/* 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. */ #include /// @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 GfxC3D::Init() { VertexBuffer.Resize(4 * 8192); IndexBuffer.Resize(6 * 8192); Flags |= LiBackendFlags_FlipUV_Y; ShaderCode = DVLB_ParseFile((uint32_t*)li_shader, li_shader_size); shaderProgramInit(&Shader); shaderProgramSetVsh(&Shader, &ShaderCode->DVLE[0]); pLocProjection = shaderInstanceGetUniformLocation(Shader.vertexShader, "projection"); 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); } void GfxC3D::Deinit() { shaderProgramFree(&Shader); DVLB_Free(ShaderCode); } void GfxC3D::NewFrame() { C3D_BindProgram(&Shader); C3D_SetAttrInfo(&ShaderInfo); CurrentIndex = 0; CurrentVertex = 0; FrameCounter++; VertexCounter = NumVtx; IndexCounter = NumIdx; NumVtx = 0; NumIdx = 0; } void GfxC3D::BindTex(PD::Li::TexAddress addr) { C3D_TexBind(0, reinterpret_cast(addr)); } void GfxC3D::RenderDrawData(const std::vector& 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]->ScissorOn; ivec4 ScissorRect = Commands[index]->ScissorRect; size_t StartIndex = CurrentIndex; while (index < Commands.size() && Commands[index]->Tex == Tex && Commands[index]->ScissorOn == ScissorEnabled && Commands[index]->ScissorRect == ScissorRect) { auto c = Commands[index].get(); for (size_t i = 0; i < c->IndexBuffer.Size(); i++) { NumIdx++; IndexBuffer[CurrentIndex++] = CurrentVertex + c->IndexBuffer.At(i); } for (size_t i = 0; i < c->VertexBuffer.Size(); i++) { NumVtx++; 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); } BindTex(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 GfxC3D::LoadTex(const std::vector& pixels, int w, int h, PD::Li::Texture::Type type, PD::Li::Texture::Filter filter) { if (w > 1024 || h > 1024) { return nullptr; } // 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