SDL_render_psp.c
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"
#if SDL_VIDEO_RENDER_PSP
#include "SDL_hints.h"
#include "SDL_assert.h"
#include "../SDL_sysrender.h"
#include <pspkernel.h>
#include <pspdisplay.h>
#include <pspgu.h>
#include <pspgum.h>
#include <stdio.h>
#include <string.h>
#include <math.h>
#include <pspge.h>
#include <stdarg.h>
#include <stdlib.h>
#include <vram.h>
/* PSP renderer implementation, based on the PGE */
#define PSP_SCREEN_WIDTH 480
#define PSP_SCREEN_HEIGHT 272
#define PSP_FRAME_BUFFER_WIDTH 512
#define PSP_FRAME_BUFFER_SIZE (PSP_FRAME_BUFFER_WIDTH*PSP_SCREEN_HEIGHT)
static unsigned int __attribute__((aligned(16))) DisplayList[262144];
#define COL5650(r,g,b,a) ((r>>3) | ((g>>2)<<5) | ((b>>3)<<11))
#define COL5551(r,g,b,a) ((r>>3) | ((g>>3)<<5) | ((b>>3)<<10) | (a>0?0x7000:0))
#define COL4444(r,g,b,a) ((r>>4) | ((g>>4)<<4) | ((b>>4)<<8) | ((a>>4)<<12))
#define COL8888(r,g,b,a) ((r) | ((g)<<8) | ((b)<<16) | ((a)<<24))
typedef struct
{
void* frontbuffer ;
void* backbuffer ;
SDL_bool initialized ;
SDL_bool displayListAvail ;
unsigned int psm ;
unsigned int bpp ;
SDL_bool vsync;
unsigned int currentColor;
int currentBlendMode;
} PSP_RenderData;
typedef struct
{
void *data; /**< Image data. */
unsigned int size; /**< Size of data in bytes. */
unsigned int width; /**< Image width. */
unsigned int height; /**< Image height. */
unsigned int textureWidth; /**< Texture width (power of two). */
unsigned int textureHeight; /**< Texture height (power of two). */
unsigned int bits; /**< Image bits per pixel. */
unsigned int format; /**< Image format - one of ::pgePixelFormat. */
unsigned int pitch;
SDL_bool swizzled; /**< Is image swizzled. */
} PSP_TextureData;
typedef struct
{
float x, y, z;
} VertV;
typedef struct
{
float u, v;
float x, y, z;
} VertTV;
#define PI 3.14159265358979f
#define radToDeg(x) ((x)*180.f/PI)
#define degToRad(x) ((x)*PI/180.f)
float MathAbs(float x)
{
float result;
__asm__ volatile (
"mtv %1, S000\n"
"vabs.s S000, S000\n"
"mfv %0, S000\n"
: "=r"(result) : "r"(x));
return result;
}
void MathSincos(float r, float *s, float *c)
{
__asm__ volatile (
"mtv %2, S002\n"
"vcst.s S003, VFPU_2_PI\n"
"vmul.s S002, S002, S003\n"
"vrot.p C000, S002, [s, c]\n"
"mfv %0, S000\n"
"mfv %1, S001\n"
: "=r"(*s), "=r"(*c): "r"(r));
}
void Swap(float *a, float *b)
{
float n=*a;
*a = *b;
*b = n;
}
/* Return next power of 2 */
static int
TextureNextPow2(unsigned int w)
{
if(w == 0)
return 0;
unsigned int n = 2;
while(w > n)
n <<= 1;
return n;
}
static int
PixelFormatToPSPFMT(Uint32 format)
{
switch (format) {
case SDL_PIXELFORMAT_BGR565:
return GU_PSM_5650;
case SDL_PIXELFORMAT_ABGR1555:
return GU_PSM_5551;
case SDL_PIXELFORMAT_ABGR4444:
return GU_PSM_4444;
case SDL_PIXELFORMAT_ABGR8888:
return GU_PSM_8888;
default:
return GU_PSM_8888;
}
}
void
StartDrawing(SDL_Renderer * renderer)
{
PSP_RenderData *data = (PSP_RenderData *) renderer->driverdata;
if(data->displayListAvail)
return;
sceGuStart(GU_DIRECT, DisplayList);
data->displayListAvail = SDL_TRUE;
}
int
TextureSwizzle(PSP_TextureData *psp_texture)
{
if(psp_texture->swizzled)
return 1;
int bytewidth = psp_texture->textureWidth*(psp_texture->bits>>3);
int height = psp_texture->size / bytewidth;
int rowblocks = (bytewidth>>4);
int rowblocksadd = (rowblocks-1)<<7;
unsigned int blockaddress = 0;
unsigned int *src = (unsigned int*) psp_texture->data;
unsigned char *data = NULL;
data = malloc(psp_texture->size);
int j;
for(j = 0; j < height; j++, blockaddress += 16)
{
unsigned int *block;
block = (unsigned int*)&data[blockaddress];
int i;
for(i = 0; i < rowblocks; i++)
{
*block++ = *src++;
*block++ = *src++;
*block++ = *src++;
*block++ = *src++;
block += 28;
}
if((j & 0x7) == 0x7)
blockaddress += rowblocksadd;
}
free(psp_texture->data);
psp_texture->data = data;
psp_texture->swizzled = SDL_TRUE;
return 1;
}
int TextureUnswizzle(PSP_TextureData *psp_texture)
{
if(!psp_texture->swizzled)
return 1;
int blockx, blocky;
int bytewidth = psp_texture->textureWidth*(psp_texture->bits>>3);
int height = psp_texture->size / bytewidth;
int widthblocks = bytewidth/16;
int heightblocks = height/8;
int dstpitch = (bytewidth - 16)/4;
int dstrow = bytewidth * 8;
unsigned int *src = (unsigned int*) psp_texture->data;
unsigned char *data = NULL;
data = malloc(psp_texture->size);
if(!data)
return 0;
sceKernelDcacheWritebackAll();
int j;
unsigned char *ydst = (unsigned char *)data;
for(blocky = 0; blocky < heightblocks; ++blocky)
{
