Erik Abair 2021-11-09 19:07:05 -08:00
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---
Language: Cpp
# BasedOnStyle: Google
AccessModifierOffset: -1
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InsertTrailingCommas: None
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# CLion
# To allow this file to work you'll need to enable parsing of project-local
# .gdbinit files. Create/edit ~/.gdbinit (on WSL make sure it's inside the
# linux guest) and add:
#
# set auto-load local-gdbinit on
# add-auto-load-safe-path /
# Tell GDB that we are using 32-bit x86 architecture
set arch i386
# Tell GDB to load symbols from main.exe
#
# Notice here that we are using the .exe file, not the .xbe file, as
# GDB does not understand the .xbe format.
#
add-symbol-file main.exe
# Use a layout which shows source code
# CLion: Not supported
#layout src
# Prevent CLion from dying with "doesn't support qGetTIBAddr packet"
set osabi none
# CLion: Handled by CLion
# Connect to the XQEMU GDB server
# target remote 127.0.0.1:1234
# Stop execution at the beginning of the `main` function
# b main
# Let XQEMU run until the CPU tries to execute from the address
# we have placed our breakpoint(s)
# c

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*.cpp.d
*.obj
*.iso
*.lib
*.exe
*.xbe
*.pdb
.DS_Store
.vscode/
.idea/
bin/

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Also add information on how to contact you by electronic and paper mail.
You should also get your employer (if you work as a programmer) or your
school, if any, to sign a "copyright disclaimer" for the library, if
necessary. Here is a sample; alter the names:
Yoyodyne, Inc., hereby disclaims all copyright interest in the
library `Frob' (a library for tweaking knobs) written by James Random Hacker.
<signature of Ty Coon>, 1 April 1990
Ty Coon, President of Vice
That's all there is to it!

10
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XBE_TITLE = nxdk_texture_format_tests
GEN_XISO = $(XBE_TITLE).iso
SRCS = $(CURDIR)/math3d.c $(CURDIR)/main.c $(CURDIR)/swizzle.c
SHADER_OBJS = ps.inl vs.inl
NXDK_DIR ?= $(CURDIR)/../nxdk
NXDK_SDL = y
NXDK_CXX = y
include $(NXDK_DIR)/Makefile

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texture-formats
====
Various tests for nv2a rendering.
Original code from https://github.com/Ernegien/nxdk/tree/test/texture-formats/samples/texture-formats
## Running with CLion
Create a build target
1. Create a new `Embedded GDB Server` target
1. Set the Target to `all`
1. Set the Executable to `main.exe`
1. Set `Download executable` to `None`
1. Set `'target remote' args` to `127.0.0.1:1234`
1. Set `GDB Server` to the path to the xemu binary
1. Set `GDB Server args` to `-s -S` (the `-S` is optional and will cause xemu to wait for the debugger to connnect)
To capture DbgPrint, additionally append `-device lpc47m157 -serial tcp:127.0.0.1:9091` to `GDB Server args` and use
something like [pykdclient](https://github.com/abaire/pykdclient).

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/*
* This sample provides a very basic demonstration of 3D rendering on the Xbox,
* using pbkit. Based on the pbkit demo sources.
*/
#include <hal/video.h>
#include <hal/xbox.h>
#define _USE_MATH_DEFINES
#include <math.h>
#include <pbkit/pbkit.h>
#include <stdint.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <strings.h>
#include <windows.h>
#include <xboxkrnl/xboxkrnl.h>
#include <hal/debug.h>
#include "math3d.h"
#include <SDL.h>
#include <SDL_image.h>
#include "swizzle.h"
typedef struct TextureFormatInfo {
SDL_PixelFormatEnum SdlFormat;
uint32_t XboxFormat;
uint16_t XboxBpp; // bytes per pixel
bool XboxSwizzled;
bool RequireConversion;
char* Name;
} TextureFormatInfo;
#pragma pack(1)
typedef struct Vertex {
float pos[3];
float texcoord[2];
float normal[3];
} Vertex;
#pragma pack()
static Vertex *alloc_vertices; // texcoords 0 to width/height
static Vertex *alloc_vertices_swizzled; // texcoords normalized 0 to 1
static uint32_t num_vertices;
MATRIX m_model, m_view, m_proj;
VECTOR v_cam_pos = { 0, 0.05, 1.07, 1 };
VECTOR v_cam_rot = { 0, 0, 0, 1 };
VECTOR v_light_dir = { 0, 0, 1, 1 };
#include "verts.h"
#include "texture.h"
#define MASK(mask, val) (((val) << (ffs(mask)-1)) & (mask))
#define MAXRAM 0x03FFAFFF
// TODO: upstream missing nv2a defines
#define NV2A_VERTEX_ATTR_POSITION 0
#define NV2A_VERTEX_ATTR_NORMAL 2
#define NV2A_VERTEX_ATTR_TEXTURE0 9
#define NV097_SET_TEXTURE_FORMAT_COLOR_LU_IMAGE_G8B8 0x17
#define NV097_SET_TEXTURE_FORMAT_COLOR_SZ_B8G8R8A8 0x3B
#define NV097_SET_TEXTURE_FORMAT_COLOR_LC_IMAGE_CR8YB8CB8YA8 0x24
#define NV097_SET_TEXTURE_FORMAT_COLOR_LC_IMAGE_YB8CR8YA8CB8 0x25
#define NV097_SET_TEXTURE_FORMAT_COLOR_D16 0x2C // TODO: proper nvidia name
#define NV097_SET_TEXTURE_FORMAT_COLOR_LIN_F16 0x31 // TODO: proper nvidia name
#define NV097_SET_CONTROL0_COLOR_SPACE_CONVERT 0xF0000000
#define NV097_SET_CONTROL0_COLOR_SPACE_CONVERT_CRYCB_TO_RGB 0x1
static void matrix_viewport(float out[4][4], float x, float y, float width, float height, float z_min, float z_max);
static void init_shader(void);
static void init_textures(void);
static void set_attrib_pointer(unsigned int index, unsigned int format, unsigned int size, unsigned int stride, const void* data);
static void draw_arrays(unsigned int mode, int start, int count);
static int update_texture_memory(void* texMem, TextureFormatInfo format, int width, int height);
static const TextureFormatInfo format_map[] = {
// swizzled
{ SDL_PIXELFORMAT_ABGR8888, NV097_SET_TEXTURE_FORMAT_COLOR_SZ_A8B8G8R8, 4, true, false, "A8B8G8R8" },
{ SDL_PIXELFORMAT_RGBA8888, NV097_SET_TEXTURE_FORMAT_COLOR_SZ_R8G8B8A8, 4, true, false, "R8G8B8A8" },
{ SDL_PIXELFORMAT_ARGB8888, NV097_SET_TEXTURE_FORMAT_COLOR_SZ_A8R8G8B8, 4, true, false, "A8R8G8B8" },
{ SDL_PIXELFORMAT_ARGB8888, NV097_SET_TEXTURE_FORMAT_COLOR_SZ_X8R8G8B8, 4, true, false, "X8R8G8B8" },
{ SDL_PIXELFORMAT_BGRA8888, NV097_SET_TEXTURE_FORMAT_COLOR_SZ_B8G8R8A8, 4, true, false, "B8G8R8A8" },
{ SDL_PIXELFORMAT_RGB565, NV097_SET_TEXTURE_FORMAT_COLOR_SZ_R5G6B5, 2, true, false, "R5G6B5" },
{ SDL_PIXELFORMAT_ARGB1555, NV097_SET_TEXTURE_FORMAT_COLOR_SZ_A1R5G5B5, 2, true, false, "A1R5G5B5" },
{ SDL_PIXELFORMAT_ARGB1555, NV097_SET_TEXTURE_FORMAT_COLOR_SZ_X1R5G5B5, 2, true, false, "X1R5G5B5" },
{ SDL_PIXELFORMAT_ARGB4444, NV097_SET_TEXTURE_FORMAT_COLOR_SZ_A4R4G4B4, 2, true, false, "A4R4G4B4" },
// linear unsigned
{ SDL_PIXELFORMAT_ABGR8888, NV097_SET_TEXTURE_FORMAT_COLOR_LU_IMAGE_A8B8G8R8, 4, false, false, "A8B8G8R8" },
{ SDL_PIXELFORMAT_RGBA8888, NV097_SET_TEXTURE_FORMAT_COLOR_LU_IMAGE_R8G8B8A8, 4, false, false, "R8G8B8A8" },
{ SDL_PIXELFORMAT_ARGB8888, NV097_SET_TEXTURE_FORMAT_COLOR_LU_IMAGE_A8R8G8B8, 4, false, false, "A8R8G8B8" },
{ SDL_PIXELFORMAT_ARGB8888, NV097_SET_TEXTURE_FORMAT_COLOR_LU_IMAGE_X8R8G8B8, 4, false, false, "X8R8G8B8" },
{ SDL_PIXELFORMAT_BGRA8888, NV097_SET_TEXTURE_FORMAT_COLOR_LU_IMAGE_B8G8R8A8, 4, false, false, "B8G8R8A8" },
{ SDL_PIXELFORMAT_RGB565, NV097_SET_TEXTURE_FORMAT_COLOR_LU_IMAGE_R5G6B5, 2, false, false, "R5G6B5" },
{ SDL_PIXELFORMAT_ARGB1555, NV097_SET_TEXTURE_FORMAT_COLOR_LU_IMAGE_A1R5G5B5, 2, false, false, "A1R5G5B5" },
{ SDL_PIXELFORMAT_ARGB1555, NV097_SET_TEXTURE_FORMAT_COLOR_LU_IMAGE_X1R5G5B5, 2, false, false, "X1R5G5B5" },
{ SDL_PIXELFORMAT_ARGB4444, NV097_SET_TEXTURE_FORMAT_COLOR_LU_IMAGE_A4R4G4B4, 2, false, false, "A4R4G4B4" },
// yuv color space
// Each 4 bytes represent the color for 2 neighboring pixels:
// [ U0 | Y0 | V0 | Y1 ]
// Y0 is the brightness of pixel 0, Y1 the brightness of pixel 1.
