isle-portable/miniwin/src/d3drm/backends/gxm/renderer.cpp
2025-06-27 17:20:25 +02:00

1188 lines
38 KiB
C++

#include "d3drmrenderer_gxm.h"
#include "meshutils.h"
#include <SDL3/SDL.h>
#include <algorithm>
#include <string>
#include <psp2/gxm.h>
#include <psp2/display.h>
#include <psp2/types.h>
#include <psp2/kernel/modulemgr.h>
#include "utils.h"
#include "memory.h"
#define INCBIN_PREFIX _inc_
#include "incbin.h"
bool with_razor = false;
#define VITA_GXM_SCREEN_WIDTH 960
#define VITA_GXM_SCREEN_HEIGHT 544
#define VITA_GXM_SCREEN_STRIDE 960
#define VITA_GXM_PENDING_SWAPS 3
#define VITA_GXM_COLOR_FORMAT SCE_GXM_COLOR_FORMAT_A8B8G8R8
#define VITA_GXM_PIXEL_FORMAT SCE_DISPLAY_PIXELFORMAT_A8B8G8R8
INCBIN(main_vert_gxp, "shaders/main.vert.gxp");
INCBIN(main_frag_gxp, "shaders/main.frag.gxp");
INCBIN(color_frag_gxp, "shaders/color.frag.gxp");
INCBIN(image_frag_gxp, "shaders/image.frag.gxp");
const SceGxmProgram* mainVertexProgramGxp = (const SceGxmProgram*)_inc_main_vert_gxpData;
const SceGxmProgram* mainFragmentProgramGxp = (const SceGxmProgram*)_inc_main_frag_gxpData;
const SceGxmProgram* colorFragmentProgramGxp = (const SceGxmProgram*)_inc_color_frag_gxpData;
const SceGxmProgram* imageFragmentProgramGxp = (const SceGxmProgram*)_inc_image_frag_gxpData;
extern "C" int sceRazorGpuCaptureSetTrigger(int frames, const char* path);
extern "C" int sceRazorGpuCaptureEnableSalvage(const char* path);
extern "C" int sceRazorGpuCaptureSetTriggerNextFrame(const char* path);
static GXMRendererContext gxm_renderer_context;
static void display_callback(const void *callback_data) {
const GXMDisplayData *display_data = (const GXMDisplayData *)callback_data;
SceDisplayFrameBuf framebuf;
SDL_memset(&framebuf, 0x00, sizeof(SceDisplayFrameBuf));
framebuf.size = sizeof(SceDisplayFrameBuf);
framebuf.base = display_data->address;
framebuf.pitch = VITA_GXM_SCREEN_STRIDE;
framebuf.pixelformat = VITA_GXM_PIXEL_FORMAT;
framebuf.width = VITA_GXM_SCREEN_WIDTH;
framebuf.height = VITA_GXM_SCREEN_HEIGHT;
sceDisplaySetFrameBuf(&framebuf, SCE_DISPLAY_SETBUF_NEXTFRAME);
}
static void load_razor() {
int mod_id = _sceKernelLoadModule("app0:librazorcapture_es4.suprx", 0, nullptr);
int status;
if(!SCE_ERR(sceKernelStartModule, mod_id, 0, nullptr, 0, nullptr, &status)) {
with_razor = true;
}
if(with_razor) {
sceRazorGpuCaptureEnableSalvage("ux0:data/gpu_crash.sgx");
}
}
bool gxm_initialized = false;
bool gxm_init() {
if(gxm_initialized) {
return true;
}
load_razor();
SceGxmInitializeParams initializeParams;
SDL_memset(&initializeParams, 0, sizeof(SceGxmInitializeParams));
initializeParams.flags = 0;
initializeParams.displayQueueMaxPendingCount = VITA_GXM_PENDING_SWAPS;
initializeParams.displayQueueCallback = display_callback;
initializeParams.displayQueueCallbackDataSize = sizeof(GXMDisplayData);
initializeParams.parameterBufferSize = SCE_GXM_DEFAULT_PARAMETER_BUFFER_SIZE;
int err = sceGxmInitialize(&initializeParams);
if (err != 0) {
SDL_LogError(SDL_LOG_CATEGORY_RENDER, "gxm init failed: %d", err);
return err;
}
gxm_initialized = true;
return cdramPool_init();
}
static bool create_gxm_context() {
GXMRendererContext* data = &gxm_renderer_context;
if(data->context) {
return true;
}
if(!gxm_init()) {
return false;
}
const unsigned int patcherBufferSize = 64 * 1024;
const unsigned int patcherVertexUsseSize = 64 * 1024;
const unsigned int patcherFragmentUsseSize = 64 * 1024;
data->cdramPool = cdramPool_get();
if(!data->cdramPool) {
SDL_Log("failed to allocate cdramPool");
return false;
}
// allocate buffers
data->vdmRingBuffer = vita_mem_alloc(
SCE_KERNEL_MEMBLOCK_TYPE_USER_RW_UNCACHE,
SCE_GXM_DEFAULT_VDM_RING_BUFFER_SIZE,
4,
SCE_GXM_MEMORY_ATTRIB_READ,
&data->vdmRingBufferUid,
"vdmRingBuffer",
nullptr
);
data->vertexRingBuffer = vita_mem_alloc(
SCE_KERNEL_MEMBLOCK_TYPE_USER_RW_UNCACHE,
SCE_GXM_DEFAULT_VERTEX_RING_BUFFER_SIZE,
4,
SCE_GXM_MEMORY_ATTRIB_READ,
&data->vertexRingBufferUid,
"vertexRingBuffer",
nullptr
);
data->fragmentRingBuffer = vita_mem_alloc(
SCE_KERNEL_MEMBLOCK_TYPE_USER_RW_UNCACHE,
SCE_GXM_DEFAULT_FRAGMENT_RING_BUFFER_SIZE,
4,
SCE_GXM_MEMORY_ATTRIB_READ,
&data->fragmentRingBufferUid,
"fragmentRingBuffer",
nullptr
);
data->fragmentUsseRingBuffer = vita_mem_fragment_usse_alloc(
SCE_GXM_DEFAULT_FRAGMENT_USSE_RING_BUFFER_SIZE,
&data->fragmentUsseRingBufferUid,
&data->fragmentUsseRingBufferOffset);
// create context
SceGxmContextParams contextParams;
