Initial Cross Platform Work
This commit is contained in:
18
backends/3ds/CMakeLists.txt
Normal file
18
backends/3ds/CMakeLists.txt
Normal file
@ -0,0 +1,18 @@
|
||||
cmake_minimum_required(VERSION 3.22)
|
||||
|
||||
# Make sure to use 3ds toolschain for 3ds build :)
|
||||
if(NOT DEFINED CMAKE_TOOLCHAIN_FILE)
|
||||
if(DEFINED ENV{DEVKITPRO})
|
||||
set(CMAKE_TOOLCHAIN_FILE "$ENV{DEVKITPRO}/cmake/3DS.cmake" CACHE PATH "toolchain file")
|
||||
else()
|
||||
message(FATAL_ERROR "Please define DEVKITPRO to point to your SDK path!")
|
||||
endif()
|
||||
endif()
|
||||
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Wall -Wno-psabi -O3")
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} ${CMAKE_C_FLAGS} -fno-rtti -fno-exceptions")
|
||||
|
||||
add_library(pd-backend-3ds STATIC
|
||||
source/li_backend_c3d.cpp
|
||||
source/pd_hid_3ds.cpp)
|
||||
target_include_directories(pd-backend-3ds PUBLIC include)
|
||||
target_link_libraries(pd-backend-3ds PUBLIC palladium)
|
83
backends/3ds/include/li_backend_c3d.hpp
Normal file
83
backends/3ds/include/li_backend_c3d.hpp
Normal file
@ -0,0 +1,83 @@
|
||||
#pragma once
|
||||
|
||||
/*
|
||||
MIT License
|
||||
|
||||
Copyright (c) 2024 - 2025 tobid7
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <3ds.h>
|
||||
#include <citro3d.h>
|
||||
|
||||
#include <pd/core/core.hpp>
|
||||
#include <pd/lithium/backend.hpp>
|
||||
|
||||
namespace PD {
|
||||
template <typename T>
|
||||
class LinearAlloc : public Allocator<T> {
|
||||
public:
|
||||
LinearAlloc() = default;
|
||||
~LinearAlloc() = default;
|
||||
|
||||
T* Allocate(size_t n) override { return (T*)linearAlloc(n); }
|
||||
void Deallocate(T* ptr) { linearFree(ptr); }
|
||||
};
|
||||
namespace LI {
|
||||
class Backend_C3D : public PD::LI::Backend {
|
||||
public:
|
||||
Backend_C3D() : LI::Backend("Citro3D") {}
|
||||
~Backend_C3D() {}
|
||||
PD_SMART_CTOR(Backend_C3D)
|
||||
|
||||
void Init() override;
|
||||
|
||||
void Deinit() override;
|
||||
|
||||
void NewFrame() override;
|
||||
|
||||
void BindTexture(PD::LI::TexAddress addr) override;
|
||||
|
||||
void RenderDrawData(const PD::Vec<PD::LI::Command::Ref>& Commands) override;
|
||||
|
||||
PD::LI::Texture::Ref LoadTexture(
|
||||
const std::vector<PD::u8>& pixels, int w, int h,
|
||||
PD::LI::Texture::Type type = PD::LI::Texture::Type::RGBA32,
|
||||
PD::LI::Texture::Filter filter =
|
||||
PD::LI::Texture::Filter::LINEAR) override;
|
||||
|
||||
private:
|
||||
Vec<Vertex, LinearAlloc<Vertex>> VertexBuffer;
|
||||
Vec<u16, LinearAlloc<u16>> IndexBuffer;
|
||||
size_t CurrentVertex = 0;
|
||||
size_t CurrentIndex = 0;
|
||||
Mat4 Projection;
|
||||
int pLocProjection = 0;
|
||||
DVLB_s* ShaderCode;
|
||||
shaderProgram_s Shader;
|
||||
C3D_AttrInfo ShaderInfo;
|
||||
// For Stats
|
||||
PD::u32 num_vtx = 0;
|
||||
PD::u32 num_idx = 0;
|
||||
};
|
||||
} // namespace LI
|
||||
} // namespace PD
|
43
backends/3ds/include/pd_hid_3ds.hpp
Normal file
43
