mirror of
https://github.com/xemu-project/nxdk_pgraph_tests.git
synced 2024-11-26 19:40:45 +00:00
Refactoring.
This commit is contained in:
parent
1c7f719e3a
commit
56e5a21367
@ -57,7 +57,7 @@ BreakConstructorInitializersBeforeComma: false
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BreakConstructorInitializers: BeforeColon
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BreakAfterJavaFieldAnnotations: false
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BreakStringLiterals: true
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ColumnLimit: 80
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ColumnLimit: 120
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CommentPragmas: '^ IWYU pragma:'
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CompactNamespaces: false
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ConstructorInitializerAllOnOneLineOrOnePerLine: true
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2
.gitignore
vendored
2
.gitignore
vendored
@ -1,10 +1,12 @@
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*.cpp.d
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*.c.d
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*.obj
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*.iso
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*.lib
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*.exe
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*.xbe
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*.pdb
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*.inl
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.DS_Store
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.vscode/
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9
Makefile
9
Makefile
@ -1,10 +1,15 @@
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XBE_TITLE = nxdk_texture_format_tests
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GEN_XISO = $(XBE_TITLE).iso
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SRCS = $(CURDIR)/math3d.c $(CURDIR)/main.c $(CURDIR)/swizzle.c
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SHADER_OBJS = ps.inl vs.inl
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NXDK_DIR ?= $(CURDIR)/../nxdk
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NXDK_SDL = y
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NXDK_CXX = y
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SRCS = \
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$(CURDIR)/main.cpp \
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$(CURDIR)/math3d.c \
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$(CURDIR)/third_party/swizzle.c
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SHADER_OBJS = ps.inl vs.inl
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include $(NXDK_DIR)/Makefile
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102
githooks/pre-commit
Executable file
102
githooks/pre-commit
Executable file
@ -0,0 +1,102 @@
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#!/bin/bash
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#
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# To enable this hook, rename this file to "pre-commit" and copy into the
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# ../.git/hooks directory.
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# Cross platform projects tend to avoid non-ASCII filenames; prevent
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# them from being added to the repository. We exploit the fact that the
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# printable range starts at the space character and ends with tilde.
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function check_no_nonascii_characters {
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if [ "${allownonascii}" == "true" ]; then
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return
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fi
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# Note that the use of brackets around a tr range is ok here, (it's
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# even required, for portability to Solaris 10's /usr/bin/tr), since
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# the square bracket bytes happen to fall in the designated range.
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if test $(git diff --cached --name-only --diff-filter=A -z "${against}" |
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LC_ALL=C tr -d '[ -~]\0' | wc -c) != 0
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then
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cat <<\EOF
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Error: Attempt to add a non-ASCII file name.
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This can cause problems if you want to work with people on other platforms.
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To be portable it is advisable to rename the file.
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If you know what you are doing you can disable this check using:
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git config hooks.allownonascii true
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EOF
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exit 1
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fi
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}
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function check_no_diffmarkers_or_whitespace_errors {
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# If there are whitespace errors, print the offending file names and fail.
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set -e
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git diff-index --check --cached "${against}" --
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set +e
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}
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function run_clang_format {
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echo "${changed_c_filenames}" | grep -v '3rdparty'
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if [[ "${changed_c_filenames}" == "" ]]; then
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return
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fi
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# Run clang-format against any changed C++ files.
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if ! which clang-format > /dev/null; then
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cat <<\EOF
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Warning: clang-format is not installed or is not in the PATH.
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Please install and amend this commit.
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Debian:
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sudo apt install clang-format
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EOF
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return
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fi
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# Reformat the files in-place and re-add any that were changed.
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#
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# Note that this has the side effect of incorporating changes to staged files
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# that were not themselves staged. E.g., if you edit a file, `git add`, then
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# edit some more, then commit, all of the changes will be committed, not just
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# the staged ones. Depending on typical workflows it might be better to do
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# something more complicated here, or to just have the hook fail instead of
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# perform an in-place fix.
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files_to_format="$(echo "${changed_c_filenames}" | grep -Ev 'third_party|resources')"
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echo "${files_to_format}" | xargs clang-format -i
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echo "${files_to_format}" | xargs git add
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}
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# If you want to allow non-ASCII filenames set this variable to true.
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allownonascii=$(git config --bool hooks.allownonascii)
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if git rev-parse --verify HEAD >/dev/null 2>&1; then
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against=HEAD
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else
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# Initial commit: diff against an empty tree object
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against=$(git hash-object -t tree /dev/null)
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fi
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# Redirect output to stderr.
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exec 1>&2
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added_and_modified_filenames="$(git diff --cached --name-only --diff-filter=d)"
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changed_c_filenames="$(echo "${added_and_modified_filenames}" | \
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grep -E '.*\.(c|cpp|h|hpp)$')"
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# Allow blank line at EOF.
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git config --local core.whitespace -blank-at-eof
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check_no_nonascii_characters
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check_no_diffmarkers_or_whitespace_errors
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run_clang_format
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552
main.c
552
main.c
@ -1,552 +0,0 @@
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/*
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* This sample provides a very basic demonstration of 3D rendering on the Xbox,
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* using pbkit. Based on the pbkit demo sources.
