mirror of
https://github.com/Ryujinx/SDL.git
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1466 lines
43 KiB
C
1466 lines
43 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "../../SDL_internal.h"
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#if SDL_VIDEO_RENDER_PSP
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#include "SDL_hints.h"
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#include "../SDL_sysrender.h"
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#include <pspkernel.h>
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#include <pspdisplay.h>
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#include <pspgu.h>
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#include <pspgum.h>
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#include <stdio.h>
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#include <string.h>
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#include <math.h>
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#include <pspge.h>
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#include <stdarg.h>
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#include <stdlib.h>
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#include <vram.h>
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/* PSP renderer implementation, based on the PGE */
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#define PSP_SCREEN_WIDTH 480
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#define PSP_SCREEN_HEIGHT 272
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#define PSP_FRAME_BUFFER_WIDTH 512
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#define PSP_FRAME_BUFFER_SIZE (PSP_FRAME_BUFFER_WIDTH*PSP_SCREEN_HEIGHT)
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static unsigned int __attribute__((aligned(16))) DisplayList[262144];
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#define COL5650(r,g,b,a) ((r>>3) | ((g>>2)<<5) | ((b>>3)<<11))
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#define COL5551(r,g,b,a) ((r>>3) | ((g>>3)<<5) | ((b>>3)<<10) | (a>0?0x7000:0))
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#define COL4444(r,g,b,a) ((r>>4) | ((g>>4)<<4) | ((b>>4)<<8) | ((a>>4)<<12))
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#define COL8888(r,g,b,a) ((r) | ((g)<<8) | ((b)<<16) | ((a)<<24))
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/**
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* Holds psp specific texture data
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*
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* Part of a hot-list of textures that are used as render targets
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* When short of vram we spill Least-Recently-Used render targets to system memory
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*/
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typedef struct PSP_TextureData
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{
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void *data; /**< Image data. */
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unsigned int size; /**< Size of data in bytes. */
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unsigned int width; /**< Image width. */
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unsigned int height; /**< Image height. */
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unsigned int textureWidth; /**< Texture width (power of two). */
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unsigned int textureHeight; /**< Texture height (power of two). */
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unsigned int bits; /**< Image bits per pixel. */
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unsigned int format; /**< Image format - one of ::pgePixelFormat. */
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unsigned int pitch;
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SDL_bool swizzled; /**< Is image swizzled. */
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struct PSP_TextureData* prevhotw; /**< More recently used render target */
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struct PSP_TextureData* nexthotw; /**< Less recently used render target */
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} PSP_TextureData;
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typedef struct
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{
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SDL_BlendMode mode;
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unsigned int color;
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int shadeModel;
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SDL_Texture* texture;
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} PSP_BlendState;
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typedef struct
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{
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void* frontbuffer; /**< main screen buffer */
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void* backbuffer; /**< buffer presented to display */
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SDL_Texture* boundTarget; /**< currently bound rendertarget */
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SDL_bool initialized; /**< is driver initialized */
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SDL_bool displayListAvail; /**< is the display list already initialized for this frame */
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unsigned int psm; /**< format of the display buffers */
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unsigned int bpp; /**< bits per pixel of the main display */
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SDL_bool vsync; /**< whether we do vsync */
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PSP_BlendState blendState; /**< current blend mode */
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PSP_TextureData* most_recent_target; /**< start of render target LRU double linked list */
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PSP_TextureData* least_recent_target; /**< end of the LRU list */
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SDL_bool vblank_not_reached; /**< whether vblank wasn't reached */
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} PSP_RenderData;
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typedef struct
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{
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float x, y, z;
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} VertV;
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typedef struct
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{
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float u, v;
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float x, y, z;
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} VertTV;
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typedef struct
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{
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SDL_Color col;
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float x, y, z;
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} VertCV;
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typedef struct
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{
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float u, v;
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SDL_Color col;
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float x, y, z;
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} VertTCV;
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#define PI 3.14159265358979f
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#define radToDeg(x) ((x)*180.f/PI)
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#define degToRad(x) ((x)*PI/180.f)
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static float
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MathAbs(float x)
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{
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float result;
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__asm__ volatile (
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"mtv %1, S000\n"
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"vabs.s S000, S000\n"
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"mfv %0, S000\n"
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: "=r"(result) : "r"(x));
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return result;
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}
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static void
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MathSincos(float r, float *s, float *c)
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{
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__asm__ volatile (
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"mtv %2, S002\n"
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"vcst.s S003, VFPU_2_PI\n"
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"vmul.s S002, S002, S003\n"
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"vrot.p C000, S002, [s, c]\n"
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"mfv %0, S000\n"
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"mfv %1, S001\n"
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: "=r"(*s), "=r"(*c): "r"(r));
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}
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static void