backends/3ds/include/pd_hid_3ds.hpp
Normal file
@ -0,0 +1,43 @@
|
||||
#pragma once
|
||||
|
||||
/*
|
||||
MIT License
|
||||
Copyright (c) 2024 - 2025 René Amthor (tobid7)
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
*/
|
||||
|
||||
#include <pd/core/hid_driver.hpp>
|
||||
|
||||
namespace PD {
|
||||
class Hid3DS : public Hid {
|
||||
public:
|
||||
/**
|
||||
* Constructor to setup Key binds
|
||||
*/
|
||||
Hid3DS();
|
||||
~Hid3DS() = default;
|
||||
PD_SMART_CTOR(Hid3DS)
|
||||
|
||||
/**
|
||||
* Overrideing the Update Function for Input Checking etc
|
||||
*/
|
||||
void Update() override;
|
||||
};
|
||||
} // namespace PD
|
103
backends/3ds/include/pd_net_3ds.hpp
Normal file
103
backends/3ds/include/pd_net_3ds.hpp
Normal file
@ -0,0 +1,103 @@
|
||||
#pragma once
|
||||
|
||||
/*
|
||||
MIT License
|
||||
Copyright (c) 2024 - 2025 René Amthor (tobid7)
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
*/
|
||||
|
||||
#include <3ds.h>
|
||||
#include <arpa/inet.h>
|
||||
#include <malloc.h>
|
||||
#include <netinet/in.h>
|
||||
#include <sys/socket.h>
|
||||
|
||||
#include <pd/net/backend.hpp>
|
||||
|
||||
namespace PD {
|
||||
class NetBackend3DS : public Net::Backend {
|
||||
public:
|
||||
NetBackend3DS() : Net::Backend("3DS") {}
|
||||
~NetBackend3DS() = default;
|
||||
PD_SMART_CTOR(NetBackend3DS)
|
||||
|
||||
bool Init() override {
|
||||
pSocBuffer = (uint32_t*)memalign(pSocAlign, pSocBufferSize);
|
||||
Result ret = 0;
|
||||
if (pSocBuffer == NULL) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if ((ret = socInit(pSocBuffer, pSocBufferSize)) != 0) {
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void Deinit() override { socExit(); }
|
||||
int NewSocket() override { return socket(AF_INET, SOCK_STREAM, 0); }
|
||||
void Close(int sock_id) override { close(sock_id); }
|
||||
int GetInvalidRef() const override { return -1; }
|
||||
|
||||
bool Bind(int sock_id, u16 port) {
|
||||
sockaddr_in addr{};
|
||||
addr.sin_family = AF_INET;
|
||||
addr.sin_port = htons(port);
|
||||
addr.sin_addr.s_addr = INADDR_ANY;
|
||||
return bind(sock_id, (sockaddr*)&addr, sizeof(addr)) != -1;
|
||||
}
|
||||
bool Listen(int sock_id, int backlog = 5) {
|
||||
return listen(sock_id, backlog) != -1;
|
||||
}
|
||||
bool Accept(int sock_id, Net::Socket::Ref client) {
|
||||
int client_soc = accept(sock_id, nullptr, nullptr);
|
||||
if (client_soc == -1) {
|
||||
return false;
|
||||
}
|
||||
client->pSocket = client_soc;
|
||||
return true;
|
||||
}
|
||||
bool Connect(int sock_id, const std::string& ip, u16 port) {
|
||||
sockaddr_in addr{};
|
||||
addr.sin_family = AF_INET;
|
||||
addr.sin_port = htons(port);
|
||||
inet_pton(AF_INET, ip.c_str(), &addr.sin_addr);
|
||||
return connect(sock_id, (sockaddr*)&addr, sizeof(addr)) != -1;
|
||||
}
|
||||
int Send(int sock_id, const std::string& data) {
|
||||
return send(sock_id, data.c_str(), static_cast<int>(data.size()), 0);
|
||||
}
|
||||