// U0 and V0 is the color of both pixels. (second pixel is the one sampled? or averaged? doesn't really matter here)
// https://docs.microsoft.com/en-us/windows/win32/medfound/recommended-8-bit-yuv-formats-for-video-rendering#converting-8-bit-yuv-to-rgb888
{ SDL_PIXELFORMAT_BGRA8888, NV097_SET_TEXTURE_FORMAT_COLOR_LC_IMAGE_CR8YB8CB8YA8, 2, false, true, "YUY2" },
{ SDL_PIXELFORMAT_BGRA8888, NV097_SET_TEXTURE_FORMAT_COLOR_LC_IMAGE_YB8CR8YA8CB8, 2, false, true, "UYVY" },
//{ SDL_PIXELFORMAT_RGBA8888, NV097_SET_TEXTURE_FORMAT_COLOR_LU_IMAGE_Y16, false, true, "Y16" },
//{ SDL_PIXELFORMAT_RGBA8888, NV097_SET_TEXTURE_FORMAT_COLOR_SZ_Y8, true, true, "SZ_Y8" },
//{ SDL_PIXELFORMAT_RGBA8888, NV097_SET_TEXTURE_FORMAT_COLOR_LU_IMAGE_Y8, false, true, "Y8" },
//{ SDL_PIXELFORMAT_RGBA8888, NV097_SET_TEXTURE_FORMAT_COLOR_SZ_AY8, true, true, "SZ_AY8" },
//{ SDL_PIXELFORMAT_RGBA8888, NV097_SET_TEXTURE_FORMAT_COLOR_LU_IMAGE_AY8, false, true, "AY8" },
//{ SDL_PIXELFORMAT_RGBA8888, NV097_SET_TEXTURE_FORMAT_COLOR_SZ_A8, true, true, "SZ_A8" },
//{ SDL_PIXELFORMAT_RGBA8888, NV097_SET_TEXTURE_FORMAT_COLOR_SZ_A8Y8, true, true, "SZ_A8Y8" },
// misc formats
//{ SDL_PIXELFORMAT_RGBA8888, NV097_SET_TEXTURE_FORMAT_COLOR_L_DXT1_A1R5G5B5, false, true, "DXT1" },
//{ SDL_PIXELFORMAT_RGBA8888, NV097_SET_TEXTURE_FORMAT_COLOR_L_DXT23_A8R8G8B8, false, true, "DXT3" },
//{ SDL_PIXELFORMAT_RGBA8888, NV097_SET_TEXTURE_FORMAT_COLOR_L_DXT45_A8R8G8B8, false, true, "DXT5" },
//{ SDL_PIXELFORMAT_RGBA8888, NV097_SET_TEXTURE_FORMAT_COLOR_SZ_G8B8, true, true, "SZ_G8B8" },
{ SDL_PIXELFORMAT_RGBA8888, NV097_SET_TEXTURE_FORMAT_COLOR_LU_IMAGE_G8B8, 2, false, true, "G8B8" },
//{ SDL_PIXELFORMAT_RGBA8888, NV097_SET_TEXTURE_FORMAT_COLOR_D16, false, true, "D16" }, // TODO: implement in xemu
//{ SDL_PIXELFORMAT_RGBA8888, NV097_SET_TEXTURE_FORMAT_COLOR_LIN_F16, false, true, "LIN_F16" }, // TODO: implement in xemu
//{ SDL_PIXELFORMAT_RGBA8888, NV097_SET_TEXTURE_FORMAT_COLOR_SZ_R8B8, true, true, "SZ_R8B8" },
//{ SDL_PIXELFORMAT_RGBA8888, NV097_SET_TEXTURE_FORMAT_COLOR_SZ_R6G5B5, true, true, "R6G5B5" }
// TODO: define others here
};
// bitscan forward
int bsf(int val) {
__asm bsf eax, val
}
/* Main program function */
int main(void)
{
uint32_t *p;
int i, status;
int width = 640, height = 480;
float m_viewport[4][4];
int format_map_index = 0;
bool toggleFormat;
int texWidth = 256, texHeight = 256;
SDL_GameController *gameController;
XVideoSetMode(width, height, 32, REFRESH_DEFAULT);
// initialize input for the first gamepad
SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER);
gameController = SDL_GameControllerOpen(0);
if (!gameController) {
debugPrint("Failed to initialize input for gamepad 0");
Sleep(2000);
return 1;
}
if ((status = pb_init())) {
debugPrint("pb_init Error %d\n", status);
Sleep(2000);
return 1;
}
pb_show_front_screen();
/* Load constant rendering things (shaders, geometry) */
init_shader();
// real nv2a hardware seems to cache this and not honor updates? have separate vertex buffers for swizzled and linear for now...