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*/
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#include <hal/video.h>
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#include <hal/xbox.h>
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#define _USE_MATH_DEFINES
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#include <math.h>
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#include <pbkit/pbkit.h>
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#include <stdint.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <strings.h>
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#include <windows.h>
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#include <xboxkrnl/xboxkrnl.h>
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#include <hal/debug.h>
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#include "math3d.h"
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#include <SDL.h>
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#include <SDL_image.h>
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#include "swizzle.h"
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typedef struct TextureFormatInfo {
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SDL_PixelFormatEnum SdlFormat;
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uint32_t XboxFormat;
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uint16_t XboxBpp; // bytes per pixel
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bool XboxSwizzled;
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bool RequireConversion;
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char* Name;
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} TextureFormatInfo;
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#pragma pack(1)
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typedef struct Vertex {
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float pos[3];
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float texcoord[2];
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float normal[3];
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} Vertex;
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#pragma pack()
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static Vertex *alloc_vertices; // texcoords 0 to width/height
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static Vertex *alloc_vertices_swizzled; // texcoords normalized 0 to 1
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static uint32_t num_vertices;
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MATRIX m_model, m_view, m_proj;
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VECTOR v_cam_pos = { 0, 0.05, 1.07, 1 };
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VECTOR v_cam_rot = { 0, 0, 0, 1 };
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VECTOR v_light_dir = { 0, 0, 1, 1 };
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#include "verts.h"
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#include "texture.h"
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#define MASK(mask, val) (((val) << (ffs(mask)-1)) & (mask))
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#define MAXRAM 0x03FFAFFF
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// TODO: upstream missing nv2a defines
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#define NV2A_VERTEX_ATTR_POSITION 0
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#define NV2A_VERTEX_ATTR_NORMAL 2
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#define NV2A_VERTEX_ATTR_TEXTURE0 9
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#define NV097_SET_TEXTURE_FORMAT_COLOR_LU_IMAGE_G8B8 0x17
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#define NV097_SET_TEXTURE_FORMAT_COLOR_SZ_B8G8R8A8 0x3B
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#define NV097_SET_TEXTURE_FORMAT_COLOR_LC_IMAGE_CR8YB8CB8YA8 0x24
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#define NV097_SET_TEXTURE_FORMAT_COLOR_LC_IMAGE_YB8CR8YA8CB8 0x25
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#define NV097_SET_TEXTURE_FORMAT_COLOR_D16 0x2C // TODO: proper nvidia name
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#define NV097_SET_TEXTURE_FORMAT_COLOR_LIN_F16 0x31 // TODO: proper nvidia name
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#define NV097_SET_CONTROL0_COLOR_SPACE_CONVERT 0xF0000000
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#define NV097_SET_CONTROL0_COLOR_SPACE_CONVERT_CRYCB_TO_RGB 0x1
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static void matrix_viewport(float out[4][4], float x, float y, float width, float height, float z_min, float z_max);
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static void init_shader(void);
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static void init_textures(void);
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static void set_attrib_pointer(unsigned int index, unsigned int format, unsigned int size, unsigned int stride, const void* data);
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static void draw_arrays(unsigned int mode, int start, int count);
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static int update_texture_memory(void* texMem, TextureFormatInfo format, int width, int height);
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static const TextureFormatInfo format_map[] = {
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// swizzled
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{ SDL_PIXELFORMAT_ABGR8888, NV097_SET_TEXTURE_FORMAT_COLOR_SZ_A8B8G8R8, 4, true, false, "A8B8G8R8" },
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{ SDL_PIXELFORMAT_RGBA8888, NV097_SET_TEXTURE_FORMAT_COLOR_SZ_R8G8B8A8, 4, true, false, "R8G8B8A8" },
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{ SDL_PIXELFORMAT_ARGB8888, NV097_SET_TEXTURE_FORMAT_COLOR_SZ_A8R8G8B8, 4, true, false, "A8R8G8B8" },
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{ SDL_PIXELFORMAT_ARGB8888, NV097_SET_TEXTURE_FORMAT_COLOR_SZ_X8R8G8B8, 4, true, false, "X8R8G8B8" },
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{ SDL_PIXELFORMAT_BGRA8888, NV097_SET_TEXTURE_FORMAT_COLOR_SZ_B8G8R8A8, 4, true, false, "B8G8R8A8" },
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{ SDL_PIXELFORMAT_RGB565, NV097_SET_TEXTURE_FORMAT_COLOR_SZ_R5G6B5, 2, true, false, "R5G6B5" },
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{ SDL_PIXELFORMAT_ARGB1555, NV097_SET_TEXTURE_FORMAT_COLOR_SZ_A1R5G5B5, 2, true, false, "A1R5G5B5" },
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{ SDL_PIXELFORMAT_ARGB1555, NV097_SET_TEXTURE_FORMAT_COLOR_SZ_X1R5G5B5, 2, true, false, "X1R5G5B5" },
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{ SDL_PIXELFORMAT_ARGB4444, NV097_SET_TEXTURE_FORMAT_COLOR_SZ_A4R4G4B4, 2, true, false, "A4R4G4B4" },
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// linear unsigned
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{ SDL_PIXELFORMAT_ABGR8888, NV097_SET_TEXTURE_FORMAT_COLOR_LU_IMAGE_A8B8G8R8, 4, false, false, "A8B8G8R8" },
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{ SDL_PIXELFORMAT_RGBA8888, NV097_SET_TEXTURE_FORMAT_COLOR_LU_IMAGE_R8G8B8A8, 4, false, false, "R8G8B8A8" },
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{ SDL_PIXELFORMAT_ARGB8888, NV097_SET_TEXTURE_FORMAT_COLOR_LU_IMAGE_A8R8G8B8, 4, false, false, "A8R8G8B8" },
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{ SDL_PIXELFORMAT_ARGB8888, NV097_SET_TEXTURE_FORMAT_COLOR_LU_IMAGE_X8R8G8B8, 4, false, false, "X8R8G8B8" },
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{ SDL_PIXELFORMAT_BGRA8888, NV097_SET_TEXTURE_FORMAT_COLOR_LU_IMAGE_B8G8R8A8, 4, false, false, "B8G8R8A8" },
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{ SDL_PIXELFORMAT_RGB565, NV097_SET_TEXTURE_FORMAT_COLOR_LU_IMAGE_R5G6B5, 2, false, false, "R5G6B5" },
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{ SDL_PIXELFORMAT_ARGB1555, NV097_SET_TEXTURE_FORMAT_COLOR_LU_IMAGE_A1R5G5B5, 2, false, false, "A1R5G5B5" },
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{ SDL_PIXELFORMAT_ARGB1555, NV097_SET_TEXTURE_FORMAT_COLOR_LU_IMAGE_X1R5G5B5, 2, false, false, "X1R5G5B5" },
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{ SDL_PIXELFORMAT_ARGB4444, NV097_SET_TEXTURE_FORMAT_COLOR_LU_IMAGE_A4R4G4B4, 2, false, false, "A4R4G4B4" },
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// yuv color space
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// Each 4 bytes represent the color for 2 neighboring pixels:
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// [ U0 | Y0 | V0 | Y1 ]
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// Y0 is the brightness of pixel 0, Y1 the brightness of pixel 1.
