mirror of
https://github.com/isledecomp/isle-portable.git
synced 2026-01-13 03:01:16 +00:00
support paletted textures directly to avoid copying the texture twice
This commit is contained in:
parent
fb17107bca
commit
5a6d05c38f
@ -5,9 +5,6 @@
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#include <algorithm>
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#include <string>
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#include <psp2/gxm.h>
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#include <psp2/display.h>
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#include <psp2/types.h>
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@ -28,28 +25,17 @@ bool with_razor = false;
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#define VITA_GXM_COLOR_FORMAT SCE_GXM_COLOR_FORMAT_A8B8G8R8
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#define VITA_GXM_PIXEL_FORMAT SCE_DISPLAY_PIXELFORMAT_A8B8G8R8
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struct SceneLightGXM {
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float color[4];
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float position[4];
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float direction[4];
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};
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typedef struct Vertex {
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float position[3];
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float normal[3];
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float texCoord[2];
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} Vertex;
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INCBIN(main_vert_gxp, "shaders/main.vert.gxp");
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INCBIN(main_frag_gxp, "shaders/main.frag.gxp");
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INCBIN(clear_vert_gxp, "shaders/clear.vert.gxp");
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//INCBIN(clear_vert_gxp, "shaders/clear.vert.gxp");
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INCBIN(clear_frag_gxp, "shaders/clear.frag.gxp");
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INCBIN(image_frag_gxp, "shaders/image.frag.gxp");
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const SceGxmProgram* mainVertexProgramGxp = (const SceGxmProgram*)_inc_main_vert_gxpData;
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const SceGxmProgram* mainFragmentProgramGxp = (const SceGxmProgram*)_inc_main_frag_gxpData;
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const SceGxmProgram* clearVertexProgramGxp = (const SceGxmProgram*)_inc_clear_vert_gxpData;
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//const SceGxmProgram* clearVertexProgramGxp = (const SceGxmProgram*)_inc_clear_vert_gxpData;
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const SceGxmProgram* clearFragmentProgramGxp = (const SceGxmProgram*)_inc_clear_frag_gxpData;
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const SceGxmProgram* imageFragmentProgramGxp = (const SceGxmProgram*)_inc_image_frag_gxpData;
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@ -81,7 +67,7 @@ static void load_razor() {
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}
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if(with_razor) {
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sceRazorGpuCaptureEnableSalvage("ux0:data/gpu_crash.sgx");
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//sceRazorGpuCaptureEnableSalvage("ux0:data/gpu_crash.sgx");
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}
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}
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@ -361,9 +347,6 @@ static bool create_gxm_renderer(int width, int height, GXMRendererData* data) {
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}
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// register shader programs
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if(SCE_ERR(sceGxmShaderPatcherRegisterProgram, data->shaderPatcher, clearVertexProgramGxp, &data->clearVertexProgramId)) {
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return false;
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}
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if(SCE_ERR(sceGxmShaderPatcherRegisterProgram, data->shaderPatcher, clearFragmentProgramGxp, &data->clearFragmentProgramId)) {
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return false;
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}
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@ -379,6 +362,7 @@ static bool create_gxm_renderer(int width, int height, GXMRendererData* data) {
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// clear shader
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/*
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{
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GET_SHADER_PARAM(positionAttribute, clearVertexProgramGxp, "aPosition", false);
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@ -401,19 +385,8 @@ static bool create_gxm_renderer(int width, int height, GXMRendererData* data) {
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)) {
