GFX3D:
- Remove NDS_3D_GetLineData(), as it wasn't appropriately named or used for its intended purpose. - Add NDS_3D_RenderFinish(), which is what should have been used in the first place. (Purpose: Blocks the thread until 3D rendering is finished.) - Optimize gpu3DNull so that it doesn't have to clear the 3D layer every frame. task.h: - Fix multiple #include compiling bug. SoftRasterizer: - Improve the performance of rendering in multithreaded mode. - Improve the stability of reset and shutdown in multithreaded mode. - Do some minor code cleanup. OpenGL Renderer: - Improve the stability of reset and shutdown. - Do some minor code cleanup.
This commit is contained in:
parent
ad65e6abf7
commit
a2f078ec81
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@ -117,8 +117,7 @@ enum OGLTextureUnitID
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// Multithreading States
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static bool enableMultithreading = false;
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static bool isReadPixelsWorking = false;
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static Task oglReadPixelsTask;
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static Task oglReadPixelsTask[2];
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// Polygon Info
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static GLfloat polyAlpha = 1.0f;
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@ -498,42 +497,52 @@ static void OGLInitShaders(const char *oglExtensionString)
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static void OGLReset()
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{
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gpuScreen3DHasNewData[0] = false;
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gpuScreen3DHasNewData[1] = false;
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if (enableMultithreading)
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{
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for (unsigned int i = 0; i < 2; i++)
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{
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oglReadPixelsTask[i].finish();
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}
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}
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if(!BEGINGL())
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return;
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glFinish();
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for (unsigned int i = 0; i < 2; i++)
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{
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memset(GPU_screen3D[i], 0, sizeof(GPU_screen3D[i]));
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}
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if(isShaderSupported)
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{
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hasTexture = false;
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if(BEGINGL())
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{
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glUniform1i(uniformPolyID, 0);
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glUniform1f(uniformPolyAlpha, 1.0f);
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glUniform2f(uniformTexScale, 1.0f, 1.0f);
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glUniform1i(uniformHasTexture, GL_FALSE);
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glUniform1i(uniformPolygonMode, 0);
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glUniform1i(uniformToonShadingMode, 0);
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glUniform1i(uniformWBuffer, 0);
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glUniform1i(uniformEnableAlphaTest, GL_TRUE);
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glUniform1f(uniformAlphaTestRef, 0.0f);
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ENDGL();
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}
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glUniform1i(uniformPolyID, 0);
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glUniform1f(uniformPolyAlpha, 1.0f);
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glUniform2f(uniformTexScale, 1.0f, 1.0f);
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glUniform1i(uniformHasTexture, GL_FALSE);
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glUniform1i(uniformPolygonMode, 0);
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glUniform1i(uniformToonShadingMode, 0);
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glUniform1i(uniformWBuffer, 0);
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glUniform1i(uniformEnableAlphaTest, GL_TRUE);
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glUniform1f(uniformAlphaTestRef, 0.0f);
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}
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else
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{
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memset(color4fBuffer, 0, VERTLIST_SIZE * 4 * sizeof(GLfloat));
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}
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TexCache_Reset();
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if (currTexture)
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delete currTexture;
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currTexture = NULL;
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for (unsigned int i = 0; i < 2; i++)
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{
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memset(GPU_screen3D[i], 0, sizeof(GPU_screen3D[i]));
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gpuScreen3DHasNewData[i] = false;
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}
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ENDGL();
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memset(vertIndexBuffer, 0, VERT_INDEX_BUFFER_SIZE * sizeof(GLushort));
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currTexture = NULL;
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Default3D_Reset();
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}
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//static class OGLTexCacheUser : public ITexCacheUser
