isle-portable/miniwin/src/d3drm/backends/gxm/renderer.cpp
2025-07-06 19:04:30 +02:00

1680 lines
50 KiB
C++

#include "d3drmrenderer_gxm.h"
#include "gxm_context.h"
#include "gxm_memory.h"
#include "meshutils.h"
#include "razor.h"
#include "tlsf.h"
#include "utils.h"
#include <SDL3/SDL.h>
#include <algorithm>
#include <psp2/common_dialog.h>
#include <psp2/display.h>
#include <psp2/gxm.h>
#include <psp2/kernel/modulemgr.h>
#include <psp2/kernel/sysmem.h>
#include <psp2/types.h>
#include <string>
#define INCBIN_PREFIX _inc_
#include "incbin.h"
#include <assert.h>
#define WITH_RAZOR
bool with_razor = false;
bool with_razor_hud = false;
bool gxm_initialized = false;
#define VITA_GXM_SCREEN_WIDTH 960
#define VITA_GXM_SCREEN_HEIGHT 544
#define VITA_GXM_SCREEN_STRIDE 1024
#define VITA_GXM_PENDING_SWAPS 2
#define CDRAM_POOL_SIZE 64 * 1024 * 1024
#define VITA_GXM_COLOR_FORMAT SCE_GXM_COLOR_FORMAT_A8B8G8R8
#define VITA_GXM_PIXEL_FORMAT SCE_DISPLAY_PIXELFORMAT_A8B8G8R8
const SceGxmMultisampleMode msaaMode = SCE_GXM_MULTISAMPLE_NONE;
#define SCE_GXM_PRECOMPUTED_ALIGNMENT 16
#define INCSHADER(filename, name) \
INCBIN(name, filename); \
const SceGxmProgram* name = (const SceGxmProgram*) _inc_##name##Data;
INCSHADER("shaders/main.vert.gxp", mainVertexProgramGxp);
INCSHADER("shaders/main.color.frag.gxp", mainColorFragmentProgramGxp);
INCSHADER("shaders/main.texture.frag.gxp", mainTextureFragmentProgramGxp);
INCSHADER("shaders/plane.vert.gxp", planeVertexProgramGxp);
INCSHADER("shaders/image.frag.gxp", imageFragmentProgramGxp);
INCSHADER("shaders/color.frag.gxp", colorFragmentProgramGxp);
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,
};
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);
sceDisplayWaitSetFrameBuf();
}
#ifdef WITH_RAZOR
#include <taihen.h>
static int load_skprx(const char* name)
{
int modid = taiLoadKernelModule(name, 0, nullptr);
if (modid < 0) {
sceClibPrintf("%s load: 0x%08x\n", name, modid);
return modid;
}
int status;
int ret = taiStartKernelModule(modid, 0, nullptr, 0, nullptr, &status);
if (ret < 0) {
sceClibPrintf("%s start: 0x%08x\n", name, ret);
}
return ret;
}
static int load_suprx(const char* name)
{
sceClibPrintf("loading %s\n", name);
int modid = _sceKernelLoadModule(name, 0, nullptr);
if (modid < 0) {
sceClibPrintf("%s load: 0x%08x\n", name, modid);
return modid;
}
int status;
int ret = sceKernelStartModule(modid, 0, nullptr, 0, nullptr, &status);
if (ret < 0) {
sceClibPrintf("%s start: 0x%08x\n", name, ret);
}
return ret;
}
static const bool extra_debug = false;
static void load_razor()
{
if (load_suprx("app0:librazorcapture_es4.suprx") >= 0) {
with_razor = true;
}
if (extra_debug) {
load_skprx("ux0:app/LEGO00001/syslibtrace.skprx");
load_skprx("ux0:app/LEGO00001/pamgr.skprx");
if (load_suprx("app0:libperf.suprx") >= 0) {
}
if (load_suprx("app0:librazorhud_es4.suprx") >= 0) {
with_razor_hud = true;
}
}
if (with_razor) {
// sceRazorGpuCaptureEnableSalvage("ux0:data/gpu_crash.sgx");
}
if (with_razor_hud) {
sceRazorGpuTraceSetFilename("ux0:data/gpu_trace", 3);
}
}
#else
bool load_razor()
{
return true;
}
#endif
int gxm_library_init()
{
if (gxm_initialized) {
return 0;
}
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 0;
}
GXMContext* gxm;
int GXMContext::init()
{
if (this->context) {
return 0;
}
int ret = gxm_library_init();
if (ret < 0) {
return ret;
}
const unsigned int patcherBufferSize = 64 * 1024;
const unsigned int patcherVertexUsseSize = 64 * 1024;
const unsigned int patcherFragmentUsseSize = 64 * 1024;
const uint32_t alignedWidth = ALIGN(VITA_GXM_SCREEN_WIDTH, SCE_GXM_TILE_SIZEX);
const uint32_t alignedHeight = ALIGN(VITA_GXM_SCREEN_HEIGHT, SCE_GXM_TILE_SIZEY);
uint32_t sampleCount = alignedWidth * alignedHeight;
uint32_t depthStrideInSamples = alignedWidth;
if (msaaMode == SCE_GXM_MULTISAMPLE_4X) {
sampleCount *= 4;
depthStrideInSamples *= 2;
}
else if (msaaMode == SCE_GXM_MULTISAMPLE_2X) {
sampleCount *= 2;
}
// allocate buffers
this->vdmRingBuffer = vita_mem_alloc(
SCE_KERNEL_MEMBLOCK_TYPE_USER_RW_UNCACHE,
SCE_GXM_DEFAULT_VDM_RING_BUFFER_SIZE,
4,
SCE_GXM_MEMORY_ATTRIB_READ,
&this->vdmRingBufferUid,
"vdmRingBuffer"
);
this->vertexRingBuffer = vita_mem_alloc(
SCE_KERNEL_MEMBLOCK_TYPE_USER_RW_UNCACHE,
SCE_GXM_DEFAULT_VERTEX_RING_BUFFER_SIZE,
4,
SCE_GXM_MEMORY_ATTRIB_READ,
&this->vertexRingBufferUid,
"vertexRingBuffer"
);
this->fragmentRingBuffer = vita_mem_alloc(
SCE_KERNEL_MEMBLOCK_TYPE_USER_RW_UNCACHE,
SCE_GXM_DEFAULT_FRAGMENT_RING_BUFFER_SIZE,
4,
SCE_GXM_MEMORY_ATTRIB_READ,
&this->fragmentRingBufferUid,
"fragmentRingBuffer"
);
this->fragmentUsseRingBuffer = vita_mem_fragment_usse_alloc(
SCE_GXM_DEFAULT_FRAGMENT_USSE_RING_BUFFER_SIZE,
&this->fragmentUsseRingBufferUid,
&this->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 = this->vdmRingBuffer;
contextParams.vdmRingBufferMemSize = SCE_GXM_DEFAULT_VDM_RING_BUFFER_SIZE;
contextParams.vertexRingBufferMem = this->vertexRingBuffer;
contextParams.vertexRingBufferMemSize = SCE_GXM_DEFAULT_VERTEX_RING_BUFFER_SIZE;