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return false;
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}
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if(SCE_ERR(sceGxmShaderPatcherCreateFragmentProgram,
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data->shaderPatcher,
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data->clearFragmentProgramId,
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SCE_GXM_OUTPUT_REGISTER_FORMAT_UCHAR4,
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SCE_GXM_MULTISAMPLE_NONE,
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NULL,
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clearVertexProgramGxp,
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&data->clearFragmentProgram
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)) {
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return false;
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}
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}
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*/
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// main shader
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{
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@ -489,6 +462,19 @@ static bool create_gxm_renderer(int width, int height, GXMRendererData* data) {
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&data->imageFragmentProgram
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)) return false;
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// color
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if(SCE_ERR(sceGxmShaderPatcherCreateFragmentProgram,
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data->shaderPatcher,
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data->clearFragmentProgramId,
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SCE_GXM_OUTPUT_REGISTER_FORMAT_UCHAR4,
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SCE_GXM_MULTISAMPLE_NONE,
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NULL,
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mainVertexProgramGxp,
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&data->clearFragmentProgram
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)) {
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return false;
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}
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// vertex uniforms
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data->uModelViewMatrix = sceGxmProgramFindParameterByName(mainVertexProgramGxp, "uModelViewMatrix");
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data->uNormalMatrix = sceGxmProgramFindParameterByName(mainVertexProgramGxp, "uNormalMatrix");
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@ -503,32 +489,54 @@ static bool create_gxm_renderer(int width, int height, GXMRendererData* data) {
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// clear uniforms
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data->clearShader_uColor = sceGxmProgramFindParameterByName(clearFragmentProgramGxp, "uColor"); // vec4
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// clear mesh
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const size_t clearMeshVerticiesSize = 3 * sizeof(float)*2;
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const size_t clearMeshIndiciesSize = 3 * sizeof(uint16_t);
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data->clearMeshBuffer = sceClibMspaceMalloc(data->cdramPool, clearMeshVerticiesSize + clearMeshIndiciesSize);
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data->clearVerticies = (float*)data->clearMeshBuffer;
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data->clearIndicies = (uint16_t*)((uint8_t*)(data->clearMeshBuffer)+clearMeshVerticiesSize);
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data->clearVerticies[0] = -1.0 * width;
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data->clearVerticies[1] = -1.0 * height;
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data->clearVerticies[2] = 3.0 * width;
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data->clearVerticies[3] = -1.0 * height;
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data->clearVerticies[4] = -1.0;
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data->clearVerticies[5] = 3.0;
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data->clearIndicies[0] = 0;
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data->clearIndicies[1] = 1;
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data->clearIndicies[2] = 2;
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// light uniforms buffer
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data->lightDataBuffer = sceClibMspaceMalloc(data->cdramPool,
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3 * sizeof(SceneLightGXM) + 4 // 3 lights + light count
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);
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// quad mesh buffer
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data->quadMeshBuffer = sceClibMspaceMalloc(data->cdramPool, 4*sizeof(uint16_t) + 4 * 100 * sizeof(Vertex));