alloc_vertices = MmAllocateContiguousMemoryEx(sizeof(vertices), 0, MAXRAM, 0, PAGE_WRITECOMBINE | PAGE_READWRITE);
alloc_vertices_swizzled = MmAllocateContiguousMemoryEx(sizeof(vertices), 0, MAXRAM, 0, PAGE_WRITECOMBINE | PAGE_READWRITE);
memcpy(alloc_vertices, vertices, sizeof(vertices));
memcpy(alloc_vertices_swizzled, vertices, sizeof(vertices));
num_vertices = sizeof(vertices)/sizeof(vertices[0]);
for (int i = 0; i < num_vertices; i++) {
if (alloc_vertices[i].texcoord[0]) alloc_vertices[i].texcoord[0] = texWidth * 1.0f;
if (alloc_vertices[i].texcoord[1]) alloc_vertices[i].texcoord[1] = texHeight * 1.0f;
}
// allocate texture memory buffer large enough for all types
void *texMem = MmAllocateContiguousMemoryEx(texWidth * texHeight * 4, 0, MAXRAM, 0, PAGE_WRITECOMBINE | PAGE_READWRITE);
int texError = update_texture_memory(texMem, format_map[format_map_index], texWidth, texHeight);
/* Create view matrix (our camera is static) */
matrix_unit(m_view);
create_world_view(m_view, v_cam_pos, v_cam_rot);
/* Create projection matrix */
matrix_unit(m_proj);
create_view_screen(m_proj, (float)width/(float)height, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 10000.0f);
/* Create viewport matrix, combine with projection */
matrix_viewport(m_viewport, 0, 0, width, height, 0, 65536.0f);
matrix_multiply(m_proj, m_proj, (float*)m_viewport);
/* Create local->world matrix given our updated object */
matrix_unit(m_model);
while(1) {
// cycle current texture based on A or B button presses
SDL_GameControllerUpdate();
bool aPress = SDL_GameControllerGetButton(gameController, SDL_CONTROLLER_BUTTON_A);
bool bPress = SDL_GameControllerGetButton(gameController, SDL_CONTROLLER_BUTTON_B);
if (aPress || bPress) {
if (toggleFormat) {
// TODO: back doesn't wrap as intended, re-do logic
format_map_index = (format_map_index + (aPress ? 1 : -1)) % (sizeof(format_map) / sizeof(format_map[0]));
texError = update_texture_memory(texMem, format_map[format_map_index], texWidth, texHeight);
}
toggleFormat = false;
} else toggleFormat = true;
pb_wait_for_vbl();
pb_reset();
pb_target_back_buffer();
/* Clear depth & stencil buffers */
pb_erase_depth_stencil_buffer(0, 0, width, height);
pb_fill(0, 0, width, height, 0xff000000);
pb_erase_text_screen();
while(pb_busy()) {
/* Wait for completion... */
}
/*
* Setup texture stages
*/
/* Enable texture stage 0 */
/* FIXME: Use constants instead of the hardcoded values below */
p = pb_begin();
// first one seems to be needed
p = pb_push1(p, NV097_SET_FRONT_FACE, NV097_SET_FRONT_FACE_V_CCW);
p = pb_push1(p, NV097_SET_DEPTH_TEST_ENABLE, true);
// Enable alpha blending functionality
p = pb_push1(p, NV097_SET_BLEND_ENABLE, true);
// Set the alpha blend source (s) and destination (d) factors
p = pb_push1(p, NV097_SET_BLEND_FUNC_SFACTOR, NV097_SET_BLEND_FUNC_SFACTOR_V_SRC_ALPHA);
p = pb_push1(p, NV097_SET_BLEND_FUNC_DFACTOR, NV097_SET_BLEND_FUNC_SFACTOR_V_ONE_MINUS_SRC_ALPHA);
// yuv requires color space conversion
if (format_map[format_map_index].XboxFormat == NV097_SET_TEXTURE_FORMAT_COLOR_LC_IMAGE_CR8YB8CB8YA8 ||
format_map[format_map_index].XboxFormat == NV097_SET_TEXTURE_FORMAT_COLOR_LC_IMAGE_YB8CR8YA8CB8) {
p = pb_push1(p, NV097_SET_CONTROL0,
MASK(NV097_SET_CONTROL0_COLOR_SPACE_CONVERT, NV097_SET_CONTROL0_COLOR_SPACE_CONVERT_CRYCB_TO_RGB));
}
DWORD format_mask = MASK(NV097_SET_TEXTURE_FORMAT_CONTEXT_DMA, 1) |
MASK(NV097_SET_TEXTURE_FORMAT_CUBEMAP_ENABLE, 0) |
MASK(NV097_SET_TEXTURE_FORMAT_BORDER_SOURCE, NV097_SET_TEXTURE_FORMAT_BORDER_SOURCE_COLOR) |
MASK(NV097_SET_TEXTURE_FORMAT_DIMENSIONALITY, 2) |
MASK(NV097_SET_TEXTURE_FORMAT_COLOR, format_map[format_map_index].XboxFormat) |
MASK(NV097_SET_TEXTURE_FORMAT_MIPMAP_LEVELS, 1) |
MASK(NV097_SET_TEXTURE_FORMAT_BASE_SIZE_U, format_map[format_map_index].XboxSwizzled ? bsf(texWidth) : 0) |
MASK(NV097_SET_TEXTURE_FORMAT_BASE_SIZE_V, format_map[format_map_index].XboxSwizzled ? bsf(texHeight) : 0) |
MASK(NV097_SET_TEXTURE_FORMAT_BASE_SIZE_P, 0);
p = pb_push2(p,NV20_TCL_PRIMITIVE_3D_TX_OFFSET(0),(DWORD)texMem & 0x03ffffff,format_mask); //set stage 0 texture address & format
if (!format_map[format_map_index].XboxSwizzled) {
p = pb_push1(p,NV20_TCL_PRIMITIVE_3D_TX_NPOT_PITCH(0),(format_map[format_map_index].XboxBpp * texWidth)<<16); //set stage 0 texture pitch (pitch<<16)
p = pb_push1(p,NV20_TCL_PRIMITIVE_3D_TX_NPOT_SIZE(0),(texWidth<<16)|texHeight); //set stage 0 texture width & height ((witdh<<16)|height)
}
p = pb_push1(p,NV20_TCL_PRIMITIVE_3D_TX_WRAP(0),0x00030303);//set stage 0 texture modes (0x0W0V0U wrapping: 1=wrap 2=mirror 3=clamp 4=border 5=clamp to edge)
p = pb_push1(p,NV20_TCL_PRIMITIVE_3D_TX_ENABLE(0),0x4003ffc0); //set stage 0 texture enable flags
p = pb_push1(p,NV20_TCL_PRIMITIVE_3D_TX_FILTER(0),0x04074000); //set stage 0 texture filters (AA!)
pb_end(p);
/* Disable other texture stages */
p = pb_begin();
p = pb_push1(p,NV20_TCL_PRIMITIVE_3D_TX_ENABLE(1),0x0003ffc0);//set stage 1 texture enable flags (bit30 disabled)
p = pb_push1(p,NV20_TCL_PRIMITIVE_3D_TX_ENABLE(2),0x0003ffc0);//set stage 2 texture enable flags (bit30 disabled)
p = pb_push1(p,NV20_TCL_PRIMITIVE_3D_TX_ENABLE(3),0x0003ffc0);//set stage 3 texture enable flags (bit30 disabled)
p = pb_push1(p,NV20_TCL_PRIMITIVE_3D_TX_WRAP(1),0x00030303);//set stage 1 texture modes (0x0W0V0U wrapping: 1=wrap 2=mirror 3=clamp 4=border 5=clamp to edge)
p = pb_push1(p,NV20_TCL_PRIMITIVE_3D_TX_WRAP(2),0x00030303);//set stage 2 texture modes (0x0W0V0U wrapping: 1=wrap 2=mirror 3=clamp 4=border 5=clamp to edge)
p = pb_push1(p,NV20_TCL_PRIMITIVE_3D_TX_WRAP(3),0x00030303);//set stage 3 texture modes (0x0W0V0U wrapping: 1=wrap 2=mirror 3=clamp 4=border 5=clamp to edge)
p = pb_push1(p,NV20_TCL_PRIMITIVE_3D_TX_FILTER(1),0x02022000);//set stage 1 texture filters (no AA, stage not even used)
p = pb_push1(p,NV20_TCL_PRIMITIVE_3D_TX_FILTER(2),0x02022000);//set stage 2 texture filters (no AA, stage not even used)
p = pb_push1(p,NV20_TCL_PRIMITIVE_3D_TX_FILTER(3),0x02022000);//set stage 3 texture filters (no AA, stage not even used)
pb_end(p);
/* Send shader constants
*
* WARNING: Changing shader source code may impact constant locations!
* Check the intermediate file (*.inl) for the expected locations after
* changing the code.