int Receive(int sock_id, std::string& data, int size = 1024) {
|
||||
char* tmp = new char[size];
|
||||
int res = recv(sock_id, tmp, size, 0);
|
||||
if (res > 0) {
|
||||
data.assign(tmp, res);
|
||||
}
|
||||
delete[] tmp;
|
||||
return res;
|
||||
}
|
||||
|
||||
private:
|
||||
/** using libctru u32 here */
|
||||
const uint32_t pSocAlign = 0x1000;
|
||||
const uint32_t pSocBufferSize = 0x100000;
|
||||
uint32_t* pSocBuffer = nullptr;
|
||||
};
|
||||
} // namespace PD
|
229
backends/3ds/source/li_backend_c3d.cpp
Normal file
229
backends/3ds/source/li_backend_c3d.cpp
Normal file
@ -0,0 +1,229 @@
|
||||
#include <li_backend_c3d.hpp>
|
||||
|
||||
/// @brief Shader Code (Unused as i dont want to use libpicasso here (yet))
|
||||
const char* LIShaderCTR = R"(
|
||||
; LI7 Shader
|
||||
; Constants
|
||||
.constf myconst(0.0, 1.0, 0.00392156862745, 0.0)
|
||||
.alias ones myconst.yyyy ; Vector full of ones
|
||||
|
||||
; Uniforms
|
||||
.fvec projection[4]
|
||||
|
||||
; Outputs
|
||||
.out out_position position
|
||||
.out out_color color
|
||||
.out out_uv texcoord0
|
||||
|
||||
; Inputs
|
||||
.alias in_xy v0
|
||||
.alias in_uvc v1
|
||||
.alias in_col v2
|
||||
|
||||
.entry vmain
|
||||
.proc vmain
|
||||
mov r0.xy, in_xy.xy
|
||||
mov r0.w, ones
|
||||
|
||||
dp4 out_position.x, projection[0], r0
|
||||
dp4 out_position.y, projection[1], r0
|
||||
dp4 out_position.z, projection[2], r0
|
||||
dp4 out_position.w, projection[3], r0
|
||||
|
||||
mov out_uv, in_uvc.xy
|
||||
|
||||
mul r1, myconst.zzzz, in_col
|
||||
mov out_color, r1
|
||||
end
|
||||
.end
|
||||
)";
|
||||
|
||||
// clang-format off
|
||||
unsigned char li_shader[] = {
|
||||
0x44, 0x56, 0x4c, 0x42, 0x1, 0x0, 0x0, 0x0, 0xa4, 0x0, 0x0, 0x0, 0x44, 0x56, 0x4c, 0x50, 0x0, 0x0, 0x0, 0x0, 0x28, 0x0, 0x0, 0x0, 0xa, 0x0, 0x0, 0x0, 0x50, 0x0, 0x0, 0x0, 0x9, 0x0, 0x0, 0x0, 0x98, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x4e, 0x1, 0xf0, 0x7, 0x4e, 0x2, 0x8, 0x2, 0x8, 0x3, 0x18, 0x2, 0x8, 0x4, 0x28, 0x2, 0x8, 0x5, 0x38, 0x2, 0x8, 0x6, 0x10, 0x40, 0x4c, 0x7, 0xf1, 0x27, 0x22, 0x8, 0x10, 0x21, 0x4c, 0x0, 0x0, 0x0, 0x88, 0xac, 0x2, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0xa1, 0xa, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x68, 0xc3, 0x6, 0x0, 0x0, 0x0, 0x0, 0x0, 0x64, 0xc3, 0x6, 0x0, 0x0, 0x0, 0x0, 0x0, 0x62, 0xc3, 0x6, 0x0, 0x0, 0x0, 0x0, 0x0, 0x61, 0xc3, 0x6, 0x0, 0x0, 0x0, 0x0, 0x0, 0xaf, 0x2, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x4f, 0xd5, 0x6, 0x0, 0x0, 0x0, 0x0, 0x0, 0x6f, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x44, 0x56, 0x4c, 0x45, 0x2, 0x10, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0xa, 0x0, 0x0, 0x0, 0x0, 0x0, 0x7, 0x0, 0x0, 0x0, 0x0, 0x0, 0x40, 0x0, 0x0, 0x0, 0x1, 0x0, 0x0, 0x0, 0x54, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x54, 0x0, 0x0, 0x0, 0x3, 0x0, 0x0, 0x0, 0x6c, 0x0, 0x0, 0x0, 0x1, 0x0, 0x0, 0x0, 0x74, 0x0, 0x0, 0x0, 0xb, 0x0, 0x0, 0x0, 0x2, 0x0, 0x5f, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x3f, 0x0, 0x1, 0x1, 0x37, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0xf, 0x0, 0x0, 0x0, 0x2, 0x0, 0x1, 0x0, 0xf, 0x0, 0x0, 0x0, 0x3, 0x0, 0x2, 0x0, 0xf, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x10, 0x0, 0x13, 0x0, 0x70, 0x72, 0x6f, 0x6a, 0x65, 0x63, 0x74, 0x69, 0x6f, 0x6e, 0x0, 0x0,