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data->quadIndices = (uint16_t*)data->quadMeshBuffer;
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data->quadIndices[0] = 0;
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data->quadIndices[1] = 1;
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data->quadIndices[2] = 2;
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data->quadIndices[3] = 3;
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data->quadVertices = (Vertex*)(data->quadIndices + 4);
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return true;
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}
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static void CreateOrthoMatrix(float left, float right, float bottom, float top, D3DRMMATRIX4D& outMatrix)
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{
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float near = -1.0f;
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float far = 1.0f;
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float rl = right - left;
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float tb = top - bottom;
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float fn = far - near;
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outMatrix[0][0] = 2.0f / rl;
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outMatrix[0][1] = 0.0f;
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outMatrix[0][2] = 0.0f;
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outMatrix[0][3] = 0.0f;
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outMatrix[1][0] = 0.0f;
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outMatrix[1][1] = -2.0f / tb;
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outMatrix[1][2] = 0.0f;
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outMatrix[1][3] = 0.0f;
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outMatrix[2][0] = 0.0f;
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outMatrix[2][1] = 0.0f;
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outMatrix[2][2] = -2.0f / fn;
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outMatrix[2][3] = 0.0f;
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outMatrix[3][0] = -(right + left) / rl;
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outMatrix[3][1] = -(top + bottom) / tb;
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outMatrix[3][2] = -(far + near) / fn;
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outMatrix[3][3] = 1.0f;
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}
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Direct3DRMRenderer* GXMRenderer::Create(DWORD width, DWORD height)
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{
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@ -590,20 +598,20 @@ void GXMRenderer::SetFrustumPlanes(const Plane* frustumPlanes)
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void GXMRenderer::SetProjection(const D3DRMMATRIX4D& projection, D3DVALUE front, D3DVALUE back)
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{
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memcpy(&m_projection, projection, sizeof(D3DRMMATRIX4D));
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//m_projection[1][1] *= -1.0f; // OpenGL is upside down
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m_projection[1][1] *= -1.0f; // OpenGL is upside down
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}
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struct TextureDestroyContextGLS2 {
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struct TextureDestroyContextGXM {
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GXMRenderer* renderer;
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Uint32 textureId;
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};
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void GXMRenderer::AddTextureDestroyCallback(Uint32 id, IDirect3DRMTexture* texture)
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{
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auto* ctx = new TextureDestroyContextGLS2{this, id};
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auto* ctx = new TextureDestroyContextGXM{this, id};
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texture->AddDestroyCallback(
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[](IDirect3DRMObject* obj, void* arg) {
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auto* ctx = static_cast<TextureDestroyContextGLS2*>(arg);
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auto* ctx = static_cast<TextureDestroyContextGXM*>(arg);
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auto& cache = ctx->renderer->m_textures[ctx->textureId];
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void* textureData = sceGxmTextureGetData(&cache.gxmTexture);
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sceClibMspaceFree(ctx->renderer->m_data.cdramPool, textureData);
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@ -613,40 +621,125 @@ void GXMRenderer::AddTextureDestroyCallback(Uint32 id, IDirect3DRMTexture* textu
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);
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}