*/
p = pb_begin();
/* Set shader constants cursor at C0 */
p = pb_push1(p, NV20_TCL_PRIMITIVE_3D_VP_UPLOAD_CONST_ID, 96);
/* Send the model matrix */
pb_push(p++, NV20_TCL_PRIMITIVE_3D_VP_UPLOAD_CONST_X, 16);
memcpy(p, m_model, 16*4); p+=16;
/* Send the view matrix */
pb_push(p++, NV20_TCL_PRIMITIVE_3D_VP_UPLOAD_CONST_X, 16);
memcpy(p, m_view, 16*4); p+=16;
/* Send the projection matrix */
pb_push(p++, NV20_TCL_PRIMITIVE_3D_VP_UPLOAD_CONST_X, 16);
memcpy(p, m_proj, 16*4); p+=16;
/* Send camera position */
pb_push(p++, NV20_TCL_PRIMITIVE_3D_VP_UPLOAD_CONST_X, 4);
memcpy(p, v_cam_pos, 4*4); p+=4;
/* Send light direction */
pb_push(p++, NV20_TCL_PRIMITIVE_3D_VP_UPLOAD_CONST_X, 4);
memcpy(p, v_light_dir, 4*4); p+=4;
/* Send shader constants */
float constants_0[4] = {0, 0, 0, 0};
pb_push(p++, NV20_TCL_PRIMITIVE_3D_VP_UPLOAD_CONST_X, 4);
memcpy(p, constants_0, 4*4); p+=4;
/* Clear all attributes */
pb_push(p++,NV097_SET_VERTEX_DATA_ARRAY_FORMAT,16);
for(i = 0; i < 16; i++) {
*(p++) = 2;
}
pb_end(p);
/*
* Setup vertex attributes
*/
Vertex *vptr = format_map[format_map_index].XboxSwizzled ? alloc_vertices_swizzled : alloc_vertices;
/* Set vertex position attribute */
set_attrib_pointer(NV2A_VERTEX_ATTR_POSITION, NV097_SET_VERTEX_DATA_ARRAY_FORMAT_TYPE_F,
3, sizeof(Vertex), &vptr[0].pos);
/* Set texture coordinate attribute */
set_attrib_pointer(NV2A_VERTEX_ATTR_TEXTURE0, NV097_SET_VERTEX_DATA_ARRAY_FORMAT_TYPE_F,
2, sizeof(Vertex), &vptr[0].texcoord);
/* Set vertex normal attribute */
set_attrib_pointer(NV2A_VERTEX_ATTR_NORMAL, NV097_SET_VERTEX_DATA_ARRAY_FORMAT_TYPE_F,
3, sizeof(Vertex), &vptr[0].normal);
/* Begin drawing triangles */
draw_arrays(NV097_SET_BEGIN_END_OP_TRIANGLES, 0, num_vertices);
/* Draw some text on the screen */
pb_print("N: %s\n", format_map[format_map_index].Name);
pb_print("F: 0x%x\n", format_map[format_map_index].XboxFormat);
pb_print("SZ: %d\n", format_map[format_map_index].XboxSwizzled);
pb_print("C: %d\n", format_map[format_map_index].RequireConversion);
pb_print("W: %d\n", texWidth);
pb_print("H: %d\n", texHeight);
pb_print("P: %d\n", format_map[format_map_index].XboxBpp * texWidth);
pb_print("ERR: %d\n", texError);
pb_draw_text_screen();
while(pb_busy()) {
/* Wait for completion... */
}
/* Swap buffers (if we can) */
while (pb_finished()) {
/* Not ready to swap yet */
}
}
/* Unreachable cleanup code */
SDL_GameControllerClose(gameController);
SDL_QuitSubSystem(SDL_INIT_GAMECONTROLLER);
MmFreeContiguousMemory(alloc_vertices);
MmFreeContiguousMemory(alloc_vertices_swizzled);
MmFreeContiguousMemory(texMem);
pb_show_debug_screen();
pb_kill();
return 0;
}
static int update_texture_memory(void *texMem, TextureFormatInfo format, int width, int height)
{
// create source surface
SDL_Surface *gradient_surf = SDL_CreateRGBSurfaceWithFormat(0, width, height, 32, SDL_PIXELFORMAT_RGBA8888);
if (gradient_surf == NULL)
return 1;
if (SDL_LockSurface(gradient_surf))
return 2;
// TODO: have different color patterns controlled by alternate gamepad button(s)
// generate basic gradient pattern
uint32_t *pixels = gradient_surf->pixels;
for (int y = 0; y < height; y++)
for (int x = 0; x < width; x++) {
int xNorm = x * 255.0f / width;
int yNorm = y * 255.0f / height;
pixels[y * width + x] = SDL_MapRGBA(gradient_surf->format, yNorm, xNorm, 255 - yNorm, xNorm + yNorm);
}
SDL_UnlockSurface(gradient_surf);
// if conversion required, do so, otherwise use SDL to convert
if (format.RequireConversion) {
uint8_t *dstP = (uint8_t*)texMem;
// TODO: potential reference material - https://github.com/scalablecory/colors/blob/master/color.c
switch (format.XboxFormat) {
case NV097_SET_TEXTURE_FORMAT_COLOR_LC_IMAGE_CR8YB8CB8YA8: // YUY2 aka YUYV
for (int y = 0; y < height; y++)
for (int x = 0; x < width; x += 2) {
uint8_t R0, G0, B0, R1, G1, B1;
SDL_GetRGB(pixels[y * width + x], gradient_surf->format, &R0, &G0, &B0);
SDL_GetRGB(pixels[y * width + x + 1], gradient_surf->format, &R1, &G1, &B1);
dstP[0] = (0.257f * R0) + (0.504f * G0) + (0.098f * B0) + 16; // Y0
dstP[1] = -(0.148f * R1) - (0.291f * G1) + (0.439f * B1) + 128; // U
dstP[2] = (0.257f * R1) + (0.504f * G1) + (0.098f * B1) + 16; // Y1
dstP[3] = (0.439f * R1) - (0.368f * G1) - (0.071f * B1) + 128; // V
dstP += 4;
}
break;
case NV097_SET_TEXTURE_FORMAT_COLOR_LC_IMAGE_YB8CR8YA8CB8: // UYVY
for (int y = 0; y < height; y++)
for (int x = 0; x < width; x += 2) {
uint8_t R0, G0, B0, R1, G1, B1;
SDL_GetRGB(pixels[y * width + x], gradient_surf->format, &R0, &G0, &B0);
SDL_GetRGB(pixels[y * width + x + 1], gradient_surf->format, &R1, &G1, &B1);
dstP[0] = -(0.148f * R1) - (0.291f * G1) + (0.439f * B1) + 128; // U
dstP[1] = (0.257f * R0) + (0.504f * G0) + (0.098f * B0) + 16; // Y0
dstP[2] = (0.439f * R1) - (0.368f * G1) - (0.071f * B1) + 128; // V
dstP[3] = (0.257f * R1) + (0.504f * G1) + (0.098f * B1) + 16; // Y1
dstP += 4;
}
break;
case NV097_SET_TEXTURE_FORMAT_COLOR_LU_IMAGE_G8B8:
// TODO: for now, just let default gradient happen
break;
default:
SDL_FreeSurface(gradient_surf);
return 3;
break;
}
// TODO: swizzling
SDL_FreeSurface(gradient_surf);
} else {
// standard SDL conversion to destination format
SDL_Surface *new_surf = SDL_ConvertSurfaceFormat(gradient_surf, format.SdlFormat, 0);
SDL_FreeSurface(gradient_surf);
if (!new_surf)
return 4;
// copy pixels over to texture memory, swizzling if desired
if (format.XboxSwizzled) {
swizzle_rect((uint8_t*)new_surf->pixels, new_surf->w, new_surf->h, texMem, new_surf->pitch, new_surf->format->BytesPerPixel);
} else {
memcpy(texMem, new_surf->pixels, new_surf->pitch * new_surf->h);
}
SDL_FreeSurface(new_surf);
}
return 0;
}
/* Construct a viewport transformation matrix */
