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Add test ROMs for detecting emulators
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4 changed files with 473 additions and 1 deletions
181
tests/DetectEmulator/source/main.c
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181
tests/DetectEmulator/source/main.c
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#include <3ds.h>
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#include <citro3d.h>
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#include <string.h>
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#include "vshader_shbin.h"
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#define CLEAR_COLOR 0x68B0D8FF
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#define DISPLAY_TRANSFER_FLAGS \
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(GX_TRANSFER_FLIP_VERT(0) | GX_TRANSFER_OUT_TILED(0) | GX_TRANSFER_RAW_COPY(0) | \
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GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGBA8) | GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGB8) | \
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GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO))
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typedef struct { float x, y, z; } vertex;
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static const vertex vertex_list[] = {
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{ 200.0f, 200.0f, 0.5f },
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{ 100.0f, 40.0f, 0.5f },
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{ 300.0f, 40.0f, 0.5f },
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};
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typedef enum {
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Platform_Citra,
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Platform_Panda,
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Platform_Other
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} Platform;
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typedef enum {
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SystemInfo_Citra = 0x20000,
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SystemInfo_Panda = 0x20001
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} SystemInfoType;
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typedef enum {
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SystemInfoSub_IsCitra = 0,
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SystemInfoSub_IsPanda = 0,
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} SystemInfoSubType;
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// Detect the emulator this is running on
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Platform getPlatform() {
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s64 out;
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// First, attempt to detect Citra
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Result res = svcGetSystemInfo(&out, SystemInfo_Citra, SystemInfoSub_IsCitra);
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if (R_SUCCEEDED(res) && out == 1) {
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return Platform_Citra;
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}
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// Next, attempt to detect Panda3DS
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res = svcGetSystemInfo(&out, SystemInfo_Panda, SystemInfoSub_IsPanda);
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if (R_SUCCEEDED(res) && out == 1) {
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return Platform_Panda;
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}
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// Unknown platform, maybe a console or another emulator
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return Platform_Other;
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}
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// Print string in emulator terminal
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static void emuPrint(const char* str) {
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svcOutputDebugString(str, strlen(str));
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}
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#define vertex_list_count (sizeof(vertex_list)/sizeof(vertex_list[0]))
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static DVLB_s* vshader_dvlb;
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static shaderProgram_s program;
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static int uLoc_projection;
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static C3D_Mtx projection;
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static void* vbo_data;
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static void sceneInit(void) {
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// Load the vertex shader, create a shader program and bind it
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vshader_dvlb = DVLB_ParseFile((u32*)vshader_shbin, vshader_shbin_size);
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shaderProgramInit(&program);
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shaderProgramSetVsh(&program, &vshader_dvlb->DVLE[0]);
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C3D_BindProgram(&program);
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// Get the location of the uniforms
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uLoc_projection = shaderInstanceGetUniformLocation(program.vertexShader, "projection");
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// Configure attributes for use with the vertex shader
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C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
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AttrInfo_Init(attrInfo);
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AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); // v0=position
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AttrInfo_AddFixed(attrInfo, 1); // v1=color
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// Set the fixed attribute (color) to a colour depending on the emulator
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Platform platform = getPlatform();
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switch (platform) {
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case Platform_Citra:
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emuPrint("Detected Citra\n");
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C3D_FixedAttribSet(1, 1.0, 1.0, 0.0, 1.0);
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break;
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case Platform_Panda:
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emuPrint("Detected Panda3DS\n");
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C3D_FixedAttribSet(1, 1.0, 0.0, 0.0, 1.0);
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break;
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default:
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emuPrint("Unknown platform. Probably a real 3DS\n");
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C3D_FixedAttribSet(1, 1.0, 0.5, 0.2, 1.0);
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break;
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}
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// Compute the projection matrix
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Mtx_OrthoTilt(&projection, 0.0, 400.0, 0.0, 240.0, 0.0, 1.0, true);
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// Create the VBO (vertex buffer object)
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vbo_data = linearAlloc(sizeof(vertex_list));
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memcpy(vbo_data, vertex_list, sizeof(vertex_list));
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// Configure buffers
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C3D_BufInfo* bufInfo = C3D_GetBufInfo();
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BufInfo_Init(bufInfo);
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BufInfo_Add(bufInfo, vbo_data, sizeof(vertex), 1, 0x0);
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// Configure the first fragment shading substage to just pass through the vertex color
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// See https://www.opengl.org/sdk/docs/man2/xhtml/glTexEnv.xml for more insight
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C3D_TexEnv* env = C3D_GetTexEnv(0);
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C3D_TexEnvInit(env);
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C3D_TexEnvSrc(env, C3D_Both, GPU_PRIMARY_COLOR, 0, 0);
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C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE);
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}
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static void sceneRender(void) {
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// Update the uniforms
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C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_projection, &projection);
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// Draw the VBO
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C3D_DrawArrays(GPU_TRIANGLES, 0, vertex_list_count);
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}
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static void sceneExit(void) {
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// Free the VBO
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linearFree(vbo_data);
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// Free the shader program
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shaderProgramFree(&program);
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DVLB_Free(vshader_dvlb);
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}
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int main() {
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emuPrint("Entering main\n");
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// Initialize graphics
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gfxInitDefault();
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C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
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// Initialize the render target
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C3D_RenderTarget* target = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
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C3D_RenderTargetSetOutput(target, GFX_TOP, GFX_LEFT, DISPLAY_TRANSFER_FLAGS);
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// Initialize the scene
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sceneInit();
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// Main loop
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while (true)
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{
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// Render the scene
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emuPrint("Entering C3D_FrameBegin");
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C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
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emuPrint("Clearing render target");
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C3D_RenderTargetClear(target, C3D_CLEAR_ALL, CLEAR_COLOR, 0);
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emuPrint("Calling C3D_FrameDrawOn");
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C3D_FrameDrawOn(target);
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emuPrint("Calling sceneRender");
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sceneRender();
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emuPrint("Entering C3D_FrameEnd");
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C3D_FrameEnd(0);
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emuPrint("Exited C3D_FrameEnd");
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}
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// Deinitialize the scene
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sceneExit();
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// Deinitialize graphics
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C3D_Fini();
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gfxExit();
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return 0;
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}
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