#include "../../SDL_internal.h"
#if SDL_VIDEO_RENDER_PSP
#include "SDL_hints.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>
#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 PSP_TextureData
{
void *data;
unsigned int size;
unsigned int width;
unsigned int height;
unsigned int textureWidth;
unsigned int textureHeight;
unsigned int bits;
unsigned int format;
unsigned int pitch;
SDL_bool swizzled;
struct PSP_TextureData* prevhotw;
struct PSP_TextureData* nexthotw;
} PSP_TextureData;
typedef struct
{
SDL_BlendMode mode;
unsigned int color;
int shadeModel;
SDL_Texture* texture;
} PSP_BlendState;
typedef struct
{
void* frontbuffer;
void* backbuffer;
SDL_Texture* boundTarget;
SDL_bool initialized;
SDL_bool displayListAvail;
unsigned int psm;
unsigned int bpp;
SDL_bool vsync;
PSP_BlendState blendState;
PSP_TextureData* most_recent_target;
PSP_TextureData* least_recent_target;
SDL_bool vblank_not_reached;
} PSP_RenderData;
typedef struct
{
float x, y, z;
} VertV;
typedef struct
{
float u, v;
float x, y, z;
} VertTV;
typedef struct
{
SDL_Color col;
float x, y, z;
} VertCV;
typedef struct
{
float u, v;
SDL_Color col;
float x, y, z;
} VertTCV;
#define PI 3.14159265358979f
#define radToDeg(x) ((x)*180.f/PI)
#define degToRad(x) ((x)*PI/180.f)
static 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;
}
static 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));
}
static void
Swap(float *a, float *b)
{
float n=*a;
*a = *b;
*b = n;
}
static inline int
InVram(void* data)
{
return data < (void*)0x04200000;
}
static int
TextureNextPow2(unsigned int w)
{
unsigned int n = 2;
if(w == 0)
return 0;
while(w > n)
n <<= 1;
return n;
}
static void psp_on_vblank(u32 sub, PSP_RenderData *data)
{
if (data)
data->vblank_not_reached = SDL_FALSE;
}
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;
}
}
static void
LRUTargetRelink(PSP_TextureData* psp_texture) {
if(psp_texture->prevhotw) {
psp_texture->prevhotw->nexthotw = psp_texture->nexthotw;
}
if(psp_texture->nexthotw) {
psp_texture->nexthotw->prevhotw = psp_texture->prevhotw;
}
}
static void
LRUTargetPushFront(PSP_RenderData* data, PSP_TextureData* psp_texture) {
psp_texture->nexthotw = data->most_recent_target;
if(data->most_recent_target) {
data->most_recent_target->prevhotw = psp_texture;
}
data->most_recent_target = psp_texture;
if(!data->least_recent_target) {
data->least_recent_target = psp_texture;
}
}
static void
LRUTargetRemove(PSP_RenderData* data, PSP_TextureData* psp_texture) {
LRUTargetRelink(psp_texture);
if(data->most_recent_target == psp_texture) {
data->most_recent_target = psp_texture->nexthotw;
}
if(data->least_recent_target == psp_texture) {
data->least_recent_target = psp_texture->prevhotw;
}
psp_texture->prevhotw = NULL;
psp_texture->nexthotw = NULL;
}
static void
LRUTargetBringFront(PSP_RenderData* data, PSP_TextureData* psp_texture) {
if(data->most_recent_target == psp_texture) {
return; }
LRUTargetRemove(data, psp_texture);
LRUTargetPushFront(data, psp_texture);
}
static void
TextureStorageFree(void* storage) {
if(InVram(storage)) {
vfree(storage);
} else {
SDL_free(storage);
}
}
static int
TextureSwizzle(PSP_TextureData *psp_texture, void* dst)
{
int bytewidth, height;
int rowblocks, rowblocksadd;
int i, j;
unsigned int blockaddress = 0;
unsigned int *src = NULL;
unsigned char *data = NULL;
if(psp_texture->swizzled)
return 1;
bytewidth = psp_texture->textureWidth*(psp_texture->bits>>3);
height = psp_texture->size / bytewidth;
rowblocks = (bytewidth>>4);
rowblocksadd = (rowblocks-1)<<7;
src = (unsigned int*) psp_texture->data;
data = dst;
if(!data) {