static void matrix_viewport(float out[4][4], float x, float y, float width, float height, float z_min, float z_max)
{
memset(out, 0, 4*4*sizeof(float));
out[0][0] = width/2.0f;
out[1][1] = height/-2.0f;
out[2][2] = (z_max - z_min)/2.0f;
out[3][3] = 1.0f;
out[3][0] = x + width/2.0f;
out[3][1] = y + height/2.0f;
out[3][2] = (z_min + z_max)/2.0f;
}
/* Load the shader we will render with */
static void init_shader(void)
{
uint32_t *p;
int i;
/* Setup vertex shader */
uint32_t vs_program[] = {
#include "vs.inl"
};
p = pb_begin();
/* Set run address of shader */
p = pb_push1(p, NV097_SET_TRANSFORM_PROGRAM_START, 0);
/* Set execution mode */
p = pb_push1(p, NV097_SET_TRANSFORM_EXECUTION_MODE,
MASK(NV097_SET_TRANSFORM_EXECUTION_MODE_MODE, NV097_SET_TRANSFORM_EXECUTION_MODE_MODE_PROGRAM)
| MASK(NV097_SET_TRANSFORM_EXECUTION_MODE_RANGE_MODE, NV097_SET_TRANSFORM_EXECUTION_MODE_RANGE_MODE_PRIV));
p = pb_push1(p, NV097_SET_TRANSFORM_PROGRAM_CXT_WRITE_EN, 0);
pb_end(p);
/* Set cursor and begin copying program */
p = pb_begin();
p = pb_push1(p, NV097_SET_TRANSFORM_PROGRAM_LOAD, 0);
pb_end(p);
/* Copy program instructions (16-bytes each) */
for (i=0; i<sizeof(vs_program)/16; i++) {
p = pb_begin();
pb_push(p++, NV097_SET_TRANSFORM_PROGRAM, 4);
memcpy(p, &vs_program[i*4], 4*4);
p+=4;
pb_end(p);
}
/* Setup fragment shader */
p = pb_begin();
#include "ps.inl"
pb_end(p);
}
/* Set an attribute pointer */
static void set_attrib_pointer(unsigned int index, unsigned int format, unsigned int size, unsigned int stride, const void* data)
{
uint32_t *p = pb_begin();
p = pb_push1(p, NV097_SET_VERTEX_DATA_ARRAY_FORMAT + index*4,
MASK(NV097_SET_VERTEX_DATA_ARRAY_FORMAT_TYPE, format) | \
MASK(NV097_SET_VERTEX_DATA_ARRAY_FORMAT_SIZE, size) | \
MASK(NV097_SET_VERTEX_DATA_ARRAY_FORMAT_STRIDE, stride));
p = pb_push1(p, NV097_SET_VERTEX_DATA_ARRAY_OFFSET + index*4, (uint32_t)data & 0x03ffffff);
pb_end(p);
}
/* Send draw commands for the triangles */
static void draw_arrays(unsigned int mode, int start, int count)
{
uint32_t *p = pb_begin();
p = pb_push1(p, NV097_SET_BEGIN_END, mode);
p = pb_push1(p, 0x40000000|NV097_DRAW_ARRAYS, //bit 30 means all params go to same register 0x1810
MASK(NV097_DRAW_ARRAYS_COUNT, (count-1)) | MASK(NV097_DRAW_ARRAYS_START_INDEX, start));
p = pb_push1(p, NV097_SET_BEGIN_END, NV097_SET_BEGIN_END_OP_END);
pb_end(p);
}

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//port of ooPo's ps2sdk math3d library
#include <stdio.h>
#include <string.h>
#include <math.h>
#include "math3d.h"
unsigned long times(void *);
#define cpu_ticks() times(0)
//vector functions
void vector_apply(VECTOR output, VECTOR input0, MATRIX input1)
{
VECTOR work;
work[_X]=input0[_X]*input1[_11]+input0[_Y]*input1[_12]+input0[_Z]*input1[_13]+input0[_W]*input1[_14];
work[_Y]=input0[_X]*input1[_21]+input0[_Y]*input1[_22]+input0[_Z]*input1[_23]+input0[_W]*input1[_24];
work[_Z]=input0[_X]*input1[_31]+input0[_Y]*input1[_32]+input0[_Z]*input1[_33]+input0[_W]*input1[_34];
work[_W]=input0[_X]*input1[_41]+input0[_Y]*input1[_42]+input0[_Z]*input1[_43]+input0[_W]*input1[_44];
// Output the result.
vector_copy(output, work);
}
void vector_clamp(VECTOR output, VECTOR input0, float min, float max)
{
VECTOR work;
// Copy the vector.
vector_copy(work, input0);
// Clamp the minimum values.
if (work[_X] < min) { work[_X] = min; }
if (work[_Y] < min) { work[_Y] = min; }
if (work[_Z] < min) { work[_Z] = min; }
if (work[_W] < min) { work[_W] = min; }
// Clamp the maximum values.
if (work[_X] > max) { work[_X] = max; }
if (work[_Y] > max) { work[_Y] = max; }
if (work[_Z] > max) { work[_Z] = max; }
if (work[_W] > max) { work[_W] = max; }
// Output the result.
vector_copy(output, work);
}
void vector_copy(VECTOR output, VECTOR input0)
{
memcpy(output,input0,sizeof(VECTOR));
}
float vector_innerproduct(VECTOR input0, VECTOR input1)
{
VECTOR work0, work1;
// Normalize the first vector.
work0[_X] = (input0[_X] / input0[_W]);
work0[_Y] = (input0[_Y] / input0[_W]);
work0[_Z] = (input0[_Z] / input0[_W]);
work0[_W] = 1.00f;
// Normalize the second vector.
work1[_X] = (input1[_X] / input1[_W]);
work1[_Y] = (input1[_Y] / input1[_W]);
work1[_Z] = (input1[_Z] / input1[_W]);
work1[_W] = 1.00f;
// Return the inner product.
return (work0[_X] * work1[_X]) + (work0[_Y] * work1[_Y]) + (work0[_Z] * work1[_Z]);
}
void vector_multiply(VECTOR output, VECTOR input0, VECTOR input1)
{
VECTOR work;
// Multiply the vectors together.
work[_X] = input0[_X] * input1[_X];
work[_Y] = input0[_Y] * input1[_Y];
work[_Z] = input0[_Z] * input1[_Z];
work[_W] = input0[_W] * input1[_W];
// Output the result.
vector_copy(output, work);
}
void vector_normalize(VECTOR output, VECTOR input0)
{
float k;
k=1.0f/sqrt(input0[_X]*input0[_X]+input0[_Y]*input0[_Y]+input0[_Z]*input0[_Z]);
output[_X]*=k;
output[_Y]*=k;
output[_Z]*=k;
}
void vector_outerproduct(VECTOR output, VECTOR input0, VECTOR input1)
{
VECTOR work;
work[_X]=input0[_Y]*input1[_Z]-input0[_Z]*input1[_Y];
work[_Y]=input0[_Z]*input1[_X]-input0[_X]*input1[_Z];
work[_Z]=input0[_X]*input1[_Y]-input0[_Y]*input1[_X];
// Output the result.
vector_copy(output, work);
}
//matrices function
void matrix_copy(MATRIX output, MATRIX input0)
{
memcpy(output,input0,sizeof(MATRIX));
}
void matrix_inverse(MATRIX output, MATRIX input0)
{
MATRIX work;
// Calculate the inverse of the matrix.
matrix_transpose(work, input0);
work[_14] = 0.00f;
work[_24] = 0.00f;
work[_34] = 0.00f;
work[_41] = -(input0[_41] * work[_11] + input0[_42] * work[_21] + input0[_43] * work[_31]);
work[_42] = -(input0[_41] * work[_12] + input0[_42] * work[_22] + input0[_43] * work[_32]);
work[_43] = -(input0[_41] * work[_13] + input0[_42] * work[_23] + input0[_43] * work[_33]);
work[_44] = 1.00f;
// Output the result.