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// U0 and V0 is the color of both pixels. (second pixel is the one sampled? or averaged? doesn't really matter here)
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// https://docs.microsoft.com/en-us/windows/win32/medfound/recommended-8-bit-yuv-formats-for-video-rendering#converting-8-bit-yuv-to-rgb888
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{ SDL_PIXELFORMAT_BGRA8888, NV097_SET_TEXTURE_FORMAT_COLOR_LC_IMAGE_CR8YB8CB8YA8, 2, false, true, "YUY2" },
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{ SDL_PIXELFORMAT_BGRA8888, NV097_SET_TEXTURE_FORMAT_COLOR_LC_IMAGE_YB8CR8YA8CB8, 2, false, true, "UYVY" },
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//{ SDL_PIXELFORMAT_RGBA8888, NV097_SET_TEXTURE_FORMAT_COLOR_LU_IMAGE_Y16, false, true, "Y16" },
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//{ SDL_PIXELFORMAT_RGBA8888, NV097_SET_TEXTURE_FORMAT_COLOR_SZ_Y8, true, true, "SZ_Y8" },
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//{ SDL_PIXELFORMAT_RGBA8888, NV097_SET_TEXTURE_FORMAT_COLOR_LU_IMAGE_Y8, false, true, "Y8" },
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//{ SDL_PIXELFORMAT_RGBA8888, NV097_SET_TEXTURE_FORMAT_COLOR_SZ_AY8, true, true, "SZ_AY8" },
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//{ SDL_PIXELFORMAT_RGBA8888, NV097_SET_TEXTURE_FORMAT_COLOR_LU_IMAGE_AY8, false, true, "AY8" },
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//{ SDL_PIXELFORMAT_RGBA8888, NV097_SET_TEXTURE_FORMAT_COLOR_SZ_A8, true, true, "SZ_A8" },
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//{ SDL_PIXELFORMAT_RGBA8888, NV097_SET_TEXTURE_FORMAT_COLOR_SZ_A8Y8, true, true, "SZ_A8Y8" },
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// misc formats
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//{ SDL_PIXELFORMAT_RGBA8888, NV097_SET_TEXTURE_FORMAT_COLOR_L_DXT1_A1R5G5B5, false, true, "DXT1" },
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//{ SDL_PIXELFORMAT_RGBA8888, NV097_SET_TEXTURE_FORMAT_COLOR_L_DXT23_A8R8G8B8, false, true, "DXT3" },
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//{ SDL_PIXELFORMAT_RGBA8888, NV097_SET_TEXTURE_FORMAT_COLOR_L_DXT45_A8R8G8B8, false, true, "DXT5" },
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//{ SDL_PIXELFORMAT_RGBA8888, NV097_SET_TEXTURE_FORMAT_COLOR_SZ_G8B8, true, true, "SZ_G8B8" },
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{ SDL_PIXELFORMAT_RGBA8888, NV097_SET_TEXTURE_FORMAT_COLOR_LU_IMAGE_G8B8, 2, false, true, "G8B8" },
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//{ SDL_PIXELFORMAT_RGBA8888, NV097_SET_TEXTURE_FORMAT_COLOR_D16, false, true, "D16" }, // TODO: implement in xemu
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//{ SDL_PIXELFORMAT_RGBA8888, NV097_SET_TEXTURE_FORMAT_COLOR_LIN_F16, false, true, "LIN_F16" }, // TODO: implement in xemu
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//{ SDL_PIXELFORMAT_RGBA8888, NV097_SET_TEXTURE_FORMAT_COLOR_SZ_R8B8, true, true, "SZ_R8B8" },
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//{ SDL_PIXELFORMAT_RGBA8888, NV097_SET_TEXTURE_FORMAT_COLOR_SZ_R6G5B5, true, true, "R6G5B5" }
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// TODO: define others here
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};
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// bitscan forward
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int bsf(int val) {
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__asm bsf eax, val
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}
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/* Main program function */
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int main(void)
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{
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uint32_t *p;
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int i, status;
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int width = 640, height = 480;
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float m_viewport[4][4];
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int format_map_index = 0;
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bool toggleFormat;
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int texWidth = 256, texHeight = 256;
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SDL_GameController *gameController;
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XVideoSetMode(width, height, 32, REFRESH_DEFAULT);
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// initialize input for the first gamepad
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SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER);
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gameController = SDL_GameControllerOpen(0);
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if (!gameController) {
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debugPrint("Failed to initialize input for gamepad 0");
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Sleep(2000);
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return 1;
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}
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if ((status = pb_init())) {
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debugPrint("pb_init Error %d\n", status);
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Sleep(2000);
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return 1;
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}
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pb_show_front_screen();
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/* Load constant rendering things (shaders, geometry) */
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init_shader();
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// real nv2a hardware seems to cache this and not honor updates? have separate vertex buffers for swizzled and linear for now...