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@ -636,13 +645,25 @@ static bool OGLIsMinimumVersionSupported(const char *oglVersionString)
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static char OGLInit(void)
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{
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char result = 0;
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if(!oglrender_init)
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return 0;
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return result;
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if(!oglrender_init())
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return 0;
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return result;
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result = Default3D_Init();
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if (result == 0)
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{
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return result;
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}
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if(!BEGINGL())
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return 0;
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{
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INFO("OpenGL: Could not initialize -- BEGINGL() failed.");
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result = 0;
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return result;
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}
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// Get OpenGL info
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const char *oglVendorString = (const char *)glGetString(GL_VENDOR);
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@ -655,13 +676,10 @@ static char OGLInit(void)
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OGL_MINIMUM_GPU_VERSION_REQUIRED_MAJOR, OGL_MINIMUM_GPU_VERSION_REQUIRED_MINOR, OGL_MINIMUM_GPU_VERSION_REQUIRED_REVISION,
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oglVersionString, oglVendorString, oglRendererString);
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return 0;
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result = 0;
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return result;
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}
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glViewport(0, 0, 256, 192);
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if (glGetError() != GL_NO_ERROR)
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return 0;
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const char *oglExtensionString = (const char *)glGetString(GL_EXTENSIONS);
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for (u8 i = 0; i < 255; i++)
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@ -936,8 +954,6 @@ static char OGLInit(void)
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ENDGL();
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// Multithreading Setup
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isReadPixelsWorking = false;
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if (CommonSettings.num_cores > 1)
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{
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#ifdef _WINDOWS
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@ -947,7 +963,11 @@ static char OGLInit(void)
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enableMultithreading = false;
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#else
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enableMultithreading = true;
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oglReadPixelsTask.start(false);
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for (unsigned int i = 0; i < 2; i++)
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{
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oglReadPixelsTask[i].start(false);
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}
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#endif
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}
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else
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@ -960,27 +980,28 @@ static char OGLInit(void)
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INFO("OpenGL: Initialized successfully.\n[GPU Info - Version: %s, Vendor: %s, Renderer: %s]\n",
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oglVersionString, oglVendorString, oglRendererString);
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return 1;
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return result;
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}
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static void OGLClose()
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{
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if (enableMultithreading)
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{
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oglReadPixelsTask.finish();
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oglReadPixelsTask.shutdown();
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isReadPixelsWorking = false;
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}
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gpuScreen3DHasNewData[0] = false;
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gpuScreen3DHasNewData[1] = false;
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delete [] vertIndexBuffer;
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vertIndexBuffer = NULL;
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if (enableMultithreading)
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{
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for (unsigned int i = 0; i < 2; i++)
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{
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oglReadPixelsTask[i].finish();
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oglReadPixelsTask[i].shutdown();
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}
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}
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if(!BEGINGL())
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return;
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glFinish();