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void convertTextureMetadata(SDL_Surface* surface, bool* supportedFormat, SceGxmTextureFormat* textureFormat, size_t* textureSize, size_t* textureAlignment) {
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*supportedFormat = true;
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*textureAlignment = SCE_GXM_TEXTURE_ALIGNMENT;
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switch(surface->format) {
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case SDL_PIXELFORMAT_ABGR8888: {
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*textureFormat = SCE_GXM_TEXTURE_FORMAT_U8U8U8U8_ABGR;
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*textureSize = surface->h * surface->pitch;
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break;
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}
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case SDL_PIXELFORMAT_INDEX8: {
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*textureFormat = SCE_GXM_TEXTURE_FORMAT_P8_ABGR;
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int pixelsSize = surface->h * surface->pitch;
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int alignBytes = ALIGNMENT(pixelsSize, SCE_GXM_PALETTE_ALIGNMENT);
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*textureSize = pixelsSize + alignBytes + 0xff;
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*textureAlignment = SCE_GXM_PALETTE_ALIGNMENT;
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break;
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}
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default: {
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*supportedFormat = false;
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}
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}
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}
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bool createRgbaCopySurface(SDL_Surface* surface, size_t *textureSize, SceGxmTextureFormat* textureFormat, SDL_Surface** copy_surf) {
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*copy_surf = SDL_ConvertSurface(surface, SDL_PIXELFORMAT_ABGR8888);
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if (!*copy_surf) {
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return false;
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}
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*textureFormat = SCE_GXM_TEXTURE_FORMAT_U8U8U8U8_ABGR;
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*textureSize = (*copy_surf)->w * (*copy_surf)->h * 4;
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return true;
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}
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Uint32 GXMRenderer::GetTextureId(IDirect3DRMTexture* iTexture)
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{
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auto texture = static_cast<Direct3DRMTextureImpl*>(iTexture);
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auto surface = static_cast<DirectDrawSurfaceImpl*>(texture->m_surface);
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bool supportedFormat;
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size_t textureSize;
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size_t textureAlignment;
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SceGxmTextureFormat textureFormat;
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convertTextureMetadata(surface->m_surface, &supportedFormat, &textureFormat, &textureSize, &textureAlignment);
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if(!supportedFormat) {
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SDL_Log("unsupported SDL texture format %s, falling back on SDL_PIXELFORMAT_ABGR8888", SDL_GetPixelFormatName(surface->m_surface->format));
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}
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for (Uint32 i = 0; i < m_textures.size(); ++i) {
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auto& tex = m_textures[i];
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if (tex.texture == texture) {
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if (tex.version != texture->m_version) {
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SDL_Surface* surf = SDL_ConvertSurface(surface->m_surface, SDL_PIXELFORMAT_ABGR8888);
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if (!surf) {
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return NO_TEXTURE_ID;
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}
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void* textureData = sceGxmTextureGetData(&tex.gxmTexture);
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memcpy(textureData, surf->pixels, surf->w*surf->h*4);
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SDL_DestroySurface(surf);
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if(!supportedFormat) {
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SDL_Surface* copy_surf;
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if(!createRgbaCopySurface(surface->m_surface, &textureSize, &textureFormat, ©_surf)) {