matrix_copy(output, work);
}
void matrix_multiply(MATRIX output, MATRIX input0, MATRIX input1)
{
MATRIX work;
work[_11]=input0[_11]*input1[_11]+input0[_12]*input1[_21]+input0[_13]*input1[_31]+input0[_14]*input1[_41];
work[_12]=input0[_11]*input1[_12]+input0[_12]*input1[_22]+input0[_13]*input1[_32]+input0[_14]*input1[_42];
work[_13]=input0[_11]*input1[_13]+input0[_12]*input1[_23]+input0[_13]*input1[_33]+input0[_14]*input1[_43];
work[_14]=input0[_11]*input1[_14]+input0[_12]*input1[_24]+input0[_13]*input1[_34]+input0[_14]*input1[_44];
work[_21]=input0[_21]*input1[_11]+input0[_22]*input1[_21]+input0[_23]*input1[_31]+input0[_24]*input1[_41];
work[_22]=input0[_21]*input1[_12]+input0[_22]*input1[_22]+input0[_23]*input1[_32]+input0[_24]*input1[_42];
work[_23]=input0[_21]*input1[_13]+input0[_22]*input1[_23]+input0[_23]*input1[_33]+input0[_24]*input1[_43];
work[_24]=input0[_21]*input1[_14]+input0[_22]*input1[_24]+input0[_23]*input1[_34]+input0[_24]*input1[_44];
work[_31]=input0[_31]*input1[_11]+input0[_32]*input1[_21]+input0[_33]*input1[_31]+input0[_34]*input1[_41];
work[_32]=input0[_31]*input1[_12]+input0[_32]*input1[_22]+input0[_33]*input1[_32]+input0[_34]*input1[_42];
work[_33]=input0[_31]*input1[_13]+input0[_32]*input1[_23]+input0[_33]*input1[_33]+input0[_34]*input1[_43];
work[_34]=input0[_31]*input1[_14]+input0[_32]*input1[_24]+input0[_33]*input1[_34]+input0[_34]*input1[_44];
work[_41]=input0[_41]*input1[_11]+input0[_42]*input1[_21]+input0[_43]*input1[_31]+input0[_44]*input1[_41];
work[_42]=input0[_41]*input1[_12]+input0[_42]*input1[_22]+input0[_43]*input1[_32]+input0[_44]*input1[_42];
work[_43]=input0[_41]*input1[_13]+input0[_42]*input1[_23]+input0[_43]*input1[_33]+input0[_44]*input1[_43];
work[_44]=input0[_41]*input1[_14]+input0[_42]*input1[_24]+input0[_43]*input1[_34]+input0[_44]*input1[_44];
// Output the result.
matrix_copy(output, work);
}
void matrix_rotate(MATRIX output, MATRIX input0, VECTOR input1)
{
MATRIX work;
// Apply the z-axis rotation.
matrix_unit(work);
work[_11] = cosf(input1[2]);
work[_12] = sinf(input1[2]);
work[_21] = -sinf(input1[2]);
work[_22] = cosf(input1[2]);
matrix_multiply(output, input0, work);
// Apply the y-axis rotation.
matrix_unit(work);
work[_11] = cosf(input1[1]);
work[_13] = -sinf(input1[1]);
work[_31] = sinf(input1[1]);
work[_33] = cosf(input1[1]);
matrix_multiply(output, output, work);
// Apply the x-axis rotation.
matrix_unit(work);
work[_22] = cosf(input1[0]);
work[_23] = sinf(input1[0]);
work[_32] = -sinf(input1[0]);
work[_33] = cosf(input1[0]);
matrix_multiply(output, output, work);
}
void matrix_scale(MATRIX output, MATRIX input0, VECTOR input1)
{
MATRIX work;
// Apply the scaling.
matrix_unit(work);
work[_11] = input1[_X];
work[_22] = input1[_Y];
work[_33] = input1[_Z];
matrix_multiply(output, input0, work);
}
void matrix_translate(MATRIX output, MATRIX input0, VECTOR input1)
{
MATRIX work;
// Apply the translation.
matrix_unit(work);
work[_41] = input1[_X];
work[_42] = input1[_Y];
work[_43] = input1[_Z];
matrix_multiply(output, input0, work);
}
void matrix_transpose(MATRIX output, MATRIX input0)
{
MATRIX work;
// Transpose the matrix.
work[_11] = input0[_11];
work[_12] = input0[_21];
work[_13] = input0[_31];
work[_14] = input0[_41];
work[_21] = input0[_12];
work[_22] = input0[_22];
work[_23] = input0[_32];
work[_24] = input0[_42];
work[_31] = input0[_13];
work[_32] = input0[_23];
work[_33] = input0[_33];
work[_34] = input0[_43];
work[_41] = input0[_14];
work[_42] = input0[_24];
work[_43] = input0[_34];
work[_44] = input0[_44];
// Output the result.
matrix_copy(output, work);
}
void matrix_unit(MATRIX output)
{
// Create a unit matrix.
memset(output, 0, sizeof(MATRIX));
output[_11] = 1.00f;
output[_22] = 1.00f;
output[_33] = 1.00f;
output[_44] = 1.00f;
}
//creation functions
void create_local_world(MATRIX local_world, VECTOR translation, VECTOR rotation)
{
// Create the local_world matrix.
matrix_unit(local_world);
matrix_rotate(local_world, local_world, rotation);
matrix_translate(local_world, local_world, translation);
}
void create_local_light(MATRIX local_light, VECTOR rotation)
{
// Create the local_light matrix.
matrix_unit(local_light);
matrix_rotate(local_light, local_light, rotation);
}
void create_world_view(MATRIX world_view, VECTOR translation, VECTOR rotation)
{
VECTOR work0, work1;
// Reverse the translation.
work0[_X] = -translation[_X];
work0[_Y] = -translation[_Y];
work0[_Z] = -translation[_Z];
work0[_W] = translation[_W];
// Reverse the rotation.
work1[_X] = -rotation[_X];
work1[_Y] = -rotation[_Y];
work1[_Z] = -rotation[_Z];
work1[_W] = rotation[_W];
// Create the world_view matrix.
matrix_unit(world_view);
matrix_translate(world_view, world_view, work0);
matrix_rotate(world_view, world_view, work1);
}
void create_view_screen(MATRIX view_screen, float aspect, float left, float right, float bottom, float top, float near, float far)
{
/* We want to create a matrix that transforms
field of view frustum (a truncated pyramid)
into a normalized cuboid (for fast hardware clipping):
w, 0, 0, 0,
0, -h, 0, 0,
0, 0, (f+n) / (f-n), -1,
0, 0, (2*f*n) / (f-n), 0
(w:width,h:height,n:z near,f:z far)
*/
// Apply the aspect ratio adjustment.
left = (left * aspect); right = (right * aspect);
// Create the view_screen matrix.
/* matrix_unit(view_screen);
view_screen[_11] = (2 * near) / (right - left);
view_screen[_22] = (2 * near) / (top - bottom);
view_screen[_31] = (right + left) / (right - left);
view_screen[_32] = (top + bottom) / (top - bottom);
view_screen[_33] = (far + near) / (far - near);
view_screen[_34] = -1.00f;
view_screen[_43] = (2 * far * near) / (far - near);
view_screen[_44] = 0.00f;
//This is good for ps2 clipping, where pixel is considered visible if:
//-w < x < w
//-w < y < w
//-w < z < w
//It's not automatic, it's done by using 'clipw' and testing flags in vu1 code
//Result of the test allows to exclude entire triangle
*/
//For xbox1 clipping, pixel is considered visible if:
//-w < x < w
//-w < y < w
// 0 < z < w
//It's automatic and verified for each pixel before pixel shader is called
//so we need this :
matrix_unit(view_screen);
view_screen[_11] = (2 * near) / (right - left);
view_screen[_22] = (2 * near) / (top - bottom);
view_screen[_31] = - (right + left) / (right - left);
view_screen[_32] = - (top + bottom) / (top - bottom);
view_screen[_33] = - far / (far - near);
view_screen[_34] = - 1.00f;
view_screen[_43] = near * far / (far - near);
view_screen[_44] = 0.00f;
}
void create_local_screen(MATRIX local_screen, MATRIX local_world, MATRIX world_view, MATRIX view_screen)
{
// Create the local_screen matrix.