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if(isShaderSupported)
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{
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glUseProgram(0);
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@ -992,6 +1013,8 @@ static void OGLClose()
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glDeleteShader(vertexShaderID);
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glDeleteShader(fragmentShaderID);
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glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_ToonTable);
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glBindTexture(GL_TEXTURE_1D, 0);
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glDeleteTextures(1, &texToonTableID);
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isShaderSupported = false;
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@ -1004,27 +1027,20 @@ static void OGLClose()
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if (isVAOSupported)
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{
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glBindVertexArray(0);
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glDeleteVertexArrays(1, &vaoMainStatesID);
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isVAOSupported = false;
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}
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//kill the tex cache to free all the texture ids
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TexCache_Reset();
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while(!freeTextureIds.empty())
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{
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GLuint temp = freeTextureIds.front();
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freeTextureIds.pop();
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glDeleteTextures(1,&temp);
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}
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if (isVBOSupported)
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{
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glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
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glDeleteBuffersARB(1, &vboVertexID);
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}
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if (isPBOSupported)
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{
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glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0);
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glDeleteBuffersARB(2, pboRenderDataID);
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pboRenderBuffer[0] = NULL;
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pboRenderBuffer[1] = NULL;
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@ -1033,14 +1049,36 @@ static void OGLClose()
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// FBO
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if (isFBOSupported)
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{
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glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_ClearImage);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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glDeleteFramebuffersEXT(1, &fboClearImageID);
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glDeleteTextures(1, &texClearImageColorID);
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glDeleteTextures(1, &texClearImageDepthStencilID);
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}
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//kill the tex cache to free all the texture ids
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TexCache_Reset();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, 0);
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while(!freeTextureIds.empty())
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{
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GLuint temp = freeTextureIds.front();
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freeTextureIds.pop();
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glDeleteTextures(1,&temp);
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}
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glFinish();
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ENDGL();
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delete [] vertIndexBuffer;
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vertIndexBuffer = NULL;
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Default3D_Close();
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}
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static void texDeleteCallback(TexCacheItem* item)
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@ -1318,15 +1356,14 @@ static void GL_ReadFramebuffer()
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{
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static unsigned int bufferIndex = 0;
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if (enableMultithreading && isReadPixelsWorking)
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{
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oglReadPixelsTask.finish();
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isReadPixelsWorking = false;
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}
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bufferIndex = (bufferIndex + 1) & 0x01;
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gpuScreen3DBufferIndex = bufferIndex;
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if (enableMultithreading)
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{
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oglReadPixelsTask[bufferIndex].finish();
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}
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if (isPBOSupported)
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{
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if(!BEGINGL()) return;
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@ -1353,14 +1390,12 @@ static void GL_ReadFramebuffer()
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// H-Blank, and let that logic determine whether a pixel read is needed or not.