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return NO_TEXTURE_ID;
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}
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memcpy(textureData, copy_surf->pixels, textureSize);
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SDL_DestroySurface(copy_surf);
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} else {
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memcpy(textureData, surface->m_surface->pixels, textureSize);
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}
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tex.version = texture->m_version;
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}
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return i;
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}
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}
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SDL_Surface* surf = SDL_ConvertSurface(surface->m_surface, SDL_PIXELFORMAT_ABGR8888);
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if (!surf) {
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return NO_TEXTURE_ID;
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int textureWidth = surface->m_surface->w;
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int textureHeight = surface->m_surface->h;
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int textureStride = surface->m_surface->pitch;
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SDL_Log("Create Texture %s w=%d h=%d s=%d",
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SDL_GetPixelFormatName(surface->m_surface->format), textureWidth, textureHeight, textureStride);
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SDL_Surface* copy_surf = nullptr;
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if(!supportedFormat) {
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if(!createRgbaCopySurface(surface->m_surface, &textureSize, &textureFormat, ©_surf)) {
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return NO_TEXTURE_ID;
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}
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}
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// allocate gpu memory
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void* textureData = sceClibMspaceMemalign(this->m_data.cdramPool, textureAlignment, textureSize);
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uint8_t* paletteData = nullptr;
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if(copy_surf)
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{
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memcpy(textureData, copy_surf->pixels, textureSize);
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SDL_DestroySurface(copy_surf);
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}
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else if(surface->m_surface->format == SDL_PIXELFORMAT_INDEX8)
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{
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LPDIRECTDRAWPALETTE _palette;
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surface->GetPalette(&_palette);
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auto palette = static_cast<DirectDrawPaletteImpl*>(_palette);
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int pixelsSize = surface->m_surface->w * surface->m_surface->h;
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int alignBytes = ALIGNMENT(pixelsSize, SCE_GXM_PALETTE_ALIGNMENT);
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memcpy(textureData, surface->m_surface->pixels, pixelsSize);
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paletteData = (uint8_t*)textureData + pixelsSize + alignBytes;
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memcpy(paletteData, palette->m_palette->colors, palette->m_palette->ncolors*sizeof(SDL_Color));
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}
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else
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{
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memcpy(textureData, surface->m_surface->pixels, textureSize);
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}
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void* textureData = sceClibMspaceMemalign(this->m_data.cdramPool, SCE_GXM_TEXTURE_ALIGNMENT, surf->w*surf->h*4);
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memcpy(textureData, surf->pixels, surf->w*surf->h*4);
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SDL_DestroySurface(surf);
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SceGxmTexture gxmTexture;
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sceGxmTextureInitLinear(&gxmTexture, textureData, SCE_GXM_TEXTURE_FORMAT_U8U8U8U8_RGBA, surf->w, surf->h, 1);
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SDL_Log("textureData: %p", textureData);
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SCE_ERR(sceGxmTextureInitLinearStrided, &gxmTexture, textureData, textureFormat, textureWidth, textureHeight, textureStride);
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sceGxmTextureSetMinFilter(&gxmTexture, SCE_GXM_TEXTURE_FILTER_LINEAR);