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alloc_vertices = MmAllocateContiguousMemoryEx(sizeof(vertices), 0, MAXRAM, 0, PAGE_WRITECOMBINE | PAGE_READWRITE);
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alloc_vertices_swizzled = MmAllocateContiguousMemoryEx(sizeof(vertices), 0, MAXRAM, 0, PAGE_WRITECOMBINE | PAGE_READWRITE);
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memcpy(alloc_vertices, vertices, sizeof(vertices));
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memcpy(alloc_vertices_swizzled, vertices, sizeof(vertices));
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num_vertices = sizeof(vertices)/sizeof(vertices[0]);
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for (int i = 0; i < num_vertices; i++) {
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if (alloc_vertices[i].texcoord[0]) alloc_vertices[i].texcoord[0] = texWidth * 1.0f;
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if (alloc_vertices[i].texcoord[1]) alloc_vertices[i].texcoord[1] = texHeight * 1.0f;
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}
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// allocate texture memory buffer large enough for all types
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void *texMem = MmAllocateContiguousMemoryEx(texWidth * texHeight * 4, 0, MAXRAM, 0, PAGE_WRITECOMBINE | PAGE_READWRITE);
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int texError = update_texture_memory(texMem, format_map[format_map_index], texWidth, texHeight);
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/* Create view matrix (our camera is static) */
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matrix_unit(m_view);
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create_world_view(m_view, v_cam_pos, v_cam_rot);
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/* Create projection matrix */
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matrix_unit(m_proj);
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create_view_screen(m_proj, (float)width/(float)height, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 10000.0f);
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/* Create viewport matrix, combine with projection */
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matrix_viewport(m_viewport, 0, 0, width, height, 0, 65536.0f);
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matrix_multiply(m_proj, m_proj, (float*)m_viewport);
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/* Create local->world matrix given our updated object */
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matrix_unit(m_model);
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while(1) {
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// cycle current texture based on A or B button presses
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SDL_GameControllerUpdate();
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bool aPress = SDL_GameControllerGetButton(gameController, SDL_CONTROLLER_BUTTON_A);
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bool bPress = SDL_GameControllerGetButton(gameController, SDL_CONTROLLER_BUTTON_B);
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if (aPress || bPress) {
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if (toggleFormat) {
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// TODO: back doesn't wrap as intended, re-do logic
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format_map_index = (format_map_index + (aPress ? 1 : -1)) % (sizeof(format_map) / sizeof(format_map[0]));
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texError = update_texture_memory(texMem, format_map[format_map_index], texWidth, texHeight);
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}
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toggleFormat = false;
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} else toggleFormat = true;
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pb_wait_for_vbl();
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pb_reset();
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pb_target_back_buffer();
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/* 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);
|
||||
}
|
657
main.cpp
Normal file
657
main.cpp
Normal file
@ -0,0 +1,657 @@
|
||||
/*
|
||||
* 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>
|
||||
|
||||
#pragma clang diagnostic push
|
||||
#pragma ide diagnostic ignored "OCUnusedMacroInspection"
|
||||
|
||||
// clang format off
|
||||
#define _USE_MATH_DEFINES
|
||||
#include <cmath>
|
||||
// clang format on
|
||||
|
||||
#include <SDL.h>
|
||||
#include <SDL_image.h>
|
||||
#include <hal/debug.h>
|
||||
#include <pbkit/pbkit.h>
|
||||
#include <strings.h>
|
||||
#include <windows.h>
|
||||
#include <xboxkrnl/xboxkrnl.h>
|
||||
|
||||
#include <cstdint>
|
||||
#include <cstring>
|
||||
|
||||
#include "math3d.h"
|
||||
#include "nxdk_missing_defines.h"
|
||||
#include "third_party/swizzle.h"
|
||||
|
||||
typedef struct TextureFormatInfo {
|
||||
SDL_PixelFormatEnum SdlFormat;
|
||||
uint32_t XboxFormat;
|
||||
uint16_t XboxBpp; // bytes per pixel
|
||||
bool XboxSwizzled;
|
||||
