mirror of https://github.com/mgba-emu/mgba.git
3DS: Transition to using RenderTarget
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448bc200c3
commit
a14126c977
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@ -27,11 +27,13 @@ struct ctrUIVertex {
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};
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#define MAX_NUM_QUADS 256
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#define VERTEX_BUFFER_SIZE MAX_NUM_QUADS * sizeof(struct ctrUIVertex)
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#define BUFFER_PARTITIONS 4
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#define VERTEX_BUFFER_SIZE MAX_NUM_QUADS * BUFFER_PARTITIONS * sizeof(struct ctrUIVertex)
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static struct ctrUIVertex* ctrVertexBuffer = NULL;
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static int ctrNumVerts = 0;
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static int ctrVertStart = 0;
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static int ctrVertPartition = 0;
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static C3D_Tex* activeTexture = NULL;
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@ -174,9 +176,11 @@ void ctrAddRectEx(u32 color, s16 x, s16 y, s16 w, s16 h, s16 u, s16 v, s16 uw, s
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if (ctrNumVerts + ctrVertStart == MAX_NUM_QUADS) {
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ctrFlushBatch();
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C3D_Flush();
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ctrNumVerts = 0;
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ctrVertStart = 0;
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++ctrVertPartition;
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if (ctrVertPartition == BUFFER_PARTITIONS) {
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svcBreak(USERBREAK_PANIC);
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}
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ctrVertStart = ctrVertPartition * MAX_NUM_QUADS;
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}
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struct ctrUIVertex* vtx = &ctrVertexBuffer[ctrVertStart + ctrNumVerts];
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@ -217,7 +221,6 @@ void ctrFlushBatch(void) {
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void ctrFinalize(void) {
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ctrFlushBatch();
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C3D_Flush();
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ctrNumVerts = 0;
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ctrVertStart = 0;
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ctrVertPartition = 0;
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}
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@ -92,10 +92,14 @@ static C3D_Tex outputTexture;
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static ndspWaveBuf dspBuffer[DSP_BUFFERS];
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static int bufferId = 0;
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static bool frameLimiter = true;
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static unsigned frameCounter;
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static C3D_RenderBuf bottomScreen;
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static C3D_RenderBuf topScreen;
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static C3D_RenderBuf upscaleBuffer;
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static C3D_RenderTarget* topScreen[2];
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static C3D_RenderTarget* bottomScreen[2];
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static int doubleBuffer = 0;
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static C3D_RenderTarget* upscaleBuffer;
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static C3D_Tex upscaleBufferTex;
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static aptHookCookie cookie;
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@ -106,10 +110,24 @@ static bool _initGpu(void) {
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return false;
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}
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if (!C3D_RenderBufInit(&topScreen, 240, 400, GPU_RB_RGB8, 0) || !C3D_RenderBufInit(&bottomScreen, 240, 320, GPU_RB_RGB8, 0) || !C3D_RenderBufInit(&upscaleBuffer, 512, 512, GPU_RB_RGB8, 0)) {
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topScreen[0] = C3D_RenderTargetCreate(240, 400, GPU_RB_RGB8, 0);
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topScreen[1] = C3D_RenderTargetCreate(240, 400, GPU_RB_RGB8, 0);
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bottomScreen[0] = C3D_RenderTargetCreate(240, 320, GPU_RB_RGB8, 0);
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bottomScreen[1] = C3D_RenderTargetCreate(240, 320, GPU_RB_RGB8, 0);
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if (!topScreen[0] || !topScreen[1] || !bottomScreen[0] || !bottomScreen[1]) {
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return false;
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}
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if (!C3D_TexInitVRAM(&upscaleBufferTex, 512, 512, GPU_RB_RGB8)) {
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return false;
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}
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upscaleBuffer = C3D_RenderTargetCreateFromTex(&upscaleBufferTex, GPU_TEXFACE_2D, 0, 0);
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if (!upscaleBuffer) {
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return false;
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}
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C3D_RenderTargetSetClear(upscaleBuffer, C3D_CLEAR_COLOR, 0, 0);
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return ctrInitGpu();
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}
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@ -120,9 +138,13 @@ static void _cleanup(void) {
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linearFree(outputBuffer);
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}
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C3D_RenderBufDelete(&topScreen);