contextParams.fragmentRingBufferMem = this->fragmentRingBuffer;
contextParams.fragmentRingBufferMemSize = SCE_GXM_DEFAULT_FRAGMENT_RING_BUFFER_SIZE;
contextParams.fragmentUsseRingBufferMem = this->fragmentUsseRingBuffer;
contextParams.fragmentUsseRingBufferMemSize = SCE_GXM_DEFAULT_FRAGMENT_USSE_RING_BUFFER_SIZE;
contextParams.fragmentUsseRingBufferOffset = this->fragmentUsseRingBufferOffset;
ret = SCE_ERR(sceGxmCreateContext, &contextParams, &this->context);
if (ret < 0) {
return ret;
}
this->contextHostMem = contextParams.hostMem;
// shader patcher
this->patcherBuffer = vita_mem_alloc(
SCE_KERNEL_MEMBLOCK_TYPE_USER_RW_UNCACHE,
patcherBufferSize,
4,
SCE_GXM_MEMORY_ATTRIB_READ | SCE_GXM_MEMORY_ATTRIB_WRITE,
&this->patcherBufferUid,
"patcherBuffer"
);
this->patcherVertexUsse =
vita_mem_vertex_usse_alloc(patcherVertexUsseSize, &this->patcherVertexUsseUid, &this->patcherVertexUsseOffset);
this->patcherFragmentUsse = vita_mem_fragment_usse_alloc(
patcherFragmentUsseSize,
&this->patcherFragmentUsseUid,
&this->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 = this->patcherBuffer;
patcherParams.bufferMemSize = patcherBufferSize;
patcherParams.vertexUsseAllocCallback = NULL;
patcherParams.vertexUsseFreeCallback = NULL;
patcherParams.vertexUsseMem = this->patcherVertexUsse;
patcherParams.vertexUsseMemSize = patcherVertexUsseSize;
patcherParams.vertexUsseOffset = this->patcherVertexUsseOffset;
patcherParams.fragmentUsseAllocCallback = NULL;
patcherParams.fragmentUsseFreeCallback = NULL;
patcherParams.fragmentUsseMem = this->patcherFragmentUsse;
patcherParams.fragmentUsseMemSize = patcherFragmentUsseSize;
patcherParams.fragmentUsseOffset = this->patcherFragmentUsseOffset;
ret = SCE_ERR(sceGxmShaderPatcherCreate, &patcherParams, &this->shaderPatcher);
if (ret < 0) {
return ret;
}
// 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 = msaaMode;
renderTargetParams.multisampleLocations = 0;
renderTargetParams.driverMemBlock = -1; // Invalid UID
ret = SCE_ERR(sceGxmCreateRenderTarget, &renderTargetParams, &this->renderTarget);
if (ret < 0) {
return ret;
}
for (int i = 0; i < GXM_DISPLAY_BUFFER_COUNT; i++) {
this->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,
&this->displayBuffersUid[i],
"displayBuffers"
);
ret = SCE_ERR(
sceGxmColorSurfaceInit,
&this->displayBuffersSurface[i],
SCE_GXM_COLOR_FORMAT_A8B8G8R8,
SCE_GXM_COLOR_SURFACE_LINEAR,
(msaaMode == SCE_GXM_MULTISAMPLE_NONE) ? SCE_GXM_COLOR_SURFACE_SCALE_NONE
: SCE_GXM_COLOR_SURFACE_SCALE_MSAA_DOWNSCALE,
SCE_GXM_OUTPUT_REGISTER_SIZE_32BIT,
VITA_GXM_SCREEN_WIDTH,
VITA_GXM_SCREEN_HEIGHT,
VITA_GXM_SCREEN_STRIDE,
this->displayBuffers[i]
);
if (ret < 0) {
return ret;
}
ret = SCE_ERR(sceGxmSyncObjectCreate, &this->displayBuffersSync[i]);
if (ret < 0) {
return ret;
}
}
// depth & stencil
this->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,
&this->depthBufferUid,
"depthBufferData"
);
this->stencilBufferData = vita_mem_alloc(
SCE_KERNEL_MEMBLOCK_TYPE_USER_RW_UNCACHE,
1 * sampleCount,
SCE_GXM_DEPTHSTENCIL_SURFACE_ALIGNMENT,
SCE_GXM_MEMORY_ATTRIB_READ | SCE_GXM_MEMORY_ATTRIB_WRITE,
&this->stencilBufferUid,
"stencilBufferData"
);
ret = SCE_ERR(
sceGxmDepthStencilSurfaceInit,
&this->depthSurface,
SCE_GXM_DEPTH_STENCIL_FORMAT_DF32_S8,
SCE_GXM_DEPTH_STENCIL_SURFACE_TILED,
depthStrideInSamples,
this->depthBufferData,
this->stencilBufferData
);
if (ret < 0) {
return ret;
}
// allocator
this->cdramMem = vita_mem_alloc(
SCE_KERNEL_MEMBLOCK_TYPE_USER_CDRAM_RW,
CDRAM_POOL_SIZE,
16,
SCE_GXM_MEMORY_ATTRIB_READ | SCE_GXM_MEMORY_ATTRIB_WRITE,
&this->cdramUID,
"cdram_pool"
);
this->cdramPool = SDL_malloc(tlsf_size());
tlsf_create(this->cdramPool);
tlsf_add_pool(this->cdramPool, this->cdramMem, CDRAM_POOL_SIZE);
// register plane, color, image shaders
ret = SCE_ERR(
sceGxmShaderPatcherRegisterProgram,
this->shaderPatcher,
planeVertexProgramGxp,
&this->planeVertexProgramId
);
if (ret < 0) {
return ret;
}
ret = SCE_ERR(
sceGxmShaderPatcherRegisterProgram,
this->shaderPatcher,
colorFragmentProgramGxp,
&this->colorFragmentProgramId
);
if (ret < 0) {
return ret;
}
ret = SCE_ERR(
sceGxmShaderPatcherRegisterProgram,
this->shaderPatcher,
imageFragmentProgramGxp,
&this->imageFragmentProgramId
);
if (ret < 0) {
return ret;
}
{
GET_SHADER_PARAM(positionAttribute, planeVertexProgramGxp, "aPosition", -1);
GET_SHADER_PARAM(texCoordAttribute, planeVertexProgramGxp, "aTexCoord", -1);
SceGxmVertexAttribute vertexAttributes[2];
SceGxmVertexStream vertexStreams[1];
// position
vertexAttributes[0].streamIndex = 0;
vertexAttributes[0].offset = 0;
vertexAttributes[0].format = SCE_GXM_ATTRIBUTE_FORMAT_F32;
vertexAttributes[0].componentCount = 2;
vertexAttributes[0].regIndex = sceGxmProgramParameterGetResourceIndex(positionAttribute);
// uv
vertexAttributes[1].streamIndex = 0;
vertexAttributes[1].offset = 8;
vertexAttributes[1].format = SCE_GXM_ATTRIBUTE_FORMAT_F32;
vertexAttributes[1].componentCount = 2;
vertexAttributes[1].regIndex = sceGxmProgramParameterGetResourceIndex(texCoordAttribute);