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Swap(float *a, float *b)
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{
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float n=*a;
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*a = *b;
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*b = n;
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}
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static inline int
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InVram(void* data)
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{
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return data < (void*)0x04200000;
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}
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/* Return next power of 2 */
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static int
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TextureNextPow2(unsigned int w)
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{
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unsigned int n = 2;
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if(w == 0)
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return 0;
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while(w > n)
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n <<= 1;
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return n;
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}
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static void psp_on_vblank(u32 sub, PSP_RenderData *data)
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{
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if (data)
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data->vblank_not_reached = SDL_FALSE;
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}
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static int
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PixelFormatToPSPFMT(Uint32 format)
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{
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switch (format) {
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case SDL_PIXELFORMAT_BGR565:
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return GU_PSM_5650;
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case SDL_PIXELFORMAT_ABGR1555:
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return GU_PSM_5551;
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case SDL_PIXELFORMAT_ABGR4444:
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return GU_PSM_4444;
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case SDL_PIXELFORMAT_ABGR8888:
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return GU_PSM_8888;
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default:
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return GU_PSM_8888;
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}
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}
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///SECTION render target LRU management
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static void
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LRUTargetRelink(PSP_TextureData* psp_texture) {
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if(psp_texture->prevhotw) {
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psp_texture->prevhotw->nexthotw = psp_texture->nexthotw;
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}
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if(psp_texture->nexthotw) {
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psp_texture->nexthotw->prevhotw = psp_texture->prevhotw;
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}
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}
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static void
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LRUTargetPushFront(PSP_RenderData* data, PSP_TextureData* psp_texture) {
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psp_texture->nexthotw = data->most_recent_target;
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if(data->most_recent_target) {
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data->most_recent_target->prevhotw = psp_texture;
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}
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data->most_recent_target = psp_texture;
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if(!data->least_recent_target) {
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data->least_recent_target = psp_texture;
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}
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}
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static void
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LRUTargetRemove(PSP_RenderData* data, PSP_TextureData* psp_texture) {
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LRUTargetRelink(psp_texture);
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if(data->most_recent_target == psp_texture) {
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data->most_recent_target = psp_texture->nexthotw;
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}
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if(data->least_recent_target == psp_texture) {
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data->least_recent_target = psp_texture->prevhotw;
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}
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psp_texture->prevhotw = NULL;
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psp_texture->nexthotw = NULL;
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}
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static void
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LRUTargetBringFront(PSP_RenderData* data, PSP_TextureData* psp_texture) {
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if(data->most_recent_target == psp_texture) {
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return; //nothing to do
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}
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LRUTargetRemove(data, psp_texture);
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LRUTargetPushFront(data, psp_texture);
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}
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static void
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TextureStorageFree(void* storage) {
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if(InVram(storage)) {
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vfree(storage);
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} else {
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SDL_free(storage);
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}
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}
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static int
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TextureSwizzle(PSP_TextureData *psp_texture, void* dst)
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{
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int bytewidth, height;
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int rowblocks, rowblocksadd;
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int i, j;
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unsigned int blockaddress = 0;
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unsigned int *src = NULL;
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unsigned char *data = NULL;
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if(psp_texture->swizzled)
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return 1;
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bytewidth = psp_texture->textureWidth*(psp_texture->bits>>3);
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height = psp_texture->size / bytewidth;
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rowblocks = (bytewidth>>4);
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rowblocksadd = (rowblocks-1)<<7;
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src = (unsigned int*) psp_texture->data;
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data = dst;
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if(!data) {
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data = SDL_malloc(psp_texture->size);
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}
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if(!data) {
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return SDL_OutOfMemory();
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}
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for(j = 0; j < height; j++, blockaddress += 16)
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{
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unsigned int *block;
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block = (unsigned int*)&data[blockaddress];
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for(i = 0; i < rowblocks; i++)
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{
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*block++ = *src++;
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*block++ = *src++;
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*block++ = *src++;
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*block++ = *src++;
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block += 28;
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}