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C3D_RenderBufDelete(&bottomScreen);
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C3D_RenderBufDelete(&upscaleBuffer);
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C3D_RenderTargetDelete(topScreen[0]);
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C3D_RenderTargetDelete(topScreen[1]);
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C3D_RenderTargetDelete(bottomScreen[0]);
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C3D_RenderTargetDelete(bottomScreen[1]);
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C3D_RenderTargetDelete(upscaleBuffer);
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C3D_TexDelete(&upscaleBufferTex);
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C3D_TexDelete(&outputTexture);
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C3D_Fini();
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gfxExit();
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@ -204,18 +226,23 @@ static void _csndPlaySound(u32 flags, u32 sampleRate, float vol, void* left, voi
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static void _postAudioBuffer(struct mAVStream* stream, blip_t* left, blip_t* right);
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static void _drawStart(void) {
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C3D_RenderBufClear(&bottomScreen);
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C3D_RenderBufClear(&topScreen);
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C3D_FrameBegin(frameLimiter ? 0 : C3D_FRAME_NONBLOCK);
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frameCounter = C3D_FrameCounter(0);
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}
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static void _drawEnd(void) {
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ctrFinalize();
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C3D_RenderBufTransfer(&topScreen, (u32*) gfxGetFramebuffer(GFX_TOP, GFX_LEFT, NULL, NULL), GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGB8) | GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGB8));
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C3D_RenderBufTransfer(&bottomScreen, (u32*) gfxGetFramebuffer(GFX_BOTTOM, GFX_LEFT, NULL, NULL), GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGB8) | GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGB8));
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gfxSwapBuffersGpu();
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C3D_RenderTargetSetOutput(topScreen[doubleBuffer], GFX_TOP, GFX_LEFT, GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGB8) | GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGB8));
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C3D_RenderTargetSetOutput(bottomScreen[doubleBuffer], GFX_BOTTOM, GFX_LEFT, GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGB8) | GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGB8));
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C3D_FrameEnd(GX_CMDLIST_FLUSH);
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if (frameLimiter) {
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gspWaitForEvent(GSPGPU_EVENT_VBlank0, false);
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while (frameCounter == C3D_FrameCounter(0)) {
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gspWaitForAnyEvent();
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}
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}
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doubleBuffer ^= 1;
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C3D_FrameBufClear(&bottomScreen[doubleBuffer]->frameBuf, C3D_CLEAR_COLOR, 0, 0);
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C3D_FrameBufClear(&topScreen[doubleBuffer]->frameBuf, C3D_CLEAR_COLOR, 0, 0);
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}
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static int _batteryState(void) {
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@ -234,12 +261,7 @@ static int _batteryState(void) {
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}
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static void _guiPrepare(void) {
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int screen = screenMode < SM_PA_TOP ? GFX_BOTTOM : GFX_TOP;
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if (screen == GFX_BOTTOM) {
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return;
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}
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C3D_RenderBufBind(&bottomScreen);
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C3D_FrameDrawOn(bottomScreen[doubleBuffer]);
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ctrSetViewportSize(320, 240, true);
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}
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@ -296,9 +318,9 @@ static void _setup(struct mGUIRunner* runner) {
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if (mCoreConfigGetUIntValue(&runner->config, "filterMode", &mode) && mode < FM_MAX) {
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filterMode = mode;
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if (filterMode == FM_NEAREST) {
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C3D_TexSetFilter(&upscaleBuffer.colorBuf, GPU_NEAREST, GPU_NEAREST);
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C3D_TexSetFilter(&upscaleBufferTex, GPU_NEAREST, GPU_NEAREST);
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} else {
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C3D_TexSetFilter(&upscaleBuffer.colorBuf, GPU_LINEAR, GPU_LINEAR);
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C3D_TexSetFilter(&upscaleBufferTex, GPU_LINEAR, GPU_LINEAR);
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}
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}
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if (mCoreConfigGetUIntValue(&runner->config, "darkenMode", &mode) && mode < DM_MAX) {
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@ -355,9 +377,9 @@ static void _gameLoaded(struct mGUIRunner* runner) {
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if (mCoreConfigGetUIntValue(&runner->config, "filterMode", &mode) && mode < FM_MAX) {