|
||||
};
|
||||
// clang-format on
|
||||
size_t li_shader_size = 0x124;
|
||||
|
||||
namespace PD {
|
||||
namespace LI {
|
||||
GPU_TEXCOLOR GetTexFmt(Texture::Type type) {
|
||||
if (type == Texture::RGBA32)
|
||||
return GPU_RGBA8;
|
||||
else if (type == Texture::RGB24)
|
||||
return GPU_RGB8;
|
||||
else if (type == Texture::A8)
|
||||
return GPU_A8;
|
||||
return GPU_RGBA8; // Default
|
||||
}
|
||||
int GetBPP(Texture::Type type) {
|
||||
if (type == Texture::RGBA32)
|
||||
return 4;
|
||||
else if (type == Texture::RGB24)
|
||||
return 3;
|
||||
else if (type == Texture::A8)
|
||||
return 1;
|
||||
return 0; // Error
|
||||
}
|
||||
void Backend_C3D::Init() {
|
||||
std::cout << "[BACKEND_C3D]: Setting up Buffers" << std::endl;
|
||||
VertexBuffer.Resize(4 * 8192);
|
||||
IndexBuffer.Resize(6 * 8192);
|
||||
|
||||
Flags |= LIBackendFlags_FlipUV_Y;
|
||||
|
||||
std::cout << "[BACKEND_C3D]: Loading shader..." << std::endl;
|
||||
ShaderCode = DVLB_ParseFile((uint32_t*)li_shader, li_shader_size);
|
||||
shaderProgramInit(&Shader);
|
||||
shaderProgramSetVsh(&Shader, &ShaderCode->DVLE[0]);
|
||||
pLocProjection =
|
||||
shaderInstanceGetUniformLocation(Shader.vertexShader, "projection");
|
||||
|
||||
std::cout << "[BACKEND_C3D]: Setting up Attr Info" << std::endl;
|
||||
AttrInfo_Init(&ShaderInfo);
|
||||
AttrInfo_AddLoader(&ShaderInfo, 0, GPU_FLOAT, 2);
|
||||
AttrInfo_AddLoader(&ShaderInfo, 1, GPU_FLOAT, 2);
|
||||
AttrInfo_AddLoader(&ShaderInfo, 2, GPU_UNSIGNED_BYTE, 4);
|
||||
std::cout << "[BACKEND_C3D]: Backend init done!" << std::endl;
|
||||
}
|
||||
|
||||
void Backend_C3D::Deinit() {
|
||||
shaderProgramFree(&Shader);
|
||||
DVLB_Free(ShaderCode);
|
||||
}
|
||||
|
||||
void Backend_C3D::NewFrame() {
|
||||
C3D_BindProgram(&Shader);
|
||||
C3D_SetAttrInfo(&ShaderInfo);
|
||||
CurrentIndex = 0;
|
||||
CurrentVertex = 0;
|
||||
FrameCounter++;
|
||||
VertexCounter = num_vtx;
|
||||
IndexCounter = num_idx;
|
||||
num_vtx = 0;
|
||||
num_idx = 0;
|
||||
}
|
||||
|
||||
void Backend_C3D::BindTexture(PD::LI::TexAddress addr) {
|
||||
C3D_TexBind(0, reinterpret_cast<C3D_Tex*>(addr));
|
||||
}
|
||||
|
||||
void Backend_C3D::RenderDrawData(
|
||||
const PD::Vec<PD::LI::Command::Ref>& Commands) {
|
||||
C3D_BindProgram(&Shader);
|
||||
C3D_SetAttrInfo(&ShaderInfo);
|
||||
C3D_Mtx proj;
|
||||
Mtx_OrthoTilt(&proj, 0.f, ViewPort.x, ViewPort.y, 0.f, 1.f, -1.f, false);
|
||||
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, pLocProjection, &proj);
|
||||
C3D_DepthTest(false, GPU_GREATER, GPU_WRITE_ALL);
|
||||
C3D_TexEnv* env = C3D_GetTexEnv(0);
|
||||
C3D_TexEnvInit(env);
|
||||