memset(&contextParams, 0, sizeof(SceGxmContextParams));
contextParams.hostMem = SDL_malloc(SCE_GXM_MINIMUM_CONTEXT_HOST_MEM_SIZE);
contextParams.hostMemSize = SCE_GXM_MINIMUM_CONTEXT_HOST_MEM_SIZE;
contextParams.vdmRingBufferMem = data->vdmRingBuffer;
contextParams.vdmRingBufferMemSize = SCE_GXM_DEFAULT_VDM_RING_BUFFER_SIZE;
contextParams.vertexRingBufferMem = data->vertexRingBuffer;
contextParams.vertexRingBufferMemSize = SCE_GXM_DEFAULT_VERTEX_RING_BUFFER_SIZE;
contextParams.fragmentRingBufferMem = data->fragmentRingBuffer;
contextParams.fragmentRingBufferMemSize = SCE_GXM_DEFAULT_FRAGMENT_RING_BUFFER_SIZE;
contextParams.fragmentUsseRingBufferMem = data->fragmentUsseRingBuffer;
contextParams.fragmentUsseRingBufferMemSize = SCE_GXM_DEFAULT_FRAGMENT_USSE_RING_BUFFER_SIZE;
contextParams.fragmentUsseRingBufferOffset = data->fragmentUsseRingBufferOffset;
if(SCE_ERR(sceGxmCreateContext, &contextParams, &data->context)) {
return false;
}
data->contextHostMem = contextParams.hostMem;
// shader patcher
data->patcherBuffer = vita_mem_alloc(
SCE_KERNEL_MEMBLOCK_TYPE_USER_RW_UNCACHE,
patcherBufferSize,
4,
SCE_GXM_MEMORY_ATTRIB_READ | SCE_GXM_MEMORY_ATTRIB_WRITE,
&data->patcherBufferUid,
"patcherBuffer",
nullptr
);
data->patcherVertexUsse = vita_mem_vertex_usse_alloc(
patcherVertexUsseSize,
&data->patcherVertexUsseUid,
&data->patcherVertexUsseOffset);
data->patcherFragmentUsse = vita_mem_fragment_usse_alloc(
patcherFragmentUsseSize,
&data->patcherFragmentUsseUid,
&data->patcherFragmentUsseOffset);
SceGxmShaderPatcherParams patcherParams;
memset(&patcherParams, 0, sizeof(SceGxmShaderPatcherParams));
patcherParams.userData = NULL;
patcherParams.hostAllocCallback = &patcher_host_alloc;
patcherParams.hostFreeCallback = &patcher_host_free;
patcherParams.bufferAllocCallback = NULL;
patcherParams.bufferFreeCallback = NULL;
patcherParams.bufferMem = data->patcherBuffer;
patcherParams.bufferMemSize = patcherBufferSize;
patcherParams.vertexUsseAllocCallback = NULL;
patcherParams.vertexUsseFreeCallback = NULL;
patcherParams.vertexUsseMem = data->patcherVertexUsse;
patcherParams.vertexUsseMemSize = patcherVertexUsseSize;
patcherParams.vertexUsseOffset = data->patcherVertexUsseOffset;
patcherParams.fragmentUsseAllocCallback = NULL;
patcherParams.fragmentUsseFreeCallback = NULL;
patcherParams.fragmentUsseMem = data->patcherFragmentUsse;
patcherParams.fragmentUsseMemSize = patcherFragmentUsseSize;
patcherParams.fragmentUsseOffset = data->patcherFragmentUsseOffset;
if(SCE_ERR(sceGxmShaderPatcherCreate, &patcherParams, &data->shaderPatcher)) {
return false;
}
return true;
}
static void destroy_gxm_context() {
sceGxmShaderPatcherDestroy(gxm_renderer_context.shaderPatcher);
sceGxmDestroyContext(gxm_renderer_context.context);
vita_mem_fragment_usse_free(gxm_renderer_context.fragmentUsseRingBufferUid);
vita_mem_free(gxm_renderer_context.fragmentRingBufferUid);
vita_mem_free(gxm_renderer_context.vertexRingBufferUid);
vita_mem_free(gxm_renderer_context.vdmRingBufferUid);
SDL_free(gxm_renderer_context.contextHostMem);
}
bool get_gxm_context(SceGxmContext** context, SceGxmShaderPatcher** shaderPatcher, SceClibMspace* cdramPool) {
if(!create_gxm_context()) {
return false;
}
*context = gxm_renderer_context.context;
*shaderPatcher = gxm_renderer_context.shaderPatcher;
*cdramPool = gxm_renderer_context.cdramPool;
return true;
}
static bool create_gxm_renderer(int width, int height, GXMRendererData* data) {
const unsigned int alignedWidth = ALIGN(VITA_GXM_SCREEN_WIDTH, SCE_GXM_TILE_SIZEX);
const unsigned int alignedHeight = ALIGN(VITA_GXM_SCREEN_HEIGHT, SCE_GXM_TILE_SIZEY);
const unsigned int sampleCount = alignedWidth * alignedHeight;
const unsigned int depthStrideInSamples = alignedWidth;
if(!get_gxm_context(&data->context, &data->shaderPatcher, &data->cdramPool)) {
return false;
}
static const SceGxmBlendInfo blendInfoOpaque = {
.colorMask = SCE_GXM_COLOR_MASK_ALL,
.colorFunc = SCE_GXM_BLEND_FUNC_NONE,
.alphaFunc = SCE_GXM_BLEND_FUNC_NONE,
.colorSrc = SCE_GXM_BLEND_FACTOR_ZERO,
.colorDst = SCE_GXM_BLEND_FACTOR_ZERO,
.alphaSrc = SCE_GXM_BLEND_FACTOR_ZERO,
.alphaDst = SCE_GXM_BLEND_FACTOR_ZERO,
};
static const SceGxmBlendInfo blendInfoTransparent = {
.colorMask = SCE_GXM_COLOR_MASK_ALL,
.colorFunc = SCE_GXM_BLEND_FUNC_ADD,
.alphaFunc = SCE_GXM_BLEND_FUNC_ADD,
.colorSrc = SCE_GXM_BLEND_FACTOR_SRC_ALPHA,