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if((j & 0x7) == 0x7)
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blockaddress += rowblocksadd;
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}
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TextureStorageFree(psp_texture->data);
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psp_texture->data = data;
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psp_texture->swizzled = SDL_TRUE;
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sceKernelDcacheWritebackRange(psp_texture->data, psp_texture->size);
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return 1;
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}
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static int
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TextureUnswizzle(PSP_TextureData *psp_texture, void* dst)
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{
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int bytewidth, height;
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int widthblocks, heightblocks;
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int dstpitch, dstrow;
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int blockx, blocky;
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int j;
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unsigned int *src = NULL;
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unsigned char *data = NULL;
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unsigned char *ydst = NULL;
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if(!psp_texture->swizzled)
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return 1;
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bytewidth = psp_texture->textureWidth*(psp_texture->bits>>3);
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height = psp_texture->size / bytewidth;
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widthblocks = bytewidth/16;
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heightblocks = height/8;
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dstpitch = (bytewidth - 16)/4;
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dstrow = bytewidth * 8;
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src = (unsigned int*) psp_texture->data;
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data = dst;
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if(!data) {
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data = SDL_malloc(psp_texture->size);
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}
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if(!data)
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return SDL_OutOfMemory();
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ydst = (unsigned char *)data;
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for(blocky = 0; blocky < heightblocks; ++blocky)
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{
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unsigned char *xdst = ydst;
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for(blockx = 0; blockx < widthblocks; ++blockx)
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{
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unsigned int *block;
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block = (unsigned int*)xdst;
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for(j = 0; j < 8; ++j)
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{
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*(block++) = *(src++);
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*(block++) = *(src++);
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*(block++) = *(src++);
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*(block++) = *(src++);
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block += dstpitch;
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}
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xdst += 16;
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}
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ydst += dstrow;
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}
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TextureStorageFree(psp_texture->data);
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psp_texture->data = data;
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psp_texture->swizzled = SDL_FALSE;
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sceKernelDcacheWritebackRange(psp_texture->data, psp_texture->size);
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return 1;
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}
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static int
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TextureSpillToSram(PSP_RenderData* data, PSP_TextureData* psp_texture)
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{
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// Assumes the texture is in VRAM
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if(psp_texture->swizzled) {
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//Texture was swizzled in vram, just copy to system memory
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void* sdata = SDL_malloc(psp_texture->size);
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if(!sdata) {
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return SDL_OutOfMemory();
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}
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SDL_memcpy(sdata, psp_texture->data, psp_texture->size);
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vfree(psp_texture->data);
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psp_texture->data = sdata;
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return 0;
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} else {
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return TextureSwizzle(psp_texture, NULL); //Will realloc in sysram
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}
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}
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static int
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TexturePromoteToVram(PSP_RenderData* data, PSP_TextureData* psp_texture, SDL_bool target)
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{
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// Assumes texture in sram and a large enough continuous block in vram
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void* tdata = vramalloc(psp_texture->size);
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if(psp_texture->swizzled && target) {
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return TextureUnswizzle(psp_texture, tdata);
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} else {
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SDL_memcpy(tdata, psp_texture->data, psp_texture->size);
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SDL_free(psp_texture->data);
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psp_texture->data = tdata;
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return 0;
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}
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}
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static int
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TextureSpillLRU(PSP_RenderData* data, size_t wanted) {
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PSP_TextureData* lru = data->least_recent_target;
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if(lru) {
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if(TextureSpillToSram(data, lru) < 0) {
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return -1;
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}
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LRUTargetRemove(data, lru);
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} else {
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// Asked to spill but there nothing to spill
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return SDL_SetError("Could not spill more VRAM to system memory. VRAM : %dKB,(%dKB), wanted %dKB", vmemavail()/1024, vlargestblock()/1024, wanted/1024);
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}
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return 0;
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}
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static int
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TextureSpillTargetsForSpace(PSP_RenderData* data, size_t size)
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{
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while(vlargestblock() < size) {
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if(TextureSpillLRU(data, size) < 0) {
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return -1;
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}
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}
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return 0;
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}
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static int
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TextureBindAsTarget(PSP_RenderData* data, PSP_TextureData* psp_texture) {
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unsigned int dstFormat;
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if(!InVram(psp_texture->data)) {
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// Bring back the texture in vram