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// This can save us some time in cases where games don't require the 3D layer
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// for this particular frame.
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gpuScreen3DHasNewData[bufferIndex] = true;
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if (enableMultithreading)
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{
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isReadPixelsWorking = true;
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oglReadPixelsTask.execute(&execReadPixelsTask, &bufferIndex);
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}
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else
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{
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gpuScreen3DHasNewData[bufferIndex] = true;
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oglReadPixelsTask[bufferIndex].execute(&execReadPixelsTask, &bufferIndex);
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}
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}
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@ -1738,27 +1773,26 @@ static void OGLRender()
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static void OGLVramReconfigureSignal()
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{
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TexCache_Invalidate();
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Default3D_VramReconfigureSignal();
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}
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static u8* OGLGetLineData(u8 lineNumber)
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static void OGLRenderFinish()
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{
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// If OpenGL is still reading back pixels on a separate thread, wait for it to finish.
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if (isReadPixelsWorking)
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{
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oglReadPixelsTask.finish();
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isReadPixelsWorking = false;
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}
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// If we're doing a pixel read on this thread and we have new rendered data,
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// then do the pixel read now.
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// Otherwise, just do the pixel read now.
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if (gpuScreen3DHasNewData[gpuScreen3DBufferIndex])
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{
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execReadPixelsTask(&gpuScreen3DBufferIndex);
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if (enableMultithreading)
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{
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oglReadPixelsTask[gpuScreen3DBufferIndex].finish();
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}
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else
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{
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execReadPixelsTask(&gpuScreen3DBufferIndex);
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}
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gpuScreen3DHasNewData[gpuScreen3DBufferIndex] = false;
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}
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return ( gfx3d_convertedScreen + (lineNumber << (8+2)) );
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}
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GPU3DInterface gpu3Dgl = {
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@ -1767,6 +1801,6 @@ GPU3DInterface gpu3Dgl = {
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OGLReset,
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OGLClose,
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OGLRender,
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OGLVramReconfigureSignal,
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OGLGetLineData
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OGLRenderFinish,
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OGLVramReconfigureSignal
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};
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@ -489,6 +489,8 @@ void gfx3d_init()
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void gfx3d_reset()
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{
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gpu3D->NDS_3D_RenderFinish();
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#ifdef _SHOW_VTX_COUNTERS
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max_polys = max_verts = 0;
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#endif
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@ -2183,13 +2185,12 @@ void gfx3d_VBlankEndSignal(bool skipFrame)
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drawPending = FALSE;
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//if the null 3d core is chosen, then we need to clear out the 3d buffers to keep old data from being rendered
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if(gpu3D == &gpu3DNull || !CommonSettings.showGpu.main)
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if(!CommonSettings.showGpu.main)
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{
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memset(gfx3d_convertedScreen,0,sizeof(gfx3d_convertedScreen));
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return;
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}
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gpu3D->NDS_3D_Render();
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}
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@ -2301,14 +2302,8 @@ void gfx3d_glGetLightColor(unsigned int index, unsigned int* dest)
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void gfx3d_GetLineData(int line, u8** dst)
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{
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if (gpu3D->NDS_3D_GetLineData == NULL)