bool RequireConversion;
|
||||
const 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 kFramebufferWidth/kFramebufferHeight
|
||||
static Vertex *alloc_vertices_swizzled; // texcoords normalized 0 to 1
|
||||
|
||||
static constexpr int kFramebufferWidth = 640;
|
||||
static constexpr int kFramebufferHeight = 480;
|
||||
static constexpr int kTextureWidth = 256;
|
||||
static constexpr int kTextureHeight = 256;
|
||||
|
||||
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 "resources/texture.h"
|
||||
#include "resources/verts.h"
|
||||
|
||||
#define MASK(mask, val) (((val) << (ffs(mask) - 1)) & (mask))
|
||||
#define MAXRAM 0x03FFAFFF
|
||||
|
||||
static void init_vertices();
|
||||
static void init_matrices();
|
||||
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();
|
||||
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(uint8_t *texture_memory, TextureFormatInfo format, int width, int height);
|
||||
static void save_framebuffer(uint8_t *framebuffer, int format_map_index);
|
||||
|
||||
static constexpr 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
|
||||
};
|
||||
static constexpr int kNumFormats = sizeof(format_map) / sizeof(format_map[0]);
|
||||
|
||||
// bitscan forward
|
||||
int bsf(int val) { __asm bsf eax, val }
|
||||
|
||||
/* Main program function */
|
||||
int main() {
|
||||
uint32_t *p;
|
||||
|
||||
XVideoSetMode(kFramebufferWidth, kFramebufferHeight, 32, REFRESH_DEFAULT);
|
||||
|
||||
// initialize input for the first gamepad
|
||||
SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER);
|
||||
SDL_GameController *gameController = SDL_GameControllerOpen(0);
|
||||
if (!gameController) {
|
||||
debugPrint("Failed to initialize input for gamepad 0.");
|
||||
Sleep(2000);
|
||||
return 1;
|
||||
}
|
||||
|
||||
if (!(IMG_Init(IMG_INIT_PNG) & IMG_INIT_PNG)) {
|
||||
debugPrint("Failed to initialize SDL_image PNG mode.");
|
||||
Sleep(2000);
|
||||
return 1;
|
||||
}
|
||||
|
||||
int status = pb_init();
|
||||
if (status) {
|
||||
debugPrint("pb_init Error %d\n", status);
|
||||
Sleep(2000);
|
||||
return 1;
|
||||
}
|
||||
|
||||
pb_show_front_screen();
|
||||
|
||||
/* Load constant rendering things (shaders, geometry) */
|
||||
init_shader();
|
||||
|
||||
init_vertices();
|
||||
|
||||
// allocate texture memory buffer large enough for all types
|
||||
auto texture_memory = static_cast<uint8_t *>(MmAllocateContiguousMemoryEx(
|
||||
kTextureWidth * kTextureHeight * 4, 0, MAXRAM, 0, PAGE_WRITECOMBINE | PAGE_READWRITE));
|
||||
int format_map_index = 0;
|
||||
int update_texture_result =
|
||||
update_texture_memory(texture_memory, format_map[format_map_index], kTextureWidth, kTextureHeight);
|
||||
|
||||
init_matrices();
|
||||
|
||||
#pragma clang diagnostic push
|
||||
#pragma ide diagnostic ignored "EndlessLoop"
|
||||
|
||||
uint8_t *framebuffer = XVideoGetFB();
|
||||
|
||||
bool toggle_format_allowed = true;
|
||||
bool render_changed = true;
|
||||
while (true) {
|
||||
// cycle current texture based on A or B button presses
|
||||
SDL_GameControllerUpdate();
|
||||
bool a_pressed = SDL_GameControllerGetButton(gameController, SDL_CONTROLLER_BUTTON_A);
|
||||
bool b_pressed = SDL_GameControllerGetButton(gameController, SDL_CONTROLLER_BUTTON_B);
|
||||
if (a_pressed || b_pressed) {
|
||||
if (toggle_format_allowed) {
|
||||
if (a_pressed) {
|
||||
format_map_index = (format_map_index + 1) % kNumFormats;
|
||||
} else {
|
||||
if (--format_map_index < 0) {
|
||||
format_map_index = kNumFormats - 1;
|
||||
}
|
||||
}
|
||||
update_texture_result =
|
||||
update_texture_memory(texture_memory, format_map[format_map_index], kTextureWidth, kTextureHeight);
|
||||
render_changed = true;
|
||||
}
|
||||
toggle_format_allowed = false;
|
||||
} else {
|
||||
toggle_format_allowed = true;
|
||||
}
|
||||
|
||||
pb_wait_for_vbl();
|
||||
pb_reset();
|
||||
pb_target_back_buffer();
|
||||
|
||||
/* Clear depth & stencil buffers */
|
||||
pb_erase_depth_stencil_buffer(0, 0, kFramebufferWidth, kFramebufferHeight);
|
||||
pb_fill(0, 0, kFramebufferWidth, kFramebufferHeight, 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(kTextureWidth) : 0) |
|
||||
MASK(NV097_SET_TEXTURE_FORMAT_BASE_SIZE_V,
|
||||
format_map[format_map_index].XboxSwizzled ? bsf(kTextureHeight) : 0) |
|
||||
MASK(NV097_SET_TEXTURE_FORMAT_BASE_SIZE_P, 0);
|
||||
|
||||
// set stage 0 texture address & format
|
||||
p = pb_push2(p, NV20_TCL_PRIMITIVE_3D_TX_OFFSET(0), (DWORD)texture_memory & 0x03ffffff, format_mask);
|
||||
|
||||
if (!format_map[format_map_index].XboxSwizzled) {
|
||||
// set stage 0 texture pitch (pitch<<16)
|
||||
p = pb_push1(p, NV20_TCL_PRIMITIVE_3D_TX_NPOT_PITCH(0),
|
||||
(format_map[format_map_index].XboxBpp * kTextureWidth) << 16);
|
||||
|
||||
// set stage 0 texture kFramebufferWidth & kFramebufferHeight
|
||||
// ((width<<16)|kFramebufferHeight)
|
||||
p = pb_push1(p, NV20_TCL_PRIMITIVE_3D_TX_NPOT_SIZE(0), (kTextureWidth << 16) | kTextureHeight);
|
||||
}
|
||||
|
||||
// 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_WRAP(0), 0x00030303);
|
||||
|
||||
// set stage 0 texture enable flags
|
||||
p = pb_push1(p, NV20_TCL_PRIMITIVE_3D_TX_ENABLE(0), 0x4003ffc0);
|
||||
|
||||
// set stage 0 texture filters (AA!)