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if(TextureSpillTargetsForSpace(data, psp_texture->size) < 0) {
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return -1;
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}
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if(TexturePromoteToVram(data, psp_texture, SDL_TRUE) < 0) {
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return -1;
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}
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}
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LRUTargetBringFront(data, psp_texture);
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sceGuDrawBufferList(psp_texture->format, vrelptr(psp_texture->data), psp_texture->textureWidth);
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// Stencil alpha dst hack
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dstFormat = psp_texture->format;
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if(dstFormat == GU_PSM_5551) {
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sceGuEnable(GU_STENCIL_TEST);
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sceGuStencilOp(GU_REPLACE, GU_REPLACE, GU_REPLACE);
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sceGuStencilFunc(GU_GEQUAL, 0xff, 0xff);
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sceGuEnable(GU_ALPHA_TEST);
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sceGuAlphaFunc(GU_GREATER, 0x00, 0xff);
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} else {
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sceGuDisable(GU_STENCIL_TEST);
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sceGuDisable(GU_ALPHA_TEST);
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}
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return 0;
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}
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static void
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PSP_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
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{
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}
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static int
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PSP_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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{
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PSP_RenderData *data = renderer->driverdata;
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PSP_TextureData* psp_texture = (PSP_TextureData*) SDL_calloc(1, sizeof(*psp_texture));
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if(!psp_texture)
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return SDL_OutOfMemory();
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psp_texture->swizzled = SDL_FALSE;
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psp_texture->width = texture->w;
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psp_texture->height = texture->h;
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psp_texture->textureHeight = TextureNextPow2(texture->h);
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psp_texture->textureWidth = TextureNextPow2(texture->w);
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psp_texture->format = PixelFormatToPSPFMT(texture->format);
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switch(psp_texture->format)
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{
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case GU_PSM_5650:
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case GU_PSM_5551:
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case GU_PSM_4444:
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psp_texture->bits = 16;
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break;
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case GU_PSM_8888:
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psp_texture->bits = 32;
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break;
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default:
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SDL_free(psp_texture);
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return -1;
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}
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psp_texture->pitch = psp_texture->textureWidth * SDL_BYTESPERPIXEL(texture->format);
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psp_texture->size = psp_texture->textureHeight*psp_texture->pitch;
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if(texture->access & SDL_TEXTUREACCESS_TARGET) {
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if(TextureSpillTargetsForSpace(renderer->driverdata, psp_texture->size) < 0){
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SDL_free(psp_texture);
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return -1;
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|
}
|
|
psp_texture->data = vramalloc(psp_texture->size);
|
|
if(psp_texture->data) {
|
|
LRUTargetPushFront(data, psp_texture);
|
|
}
|
|
} else {
|
|
psp_texture->data = SDL_calloc(1, psp_texture->size);
|
|
}
|
|
|
|
if(!psp_texture->data)
|
|
{
|
|
SDL_free(psp_texture);
|
|
return SDL_OutOfMemory();
|
|
}
|
|
texture->driverdata = psp_texture;
|
|
|
|
return 0;
|
|
}
|
|
|
|
static int
|
|
TextureShouldSwizzle(PSP_TextureData* psp_texture, SDL_Texture *texture)
|
|
{
|
|
return !((texture->access == SDL_TEXTUREACCESS_TARGET) && InVram(psp_texture->data))
|
|
&& texture->access != SDL_TEXTUREACCESS_STREAMING
|
|
&& (texture->w >= 16 || texture->h >= 16);
|
|
}
|
|
|
|
static void
|
|
TextureActivate(SDL_Texture * texture)
|
|
{
|
|
PSP_TextureData *psp_texture = (PSP_TextureData *) texture->driverdata;
|
|
int scaleMode = (texture->scaleMode == SDL_ScaleModeNearest) ? GU_NEAREST : GU_LINEAR;
|
|
|
|
/* Swizzling is useless with small textures. */
|
|
if (TextureShouldSwizzle(psp_texture, texture))
|
|
{
|
|
TextureSwizzle(psp_texture, NULL);
|
|
}
|
|
|
|
sceGuTexWrap(GU_REPEAT, GU_REPEAT);
|
|
sceGuTexMode(psp_texture->format, 0, 0, psp_texture->swizzled);
|
|
sceGuTexFilter(scaleMode, scaleMode); /* GU_NEAREST good for tile-map */
|
|
/* GU_LINEAR good for scaling */
|
|
sceGuTexImage(0, psp_texture->textureWidth, psp_texture->textureHeight, psp_texture->textureWidth, psp_texture->data);
|
|
}
|
|
|
|
static int
|
|
PSP_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
|
|
const SDL_Rect * rect, void **pixels, int *pitch);
|
|
|
|
static int
|
|
PSP_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
|
|
const SDL_Rect * rect, const void *pixels, int pitch)
|
|
{
|
|
/* PSP_TextureData *psp_texture = (PSP_TextureData *) texture->driverdata; */
|
|
const Uint8 *src;
|
|
Uint8 *dst;
|
|
int row, length,dpitch;
|
|
src = pixels;
|
|
|
|
PSP_LockTexture(renderer, texture,rect,(void **)&dst, &dpitch);
|
|
length = rect->w * SDL_BYTESPERPIXEL(texture->format);
|
|
if (length == pitch && length == dpitch) {
|
|
SDL_memcpy(dst, src, length*rect->h);
|
|
} else {
|
|
for (row = 0; row < rect->h; ++row) {
|
|
SDL_memcpy(dst, src, length);
|
|
src += pitch;
|
|
dst += dpitch;
|
|
}
|
|
}
|
|
|
|
sceKernelDcacheWritebackAll();
|
|
return 0;
|
|
}
|
|
|
|
static int
|
|
PSP_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
|
|
const SDL_Rect * rect, void **pixels, int *pitch)
|
|
{
|
|
PSP_TextureData *psp_texture = (PSP_TextureData *) texture->driverdata;
|
|
|
|
*pixels =
|
|
(void *) ((Uint8 *) psp_texture->data + rect->y * psp_texture->pitch +
|
|
rect->x * SDL_BYTESPERPIXEL(texture->format));
|
|
*pitch = psp_texture->pitch;
|
|
return 0;
|
|
}
|
|
|
|
static void
|
|
PSP_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
|
|
{
|
|
PSP_TextureData *psp_texture = (PSP_TextureData *) texture->driverdata;
|
|
SDL_Rect rect;
|
|
|
|
/* We do whole texture updates, at least for now */
|
|
rect.x = 0;
|
|
rect.y = 0;
|
|
rect.w = texture->w;
|
|
rect.h = texture->h;
|
|
PSP_UpdateTexture(renderer, texture, &rect, psp_texture->data, psp_texture->pitch);
|
|
}
|
|
|
|
static void
|
|
PSP_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture, SDL_ScaleMode scaleMode)
|
|
{
|
|
/* Nothing to do because TextureActivate takes care of it */
|
|
}
|
|
|
|
static int
|
|
PSP_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
static int
|
|
PSP_QueueSetViewport(SDL_Renderer * renderer, SDL_RenderCommand *cmd)
|
|
{
|
|
return 0; /* nothing to do in this backend. */
|
|
}
|
|
|
|
static int
|
|
PSP_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
|
|
{
|
|
VertV *verts = (VertV *) SDL_AllocateRenderVertices(renderer, count * sizeof (VertV), 4, &cmd->data.draw.first);
|
|
int i;
|
|
|
|
if (!verts) {
|
|
return -1;
|
|
}
|
|
|
|
cmd->data.draw.count = count;
|
|
|
|
for (i = 0; i < count; i++, verts++, points++) {
|
|
verts->x = points->x;
|
|
verts->y = points->y;
|
|
verts->z = 0.0f;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
static int
|
|
PSP_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
|
|
const float *xy, int xy_stride, const SDL_Color *color, int color_stride, const float *uv, int uv_stride,
|
|
int num_vertices, const void *indices, int num_indices, int size_indices,
|
|
float scale_x, float scale_y)
|
|
{
|
|
int i;
|
|
int count = indices ? num_indices : num_vertices;
|
|
|
|
cmd->data.draw.count = count;
|
|
size_indices = indices ? size_indices : 0;
|
|
|
|
if (texture == NULL) {
|
|
VertCV *verts;
|
|
verts = (VertCV *) SDL_AllocateRenderVertices(renderer, count * sizeof (VertCV), 4, &cmd->data.draw.first);