data = SDL_malloc(psp_texture->size);
}
if(!data) {
return SDL_OutOfMemory();
}
for(j = 0; j < height; j++, blockaddress += 16)
{
unsigned int *block;
block = (unsigned int*)&data[blockaddress];
for(i = 0; i < rowblocks; i++)
{
*block++ = *src++;
*block++ = *src++;
*block++ = *src++;
*block++ = *src++;
block += 28;
}
if((j & 0x7) == 0x7)
blockaddress += rowblocksadd;
}
TextureStorageFree(psp_texture->data);
psp_texture->data = data;
psp_texture->swizzled = SDL_TRUE;
sceKernelDcacheWritebackRange(psp_texture->data, psp_texture->size);
return 1;
}
static int
TextureUnswizzle(PSP_TextureData *psp_texture, void* dst)
{
int bytewidth, height;
int widthblocks, heightblocks;
int dstpitch, dstrow;
int blockx, blocky;
int j;
unsigned int *src = NULL;
unsigned char *data = NULL;
unsigned char *ydst = NULL;
if(!psp_texture->swizzled)
return 1;
bytewidth = psp_texture->textureWidth*(psp_texture->bits>>3);
height = psp_texture->size / bytewidth;
widthblocks = bytewidth/16;
heightblocks = height/8;
dstpitch = (bytewidth - 16)/4;
dstrow = bytewidth * 8;
src = (unsigned int*) psp_texture->data;
data = dst;
if(!data) {
data = SDL_malloc(psp_texture->size);
}
if(!data)
return SDL_OutOfMemory();
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;
}
TextureStorageFree(psp_texture->data);
psp_texture->data = data;
psp_texture->swizzled = SDL_FALSE;
sceKernelDcacheWritebackRange(psp_texture->data, psp_texture->size);
return 1;
}
static int
TextureSpillToSram(PSP_RenderData* data, PSP_TextureData* psp_texture)
{
if(psp_texture->swizzled) {
void* sdata = SDL_malloc(psp_texture->size);
if(!sdata) {
return SDL_OutOfMemory();
}
SDL_memcpy(sdata, psp_texture->data, psp_texture->size);
vfree(psp_texture->data);
psp_texture->data = sdata;
return 0;
} else {
return TextureSwizzle(psp_texture, NULL); }
}
static int
TexturePromoteToVram(PSP_RenderData* data, PSP_TextureData* psp_texture, SDL_bool target)
{
void* tdata = vramalloc(psp_texture->size);
if(psp_texture->swizzled && target) {
return TextureUnswizzle(psp_texture, tdata);
} else {
SDL_memcpy(tdata, psp_texture->data, psp_texture->size);
SDL_free(psp_texture->data);
psp_texture->data = tdata;
return 0;
}
}
static int
TextureSpillLRU(PSP_RenderData* data, size_t wanted) {
PSP_TextureData* lru = data->least_recent_target;
if(lru) {
if(TextureSpillToSram(data, lru) < 0) {
return -1;
}
LRUTargetRemove(data, lru);
} else {
return SDL_SetError("Could not spill more VRAM to system memory. VRAM : %dKB,(%dKB), wanted %dKB", vmemavail()/1024, vlargestblock()/1024, wanted/1024);
}
return 0;
}
static int
TextureSpillTargetsForSpace(PSP_RenderData* data, size_t size)
{
while(vlargestblock() < size) {
if(TextureSpillLRU(data, size) < 0) {
return -1;
}
}
return 0;
}
static int
TextureBindAsTarget(PSP_RenderData* data, PSP_TextureData* psp_texture) {
unsigned int dstFormat;
if(!InVram(psp_texture->data)) {
if(TextureSpillTargetsForSpace(data, psp_texture->size) < 0) {
return -1;
}
if(TexturePromoteToVram(data, psp_texture, SDL_TRUE) < 0) {
return -1;
}
}
LRUTargetBringFront(data, psp_texture);
sceGuDrawBufferList(psp_texture->format, vrelptr(psp_texture->data), psp_texture->textureWidth);
dstFormat = psp_texture->format;
if(dstFormat == GU_PSM_5551) {
sceGuEnable(GU_STENCIL_TEST);
sceGuStencilOp(GU_REPLACE, GU_REPLACE, GU_REPLACE);
sceGuStencilFunc(GU_GEQUAL, 0xff, 0xff);
sceGuEnable(GU_ALPHA_TEST);
sceGuAlphaFunc(GU_GREATER, 0x00, 0xff);
} else {
sceGuDisable(GU_STENCIL_TEST);
sceGuDisable(GU_ALPHA_TEST);
}
return 0;
}
static void
PSP_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
{
}
static int