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sceGxmTextureSetMagFilter(&gxmTexture, SCE_GXM_TEXTURE_FILTER_LINEAR);
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if(paletteData) {
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sceGxmTextureSetPalette(&gxmTexture, paletteData);
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}
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for (Uint32 i = 0; i < m_textures.size(); ++i) {
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auto& tex = m_textures[i];
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@ -659,9 +752,10 @@ Uint32 GXMRenderer::GetTextureId(IDirect3DRMTexture* iTexture)
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}
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}
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Uint32 textureId = (Uint32) (m_textures.size() - 1);
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m_textures.push_back({texture, texture->m_version, gxmTexture});
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AddTextureDestroyCallback((Uint32) (m_textures.size() - 1), texture);
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return (Uint32) (m_textures.size() - 1);
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AddTextureDestroyCallback(textureId, texture);
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return textureId;
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}
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GXMMeshCacheEntry GXMRenderer::GXMUploadMesh(const MeshGroup& meshGroup)
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@ -810,12 +904,15 @@ void GXMRenderer::StartScene() {
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);
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sceGxmSetViewport(this->m_data.context, 0, m_width, 0, m_height, 0, 0);
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this->sceneStarted = true;
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this->m_data.quadVertices = (Vertex*)(this->m_data.quadIndices + 4);
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}
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int frames = 0;
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HRESULT GXMRenderer::BeginFrame()
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{
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if(with_razor && !razor_triggered) {
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SDL_Log("trigger razor for next frame");
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frames++;
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if(with_razor && !razor_triggered && frames == 10) {
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SDL_Log("trigger razor in 10 frames");
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sceRazorGpuCaptureSetTriggerNextFrame("ux0:/data/capture.sgx");
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razor_triggered = true;
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}
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@ -823,20 +920,6 @@ HRESULT GXMRenderer::BeginFrame()
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this->StartScene();
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sceGxmSetFragmentUniformBuffer(this->m_data.context, 0, this->m_data.lightDataBuffer);
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sceGxmSetFrontStencilRef(this->m_data.context, 1);
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sceGxmSetFrontStencilFunc(
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this->m_data.context,
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SCE_GXM_STENCIL_FUNC_ALWAYS,
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SCE_GXM_STENCIL_OP_KEEP,
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SCE_GXM_STENCIL_OP_KEEP,
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SCE_GXM_STENCIL_OP_KEEP,
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0xFF,
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0xFF
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);
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sceGxmSetFrontDepthFunc(this->m_data.context, SCE_GXM_DEPTH_FUNC_ALWAYS);
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// set light data
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int lightCount = std::min(static_cast<int>(m_lights.size()), 3);
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@ -861,6 +944,9 @@ HRESULT GXMRenderer::BeginFrame()
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lightData[i].direction[2] = src.direction.z;
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lightData[i].direction[3] = src.directional;
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}
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sceGxmSetFragmentUniformBuffer(this->m_data.context, 0, this->m_data.lightDataBuffer);
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return DD_OK;
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}
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|
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@ -941,6 +1027,32 @@ HRESULT GXMRenderer::FinalizeFrame() {
|
||||
return DD_OK;
|
||||
}
|
||||
|
||||
