early-access version 2281
This commit is contained in:
+156
-18
@@ -56,6 +56,15 @@ static unsigned int __attribute__((aligned(16))) DisplayList[262144];
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#define COL4444(r,g,b,a) ((r>>4) | ((g>>4)<<4) | ((b>>4)<<8) | ((a>>4)<<12))
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#define COL8888(r,g,b,a) ((r) | ((g)<<8) | ((b)<<16) | ((a)<<24))
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typedef struct
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{
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SDL_bool viewport_dirty;
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SDL_Rect viewport;
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SDL_bool cliprect_enabled_dirty;
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SDL_bool cliprect_enabled;
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SDL_bool cliprect_dirty;
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SDL_Rect cliprect;
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} PSP_DrawStateCache;
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typedef struct
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{
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@@ -70,6 +79,7 @@ typedef struct
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unsigned int currentColor;
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int currentBlendMode;
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PSP_DrawStateCache drawstate;
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} PSP_RenderData;
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@@ -98,9 +108,22 @@ typedef struct
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{
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float u, v;
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float x, y, z;
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} VertTV;
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typedef struct
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{
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int col;
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float x, y, z;
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} VertCV;
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typedef struct
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{
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float u, v;
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int col;
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float x, y, z;
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} VertTCV;
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#define PI 3.14159265358979f
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#define radToDeg(x) ((x)*180.f/PI)
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@@ -198,7 +221,7 @@ TextureSwizzle(PSP_TextureData *psp_texture)
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unsigned int *src = (unsigned int*) psp_texture->data;
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unsigned char *data = NULL;
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data = malloc(psp_texture->size);
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data = SDL_malloc(psp_texture->size);
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int j;
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@@ -223,7 +246,7 @@ TextureSwizzle(PSP_TextureData *psp_texture)
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blockaddress += rowblocksadd;
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}
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free(psp_texture->data);
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SDL_free(psp_texture->data);
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psp_texture->data = data;
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psp_texture->swizzled = SDL_TRUE;
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@@ -249,7 +272,7 @@ int TextureUnswizzle(PSP_TextureData *psp_texture)
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unsigned char *data = NULL;
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data = malloc(psp_texture->size);
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data = SDL_malloc(psp_texture->size);
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if(!data)
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return 0;
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@@ -285,7 +308,7 @@ int TextureUnswizzle(PSP_TextureData *psp_texture)
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ydst += dstrow;
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}
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free(psp_texture->data);
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SDL_free(psp_texture->data);
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psp_texture->data = data;
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@@ -346,12 +369,6 @@ PSP_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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return 0;
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}
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static int
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PSP_SetTextureColorMod(SDL_Renderer * renderer, SDL_Texture * texture)
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{
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return SDL_Unsupported();
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}
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void
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TextureActivate(SDL_Texture * texture)
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{
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@@ -373,6 +390,9 @@ TextureActivate(SDL_Texture * texture)
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sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGBA);
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}
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static int
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PSP_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * rect, void **pixels, int *pitch);
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static int
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PSP_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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@@ -466,10 +486,98 @@ PSP_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_F
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return 0;
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}
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static int
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PSP_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
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const float *xy, int xy_stride, const int *color, int color_stride, const float *uv, int uv_stride,
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int num_vertices, const void *indices, int num_indices, int size_indices,
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float scale_x, float scale_y)
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{
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int i;
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int count = indices ? num_indices : num_vertices;
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cmd->data.draw.count = count;
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size_indices = indices ? size_indices : 0;
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if (texture == NULL) {
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VertCV *verts;
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verts = (VertCV *) SDL_AllocateRenderVertices(renderer, count * sizeof (VertCV), 4, &cmd->data.draw.first);