C3D_TexEnvSrc(env, C3D_Both, GPU_TEXTURE0);
|
||||
C3D_TexEnvFunc(env, C3D_Both, GPU_MODULATE);
|
||||
size_t index = 0;
|
||||
while (index < Commands.Size()) {
|
||||
PD::LI::Texture::Ref Tex = Commands[index]->Tex;
|
||||
if (!Tex) {
|
||||
index++;
|
||||
continue;
|
||||
}
|
||||
bool ScissorEnabled = Commands[index]->ScissorEnabled;
|
||||
ivec4 ScissorRect = Commands[index]->ScissorRect;
|
||||
size_t StartIndex = CurrentIndex;
|
||||
|
||||
while (index < Commands.Size() && Commands[index]->Tex == Tex &&
|
||||
Commands[index]->ScissorEnabled == ScissorEnabled &&
|
||||
Commands[index]->ScissorRect == ScissorRect) {
|
||||
auto c = Commands[index];
|
||||
for (size_t i = 0; i < c->IndexBuffer.Size(); i++) {
|
||||
num_idx++;
|
||||
IndexBuffer[CurrentIndex++] = CurrentVertex + c->IndexBuffer.At(i);
|
||||
}
|
||||
for (size_t i = 0; i < c->VertexBuffer.Size(); i++) {
|
||||
num_vtx++;
|
||||
VertexBuffer[CurrentVertex++] = c->VertexBuffer.At(i);
|
||||
}
|
||||
index++;
|
||||
}
|
||||
if (ScissorEnabled) {
|
||||
// Figure out this setup was pain
|
||||
C3D_SetScissor(GPU_SCISSOR_NORMAL,
|
||||
ViewPort.y - (ScissorRect.y + ScissorRect.w),
|
||||
ViewPort.x - (ScissorRect.x + ScissorRect.z),
|
||||
ViewPort.y - ScissorRect.y, ViewPort.x - ScissorRect.x);
|
||||
} else {
|
||||
C3D_SetScissor(GPU_SCISSOR_DISABLE, 0, 0, 0, 0);
|
||||
}
|
||||
BindTexture(Tex->Address);
|
||||
auto bufInfo = C3D_GetBufInfo();
|
||||
BufInfo_Init(bufInfo);
|
||||
BufInfo_Add(bufInfo, VertexBuffer.Data(), sizeof(Vertex), 3, 0x210);
|
||||
|
||||
C3D_DrawElements(GPU_TRIANGLES, CurrentIndex - StartIndex,
|
||||
C3D_UNSIGNED_SHORT, IndexBuffer.Data() + StartIndex);
|
||||
}
|
||||
C3D_DepthTest(true, GPU_GREATER, GPU_WRITE_ALL);
|
||||
}
|
||||
|
||||
PD::LI::Texture::Ref Backend_C3D::LoadTexture(const std::vector<PD::u8>& pixels,
|
||||
int w, int h,
|
||||
PD::LI::Texture::Type type,
|
||||
PD::LI::Texture::Filter filter) {
|
||||
std::cout << "Loading Tex " << std::format("[{}, {}]", w, h) << std::endl;
|
||||
// Don't check here as check done before
|
||||
PD::LI::Texture::Ref res = PD::LI::Texture::New();
|
||||
int bpp = GetBPP(type);
|
||||
ivec2 tex_size(w, h);
|
||||
// Pow2
|
||||
if (!PD::BitUtil::IsSingleBit(w)) {
|
||||
tex_size.x = PD::BitUtil::GetPow2((unsigned int)w);
|
||||
}
|
||||
if (!PD::BitUtil::IsSingleBit(h)) {
|
||||
tex_size.y = PD::BitUtil::GetPow2((unsigned int)h);
|
||||
}
|
||||
res->Size.x = w;
|
||||
res->Size.y = h;
|
||||
res->UV = fvec4(0.f, 1.f, ((float)w / (float)tex_size.x),
|
||||
1.0 - ((float)h / (float)tex_size.y));
|
||||
|
||||
// Texture Setup
|
||||
auto fltr = (filter == Texture::NEAREST ? GPU_NEAREST : GPU_LINEAR);
|
||||
auto tex_fmt = GetTexFmt(type);
|
||||
auto tex = new C3D_Tex;
|
||||
C3D_TexInit(tex, (u16)tex_size.x, (u16)tex_size.y, tex_fmt);
|
||||
C3D_TexSetFilter(tex, fltr, fltr);
|
||||
|
||||
// Using std::fill_n instead cause i hate this error lines
|
||||