void orthoMatrixRowMajor(float mat[4][4], float left, float right, float bottom, float top, float nearZ, float farZ) {
|
||||
memset(mat, 0, sizeof(float) * 16);
|
||||
|
||||
mat[0][0] = 2.0f / (right - left);
|
||||
mat[1][1] = 2.0f / (top - bottom);
|
||||
mat[2][2] = -2.0f / (farZ - nearZ);
|
||||
mat[3][0] = -(right + left) / (right - left);
|
||||
mat[3][1] = -(top + bottom) / (top - bottom);
|
||||
mat[3][2] = -(farZ + nearZ) / (farZ - nearZ);
|
||||
mat[3][3] = 1.0f;
|
||||
}
|
||||
|
||||
void identityMatrix(float mat[4][4]) {
|
||||
memset(mat, 0, sizeof(float) * 16);
|
||||
mat[0][0] = 1.0f;
|
||||
mat[1][1] = 1.0f;
|
||||
mat[2][2] = 1.0f;
|
||||
mat[3][3] = 1.0f;
|
||||
}
|
||||
|
||||
Vertex* GXMRenderer::GetQuadVertices() {
|
||||
Vertex* verts = this->m_data.quadVertices;
|
||||
this->m_data.quadVertices += 4;
|
||||
return verts;
|
||||
}
|
||||
|
||||
void GXMRenderer::Resize(int width, int height, const ViewportTransform& viewportTransform) {
|
||||
m_width = width;
|
||||
m_height = height;
|
||||
@ -954,7 +1066,7 @@ void GXMRenderer::Clear(float r, float g, float b) {
|
||||
snprintf(marker, sizeof(marker), "Clear");
|
||||
sceGxmPushUserMarker(this->m_data.context, marker);
|
||||
|
||||
sceGxmSetVertexProgram(this->m_data.context, this->m_data.clearVertexProgram);
|
||||
sceGxmSetVertexProgram(this->m_data.context, this->m_data.mainVertexProgram);
|
||||
sceGxmSetFragmentProgram(this->m_data.context, this->m_data.clearFragmentProgram);
|
||||
|
||||
void* vertUniforms;
|
||||
@ -962,15 +1074,43 @@ void GXMRenderer::Clear(float r, float g, float b) {
|
||||
sceGxmReserveVertexDefaultUniformBuffer(this->m_data.context, &vertUniforms);
|
||||
sceGxmReserveFragmentDefaultUniformBuffer(this->m_data.context, &fragUniforms);
|
||||
|
||||
float left = -m_viewportTransform.offsetX / m_viewportTransform.scale;
|
||||
float right = (m_width - m_viewportTransform.offsetX) / m_viewportTransform.scale;
|
||||
float top = -m_viewportTransform.offsetY / m_viewportTransform.scale;
|
||||
float bottom = (m_height - m_viewportTransform.offsetY) / m_viewportTransform.scale;
|
||||
|
||||
D3DRMMATRIX4D projection;
|
||||
orthoMatrixRowMajor(projection, left, right, bottom, top, -1.0, 1.0);
|
||||
|
||||
D3DRMMATRIX4D identity;
|
||||
identityMatrix(identity);
|
||||
|
||||
Matrix3x3 normal = {{1.f, 0.f, 0.f}, {0.f, 1.f, 0.f}, {0.f, 0.f, 1.f}};
|
||||
|
||||
SET_UNIFORM(vertUniforms, this->m_data.uModelViewMatrix, identity, mainVertexProgramGxp); // float4x4
|
||||
SET_UNIFORM(vertUniforms, this->m_data.uNormalMatrix, normal, mainVertexProgramGxp); // float3x3
|
||||
SET_UNIFORM(vertUniforms, this->m_data.uProjectionMatrix, projection, mainVertexProgramGxp); // float4x4
|
||||
|
||||
float color[] = {r,g,b,1};
|
||||
SET_UNIFORM(fragUniforms, this->m_data.clearShader_uColor, color, clearFragmentProgramGxp);
|
||||
|
||||
sceGxmSetVertexStream(this->m_data.context, 0, this->m_data.clearVerticies);
|
||||
|
||||
float x1 = 0;
|
||||
float y1 = 0;
|
||||
float x2 = x1 + 1.0;
|
||||
float y2 = y1 + 1.0;
|
||||
|
||||
Vertex* quadVertices = this->GetQuadVertices();
|
||||
quadVertices[0] = Vertex{ .position = {x1, y1, 0}, .normal = {0,0,0}, .texCoord = {0,0}};
|
||||
quadVertices[1] = Vertex{ .position = {x2, y1, 0}, .normal = {0,0,0}, .texCoord = {0,0}};
|
||||
quadVertices[2] = Vertex{ .position = {x1, y2, 0}, .normal = {0,0,0}, .texCoord = {0,0}};
|
||||
quadVertices[3] = Vertex{ .position = {x2, y2, 0}, .normal = {0,0,0}, .texCoord = {0,0}};
|
||||
|
||||
sceGxmSetVertexStream(this->m_data.context, 0, quadVertices);
|
||||
sceGxmDraw(
|
||||
this->m_data.context,
|
||||
SCE_GXM_PRIMITIVE_TRIANGLES,
|
||||
SCE_GXM_PRIMITIVE_TRIANGLE_STRIP,
|
||||
SCE_GXM_INDEX_FORMAT_U16,
|
||||
this->m_data.clearIndicies, 3
|
||||
this->m_data.quadIndices, 4
|
||||
);
|
||||
|
||||
sceGxmPopUserMarker(this->m_data.context);
|
||||
@ -1003,35 +1143,6 @@ void GXMRenderer::Flip() {
|
||||
this->backBufferIndex = (this->backBufferIndex + 1) % VITA_GXM_DISPLAY_BUFFER_COUNT;
|
||||
}
|
||||
|
||||
static void CreateOrthoMatrix(float left, float right, float bottom, float top, D3DRMMATRIX4D& outMatrix)
|
||||
{
|
||||
float near = -1.0f;
|
||||
float far = 1.0f;
|
||||
float rl = right - left;
|
||||
float tb = top - bottom;
|
||||
float fn = far - near;
|
||||
|
||||
outMatrix[0][0] = 2.0f / rl;
|
||||
outMatrix[0][1] = 0.0f;
|
||||
outMatrix[0][2] = 0.0f;
|
||||
outMatrix[0][3] = 0.0f;
|
||||
|
||||
outMatrix[1][0] = 0.0f;
|
||||
outMatrix[1][1] = 2.0f / tb;
|
||||
outMatrix[1][2] = 0.0f;
|
||||
outMatrix[1][3] = 0.0f;
|
||||
|
||||
outMatrix[2][0] = 0.0f;
|
||||
outMatrix[2][1] = 0.0f;
|
||||
outMatrix[2][2] = -2.0f / fn;
|
||||
outMatrix[2][3] = 0.0f;
|
||||
|
||||
outMatrix[3][0] = -(right + left) / rl;
|
||||
outMatrix[3][1] = -(top + bottom) / tb;
|
||||
outMatrix[3][2] = -(far + near) / fn;
|
||||
outMatrix[3][3] = 1.0f;
|
||||
}
|
||||
|
||||
void GXMRenderer::Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, const SDL_Rect& dstRect) {
|
||||
this->StartScene();
|
||||
|
||||
@ -1054,13 +1165,18 @@ void GXMRenderer::Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, const S
|
||||
|
||||
D3DRMMATRIX4D projection;
|
||||
CreateOrthoMatrix(left, right, bottom, top, projection);