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{
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*dst = gfx3d_convertedScreen+((line)<<(8+2));
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}
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else
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{
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*dst = gpu3D->NDS_3D_GetLineData(line);
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}
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gpu3D->NDS_3D_RenderFinish();
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*dst = gfx3d_convertedScreen+((line)<<(8+2));
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}
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void gfx3d_GetLineData15bpp(int line, u16** dst)
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@ -67,7 +67,7 @@ static u8 decal_table[32][64][64];
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static u8 index_lookup_table[65];
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static u8 index_start_table[8];
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static bool softRastHasNewData = false;
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////optimized float floor useful in limited cases
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////from http://www.stereopsis.com/FPU.html#convert
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@ -1073,7 +1073,7 @@ static SoftRasterizerEngine mainSoftRasterizer;
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static Task rasterizerUnitTask[_MAX_CORES];
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static RasterizerUnit<true> rasterizerUnit[_MAX_CORES];
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static RasterizerUnit<false> _HACK_viewer_rasterizerUnit;
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static int rasterizerCores;
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static unsigned int rasterizerCores;
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static bool rasterizerUnitTasksInited = false;
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static void* execRasterizerUnit(void* arg)
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@ -1085,6 +1085,12 @@ static void* execRasterizerUnit(void* arg)
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static char SoftRastInit(void)
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{
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char result = Default3D_Init();
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if (result == 0)
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{
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return result;
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}
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if(!rasterizerUnitTasksInited)
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{
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rasterizerUnitTasksInited = true;
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@ -1095,7 +1101,7 @@ static char SoftRastInit(void)
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rasterizerCores = CommonSettings.num_cores;
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if (rasterizerCores > _MAX_CORES)
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rasterizerCores = _MAX_CORES;
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if(CommonSettings.num_cores == 1)
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if(CommonSettings.num_cores <= 1)
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{
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rasterizerCores = 1;
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rasterizerUnit[0].SLI_MASK = 0;
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@ -1146,22 +1152,44 @@ static char SoftRastInit(void)
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TexCache_Reset();
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printf("SoftRast Initialized with cores=%d\n",rasterizerCores);
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return 1;
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return result;
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}
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static void SoftRastReset() {
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TexCache_Reset();
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static void SoftRastReset()
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{
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if (rasterizerCores > 1)
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{
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for(unsigned int i = 0; i < rasterizerCores; i++)
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{
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rasterizerUnitTask[i].finish();
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}
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}
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softRastHasNewData = false;
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Default3D_Reset();
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}
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static void SoftRastClose()
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{
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for(int i=0; i<_MAX_CORES; i++)
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rasterizerUnitTask[i].shutdown();
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if (rasterizerCores > 1)
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{
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for(unsigned int i = 0; i < rasterizerCores; i++)
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{
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rasterizerUnitTask[i].finish();
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rasterizerUnitTask[i].shutdown();
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}
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}
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rasterizerUnitTasksInited = false;
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softRastHasNewData = false;
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Default3D_Close();
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}