vertexStreams[0].stride = sizeof(float) * 4;
vertexStreams[0].indexSource = SCE_GXM_INDEX_SOURCE_INDEX_16BIT;
ret = SCE_ERR(
sceGxmShaderPatcherCreateVertexProgram,
this->shaderPatcher,
this->planeVertexProgramId,
vertexAttributes,
2,
vertexStreams,
1,
&this->planeVertexProgram
);
if (ret < 0) {
return ret;
}
ret = SCE_ERR(
sceGxmShaderPatcherCreateFragmentProgram,
this->shaderPatcher,
this->colorFragmentProgramId,
SCE_GXM_OUTPUT_REGISTER_FORMAT_UCHAR4,
SCE_GXM_MULTISAMPLE_NONE,
NULL,
planeVertexProgramGxp,
&this->colorFragmentProgram
);
if (ret < 0) {
return ret;
}
ret = SCE_ERR(
sceGxmShaderPatcherCreateFragmentProgram,
this->shaderPatcher,
this->imageFragmentProgramId,
SCE_GXM_OUTPUT_REGISTER_FORMAT_UCHAR4,
SCE_GXM_MULTISAMPLE_NONE,
&blendInfoTransparent,
planeVertexProgramGxp,
&this->imageFragmentProgram
);
if (ret < 0) {
return ret;
}
}
this->color_uColor = sceGxmProgramFindParameterByName(colorFragmentProgramGxp, "uColor"); // vec4
this->clearVertices = static_cast<Vertex2D*>(this->alloc(sizeof(Vertex2D) * 4, 4));
this->clearVertices[0] = Vertex2D{.position = {-1.0, 1.0}, .texCoord = {0, 0}};
this->clearVertices[1] = Vertex2D{.position = {1.0, 1.0}, .texCoord = {0, 0}};
this->clearVertices[2] = Vertex2D{.position = {-1.0, -1.0}, .texCoord = {0, 0}};
this->clearVertices[3] = Vertex2D{.position = {1.0, -1.0}, .texCoord = {0, 0}};
this->clearIndices = static_cast<uint16_t*>(this->alloc(sizeof(uint16_t) * 4, 4));
this->clearIndices[0] = 0;
this->clearIndices[1] = 1;
this->clearIndices[2] = 2;
this->clearIndices[3] = 3;
return 0;
}
static int inuse_mem = 0;
void* GXMContext::alloc(size_t size, size_t align)
{
DEBUG_ONLY_PRINTF("cdram_alloc(%d, %d) inuse=%d ", size, align, inuse_mem);
void* ptr = tlsf_memalign(this->cdramPool, align, size);
DEBUG_ONLY_PRINTF("ptr=%p\n", ptr);
inuse_mem += tlsf_block_size(ptr);
return ptr;
}
void GXMContext::free(void* ptr)
{
inuse_mem -= tlsf_block_size(ptr);
DEBUG_ONLY_PRINTF("cdram_free(%p)\n", ptr);
tlsf_free(this->cdramPool, ptr);
}
void GXMContext::clear(float r, float g, float b, bool new_scene)
{
new_scene = new_scene && !this->sceneStarted;
if (new_scene) {
sceGxmBeginScene(
this->context,
0,
this->renderTarget,
nullptr,
nullptr,
this->displayBuffersSync[this->backBufferIndex],
&this->displayBuffersSurface[this->backBufferIndex],
&this->depthSurface
);
this->sceneStarted = true;
}
float color[] = {r, g, b, 1};
sceGxmSetVertexProgram(this->context, this->planeVertexProgram);
sceGxmSetFragmentProgram(this->context, this->colorFragmentProgram);
void* vertUniforms;
void* fragUniforms;
sceGxmReserveVertexDefaultUniformBuffer(gxm->context, &vertUniforms);
sceGxmReserveFragmentDefaultUniformBuffer(gxm->context, &fragUniforms);
sceGxmSetVertexStream(gxm->context, 0, this->clearVertices);
sceGxmSetUniformDataF(fragUniforms, this->color_uColor, 0, 4, color);
sceGxmSetFrontDepthFunc(gxm->context, SCE_GXM_DEPTH_FUNC_ALWAYS);
sceGxmDraw(gxm->context, SCE_GXM_PRIMITIVE_TRIANGLE_STRIP, SCE_GXM_INDEX_FORMAT_U16, this->clearIndices, 4);
if (new_scene) {
sceGxmEndScene(this->context, nullptr, nullptr);
this->sceneStarted = false;
}
}
void GXMContext::copy_frontbuffer()
{
SceGxmTexture texture;
sceGxmTextureInitLinearStrided(
&texture,
this->displayBuffers[this->frontBufferIndex],
SCE_GXM_TEXTURE_FORMAT_U8U8U8U8_ABGR,
VITA_GXM_SCREEN_WIDTH,
VITA_GXM_SCREEN_HEIGHT,
VITA_GXM_SCREEN_STRIDE * 4
);
sceGxmSetVertexProgram(this->context, this->planeVertexProgram);
sceGxmSetFragmentProgram(this->context, this->imageFragmentProgram);
void* vertUniforms;
void* fragUniforms;
sceGxmReserveVertexDefaultUniformBuffer(this->context, &vertUniforms);
sceGxmReserveFragmentDefaultUniformBuffer(this->context, &fragUniforms);
sceGxmSetVertexStream(this->context, 0, this->clearVertices);
sceGxmSetFragmentTexture(this->context, 0, &texture);
sceGxmSetFrontDepthFunc(this->context, SCE_GXM_DEPTH_FUNC_ALWAYS);
sceGxmDraw(this->context, SCE_GXM_PRIMITIVE_TRIANGLE_STRIP, SCE_GXM_INDEX_FORMAT_U16, this->clearIndices, 4);
}
void GXMContext::destroy()
{
sceGxmDisplayQueueFinish();
if (gxm->context) {
sceGxmFinish(gxm->context);
}
if (this->renderTarget) {
sceGxmDestroyRenderTarget(this->renderTarget);
}
for (int i = 0; i < GXM_DISPLAY_BUFFER_COUNT; i++) {
if (this->displayBuffersUid[i]) {
vita_mem_free(this->displayBuffersUid[i]);
this->displayBuffers[i] = nullptr;
sceGxmSyncObjectDestroy(this->displayBuffersSync[i]);
}
}
if (this->depthBufferUid) {
vita_mem_free(this->depthBufferUid);
}
if (this->stencilBufferUid) {
vita_mem_free(this->stencilBufferUid);
}
this->stencilBufferData = nullptr;
this->depthBufferData = nullptr;
sceGxmShaderPatcherDestroy(this->shaderPatcher);
sceGxmDestroyContext(this->context);
vita_mem_fragment_usse_free(this->fragmentUsseRingBufferUid);
vita_mem_free(this->fragmentRingBufferUid);
vita_mem_free(this->vertexRingBufferUid);
vita_mem_free(this->vdmRingBufferUid);
SDL_free(this->contextHostMem);
}
void GXMContext::swap_display()
{
if (this->sceneStarted) {