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if (!verts) {
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return -1;
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}
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for (i = 0; i < count; i++) {
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int j;
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float *xy_;
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int col_;
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if (size_indices == 4) {
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j = ((const Uint32 *)indices)[i];
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} else if (size_indices == 2) {
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j = ((const Uint16 *)indices)[i];
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} else if (size_indices == 1) {
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j = ((const Uint8 *)indices)[i];
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} else {
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j = i;
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}
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xy_ = (float *)((char*)xy + j * xy_stride);
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col_ = *(int *)((char*)color + j * color_stride);
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verts->x = xy_[0] * scale_x;
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verts->y = xy_[1] * scale_y;
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verts->z = 0;
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verts->col = col_;
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verts++;
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}
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} else {
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PSP_TextureData *psp_texture = (PSP_TextureData *) texture->driverdata;
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VertTCV *verts;
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verts = (VertTCV *) SDL_AllocateRenderVertices(renderer, count * sizeof (VertTCV), 4, &cmd->data.draw.first);
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if (!verts) {
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return -1;
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}
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for (i = 0; i < count; i++) {
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int j;
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float *xy_;
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int col_;
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float *uv_;
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if (size_indices == 4) {
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j = ((const Uint32 *)indices)[i];
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} else if (size_indices == 2) {
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j = ((const Uint16 *)indices)[i];
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} else if (size_indices == 1) {
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j = ((const Uint8 *)indices)[i];
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} else {
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j = i;
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}
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xy_ = (float *)((char*)xy + j * xy_stride);
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col_ = *(int *)((char*)color + j * color_stride);
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uv_ = (float *)((char*)uv + j * uv_stride);
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verts->x = xy_[0] * scale_x;
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verts->y = xy_[1] * scale_y;
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verts->z = 0;
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verts->col = col_;
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verts->u = uv_[0] * psp_texture->textureWidth;
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verts->v = uv_[1] * psp_texture->textureHeight;
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verts++;
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}
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}
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return 0;
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}
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static int
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PSP_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
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{
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VertV *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * 2 * sizeof (VertV), 4, &cmd->data.draw.first);
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VertV *verts = (VertV *) SDL_AllocateRenderVertices(renderer, count * 2 * sizeof (VertV), 4, &cmd->data.draw.first);
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int i;
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if (!verts) {
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@@ -691,7 +799,6 @@ static int
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PSP_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize)
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{
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PSP_RenderData *data = (PSP_RenderData *) renderer->driverdata;
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size_t i;
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StartDrawing(renderer);
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@@ -740,7 +847,7 @@ PSP_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti
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const Uint8 g = cmd->data.color.g;
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const Uint8 b = cmd->data.color.b;
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const Uint8 a = cmd->data.color.a;
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const Uint32 color = ((a << 24) | (b << 16) | (g << 8) | r);
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const Uint32 color = (((Uint32)a << 24) | (b << 16) | (g << 8) | r);
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/* !!! FIXME: we could cache drawstate like clear color */
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sceGuClearColor(color);
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sceGuClearDepth(0);
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@@ -755,7 +862,7 @@ PSP_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti
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const Uint8 g = cmd->data.draw.g;
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const Uint8 b = cmd->data.draw.b;
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const Uint8 a = cmd->data.draw.a;
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const Uint32 color = ((a << 24) | (b << 16) | (g << 8) | r);
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const Uint32 color = (((Uint32)a << 24) | (b << 16) | (g << 8) | r);
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/* !!! FIXME: we could cache draw state like color, texturing, etc */
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sceGuColor(color);
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sceGuDisable(GU_TEXTURE_2D);
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@@ -773,7 +880,7 @@ PSP_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti
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const Uint8 g = cmd->data.draw.g;
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const Uint8 b = cmd->data.draw.b;
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const Uint8 a = cmd->data.draw.a;