unsigned char *xdst = ydst;
for(blockx = 0; blockx < widthblocks; ++blockx)
{
unsigned int *block;
block = (unsigned int*)xdst;
for(j = 0; j < 8; ++j)
{
*(block++) = *(src++);
*(block++) = *(src++);
*(block++) = *(src++);
*(block++) = *(src++);
block += dstpitch;
}
xdst += 16;
}
ydst += dstrow;
}
free(psp_texture->data);
psp_texture->data = data;
psp_texture->swizzled = SDL_FALSE;
return 1;
}
static void
PSP_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
{
}
static int
PSP_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
/* PSP_RenderData *renderdata = (PSP_RenderData *) renderer->driverdata; */
PSP_TextureData* psp_texture = (PSP_TextureData*) SDL_calloc(1, sizeof(*psp_texture));
if(!psp_texture)
return -1;
psp_texture->swizzled = SDL_FALSE;
psp_texture->width = texture->w;
psp_texture->height = texture->h;
psp_texture->textureHeight = TextureNextPow2(texture->h);
psp_texture->textureWidth = TextureNextPow2(texture->w);
psp_texture->format = PixelFormatToPSPFMT(texture->format);
switch(psp_texture->format)
{
case GU_PSM_5650:
case GU_PSM_5551:
case GU_PSM_4444:
psp_texture->bits = 16;
break;
case GU_PSM_8888:
psp_texture->bits = 32;
break;
default:
return -1;
}
psp_texture->pitch = psp_texture->textureWidth * SDL_BYTESPERPIXEL(texture->format);
psp_texture->size = psp_texture->textureHeight*psp_texture->pitch;
psp_texture->data = SDL_calloc(1, psp_texture->size);
if(!psp_texture->data)
{
SDL_free(psp_texture);
return SDL_OutOfMemory();
}
texture->driverdata = psp_texture;
return 0;
}
static int
PSP_SetTextureColorMod(SDL_Renderer * renderer, SDL_Texture * texture)
{
return SDL_Unsupported();
}
void
TextureActivate(SDL_Texture * texture)
{
PSP_TextureData *psp_texture = (PSP_TextureData *) texture->driverdata;
int scaleMode = (texture->scaleMode == SDL_ScaleModeNearest) ? GU_NEAREST : GU_LINEAR;
/* Swizzling is useless with small textures. */
if (texture->w >= 16 || texture->h >= 16)
{
TextureSwizzle(psp_texture);
}
sceGuEnable(GU_TEXTURE_2D);
sceGuTexWrap(GU_REPEAT, GU_REPEAT);
sceGuTexMode(psp_texture->format, 0, 0, psp_texture->swizzled);
sceGuTexFilter(scaleMode, scaleMode); /* GU_NEAREST good for tile-map */
/* GU_LINEAR good for scaling */
sceGuTexImage(0, psp_texture->textureWidth, psp_texture->textureHeight, psp_texture->textureWidth, psp_texture->data);
sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGBA);
}
static int
PSP_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, const void *pixels, int pitch)
{
/* PSP_TextureData *psp_texture = (PSP_TextureData *) texture->driverdata; */
const Uint8 *src;
Uint8 *dst;
int row, length,dpitch;
src = pixels;
PSP_LockTexture(renderer, texture,rect,(void **)&dst, &dpitch);
length = rect->w * SDL_BYTESPERPIXEL(texture->format);
if (length == pitch && length == dpitch) {
SDL_memcpy(dst, src, length*rect->h);
} else {
for (row = 0; row < rect->h; ++row) {
SDL_memcpy(dst, src, length);
src += pitch;
dst += dpitch;
}
}
sceKernelDcacheWritebackAll();
return 0;
}
static int
PSP_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, void **pixels, int *pitch)
{
PSP_TextureData *psp_texture = (PSP_TextureData *) texture->driverdata;
*pixels =
(void *) ((Uint8 *) psp_texture->data + rect->y * psp_texture->pitch +
rect->x * SDL_BYTESPERPIXEL(texture->format));
*pitch = psp_texture->pitch;
return 0;
}
static void
PSP_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
PSP_TextureData *psp_texture = (PSP_TextureData *) texture->driverdata;
SDL_Rect rect;
/* We do whole texture updates, at least for now */
rect.x = 0;
rect.y = 0;
rect.w = texture->w;
rect.h = texture->h;
PSP_UpdateTexture(renderer, texture, &rect, psp_texture->data, psp_texture->pitch);
}
static int
PSP_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
{
return 0;
}
static int
PSP_QueueSetViewport(SDL_Renderer * renderer, SDL_RenderCommand *cmd)
{
return 0; /* nothing to do in this backend. */
}
static int
PSP_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
{
VertV *verts = (VertV *) SDL_AllocateRenderVertices(renderer, count * sizeof (VertV), 4, &cmd->data.draw.first);
int i;
if (!verts) {
return -1;
}
cmd->data.draw.count = count;
for (i = 0; i < count; i++, verts++, points++) {
verts->x = points->x;
verts->y = points->y;
verts->z = 0.0f;
}
return 0;
}
static int
PSP_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
{
VertV *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * 2 * sizeof (VertV), 4, &cmd->data.draw.first);
int i;
if (!verts) {
return -1;
}