sceGxmEndScene(gxm->context, nullptr, nullptr);
this->sceneStarted = false;
}
SceCommonDialogUpdateParam updateParam;
SDL_zero(updateParam);
updateParam.renderTarget.colorFormat = VITA_GXM_COLOR_FORMAT;
updateParam.renderTarget.surfaceType = SCE_GXM_COLOR_SURFACE_LINEAR;
updateParam.renderTarget.width = VITA_GXM_SCREEN_WIDTH;
updateParam.renderTarget.height = VITA_GXM_SCREEN_HEIGHT;
updateParam.renderTarget.strideInPixels = VITA_GXM_SCREEN_STRIDE;
updateParam.renderTarget.colorSurfaceData = this->displayBuffers[this->backBufferIndex];
updateParam.displaySyncObject = this->displayBuffersSync[this->backBufferIndex];
sceCommonDialogUpdate(&updateParam);
sceGxmPadHeartbeat(
&this->displayBuffersSurface[this->backBufferIndex],
this->displayBuffersSync[this->backBufferIndex]
);
// display
GXMDisplayData displayData;
displayData.address = this->displayBuffers[this->backBufferIndex];
sceGxmDisplayQueueAddEntry(
this->displayBuffersSync[this->frontBufferIndex],
this->displayBuffersSync[this->backBufferIndex],
&displayData
);
this->frontBufferIndex = this->backBufferIndex;
this->backBufferIndex = (this->backBufferIndex + 1) % GXM_DISPLAY_BUFFER_COUNT;
}
Direct3DRMRenderer* GXMRenderer::Create(DWORD width, DWORD height)
{
int ret = gxm_library_init();
if (ret < 0) {
return nullptr;
}
return new GXMRenderer(width, height);
}
GXMRenderer::GXMRenderer(DWORD width, DWORD height)
{
m_width = VITA_GXM_SCREEN_WIDTH;
m_height = VITA_GXM_SCREEN_HEIGHT;
m_virtualWidth = width;
m_virtualHeight = height;
int ret;
if (!gxm) {
gxm = (GXMContext*) SDL_malloc(sizeof(GXMContext));
}
ret = SCE_ERR(gxm->init);
if (ret < 0) {
return;
}
// register shader programs
ret = SCE_ERR(
sceGxmShaderPatcherRegisterProgram,
gxm->shaderPatcher,
mainVertexProgramGxp,
&this->mainVertexProgramId
);
if (ret < 0) {
return;
}
ret = SCE_ERR(
sceGxmShaderPatcherRegisterProgram,
gxm->shaderPatcher,
mainColorFragmentProgramGxp,
&this->mainColorFragmentProgramId
);
if (ret < 0) {
return;
}
ret = SCE_ERR(
sceGxmShaderPatcherRegisterProgram,
gxm->shaderPatcher,
mainTextureFragmentProgramGxp,
&this->mainTextureFragmentProgramId
);
if (ret < 0) {
return;
}
// main shader
{
GET_SHADER_PARAM(positionAttribute, mainVertexProgramGxp, "aPosition", );
GET_SHADER_PARAM(normalAttribute, mainVertexProgramGxp, "aNormal", );
GET_SHADER_PARAM(texCoordAttribute, mainVertexProgramGxp, "aTexCoord", );
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;
ret = SCE_ERR(
sceGxmShaderPatcherCreateVertexProgram,
gxm->shaderPatcher,
this->mainVertexProgramId,
vertexAttributes,
3,
vertexStreams,
1,
&this->mainVertexProgram
);
if (ret < 0) {
return;
}
}
// main color opaque
ret = SCE_ERR(
sceGxmShaderPatcherCreateFragmentProgram,
gxm->shaderPatcher,
this->mainColorFragmentProgramId,
SCE_GXM_OUTPUT_REGISTER_FORMAT_UCHAR4,
msaaMode,
&blendInfoOpaque,
mainVertexProgramGxp,
&this->opaqueColorFragmentProgram
);
if (ret < 0) {
return;
}
// main color blended
ret = SCE_ERR(
sceGxmShaderPatcherCreateFragmentProgram,
gxm->shaderPatcher,
this->mainColorFragmentProgramId,
SCE_GXM_OUTPUT_REGISTER_FORMAT_UCHAR4,
msaaMode,
&blendInfoTransparent,
mainVertexProgramGxp,
&this->blendedColorFragmentProgram
);
if (ret < 0) {
return;
}
// main texture opaque
ret = SCE_ERR(
sceGxmShaderPatcherCreateFragmentProgram,
gxm->shaderPatcher,
this->mainTextureFragmentProgramId,
SCE_GXM_OUTPUT_REGISTER_FORMAT_UCHAR4,
msaaMode,
&blendInfoOpaque,
mainVertexProgramGxp,
&this->opaqueTextureFragmentProgram
);
if (ret < 0) {
return;
}
// main texture transparent
ret = SCE_ERR(
sceGxmShaderPatcherCreateFragmentProgram,
gxm->shaderPatcher,
this->mainTextureFragmentProgramId,
SCE_GXM_OUTPUT_REGISTER_FORMAT_UCHAR4,
msaaMode,
&blendInfoTransparent,
mainVertexProgramGxp,
&this->blendedTextureFragmentProgram
);
if (ret < 0) {
return;
}
// vertex uniforms
this->uModelViewMatrix = sceGxmProgramFindParameterByName(mainVertexProgramGxp, "uModelViewMatrix");
this->uNormalMatrix = sceGxmProgramFindParameterByName(mainVertexProgramGxp, "uNormalMatrix");
this->uProjectionMatrix = sceGxmProgramFindParameterByName(mainVertexProgramGxp, "uProjectionMatrix");
// fragment uniforms
this->uLights = sceGxmProgramFindParameterByName(mainColorFragmentProgramGxp, "uLights"); // SceneLight[2]
this->uAmbientLight = sceGxmProgramFindParameterByName(mainColorFragmentProgramGxp, "uAmbientLight"); // vec3
this->uShininess = sceGxmProgramFindParameterByName(mainColorFragmentProgramGxp, "uShininess"); // float
this->uColor = sceGxmProgramFindParameterByName(mainColorFragmentProgramGxp, "uColor"); // vec4
for (int i = 0; i < GXM_FRAGMENT_BUFFER_COUNT; i++) {
this->lights[i] = static_cast<GXMSceneLightUniform*>(gxm->alloc(sizeof(GXMSceneLightUniform), 4));
}
for (int i = 0; i < GXM_VERTEX_BUFFER_COUNT; i++) {
this->quadVertices[i] = static_cast<Vertex2D*>(gxm->alloc(sizeof(Vertex2D) * 4 * 50, 4));
}
this->quadIndices = static_cast<uint16_t*>(gxm->alloc(sizeof(uint16_t) * 4, 4));
this->quadIndices[0] = 0;
this->quadIndices[1] = 1;