.colorDst = SCE_GXM_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA,
.alphaSrc = SCE_GXM_BLEND_FACTOR_ONE,
.alphaDst = SCE_GXM_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA,
};
// render target
SceGxmRenderTargetParams renderTargetParams;
memset(&renderTargetParams, 0, sizeof(SceGxmRenderTargetParams));
renderTargetParams.flags = 0;
renderTargetParams.width = VITA_GXM_SCREEN_WIDTH;
renderTargetParams.height = VITA_GXM_SCREEN_HEIGHT;
renderTargetParams.scenesPerFrame = 1;
renderTargetParams.multisampleMode = 0;
renderTargetParams.multisampleLocations = 0;
renderTargetParams.driverMemBlock = -1; // Invalid UID
if(SCE_ERR(sceGxmCreateRenderTarget, &renderTargetParams, &data->renderTarget)) {
return false;
}
for(int i = 0; i < VITA_GXM_DISPLAY_BUFFER_COUNT; i++) {
data->displayBuffers[i] = vita_mem_alloc(
SCE_KERNEL_MEMBLOCK_TYPE_USER_CDRAM_RW,
4 * VITA_GXM_SCREEN_STRIDE * VITA_GXM_SCREEN_HEIGHT,
SCE_GXM_COLOR_SURFACE_ALIGNMENT,
SCE_GXM_MEMORY_ATTRIB_READ | SCE_GXM_MEMORY_ATTRIB_WRITE,
&data->displayBuffersUid[i], "display", nullptr);
if(SCE_ERR(sceGxmColorSurfaceInit,
&data->displayBuffersSurface[i],
SCE_GXM_COLOR_FORMAT_A8B8G8R8,
SCE_GXM_COLOR_SURFACE_LINEAR,
SCE_GXM_COLOR_SURFACE_SCALE_NONE,
SCE_GXM_OUTPUT_REGISTER_SIZE_32BIT,
VITA_GXM_SCREEN_WIDTH, VITA_GXM_SCREEN_HEIGHT,
VITA_GXM_SCREEN_STRIDE,
data->displayBuffers[i]
)) {
return false;
};
if(SCE_ERR(sceGxmSyncObjectCreate, &data->displayBuffersSync[i])) {
return false;
}
}
// depth & stencil
data->depthBufferData = vita_mem_alloc(
SCE_KERNEL_MEMBLOCK_TYPE_USER_RW_UNCACHE,
4 * sampleCount,
SCE_GXM_DEPTHSTENCIL_SURFACE_ALIGNMENT,
SCE_GXM_MEMORY_ATTRIB_READ | SCE_GXM_MEMORY_ATTRIB_WRITE,
&data->depthBufferUid,
"depthBufferData",
nullptr
);
data->stencilBufferData = vita_mem_alloc(
SCE_KERNEL_MEMBLOCK_TYPE_USER_RW_UNCACHE,
4 * sampleCount,
SCE_GXM_DEPTHSTENCIL_SURFACE_ALIGNMENT,
SCE_GXM_MEMORY_ATTRIB_READ | SCE_GXM_MEMORY_ATTRIB_WRITE,
&data->stencilBufferUid,
"stencilBufferData",
nullptr
);
if(SCE_ERR(sceGxmDepthStencilSurfaceInit,
&data->depthSurface,
SCE_GXM_DEPTH_STENCIL_FORMAT_S8D24,
SCE_GXM_DEPTH_STENCIL_SURFACE_TILED,
depthStrideInSamples,
data->depthBufferData,
data->stencilBufferData
)) {
return false;
}
// register shader programs
if(SCE_ERR(sceGxmShaderPatcherRegisterProgram, data->shaderPatcher, colorFragmentProgramGxp, &data->colorFragmentProgramId)) {
return false;
}
if(SCE_ERR(sceGxmShaderPatcherRegisterProgram, data->shaderPatcher, mainVertexProgramGxp, &data->mainVertexProgramId)) {
return false;
}
if(SCE_ERR(sceGxmShaderPatcherRegisterProgram, data->shaderPatcher, mainFragmentProgramGxp, &data->mainFragmentProgramId)) {
return false;
}
if(SCE_ERR(sceGxmShaderPatcherRegisterProgram, data->shaderPatcher, imageFragmentProgramGxp, &data->imageFragmentProgramId)) {
return false;
}
// main shader
{
GET_SHADER_PARAM(positionAttribute, mainVertexProgramGxp, "aPosition", false);
GET_SHADER_PARAM(normalAttribute, mainVertexProgramGxp, "aNormal", false);
GET_SHADER_PARAM(texCoordAttribute, mainVertexProgramGxp, "aTexCoord", false);
SceGxmVertexAttribute vertexAttributes[3];
SceGxmVertexStream vertexStreams[1];
// position
vertexAttributes[0].streamIndex = 0;
vertexAttributes[0].offset = 0;
vertexAttributes[0].format = SCE_GXM_ATTRIBUTE_FORMAT_F32;
vertexAttributes[0].componentCount = 3;
vertexAttributes[0].regIndex = sceGxmProgramParameterGetResourceIndex(positionAttribute);
// normal
vertexAttributes[1].streamIndex = 0;
vertexAttributes[1].offset = 12;
vertexAttributes[1].format = SCE_GXM_ATTRIBUTE_FORMAT_F32;
vertexAttributes[1].componentCount = 3;
vertexAttributes[1].regIndex = sceGxmProgramParameterGetResourceIndex(normalAttribute);
vertexAttributes[2].streamIndex = 0;
vertexAttributes[2].offset = 24;
vertexAttributes[2].format = SCE_GXM_ATTRIBUTE_FORMAT_F32;
vertexAttributes[2].componentCount = 2;
vertexAttributes[2].regIndex = sceGxmProgramParameterGetResourceIndex(texCoordAttribute);
vertexStreams[0].stride = sizeof(Vertex);
vertexStreams[0].indexSource = SCE_GXM_INDEX_SOURCE_INDEX_16BIT;
if(SCE_ERR(sceGxmShaderPatcherCreateVertexProgram,
data->shaderPatcher,
data->mainVertexProgramId,
vertexAttributes, 3,
vertexStreams, 1,
&data->mainVertexProgram
)) return false;
}
// main opaque
if(SCE_ERR(sceGxmShaderPatcherCreateFragmentProgram,
data->shaderPatcher,
data->mainFragmentProgramId,
SCE_GXM_OUTPUT_REGISTER_FORMAT_UCHAR4,
SCE_GXM_MULTISAMPLE_NONE,