|
||||
p = pb_push1(p, NV20_TCL_PRIMITIVE_3D_TX_FILTER(0), 0x04074000);
|
||||
|
||||
pb_end(p);
|
||||
|
||||
/* Disable other texture stages */
|
||||
p = pb_begin();
|
||||
|
||||
// set stage 1 texture enable flags (bit30 disabled)
|
||||
p = pb_push1(p, NV20_TCL_PRIMITIVE_3D_TX_ENABLE(1), 0x0003ffc0);
|
||||
|
||||
// set stage 2 texture enable flags (bit30 disabled)
|
||||
p = pb_push1(p, NV20_TCL_PRIMITIVE_3D_TX_ENABLE(2), 0x0003ffc0);
|
||||
|
||||
// set stage 3 texture enable flags (bit30 disabled)
|
||||
p = pb_push1(p, NV20_TCL_PRIMITIVE_3D_TX_ENABLE(3), 0x0003ffc0);
|
||||
|
||||
// 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(1), 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(2), 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_WRAP(3), 0x00030303);
|
||||
|
||||
// set stage 1 texture filters (no AA, stage not even used)
|
||||
p = pb_push1(p, NV20_TCL_PRIMITIVE_3D_TX_FILTER(1), 0x02022000);
|
||||
|
||||
// set stage 2 texture filters (no AA, stage not even used)
|
||||
p = pb_push1(p, NV20_TCL_PRIMITIVE_3D_TX_FILTER(2), 0x02022000);
|
||||
|
||||
// set stage 3 texture filters (no AA, stage not even used)
|
||||
p = pb_push1(p, NV20_TCL_PRIMITIVE_3D_TX_FILTER(3), 0x02022000);
|
||||
|
||||
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 (auto 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, kNumVertices);
|
||||
|
||||
/* 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", kTextureWidth);
|
||||
pb_print("H: %d\n", kTextureHeight);
|
||||
pb_print("P: %d\n", format_map[format_map_index].XboxBpp * kTextureWidth);
|
||||
pb_print("ERR: %d\n", update_texture_result);
|
||||
pb_draw_text_screen();
|
||||
|
||||
while (pb_busy()) {
|
||||
/* Wait for completion... */
|
||||
}
|
||||
|
||||
/* Swap buffers (if we can) */
|
||||
while (pb_finished()) {
|
||||
/* Not ready to swap yet */
|
||||
}
|
||||
|
||||
if (render_changed) {
|
||||
render_changed = false;
|
||||
save_framebuffer(framebuffer, format_map_index);
|
||||
}
|
||||
}
|
||||
#pragma clang diagnostic pop
|
||||
|
||||
/* Unreachable cleanup code */
|
||||
SDL_GameControllerClose(gameController);
|
||||
SDL_QuitSubSystem(SDL_INIT_GAMECONTROLLER);
|
||||
MmFreeContiguousMemory(alloc_vertices);
|
||||
MmFreeContiguousMemory(alloc_vertices_swizzled);
|
||||
MmFreeContiguousMemory(texture_memory);
|
||||
pb_show_debug_screen();
|
||||
pb_kill();
|
||||
return 0;
|
||||
}
|
||||
|
||||
static void save_framebuffer(uint8_t *framebuffer, int format_map_index) {}
|
||||
|
||||
static int update_texture_memory(uint8_t *texture_memory, TextureFormatInfo format, int width, int height) {
|
||||
// create source surface
|
||||
SDL_Surface *gradient_surface = SDL_CreateRGBSurfaceWithFormat(0, width, height, 32, SDL_PIXELFORMAT_RGBA8888);
|
||||
if (gradient_surface == nullptr) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
if (SDL_LockSurface(gradient_surface)) {
|
||||
return 2;
|
||||
}
|
||||
|
||||
// TODO: have different color patterns controlled by alternate gamepad
|
||||
// button(s) generate basic gradient pattern
|
||||
auto pixels = static_cast<uint32_t *>(gradient_surface->pixels);
|
||||
for (int y = 0; y < height; y++)
|
||||
for (int x = 0; x < width; x++) {
|
||||
int x_normal = static_cast<int>(static_cast<float>(x) * 255.0f / static_cast<float>(width));
|
||||
int y_normal = static_cast<int>(static_cast<float>(y) * 255.0f / static_cast<float>(height));
|
||||
pixels[y * width + x] =
|
||||
SDL_MapRGBA(gradient_surface->format, y_normal, x_normal, 255 - y_normal, x_normal + y_normal);
|
||||
}
|
||||
|
||||
SDL_UnlockSurface(gradient_surface);
|
||||
|
||||
// if conversion required, do so, otherwise use SDL to convert
|
||||
if (format.RequireConversion) {
|
||||
uint8_t *dstP = texture_memory;
|
||||
|
||||
// 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_surface->format, &R0, &G0, &B0);
|
||||
SDL_GetRGB(pixels[y * width + x + 1], gradient_surface->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_surface->format, &R0, &G0, &B0);
|
||||
SDL_GetRGB(pixels[y * width + x + 1], gradient_surface->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_surface);
|
||||
return 3;
|
||||
break;
|
||||
}
|
||||
|
||||
// TODO: swizzling
|
||||
|
||||
SDL_FreeSurface(gradient_surface);
|
||||
} else {
|
||||
// standard SDL conversion to destination format
|
||||
SDL_Surface *new_surf = SDL_ConvertSurfaceFormat(gradient_surface, format.SdlFormat, 0);
|
||||
SDL_FreeSurface(gradient_surface);
|
||||
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, texture_memory, new_surf->pitch,
|
||||
new_surf->format->BytesPerPixel);
|
||||
} else {
|
||||
memcpy(texture_memory, new_surf->pixels, new_surf->pitch * new_surf->h);
|
||||
}
|
||||
|
||||
SDL_FreeSurface(new_surf);
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
static void init_vertices() {
|
||||
// real nv2a hardware seems to cache this and not honor updates? have separate
|
||||
// vertex buffers for swizzled and linear for now...