cmd->data.draw.count = count;
for (i = 0; i < count; i++, rects++) {
const SDL_FRect *rect = &rects[i];
verts->x = rect->x;
verts->y = rect->y;
verts->z = 0.0f;
verts++;
verts->x = rect->x + rect->w;
verts->y = rect->y + rect->h;
verts->z = 0.0f;
verts++;
}
return 0;
}
static int
PSP_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_FRect * dstrect)
{
VertTV *verts;
const float x = dstrect->x;
const float y = dstrect->y;
const float width = dstrect->w;
const float height = dstrect->h;
const float u0 = srcrect->x;
const float v0 = srcrect->y;
const float u1 = srcrect->x + srcrect->w;
const float v1 = srcrect->y + srcrect->h;
if((MathAbs(u1) - MathAbs(u0)) < 64.0f)
{
verts = (VertTV *) SDL_AllocateRenderVertices(renderer, 2 * sizeof (VertTV), 4, &cmd->data.draw.first);
if (!verts) {
return -1;
}
cmd->data.draw.count = 1;
verts->u = u0;
verts->v = v0;
verts->x = x;
verts->y = y;
verts->z = 0;
verts++;
verts->u = u1;
verts->v = v1;
verts->x = x + width;
verts->y = y + height;
verts->z = 0;
verts++;
}
else
{
float start, end;
float curU = u0;
float curX = x;
const float endX = x + width;
const float slice = 64.0f;
const size_t count = SDL_ceilf(width / slice);
size_t i;
float ustep = (u1 - u0)/width * slice;
if(ustep < 0.0f)
ustep = -ustep;
cmd->data.draw.count = count;
verts = (VertTV *) SDL_AllocateRenderVertices(renderer, count * sizeof (VertTV), 4, &cmd->data.draw.first);
if (!verts) {
return -1;
}
for(i = 0, start = 0, end = width; i < count; i++, start += slice)
{
const float polyWidth = ((curX + slice) > endX) ? (endX - curX) : slice;
const float sourceWidth = ((curU + ustep) > u1) ? (u1 - curU) : ustep;
SDL_assert(start < end);
verts->u = curU;
verts->v = v0;
verts->x = curX;
verts->y = y;
verts->z = 0;
curU += sourceWidth;
curX += polyWidth;
verts->u = curU;
verts->v = v1;
verts->x = curX;
verts->y = (y + height);
verts->z = 0;
}
}
return 0;
}
static int
PSP_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_FRect * dstrect,
const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
{
VertTV *verts = (VertTV *) SDL_AllocateRenderVertices(renderer, 4 * sizeof (VertTV), 4, &cmd->data.draw.first);
const float centerx = center->x;
const float centery = center->y;
const float x = dstrect->x + centerx;
const float y = dstrect->y + centery;
const float width = dstrect->w - centerx;
const float height = dstrect->h - centery;
float s, c;
float u0 = srcrect->x;
float v0 = srcrect->y;
float u1 = srcrect->x + srcrect->w;
float v1 = srcrect->y + srcrect->h;
if (!verts) {
return -1;
}
cmd->data.draw.count = 1;
MathSincos(degToRad(angle), &s, &c);
const float cw = c * width;
const float sw = s * width;
const float ch = c * height;
const float sh = s * height;
if (flip & SDL_FLIP_VERTICAL) {
Swap(&v0, &v1);
}
if (flip & SDL_FLIP_HORIZONTAL) {
Swap(&u0, &u1);
}
verts->u = u0;
verts->v = v0;
verts->x = x - cw + sh;
verts->y = y - sw - ch;
verts->z = 0;
verts++;
verts->u = u0;
verts->v = v1;
verts->x = x - cw - sh;
verts->y = y - sw + ch;
verts->z = 0;
verts++;
verts->u = u1;
verts->v = v1;
verts->x = x + cw - sh;
verts->y = y + sw + ch;
verts->z = 0;
verts++;
verts->u = u1;
verts->v = v0;
verts->x = x + cw + sh;
verts->y = y + sw - ch;
verts->z = 0;
verts++;
return 0;
}
static void
PSP_SetBlendMode(SDL_Renderer * renderer, int blendMode)
{
PSP_RenderData *data = (PSP_RenderData *) renderer->driverdata;
if (blendMode != data-> currentBlendMode) {
switch (blendMode) {
case SDL_BLENDMODE_NONE:
sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGBA);
sceGuDisable(GU_BLEND);
break;
case SDL_BLENDMODE_BLEND:
sceGuTexFunc(GU_TFX_MODULATE , GU_TCC_RGBA);
sceGuEnable(GU_BLEND);
sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0 );
break;
case SDL_BLENDMODE_ADD:
sceGuTexFunc(GU_TFX_MODULATE , GU_TCC_RGBA);
sceGuEnable(GU_BLEND);
sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_FIX, 0, 0x00FFFFFF );
break;
case SDL_BLENDMODE_MOD:
sceGuTexFunc(GU_TFX_MODULATE , GU_TCC_RGBA);
sceGuEnable(GU_BLEND);
sceGuBlendFunc( GU_ADD, GU_FIX, GU_SRC_COLOR, 0, 0);
break;
}
data->currentBlendMode = blendMode;
}
}
static int
PSP_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize)
{
PSP_RenderData *data = (PSP_RenderData *) renderer->driverdata;
size_t i;
StartDrawing(renderer);
/* note that before the renderer interface change, this would do extrememly small
batches with sceGuGetMemory()--a few vertices at a time--and it's not clear that
this won't fail if you try to push 100,000 draw calls in a single batch.