matrix_unit(local_screen);
matrix_multiply(local_screen, local_screen, local_world);
matrix_multiply(local_screen, local_screen, world_view);
matrix_multiply(local_screen, local_screen, view_screen);
}

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//port of ooPo's ps2sdk math3d library
#ifndef _MATH3D_H_
#define _MATH3D_H_
typedef float VECTOR[4];
typedef float MATRIX[16];
//vector indices
#define _X 0
#define _Y 1
#define _Z 2
#define _W 3
//4x4 matrices indices
#define _11 0
#define _12 1
#define _13 2
#define _14 3
#define _21 4
#define _22 5
#define _23 6
#define _24 7
#define _31 8
#define _32 9
#define _33 10
#define _34 11
#define _41 12
#define _42 13
#define _43 14
#define _44 15
//vector functions
void vector_apply(VECTOR output, VECTOR input0, MATRIX input1);
// Multiply a vector by a matrix, returning a vector.
void vector_clamp(VECTOR output, VECTOR input0, float min, float max);
// Clamp a vector's values by cutting them off at a minimum and maximum value.
void vector_copy(VECTOR output, VECTOR input0);
// Copy a vector.
float vector_innerproduct(VECTOR input0, VECTOR input1);
// Calculate the inner product of two vectors. Returns a scalar value.
void vector_multiply(VECTOR output, VECTOR input0, VECTOR input1);
// Multiply two vectors together.
void vector_normalize(VECTOR output, VECTOR input0);
// Normalize a vector by determining its length and dividing its values by this value.
void vector_outerproduct(VECTOR output, VECTOR input0, VECTOR input1);
// Calculate the outer product of two vectors.
//matrices functions
void matrix_copy(MATRIX output, MATRIX input0);
// Copy a matrix.
void matrix_inverse(MATRIX output, MATRIX input0);
// Calculate the inverse of a matrix.
void matrix_multiply(MATRIX output, MATRIX input0, MATRIX input1);
// Multiply two matrices together.
void matrix_rotate(MATRIX output, MATRIX input0, VECTOR input1);
// Create a rotation matrix and apply it to the specified input matrix.
void matrix_scale(MATRIX output, MATRIX input0, VECTOR input1);
// Create a scaling matrix and apply it to the specified input matrix.
void matrix_translate(MATRIX output, MATRIX input0, VECTOR input1);
// Create a translation matrix and apply it to the specified input matrix.
void matrix_transpose(MATRIX output, MATRIX input0);
// Transpose a matrix.
void matrix_unit(MATRIX output);
// Create a unit matrix.
//creation functions
void create_local_world(MATRIX local_world, VECTOR translation, VECTOR rotation);
// Create a local_world matrix given a translation and rotation.
// Commonly used to describe an object's position and orientation.
void create_local_light(MATRIX local_light, VECTOR rotation);
// Create a local_light matrix given a rotation.
// Commonly used to transform an object's normals for lighting calculations.
void create_world_view(MATRIX world_view, VECTOR translation, VECTOR rotation);
// Create a world_view matrix given a translation and rotation.
// Commonly used to describe a camera's position and rotation.
void create_view_screen(MATRIX view_screen, float aspect, float left, float right, float bottom, float top, float near, float far);
// Create a view_screen matrix given an aspect and clipping plane values.
// Functionally similar to the opengl function: glFrustum()
void create_local_screen(MATRIX local_screen, MATRIX local_world, MATRIX world_view, MATRIX view_screen);
// Create a local_screen matrix given a local_world, world_view and view_screen matrix.
// Commonly used with vector_apply() to transform vertices for rendering.
#endif

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struct vOut {
float4 col : COLOR;
float2 tex0 : TEXCOORD0;
};
float4 main(
vOut I,
uniform sampler2D colorMap,
uniform sampler2D normalMap
) : COLOR
{
float4 color = tex2D(colorMap, I.tex0.xy);
return color * I.col;
}

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/*
* QEMU texture swizzling routines
*
* Copyright (c) 2015 Jannik Vogel
* Copyright (c) 2013 espes
* Copyright (c) 2007-2010 The Nouveau Project.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, see <http://www.gnu.org/licenses/>.
*/
#include <stdint.h>
#include <stdbool.h>
#include <string.h>
#include <assert.h>
#include "swizzle.h"
/* This should be pretty straightforward.
* It creates a bit pattern like ..zyxzyxzyx from ..xxx, ..yyy and ..zzz
* If there are no bits left from any component it will pack the other masks
* more tighly (Example: zzxzxzyx = Fewer x than z and even fewer y)
*/
static void generate_swizzle_masks(unsigned int width,
unsigned int height,
unsigned int depth,
uint32_t* mask_x,
uint32_t* mask_y,
uint32_t* mask_z)
{
uint32_t x = 0, y = 0, z = 0;
uint32_t bit = 1;
uint32_t mask_bit = 1;
bool done;
do {
done = true;
if (bit < width) { x |= mask_bit; mask_bit <<= 1; done = false; }
if (bit < height) { y |= mask_bit; mask_bit <<= 1; done = false; }
if (bit < depth) { z |= mask_bit; mask_bit <<= 1; done = false; }
bit <<= 1;
} while(!done);
assert(x ^ y ^ z == (mask_bit - 1));
*mask_x = x;
*mask_y = y;
*mask_z = z;
}
/* This fills a pattern with a value if your value has bits abcd and your
* pattern is 11010100100 this will return: 0a0b0c00d00
*/
static uint32_t fill_pattern(uint32_t pattern, uint32_t value)
{
uint32_t result = 0;
uint32_t bit = 1;
while(value) {
if (pattern & bit) {
/* Copy bit to result */
result |= value & 1 ? bit : 0;
value >>= 1;
}
bit <<= 1;
}
return result;
}
static unsigned int get_swizzled_offset(
unsigned int x, unsigned int y, unsigned int z,
uint32_t mask_x, uint32_t mask_y, uint32_t mask_z,
unsigned int bytes_per_pixel)
{
return bytes_per_pixel * (fill_pattern(mask_x, x)
| fill_pattern(mask_y, y)
| fill_pattern(mask_z, z));
}
void swizzle_box(
const uint8_t *src_buf,
unsigned int width,
unsigned int height,
unsigned int depth,
uint8_t *dst_buf,
unsigned int row_pitch,
unsigned int slice_pitch,
unsigned int bytes_per_pixel)
{
uint32_t mask_x, mask_y, mask_z;
generate_swizzle_masks(width, height, depth, &mask_x, &mask_y, &mask_z);
int x, y, z;
for (z = 0; z < depth; z++) {
for (y = 0; y < height; y++) {
for (x = 0; x < width; x++) {
const uint8_t *src = src_buf
+ y * row_pitch + x * bytes_per_pixel;
uint8_t *dst = dst_buf + get_swizzled_offset(x, y, 0,
mask_x, mask_y, 0,
bytes_per_pixel);
memcpy(dst, src, bytes_per_pixel);
}
}
src_buf += slice_pitch;
}
}
void unswizzle_box(
const uint8_t *src_buf,
unsigned int width,
unsigned int height,
unsigned int depth,
uint8_t *dst_buf,
unsigned int row_pitch,
unsigned int slice_pitch,
unsigned int bytes_per_pixel)
{
uint32_t mask_x, mask_y, mask_z;
generate_swizzle_masks(width, height, depth, &mask_x, &mask_y, &mask_z);
int x, y, z;
for (z = 0; z < depth; z++) {
for (y = 0; y < height; y++) {
for (x = 0; x < width; x++) {
const uint8_t *src = src_buf
+ get_swizzled_offset(x, y, z, mask_x, mask_y, mask_z,
bytes_per_pixel);
uint8_t *dst = dst_buf + y * row_pitch + x * bytes_per_pixel;
memcpy(dst, src, bytes_per_pixel);
}
}
dst_buf += slice_pitch;
}
}
void unswizzle_rect(
const uint8_t *src_buf,
unsigned int width,
unsigned int height,
uint8_t *dst_buf,
unsigned int pitch,
unsigned int bytes_per_pixel)
{
unswizzle_box(src_buf, width, height, 1, dst_buf, pitch, 0, bytes_per_pixel);
}
void swizzle_rect(
const uint8_t *src_buf,
unsigned int width,
unsigned int height,
uint8_t *dst_buf,
unsigned int pitch,
unsigned int bytes_per_pixel)
{
swizzle_box(src_buf, width, height, 1, dst_buf, pitch, 0, bytes_per_pixel);
}

60
swizzle.h Normal file
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/*
* QEMU texture swizzling routines
*
* Copyright (c) 2015 Jannik Vogel
* Copyright (c) 2013 espes
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, see <http://www.gnu.org/licenses/>.