// under the memset func in my editor
|
||||
std::fill_n((PD::u8*)tex->data, tex->size, 0);
|
||||
// memset(tex->data, 0, tex->size);s
|
||||
|
||||
/// Probably Remove this if statement in future
|
||||
/// This are the things confirmed as working
|
||||
if (bpp == 3 || bpp == 4 || bpp == 1) {
|
||||
for (int x = 0; x < w; x++) {
|
||||
for (int y = 0; y < h; y++) {
|
||||
int dst_pos = ((((y >> 3) * ((int)tex_size.x >> 3) + (x >> 3)) << 6) +
|
||||
((x & 1) | ((y & 1) << 1) | ((x & 2) << 1) |
|
||||
((y & 2) << 2) | ((x & 4) << 2) | ((y & 4) << 3))) *
|
||||
bpp;
|
||||
int src_pos = (y * w + x) * bpp;
|
||||
/// Best idea i had
|
||||
for (int i = 0; i < bpp; i++) {
|
||||
((u8*)tex->data)[dst_pos + bpp - 1 - i] = pixels[src_pos + i];
|
||||
}
|
||||
}
|
||||
}
|
||||
C3D_TexFlush(tex);
|
||||
}
|
||||
|
||||
tex->border = 0x00000000;
|
||||
C3D_TexSetWrap(tex, GPU_REPEAT, GPU_REPEAT);
|
||||
res->Address = (TexAddress)tex;
|
||||
std::cout << std::format("Tex {:#08x} Addr {:#08X}", (TexAddress)res.get(),
|
||||
res->Address)
|
||||
<< std::endl;
|
||||
return res;
|
||||
}
|
||||
} // namespace LI
|
||||
} // namespace PD
|
60
backends/3ds/source/pd_hid_3ds.cpp
Normal file
60
backends/3ds/source/pd_hid_3ds.cpp
Normal file
@ -0,0 +1,60 @@
|
||||
#include <3ds.h>
|
||||
|
||||
#include <pd_hid_3ds.hpp>
|
||||
|
||||
namespace PD {
|
||||
Hid3DS::Hid3DS() : Hid("3DS") {
|
||||
binds[KEY_A] = A;
|
||||
binds[KEY_B] = B;
|
||||
binds[KEY_X] = X;
|
||||
binds[KEY_Y] = Y;
|
||||
binds[KEY_START] = Start;
|
||||
binds[KEY_SELECT] = Select;
|
||||
binds[KEY_L] = L;
|
||||
binds[KEY_R] = R;
|
||||
binds[KEY_DUP] = DUp;
|
||||
binds[KEY_DDOWN] = DDown;
|
||||
binds[KEY_DLEFT] = DLeft;
|
||||
binds[KEY_DRIGHT] = DRight;
|
||||
binds[KEY_CPAD_UP] = CPUp;
|
||||
binds[KEY_CPAD_DOWN] = CPDown;
|
||||
binds[KEY_CPAD_LEFT] = CPLeft;
|
||||
binds[KEY_CPAD_RIGHT] = CPRight;
|
||||
binds[KEY_CSTICK_UP] = CSUp;
|
||||
binds[KEY_CSTICK_DOWN] = CSDown;
|
||||
binds[KEY_CSTICK_LEFT] = CSLeft;
|
||||
binds[KEY_CSTICK_RIGHT] = CSRight;
|
||||
binds[KEY_ZL] = ZL;
|
||||
binds[KEY_ZR] = ZR;
|
||||
binds[KEY_TOUCH] = Touch;
|
||||
}
|
||||
void Hid3DS::Update() {
|
||||
hidScanInput();
|
||||
for (int i = 0; i < 2; i++) {
|
||||
key_events[i][Event_Down] = 0;
|
||||
key_events[i][Event_Held] = 0;
|
||||
key_events[i][Event_Up] = 0;
|
||||
}
|
||||
u32 kd = hidKeysDown();
|
||||
u32 kh = hidKeysHeld();
|
||||
u32 ku = hidKeysUp();
|
||||
for (auto &b : binds) {
|
||||
if (b.first & kd) {
|
||||
key_events[0][Event_Down] |= b.second;
|
||||
}
|
||||
if (b.first & kh) {
|
||||
key_events[0][Event_Held] |= b.second;
|
||||
}
|
||||
if (b.first & ku) {
|
||||
key_events[0][Event_Up] |= b.second;
|
||||
}
|
||||
}
|
||||
if (locked) {
|
||||
SwappyTable();
|
||||
}
|
||||
touchPosition t;
|
||||
hidTouchRead(&t);
|
||||
touch[1] = touch[0]; // Cycle touch pos
|
||||
touch[0] = fvec2(t.px, t.py);
|
||||
}
|
||||
} // namespace PD
|
Reference in New Issue
Block a user