I don't know what the limits on PSP hardware are. It might be useful to have
rendering backends report a reasonable maximum, so the higher level can flush
if we appear to be exceeding that. */
Uint8 *gpumem = (Uint8 *) sceGuGetMemory(vertsize);
if (!gpumem) {
return SDL_SetError("Couldn't obtain a %d-byte vertex buffer!", (int) vertsize);
}
SDL_memcpy(gpumem, vertices, vertsize);
while (cmd) {
switch (cmd->command) {
case SDL_RENDERCMD_SETDRAWCOLOR: {
break; /* !!! FIXME: we could cache drawstate like color */
}
case SDL_RENDERCMD_SETVIEWPORT: {
SDL_Rect *viewport = &data->drawstate.viewport;
if (SDL_memcmp(viewport, &cmd->data.viewport.rect, sizeof (SDL_Rect)) != 0) {
SDL_memcpy(viewport, &cmd->data.viewport.rect, sizeof (SDL_Rect));
data->drawstate.viewport_dirty = SDL_TRUE;
}
break;
}
case SDL_RENDERCMD_SETCLIPRECT: {
const SDL_Rect *rect = &cmd->data.cliprect.rect;
if (data->drawstate.cliprect_enabled != cmd->data.cliprect.enabled) {
data->drawstate.cliprect_enabled = cmd->data.cliprect.enabled;
data->drawstate.cliprect_enabled_dirty = SDL_TRUE;
}
if (SDL_memcmp(&data->drawstate.cliprect, rect, sizeof (SDL_Rect)) != 0) {
SDL_memcpy(&data->drawstate.cliprect, rect, sizeof (SDL_Rect));
data->drawstate.cliprect_dirty = SDL_TRUE;
}
break;
}
case SDL_RENDERCMD_CLEAR: {
const Uint8 r = cmd->data.color.r;
const Uint8 g = cmd->data.color.g;
const Uint8 b = cmd->data.color.b;
const Uint8 a = cmd->data.color.a;
const Uint32 color = ((a << 24) | (b << 16) | (g << 8) | r);
/* !!! FIXME: we could cache drawstate like clear color */
sceGuClearColor(color);
sceGuClearDepth(0);
sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT|GU_FAST_CLEAR_BIT);
break;
}
case SDL_RENDERCMD_DRAW_POINTS: {
const size_t count = cmd->data.draw.count;
const VertV *verts = (VertV *) (gpumem + cmd->data.draw.first);
const Uint8 r = cmd->data.draw.r;
const Uint8 g = cmd->data.draw.g;
const Uint8 b = cmd->data.draw.b;
const Uint8 a = cmd->data.draw.a;
const Uint32 color = ((a << 24) | (b << 16) | (g << 8) | r);
/* !!! FIXME: we could cache draw state like color, texturing, etc */
sceGuColor(color);
sceGuDisable(GU_TEXTURE_2D);
sceGuShadeModel(GU_FLAT);
sceGuDrawArray(GU_POINTS, GU_VERTEX_32BITF|GU_TRANSFORM_2D, count, 0, verts);
sceGuShadeModel(GU_SMOOTH);
sceGuEnable(GU_TEXTURE_2D);
break;
}
case SDL_RENDERCMD_DRAW_LINES: {
const size_t count = cmd->data.draw.count;
const VertV *verts = (VertV *) (gpumem + cmd->data.draw.first);
const Uint8 r = cmd->data.draw.r;
const Uint8 g = cmd->data.draw.g;
const Uint8 b = cmd->data.draw.b;
const Uint8 a = cmd->data.draw.a;
const Uint32 color = ((a << 24) | (b << 16) | (g << 8) | r);
/* !!! FIXME: we could cache draw state like color, texturing, etc */
sceGuColor(color);
sceGuDisable(GU_TEXTURE_2D);
sceGuShadeModel(GU_FLAT);
sceGuDrawArray(GU_LINE_STRIP, GU_VERTEX_32BITF|GU_TRANSFORM_2D, count, 0, verts);
sceGuShadeModel(GU_SMOOTH);
sceGuEnable(GU_TEXTURE_2D);
break;
}
case SDL_RENDERCMD_FILL_RECTS: {
const size_t count = cmd->data.draw.count;
const VertV *verts = (VertV *) (gpumem + cmd->data.draw.first);
const Uint8 r = cmd->data.draw.r;
const Uint8 g = cmd->data.draw.g;
const Uint8 b = cmd->data.draw.b;
const Uint8 a = cmd->data.draw.a;
const Uint32 color = ((a << 24) | (b << 16) | (g << 8) | r);
/* !!! FIXME: we could cache draw state like color, texturing, etc */
sceGuColor(color);
sceGuDisable(GU_TEXTURE_2D);
sceGuShadeModel(GU_FLAT);
sceGuDrawArray(GU_SPRITES, GU_VERTEX_32BITF|GU_TRANSFORM_2D, 2 * count, 0, verts);
sceGuShadeModel(GU_SMOOTH);
sceGuEnable(GU_TEXTURE_2D);
break;
}
case SDL_RENDERCMD_COPY: {
const size_t count = cmd->data.draw.count;
const VertTV *verts = (VertTV *) (gpumem + cmd->data.draw.first);
const Uint8 alpha = cmd->data.draw.a;
TextureActivate(cmd->data.draw.texture);
PSP_SetBlendMode(renderer, cmd->data.draw.blend);
if(alpha != 255) { /* !!! FIXME: is this right? */
sceGuTexFunc(GU_TFX_MODULATE, GU_TCC_RGBA);
sceGuColor(GU_RGBA(255, 255, 255, alpha));
} else {
sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGBA);
sceGuColor(0xFFFFFFFF);
}
sceGuDrawArray(GU_SPRITES, GU_TEXTURE_32BITF|GU_VERTEX_32BITF|GU_TRANSFORM_2D, 2 * count, 0, verts);
if(alpha != 255) {
sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGBA);
}
break;
}
case SDL_RENDERCMD_COPY_EX: {
const VertTV *verts = (VertTV *) (gpumem + cmd->data.draw.first);