&blendInfoOpaque,
mainVertexProgramGxp,
&data->opaqueFragmentProgram
)) return false;
// main transparent
if(SCE_ERR(sceGxmShaderPatcherCreateFragmentProgram,
data->shaderPatcher,
data->mainFragmentProgramId,
SCE_GXM_OUTPUT_REGISTER_FORMAT_UCHAR4,
SCE_GXM_MULTISAMPLE_NONE,
&blendInfoTransparent,
mainVertexProgramGxp,
&data->transparentFragmentProgram
)) return false;
// image
if(SCE_ERR(sceGxmShaderPatcherCreateFragmentProgram,
data->shaderPatcher,
data->imageFragmentProgramId,
SCE_GXM_OUTPUT_REGISTER_FORMAT_UCHAR4,
SCE_GXM_MULTISAMPLE_NONE,
&blendInfoTransparent,
mainVertexProgramGxp,
&data->imageFragmentProgram
)) return false;
// color
if(SCE_ERR(sceGxmShaderPatcherCreateFragmentProgram,
data->shaderPatcher,
data->colorFragmentProgramId,
SCE_GXM_OUTPUT_REGISTER_FORMAT_UCHAR4,
SCE_GXM_MULTISAMPLE_NONE,
NULL,
mainVertexProgramGxp,
&data->colorFragmentProgram
)) {
return false;
}
// vertex uniforms
data->uModelViewMatrix = sceGxmProgramFindParameterByName(mainVertexProgramGxp, "uModelViewMatrix");
data->uNormalMatrix = sceGxmProgramFindParameterByName(mainVertexProgramGxp, "uNormalMatrix");
data->uProjectionMatrix = sceGxmProgramFindParameterByName(mainVertexProgramGxp, "uProjectionMatrix");
// fragment uniforms
data->uLights = sceGxmProgramFindParameterByName(mainFragmentProgramGxp, "uLights"); // SceneLight[3]
data->uLightCount = sceGxmProgramFindParameterByName(mainFragmentProgramGxp, "uLightCount"); // int
data->uShininess = sceGxmProgramFindParameterByName(mainFragmentProgramGxp, "uShininess"); // float
data->uColor = sceGxmProgramFindParameterByName(mainFragmentProgramGxp, "uColor"); // vec4
data->uUseTexture = sceGxmProgramFindParameterByName(mainFragmentProgramGxp, "uUseTexture"); // int
// clear uniforms
data->colorShader_uColor = sceGxmProgramFindParameterByName(colorFragmentProgramGxp, "uColor"); // vec4
// light uniforms buffer
data->lightDataBuffer = sceClibMspaceMalloc(data->cdramPool,
3 * sizeof(SceneLightGXM) + 4 // 3 lights + light count
);
// quad mesh buffer
data->quadMeshBuffer = sceClibMspaceMalloc(data->cdramPool, 4*sizeof(uint16_t) + 4 * 100 * sizeof(Vertex));
data->quadIndices = (uint16_t*)data->quadMeshBuffer;
data->quadIndices[0] = 0;
data->quadIndices[1] = 1;
data->quadIndices[2] = 2;
data->quadIndices[3] = 3;
data->quadVertices = (Vertex*)(data->quadIndices + 4);
return true;
}
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;
}
Direct3DRMRenderer* GXMRenderer::Create(DWORD width, DWORD height)
{
SDL_Log("GXMRenderer::Create width=%d height=%d", width, height);
bool success = gxm_init();
if(!success) {
return nullptr;
}
GXMRendererData gxm_data;
success = create_gxm_renderer(width, height, &gxm_data);
if(!success) {
return nullptr;
}
return new GXMRenderer(width, height, gxm_data);
}
GXMRenderer::GXMRenderer(
DWORD width,
DWORD height,
GXMRendererData data
) : m_data(data) {
m_width = width;
m_height = height;
m_virtualWidth = width;
m_virtualHeight = height;
m_initialized = true;
}
GXMRenderer::~GXMRenderer() {
if(!m_initialized) {
return;
}
// todo free stuff
vita_mem_free(this->m_data.depthBufferUid);
this->m_data.depthBufferData = nullptr;
vita_mem_free(this->m_data.stencilBufferUid);
this->m_data.stencilBufferData = nullptr;
}
void GXMRenderer::PushLights(const SceneLight* lightsArray, size_t count)
{
if (count > 3) {
SDL_Log("Unsupported number of lights (%d)", static_cast<int>(count));
count = 3;
}
m_lights.assign(lightsArray, lightsArray + count);
}
void GXMRenderer::SetFrustumPlanes(const Plane* frustumPlanes)
{
}
void GXMRenderer::SetProjection(const D3DRMMATRIX4D& projection, D3DVALUE front, D3DVALUE back)
{
memcpy(&m_projection, projection, sizeof(D3DRMMATRIX4D));
}
struct TextureDestroyContextGXM {
GXMRenderer* renderer;
Uint32 textureId;
};
void GXMRenderer::AddTextureDestroyCallback(Uint32 id, IDirect3DRMTexture* texture)
{
auto* ctx = new TextureDestroyContextGXM{this, id};
texture->AddDestroyCallback(
[](IDirect3DRMObject* obj, void* arg) {
auto* ctx = static_cast<TextureDestroyContextGXM*>(arg);
auto& cache = ctx->renderer->m_textures[ctx->textureId];
void* textureData = sceGxmTextureGetData(&cache.gxmTexture);
sceClibMspaceFree(ctx->renderer->m_data.cdramPool, textureData);
delete ctx;
},
ctx
);
}
static void convertTextureMetadata(SDL_Surface* surface, bool* supportedFormat, SceGxmTextureFormat* textureFormat, size_t* textureSize, size_t* textureAlignment, size_t* textureStride) {
