all repos — mgba @ 30e0be098fdab754da67838db1c319cfea7aeb4f

mGBA Game Boy Advance Emulator

src/platform/3ds/ctr-gpu.c (view raw)

  1/* Copyright (c) 2015 Yuri Kunde Schlesner
  2 * Copyright (c) 2016 Jeffrey Pfau
  3 *
  4 * This Source Code Form is subject to the terms of the Mozilla Public
  5 * License, v. 2.0. If a copy of the MPL was not distributed with this
  6 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
  7
  8#include <3ds.h>
  9#include <3ds/gpu/gpu.h>
 10#include <3ds/gpu/gx.h>
 11#include <stdlib.h>
 12#include <string.h>
 13#include <stdio.h>
 14
 15#include "ctr-gpu.h"
 16
 17#include "uishader.h"
 18#include "uishader.shbin.h"
 19
 20struct ctrUIVertex {
 21	short x, y;
 22	short w, h;
 23	short u, v;
 24	short uw, vh;
 25	u32 abgr;
 26	float rotate[2];
 27};
 28
 29#define MAX_NUM_QUADS 4096
 30#define VERTEX_BUFFER_SIZE MAX_NUM_QUADS * sizeof(struct ctrUIVertex)
 31
 32static struct ctrUIVertex* ctrVertexBuffer = NULL;
 33static int ctrNumVerts = 0;
 34static int ctrVertStart = 0;
 35
 36static const C3D_Tex* activeTexture = NULL;
 37
 38static shaderProgram_s uiProgram;
 39static DVLB_s* uiShader = NULL;
 40static int GSH_FVEC_projectionMtx;
 41static int GSH_FVEC_textureMtx;
 42
 43bool ctrInitGpu(void) {
 44	// Load vertex shader binary
 45	uiShader = DVLB_ParseFile((u32*) uishader, uishader_size);
 46	if (uiShader == NULL) {
 47		return false;
 48	}
 49
 50	// Create shader
 51	shaderProgramInit(&uiProgram);
 52	Result res = shaderProgramSetVsh(&uiProgram, &uiShader->DVLE[0]);
 53	if (res < 0) {
 54		return false;
 55	}
 56	res = shaderProgramSetGsh(&uiProgram, &uiShader->DVLE[1], 4);
 57	if (res < 0) {
 58		return false;
 59	}
 60	C3D_BindProgram(&uiProgram);
 61	GSH_FVEC_projectionMtx = shaderInstanceGetUniformLocation(uiProgram.geometryShader, "projectionMtx");
 62	GSH_FVEC_textureMtx = shaderInstanceGetUniformLocation(uiProgram.geometryShader, "textureMtx");
 63
 64	// Allocate buffers
 65	ctrVertexBuffer = linearAlloc(VERTEX_BUFFER_SIZE);
 66	if (ctrVertexBuffer == NULL) {
 67		return false;
 68	}
 69
 70	C3D_CullFace(GPU_CULL_NONE);
 71	C3D_DepthTest(false, GPU_ALWAYS, GPU_WRITE_ALL);
 72	C3D_AlphaBlend(GPU_BLEND_ADD, GPU_BLEND_ADD, GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA);
 73	C3D_AlphaTest(false, GPU_ALWAYS, 0);
 74	C3D_BlendingColor(0);
 75
 76	C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
 77	AttrInfo_Init(attrInfo);
 78	AttrInfo_AddLoader(attrInfo, 0, GPU_SHORT, 4); // in_pos
 79	AttrInfo_AddLoader(attrInfo, 1, GPU_SHORT, 4); // in_tc0
 80	AttrInfo_AddLoader(attrInfo, 2, GPU_UNSIGNED_BYTE, 4); // in_col
 81	AttrInfo_AddLoader(attrInfo, 3, GPU_FLOAT, 2); // in_rot
 82
 83	C3D_BufInfo* bufInfo = C3D_GetBufInfo();
 84	BufInfo_Init(bufInfo);
 85	BufInfo_Add(bufInfo, ctrVertexBuffer, sizeof(struct ctrUIVertex), 4, 0x3210);
 86
 87	return true;
 88}
 89
 90void ctrDeinitGpu(void) {
 91	if (ctrVertexBuffer) {
 92		linearFree(ctrVertexBuffer);
 93		ctrVertexBuffer = NULL;
 94	}
 95
 96	shaderProgramFree(&uiProgram);
 97
 98	if (uiShader) {
 99		DVLB_Free(uiShader);
100		uiShader = NULL;
101	}
102}
103
104void ctrSetViewportSize(s16 w, s16 h, bool tilt) {
105	C3D_SetViewport(0, 0, h, w);
106	C3D_Mtx projectionMtx;
107	if (tilt) {