const Uint8 alpha = cmd->data.draw.a;
TextureActivate(cmd->data.draw.texture);
PSP_SetBlendMode(renderer, cmd->data.draw.blend);
if(alpha != 255) { /* !!! FIXME: is this right? */
sceGuTexFunc(GU_TFX_MODULATE, GU_TCC_RGBA);
sceGuColor(GU_RGBA(255, 255, 255, alpha));
} else {
sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGBA);
sceGuColor(0xFFFFFFFF);
}
sceGuDrawArray(GU_TRIANGLE_FAN, GU_TEXTURE_32BITF|GU_VERTEX_32BITF|GU_TRANSFORM_2D, 4, 0, verts);
if(alpha != 255) {
sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGBA);
}
break;
}
case SDL_RENDERCMD_NO_OP:
break;
}
cmd = cmd->next;
}
return 0;
}
static int
PSP_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
Uint32 pixel_format, void * pixels, int pitch)
{
return SDL_Unsupported();
}
static void
PSP_RenderPresent(SDL_Renderer * renderer)
{
PSP_RenderData *data = (PSP_RenderData *) renderer->driverdata;
if(!data->displayListAvail)
return;
data->displayListAvail = SDL_FALSE;
sceGuFinish();
sceGuSync(0,0);
/* if(data->vsync) */
sceDisplayWaitVblankStart();
data->backbuffer = data->frontbuffer;
data->frontbuffer = vabsptr(sceGuSwapBuffers());
}
static void
PSP_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
PSP_RenderData *renderdata = (PSP_RenderData *) renderer->driverdata;
PSP_TextureData *psp_texture = (PSP_TextureData *) texture->driverdata;
if (renderdata == 0)
return;
if(psp_texture == 0)
return;
SDL_free(psp_texture->data);
SDL_free(psp_texture);
texture->driverdata = NULL;
}
static void
PSP_DestroyRenderer(SDL_Renderer * renderer)
{
PSP_RenderData *data = (PSP_RenderData *) renderer->driverdata;
if (data) {
if (!data->initialized)
return;
StartDrawing(renderer);
sceGuTerm();
/* vfree(data->backbuffer); */
/* vfree(data->frontbuffer); */
data->initialized = SDL_FALSE;
data->displayListAvail = SDL_FALSE;
SDL_free(data);
}
SDL_free(renderer);
}
SDL_Renderer *
PSP_CreateRenderer(SDL_Window * window, Uint32 flags)
{
SDL_Renderer *renderer;
PSP_RenderData *data;
int pixelformat;
renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
if (!renderer) {
SDL_OutOfMemory();
return NULL;
}
data = (PSP_RenderData *) SDL_calloc(1, sizeof(*data));
if (!data) {
PSP_DestroyRenderer(renderer);
SDL_OutOfMemory();
return NULL;
}
renderer->WindowEvent = PSP_WindowEvent;
renderer->CreateTexture = PSP_CreateTexture;
renderer->SetTextureColorMod = PSP_SetTextureColorMod;
renderer->UpdateTexture = PSP_UpdateTexture;
renderer->LockTexture = PSP_LockTexture;
renderer->UnlockTexture = PSP_UnlockTexture;
renderer->SetRenderTarget = PSP_SetRenderTarget;
renderer->QueueSetViewport = PSP_QueueSetViewport;
renderer->QueueSetDrawColor = PSP_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */
renderer->QueueDrawPoints = PSP_QueueDrawPoints;
renderer->QueueDrawLines = PSP_QueueDrawPoints; /* lines and points queue vertices the same way. */
renderer->QueueFillRects = PSP_QueueFillRects;
renderer->QueueCopy = PSP_QueueCopy;
renderer->QueueCopyEx = PSP_QueueCopyEx;
renderer->RunCommandQueue = PSP_RunCommandQueue;
renderer->RenderReadPixels = PSP_RenderReadPixels;
renderer->RenderPresent = PSP_RenderPresent;
renderer->DestroyTexture = PSP_DestroyTexture;
renderer->DestroyRenderer = PSP_DestroyRenderer;
renderer->info = PSP_RenderDriver.info;
renderer->info.flags = (SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
renderer->driverdata = data;
renderer->window = window;
if (data->initialized != SDL_FALSE)
return 0;
data->initialized = SDL_TRUE;
if (flags & SDL_RENDERER_PRESENTVSYNC) {
data->vsync = SDL_TRUE;
} else {
data->vsync = SDL_FALSE;
}
pixelformat=PixelFormatToPSPFMT(SDL_GetWindowPixelFormat(window));
switch(pixelformat)
{
case GU_PSM_4444:
case GU_PSM_5650:
case GU_PSM_5551:
data->frontbuffer = (unsigned int *)(PSP_FRAME_BUFFER_SIZE<<1);
data->backbuffer = (unsigned int *)(0);
data->bpp = 2;
data->psm = pixelformat;
break;
default:
data->frontbuffer = (unsigned int *)(PSP_FRAME_BUFFER_SIZE<<2);
data->backbuffer = (unsigned int *)(0);
data->bpp = 4;
data->psm = GU_PSM_8888;
break;
}
sceGuInit();
/* setup GU */
sceGuStart(GU_DIRECT, DisplayList);
sceGuDrawBuffer(data->psm, data->frontbuffer, PSP_FRAME_BUFFER_WIDTH);
sceGuDispBuffer(PSP_SCREEN_WIDTH, PSP_SCREEN_HEIGHT, data->backbuffer, PSP_FRAME_BUFFER_WIDTH);
sceGuOffset(2048 - (PSP_SCREEN_WIDTH>>1), 2048 - (PSP_SCREEN_HEIGHT>>1));
sceGuViewport(2048, 2048, PSP_SCREEN_WIDTH, PSP_SCREEN_HEIGHT);