this->quadIndices[2] = 2;
this->quadIndices[3] = 3;
volatile uint32_t* notificationMem = sceGxmGetNotificationRegion();
for (uint32_t i = 0; i < GXM_FRAGMENT_BUFFER_COUNT; i++) {
this->fragmentNotifications[i].address = notificationMem++;
this->fragmentNotifications[i].value = 0;
}
this->currentFragmentBufferIndex = 0;
for (uint32_t i = 0; i < GXM_VERTEX_BUFFER_COUNT; i++) {
this->vertexNotifications[i].address = notificationMem++;
this->vertexNotifications[i].value = 0;
}
this->currentVertexBufferIndex = 0;
int count;
auto ids = SDL_GetGamepads(&count);
for (int i = 0; i < count; i++) {
auto id = ids[i];
auto gamepad = SDL_OpenGamepad(id);
if (gamepad != nullptr) {
this->gamepad = gamepad;
break;
}
}
if (ids) {
SDL_free(ids);
}
m_initialized = true;
}
GXMRenderer::~GXMRenderer()
{
for (int i = 0; i < GXM_FRAGMENT_BUFFER_COUNT; i++) {
if (this->lights[i]) {
gxm->free(this->lights[i]);
}
}
for (int i = 0; i < GXM_VERTEX_BUFFER_COUNT; i++) {
if (this->quadVertices[i]) {
gxm->free(this->quadVertices[i]);
}
}
if (this->quadIndices) {
gxm->free(this->quadIndices);
}
if (this->gamepad) {
SDL_CloseGamepad(this->gamepad);
}
}
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];
for (int i = 0; i < cache.bufferCount; i++) {
if (cache.notifications[i]) {
sceGxmNotificationWait(cache.notifications[i]);
}
void* textureData = sceGxmTextureGetData(&cache.gxmTexture[i]);
gxm->free(textureData);
memset(&cache.gxmTexture[i], 0, sizeof(SceGxmTexture));
}
cache.texture = nullptr;
delete ctx;
},
ctx
);
}
static void convertTextureMetadata(
SDL_Surface* surface,
bool* supportedFormat,
SceGxmTextureFormat* gxmTextureFormat,
size_t* textureSize, // size in bytes
size_t* textureAlignment, // alignment in bytes
size_t* textureStride, // stride in bytes
size_t* paletteOffset // offset from textureData in bytes
)
{
int bytesPerPixel;
size_t extraDataSize = 0;
switch (surface->format) {
case SDL_PIXELFORMAT_INDEX8: {
*supportedFormat = true;
*gxmTextureFormat = SCE_GXM_TEXTURE_FORMAT_P8_ABGR;
int pixelsSize = surface->w * surface->h;
int alignBytes = ALIGNMENT(pixelsSize, SCE_GXM_PALETTE_ALIGNMENT);
extraDataSize = alignBytes + 256 * 4;
*textureAlignment = SCE_GXM_PALETTE_ALIGNMENT;
*paletteOffset = pixelsSize + alignBytes;
bytesPerPixel = 1;
break;
}
case SDL_PIXELFORMAT_ABGR8888: {
*supportedFormat = true;
*gxmTextureFormat = SCE_GXM_TEXTURE_FORMAT_U8U8U8U8_ABGR;
*textureAlignment = SCE_GXM_TEXTURE_ALIGNMENT;
bytesPerPixel = 4;
break;
}
default: {
*supportedFormat = false;
*gxmTextureFormat = SCE_GXM_TEXTURE_FORMAT_U8U8U8U8_ABGR;
*textureAlignment = SCE_GXM_TEXTURE_ALIGNMENT;
bytesPerPixel = 4;
break;
}
}
*textureStride = ALIGN(surface->w, 8) * bytesPerPixel;
*textureSize = (*textureStride) * surface->h + extraDataSize;
}
void copySurfaceToGxm(DirectDrawSurfaceImpl* surface, uint8_t* textureData, size_t dstStride, size_t dstSize)
{
SDL_Surface* src = surface->m_surface;
switch (src->format) {
case SDL_PIXELFORMAT_ABGR8888: {
for (int y = 0; y < src->h; y++) {
uint8_t* srcRow = (uint8_t*) src->pixels + (y * src->pitch);
uint8_t* dstRow = textureData + (y * dstStride);
size_t rowSize = src->w * 4;
memcpy(dstRow, srcRow, rowSize);
}
break;
}
case SDL_PIXELFORMAT_INDEX8: {
LPDIRECTDRAWPALETTE _palette;
surface->GetPalette(&_palette);
auto palette = static_cast<DirectDrawPaletteImpl*>(_palette);
// copy pixels
for (int y = 0; y < src->h; y++) {
void* srcRow = static_cast<uint8_t*>(src->pixels) + (y * src->pitch);
void* dstRow = static_cast<uint8_t*>(textureData) + (y * dstStride);
memcpy(dstRow, srcRow, src->w);
}
int pixelsSize = src->w * src->h;
int alignBytes = ALIGNMENT(pixelsSize, SCE_GXM_PALETTE_ALIGNMENT);
uint8_t* paletteData = textureData + pixelsSize + alignBytes;
memcpy(paletteData, palette->m_palette->colors, 256 * 4);
palette->Release();
break;
}
default: {
DEBUG_ONLY_PRINTF("unsupported format %d\n", SDL_GetPixelFormatName(src->format));
SDL_Surface* dst = SDL_CreateSurfaceFrom(src->w, src->h, SDL_PIXELFORMAT_ABGR8888, textureData, src->w * 4);
SDL_BlitSurface(src, nullptr, dst, nullptr);
SDL_DestroySurface(dst);
break;
}
}
}
Uint32 GXMRenderer::GetTextureId(IDirect3DRMTexture* iTexture, bool isUi, float scaleX, float scaleY)
{
auto texture = static_cast<Direct3DRMTextureImpl*>(iTexture);
auto surface = static_cast<DirectDrawSurfaceImpl*>(texture->m_surface);
bool supportedFormat;
SceGxmTextureFormat gxmTextureFormat;
size_t textureSize;
size_t textureAlignment;
size_t textureStride;
size_t paletteOffset;
int textureWidth = surface->m_surface->w;
int textureHeight = surface->m_surface->h;
convertTextureMetadata(
surface->m_surface,
&supportedFormat,
&gxmTextureFormat,
&textureSize,
&textureAlignment,
&textureStride,
&paletteOffset
);
if (!supportedFormat) {
return NO_TEXTURE_ID;
}
for (Uint32 i = 0; i < m_textures.size(); ++i) {
auto& tex = m_textures[i];
if (tex.texture == texture) {
if (tex.version != texture->m_version) {
if (tex.bufferCount != GXM_TEXTURE_BUFFER_COUNT) {
for (int i = 1; i < GXM_TEXTURE_BUFFER_COUNT; i++) {