|
||||
alloc_vertices = static_cast<Vertex *>(
|
||||
MmAllocateContiguousMemoryEx(sizeof(vertices), 0, MAXRAM, 0, PAGE_WRITECOMBINE | PAGE_READWRITE));
|
||||
alloc_vertices_swizzled = static_cast<Vertex *>(
|
||||
MmAllocateContiguousMemoryEx(sizeof(vertices), 0, MAXRAM, 0, PAGE_WRITECOMBINE | PAGE_READWRITE));
|
||||
memcpy(alloc_vertices, vertices, sizeof(vertices));
|
||||
memcpy(alloc_vertices_swizzled, vertices, sizeof(vertices));
|
||||
for (int i = 0; i < kNumVertices; i++) {
|
||||
if (alloc_vertices[i].texcoord[0] != 0.0f) {
|
||||
alloc_vertices[i].texcoord[0] = static_cast<float>(kTextureWidth);
|
||||
}
|
||||
|
||||
if (alloc_vertices[i].texcoord[1] != 0.0f) {
|
||||
alloc_vertices[i].texcoord[1] = static_cast<float>(kTextureHeight);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void init_matrices() {
|
||||
/* 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)kFramebufferWidth / (float)kFramebufferHeight, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f,
|
||||
10000.0f);
|
||||
|
||||
/* Create viewport matrix, combine with projection */
|
||||
{
|
||||
float m_viewport[4][4];
|
||||
matrix_viewport(m_viewport, 0, 0, (float)kFramebufferWidth, (float)kFramebufferHeight, 0, 65536.0f);
|
||||
matrix_multiply(m_proj, m_proj, (float *)m_viewport);
|
||||
}
|
||||
|
||||
/* Create local->world matrix given our updated object */
|
||||
matrix_unit(m_model);
|
||||
}
|
||||
|
||||
/* 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() {
|
||||
uint32_t *p;
|
||||
int i;
|
||||
|
||||
/* Setup vertex shader */
|
||||
uint32_t vs_program[] = {
|
||||
// clang format off
|
||||
#include "vs.inl"
|
||||
// clang format on
|
||||
};
|
||||
|
||||
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();
|
||||
|
||||
// clang format off
|
||||
#include "ps.inl"
|
||||
// clang format on
|
||||
pb_end(p);
|
||||
}
|
||||
|
||||
/* Set an attribute pointer */
|
||||
static void set_attrib_pointer(uint32_t index, uint32_t format, unsigned int size, uint32_t 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);
|
||||
|
||||
// bit 30 means all params go to same register 0x1810
|
||||
p = pb_push1(p, 0x40000000 | NV097_DRAW_ARRAYS,
|
||||
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);
|
||||
}
|
||||
|
||||
#pragma clang diagnostic pop
|
565
math3d.c
565
math3d.c
@ -1,352 +1,375 @@
|
||||
//port of ooPo's ps2sdk math3d library
|
||||
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
#include <math.h>
|
||||
// port of ooPo's ps2sdk math3d library
|
||||
|
||||
#include "math3d.h"
|
||||
|
||||
#include <math.h>
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
|
||||
unsigned long times(void *);
|
||||
#define cpu_ticks() times(0)
|
||||
|
||||
// vector functions
|
||||
|
||||
void vector_apply(VECTOR output, VECTOR input0, MATRIX input1) {
|
||||
VECTOR work;
|
||||
|
||||
//vector functions
|
||||
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];
|
||||
|
||||
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);
|
||||
// Output the result.
|
||||
vector_copy(output, work);
|
||||
}
|
||||
|
||||
void vector_clamp(VECTOR output, VECTOR input0, float min, float max)
|
||||
{
|
||||
VECTOR work;
|
||||
void vector_clamp(VECTOR output, VECTOR input0, float min, float max) {
|
||||
VECTOR work;
|
||||
|
||||
// Copy the vector.
|
||||
vector_copy(work, input0);
|
||||
// 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 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; }
|
||||
// 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);
|
||||
// Output the result.
|
||||
vector_copy(output, work);
|
||||
}
|
||||
|
||||
void vector_copy(VECTOR output, VECTOR input0)
|
||||
{
|
||||
memcpy(output,input0,sizeof(VECTOR));
|
||||
void vector_copy(VECTOR output, VECTOR input0) {
|
||||
memcpy(output, input0, sizeof(VECTOR));
|
||||
}
|
||||
|
||||
float vector_innerproduct(VECTOR input0, VECTOR input1)
|
||||
{
|
||||
VECTOR work0, work1;
|
||||
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 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;
|
||||
// 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]);
|
||||
// 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;
|
||||
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];
|
||||
// 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);
|
||||
// Output the result.
|
||||
vector_copy(output, work);
|
||||
}
|
||||
|
||||
void vector_normalize(VECTOR output, VECTOR input0)
|
||||
{
|
||||
float k;
|
||||
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;
|
||||
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;
|
||||
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];
|
||||
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);
|
||||
// Output the result.