data->frontbuffer = vabsptr(data->frontbuffer);
data->backbuffer = vabsptr(data->backbuffer);
/* Scissoring */
sceGuScissor(0, 0, PSP_SCREEN_WIDTH, PSP_SCREEN_HEIGHT);
sceGuEnable(GU_SCISSOR_TEST);
/* Backface culling */
sceGuFrontFace(GU_CCW);
sceGuEnable(GU_CULL_FACE);
/* Texturing */
sceGuEnable(GU_TEXTURE_2D);
sceGuShadeModel(GU_SMOOTH);
sceGuTexWrap(GU_REPEAT, GU_REPEAT);
/* Blending */
sceGuEnable(GU_BLEND);
sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0);
sceGuTexFilter(GU_LINEAR,GU_LINEAR);
sceGuFinish();
sceGuSync(0,0);
sceDisplayWaitVblankStartCB();
sceGuDisplay(GU_TRUE);
return renderer;
}
SDL_RenderDriver PSP_RenderDriver = {
.CreateRenderer = PSP_CreateRenderer,
.info = {
.name = "PSP",
.flags = SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE,
.num_texture_formats = 4,
.texture_formats = { [0] = SDL_PIXELFORMAT_BGR565,
[1] = SDL_PIXELFORMAT_ABGR1555,
[2] = SDL_PIXELFORMAT_ABGR4444,
[3] = SDL_PIXELFORMAT_ABGR8888,
},
.max_texture_width = 512,
.max_texture_height = 512,
}
};
#endif /* SDL_VIDEO_RENDER_PSP */
/* vi: set ts=4 sw=4 expandtab: */
malloc
#define malloc
Definition: SDL_qsort.c:47
format
GLint GLint GLsizei GLsizei GLsizei GLint GLenum format
Definition: SDL_opengl.h:1572
points
GLfixed GLfixed GLint GLint GLfixed points
Definition: SDL_opengl_glext.h:4558
c
const GLubyte * c
Definition: SDL_opengl_glext.h:11093
Uint32
uint32_t Uint32
Definition: SDL_stdinc.h:203
SDL_ceilf
#define SDL_ceilf
Definition: SDL_dynapi_overrides.h:654
blendMode
static SDL_BlendMode blendMode
Definition: testdraw2.c:34
SDL_Renderer::QueueCopyEx
int(* QueueCopyEx)(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture, const SDL_Rect *srcquad, const SDL_FRect *dstrect, const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
Definition: SDL_sysrender.h:140
SDL_BLENDMODE_ADD
@ SDL_BLENDMODE_ADD
Definition: SDL_blendmode.h:47
SDL_AllocateRenderVertices
void * SDL_AllocateRenderVertices(SDL_Renderer *renderer, const size_t numbytes, const size_t alignment, size_t *offset)
Definition: SDL_render.c:284
end
GLuint GLuint end
Definition: SDL_opengl.h:1571
SDL_RenderCommand::cliprect
struct SDL_RenderCommand::@30::@32 cliprect
SDL_Renderer::RunCommandQueue
int(* RunCommandQueue)(SDL_Renderer *renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize)
Definition: SDL_sysrender.h:143
SDL_FPoint::x
float x
Definition: SDL_rect.h:62
SDL_FRect::h
float h
Definition: SDL_rect.h:92
NULL
#define NULL
Definition: begin_code.h:167
SDL_ScaleModeNearest
@ SDL_ScaleModeNearest
Definition: SDL_sysrender.h:37
b
GLboolean GLboolean GLboolean b
Definition: SDL_opengl_glext.h:1109
SDL_Renderer::SetRenderTarget
int(* SetRenderTarget)(SDL_Renderer *renderer, SDL_Texture *texture)
Definition: SDL_sysrender.h:155
width
GLint GLint GLsizei width
Definition: SDL_opengl.h:1572
g
GLboolean GLboolean g
Definition: SDL_opengl_glext.h:1109
count
GLuint GLuint GLsizei count
Definition: SDL_opengl.h:1571
SDL_RenderCommand::next
struct SDL_RenderCommand * next
Definition: SDL_sysrender.h:110
SDL_PIXELFORMAT_BGR565
@ SDL_PIXELFORMAT_BGR565
Definition: SDL_pixels.h:227
r
GLdouble GLdouble GLdouble r
Definition: SDL_opengl.h:2079
viewport
SDL_Rect viewport
Definition: testviewport.c:28
z
GLdouble GLdouble z
Definition: SDL_opengl_glext.h:404
SDL_RenderDriver
Definition: SDL_sysrender.h:236
SDL_FRect::x
float x
Definition: SDL_rect.h:89
SDL_Renderer::WindowEvent
void(* WindowEvent)(SDL_Renderer *renderer, const SDL_WindowEvent *event)
Definition: SDL_sysrender.h:126
SDL_FPoint::y
float y
Definition: SDL_rect.h:63
a
GLboolean GLboolean GLboolean GLboolean a
Definition: SDL_opengl_glext.h:1109
v
const GLdouble * v
Definition: SDL_opengl.h:2064
SDL_RendererFlip
SDL_RendererFlip
Flip constants for SDL_RenderCopyEx.
Definition: SDL_render.h:111
length
GLuint GLsizei GLsizei * length
Definition: SDL_opengl_glext.h:669
SDL_Rect::x
int x
Definition: SDL_rect.h:79
SDL_RENDERCMD_COPY
@ SDL_RENDERCMD_COPY
Definition: SDL_sysrender.h:82
SDL_RENDERCMD_SETCLIPRECT
@ SDL_RENDERCMD_SETCLIPRECT
Definition: SDL_sysrender.h:76
result
GLuint64EXT * result
Definition: SDL_opengl_glext.h:9432
data
GLint GLenum GLsizei GLsizei GLsizei GLint GLsizei const GLvoid * data
Definition: SDL_opengl.h:1974
SDL_Rect::w
int w
Definition: SDL_rect.h:80
SDL_Window
The type used to identify a window.