|
||||
D3DRMMATRIX4D projectionTrans;
|
||||
transpose4x4(projection, projectionTrans);
|
||||
|
||||
D3DRMMATRIX4D identity = {{1.f, 0.f, 0.f, 0.f}, {0.f, 1.f, 0.f, 0.f}, {0.f, 0.f, 1.f, 0.f}, {0.f, 0.f, 0.f, 1.f}};
|
||||
Matrix3x3 normal = {{1.f, 0.f, 0.f}, {0.f, 1.f, 0.f}, {0.f, 0.f, 1.f}};
|
||||
|
||||
SET_UNIFORM(vertUniforms, this->m_data.uModelViewMatrix, identity, mainVertexProgramGxp); // float4x4
|
||||
D3DRMMATRIX4D identityTrans;
|
||||
transpose4x4(identity, identityTrans);
|
||||
|
||||
SET_UNIFORM(vertUniforms, this->m_data.uModelViewMatrix, identityTrans, mainVertexProgramGxp); // float4x4
|
||||
SET_UNIFORM(vertUniforms, this->m_data.uNormalMatrix, normal, mainVertexProgramGxp); // float3x3
|
||||
SET_UNIFORM(vertUniforms, this->m_data.uProjectionMatrix, projection, mainVertexProgramGxp); // float4x4
|
||||
SET_UNIFORM(vertUniforms, this->m_data.uProjectionMatrix, projectionTrans, mainVertexProgramGxp); // float4x4
|
||||
|
||||
const GXMTextureCacheEntry& texture = m_textures[textureId];
|
||||
sceGxmSetFragmentTexture(this->m_data.context, 0, &texture.gxmTexture);
|
||||
@ -1077,31 +1193,22 @@ void GXMRenderer::Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, const S
|
||||
float y1 = static_cast<float>(dstRect.y);
|
||||
float x2 = x1 + dstRect.w;
|
||||
float y2 = y1 + dstRect.h;
|
||||
|
||||
void* meshBuffer = sceClibMspaceMalloc(this->m_data.cdramPool, 4*sizeof(Vertex) + 4*sizeof(uint16_t));
|
||||
Vertex* gpuVertices = (Vertex*)meshBuffer;
|
||||
uint16_t* gpuIndices = (uint16_t*)(((uint8_t*)meshBuffer) + 4*sizeof(Vertex));
|
||||
|
||||
gpuVertices[0] = Vertex{ .position = {x1, y1, 0}, .normal = {0,0,0}, .texCoord = {u1, v1}};
|
||||
gpuVertices[1] = Vertex{ .position = {x2, y1, 0}, .normal = {0,0,0}, .texCoord = {u2, v1}};
|
||||
gpuVertices[2] = Vertex{ .position = {x1, y2, 0}, .normal = {0,0,0}, .texCoord = {u1, v2}};
|
||||
gpuVertices[3] = Vertex{ .position = {x2, y2, 0}, .normal = {0,0,0}, .texCoord = {u2, v2}};
|
||||
Vertex* quadVertices = this->GetQuadVertices();
|
||||
quadVertices[0] = Vertex{ .position = {x1, y1, 0}, .normal = {0,0,0}, .texCoord = {u1, v1}};
|
||||
quadVertices[1] = Vertex{ .position = {x2, y1, 0}, .normal = {0,0,0}, .texCoord = {u2, v1}};
|
||||
quadVertices[2] = Vertex{ .position = {x1, y2, 0}, .normal = {0,0,0}, .texCoord = {u1, v2}};
|
||||
quadVertices[3] = Vertex{ .position = {x2, y2, 0}, .normal = {0,0,0}, .texCoord = {u2, v2}};
|
||||
|
||||
gpuIndices[0] = 0;
|
||||
gpuIndices[1] = 1;
|
||||
gpuIndices[2] = 2;
|
||||
gpuIndices[3] = 3;
|
||||
|
||||
sceGxmSetVertexStream(this->m_data.context, 0, gpuVertices);
|
||||
sceGxmSetVertexStream(this->m_data.context, 0, quadVertices);
|
||||
sceGxmDraw(
|
||||
this->m_data.context,
|
||||
SCE_GXM_PRIMITIVE_TRIANGLE_STRIP,
|
||||
SCE_GXM_INDEX_FORMAT_U16,
|
||||
gpuIndices, 4
|
||||
this->m_data.quadIndices, 4
|
||||
);
|
||||
|
||||
sceGxmPopUserMarker(this->m_data.context);
|
||||
sceClibMspaceFree(this->m_data.cdramPool, meshBuffer);
|
||||
}
|
||||
|
||||
void GXMRenderer::Download(SDL_Surface* target) {
|
||||
|
||||
@ -15,6 +15,8 @@
|
||||
|
||||
#define ALIGN(x, a) (((x) + ((a)-1)) & ~((a)-1))
|
||||
|
||||
#define ALIGNMENT(n, a) (((a) - ((n) % (a))) % (a))
|
||||
|
||||
|
||||
#define SET_UNIFORM(buffer, param, value, program) \
|
||||
do { \
|
||||
|
||||
@ -3,6 +3,7 @@
|
||||
#include "d3drmrenderer.h"
|
||||
#include "d3drmtexture_impl.h"
|
||||
#include "ddraw_impl.h"
|
||||
#include "ddpalette_impl.h"
|
||||
|
||||
#include <SDL3/SDL.h>
|
||||
#include <vector>
|
||||
@ -36,6 +37,19 @@ typedef struct GXMDisplayData {
|
||||
void* address;
|
||||
} GXMDisplayData;
|
||||
|
||||
struct SceneLightGXM {
|
||||
float color[4];
|
||||
float position[4];
|
||||
float direction[4];
|
||||
};
|
||||
|
||||
typedef struct Vertex {
|
||||
float position[3];
|
||||
float normal[3];
|
||||
float texCoord[2];
|
||||
} Vertex;
|
||||
|
||||
|
||||
typedef struct GXMRendererContext {
|
||||
// context
|
||||
SceUID vdmRingBufferUid;
|
||||
@ -88,8 +102,6 @@ typedef struct GXMRendererData {
|
||||
SceGxmDepthStencilSurface depthSurface;
|
||||
|
||||
// clear shader
|
||||
SceGxmShaderPatcherId clearVertexProgramId;
|
||||
SceGxmVertexProgram* clearVertexProgram;
|
||||
SceGxmShaderPatcherId clearFragmentProgramId;
|
||||
SceGxmFragmentProgram* clearFragmentProgram;
|
||||
|
||||
@ -116,13 +128,13 @@ typedef struct GXMRendererData {
|
||||
|
||||
const SceGxmProgramParameter* clearShader_uColor;
|
||||
|
||||
// clear mesh
|
||||
void* clearMeshBuffer;
|
||||
float* clearVerticies;
|
||||
uint16_t* clearIndicies;
|
||||
|
||||
// scene light data
|
||||
void* lightDataBuffer;
|
||||
|
||||
void* quadMeshBuffer;
|
||||
uint16_t* quadIndices;
|
||||
Vertex* quadVertices;
|
||||
|
||||
} GXMRendererData;
|
||||
|
||||
class GXMRenderer : public Direct3DRMRenderer {
|
||||
@ -167,6 +179,7 @@ class GXMRenderer : public Direct3DRMRenderer {
|
||||
GXMMeshCacheEntry GXMUploadMesh(const MeshGroup& meshGroup);
|
||||
|
||||
void StartScene();
|
||||
Vertex* GetQuadVertices();
|
||||
|
||||
std::vector<GXMTextureCacheEntry> m_textures;
|
||||
std::vector<GXMMeshCacheEntry> m_meshes;
|
||||
|
||||
Loading…
Reference in New Issue
Block a user