|
|
if (!verts) {
|
|
return -1;
|
|
}
|
|
|
|
for (i = 0; i < count; i++) {
|
|
int j;
|
|
float *xy_;
|
|
SDL_Color col_;
|
|
if (size_indices == 4) {
|
|
j = ((const Uint32 *)indices)[i];
|
|
} else if (size_indices == 2) {
|
|
j = ((const Uint16 *)indices)[i];
|
|
} else if (size_indices == 1) {
|
|
j = ((const Uint8 *)indices)[i];
|
|
} else {
|
|
j = i;
|
|
}
|
|
|
|
xy_ = (float *)((char*)xy + j * xy_stride);
|
|
col_ = *(SDL_Color *)((char*)color + j * color_stride);
|
|
|
|
verts->x = xy_[0] * scale_x;
|
|
verts->y = xy_[1] * scale_y;
|
|
verts->z = 0;
|
|
|
|
verts->col = col_;
|
|
|
|
verts++;
|
|
}
|
|
} else {
|
|
PSP_TextureData *psp_texture = (PSP_TextureData *) texture->driverdata;
|
|
VertTCV *verts;
|
|
verts = (VertTCV *) SDL_AllocateRenderVertices(renderer, count * sizeof (VertTCV), 4, &cmd->data.draw.first);
|
|
if (!verts) {
|
|
return -1;
|
|
}
|
|
|
|
for (i = 0; i < count; i++) {
|
|
int j;
|
|
float *xy_;
|
|
SDL_Color col_;
|
|
float *uv_;
|
|
|
|
if (size_indices == 4) {
|
|
j = ((const Uint32 *)indices)[i];
|
|
} else if (size_indices == 2) {
|
|
j = ((const Uint16 *)indices)[i];
|
|
} else if (size_indices == 1) {
|
|
j = ((const Uint8 *)indices)[i];
|
|
} else {
|
|
j = i;
|
|
}
|
|
|
|
xy_ = (float *)((char*)xy + j * xy_stride);
|
|
col_ = *(SDL_Color *)((char*)color + j * color_stride);
|
|
uv_ = (float *)((char*)uv + j * uv_stride);
|
|
|
|
verts->x = xy_[0] * scale_x;
|
|
verts->y = xy_[1] * scale_y;
|
|
verts->z = 0;
|
|
|
|
verts->col = col_;
|
|
|
|
verts->u = uv_[0] * psp_texture->textureWidth;
|
|
verts->v = uv_[1] * psp_texture->textureHeight;
|
|
|
|
verts++;
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
static int
|
|
PSP_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
|
|
{
|
|
VertV *verts = (VertV *) SDL_AllocateRenderVertices(renderer, count * 2 * sizeof (VertV), 4, &cmd->data.draw.first);
|
|
int i;
|
|
|
|
if (!verts) {
|
|
return -1;
|
|
}
|
|
|
|
cmd->data.draw.count = count;
|
|
for (i = 0; i < count; i++, rects++) {
|
|
verts->x = rects->x;
|
|
verts->y = rects->y;
|
|
verts->z = 0.0f;
|
|
verts++;
|
|
|
|
verts->x = rects->x + rects->w + 0.5f;
|
|
verts->y = rects->y + rects->h + 0.5f;
|
|
verts->z = 0.0f;
|
|
verts++;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
static int
|
|
PSP_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
|
|
const SDL_Rect * srcrect, const SDL_FRect * dstrect)
|
|
{
|
|
VertTV *verts;
|
|
const float x = dstrect->x;
|
|
const float y = dstrect->y;
|
|
const float width = dstrect->w;
|
|
const float height = dstrect->h;
|
|
|
|
const float u0 = srcrect->x;
|
|
const float v0 = srcrect->y;
|
|
const float u1 = srcrect->x + srcrect->w;
|
|
const float v1 = srcrect->y + srcrect->h;
|
|
|
|
if((MathAbs(u1) - MathAbs(u0)) < 64.0f)
|
|
{
|
|
verts = (VertTV *) SDL_AllocateRenderVertices(renderer, 2 * sizeof (VertTV), 4, &cmd->data.draw.first);
|
|
if (!verts) {
|
|
return -1;
|
|
}
|
|
|
|
cmd->data.draw.count = 1;
|
|
|
|
verts->u = u0;
|
|
verts->v = v0;
|
|
verts->x = x;
|
|
verts->y = y;
|
|
verts->z = 0;
|
|
verts++;
|
|
|
|
verts->u = u1;
|
|
verts->v = v1;
|
|
verts->x = x + width;
|
|
verts->y = y + height;
|
|
verts->z = 0;
|
|
verts++;
|
|
}
|
|
else
|
|
{
|
|
float start, end;
|
|
float curU = u0;
|
|
float curX = x;
|
|
const float endX = x + width;
|
|
const float slice = 64.0f;
|
|
const size_t count = SDL_ceilf(width / slice);
|
|
size_t i;
|
|
float ustep = (u1 - u0)/width * slice;
|
|
|
|
if(ustep < 0.0f)
|
|
ustep = -ustep;
|
|
|
|
cmd->data.draw.count = count;
|
|
|
|
verts = (VertTV *) SDL_AllocateRenderVertices(renderer, count * 2 * sizeof (VertTV), 4, &cmd->data.draw.first);
|
|
if (!verts) {
|
|
return -1;
|
|
}
|
|
|
|
|
|
for(i = 0, start = 0, end = width; i < count; i++, start += slice)
|
|
{
|
|
const float polyWidth = ((curX + slice) > endX) ? (endX - curX) : slice;
|
|
const float sourceWidth = ((curU + ustep) > u1) ? (u1 - curU) : ustep;
|
|
|
|
SDL_assert(start < end);
|
|
|
|
verts->u = curU;
|
|
verts->v = v0;
|
|
verts->x = curX;
|
|
verts->y = y;
|
|
verts->z = 0;
|
|
verts++;
|
|
|
|
curU += sourceWidth;
|
|
curX += polyWidth;
|
|
|
|
verts->u = curU;
|
|
verts->v = v1;
|
|
verts->x = curX;
|
|
verts->y = (y + height);
|
|
verts->z = 0;
|
|
verts++;
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
static int
|
|
PSP_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
|
|
const SDL_Rect * srcrect, const SDL_FRect * dstrect,
|
|
const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip, float scale_x, float scale_y)
|
|
{
|
|
VertTV *verts = (VertTV *) SDL_AllocateRenderVertices(renderer, 4 * sizeof (VertTV), 4, &cmd->data.draw.first);
|
|
const float centerx = center->x;
|
|
const float centery = center->y;
|
|
const float x = dstrect->x + centerx;
|
|
const float y = dstrect->y + centery;
|
|
const float width = dstrect->w - centerx;
|
|
const float height = dstrect->h - centery;
|
|
float s, c;
|
|
float cw1, sw1, ch1, sh1, cw2, sw2, ch2, sh2;
|
|
|
|
float u0 = srcrect->x;
|
|
float v0 = srcrect->y;
|
|
float u1 = srcrect->x + srcrect->w;
|
|
float v1 = srcrect->y + srcrect->h;
|
|
|
|
if (!verts) {
|
|
return -1;
|
|
}
|
|
|
|
cmd->data.draw.count = 1;
|
|
|
|
MathSincos(degToRad(360-angle), &s, &c);
|
|
|
|
cw1 = c * -centerx;
|
|
sw1 = s * -centerx;
|
|
ch1 = c * -centery;
|
|
sh1 = s * -centery;
|
|
cw2 = c * width;
|
|
sw2 = s * width;
|
|
ch2 = c * height;
|
|
sh2 = s * height;
|
|
|
|
if (flip & SDL_FLIP_VERTICAL) {
|
|
Swap(&v0, &v1);
|
|
}
|
|
|
|
if (flip & SDL_FLIP_HORIZONTAL) {
|
|
Swap(&u0, &u1);
|
|
}
|
|
|
|
verts->u = u0;
|
|
verts->v = v0;
|
|
verts->x = x + cw1 + sh1;
|
|
verts->y = y - sw1 + ch1;
|
|
verts->z = 0;
|
|
verts++;
|
|
|
|
verts->u = u0;
|
|
verts->v = v1;
|
|
verts->x = x + cw1 + sh2;
|
|
verts->y = y - sw1 + ch2;
|
|
verts->z = 0;
|
|
verts++;
|
|
|
|
verts->u = u1;
|
|
verts->v = v1;
|
|
verts->x = x + cw2 + sh2;
|
|
verts->y = y - sw2 + ch2;
|
|
verts->z = 0;
|
|
verts++;
|
|
|
|
verts->u = u1;
|
|
verts->v = v0;
|
|
verts->x = x + cw2 + sh1;
|
|
verts->y = y - sw2 + ch1;
|
|
verts->z = 0;
|
|
|
|
if (scale_x != 1.0f || scale_y != 1.0f) {
|
|
verts->x *= scale_x;
|
|
verts->y *= scale_y;
|
|
verts--;
|
|
verts->x *= scale_x;
|
|
verts->y *= scale_y;
|
|
verts--;
|
|
verts->x *= scale_x;
|
|
verts->y *= scale_y;
|
|
verts--;
|
|
verts->x *= scale_x;
|
|
verts->y *= scale_y;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
static void
|
|
ResetBlendState(PSP_BlendState* state) {
|
|
sceGuColor(0xffffffff);
|
|
state->color = 0xffffffff;
|
|
state->mode = SDL_BLENDMODE_INVALID;
|
|
state->texture = NULL;
|
|
sceGuDisable(GU_TEXTURE_2D);
|
|
sceGuShadeModel(GU_SMOOTH);
|
|
state->shadeModel = GU_SMOOTH;
|
|
}
|
|
|
|
static void
|
|
StartDrawing(SDL_Renderer * renderer)
|
|
{
|
|
PSP_RenderData *data = (PSP_RenderData *) renderer->driverdata;
|
|
|
|
// Check if we need to start GU displaylist
|
|
if(!data->displayListAvail) {
|
|
sceGuStart(GU_DIRECT, DisplayList);
|
|
data->displayListAvail = SDL_TRUE;
|
|
//ResetBlendState(&data->blendState);
|
|
}
|
|
|
|
// Check if we need a draw buffer change
|
|
if(renderer->target != data->boundTarget) {
|
|
SDL_Texture* texture = renderer->target;
|
|
if(texture) {
|
|
PSP_TextureData* psp_texture = (PSP_TextureData*) texture->driverdata;
|
|
// Set target, registering LRU
|
|
TextureBindAsTarget(data, psp_texture);
|
|
} else {
|
|
// Set target back to screen
|
|
sceGuDrawBufferList(data->psm, vrelptr(data->frontbuffer), PSP_FRAME_BUFFER_WIDTH);
|
|
}
|
|
data->boundTarget = texture;
|
|
}
|
|
}
|
|
|
|
|
|
static void
|
|
PSP_SetBlendState(PSP_RenderData* data, PSP_BlendState* state)
|
|
{
|
|
PSP_BlendState* current = &data->blendState;
|
|
|
|
if (state->mode != current->mode) {
|
|
switch (state->mode) {
|
|
case SDL_BLENDMODE_NONE:
|
|
sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGBA);
|
|
sceGuDisable(GU_BLEND);
|
|
break;
|
|
case SDL_BLENDMODE_BLEND:
|
|
sceGuTexFunc(GU_TFX_MODULATE, GU_TCC_RGBA);
|
|
sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0 );
|
|
sceGuEnable(GU_BLEND);
|
|
break;
|
|
case SDL_BLENDMODE_ADD:
|
|
sceGuTexFunc(GU_TFX_MODULATE , GU_TCC_RGBA);
|
|
sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_FIX, 0, 0x00FFFFFF );
|
|
sceGuEnable(GU_BLEND);
|
|
break;
|
|
case SDL_BLENDMODE_MOD:
|
|
sceGuTexFunc(GU_TFX_MODULATE , GU_TCC_RGBA);
|
|
sceGuBlendFunc(GU_ADD, GU_FIX, GU_SRC_COLOR, 0, 0);
|
|
sceGuEnable(GU_BLEND);
|
|
break;
|
|
case SDL_BLENDMODE_MUL:
|
|
sceGuTexFunc(GU_TFX_MODULATE , GU_TCC_RGBA);
|
|
sceGuBlendFunc(GU_ADD, GU_DST_COLOR, GU_ONE_MINUS_SRC_ALPHA, 0, 0);
|
|
sceGuEnable(GU_BLEND);
|
|
break;
|
|
case SDL_BLENDMODE_INVALID:
|
|
break;
|
|
}
|
|
}
|
|
|
|
if(state->color != current->color) {
|
|
sceGuColor(state->color);
|
|
}
|
|
|
|
if(state->shadeModel != current->shadeModel) {
|
|
sceGuShadeModel(state->shadeModel);
|
|
}
|
|
|
|
if(state->texture != current->texture) {
|
|
if(state->texture != NULL) {
|
|
TextureActivate(state->texture);
|
|
sceGuEnable(GU_TEXTURE_2D);
|
|
} else {
|
|
sceGuDisable(GU_TEXTURE_2D);
|
|
}
|
|
}
|
|
|
|
*current = *state;
|
|
}
|
|
|
|
static int
|
|
PSP_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize)
|
|
{
|
|
PSP_RenderData *data = (PSP_RenderData *) renderer->driverdata;
|
|
Uint8 *gpumem = NULL;
|
|
StartDrawing(renderer);
|
|
|
|
/* note that before the renderer interface change, this would do extrememly small
|
|
batches with sceGuGetMemory()--a few vertices at a time--and it's not clear that
|
|
this won't fail if you try to push 100,000 draw calls in a single batch.
