mirror of
https://github.com/wheremyfoodat/Panda3DS.git
synced 2025-04-20 20:49:12 +12:00
Trongle
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parent
75070ca6ef
commit
be4fae5104
33 changed files with 341 additions and 70 deletions
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@ -30,10 +30,6 @@ void GPU::reset() {
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// TODO: Reset blending, texturing, etc here
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}
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void GPU::clearBuffer(u32 startAddress, u32 endAddress, u32 value, u32 control) {
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printf("GPU: Clear buffer\nStart: %08X End: %08X\nValue: %08X Control: %08X\n", startAddress, endAddress, value, control);
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}
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void GPU::drawArrays(bool indexed) {
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if (indexed)
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drawArrays<true>();
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@ -48,13 +44,22 @@ void GPU::drawArrays() {
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const u32 vertexBase = ((regs[PICAInternalRegs::VertexAttribLoc] >> 1) & 0xfffffff) * 16;
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const u32 vertexCount = regs[PICAInternalRegs::VertexCountReg]; // Total # of vertices to transfer
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// Configures the type of primitive and the number of vertex shader outputs
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const u32 primConfig = regs[PICAInternalRegs::PrimitiveConfig];
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const u32 primType = (primConfig >> 8) & 3;
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if (primType != 0) Helpers::panic("[PICA] Tried to draw non-triangle shape %d\n", primType);
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if (vertexCount % 3) Helpers::panic("[PICA] Vertex count not a multiple of 3");
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if (vertexCount > vertexBufferSize) Helpers::panic("[PICA] vertexCount > vertexBufferSize");
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Vertex vertices[vertexBufferSize];
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// Stuff the global attribute config registers in one u64 to make attr parsing easier
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// TODO: Cache this when the vertex attribute format registers are written to
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u64 vertexCfg = u64(regs[PICAInternalRegs::AttribFormatLow]) | (u64(regs[PICAInternalRegs::AttribFormatHigh]) << 32);
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if constexpr (!indexed) {
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u32 offset = regs[PICAInternalRegs::VertexOffsetReg];
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printf("PICA::DrawArrays(vertex count = %d, vertexOffset = %d)\n", vertexCount, offset);
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log("PICA::DrawArrays(vertex count = %d, vertexOffset = %d)\n", vertexCount, offset);
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} else {
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Helpers::panic("[PICA] Indexed drawing");
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}
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@ -96,7 +101,6 @@ void GPU::drawArrays() {
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for (component = 0; component < componentCount; component++) {
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float val = *ptr++;
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attribute[component] = f24::fromFloat32(val);
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printf("Component %d: %f\n", component, (double)val);
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}
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break;
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}
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@ -111,11 +115,13 @@ void GPU::drawArrays() {
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attribute[component] = (component == 3) ? f24::fromFloat32(1.0) : f24::fromFloat32(0.0);
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component++;
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}
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printf("Attribute %d, type: %d, component count: %d\n", attrCount, attribType, componentCount);
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}
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}
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shaderUnit.vs.run(); // Run vertex shader for vertex
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shaderUnit.vs.run();
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std::memcpy(&vertices[i].position, &shaderUnit.vs.outputs[0], sizeof(vec4f));
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std::memcpy(&vertices[i].colour, &shaderUnit.vs.outputs[1], sizeof(vec4f));
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}
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drawVertices(OpenGL::Triangle, vertices, vertexCount);
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}
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@ -4,7 +4,7 @@
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using namespace Floats;
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u32 GPU::readReg(u32 address) {
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printf("Ignoring read from GPU register %08X\n", address);
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log("Ignoring read from GPU register %08X\n", address);
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return 0;
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}
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@ -13,13 +13,13 @@ void GPU::writeReg(u32 address, u32 value) {
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const u32 index = (address - 0x1EF01000) / sizeof(u32);
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writeInternalReg(index, value, 0xffffffff);
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} else {
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printf("Ignoring write to external GPU register %08X. Value: %08X\n", address, value);
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log("Ignoring write to external GPU register %08X. Value: %08X\n", address, value);
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}
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}
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u32 GPU::readInternalReg(u32 index) {
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if (index > regNum) {
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printf("Tried to read invalid GPU register. Index: %X\n", index);
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Helpers::panic("Tried to read invalid GPU register. Index: %X\n", index);
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return 0;
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}
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@ -131,7 +131,7 @@ void GPU::writeInternalReg(u32 index, u32 value, u32 mask) {
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break;
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}
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} else {
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printf("GPU: Wrote to unimplemented internal reg: %X, value: %08X\n", index, newValue);
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log("GPU: Wrote to unimplemented internal reg: %X, value: %08X\n", index, newValue);
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}
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break;
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}
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160
src/core/PICA/renderer_opengl.cpp
Normal file
160
src/core/PICA/renderer_opengl.cpp
Normal file
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@ -0,0 +1,160 @@
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#include "PICA/gpu.hpp"
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#include "opengl.hpp"
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// This is all hacked up to display our first triangle
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const char* vertexShader = R"(
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#version 420 core
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layout (location = 0) in vec4 coords;
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layout (location = 1) in vec4 vertexColour;
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out vec4 colour;
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void main() {
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gl_Position = coords;
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colour = vertexColour;
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}
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)";
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const char* fragmentShader = R"(