tex.gxmTexture[i] = tex.gxmTexture[0];
uint8_t* textureData = (uint8_t*) gxm->alloc(textureSize, textureAlignment);
sceGxmTextureSetData(&tex.gxmTexture[i], textureData);
}
tex.bufferCount = GXM_TEXTURE_BUFFER_COUNT;
}
if (tex.bufferCount > 1) {
tex.currentIndex = (tex.currentIndex + 1) % GXM_TEXTURE_BUFFER_COUNT;
}
if (tex.notifications[tex.currentIndex]) {
sceGxmNotificationWait(tex.notifications[tex.currentIndex]);
}
tex.notifications[tex.currentIndex] = &this->fragmentNotifications[this->currentFragmentBufferIndex];
uint8_t* textureData = (uint8_t*) sceGxmTextureGetData(&tex.gxmTexture[tex.currentIndex]);
copySurfaceToGxm(surface, textureData, textureStride, textureSize);
tex.version = texture->m_version;
}
return i;
}
}
DEBUG_ONLY_PRINTF(
"Create Texture %s w=%d h=%d s=%d size=%d align=%d\n",
SDL_GetPixelFormatName(surface->m_surface->format),
textureWidth,
textureHeight,
textureStride,
textureSize,
textureAlignment
);
// allocate gpu memory
void* textureData = gxm->alloc(textureSize, textureAlignment);
copySurfaceToGxm(surface, (uint8_t*) textureData, textureStride, textureSize);
SceGxmTexture gxmTexture;
SCE_ERR(sceGxmTextureInitLinear, &gxmTexture, textureData, gxmTextureFormat, textureWidth, textureHeight, 0);
if (isUi) {
sceGxmTextureSetMinFilter(&gxmTexture, SCE_GXM_TEXTURE_FILTER_POINT);
sceGxmTextureSetMagFilter(&gxmTexture, SCE_GXM_TEXTURE_FILTER_POINT);
sceGxmTextureSetUAddrMode(&gxmTexture, SCE_GXM_TEXTURE_ADDR_CLAMP);
sceGxmTextureSetVAddrMode(&gxmTexture, SCE_GXM_TEXTURE_ADDR_CLAMP);
}
else {
sceGxmTextureSetMinFilter(&gxmTexture, SCE_GXM_TEXTURE_FILTER_LINEAR);
sceGxmTextureSetMagFilter(&gxmTexture, SCE_GXM_TEXTURE_FILTER_LINEAR);
sceGxmTextureSetUAddrMode(&gxmTexture, SCE_GXM_TEXTURE_ADDR_REPEAT);
sceGxmTextureSetVAddrMode(&gxmTexture, SCE_GXM_TEXTURE_ADDR_REPEAT);
}
if (gxmTextureFormat == SCE_GXM_TEXTURE_FORMAT_P8_ABGR) {
sceGxmTextureSetPalette(&gxmTexture, (uint8_t*) textureData + paletteOffset);
}
for (Uint32 i = 0; i < m_textures.size(); ++i) {
auto& tex = m_textures[i];
if (!tex.texture) {
memset(&tex, 0, sizeof(tex));
tex.texture = texture;
tex.version = texture->m_version;
tex.bufferCount = 1;
tex.currentIndex = 0;
tex.gxmTexture[0] = gxmTexture;
tex.notifications[0] = &this->fragmentNotifications[this->currentFragmentBufferIndex];
AddTextureDestroyCallback(i, texture);
return i;
}
}
GXMTextureCacheEntry tex;
memset(&tex, 0, sizeof(tex));
tex.texture = texture;
tex.version = texture->m_version;
tex.bufferCount = 1;
tex.currentIndex = 0;
tex.gxmTexture[0] = gxmTexture;
tex.notifications[0] = &this->fragmentNotifications[this->currentFragmentBufferIndex];
m_textures.push_back(tex);
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 = gxm->alloc(vertexBufferSize + indexBufferSize, 4);
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();
#ifdef GXM_PRECOMPUTE
bool isOpaque = meshGroup.color.a == 0xff;
const SceGxmTexture* texture = nullptr;
if (meshGroup.texture) {
Uint32 textureId = GetTextureId(meshGroup.texture, false);
texture = &this->m_textures[textureId].gxmTexture;
}
const SceGxmProgram* fragmentProgramGxp;
const SceGxmFragmentProgram* fragmentProgram;
if (texture) {
fragmentProgramGxp = mainTextureFragmentProgramGxp;
fragmentProgram = isOpaque ? this->opaqueTextureFragmentProgram : this->blendedTextureFragmentProgram;
}
else {
fragmentProgramGxp = mainColorFragmentProgramGxp;
fragmentProgram = isOpaque ? this->opaqueColorFragmentProgram : this->blendedColorFragmentProgram;
}
// get sizes
const size_t drawSize = ALIGN(sceGxmGetPrecomputedDrawSize(this->mainVertexProgram), SCE_GXM_PRECOMPUTED_ALIGNMENT);
const size_t vertexStateSize =
ALIGN(sceGxmGetPrecomputedVertexStateSize(this->mainVertexProgram), SCE_GXM_PRECOMPUTED_ALIGNMENT);
const size_t fragmentStateSize =
ALIGN(sceGxmGetPrecomputedFragmentStateSize(fragmentProgram), SCE_GXM_PRECOMPUTED_ALIGNMENT);
const size_t precomputeDataSize =
drawSize + vertexStateSize * GXM_VERTEX_BUFFER_COUNT + fragmentStateSize * GXM_FRAGMENT_BUFFER_COUNT;
const size_t vertexDefaultBufferSize = sceGxmProgramGetDefaultUniformBufferSize(mainVertexProgramGxp);
const size_t fragmentDefaultBufferSize = sceGxmProgramGetDefaultUniformBufferSize(fragmentProgramGxp);
const size_t uniformBuffersSize = vertexDefaultBufferSize * GXM_VERTEX_BUFFER_COUNT;
fragmentStateSize* GXM_FRAGMENT_BUFFER_COUNT;
sceClibPrintf("drawSize: %d\n", drawSize);
sceClibPrintf("vertexStateSize: %d\n", vertexStateSize);
sceClibPrintf("fragmentStateSize: %d\n", fragmentStateSize);
sceClibPrintf("precomputeDataSize: %d\n", precomputeDataSize);
sceClibPrintf("vertexDefaultBufferSize: %d\n", vertexDefaultBufferSize);
sceClibPrintf("fragmentDefaultBufferSize: %d\n", fragmentDefaultBufferSize);
sceClibPrintf("uniformBuffersSize: %d\n", uniformBuffersSize);
// allocate the precompute buffer, combined for all
uint8_t* precomputeData = (uint8_t*) cdram_alloc(precomputeDataSize, SCE_GXM_PRECOMPUTED_ALIGNMENT);
cache.precomputeData = precomputeData;