*supportedFormat = true;
*textureAlignment = SCE_GXM_TEXTURE_ALIGNMENT;
switch(surface->format) {
case SDL_PIXELFORMAT_ABGR8888: {
*textureFormat = SCE_GXM_TEXTURE_FORMAT_U8U8U8U8_ABGR;
*textureSize = surface->h * surface->pitch;
*textureStride = surface->pitch;
break;
}
/*
case SDL_PIXELFORMAT_INDEX8: {
*textureFormat = SCE_GXM_TEXTURE_FORMAT_P8_ABGR;
int pixelsSize = surface->h * surface->pitch;
int alignBytes = ALIGNMENT(pixelsSize, SCE_GXM_PALETTE_ALIGNMENT);
*textureSize = pixelsSize + alignBytes + 0xff;
*textureAlignment = SCE_GXM_PALETTE_ALIGNMENT;
*textureStride = surface->pitch;
break;
}
*/
default: {
*supportedFormat = false;
}
}
}
void copySurfaceTo(SDL_Surface* src, void* dstData, size_t textureStride) {
SDL_Surface* dst = SDL_CreateSurfaceFrom(src->w, src->h, SDL_PIXELFORMAT_ABGR8888, dstData, textureStride);
SDL_BlitSurface(src, nullptr, dst, nullptr);
SDL_DestroySurface(dst);
}
Uint32 GXMRenderer::GetTextureId(IDirect3DRMTexture* iTexture)
{
auto texture = static_cast<Direct3DRMTextureImpl*>(iTexture);
auto surface = static_cast<DirectDrawSurfaceImpl*>(texture->m_surface);
bool supportedFormat;
size_t textureSize;
size_t textureAlignment;
size_t textureStride;
SceGxmTextureFormat textureFormat;
int textureWidth = surface->m_surface->w;
int textureHeight = surface->m_surface->h;
convertTextureMetadata(surface->m_surface, &supportedFormat, &textureFormat, &textureSize, &textureAlignment, &textureStride);
if(!supportedFormat) {
textureAlignment = SCE_GXM_TEXTURE_ALIGNMENT;
textureStride = textureWidth * 4;
textureSize = textureHeight * textureStride;
textureFormat = SCE_GXM_TEXTURE_FORMAT_U8U8U8U8_ABGR;
}
for (Uint32 i = 0; i < m_textures.size(); ++i) {
auto& tex = m_textures[i];
if (tex.texture == texture) {
if (tex.version != texture->m_version) {
void* textureData = sceGxmTextureGetData(&tex.gxmTexture);
if(!supportedFormat) {
copySurfaceTo(surface->m_surface, textureData, textureStride);
} else {
memcpy(textureData, surface->m_surface->pixels, textureSize);
}
tex.version = texture->m_version;
}
return i;
}
}
SDL_Log("Create Texture %s w=%d h=%d s=%d",
SDL_GetPixelFormatName(surface->m_surface->format), textureWidth, textureHeight, textureStride);
// allocate gpu memory
void* textureData = sceClibMspaceMemalign(this->m_data.cdramPool, textureAlignment, textureSize);
uint8_t* paletteData = nullptr;
if(!supportedFormat) {
SDL_Log("unsupported SDL texture format %s, falling back on SDL_PIXELFORMAT_ABGR8888", SDL_GetPixelFormatName(surface->m_surface->format));
copySurfaceTo(surface->m_surface, textureData, textureStride);
}
else if(surface->m_surface->format == SDL_PIXELFORMAT_INDEX8)
{
LPDIRECTDRAWPALETTE _palette;
surface->GetPalette(&_palette);
auto palette = static_cast<DirectDrawPaletteImpl*>(_palette);
int pixelsSize = surface->m_surface->w * surface->m_surface->h;
int alignBytes = ALIGNMENT(pixelsSize, SCE_GXM_PALETTE_ALIGNMENT);
SDL_Log("copying indexed texture data from=%p to=%p", surface->m_surface->pixels, textureData);
memcpy(textureData, surface->m_surface->pixels, pixelsSize);
paletteData = (uint8_t*)textureData + pixelsSize + alignBytes;
memcpy(paletteData, palette->m_palette->colors, palette->m_palette->ncolors*sizeof(SDL_Color));
}
else
{
SDL_Log("copying texture data from=%p to=%p", surface->m_surface->pixels, textureData);
memcpy(textureData, surface->m_surface->pixels, textureSize);
}
SceGxmTexture gxmTexture;
SCE_ERR(sceGxmTextureInitLinearStrided, &gxmTexture, textureData, textureFormat, textureWidth, textureHeight, textureStride);
//sceGxmTextureSetMinFilter(&gxmTexture, SCE_GXM_TEXTURE_FILTER_LINEAR);
sceGxmTextureSetMagFilter(&gxmTexture, SCE_GXM_TEXTURE_FILTER_LINEAR);
if(paletteData) {
sceGxmTextureSetPalette(&gxmTexture, paletteData);
}
for (Uint32 i = 0; i < m_textures.size(); ++i) {
auto& tex = m_textures[i];
if (!tex.texture) {
tex.texture = texture;
tex.version = texture->m_version;
tex.gxmTexture = gxmTexture;
tex.textureSize = textureSize;
AddTextureDestroyCallback(i, texture);
return i;
}
}
m_textures.push_back({texture, texture->m_version, gxmTexture});
Uint32 textureId = (Uint32) (m_textures.size() - 1);
AddTextureDestroyCallback(textureId, texture);
return textureId;
}
GXMMeshCacheEntry GXMRenderer::GXMUploadMesh(const MeshGroup& meshGroup)
{
GXMMeshCacheEntry cache{&meshGroup, meshGroup.version};
