Debork party. Untested.

This commit is contained in:
Themaister 2011-12-16 16:02:30 +01:00
parent 3eb98951f7
commit f182a2ad24

View File

@ -27,20 +27,10 @@
#include "driver.h" #include "driver.h"
#include "general.h" #include "general.h"
#ifdef HAVE_CONFIG_H #define TEX_W 512
#include "config.h" #define TEX_H 512
#endif
#define XE_W 1024 static const uint32_t g_PS[] =
#define XE_H 1024
#define UV_BOTTOM 0
#define UV_TOP 1
#define UV_LEFT 2
#define UV_RIGHT 3
// pixel shader
const unsigned int g_xps_PS[] =
{ {
0x102a1100, 0x000000b4, 0x0000003c, 0x00000000, 0x00000024, 0x00000000, 0x102a1100, 0x000000b4, 0x0000003c, 0x00000000, 0x00000024, 0x00000000,
0x0000008c, 0x00000000, 0x00000000, 0x00000064, 0x0000001c, 0x00000057, 0x0000008c, 0x00000000, 0x00000000, 0x00000064, 0x0000001c, 0x00000057,
@ -54,8 +44,7 @@ const unsigned int g_xps_PS[] =
0xc80f8000, 0x00000000, 0xe2010100, 0x00000000, 0x00000000, 0x00000000 0xc80f8000, 0x00000000, 0xe2010100, 0x00000000, 0x00000000, 0x00000000
}; };
// vertex shader static const uint32_t g_VS[] =
const unsigned int g_xvs_VS[] =
{ {
0x102a1101, 0x0000009c, 0x00000078, 0x00000000, 0x00000024, 0x00000000, 0x102a1101, 0x0000009c, 0x00000078, 0x00000000, 0x00000024, 0x00000000,
0x00000058, 0x00000000, 0x00000000, 0x00000030, 0x0000001c, 0x00000023, 0x00000058, 0x00000000, 0x00000000, 0x00000030, 0x0000001c, 0x00000023,
@ -71,182 +60,145 @@ const unsigned int g_xvs_VS[] =
0x00000000, 0x00000000, 0x00000000 0x00000000, 0x00000000, 0x00000000
}; };
typedef struct DrawVerticeFormats struct Vertex
{ {
float x, y, z, w; float x, y, z, w;
unsigned int color; uint32_t color;
float u, v; float u, v;
} DrawVerticeFormats; };
typedef struct xenon360_video xenon360_video_t;
static bool g_quitting; static bool g_quitting;
typedef struct gl typedef struct xe
{ {
unsigned char *screen; struct XenosDevice dev;
struct XenosVertexBuffer *vb; struct XenosVertexBuffer *vb;
struct XenosDevice * gl_device; struct XenosShader *vertex_shader;
struct XenosDevice real_device; struct XenosShader *pixel_shader;
struct XenosShader * g_pVertexShader; struct XenosSurface *tex;
struct XenosShader * g_pPixelTexturedShader;
struct XenosSurface * g_pTexture;
unsigned frame_count; unsigned frame_count;
} gl_t; } xe_t;
static float ScreenUv[4] = {0.f, 1.0f, 1.0f, 0.f};
static void xenon360_gfx_free(void *data) static void xenon360_gfx_free(void *data)
{ {
gl_t *vid = data; xe_t *vid = data;
if (!vid) if (!vid)
return; return;
// FIXME: Proper deinitialization of device resources.