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filterMode = mode;
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if (filterMode == FM_NEAREST) {
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C3D_TexSetFilter(&upscaleBuffer.colorBuf, GPU_NEAREST, GPU_NEAREST);
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C3D_TexSetFilter(&upscaleBufferTex, GPU_NEAREST, GPU_NEAREST);
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} else {
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C3D_TexSetFilter(&upscaleBuffer.colorBuf, GPU_LINEAR, GPU_LINEAR);
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C3D_TexSetFilter(&upscaleBufferTex, GPU_LINEAR, GPU_LINEAR);
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}
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}
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if (mCoreConfigGetUIntValue(&runner->config, "darkenMode", &mode) && mode < DM_MAX) {
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@ -423,19 +445,19 @@ static void _drawTex(struct mCore* core, bool faded) {
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unsigned screen_w, screen_h;
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switch (screenMode) {
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case SM_PA_BOTTOM:
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C3D_RenderBufBind(&bottomScreen);
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C3D_FrameDrawOn(bottomScreen[doubleBuffer]);
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screen_w = 320;
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screen_h = 240;
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break;
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case SM_PA_TOP:
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C3D_RenderBufBind(&topScreen);
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C3D_FrameDrawOn(topScreen[doubleBuffer]);
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screen_w = 400;
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screen_h = 240;
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break;
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default:
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C3D_RenderBufBind(&upscaleBuffer);
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screen_w = upscaleBuffer.colorBuf.width;
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screen_h = upscaleBuffer.colorBuf.height;
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C3D_FrameDrawOn(upscaleBuffer);
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screen_w = 512;
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screen_h = 512;
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break;
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}
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@ -524,10 +546,10 @@ static void _drawTex(struct mCore* core, bool faded) {
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coreh = h;
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screen_h = 240;
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if (screenMode < SM_PA_TOP) {
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C3D_RenderBufBind(&bottomScreen);
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C3D_FrameDrawOn(bottomScreen[doubleBuffer]);
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screen_w = 320;
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} else {
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C3D_RenderBufBind(&topScreen);
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C3D_FrameDrawOn(topScreen[doubleBuffer]);
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screen_w = 400;
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}
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ctrSetViewportSize(screen_w, screen_h, true);
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@ -556,7 +578,7 @@ static void _drawTex(struct mCore* core, bool faded) {
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x = (screen_w - w) / 2;
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y = (screen_h - h) / 2;
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ctrActivateTexture(&upscaleBuffer.colorBuf);
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ctrActivateTexture(&upscaleBufferTex);
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ctrAddRectEx(0xFFFFFFFF, x, y, w, h, 0, 0, corew, coreh, 0);
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ctrFlushBatch();
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}
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@ -623,8 +645,8 @@ static void _incrementScreenMode(struct mGUIRunner* runner) {
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screenMode = (screenMode + 1) % SM_MAX;
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mCoreConfigSetUIntValue(&runner->config, "screenMode", screenMode);
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C3D_RenderBufClear(&bottomScreen);
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C3D_RenderBufClear(&topScreen);
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C3D_FrameBufClear(&bottomScreen[doubleBuffer]->frameBuf, C3D_CLEAR_COLOR, 0, 0);
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C3D_FrameBufClear(&topScreen[doubleBuffer]->frameBuf, C3D_CLEAR_COLOR, 0, 0);
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}
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static void _setFrameLimiter(struct mGUIRunner* runner, bool limit) {
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@ -845,7 +867,7 @@ int main() {
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}
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C3D_TexSetWrap(&outputTexture, GPU_CLAMP_TO_EDGE, GPU_CLAMP_TO_EDGE);
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C3D_TexSetFilter(&outputTexture, GPU_NEAREST, GPU_NEAREST);
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C3D_TexSetFilter(&upscaleBuffer.colorBuf, GPU_LINEAR, GPU_LINEAR);
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C3D_TexSetFilter(&upscaleBufferTex, GPU_LINEAR, GPU_LINEAR);
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void* outputTextureEnd = (u8*)outputTexture.data + 256 * 256 * 2;
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// Zero texture data to make sure no garbage around the border interferes with filtering
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