cache.flat = meshGroup.quality == D3DRMRENDER_FLAT || meshGroup.quality == D3DRMRENDER_UNLITFLAT;
std::vector<D3DRMVERTEX> vertices;
std::vector<uint16_t> indices;
if (cache.flat) {
FlattenSurfaces(
meshGroup.vertices.data(),
meshGroup.vertices.size(),
meshGroup.indices.data(),
meshGroup.indices.size(),
meshGroup.texture != nullptr,
vertices,
indices
);
}
else {
vertices = meshGroup.vertices;
indices.resize(meshGroup.indices.size());
std::transform(meshGroup.indices.begin(), meshGroup.indices.end(), indices.begin(), [](DWORD index) {
return static_cast<uint16_t>(index);
});
}
size_t vertexBufferSize = sizeof(Vertex)*vertices.size();
size_t indexBufferSize = sizeof(uint16_t)*indices.size();
void* meshData = sceClibMspaceMemalign(this->m_data.cdramPool, 4, vertexBufferSize+indexBufferSize);
Vertex* vertexBuffer = (Vertex*)meshData;
uint16_t* indexBuffer = (uint16_t*)((uint8_t*)meshData + vertexBufferSize);
for(int i = 0; i < vertices.size(); i++) {
D3DRMVERTEX vertex = vertices.data()[i];
vertexBuffer[i] = Vertex{
.position = {
vertex.position.x,
vertex.position.y,
vertex.position.z,
},
.normal = {
vertex.normal.x,
vertex.normal.y,
vertex.normal.z,
},
.texCoord = {
vertex.tu,
vertex.tv,
}
};
}
memcpy(indexBuffer, indices.data(), indices.size()*sizeof(uint16_t));
cache.meshData = meshData;
cache.vertexBuffer = vertexBuffer;
cache.indexBuffer = indexBuffer;
cache.indexCount = indices.size();
return cache;
}
struct GXMMeshDestroyContext {
GXMRenderer* renderer;
Uint32 id;
};
void GXMRenderer::AddMeshDestroyCallback(Uint32 id, IDirect3DRMMesh* mesh)
{
auto* ctx = new GXMMeshDestroyContext{this, id};
mesh->AddDestroyCallback(
[](IDirect3DRMObject*, void* arg) {
auto* ctx = static_cast<GXMMeshDestroyContext*>(arg);
auto& cache = ctx->renderer->m_meshes[ctx->id];
cache.meshGroup = nullptr;
sceClibMspaceFree(ctx->renderer->m_data.cdramPool, cache.meshData);
delete ctx;
},
ctx
);
}
Uint32 GXMRenderer::GetMeshId(IDirect3DRMMesh* mesh, const MeshGroup* meshGroup)
{
for (Uint32 i = 0; i < m_meshes.size(); ++i) {
auto& cache = m_meshes[i];
if (cache.meshGroup == meshGroup) {
if (cache.version != meshGroup->version) {
cache = std::move(this->GXMUploadMesh(*meshGroup));
}
return i;
}
}
auto newCache = this->GXMUploadMesh(*meshGroup);
for (Uint32 i = 0; i < m_meshes.size(); ++i) {
auto& cache = m_meshes[i];
if (!cache.meshGroup) {
cache = std::move(newCache);
AddMeshDestroyCallback(i, mesh);
return i;
}
}
m_meshes.push_back(std::move(newCache));
AddMeshDestroyCallback((Uint32) (m_meshes.size() - 1), mesh);
return (Uint32) (m_meshes.size() - 1);
}
void GXMRenderer::GetDesc(D3DDEVICEDESC* halDesc, D3DDEVICEDESC* helDesc)
{
halDesc->dcmColorModel = D3DCOLORMODEL::RGB;
halDesc->dwFlags = D3DDD_DEVICEZBUFFERBITDEPTH;
halDesc->dwDeviceZBufferBitDepth = DDBD_16;
halDesc->dwDeviceZBufferBitDepth |= DDBD_32;
helDesc->dwDeviceRenderBitDepth = DDBD_32;
halDesc->dpcTriCaps.dwTextureCaps = D3DPTEXTURECAPS_PERSPECTIVE;
halDesc->dpcTriCaps.dwShadeCaps = D3DPSHADECAPS_ALPHAFLATBLEND;
halDesc->dpcTriCaps.dwTextureFilterCaps = D3DPTFILTERCAPS_LINEAR;
memset(helDesc, 0, sizeof(D3DDEVICEDESC));
}
const char* GXMRenderer::GetName() {
return "GXM";
}
bool razor_triggered = false;
void GXMRenderer::StartScene() {
if(sceneStarted) return;
sceGxmBeginScene(
this->m_data.context,
0,
this->m_data.renderTarget,
nullptr,
nullptr,
this->m_data.displayBuffersSync[this->backBufferIndex],
&this->m_data.displayBuffersSurface[this->backBufferIndex],
&this->m_data.depthSurface
);
this->sceneStarted = true;
// reset quad vertices buffer
this->m_data.quadVertices = (Vertex*)(this->m_data.quadIndices + 4);
}
int frames = 0;
HRESULT GXMRenderer::BeginFrame()
{
frames++;
if(with_razor) {
if(!razor_triggered && frames == 10) {
SDL_Log("trigger razor");
sceRazorGpuCaptureSetTriggerNextFrame("ux0:/data/capture.sgx");
razor_triggered = true;
}
}
this->transparencyEnabled = false;
this->StartScene();
// set light data
int lightCount = std::min(static_cast<int>(m_lights.size()), 3);
SceneLightGXM* lightData = (SceneLightGXM*)this->m_data.lightDataBuffer;
int* pLightCount = (int*)((uint8_t*)(this->m_data.lightDataBuffer)+sizeof(SceneLightGXM)*3);
*pLightCount = lightCount;
for (int i = 0; i < lightCount; ++i) {
const auto& src = m_lights[i];
lightData[i].color[0] = src.color.r;
lightData[i].color[1] = src.color.g;
lightData[i].color[2] = src.color.b;
lightData[i].color[3] = src.color.a;