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const Uint32 color = ((a << 24) | (b << 16) | (g << 8) | r);
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const Uint32 color = (((Uint32)a << 24) | (b << 16) | (g << 8) | r);
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/* !!! FIXME: we could cache draw state like color, texturing, etc */
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sceGuColor(color);
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sceGuDisable(GU_TEXTURE_2D);
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@@ -791,7 +898,7 @@ PSP_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti
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const Uint8 g = cmd->data.draw.g;
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const Uint8 b = cmd->data.draw.b;
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const Uint8 a = cmd->data.draw.a;
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const Uint32 color = ((a << 24) | (b << 16) | (g << 8) | r);
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const Uint32 color = (((Uint32)a << 24) | (b << 16) | (g << 8) | r);
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/* !!! FIXME: we could cache draw state like color, texturing, etc */
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sceGuColor(color);
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sceGuDisable(GU_TEXTURE_2D);
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@@ -847,6 +954,25 @@ PSP_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti
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break;
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}
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case SDL_RENDERCMD_GEOMETRY: {
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const size_t count = cmd->data.draw.count;
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if (cmd->data.draw.texture == NULL) {
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const VertCV *verts = (VertCV *) (gpumem + cmd->data.draw.first);
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sceGuDisable(GU_TEXTURE_2D);
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/* In GU_SMOOTH mode */
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sceGuDrawArray(GU_TRIANGLES, GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_2D, count, 0, verts);
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sceGuEnable(GU_TEXTURE_2D);
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} else {
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const VertTCV *verts = (VertTCV *) (gpumem + cmd->data.draw.first);
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TextureActivate(cmd->data.draw.texture);
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/* Need to force refresh of blending mode, probably something to FIXME */
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PSP_SetBlendMode(renderer, SDL_BLENDMODE_INVALID);
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PSP_SetBlendMode(renderer, cmd->data.draw.blend);
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sceGuDrawArray(GU_TRIANGLES, GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_2D, count, 0, verts);
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}
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break;
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}
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case SDL_RENDERCMD_NO_OP:
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break;
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}
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@@ -921,6 +1047,14 @@ PSP_DestroyRenderer(SDL_Renderer * renderer)
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SDL_free(renderer);
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}
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static int
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PSP_SetVSync(SDL_Renderer * renderer, const int vsync)
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{
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PSP_RenderData *data = renderer->driverdata;
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data->vsync = vsync;
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return 0;
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}
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SDL_Renderer *
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PSP_CreateRenderer(SDL_Window * window, Uint32 flags)
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{
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@@ -944,7 +1078,6 @@ PSP_CreateRenderer(SDL_Window * window, Uint32 flags)
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renderer->WindowEvent = PSP_WindowEvent;
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renderer->CreateTexture = PSP_CreateTexture;
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renderer->SetTextureColorMod = PSP_SetTextureColorMod;
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renderer->UpdateTexture = PSP_UpdateTexture;
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renderer->LockTexture = PSP_LockTexture;
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renderer->UnlockTexture = PSP_UnlockTexture;
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@@ -954,6 +1087,7 @@ PSP_CreateRenderer(SDL_Window * window, Uint32 flags)
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renderer->QueueSetDrawColor = PSP_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */
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renderer->QueueDrawPoints = PSP_QueueDrawPoints;
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renderer->QueueDrawLines = PSP_QueueDrawPoints; /* lines and points queue vertices the same way. */
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renderer->QueueGeometry = PSP_QueueGeometry;
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renderer->QueueFillRects = PSP_QueueFillRects;
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renderer->QueueCopy = PSP_QueueCopy;
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renderer->QueueCopyEx = PSP_QueueCopyEx;
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@@ -962,6 +1096,7 @@ PSP_CreateRenderer(SDL_Window * window, Uint32 flags)
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renderer->RenderPresent = PSP_RenderPresent;
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renderer->DestroyTexture = PSP_DestroyTexture;
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renderer->DestroyRenderer = PSP_DestroyRenderer;
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renderer->SetVSync = PSP_SetVSync;
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renderer->info = PSP_RenderDriver.info;
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renderer->info.flags = (SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
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renderer->driverdata = data;
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@@ -1014,8 +1149,11 @@ PSP_CreateRenderer(SDL_Window * window, Uint32 flags)
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sceGuEnable(GU_SCISSOR_TEST);
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/* Backface culling */
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/*
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FIXME: Culling probably un-needed ? It can conflict with SDL_RENDERCMD_GEOMETRY
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sceGuFrontFace(GU_CCW);
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sceGuEnable(GU_CULL_FACE);
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*/
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/* Texturing */
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sceGuEnable(GU_TEXTURE_2D);
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