(&temp, linkedTarget[0], sizeof(temp));
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temp.side = GFX_RIGHT;
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temp.clearBits = false;
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transferTarget(&temp);
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}
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}
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if (linkedTarget[0]->transferOk)
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transferTarget(linkedTarget[0]);
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}
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static void onVBlank1(C3D_UNUSED void* unused)
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{
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if (linkedTarget[2] && linkedTarget[2]->transferOk)
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transferTarget(linkedTarget[2]);
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}
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void onRenderFinish(C3D_UNUSED void* unused)
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{
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C3D_RenderTarget *a, *next;
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// The following check should never trigger
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if (queuedState!=1) svcBreak(USERBREAK_PANIC);
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for (a = queuedFrame[queueSwap].targetList; a; a = next)
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{
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next = a->frame[queueSwap];
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a->frame[queueSwap] = NULL;
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if (a->linked)
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a->transferOk = true;
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else if (a->clearBits)
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clearTarget(a);
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else
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a->drawOk = true;
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}
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// Consume the frame that has been just rendered
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memset(&queuedFrame[queueSwap], 0, sizeof(queuedFrame[queueSwap]));
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queueSwap ^= 1;
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queuedCount--;
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queuedState = 0;
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// Update the frame queue if there are still frames to render
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if (queuedCount>0)
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updateFrameQueue();
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}
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void onTransferFinish(C3D_UNUSED void* unused)
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{
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C3D_RenderTarget* target = transferQueue;
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if (inSafeTransfer)
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{
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inSafeTransfer = false;
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// Try again if there are queued transfers
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if (target)
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performTransfer();
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return;
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}
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transferQueue = target->link;
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if (target->clearBits)
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clearTarget(target);
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else
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target->drawOk = true;
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if (transferQueue)
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performTransfer();
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if (target->drawOk && queuedCount>0 && queuedState==0)
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updateFrameQueue();
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}
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void onClearDone(C3D_UNUSED void* unused)
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{
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C3D_RenderTarget* target = clearQueue;
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if (inSafeClear)
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{
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inSafeClear = false;
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// Try again if there are queued clears
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if (target)
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performClear();
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return;
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}
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clearQueue = target->link;
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target->drawOk = true;
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if (clearQueue)
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performClear();
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if (queuedCount>0 && queuedState==0)
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updateFrameQueue();
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}
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static void C3Di_RenderQueueInit(void)
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{
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gspSetEventCallback(GSPGPU_EVENT_VBlank0, onVBlank0, NULL, false);
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gspSetEventCallback(GSPGPU_EVENT_VBlank1, onVBlank1, NULL, false);
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}
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static void C3Di_RenderQueueExit(void)
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{
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int i;
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C3D_RenderTarget *a, *next;
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for (a = firstTarget; a; a = next)
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{
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next = a->next;
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C3D_RenderTargetDelete(a);
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}
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gspSetEventCallback(GSPGPU_EVENT_VBlank0, NULL, NULL, false);
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gspSetEventCallback(GSPGPU_EVENT_VBlank1, NULL, NULL, false);
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for (i = 0; i < 3; i ++)
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linkedTarget[i] = NULL;
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memset(queuedFrame, 0, sizeof(queuedFrame));
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queueSwap = 0;
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queuedCount = 0;
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queuedState = 0;
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}
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static void C3Di_RenderQueueWaitDone(void)
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{
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while (queuedCount || transferQueue || clearQueue)
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gspWaitForAnyEvent();
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}
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static bool checkRenderQueueInit(void)
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{
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C3D_Context* ctx = C3Di_GetContext();
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if (!(ctx->flags & C3DiF_Active))
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return false;
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if (!ctx->renderQueueExit)
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{
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C3Di_RenderQueueInit();
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ctx->renderQueueWaitDone = C3Di_RenderQueueWaitDone;
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ctx->renderQueueExit = C3Di_RenderQueueExit;
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}
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return true;
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}
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bool C3D_FrameBegin(u8 flags)
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{
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if (inFrame) return false;
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int maxCount = (flags & C3D_FRAME_SYNCDRAW) ? 1 : 2;
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while (queuedCount >= maxCount)
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{
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if (flags & C3D_FRAME_NONBLOCK)
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return false;
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gspWaitForP3D();
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}
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inFrame = true;
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return true;
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}
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bool C3D_FrameDrawOn(C3D_RenderTarget* target)
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{
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if (!inFrame) return false;
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// Queue the target in the frame if it hasn't already been.