Definition: SDL_sysvideo.h:73
row
GLenum GLenum void * row
Definition: SDL_opengl_glext.h:3138
n
GLdouble n
Definition: SDL_opengl_glext.h:1952
alpha
GLfloat GLfloat GLfloat alpha
Definition: SDL_opengl_glext.h:412
dst
GLenum GLenum dst
Definition: SDL_opengl_glext.h:1737
SDL_RenderDriver::CreateRenderer
SDL_Renderer *(* CreateRenderer)(SDL_Window *window, Uint32 flags)
Definition: SDL_sysrender.h:238
SDL_BLENDMODE_MOD
@ SDL_BLENDMODE_MOD
Definition: SDL_blendmode.h:50
SDL_BLENDMODE_NONE
@ SDL_BLENDMODE_NONE
Definition: SDL_blendmode.h:42
SDL_memcpy
#define SDL_memcpy
Definition: SDL_dynapi_overrides.h:387
event
struct _cl_event * event
Definition: SDL_opengl_glext.h:2649
SDL_Renderer
Definition: SDL_sysrender.h:122
SDL_FALSE
@ SDL_FALSE
Definition: SDL_stdinc.h:163
SDL_Renderer::QueueSetDrawColor
int(* QueueSetDrawColor)(SDL_Renderer *renderer, SDL_RenderCommand *cmd)
Definition: SDL_sysrender.h:131
SDL_FPoint
The structure that defines a point (floating point)
Definition: SDL_rect.h:60
SDL_Renderer::driverdata
void * driverdata
Definition: SDL_sysrender.h:232
SDL_FRect::y
float y
Definition: SDL_rect.h:90
SDL_FRect::w
float w
Definition: SDL_rect.h:91
SDL_FLIP_HORIZONTAL
@ SDL_FLIP_HORIZONTAL
Definition: SDL_render.h:114
x
GLint GLint GLint GLint GLint x
Definition: SDL_opengl.h:1574
color
GLuint color
Definition: SDL_opengl_glext.h:1148
window
EGLSurface EGLNativeWindowType * window
Definition: eglext.h:1025
SDL_RendererInfo::flags
Uint32 flags
Definition: SDL_render.h:81
SDL_Rect::y
int y
Definition: SDL_rect.h:79
SDL_memcmp
#define SDL_memcmp
Definition: SDL_dynapi_overrides.h:389
SDL_Rect::h
int h
Definition: SDL_rect.h:80
SDL_free
#define SDL_free
Definition: SDL_dynapi_overrides.h:377
f
GLfloat f
Definition: SDL_opengl_glext.h:1870
height
GLint GLint GLsizei GLsizei height
Definition: SDL_opengl.h:1572
SDL_RENDERCMD_SETVIEWPORT
@ SDL_RENDERCMD_SETVIEWPORT
Definition: SDL_sysrender.h:75
SDL_Renderer::QueueDrawLines
int(* QueueDrawLines)(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FPoint *points, int count)
Definition: SDL_sysrender.h:134
SDL_RENDERER_PRESENTVSYNC
@ SDL_RENDERER_PRESENTVSYNC
Definition: SDL_render.h:69
SDL_RenderCommand::color
struct SDL_RenderCommand::@30::@34 color
SDL_RENDERCMD_DRAW_POINTS
@ SDL_RENDERCMD_DRAW_POINTS
Definition: SDL_sysrender.h:79
rect
SDL_Rect rect
Definition: testrelative.c:27
SDL_PIXELFORMAT_ABGR1555
@ SDL_PIXELFORMAT_ABGR1555
Definition: SDL_pixels.h:218
SDL_assert.h
SDL_PIXELFORMAT_ABGR4444
@ SDL_PIXELFORMAT_ABGR4444
Definition: SDL_pixels.h:206
SDL_RenderCommand::command
SDL_RenderCommandType command
Definition: SDL_sysrender.h:88
SDL_RENDERCMD_NO_OP
@ SDL_RENDERCMD_NO_OP
Definition: SDL_sysrender.h:74
SDL_Renderer::QueueSetViewport
int(* QueueSetViewport)(SDL_Renderer *renderer, SDL_RenderCommand *cmd)
Definition: SDL_sysrender.h:130
SDL_assert
#define SDL_assert(condition)
Definition: SDL_assert.h:169
start
GLuint start
Definition: SDL_opengl.h:1571
SDL_RENDERCMD_DRAW_LINES
@ SDL_RENDERCMD_DRAW_LINES
Definition: SDL_sysrender.h:80
pixels
GLint GLint GLsizei GLsizei GLsizei GLint GLenum GLenum const GLvoid * pixels
Definition: SDL_opengl.h:1572
SDL_RenderCommand::data
union SDL_RenderCommand::@30 data
SDL_OutOfMemory
#define SDL_OutOfMemory()
Definition: SDL_error.h:52
v0
GLfloat v0
Definition: SDL_opengl_glext.h:690
SDL_Renderer::CreateTexture
int(* CreateTexture)(SDL_Renderer *renderer, SDL_Texture *texture)
Definition: SDL_sysrender.h:129
SDL_BLENDMODE_BLEND
@ SDL_BLENDMODE_BLEND
Definition: SDL_blendmode.h:44
size
GLsizeiptr size
Definition: SDL_opengl_glext.h:537
y
GLint GLint GLint GLint GLint GLint y
Definition: SDL_opengl.h:1574
SDL_RENDERCMD_FILL_RECTS
@ SDL_RENDERCMD_FILL_RECTS
Definition: SDL_sysrender.h:81
SDL_Renderer::DestroyRenderer
void(* DestroyRenderer)(SDL_Renderer *renderer)
Definition: SDL_sysrender.h:161
SDL_Renderer::LockTexture
int(* LockTexture)(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect, void **pixels, int *pitch)
Definition: SDL_sysrender.h:152
SDL_calloc
#define SDL_calloc
Definition: SDL_dynapi_overrides.h:375
SDL_Renderer::RenderReadPixels
int(* RenderReadPixels)(SDL_Renderer *renderer, const SDL_Rect *rect, Uint32 format, void *pixels, int pitch)
Definition: SDL_sysrender.h:156
SDL_RENDERCMD_COPY_EX
@ SDL_RENDERCMD_COPY_EX
Definition: SDL_sysrender.h:83
SDL_RenderCommand
Definition: SDL_sysrender.h:86
src
GLenum src
Definition: SDL_opengl_glext.h:1737
renderer
static SDL_Renderer * renderer
Definition: testaudiocapture.c:21
SDL_TRUE
@ SDL_TRUE
Definition: SDL_stdinc.h:164
v1
GLfloat GLfloat v1
Definition: SDL_opengl_glext.h:691
SDL_Renderer::info
SDL_RendererInfo info
Definition: SDL_sysrender.h:170
SDL_RENDERER_TARGETTEXTURE
@ SDL_RENDERER_TARGETTEXTURE
Definition: SDL_render.h:71
SDL_GetWindowPixelFormat
#define SDL_GetWindowPixelFormat
Definition: SDL_dynapi_overrides.h:513
SDL_SetError
#define SDL_SetError
Definition: SDL_dynapi_overrides.h:30
SDL_Renderer::RenderPresent
void(* RenderPresent)(SDL_Renderer *renderer)
Definition: SDL_sysrender.h:158
SDL_BYTESPERPIXEL
#define SDL_BYTESPERPIXEL(X)
Definition: SDL_pixels.h:128
s
GLdouble s
Definition: SDL_opengl.h:2063
SDL_Rect
A rectangle, with the origin at the upper left (integer).