free(vid); free(vid);
} }
static void init_vertex(xe_t *xe)
{
xe->vb = Xe_CreateVertexBuffer(&xe->dev, 4 * sizeof(struct Vertex));
struct Vertex *rect = Xe_VB_Lock(&xe->dev, xe->vb, 0, 4 * sizeof(struct Vertex), XE_LOCK_WRITE);
rect[0].x = -1.0;
rect[0].y = -1.0;
rect[0].u = 0.0;
rect[0].v = 0.0;
rect[0].color = 0;
rect[1].x = 1.0;
rect[1].y = -1.0;
rect[1].u = 1.0;
rect[1].v = 1.0;
rect[1].color = 0;
rect[2].x = 1.0;
rect[2].y = 1.0;
rect[2].u = 1.0;
rect[2].v = 1.0;
rect[2].color = 0;
rect[3].x = -1.0;
rect[3].y = 1.0;
rect[3].u = 0.0;
rect[3].v = 1.0;
rect[3].color = 0;
for (unsigned i = 0; i < 3; i++)
{
rect[i].z = 0.0;
rect[i].w = 1.0;
}
Xe_VB_Unlock(&xe->dev, xe->vb);
}
static void *xenon360_gfx_init(const video_info_t *video, const input_driver_t **input, void **input_data) static void *xenon360_gfx_init(const video_info_t *video, const input_driver_t **input, void **input_data)
{ {
gl_t * gl = calloc(1, sizeof(gl_t)); xe_t *xe = calloc(1, sizeof(*xe));
if (!gl) if (!xe)
return NULL; return NULL;
gl->gl_device = &gl->real_device; Xe_Init(&xe->dev);
Xe_SetRenderTarget(&xe->dev, Xe_GetFramebufferSurface(&xe->dev));
Xe_Init(gl->gl_device); init_vertex(xe);
Xe_SetRenderTarget(gl->gl_device, Xe_GetFramebufferSurface(gl->gl_device)); static const struct XenosVBFFormat vbf = {
static const struct XenosVBFFormat vbf =
{
3, 3,
{ {
{ XE_USAGE_POSITION, 0, XE_TYPE_FLOAT4 }, { XE_USAGE_POSITION, 0, XE_TYPE_FLOAT4 },
{ XE_USAGE_COLOR, 0, XE_TYPE_UBYTE4 }, { XE_USAGE_COLOR, 0, XE_TYPE_UBYTE4 },
{ XE_USAGE_TEXCOORD, 0, XE_TYPE_FLOAT2 }, { XE_USAGE_TEXCOORD, 0, XE_TYPE_FLOAT2 },
} },
}; };
gl->g_pPixelTexturedShader = Xe_LoadShaderFromMemory(gl->gl_device, (void*)g_xps_PS); xe->pixel_shader = Xe_LoadShaderFromMemory(&xe->dev, (void*)g_PS);
Xe_InstantiateShader(gl->gl_device, gl->g_pPixelTexturedShader, 0); Xe_InstantiateShader(&xe->dev, xe->pixel_shader, 0);
gl->g_pVertexShader = Xe_LoadShaderFromMemory(gl->gl_device, (void*)g_xvs_VS); xe->vertex_shader = Xe_LoadShaderFromMemory(&xe->dev, (void*)g_VS);
Xe_InstantiateShader(gl->gl_device, gl->g_pVertexShader, 0); Xe_InstantiateShader(&xe->dev, xe->vertex_shader, 0);
Xe_ShaderApplyVFetchPatches(gl->gl_device, gl->g_pVertexShader, 0, &vbf); Xe_ShaderApplyVFetchPatches(&xe->dev, xe->vertex_shader, 0, &vbf);
edram_init(gl->gl_device); Xe_SetShader(&xe->dev, SHADER_TYPE_PIXEL, xe->pixel_shader, 0);
Xe_SetShader(&xe->dev, SHADER_TYPE_VERTEX, xe->vertex_shader, 0);
edram_init(&xe->dev);
Xe_SetClearColor(&xe->dev, 0);
// enable filtering for now xe->tex = Xe_CreateTexture(&xe->dev, TEX_W, TEX_H, 1, XE_FMT_5551, 0);
xe->tex->use_filtering = true;
Xe_SetTexture(&xe->dev, 0, xe->tex);
float x = -1.0f; Xe_SetClearColor(&xe->dev, 0);
float y = 1.0f; Xe_SetCullMode(&xe->dev, XE_CULL_NONE);
float w = 4.0f; Xe_SetStreamSource(&xe->dev, 0, xe->vb, 0, sizeof(struct Vertex));
float h = 4.0f;
gl->vb = Xe_CreateVertexBuffer(gl->gl_device, 3 * sizeof(DrawVerticeFormats)); return xe;
DrawVerticeFormats *Rect = Xe_VB_Lock(gl->gl_device, gl->vb, 0, 3 * sizeof (DrawVerticeFormats), XE_LOCK_WRITE);
ScreenUv[UV_TOP] = ScreenUv[UV_TOP] * 2;
ScreenUv[UV_LEFT] = ScreenUv[UV_LEFT] * 2;
// top left
Rect[0].x = x;
Rect[0].y = y;
Rect[0].u = ScreenUv[UV_BOTTOM];
Rect[0].v = ScreenUv[UV_RIGHT];
Rect[0].color = 0;
// bottom left
Rect[1].x = x;
Rect[1].y = y - h;
Rect[1].u = ScreenUv[UV_BOTTOM];
Rect[1].v = ScreenUv[UV_LEFT];
Rect[1].color = 0;
// top right
Rect[2].x = x + w;
Rect[2].y = y;
Rect[2].u = ScreenUv[UV_TOP];
Rect[2].v = ScreenUv[UV_RIGHT];
Rect[2].color = 0;
Rect[3].x = x + w;
Rect[3].y = y;
Rect[3].u = ScreenUv[UV_TOP];
Rect[3].v = ScreenUv[UV_RIGHT];
Rect[3].color = 0;
int i = 0;
for (i = 0; i < 3; i++)
{
Rect[i].z = 0.0;
Rect[i].w = 1.0;
} }
Xe_VB_Unlock(gl->gl_device, gl->vb); static bool xenon360_gfx_frame(void *data, const void *frame,
unsigned width, unsigned height, unsigned pitch,
Xe_SetClearColor(gl->gl_device, 0); const char *msg)
return gl;
}
static bool xenon360_gfx_frame(void *data, const void *frame, unsigned width, unsigned height, unsigned pitch, const char *msg)
{ {
gl_t *vid = data; xe_t *xe = data;
xe->frame_count++;
vid->frame_count++; //struct Vertex *rect = Xe_VB_Lock(vid->xe_device, vid->vb, 0, 4 * sizeof(struct Vertex), XE_LOCK_WRITE);
// FIXME: Proper UV handling goes here later.