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#version 420 core
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in vec4 colour;
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out vec4 fragColour;
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void main() {
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fragColour = colour;
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}
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)";
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const char* displayVertexShader = R"(
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#version 420 core
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out vec2 UV;
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void main() {
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const vec4 positions[4] = vec4[](
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vec4(-1.0, 1.0, 1.0, 1.0), // Top-left
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vec4(1.0, 1.0, 1.0, 1.0), // Top-right
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vec4(-1.0, -1.0, 1.0, 1.0), // Bottom-left
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vec4(1.0, -1.0, 1.0, 1.0) // Bottom-right
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);
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// The 3DS displays both screens' framebuffer rotated 90 deg counter clockwise
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// So we adjust our texcoords accordingly
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const vec2 texcoords[4] = vec2[](
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vec2(1.0, 1.0), // Top-right
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vec2(1.0, 0.0), // Bottom-right
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vec2(0.0, 1.0), // Top-left
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vec2(0.0, 0.0) // Bottom-left
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);
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gl_Position = positions[gl_VertexID];
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UV = texcoords[gl_VertexID];
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}
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)";
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const char* displayFragmentShader = R"(
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#version 420 core
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in vec2 UV;
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out vec4 FragColor;
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uniform sampler2D u_texture; // TODO: Properly init this to 0 when I'm not lazy
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void main() {
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FragColor = texture(u_texture, UV);
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}
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)";
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void GPU::initGraphicsContext() {
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// Set up texture for top screen
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fboTexture.create(400, 240, GL_RGBA8);
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fboTexture.bind();
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glBindTexture(GL_TEXTURE_2D, 0);
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fbo.createWithDrawTexture(fboTexture);
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fbo.bind(OpenGL::DrawFramebuffer);
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OpenGL::setViewport(400, 240);
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OpenGL::setClearColor(0.0, 0.0, 0.0, 1.0);
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OpenGL::clearColor();
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OpenGL::Shader vert(vertexShader, OpenGL::Vertex);
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OpenGL::Shader frag(fragmentShader, OpenGL::Fragment);
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triangleProgram.create({ vert, frag });
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OpenGL::Shader vertDisplay(displayVertexShader, OpenGL::Vertex);
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OpenGL::Shader fragDisplay(displayFragmentShader, OpenGL::Fragment);
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displayProgram.create({ vertDisplay, fragDisplay });
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vbo.createFixedSize(sizeof(Vertex) * vertexBufferSize, GL_STREAM_DRAW);
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vbo.bind();
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vao.create();
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vao.bind();
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// Position (x, y, z, w) attributes
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vao.setAttributeFloat<float>(0, 4, sizeof(Vertex), offsetof(Vertex, position));
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vao.enableAttribute(0);
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// Colour attribute
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vao.setAttributeFloat<float>(1, 4, sizeof(Vertex), offsetof(Vertex, colour));
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vao.enableAttribute(1);
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dummyVBO.create();
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dummyVAO.create();
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}
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void GPU::getGraphicsContext() {
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OpenGL::disableDepth();
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OpenGL::disableScissor();
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OpenGL::setViewport(400, 240);
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fbo.bind(OpenGL::DrawAndReadFramebuffer);
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vbo.bind();
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vao.bind();
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triangleProgram.use();
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}
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void GPU::drawVertices(OpenGL::Primitives primType, Vertex* vertices, u32 count) {
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vbo.bufferVertsSub(vertices, count);
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OpenGL::draw(primType, count);
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}
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constexpr u32 topScreenBuffer = 0x1f000000;
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constexpr u32 bottomScreenBuffer = 0x1f300000;
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// Quick hack to display top screen for now
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void GPU::display() {
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OpenGL::disableScissor();
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OpenGL::bindScreenFramebuffer();
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fboTexture.bind();
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displayProgram.use();
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dummyVBO.bind();
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dummyVAO.bind();
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OpenGL::setViewport(0, 240, 400, 240);
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OpenGL::draw(OpenGL::TriangleStrip, 4);
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}
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void GPU::clearBuffer(u32 startAddress, u32 endAddress, u32 value, u32 control) {
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log("GPU: Clear buffer\nStart: %08X End: %08X\nValue: %08X Control: %08X\n", startAddress, endAddress, value, control);
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const float r = float((value >> 24) & 0xff) / 255.0;
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const float g = float((value >> 16) & 0xff) / 255.0;
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const float b = float((value >> 8) & 0xff) / 255.0;
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const float a = float(value & 0xff) / 255.0;
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if (startAddress == topScreenBuffer) {
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log("GPU: Cleared top screen\n");
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} else if (startAddress == bottomScreenBuffer) {
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log("GPU: Tried to clear bottom screen\n");
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return;
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} else {
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log("GPU: Clearing some unknown buffer\n");
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}
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OpenGL::setClearColor(r, g, b, a);
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OpenGL::clearColor();
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}
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