108		Mtx_OrthoTilt(&projectionMtx, 0.0, w, h, 0.0, 0.0, 1.0, true);
109	} else {
110		Mtx_Ortho(&projectionMtx, 0.0, w, 0.0, h, 0.0, 1.0, true);
111	}
112	C3D_FVUnifMtx4x4(GPU_GEOMETRY_SHADER, GSH_FVEC_projectionMtx, &projectionMtx);
113}
114
115void ctrFlushBatch(void) {
116	int thisBatch = ctrNumVerts - ctrVertStart;
117	if (!thisBatch) {
118		return;
119	}
120	if (thisBatch < 0) {
121		svcBreak(USERBREAK_PANIC);
122	}
123	C3D_DrawArrays(GPU_GEOMETRY_PRIM, ctrVertStart, thisBatch);
124	ctrVertStart = ctrNumVerts;
125}
126
127void ctrActivateTexture(const C3D_Tex* texture) {
128	if (texture == activeTexture) {
129		return;
130	}
131
132	if (activeTexture) {
133		ctrFlushBatch();
134	}
135
136	activeTexture = texture;
137	C3D_TexBind(0, activeTexture);
138
139	C3D_TexEnv* env = C3D_GetTexEnv(0);
140	C3D_TexEnvInit(env);
141	if (texture->fmt < GPU_LA8) {
142		C3D_TexEnvSrc(env, C3D_Both, GPU_TEXTURE0, GPU_PRIMARY_COLOR, 0);
143		C3D_TexEnvFunc(env, C3D_Both, GPU_MODULATE);
144	} else {
145		C3D_TexEnvSrc(env, C3D_RGB, GPU_PRIMARY_COLOR, 0, 0);
146		C3D_TexEnvSrc(env, C3D_Alpha, GPU_TEXTURE0, GPU_PRIMARY_COLOR, 0);
147		C3D_TexEnvFunc(env, C3D_RGB, GPU_REPLACE);
148		C3D_TexEnvFunc(env, C3D_Alpha, GPU_MODULATE);
149	}
150	env = C3D_GetTexEnv(1);
151	C3D_TexEnvInit(env);
152	C3D_TexEnvSrc(env, C3D_Both, GPU_PREVIOUS, 0, 0);
153	C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE);
154	env = C3D_GetTexEnv(2);
155	C3D_TexEnvInit(env);
156	C3D_TexEnvSrc(env, C3D_Both, GPU_PREVIOUS, 0, 0);
157	C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE);
158
159	C3D_Mtx textureMtx = {
160		.m = {
161			// Rows are in the order w z y x, because ctrulib
162			0.0f, 0.0f, 0.0f, 1.0f / activeTexture->width,
163			0.0f, 0.0f, 1.0f / activeTexture->height, 0.0f 
164		}
165	};
166	C3D_FVUnifMtx2x4(GPU_GEOMETRY_SHADER, GSH_FVEC_textureMtx, &textureMtx);
167}
168
169void ctrTextureMultiply(void) {
170	C3D_TexEnv* env = C3D_GetTexEnv(1);
171	C3D_TexEnvInit(env);
172	C3D_TexEnvSrc(env, C3D_Both, GPU_PREVIOUS, GPU_TEXTURE0, 0);
173	C3D_TexEnvFunc(env, C3D_Both, GPU_MODULATE);
174}
175
176void ctrTextureBias(u32 color) {
177	C3D_TexEnv* env = C3D_GetTexEnv(2);
178	C3D_TexEnvInit(env);
179	C3D_TexEnvSrc(env, C3D_Both, GPU_PREVIOUS, GPU_CONSTANT, 0);
180	C3D_TexEnvFunc(env, C3D_Both, GPU_ADD);
181	C3D_TexEnvColor(env, color);
182}
183
184void ctrAddRectEx(u32 color, s16 x, s16 y, s16 w, s16 h, s16 u, s16 v, s16 uw, s16 vh, float rotate) {
185	if (x >= 400 && w >= 0) {
186		return;
187	}
188	if (y >= 240 && h >= 0) {
189		return;
190	}
191
192	if (ctrNumVerts == MAX_NUM_QUADS) {
193		abort();
194	}
195
196	struct ctrUIVertex* vtx = &ctrVertexBuffer[ctrNumVerts];
197	vtx->x = x;
198	vtx->y = y;
199	vtx->w = w;
200	vtx->h = h;
201	vtx->u = u;
202	vtx->v = v;
203	vtx->uw = uw;
204	vtx->vh = vh;
205	vtx->abgr = color;
206	vtx->rotate[0] = cosf(rotate);
207	vtx->rotate[1] = sinf(rotate);
208
209	++ctrNumVerts;
210}
211
212void ctrAddRect(u32 color, s16 x, s16 y, s16 u, s16 v, s16 w, s16 h) {
213	ctrAddRectEx(color, x, y, w, h, u, v, w, h, 0);
214}
215
216void ctrStartFrame(void) {
217	ctrNumVerts = 0;
218	ctrVertStart = 0;
219	activeTexture = NULL;
220}
221
222void ctrEndFrame(void) {
223	ctrFlushBatch();
224}