uint8_t* uniformBuffers = (uint8_t*) cdram_alloc(uniformBuffersSize, 4);
cache.uniformBuffers = uniformBuffers;
// init precomputed draw
SCE_ERR(sceGxmPrecomputedDrawInit, &cache.drawState, this->mainVertexProgram, precomputeData);
void* vertexStreams[] = {vertexBuffer};
sceGxmPrecomputedDrawSetAllVertexStreams(&cache.drawState, vertexStreams);
sceGxmPrecomputedDrawSetParams(
&cache.drawState,
SCE_GXM_PRIMITIVE_TRIANGLES,
SCE_GXM_INDEX_FORMAT_U16,
indexBuffer,
indices.size()
);
precomputeData += drawSize;
// init precomputed vertex state
for (int bufferIndex = 0; bufferIndex < GXM_VERTEX_BUFFER_COUNT; bufferIndex++) {
SCE_ERR(
sceGxmPrecomputedVertexStateInit,
&cache.vertexState[bufferIndex],
this->mainVertexProgram,
precomputeData
);
sceGxmPrecomputedVertexStateSetDefaultUniformBuffer(&cache.vertexState[bufferIndex], uniformBuffers);
precomputeData += vertexStateSize;
uniformBuffers += vertexDefaultBufferSize;
}
// init precomputed fragment state
for (int bufferIndex = 0; bufferIndex < GXM_FRAGMENT_BUFFER_COUNT; bufferIndex++) {
SCE_ERR(sceGxmPrecomputedFragmentStateInit, &cache.fragmentState[bufferIndex], fragmentProgram, precomputeData);
if (texture) {
sceGxmPrecomputedFragmentStateSetTexture(&cache.fragmentState[bufferIndex], 0, texture);
}
sceGxmPrecomputedFragmentStateSetDefaultUniformBuffer(&cache.fragmentState[bufferIndex], uniformBuffers);
precomputeData += fragmentStateSize;
uniformBuffers += fragmentDefaultBufferSize;
}
assert(precomputeData - (uint8_t*) cache.precomputeData <= precomputeDataSize);
#endif
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;
gxm->free(cache.meshData);
cache.meshData = nullptr;
cache.indexBuffer = nullptr;
cache.vertexBuffer = nullptr;
cache.indexCount = 0;
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);
}
bool razor_triggered = false;
bool razor_live_started = false;
bool razor_display_enabled = true;
void GXMRenderer::StartScene()
{
if (gxm->sceneStarted) {
return;
}
bool dpad_up = SDL_GetGamepadButton(this->gamepad, SDL_GAMEPAD_BUTTON_DPAD_UP);
bool dpad_down = SDL_GetGamepadButton(this->gamepad, SDL_GAMEPAD_BUTTON_DPAD_DOWN);
bool dpad_left = SDL_GetGamepadButton(this->gamepad, SDL_GAMEPAD_BUTTON_DPAD_LEFT);
bool dpad_right = SDL_GetGamepadButton(this->gamepad, SDL_GAMEPAD_BUTTON_DPAD_RIGHT);
// hud display
if (with_razor_hud && dpad_up != this->button_dpad_up) {
this->button_dpad_up = dpad_up;
if (dpad_up) {
sceRazorHudSetDisplayEnabled(razor_display_enabled);
}
}
// capture frame
if (with_razor && dpad_down != this->button_dpad_down) {
this->button_dpad_down = dpad_down;
if (dpad_down) {
sceRazorGpuCaptureSetTriggerNextFrame("ux0:/data/capture.sgx");
SDL_Log("trigger razor");
}
}
// toggle live
if (with_razor_hud && dpad_left != this->button_dpad_left) {
this->button_dpad_left = dpad_left;
if (dpad_left) {
if (razor_live_started) {
sceRazorGpuLiveStop();
razor_live_started = false;
}
else {
sceRazorGpuLiveStart();
razor_live_started = true;
}
}
}
// trigger trace
if (with_razor_hud && dpad_right != this->button_dpad_right) {
this->button_dpad_right = dpad_right;
if (dpad_right) {
sceRazorGpuTraceTrigger();
}
}
sceGxmBeginScene(
gxm->context,
0,
gxm->renderTarget,
nullptr,
nullptr,
gxm->displayBuffersSync[gxm->backBufferIndex],
&gxm->displayBuffersSurface[gxm->backBufferIndex],
&gxm->depthSurface
);
sceGxmSetCullMode(gxm->context, SCE_GXM_CULL_CCW);
gxm->sceneStarted = true;
this->quadsUsed = 0;
sceGxmNotificationWait(&this->vertexNotifications[this->currentVertexBufferIndex]);
sceGxmNotificationWait(&this->fragmentNotifications[this->currentFragmentBufferIndex]);
}
HRESULT GXMRenderer::BeginFrame()
{
this->transparencyEnabled = false;
this->StartScene();
auto lightData = this->LightsBuffer();
int i = 0;
for (const auto& light : m_lights) {
if (!light.directional && !light.positional) {
lightData->ambientLight[0] = light.color.r;
lightData->ambientLight[1] = light.color.g;
lightData->ambientLight[2] = light.color.b;
continue;
}
if (i == 2) {
sceClibPrintf("light overflow\n");
continue;
}
lightData->lights[i].color[0] = light.color.r;
lightData->lights[i].color[1] = light.color.g;
lightData->lights[i].color[2] = light.color.b;
lightData->lights[i].color[3] = light.color.a;
bool isDirectional = light.directional == 1.0;
if (isDirectional) {
lightData->lights[i].vec[0] = light.direction.x;
lightData->lights[i].vec[1] = light.direction.y;
lightData->lights[i].vec[2] = light.direction.z;
}
else {
lightData->lights[i].vec[0] = light.position.x;
lightData->lights[i].vec[1] = light.position.y;
lightData->lights[i].vec[2] = light.position.z;
}
lightData->lights[i].isDirectional = isDirectional;
i++;
}
sceGxmSetFragmentUniformBuffer(gxm->context, 0, lightData);
return DD_OK;
}
void GXMRenderer::EnableTransparency()
{
this->transparencyEnabled = true;
}
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];
#ifdef DEBUG
char marker[256];
snprintf(marker, sizeof(marker), "SubmitDraw: %d", meshId);
sceGxmPushUserMarker(gxm->context, marker);