Definition: SDL_rect.h:77
j
return Display return Display Bool Bool int int int return Display XEvent Bool(*) XPointer return Display return Display Drawable _Xconst char unsigned int unsigned int return Display Pixmap Pixmap XColor XColor unsigned int unsigned int return Display _Xconst char char int char return Display Visual unsigned int int int char unsigned int unsigned int int in j)
Definition: SDL_x11sym.h:50
SDL_RenderCommand::viewport
struct SDL_RenderCommand::@30::@31 viewport
SDL_Texture
Definition: SDL_sysrender.h:43
SDL_Renderer::QueueFillRects
int(* QueueFillRects)(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FRect *rects, int count)
Definition: SDL_sysrender.h:136
SDL_Renderer::UpdateTexture
int(* UpdateTexture)(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect, const void *pixels, int pitch)
Definition: SDL_sysrender.h:144
SDL_hints.h
SDL_WindowEvent
Window state change event data (event.window.*)
Definition: SDL_events.h:195
SDL_FRect
A rectangle, with the origin at the upper left (floating point).
Definition: SDL_rect.h:87
SDL_RenderCommand::draw
struct SDL_RenderCommand::@30::@33 draw
SDL_RenderDriver::info
SDL_RendererInfo info
Definition: SDL_sysrender.h:241
angle
GLfloat angle
Definition: SDL_opengl_glext.h:6097
SDL_FLIP_VERTICAL
@ SDL_FLIP_VERTICAL
Definition: SDL_render.h:115
u1
GLfixed u1
Definition: SDL_opengl_glext.h:4558
SDL_RendererInfo::name
const char * name
Definition: SDL_render.h:80
bits
GLenum GLint GLenum GLsizei GLsizei GLsizei GLint GLsizei const void * bits
Definition: SDL_opengl_glext.h:6176
SDL_Renderer::QueueDrawPoints
int(* QueueDrawPoints)(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FPoint *points, int count)
Definition: SDL_sysrender.h:132
SDL_Unsupported
#define SDL_Unsupported()
Definition: SDL_error.h:53
SDL_RENDERER_ACCELERATED
@ SDL_RENDERER_ACCELERATED
Definition: SDL_render.h:67
flags
GLbitfield flags
Definition: SDL_opengl_glext.h:1480
SDL_RENDERCMD_SETDRAWCOLOR
@ SDL_RENDERCMD_SETDRAWCOLOR
Definition: SDL_sysrender.h:77
SDL_Renderer::QueueCopy
int(* QueueCopy)(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture, const SDL_Rect *srcrect, const SDL_FRect *dstrect)
Definition: SDL_sysrender.h:138
SDL_Renderer::window
SDL_Window * window
Definition: SDL_sysrender.h:173
texture
GLenum GLenum GLuint texture
Definition: SDL_opengl_glext.h:1178
rects
EGLSurface EGLint * rects
Definition: eglext.h:282
free
SDL_EventEntry * free
Definition: SDL_events.c:82
SDL_PIXELFORMAT_ABGR8888
@ SDL_PIXELFORMAT_ABGR8888
Definition: SDL_pixels.h:254
i
return Display return Display Bool Bool int int int return Display XEvent Bool(*) XPointer return Display return Display Drawable _Xconst char unsigned int unsigned int return Display Pixmap Pixmap XColor XColor unsigned int unsigned int return Display _Xconst char char int char return Display Visual unsigned int int int char unsigned int unsigned int in i)
Definition: SDL_x11sym.h:50
PSP_RenderDriver
SDL_RenderDriver PSP_RenderDriver
GLfloat
float GLfloat
Definition: SDL_opengl.h:187
SDL_RENDERCMD_CLEAR
@ SDL_RENDERCMD_CLEAR
Definition: SDL_sysrender.h:78
SDL_bool
SDL_bool
Definition: SDL_stdinc.h:161
SDL_Renderer::UnlockTexture
void(* UnlockTexture)(SDL_Renderer *renderer, SDL_Texture *texture)
Definition: SDL_sysrender.h:154
SDL_Renderer::DestroyTexture
void(* DestroyTexture)(SDL_Renderer *renderer, SDL_Texture *texture)
Definition: SDL_sysrender.h:159
w
GLubyte GLubyte GLubyte GLubyte w
Definition: SDL_opengl_glext.h:731
Uint8
uint8_t Uint8
Definition: SDL_stdinc.h:179