|
||||
vector_copy(output, work);
|
||||
}
|
||||
|
||||
//matrices function
|
||||
// matrices function
|
||||
|
||||
void matrix_copy(MATRIX output, MATRIX input0)
|
||||
{
|
||||
memcpy(output,input0,sizeof(MATRIX));
|
||||
void matrix_copy(MATRIX output, MATRIX input0) {
|
||||
memcpy(output, input0, sizeof(MATRIX));
|
||||
}
|
||||
|
||||
void matrix_inverse(MATRIX output, MATRIX input0)
|
||||
{
|
||||
MATRIX work;
|
||||
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;
|
||||
// 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);
|
||||
// Output the result.
|
||||
matrix_copy(output, work);
|
||||
}
|
||||
|
||||
void matrix_multiply(MATRIX output, MATRIX input0, MATRIX input1)
|
||||
{
|
||||
MATRIX 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];
|
||||
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);
|
||||
// Output the result.
|
||||
matrix_copy(output, work);
|
||||
}
|
||||
|
||||
void matrix_rotate(MATRIX output, MATRIX input0, VECTOR input1)
|
||||
{
|
||||
MATRIX 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 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 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);
|
||||
// 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;
|
||||
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);
|
||||
// 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;
|
||||
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);
|
||||
// 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;
|
||||
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];
|
||||
// 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);
|
||||
// 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;
|
||||
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
|
||||
// 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_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_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;
|
||||
|
||||
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 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];
|
||||
|
||||
// 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);
|
||||
// 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)
|
||||
*/
|
||||
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:kFramebufferWidth,h:kFramebufferHeight,n:z near,f:z far)
|
||||
*/
|
||||
|
||||
// Apply the aspect ratio adjustment.
|
||||
left = (left * aspect); right = (right * aspect);
|
||||
// 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;
|
||||
// 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
|
||||
*/
|
||||
//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
|
||||
// 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;
|
||||
// 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);
|
||||
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);
|
||||
}
|
||||
|
||||
|
78
math3d.h
78
math3d.h
@ -1,37 +1,40 @@
|
||||
//port of ooPo's ps2sdk math3d library
|
||||
// port of ooPo's ps2sdk math3d library
|
||||
|
||||
#ifndef _MATH3D_H_
|
||||
#define _MATH3D_H_
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
typedef float VECTOR[4];
|
||||
typedef float MATRIX[16];
|
||||
|
||||
//vector indices
|
||||
#define _X 0
|
||||
#define _Y 1
|
||||
#define _Z 2
|
||||
#define _W 3
|
||||
// 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
|
||||
// 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
|
||||
// vector functions
|
||||
|
||||
void vector_apply(VECTOR output, VECTOR input0, MATRIX input1);
|
||||
// Multiply a vector by a matrix, returning a vector.
|
||||
@ -49,12 +52,13 @@ 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.
|
||||
// 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
|
||||
// matrices functions
|
||||
|
||||
void matrix_copy(MATRIX output, MATRIX input0);
|
||||
// Copy a matrix.
|
||||
@ -80,9 +84,10 @@ void matrix_transpose(MATRIX output, MATRIX input0);
|
||||
void matrix_unit(MATRIX output);
|
||||
// Create a unit matrix.
|
||||
|
||||
//creation functions
|
||||
// creation functions
|
||||
|
||||
void create_local_world(MATRIX local_world, VECTOR translation, VECTOR rotation);
|
||||
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.
|
||||
|
||||
@ -94,13 +99,20 @@ 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);
|
||||
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.
|
||||
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.
|
||||
|
||||
#ifdef __cplusplus
|
||||
};
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
17
nxdk_missing_defines.h
Normal file
17
nxdk_missing_defines.h
Normal file
@ -0,0 +1,17 @@
|
||||
#ifndef NXDK_ZBUFFER_TESTS_NXDK_MISSING_DEFINES_H
|
||||
#define NXDK_ZBUFFER_TESTS_NXDK_MISSING_DEFINES_H
|
||||
|
||||
// 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
|
||||
|
||||
#endif // NXDK_ZBUFFER_TESTS_NXDK_MISSING_DEFINES_H
|
@ -36,3 +36,5 @@ struct Vertex vertices[] = {
|
||||
{ {-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} }
|
||||
};
|
||||
|
||||
static constexpr uint32_t kNumVertices = sizeof(vertices) / sizeof(vertices[0]);
|
163
swizzle.c
163
swizzle.c
@ -1,163 +0,0 @@
|
||||
/*
|
||||
* 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
60
swizzle.h
@ -1,60 +0,0 @@
|
||||
/*
|
||||
* 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
|
144
third_party/swizzle.c
vendored
Normal file
144
third_party/swizzle.c
vendored
Normal file
@ -0,0 +1,144 @@
|
||||
/*
|
||||
* 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 "swizzle.h"
|
||||
|
||||
#include <assert.h>
|
||||
#include <stdbool.h>
|
||||
#include <stdint.h>
|
||||
#include <string.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);
|
||||
}
|
52
third_party/swizzle.h
vendored
Normal file
52
third_party/swizzle.h
vendored
Normal file
@ -0,0 +1,52 @@
|
||||
/*
|
||||
* 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
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
#include <stdint.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);
|
||||
|
||||
#ifdef __cplusplus
|
||||
};
|
||||
#endif
|
||||
|
||||
#endif
|
Loading…
Reference in New Issue
Block a user