#endif
bool textured = appearance.textureId != NO_TEXTURE_ID;
const SceGxmFragmentProgram* fragmentProgram;
if (this->transparencyEnabled) {
fragmentProgram = textured ? this->blendedTextureFragmentProgram : this->blendedColorFragmentProgram;
}
else {
fragmentProgram = textured ? this->opaqueTextureFragmentProgram : this->opaqueColorFragmentProgram;
}
sceGxmSetVertexProgram(gxm->context, this->mainVertexProgram);
sceGxmSetFragmentProgram(gxm->context, fragmentProgram);
void* vertUniforms;
void* fragUniforms;
sceGxmReserveVertexDefaultUniformBuffer(gxm->context, &vertUniforms);
sceGxmReserveFragmentDefaultUniformBuffer(gxm->context, &fragUniforms);
// vertex uniforms
sceGxmSetUniformDataF(vertUniforms, this->uModelViewMatrix, 0, 4 * 4, &modelViewMatrix[0][0]);
sceGxmSetUniformDataF(vertUniforms, this->uNormalMatrix, 0, 3 * 3, &normalMatrix[0][0]);
sceGxmSetUniformDataF(vertUniforms, this->uProjectionMatrix, 0, 4 * 4, &this->m_projection[0][0]);
// fragment uniforms
float color[4] = {
appearance.color.r / 255.0f,
appearance.color.g / 255.0f,
appearance.color.b / 255.0f,
appearance.color.a / 255.0f
};
sceGxmSetUniformDataF(fragUniforms, this->uColor, 0, 4, color);
sceGxmSetUniformDataF(fragUniforms, this->uShininess, 0, 1, &appearance.shininess);
if (textured) {
auto& texture = m_textures[appearance.textureId];
this->UseTexture(texture);
}
sceGxmSetVertexStream(gxm->context, 0, mesh.vertexBuffer);
sceGxmSetFrontDepthFunc(gxm->context, SCE_GXM_DEPTH_FUNC_LESS_EQUAL);
sceGxmDraw(gxm->context, SCE_GXM_PRIMITIVE_TRIANGLES, SCE_GXM_INDEX_FORMAT_U16, mesh.indexBuffer, mesh.indexCount);
#ifdef DEBUG
sceGxmPopUserMarker(gxm->context);
#endif
}
HRESULT GXMRenderer::FinalizeFrame()
{
return DD_OK;
}
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();
gxm->clear(r, g, b, false);
}
void GXMRenderer::Flip()
{
if (!gxm->sceneStarted) {
return;
}
++this->vertexNotifications[this->currentVertexBufferIndex].value;
++this->fragmentNotifications[this->currentFragmentBufferIndex].value;
sceGxmEndScene(
gxm->context,
&this->vertexNotifications[this->currentVertexBufferIndex],
&this->fragmentNotifications[this->currentFragmentBufferIndex]
);
gxm->sceneStarted = false;
this->currentVertexBufferIndex = (this->currentVertexBufferIndex + 1) % GXM_VERTEX_BUFFER_COUNT;
this->currentFragmentBufferIndex = (this->currentFragmentBufferIndex + 1) % GXM_FRAGMENT_BUFFER_COUNT;
gxm->swap_display();
}
void GXMRenderer::Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, const SDL_Rect& dstRect, FColor color)
{
this->StartScene();
#ifdef DEBUG
char marker[256];
snprintf(marker, sizeof(marker), "Draw2DImage: %d", textureId);
sceGxmPushUserMarker(gxm->context, marker);
#endif
sceGxmSetVertexProgram(gxm->context, gxm->planeVertexProgram);
if (textureId != NO_TEXTURE_ID) {
sceGxmSetFragmentProgram(gxm->context, gxm->imageFragmentProgram);
}
else {
sceGxmSetFragmentProgram(gxm->context, gxm->colorFragmentProgram);
}
void* vertUniforms;
void* fragUniforms;
sceGxmReserveVertexDefaultUniformBuffer(gxm->context, &vertUniforms);
sceGxmReserveFragmentDefaultUniformBuffer(gxm->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)) * 2 - 1);
#define virtualToNDCY(y) -(((y - top) / (bottom - top)) * 2 - 1);
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);
float u1 = 0.0;
float v1 = 0.0;
float u2 = 0.0;
float v2 = 0.0;
if (textureId != NO_TEXTURE_ID) {
GXMTextureCacheEntry& texture = m_textures[textureId];
const SceGxmTexture* gxmTexture = this->UseTexture(texture);
float texW = sceGxmTextureGetWidth(gxmTexture);
float texH = sceGxmTextureGetHeight(gxmTexture);
u1 = static_cast<float>(srcRect.x) / texW;
v1 = static_cast<float>(srcRect.y) / texH;
u2 = static_cast<float>(srcRect.x + srcRect.w) / texW;
v2 = static_cast<float>(srcRect.y + srcRect.h) / texH;
}
else {
SET_UNIFORM(fragUniforms, gxm->color_uColor, color);
}
Vertex2D* quadVertices = this->QuadVerticesBuffer();
quadVertices[0] = Vertex2D{.position = {x1, y1}, .texCoord = {u1, v1}};
quadVertices[1] = Vertex2D{.position = {x2, y1}, .texCoord = {u2, v1}};
quadVertices[2] = Vertex2D{.position = {x1, y2}, .texCoord = {u1, v2}};
quadVertices[3] = Vertex2D{.position = {x2, y2}, .texCoord = {u2, v2}};
sceGxmSetVertexStream(gxm->context, 0, quadVertices);
sceGxmSetFrontDepthWriteEnable(gxm->context, SCE_GXM_DEPTH_WRITE_DISABLED);
sceGxmSetFrontDepthFunc(gxm->context, SCE_GXM_DEPTH_FUNC_ALWAYS);
sceGxmDraw(gxm->context, SCE_GXM_PRIMITIVE_TRIANGLE_STRIP, SCE_GXM_INDEX_FORMAT_U16, this->quadIndices, 4);
sceGxmSetFrontDepthWriteEnable(gxm->context, SCE_GXM_DEPTH_WRITE_ENABLED);
#ifdef DEBUG
sceGxmPopUserMarker(gxm->context);
#endif
}
void GXMRenderer::SetDither(bool dither)
{
}
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(
VITA_GXM_SCREEN_WIDTH,
VITA_GXM_SCREEN_HEIGHT,
SDL_PIXELFORMAT_ABGR8888,
gxm->displayBuffers[gxm->frontBufferIndex],
VITA_GXM_SCREEN_STRIDE * 4
);
SDL_BlitSurfaceScaled(src, &srcRect, target, nullptr, SDL_SCALEMODE_NEAREST);
SDL_DestroySurface(src);
}