|
|
I don't know what the limits on PSP hardware are. It might be useful to have
|
|
rendering backends report a reasonable maximum, so the higher level can flush
|
|
if we appear to be exceeding that. */
|
|
gpumem = (Uint8 *) sceGuGetMemory(vertsize);
|
|
if (!gpumem) {
|
|
return SDL_SetError("Couldn't obtain a %d-byte vertex buffer!", (int) vertsize);
|
|
}
|
|
SDL_memcpy(gpumem, vertices, vertsize);
|
|
|
|
while (cmd) {
|
|
switch (cmd->command) {
|
|
case SDL_RENDERCMD_SETDRAWCOLOR: {
|
|
break; /* !!! FIXME: we could cache drawstate like color */
|
|
}
|
|
|
|
case SDL_RENDERCMD_SETVIEWPORT: {
|
|
SDL_Rect *viewport = &cmd->data.viewport.rect;
|
|
sceGuOffset(2048 - (viewport->w >> 1), 2048 - (viewport->h >> 1));
|
|
sceGuViewport(2048, 2048, viewport->w, viewport->h);
|
|
sceGuScissor(viewport->x, viewport->y, viewport->w, viewport->h);
|
|
break;
|
|
}
|
|
|
|
case SDL_RENDERCMD_SETCLIPRECT: {
|
|
const SDL_Rect *rect = &cmd->data.cliprect.rect;
|
|
if(cmd->data.cliprect.enabled){
|
|
sceGuEnable(GU_SCISSOR_TEST);
|
|
sceGuScissor(rect->x, rect->y, rect->w, rect->h);
|
|
} else {
|
|
sceGuDisable(GU_SCISSOR_TEST);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case SDL_RENDERCMD_CLEAR: {
|
|
const Uint8 r = cmd->data.color.r;
|
|
const Uint8 g = cmd->data.color.g;
|
|
const Uint8 b = cmd->data.color.b;
|
|
const Uint8 a = cmd->data.color.a;
|
|
sceGuClearColor(GU_RGBA(r,g,b,a));
|
|
sceGuClearStencil(a);
|
|
sceGuClear(GU_COLOR_BUFFER_BIT | GU_STENCIL_BUFFER_BIT);
|
|
break;
|
|
}
|
|
|
|
case SDL_RENDERCMD_DRAW_POINTS: {
|
|
const size_t count = cmd->data.draw.count;
|
|
const VertV *verts = (VertV *) (gpumem + cmd->data.draw.first);
|
|
const Uint8 r = cmd->data.draw.r;
|
|
const Uint8 g = cmd->data.draw.g;
|
|
const Uint8 b = cmd->data.draw.b;
|
|
const Uint8 a = cmd->data.draw.a;
|
|
PSP_BlendState state = {
|
|
.color = GU_RGBA(r,g,b,a),
|
|
.texture = NULL,
|
|
.mode = cmd->data.draw.blend,
|
|
.shadeModel = GU_FLAT
|
|
};
|
|
PSP_SetBlendState(data, &state);
|
|
sceGuDrawArray(GU_POINTS, GU_VERTEX_32BITF|GU_TRANSFORM_2D, count, 0, verts);
|
|
break;
|
|
}
|
|
|
|
case SDL_RENDERCMD_DRAW_LINES: {
|
|
const size_t count = cmd->data.draw.count;
|
|
const VertV *verts = (VertV *) (gpumem + cmd->data.draw.first);
|
|
const Uint8 r = cmd->data.draw.r;
|
|
const Uint8 g = cmd->data.draw.g;
|
|
const Uint8 b = cmd->data.draw.b;
|
|
const Uint8 a = cmd->data.draw.a;
|
|
PSP_BlendState state = {
|
|
.color = GU_RGBA(r,g,b,a),
|
|
.texture = NULL,
|
|
.mode = cmd->data.draw.blend,
|
|
.shadeModel = GU_FLAT
|
|
};
|
|
PSP_SetBlendState(data, &state);
|
|
sceGuDrawArray(GU_LINE_STRIP, GU_VERTEX_32BITF|GU_TRANSFORM_2D, count, 0, verts);
|
|
break;
|
|
}
|
|
|
|
case SDL_RENDERCMD_FILL_RECTS: {
|
|
const size_t count = cmd->data.draw.count;
|
|
const VertV *verts = (VertV *) (gpumem + cmd->data.draw.first);
|
|
const Uint8 r = cmd->data.draw.r;
|
|
const Uint8 g = cmd->data.draw.g;
|
|
const Uint8 b = cmd->data.draw.b;
|
|
const Uint8 a = cmd->data.draw.a;
|
|
PSP_BlendState state = {
|
|
.color = GU_RGBA(r,g,b,a),
|
|
.texture = NULL,
|
|
.mode = cmd->data.draw.blend,
|
|
.shadeModel = GU_FLAT
|
|
};
|
|
PSP_SetBlendState(data, &state);
|
|
sceGuDrawArray(GU_SPRITES, GU_VERTEX_32BITF|GU_TRANSFORM_2D, 2 * count, 0, verts);
|
|
break;
|
|
}
|
|
|
|
case SDL_RENDERCMD_COPY: {
|
|
const size_t count = cmd->data.draw.count;
|
|
const VertTV *verts = (VertTV *) (gpumem + cmd->data.draw.first);
|
|
const Uint8 a = cmd->data.draw.a;
|
|
const Uint8 r = cmd->data.draw.r;
|
|
const Uint8 g = cmd->data.draw.g;
|
|
const Uint8 b = cmd->data.draw.b;
|
|
PSP_BlendState state = {
|
|
.color = GU_RGBA(r,g,b,a),
|
|
.texture = cmd->data.draw.texture,
|
|
.mode = cmd->data.draw.blend,
|
|
.shadeModel = GU_SMOOTH
|
|
};
|
|
PSP_SetBlendState(data, &state);
|
|
sceGuDrawArray(GU_SPRITES, GU_TEXTURE_32BITF|GU_VERTEX_32BITF|GU_TRANSFORM_2D, 2 * count, 0, verts);
|
|
break;
|
|
}
|
|
|
|
case SDL_RENDERCMD_COPY_EX: {
|
|