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static void SoftRastVramReconfigureSignal() {
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TexCache_Invalidate();
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static void SoftRastVramReconfigureSignal()
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{
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Default3D_VramReconfigureSignal();
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}
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static void SoftRastConvertFramebuffer()
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@ -1622,24 +1650,44 @@ static void SoftRastRender()
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mainSoftRasterizer.performCoordAdjustment(true);
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mainSoftRasterizer.setupTextures(true);
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if(rasterizerCores==1)
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softRastHasNewData = true;
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|
||||
if (rasterizerCores > 1)
|
||||
{
|
||||
rasterizerUnit[0].mainLoop<false>(&mainSoftRasterizer);
|
||||
for(unsigned int i = 0; i < rasterizerCores; i++)
|
||||
{
|
||||
rasterizerUnitTask[i].execute(&execRasterizerUnit, (void *)i);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for(int i=0;i<rasterizerCores;i++) rasterizerUnitTask[i].execute(execRasterizerUnit,(void*)i);
|
||||
for(int i=0;i<rasterizerCores;i++) rasterizerUnitTask[i].finish();
|
||||
rasterizerUnit[0].mainLoop<false>(&mainSoftRasterizer);
|
||||
}
|
||||
}
|
||||
|
||||
static void SoftRastRenderFinish()
|
||||
{
|
||||
if (!softRastHasNewData)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (rasterizerCores > 1)
|
||||
{
|
||||
for(unsigned int i = 0; i < rasterizerCores; i++)
|
||||
{
|
||||
rasterizerUnitTask[i].finish();
|
||||
}
|
||||
}
|
||||
|
||||
TexCache_EvictFrame();
|
||||
|
||||
|
||||
|
||||
mainSoftRasterizer.framebufferProcess();
|
||||
|
||||
|
||||
// printf("rendered %d of %d polys after backface culling\n",gfx3d.polylist->count-culled,gfx3d.polylist->count);
|
||||
SoftRastConvertFramebuffer();
|
||||
|
||||
softRastHasNewData = false;
|
||||
}
|
||||
|
||||
GPU3DInterface gpu3DRasterize = {
|
||||
|
@ -1648,7 +1696,7 @@ GPU3DInterface gpu3DRasterize = {
|
|||
SoftRastReset,
|
||||
SoftRastClose,
|
||||
SoftRastRender,
|
||||
SoftRastVramReconfigureSignal,
|
||||
NULL
|
||||
SoftRastRenderFinish,
|
||||
SoftRastVramReconfigureSignal
|
||||
};
|
||||
|
||||
|
|
|
@ -17,23 +17,62 @@
|
|||
*/
|
||||
|
||||
#include "render3D.h"
|
||||
#include "gfx3d.h"
|
||||
#include "texcache.h"
|
||||
|
||||
int cur3DCore = GPU3D_NULL;
|
||||
|
||||
static void NDS_nullFunc1 (void){}
|
||||
static char NDS_nullFunc2 (void){ return 1; }
|
||||
|
||||
GPU3DInterface gpu3DNull = {
|
||||
"None",
|
||||
NDS_nullFunc2, //NDS_3D_Init
|
||||
NDS_nullFunc1, //NDS_3D_Reset
|
||||
NDS_nullFunc1, //NDS_3D_Close
|
||||
NDS_nullFunc1, //NDS_3D_Render
|
||||
NDS_nullFunc1, //NDS_3D_VramReconfigureSignal
|
||||
0
|
||||
Default3D_Init,
|
||||
Default3D_Reset,
|
||||
Default3D_Close,
|
||||
Default3D_Render,
|
||||
Default3D_RenderFinish,
|
||||
Default3D_VramReconfigureSignal
|
||||
};
|
||||
|
||||
GPU3DInterface *gpu3D = &gpu3DNull;
|
||||
static bool default3DAlreadyClearedLayer = false;
|
||||
|
||||
char Default3D_Init()
|
||||
{
|
||||
default3DAlreadyClearedLayer = false;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
void Default3D_Reset()
|
||||
{
|
||||
default3DAlreadyClearedLayer = false;
|
||||
|
||||
TexCache_Reset();
|
||||
}
|
||||
|
||||
void Default3D_Close()
|
||||
{
|
||||
memset(gfx3d_convertedScreen, 0, sizeof(gfx3d_convertedScreen));
|
||||
default3DAlreadyClearedLayer = false;
|
||||
}
|
||||
|
||||
void Default3D_Render()
|
||||
{
|
||||
if (!default3DAlreadyClearedLayer)
|
||||
{
|
||||
memset(gfx3d_convertedScreen, 0, sizeof(gfx3d_convertedScreen));
|
||||
default3DAlreadyClearedLayer = true;
|
||||
}
|
||||
}
|
||||
|
||||
void Default3D_RenderFinish()
|
||||
{
|
||||
// Do nothing
|
||||
}
|
||||
|
||||
void Default3D_VramReconfigureSignal()
|
||||
{
|
||||
TexCache_Invalidate();
|
||||
}
|
||||
|
||||
void NDS_3D_SetDriver (int core3DIndex)
|
||||
{
|
||||
|
|
|
@ -30,22 +30,24 @@ typedef struct Render3DInterface
|
|||
const char * name;
|
||||
|
||||
//called once when the plugin starts up
|
||||
char (CALL_CONVENTION* NDS_3D_Init) (void);
|
||||
char (CALL_CONVENTION* NDS_3D_Init) ();
|
||||
|
||||
//called when the emulator resets (is this necessary?)
|
||||
void (CALL_CONVENTION* NDS_3D_Reset) (void);
|
||||
void (CALL_CONVENTION* NDS_3D_Reset) ();
|
||||
|
||||
//called when the plugin shuts down
|
||||
void (CALL_CONVENTION* NDS_3D_Close) (void);
|
||||
void (CALL_CONVENTION* NDS_3D_Close) ();
|
||||
|
||||
//called when the renderer should do its job and render the current display lists
|
||||
void (CALL_CONVENTION* NDS_3D_Render) (void);
|
||||
void (CALL_CONVENTION* NDS_3D_Render) ();
|
||||
|
||||
// Called whenever 3D rendering needs to finish. This function should block the calling thread
|
||||
// and only release the block when 3D rendering is finished. (Before reading the 3D layer, be
|
||||
// sure to always call this function.)
|
||||
void (CALL_CONVENTION* NDS_3D_RenderFinish) ();
|
||||
|
||||
//called when the emulator reconfigures its vram. you may need to invalidate your texture cache.
|
||||
void (CALL_CONVENTION* NDS_3D_VramReconfigureSignal) ();
|
||||
|
||||
//called when the emulator requests rendered graphics data
|
||||
u8* (CALL_CONVENTION* NDS_3D_GetLineData) (u8 lineNumber);
|
||||
|
||||
} GPU3DInterface;
|
||||
|
||||
|
@ -61,6 +63,13 @@ extern GPU3DInterface gpu3DNull;
|
|||
// Extern pointer
|
||||
extern GPU3DInterface *gpu3D;
|
||||
|
||||
char Default3D_Init();
|
||||
void Default3D_Reset();
|
||||
void Default3D_Close();
|
||||
void Default3D_Render();
|
||||
void Default3D_RenderFinish();
|
||||
void Default3D_VramReconfigureSignal();
|
||||
|
||||
void NDS_3D_SetDriver (int core3DIndex);
|
||||
bool NDS_3D_ChangeCore(int newCore);
|
||||
|
||||
|
|
|
@ -16,6 +16,7 @@
|
|||
*/
|
||||
|
||||
#ifndef _TASK_H_
|
||||
#define _TASK_H_
|
||||
|
||||
//Sort of like a single-thread thread pool.
|
||||
//You hand it a worker function and then call finish() to synch with its completion
|
||||
|
|
Loading…
Reference in New Issue