PSP_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
PSP_RenderData *data = renderer->driverdata;
PSP_TextureData* psp_texture = (PSP_TextureData*) SDL_calloc(1, sizeof(*psp_texture));
if(!psp_texture)
return SDL_OutOfMemory();
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:
SDL_free(psp_texture);
return -1;
}
psp_texture->pitch = psp_texture->textureWidth * SDL_BYTESPERPIXEL(texture->format);
psp_texture->size = psp_texture->textureHeight*psp_texture->pitch;
if(texture->access & SDL_TEXTUREACCESS_TARGET) {
if(TextureSpillTargetsForSpace(renderer->driverdata, psp_texture->size) < 0){
SDL_free(psp_texture);
return -1;
}
psp_texture->data = vramalloc(psp_texture->size);
if(psp_texture->data) {
LRUTargetPushFront(data, psp_texture);
}
} else {
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
TextureShouldSwizzle(PSP_TextureData* psp_texture, SDL_Texture *texture)
{
return !((texture->access == SDL_TEXTUREACCESS_TARGET) && InVram(psp_texture->data))
&& texture->access != SDL_TEXTUREACCESS_STREAMING
&& (texture->w >= 16 || texture->h >= 16);
}
static void
TextureActivate(SDL_Texture * texture)
{
PSP_TextureData *psp_texture = (PSP_TextureData *) texture->driverdata;
int scaleMode = (texture->scaleMode == SDL_ScaleModeNearest) ? GU_NEAREST : GU_LINEAR;
if (TextureShouldSwizzle(psp_texture, texture))
{
TextureSwizzle(psp_texture, NULL);
}
sceGuTexWrap(GU_REPEAT, GU_REPEAT);
sceGuTexMode(psp_texture->format, 0, 0, psp_texture->swizzled);
sceGuTexFilter(scaleMode, scaleMode);
sceGuTexImage(0, psp_texture->textureWidth, psp_texture->textureHeight, psp_texture->textureWidth, psp_texture->data);
}
static int
PSP_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, void **pixels, int *pitch);
static int
PSP_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, const void *pixels, int pitch)
{
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;
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 void
PSP_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture, SDL_ScaleMode scaleMode)
{
}
static int
PSP_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
{
return 0;
}
static int
PSP_QueueSetViewport(SDL_Renderer * renderer, SDL_RenderCommand *cmd)
{
return 0;
}
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_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
const float *xy, int xy_stride, const SDL_Color *color, int color_stride, const float *uv, int uv_stride,
int num_vertices, const void *indices, int num_indices, int size_indices,
float scale_x, float scale_y)
{
int i;
int count = indices ? num_indices : num_vertices;
cmd->data.draw.count = count;
size_indices = indices ? size_indices : 0;
if (texture == NULL) {
VertCV *verts;
verts = (VertCV *) SDL_AllocateRenderVertices(renderer, count * sizeof (VertCV), 4, &cmd->data.draw.first);
if (!verts) {
return -1;
}
for (i = 0; i < count; i++) {
int j;
float *xy_;
SDL_Color col_;
if (size_indices == 4) {
j = ((const Uint32 *)indices)[i];
} else if (size_indices == 2) {
j = ((const Uint16 *)indices)[i];
} else if (size_indices == 1) {
j = ((const Uint8 *)indices)[i];
} else {
j = i;
}
xy_ = (float *)((char*)xy + j * xy_stride);
col_ = *(SDL_Color *)((char*)color + j * color_stride);
verts->x = xy_[0] * scale_x;
verts->y = xy_[1] * scale_y;
verts->z = 0;
verts->col = col_;
verts++;
}
} else {
PSP_TextureData *psp_texture = (PSP_TextureData *) texture->driverdata;
VertTCV *verts;
verts = (VertTCV *) SDL_AllocateRenderVertices(renderer, count * sizeof (VertTCV), 4, &cmd->data.draw.first);
if (!verts) {
return -1;
}
for (i = 0; i < count; i++) {
int j;