*/
#ifndef HW_XBOX_SWIZZLE_H
#define HW_XBOX_SWIZZLE_H
void swizzle_box(
const uint8_t *src_buf,
unsigned int width,
unsigned int height,
unsigned int depth,
uint8_t *dst_buf,
unsigned int row_pitch,
unsigned int slice_pitch,
unsigned int bytes_per_pixel);
void unswizzle_box(
const uint8_t *src_buf,
unsigned int width,
unsigned int height,
unsigned int depth,
uint8_t *dst_buf,
unsigned int row_pitch,
unsigned int slice_pitch,
unsigned int bytes_per_pixel);
void unswizzle_rect(
const uint8_t *src_buf,
unsigned int width,
unsigned int height,
uint8_t *dst_buf,
unsigned int pitch,
unsigned int bytes_per_pixel);
void swizzle_rect(
const uint8_t *src_buf,
unsigned int width,
unsigned int height,
uint8_t *dst_buf,
unsigned int pitch,
unsigned int bytes_per_pixel);
#endif

65541
texture.h Normal file

File diff suppressed because it is too large Load Diff

38
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struct Vertex vertices[] = {
{ {-0.500000, -0.500000, 0.500000}, {1.000000, 1.000000}, {0.000000, -1.000000, -0.000000} },
{ {-0.500000, -0.500000, -0.500000}, {1.000000, 0.000000}, {0.000000, -1.000000, -0.000000} },
{ {0.500000, -0.500000, -0.500000}, {0.000000, 0.000000}, {0.000000, -1.000000, -0.000000} },
{ {0.500000, -0.500000, -0.500000}, {0.000000, 0.000000}, {0.000000, -1.000000, -0.000000} },
{ {0.500000, -0.500000, 0.500000}, {0.000000, 1.000000}, {0.000000, -1.000000, -0.000000} },
{ {-0.500000, -0.500000, 0.500000}, {1.000000, 1.000000}, {0.000000, -1.000000, -0.000000} },
{ {-0.500000, 0.500000, 0.500000}, {0.000000, 1.000000}, {0.000000, 1.000000, -0.000000} },
{ {0.500000, 0.500000, 0.500000}, {1.000000, 1.000000}, {0.000000, 1.000000, -0.000000} },
{ {0.500000, 0.500000, -0.500000}, {1.000000, 0.000000}, {0.000000, 1.000000, -0.000000} },
{ {0.500000, 0.500000, -0.500000}, {1.000000, 0.000000}, {0.000000, 1.000000, -0.000000} },
{ {-0.500000, 0.500000, -0.500000}, {0.000000, 0.000000}, {0.000000, 1.000000, -0.000000} },
{ {-0.500000, 0.500000, 0.500000}, {0.000000, 1.000000}, {0.000000, 1.000000, -0.000000} },
{ {-0.500000, -0.500000, 0.500000}, {0.000000, 1.000000}, {0.000000, 0.000000, 1.000000} },
{ {0.500000, -0.500000, 0.500000}, {1.000000, 1.000000}, {0.000000, 0.000000, 1.000000} },
{ {0.500000, 0.500000, 0.500000}, {1.000000, 0.000000}, {0.000000, 0.000000, 1.000000} },
{ {0.500000, 0.500000, 0.500000}, {1.000000, 0.000000}, {0.000000, 0.000000, 1.000000} },
{ {-0.500000, 0.500000, 0.500000}, {0.000000, 0.000000}, {0.000000, 0.000000, 1.000000} },
{ {-0.500000, -0.500000, 0.500000}, {0.000000, 1.000000}, {0.000000, 0.000000, 1.000000} },
{ {0.500000, -0.500000, 0.500000}, {0.000000, 1.000000}, {1.000000, 0.000000, -0.000000} },
{ {0.500000, -0.500000, -0.500000}, {1.000000, 1.000000}, {1.000000, 0.000000, -0.000000} },
{ {0.500000, 0.500000, -0.500000}, {1.000000, 0.000000}, {1.000000, 0.000000, -0.000000} },
{ {0.500000, 0.500000, -0.500000}, {1.000000, 0.000000}, {1.000000, 0.000000, -0.000000} },
{ {0.500000, 0.500000, 0.500000}, {0.000000, 0.000000}, {1.000000, 0.000000, -0.000000} },
{ {0.500000, -0.500000, 0.500000}, {0.000000, 1.000000}, {1.000000, 0.000000, -0.000000} },
{ {0.500000, -0.500000, -0.500000}, {0.000000, 1.000000}, {0.000000, 0.000000, -1.000000} },
{ {-0.500000, -0.500000, -0.500000}, {1.000000, 1.000000}, {0.000000, 0.000000, -1.000000} },
{ {-0.500000, 0.500000, -0.500000}, {1.000000, 0.000000}, {0.000000, 0.000000, -1.000000} },
{ {-0.500000, 0.500000, -0.500000}, {1.000000, 0.000000}, {0.000000, 0.000000, -1.000000} },
{ {0.500000, 0.500000, -0.500000}, {0.000000, 0.000000}, {0.000000, 0.000000, -1.000000} },
{ {0.500000, -0.500000, -0.500000}, {0.000000, 1.000000}, {0.000000, 0.000000, -1.000000} },
{ {-0.500000, -0.500000, -0.500000}, {0.000000, 1.000000}, {-1.000000, 0.000000, -0.000000} },
{ {-0.500000, -0.500000, 0.500000}, {1.000000, 1.000000}, {-1.000000, 0.000000, -0.000000} },
{ {-0.500000, 0.500000, 0.500000}, {1.000000, 0.000000}, {-1.000000, 0.000000, -0.000000} },
{ {-0.500000, 0.500000, 0.500000}, {1.000000, 0.000000}, {-1.000000, 0.000000, -0.000000} },
{ {-0.500000, 0.500000, -0.500000}, {0.000000, 0.000000}, {-1.000000, 0.000000, -0.000000} },
{ {-0.500000, -0.500000, -0.500000}, {0.000000, 1.000000}, {-1.000000, 0.000000, -0.000000} }
};

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vs.vs.cg Normal file
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struct vIn {
float3 norm : NORMAL;
float2 tex : TEXCOORD;
float3 pos : POSITION;
};
struct vOut {
float4 pos : POSITION;
float4 col : COLOR;
float2 tex0 : TEXCOORD0; // Our diffuse map
};
vOut main(
vIn I,
uniform float4x4 m_model,
uniform float4x4 m_view,
uniform float4x4 m_proj,
uniform float4 camera_pos,
uniform float4 light_dir
)
{
vOut result;
// Transform position and normal
float4 pos = mul(float4(I.pos.xyz, 1.0), m_model);
float3 norm = normalize(mul(float4(I.norm.xyz, 0.0f), m_model).xyz);
// Calculate diffuse light direction and intensity
float3 light_direction = normalize(light_dir.xyz);
float light_diffuse = max(dot(norm.xyz, light_direction), 0);
// Transform pos to screen space
pos = mul(pos, m_view);
pos = mul(pos, m_proj);
pos.xyz = pos.xyz / pos.w;
result.pos = pos;
result.col = light_diffuse;
result.tex0 = I.tex;
return result;
}