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int pos = queueSwap^queuedCount;
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if (!target->frame[pos])
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{
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if (!queuedFrame[pos].targetList)
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queuedFrame[pos].targetList = target;
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else
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{
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C3D_RenderTarget* a;
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for (a = queuedFrame[pos].targetList; a->frame[pos]; a = a->frame[pos]);
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a->frame[pos] = target;
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}
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}
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C3D_RenderBufBind(&target->renderBuf);
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return true;
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}
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void C3D_FrameEnd(u8 flags)
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{
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if (!inFrame) return;
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inFrame = false;
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int pos = queueSwap^queuedCount;
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if (!queuedFrame[pos].targetList) return;
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// Add the frame to the queue
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queuedCount++;
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C3Di_FinalizeFrame(&queuedFrame[pos].cmdBuf, &queuedFrame[pos].cmdBufSize);
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queuedFrame[pos].flags = flags;
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// Flush the entire linear memory if the user did not explicitly mandate to flush the command list
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if (!(flags & GX_CMDLIST_FLUSH))
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{
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// Take advantage of GX_FlushCacheRegions to flush gsp heap
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extern u32 __ctru_linear_heap;
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extern u32 __ctru_linear_heap_size;
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GX_FlushCacheRegions(queuedFrame[queueSwap].cmdBuf, queuedFrame[queueSwap].cmdBufSize, (u32 *) __ctru_linear_heap, __ctru_linear_heap_size, NULL, 0);
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}
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// Update the frame queue
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updateFrameQueue();
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}
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C3D_RenderTarget* C3D_RenderTargetCreate(int width, int height, int colorFmt, int depthFmt)
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{
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if (!checkRenderQueueInit()) return NULL;
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C3D_RenderTarget* target = (C3D_RenderTarget*)malloc(sizeof(C3D_RenderTarget));
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if (!target) return NULL;
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memset(target, 0, sizeof(C3D_RenderTarget));
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if (!C3D_RenderBufInit(&target->renderBuf, width, height, colorFmt, depthFmt))
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{
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free(target);
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return NULL;
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}
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target->drawOk = true;
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target->prev = lastTarget;
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target->next = NULL;
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if (lastTarget)
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lastTarget->next = target;
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if (!firstTarget)
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firstTarget = target;
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lastTarget = target;
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return target;
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}
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void C3D_RenderTargetDelete(C3D_RenderTarget* target)
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{
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target->clearBits = 0;
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target->linked = false;
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while (!target->drawOk)
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gspWaitForAnyEvent();
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C3D_RenderBufDelete(&target->renderBuf);
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C3D_RenderTarget** prevNext = target->prev ? &target->prev->next : &firstTarget;
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C3D_RenderTarget** nextPrev = target->next ? &target->next->prev : &lastTarget;
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*prevNext = target->next;
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*nextPrev = target->prev;
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free(target);
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}
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void C3D_RenderTargetSetClear(C3D_RenderTarget* target, u32 clearBits, u32 clearColor, u32 clearDepth)
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{
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if (target->renderBuf.colorBuf.data==NULL) clearBits &= ~C3D_CLEAR_COLOR;
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if (target->renderBuf.depthBuf.data==NULL) clearBits &= ~C3D_CLEAR_DEPTH;
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u32 oldClearBits = target->clearBits;
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target->clearBits = clearBits & 0xFF;
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target->renderBuf.clearColor = clearColor;
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target->renderBuf.clearDepth = clearDepth;
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if (clearBits &~ oldClearBits && target->drawOk)
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{
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target->drawOk = false;
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clearTarget(target);
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}
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}
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void C3D_RenderTargetSetOutput(C3D_RenderTarget* target, gfxScreen_t screen, gfx3dSide_t side, u32 transferFlags)
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{
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int id = 0;
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if (screen==GFX_BOTTOM) id = 2;
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else if (side==GFX_RIGHT) id = 1;
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if (linkedTarget[id])
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linkedTarget[id]->linked = false;
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linkedTarget[id] = target;
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target->linked = true;
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target->transferFlags = transferFlags;
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target->screen = screen;
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target->side = side;
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}
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void C3D_SafeDisplayTransfer(u32* inadr, u32 indim, u32* outadr, u32 outdim, u32 flags)
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{
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while (transferQueue || inSafeTransfer)
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gspWaitForPPF();
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inSafeTransfer = true;
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gspSetEventCallback(GSPGPU_EVENT_PPF, onTransferFinish, NULL, true);
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GX_DisplayTransfer(inadr, indim, outadr, outdim, flags);
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}
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void C3D_SafeTextureCopy(u32* inadr, u32 indim, u32* outadr, u32 outdim, u32 size, u32 flags)
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{
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while (transferQueue || inSafeTransfer)
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gspWaitForPPF();
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inSafeTransfer = true;
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gspSetEventCallback(GSPGPU_EVENT_PPF, onTransferFinish, NULL, true);
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GX_TextureCopy(inadr, indim, outadr, outdim, size, flags);
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}
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void C3D_SafeMemoryFill(u32* buf0a, u32 buf0v, u32* buf0e, u16 control0, u32* buf1a, u32 buf1v, u32* buf1e, u16 control1)
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{
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while (clearQueue || inSafeClear)
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gspWaitForAnyEvent();
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inSafeClear = true;
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gspSetEventCallback(buf0a ? GSPGPU_EVENT_PSC0 : GSPGPU_EVENT_PSC1, onClearDone, NULL, true);
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GX_MemoryFill(buf0a, buf0v, buf0e, control0, buf1a, buf1v, buf1e, control1);
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}
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