const VertTV *verts = (VertTV *) (gpumem + cmd->data.draw.first);
|
|
const Uint8 a = cmd->data.draw.a;
|
|
const Uint8 r = cmd->data.draw.r;
|
|
const Uint8 g = cmd->data.draw.g;
|
|
const Uint8 b = cmd->data.draw.b;
|
|
PSP_BlendState state = {
|
|
.color = GU_RGBA(r,g,b,a),
|
|
.texture = cmd->data.draw.texture,
|
|
.mode = cmd->data.draw.blend,
|
|
.shadeModel = GU_SMOOTH
|
|
};
|
|
PSP_SetBlendState(data, &state);
|
|
sceGuDrawArray(GU_TRIANGLE_FAN, GU_TEXTURE_32BITF|GU_VERTEX_32BITF|GU_TRANSFORM_2D, 4, 0, verts);
|
|
break;
|
|
}
|
|
|
|
case SDL_RENDERCMD_GEOMETRY: {
|
|
const size_t count = cmd->data.draw.count;
|
|
if (cmd->data.draw.texture == NULL) {
|
|
const VertCV *verts = (VertCV *) (gpumem + cmd->data.draw.first);
|
|
sceGuDisable(GU_TEXTURE_2D);
|
|
/* In GU_SMOOTH mode */
|
|
sceGuDrawArray(GU_TRIANGLES, GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_2D, count, 0, verts);
|
|
sceGuEnable(GU_TEXTURE_2D);
|
|
} else {
|
|
const VertTCV *verts = (VertTCV *) (gpumem + cmd->data.draw.first);
|
|
const Uint8 a = cmd->data.draw.a;
|
|
const Uint8 r = cmd->data.draw.r;
|
|
const Uint8 g = cmd->data.draw.g;
|
|
const Uint8 b = cmd->data.draw.b;
|
|
PSP_BlendState state = {
|
|
.color = GU_RGBA(r,g,b,a),
|
|
.texture = NULL,
|
|
.mode = cmd->data.draw.blend,
|
|
.shadeModel = GU_FLAT
|
|
};
|
|
TextureActivate(cmd->data.draw.texture);
|
|
PSP_SetBlendState(data, &state);
|
|
sceGuDrawArray(GU_TRIANGLES, GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_2D, count, 0, verts);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case SDL_RENDERCMD_NO_OP:
|
|
break;
|
|
}
|
|
|
|
cmd = cmd->next;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
static int
|
|
PSP_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
|
|
Uint32 pixel_format, void * pixels, int pitch)
|
|
{
|
|
return SDL_Unsupported();
|
|
}
|
|
|
|
static int
|
|
PSP_RenderPresent(SDL_Renderer * renderer)
|
|
{
|
|
PSP_RenderData *data = (PSP_RenderData *) renderer->driverdata;
|
|
if (!data->displayListAvail) {
|
|
return -1;
|
|
}
|
|
|
|
data->displayListAvail = SDL_FALSE;
|
|
sceGuFinish();
|
|
sceGuSync(0,0);
|
|
|
|
if ((data->vsync) && (data->vblank_not_reached))
|
|
sceDisplayWaitVblankStart();
|
|
data->vblank_not_reached = SDL_TRUE;
|
|
|
|
data->backbuffer = data->frontbuffer;
|
|
data->frontbuffer = vabsptr(sceGuSwapBuffers());
|
|
|
|
return 0;
|
|
}
|
|
|
|
static void
|
|
PSP_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
|
|
{
|
|
PSP_RenderData *renderdata = (PSP_RenderData *) renderer->driverdata;
|
|
PSP_TextureData *psp_texture = (PSP_TextureData *) texture->driverdata;
|
|
|
|
if (renderdata == 0)
|
|
return;
|
|
|
|
if(psp_texture == 0)
|
|
return;
|
|
|
|
LRUTargetRemove(renderdata, psp_texture);
|
|
TextureStorageFree(psp_texture->data);
|
|
SDL_free(psp_texture);
|
|
texture->driverdata = NULL;
|
|
}
|
|
|
|
static void
|
|
PSP_DestroyRenderer(SDL_Renderer * renderer)
|
|
{
|
|
PSP_RenderData *data = (PSP_RenderData *) renderer->driverdata;
|
|
if (data) {
|
|
if (!data->initialized)
|
|
return;
|
|
|
|
StartDrawing(renderer);
|
|
|
|
sceKernelDisableSubIntr(PSP_VBLANK_INT, 0);
|
|
sceKernelReleaseSubIntrHandler(PSP_VBLANK_INT,0);
|
|
sceDisplayWaitVblankStart();
|
|
sceGuDisplay(GU_FALSE);
|
|
sceGuTerm();
|
|
vfree(data->backbuffer);
|
|
vfree(data->frontbuffer);
|
|
|
|
data->initialized = SDL_FALSE;
|
|
data->displayListAvail = SDL_FALSE;
|
|
SDL_free(data);
|
|
}
|
|
SDL_free(renderer);
|
|
}
|
|
|
|
static int
|
|
PSP_SetVSync(SDL_Renderer * renderer, const int vsync)
|
|
{
|
|
PSP_RenderData *data = renderer->driverdata;
|
|
data->vsync = vsync;
|
|
return 0;
|
|
}
|
|
|
|
SDL_Renderer *
|
|
PSP_CreateRenderer(SDL_Window * window, Uint32 flags)
|
|
{
|
|
|
|
SDL_Renderer *renderer;
|
|
PSP_RenderData *data;
|
|
int pixelformat;
|
|
void* doublebuffer = NULL;
|
|
|
|
renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
|
|
if (!renderer) {
|
|
SDL_OutOfMemory();
|
|
return NULL;
|
|
}
|
|
|
|