//Xe_VB_Unlock(&xe->dev, xe->vb);
uint16_t *dst = Xe_Surface_LockRect(&xe->dev, xe->tex, 0, 0, 0, 0, XE_LOCK_WRITE);
// update texture viewport
static unsigned old_width = 0;
static unsigned old_height = 0;
ScreenUv[UV_TOP] = ((float) (width) / (float) XE_W)*2;
ScreenUv[UV_LEFT] = ((float) (height) / (float) XE_H)*2;
DrawVerticeFormats * Rect = Xe_VB_Lock(vid->gl_device, vid->vb, 0, 3 * sizeof(DrawVerticeFormats), XE_LOCK_WRITE);
// bottom left
Rect[1].v = ScreenUv[UV_LEFT];
Rect[2].u = ScreenUv[UV_TOP];
Xe_VB_Unlock(vid->gl_device, vid->vb);
old_width = width;
old_height = height;
// Refresh texture cache
vid->g_pTexture = Xe_CreateTexture(vid->gl_device, XE_W, XE_H, 1, XE_FMT_5551, 0);
vid->g_pTexture->use_filtering = 1;
uint16_t *dst = Xe_Surface_LockRect(vid->gl_device, vid->g_pTexture, 0, 0, 0, 0, XE_LOCK_WRITE);
const uint16_t *src = frame; const uint16_t *src = frame;
unsigned stride_in = pitch >> 1; unsigned stride_in = pitch >> 1;
unsigned stride_out = vid->g_pTexture->wpitch >> 1; unsigned stride_out = xe->tex->wpitch >> 1;
unsigned copy_size = width << 1; unsigned copy_size = width << 1;
for (unsigned y = 0; y < height; y++, dst += stride_out, src += stride_in) for (unsigned y = 0; y < height; y++, dst += stride_out, src += stride_in)
memcpy(dst, src, copy_size); memcpy(dst, src, copy_size);
Xe_Surface_Unlock(vid->gl_device, vid->g_pTexture);
// Reset states Xe_Surface_Unlock(&xe->dev, xe->tex);
Xe_InvalidateState(vid->gl_device); Xe_InvalidateState(&xe->dev);
Xe_SetClearColor(vid->gl_device, 0);
// Select stream Xe_DrawPrimitive(&xe->dev, XE_PRIMTYPE_TRIANGLESTRIP, 0, 2);
Xe_SetTexture(vid->gl_device, 0, vid->g_pTexture);
Xe_SetCullMode(vid->gl_device, XE_CULL_NONE);
Xe_SetStreamSource(vid->gl_device, 0, vid->vb, 0, sizeof(DrawVerticeFormats));
// Select shaders Xe_Resolve(&xe->dev);
Xe_SetShader(vid->gl_device, SHADER_TYPE_PIXEL, vid->g_pPixelTexturedShader, 0); Xe_Sync(&xe->dev);
Xe_SetShader(vid->gl_device, SHADER_TYPE_VERTEX, vid->g_pVertexShader, 0);
// Draw
Xe_DrawPrimitive(vid->gl_device, XE_PRIMTYPE_TRIANGLELIST, 0, 1);
// Resolve
Xe_Resolve(vid->gl_device);
Xe_Sync(vid->gl_device);
return true; return true;
} }
@ -269,7 +221,6 @@ static bool xenon360_gfx_focus(void *data)
return true; return true;
} }
const video_driver_t video_xenon360 = { const video_driver_t video_xenon360 = {
.init = xenon360_gfx_init, .init = xenon360_gfx_init,
.frame = xenon360_gfx_frame, .frame = xenon360_gfx_frame,