lightData[i].position[0] = src.position.x;
lightData[i].position[1] = src.position.y;
lightData[i].position[2] = src.position.z;
lightData[i].position[3] = src.positional;
lightData[i].direction[0] = src.direction.x;
lightData[i].direction[1] = src.direction.y;
lightData[i].direction[2] = src.direction.z;
lightData[i].direction[3] = src.directional;
}
sceGxmSetFragmentUniformBuffer(this->m_data.context, 0, this->m_data.lightDataBuffer);
return DD_OK;
}
void GXMRenderer::EnableTransparency() {
this->transparencyEnabled = true;
}
static void transpose4x4(const float src[4][4], float dst[4][4]) {
for (int i = 0; i < 4; ++i)
for (int j = 0; j < 4; ++j)
dst[j][i] = src[i][j];
}
static const D3DRMMATRIX4D identity4x4 = {
{1.0, 0.0, 0.0, 0.0},
{0.0, 1.0, 0.0, 0.0},
{0.0, 0.0, 1.0, 0.0},
{0.0, 0.0, 0.0, 1.0},
};
void GXMRenderer::SubmitDraw(
DWORD meshId,
const D3DRMMATRIX4D& modelViewMatrix,
const D3DRMMATRIX4D& worldMatrix,
const D3DRMMATRIX4D& viewMatrix,
const Matrix3x3& normalMatrix,
const Appearance& appearance
) {
auto& mesh = m_meshes[meshId];
char marker[256];
snprintf(marker, sizeof(marker), "SubmitDraw: %d", meshId);
sceGxmPushUserMarker(this->m_data.context, marker);
sceGxmSetVertexProgram(this->m_data.context, this->m_data.mainVertexProgram);
if(this->transparencyEnabled) {
sceGxmSetFragmentProgram(this->m_data.context, this->m_data.transparentFragmentProgram);
} else {
sceGxmSetFragmentProgram(this->m_data.context, this->m_data.opaqueFragmentProgram);
}
void* vertUniforms;
void* fragUniforms;
sceGxmReserveVertexDefaultUniformBuffer(this->m_data.context, &vertUniforms);
sceGxmReserveFragmentDefaultUniformBuffer(this->m_data.context, &fragUniforms);
/*
D3DRMMATRIX4D modelViewMatrixTrans;
D3DRMMATRIX4D projectionTrans;
transpose4x4(modelViewMatrix, modelViewMatrixTrans);
transpose4x4(m_projection, projectionTrans);
*/
SET_UNIFORM(vertUniforms, this->m_data.uModelViewMatrix, modelViewMatrix);
SET_UNIFORM(vertUniforms, this->m_data.uProjectionMatrix, m_projection);
SET_UNIFORM(vertUniforms, this->m_data.uNormalMatrix, normalMatrix);
float color[4] = {
appearance.color.r / 255.0f,
appearance.color.g / 255.0f,
appearance.color.b / 255.0f,
appearance.color.a / 255.0f
};
SET_UNIFORM(fragUniforms, this->m_data.uColor, color);
SET_UNIFORM(fragUniforms, this->m_data.uShininess, appearance.shininess);
int useTexture = appearance.textureId != NO_TEXTURE_ID ? 1 : 0;
SET_UNIFORM(fragUniforms, this->m_data.uUseTexture, useTexture);
if(useTexture) {
auto& texture = m_textures[appearance.textureId];
sceGxmSetFragmentTexture(this->m_data.context, 0, &texture.gxmTexture);
}
sceGxmSetVertexStream(this->m_data.context, 0, mesh.vertexBuffer);
sceGxmDraw(
this->m_data.context,
SCE_GXM_PRIMITIVE_TRIANGLES,
SCE_GXM_INDEX_FORMAT_U16,
mesh.indexBuffer,
mesh.indexCount
);
sceGxmPopUserMarker(this->m_data.context);
}
HRESULT GXMRenderer::FinalizeFrame() {
return DD_OK;
}
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;
m_viewportTransform = viewportTransform;
}
void GXMRenderer::Clear(float r, float g, float b) {
this->StartScene();
char marker[256];
snprintf(marker, sizeof(marker), "Clear");
sceGxmPushUserMarker(this->m_data.context, marker);
sceGxmSetVertexProgram(this->m_data.context, this->m_data.mainVertexProgram);
sceGxmSetFragmentProgram(this->m_data.context, this->m_data.colorFragmentProgram);
void* vertUniforms;
void* fragUniforms;
sceGxmReserveVertexDefaultUniformBuffer(this->m_data.context, &vertUniforms);
sceGxmReserveFragmentDefaultUniformBuffer(this->m_data.context, &fragUniforms);
D3DRMMATRIX4D projection;
CreateOrthoMatrix(0.0, 1.0, 1.0, 0.0, projection);
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, identity4x4); // float4x4
SET_UNIFORM(vertUniforms, this->m_data.uNormalMatrix, normal); // float3x3
SET_UNIFORM(vertUniforms, this->m_data.uProjectionMatrix, projection); // float4x4
float color[] = {r,g,b,1};
SET_UNIFORM(fragUniforms, this->m_data.colorShader_uColor, color);
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, -1.0}, .normal = {0,0,0}, .texCoord = {0,0}};
quadVertices[1] = Vertex{ .position = {x2, y1, -1.0}, .normal = {0,0,0}, .texCoord = {0,0}};
quadVertices[2] = Vertex{ .position = {x1, y2, -1.0}, .normal = {0,0,0}, .texCoord = {0,0}};
quadVertices[3] = Vertex{ .position = {x2, y2, -1.0}, .normal = {0,0,0}, .texCoord = {0,0}};
sceGxmSetVertexStream(this->m_data.context, 0, quadVertices);