data = (PSP_RenderData *) SDL_calloc(1, sizeof(*data));
|
|
if (!data) {
|
|
PSP_DestroyRenderer(renderer);
|
|
SDL_OutOfMemory();
|
|
return NULL;
|
|
}
|
|
|
|
|
|
renderer->WindowEvent = PSP_WindowEvent;
|
|
renderer->CreateTexture = PSP_CreateTexture;
|
|
renderer->UpdateTexture = PSP_UpdateTexture;
|
|
renderer->LockTexture = PSP_LockTexture;
|
|
renderer->UnlockTexture = PSP_UnlockTexture;
|
|
renderer->SetTextureScaleMode = PSP_SetTextureScaleMode;
|
|
renderer->SetRenderTarget = PSP_SetRenderTarget;
|
|
renderer->QueueSetViewport = PSP_QueueSetViewport;
|
|
renderer->QueueSetDrawColor = PSP_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */
|
|
renderer->QueueDrawPoints = PSP_QueueDrawPoints;
|
|
renderer->QueueDrawLines = PSP_QueueDrawPoints; /* lines and points queue vertices the same way. */
|
|
renderer->QueueGeometry = PSP_QueueGeometry;
|
|
renderer->QueueFillRects = PSP_QueueFillRects;
|
|
renderer->QueueCopy = PSP_QueueCopy;
|
|
renderer->QueueCopyEx = PSP_QueueCopyEx;
|
|
renderer->RunCommandQueue = PSP_RunCommandQueue;
|
|
renderer->RenderReadPixels = PSP_RenderReadPixels;
|
|
renderer->RenderPresent = PSP_RenderPresent;
|
|
renderer->DestroyTexture = PSP_DestroyTexture;
|
|
renderer->DestroyRenderer = PSP_DestroyRenderer;
|
|
renderer->SetVSync = PSP_SetVSync;
|
|
renderer->info = PSP_RenderDriver.info;
|
|
renderer->info.flags = (SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
|
|
renderer->driverdata = data;
|
|
renderer->window = window;
|
|
|
|
data->initialized = SDL_TRUE;
|
|
data->most_recent_target = NULL;
|
|
data->least_recent_target = NULL;
|
|
|
|
if (flags & SDL_RENDERER_PRESENTVSYNC) {
|
|
data->vsync = SDL_TRUE;
|
|
} else {
|
|
data->vsync = SDL_FALSE;
|
|
}
|
|
|
|
pixelformat=PixelFormatToPSPFMT(SDL_GetWindowPixelFormat(window));
|
|
switch(pixelformat)
|
|
{
|
|
case GU_PSM_4444:
|
|
case GU_PSM_5650:
|
|
case GU_PSM_5551:
|
|
data->bpp = 2;
|
|
data->psm = pixelformat;
|
|
break;
|
|
default:
|
|
data->bpp = 4;
|
|
data->psm = GU_PSM_8888;
|
|
break;
|
|
}
|
|
|
|
doublebuffer = vramalloc(PSP_FRAME_BUFFER_SIZE*data->bpp*2);
|
|
data->backbuffer = doublebuffer;
|
|
data->frontbuffer = ((uint8_t*)doublebuffer)+PSP_FRAME_BUFFER_SIZE*data->bpp;
|
|
|
|
sceGuInit();
|
|
/* setup GU */
|
|
sceGuStart(GU_DIRECT, DisplayList);
|
|
sceGuDrawBuffer(data->psm, vrelptr(data->frontbuffer), PSP_FRAME_BUFFER_WIDTH);
|
|
sceGuDispBuffer(PSP_SCREEN_WIDTH, PSP_SCREEN_HEIGHT, vrelptr(data->backbuffer), PSP_FRAME_BUFFER_WIDTH);
|
|
|
|
|
|
sceGuOffset(2048 - (PSP_SCREEN_WIDTH>>1), 2048 - (PSP_SCREEN_HEIGHT>>1));
|
|
sceGuViewport(2048, 2048, PSP_SCREEN_WIDTH, PSP_SCREEN_HEIGHT);
|
|
|
|
|
|
sceGuDisable(GU_DEPTH_TEST);
|
|
|
|
/* Scissoring */
|
|
sceGuScissor(0, 0, PSP_SCREEN_WIDTH, PSP_SCREEN_HEIGHT);
|
|
sceGuEnable(GU_SCISSOR_TEST);
|
|
|
|
/* Backface culling */
|
|
/*
|
|
FIXME: Culling probably un-needed ? It can conflict with SDL_RENDERCMD_GEOMETRY
|
|
sceGuFrontFace(GU_CCW);
|
|
sceGuEnable(GU_CULL_FACE);
|
|
*/
|
|
|
|
//Setup initial blend state
|
|
ResetBlendState(&data->blendState);
|
|
|
|
sceGuFinish();
|
|
sceGuSync(0,0);
|
|
sceDisplayWaitVblankStartCB();
|
|
sceGuDisplay(GU_TRUE);
|
|
|
|
/* Improve performance when VSYC is enabled and it is not reaching the 60 FPS */
|
|
data->vblank_not_reached = SDL_TRUE;
|
|
sceKernelRegisterSubIntrHandler(PSP_VBLANK_INT, 0, psp_on_vblank, data);
|
|
sceKernelEnableSubIntr(PSP_VBLANK_INT, 0);
|
|
|
|
return renderer;
|
|
}
|
|
|
|
SDL_RenderDriver PSP_RenderDriver = {
|
|
.CreateRenderer = PSP_CreateRenderer,
|
|
.info = {
|
|
.name = "PSP",
|
|
.flags = SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE,
|
|
.num_texture_formats = 4,
|
|
.texture_formats = { [0] = SDL_PIXELFORMAT_BGR565,
|
|
[1] = SDL_PIXELFORMAT_ABGR1555,
|
|
[2] = SDL_PIXELFORMAT_ABGR4444,
|
|
[3] = SDL_PIXELFORMAT_ABGR8888,
|
|
},
|
|
.max_texture_width = 512,
|
|
.max_texture_height = 512,
|
|
}
|
|
};
|
|
|
|
#endif /* SDL_VIDEO_RENDER_PSP */
|
|
|
|
/* vi: set ts=4 sw=4 expandtab: */
|
|
|