sceGxmDraw(
this->m_data.context,
SCE_GXM_PRIMITIVE_TRIANGLE_STRIP,
SCE_GXM_INDEX_FORMAT_U16,
this->m_data.quadIndices, 4
);
sceGxmPopUserMarker(this->m_data.context);
}
void GXMRenderer::Flip() {
if(!this->sceneStarted) {
this->Clear(0,0,0);
}
// end scene
sceGxmEndScene(
this->m_data.context,
nullptr, nullptr
);
sceGxmPadHeartbeat(
&this->m_data.displayBuffersSurface[this->backBufferIndex],
this->m_data.displayBuffersSync[this->backBufferIndex]
);
this->sceneStarted = false;
// display
GXMDisplayData displayData;
displayData.address = this->m_data.displayBuffers[this->backBufferIndex];
sceGxmDisplayQueueAddEntry(
this->m_data.displayBuffersSync[this->frontBufferIndex],
this->m_data.displayBuffersSync[this->backBufferIndex],
&displayData
);
this->frontBufferIndex = this->backBufferIndex;
this->backBufferIndex = (this->backBufferIndex + 1) % VITA_GXM_DISPLAY_BUFFER_COUNT;
}
void GXMRenderer::Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, const SDL_Rect& dstRect) {
this->StartScene();
char marker[256];
snprintf(marker, sizeof(marker), "Draw2DImage: %d", textureId);
sceGxmPushUserMarker(this->m_data.context, marker);
sceGxmSetVertexProgram(this->m_data.context, this->m_data.mainVertexProgram);
sceGxmSetFragmentProgram(this->m_data.context, this->m_data.imageFragmentProgram);
void* vertUniforms;
void* fragUniforms;
sceGxmReserveVertexDefaultUniformBuffer(this->m_data.context, &vertUniforms);
sceGxmReserveFragmentDefaultUniformBuffer(this->m_data.context, &fragUniforms);
float left = -this->m_viewportTransform.offsetX / this->m_viewportTransform.scale;
float right = (this->m_width - this->m_viewportTransform.offsetX) / this->m_viewportTransform.scale;
float top = -this->m_viewportTransform.offsetY / this->m_viewportTransform.scale;
float bottom = (this->m_height - this->m_viewportTransform.offsetY) / this->m_viewportTransform.scale;
#define virtualToNDCX(x) (((x - left) / (right - left)));
#define virtualToNDCY(y) (((y - top) / (bottom - top)));
float x1_virtual = static_cast<float>(dstRect.x);
float y1_virtual = static_cast<float>(dstRect.y);
float x2_virtual = x1_virtual + dstRect.w;
float y2_virtual = y1_virtual + dstRect.h;
float x1 = virtualToNDCX(x1_virtual);
float y1 = virtualToNDCY(y1_virtual);
float x2 = virtualToNDCX(x2_virtual);
float y2 = virtualToNDCY(y2_virtual);
D3DRMMATRIX4D projection;
CreateOrthoMatrix(0.0, 1.0, 1.0, 0.0, projection);
static const Matrix3x3 normal = {{1.f, 0.f, 0.f}, {0.f, 1.f, 0.f}, {0.f, 0.f, 1.f}};
D3DRMMATRIX4D identity;
memset(identity, 0, sizeof(identity));
identity[0][0] = 1.0f;
identity[1][1] = 1.0f;
identity[2][2] = 1.0f;
identity[3][3] = 1.0f;
SET_UNIFORM(vertUniforms, this->m_data.uModelViewMatrix, identity); // float4x4
SET_UNIFORM(vertUniforms, this->m_data.uNormalMatrix, normal); // float3x3
SET_UNIFORM(vertUniforms, this->m_data.uProjectionMatrix, projection); // float4x4
const GXMTextureCacheEntry& texture = m_textures[textureId];
sceGxmSetFragmentTexture(this->m_data.context, 0, &texture.gxmTexture);
float texW = sceGxmTextureGetWidth(&texture.gxmTexture);
float texH = sceGxmTextureGetHeight(&texture.gxmTexture);
float u1 = static_cast<float>(srcRect.x) / texW;
float v1 = static_cast<float>(srcRect.y) / texH;
float u2 = static_cast<float>(srcRect.x + srcRect.w) / texW;
float v2 = static_cast<float>(srcRect.y + srcRect.h) / texH;
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}};
sceGxmSetVertexStream(this->m_data.context, 0, quadVertices);
sceGxmSetFrontDepthWriteEnable(this->m_data.context, SCE_GXM_DEPTH_WRITE_DISABLED);
sceGxmDraw(
this->m_data.context,
SCE_GXM_PRIMITIVE_TRIANGLE_STRIP,
SCE_GXM_INDEX_FORMAT_U16,
this->m_data.quadIndices, 4
);
sceGxmSetFrontDepthWriteEnable(this->m_data.context, SCE_GXM_DEPTH_WRITE_ENABLED);
sceGxmPopUserMarker(this->m_data.context);
}
void GXMRenderer::Download(SDL_Surface* target) {
SDL_Rect srcRect = {
static_cast<int>(m_viewportTransform.offsetX),
static_cast<int>(m_viewportTransform.offsetY),
static_cast<int>(target->w * m_viewportTransform.scale),
static_cast<int>(target->h * m_viewportTransform.scale),
};
SDL_Surface* src = SDL_CreateSurfaceFrom(
this->m_width, this->m_height,
SDL_PIXELFORMAT_RGBA32,
this->m_data.displayBuffers[this->frontBufferIndex], VITA_GXM_SCREEN_STRIDE
);
SDL_BlitSurfaceScaled(src, &srcRect, target, nullptr, SDL_SCALEMODE_NEAREST);
SDL_DestroySurface(src);
}