float *xy_;
SDL_Color col_;
float *uv_;
if (size_indices == 4) {
j = ((const Uint32 *)indices)[i];
} else if (size_indices == 2) {
j = ((const Uint16 *)indices)[i];
} else if (size_indices == 1) {
j = ((const Uint8 *)indices)[i];
} else {
j = i;
}
xy_ = (float *)((char*)xy + j * xy_stride);
col_ = *(SDL_Color *)((char*)color + j * color_stride);
uv_ = (float *)((char*)uv + j * uv_stride);
verts->x = xy_[0] * scale_x;
verts->y = xy_[1] * scale_y;
verts->z = 0;
verts->col = col_;
verts->u = uv_[0] * psp_texture->textureWidth;
verts->v = uv_[1] * psp_texture->textureHeight;
verts++;
}
}
return 0;
}
static int
PSP_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
{
VertV *verts = (VertV *) 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++) {
verts->x = rects->x;
verts->y = rects->y;
verts->z = 0.0f;
verts++;
verts->x = rects->x + rects->w + 0.5f;
verts->y = rects->y + rects->h + 0.5f;
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 * 2 * 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;
verts++;
curU += sourceWidth;
curX += polyWidth;
verts->u = curU;
verts->v = v1;
verts->x = curX;
verts->y = (y + height);
verts->z = 0;
verts++;
}
}
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, float scale_x, float scale_y)
{
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 cw1, sw1, ch1, sh1, cw2, sw2, ch2, sh2;
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(360-angle), &s, &c);
cw1 = c * -centerx;
sw1 = s * -centerx;
ch1 = c * -centery;
sh1 = s * -centery;
cw2 = c * width;
sw2 = s * width;
ch2 = c * height;
sh2 = 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 + cw1 + sh1;
verts->y = y - sw1 + ch1;
verts->z = 0;
verts++;
verts->u = u0;
verts->v = v1;
verts->x = x + cw1 + sh2;
verts->y = y - sw1 + ch2;
verts->z = 0;
verts++;
verts->u = u1;
verts->v = v1;
verts->x = x + cw2 + sh2;
verts->y = y - sw2 + ch2;
verts->z = 0;
verts++;
verts->u = u1;
verts->v = v0;
verts->x = x + cw2 + sh1;
verts->y = y - sw2 + ch1;
verts->z = 0;
if (scale_x != 1.0f || scale_y != 1.0f) {
verts->x *= scale_x;
verts->y *= scale_y;
verts--;
verts->x *= scale_x;
verts->y *= scale_y;
verts--;
verts->x *= scale_x;
verts->y *= scale_y;
verts--;
verts->x *= scale_x;
verts->y *= scale_y;
}
return 0;
}
static void
ResetBlendState(PSP_BlendState* state) {
sceGuColor(0xffffffff);
state->color = 0xffffffff;
state->mode = SDL_BLENDMODE_INVALID;
state->texture = NULL;
sceGuDisable(GU_TEXTURE_2D);
sceGuShadeModel(GU_SMOOTH);
state->shadeModel = GU_SMOOTH;
}
static void
StartDrawing(SDL_Renderer * renderer)
{
PSP_RenderData *data = (PSP_RenderData *) renderer->driverdata;
if(!data->displayListAvail) {
sceGuStart(GU_DIRECT, DisplayList);
data->displayListAvail = SDL_TRUE;
}
if(renderer->target != data->boundTarget) {
SDL_Texture* texture = renderer->target;
if(texture) {
PSP_TextureData* psp_texture = (PSP_TextureData*) texture->driverdata;
TextureBindAsTarget(data, psp_texture);
} else {
sceGuDrawBufferList(data->psm, vrelptr(data->frontbuffer), PSP_FRAME_BUFFER_WIDTH);
}
data->boundTarget = texture;
}
}
static void
PSP_SetBlendState(PSP_RenderData* data, PSP_BlendState* state)
{
PSP_BlendState* current = &data->blendState;
if (state->mode != current->mode) {
switch (state->mode) {
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);
sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0 );
sceGuEnable(GU_BLEND);
break;
case SDL_BLENDMODE_ADD:
sceGuTexFunc(GU_TFX_MODULATE , GU_TCC_RGBA);
sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_FIX, 0, 0x00FFFFFF );
sceGuEnable(GU_BLEND);
break;
case SDL_BLENDMODE_MOD:
sceGuTexFunc(GU_TFX_MODULATE , GU_TCC_RGBA);
sceGuBlendFunc(GU_ADD, GU_FIX, GU_SRC_COLOR, 0, 0);
sceGuEnable(GU_BLEND);
break;
case SDL_BLENDMODE_MUL:
sceGuTexFunc(GU_TFX_MODULATE , GU_TCC_RGBA);
sceGuBlendFunc(GU_ADD, GU_DST_COLOR, GU_ONE_MINUS_SRC_ALPHA, 0, 0);
sceGuEnable(GU_BLEND);
break;
case SDL_BLENDMODE_INVALID:
break;
}
}
if(state->color != current->color) {
sceGuColor(state->color);
}
if(state->shadeModel != current->shadeModel) {
sceGuShadeModel(state->shadeModel);
}
if(state->texture != current->texture) {
if(state->texture != NULL) {
TextureActivate(state->texture);
sceGuEnable(GU_TEXTURE_2D);
} else {
sceGuDisable(GU_TEXTURE_2D);
}
}
*current = *state;
}
static int
PSP_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize)
{
PSP_RenderData *data = (PSP_RenderData *) renderer->driverdata;
Uint8 *gpumem = NULL;
StartDrawing(renderer);
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;
}
case SDL_RENDERCMD_SETVIEWPORT: {
SDL_Rect *viewport = &cmd->data.viewport.rect;
sceGuOffset(2048 - (viewport->w >> 1), 2048 - (viewport->h >> 1));
sceGuViewport(2048, 2048, viewport->w, viewport->h);
sceGuScissor(viewport->x, viewport->y, viewport->w, viewport->h);
break;
}
case SDL_RENDERCMD_SETCLIPRECT: {
const SDL_Rect *rect = &cmd->data.cliprect.rect;
if(cmd->data.cliprect.enabled){
sceGuEnable(GU_SCISSOR_TEST);
sceGuScissor(rect->x, rect->y, rect->w, rect->h);
} else {
sceGuDisable(GU_SCISSOR_TEST);
}
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;
sceGuClearColor(GU_RGBA(r,g,b,a));
sceGuClearStencil(a);
sceGuClear(GU_COLOR_BUFFER_BIT | GU_STENCIL_BUFFER_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;
PSP_BlendState state = {
.color = GU_RGBA(r,g,b,a),
.texture = NULL,
.mode = cmd->data.draw.blend,
.shadeModel = GU_FLAT
};
PSP_SetBlendState(data, &state);
sceGuDrawArray(GU_POINTS, GU_VERTEX_32BITF|GU_TRANSFORM_2D, count, 0, verts);
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;
PSP_BlendState state = {
.color = GU_RGBA(r,g,b,a),
.texture = NULL,
.mode = cmd->data.draw.blend,
.shadeModel = GU_FLAT
};
PSP_SetBlendState(data, &state);
sceGuDrawArray(GU_LINE_STRIP, GU_VERTEX_32BITF|GU_TRANSFORM_2D, count, 0, verts);
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;
PSP_BlendState state = {
.color = GU_RGBA(r,g,b,a),
.texture = NULL,
.mode = cmd->data.draw.blend,
.shadeModel = GU_FLAT
};
PSP_SetBlendState(data, &state);
sceGuDrawArray(GU_SPRITES, GU_VERTEX_32BITF|GU_TRANSFORM_2D, 2 * count, 0, verts);
break;
}
case SDL_RENDERCMD_COPY: {
const size_t count = cmd->data.draw.count;
const VertTV *verts = (VertTV *) (gpumem + cmd->data.draw.first);
const Uint8 a = cmd->data.draw.a;
const Uint8 r = cmd->data.draw.r;
const Uint8 g = cmd->data.draw.g;
const Uint8 b = cmd->data.draw.b;
PSP_BlendState state = {
.color = GU_RGBA(r,g,b,a),
.texture = cmd->data.draw.texture,
.mode = cmd->data.draw.blend,
.shadeModel = GU_SMOOTH
};
PSP_SetBlendState(data, &state);
sceGuDrawArray(GU_SPRITES, GU_TEXTURE_32BITF|GU_VERTEX_32BITF|GU_TRANSFORM_2D, 2 * count, 0, verts);
break;
}
case SDL_RENDERCMD_COPY_EX: {
const VertTV *verts = (VertTV *) (gpumem + cmd->data.draw.first);
const Uint8 a = cmd->data.draw.a;
const Uint8 r = cmd->data.draw.r;
const Uint8 g = cmd->data.draw.g;
const Uint8 b = cmd->data.draw.b;
PSP_BlendState state = {
.color = GU_RGBA(r,g,b,a),
.texture = cmd->data.draw.texture,
.mode = cmd->data.draw.blend,
.shadeModel = GU_SMOOTH
};
PSP_SetBlendState(data, &state);
sceGuDrawArray(GU_TRIANGLE_FAN, GU_TEXTURE_32BITF|GU_VERTEX_32BITF|GU_TRANSFORM_2D, 4, 0, verts);
break;
}
case SDL_RENDERCMD_GEOMETRY: {
const size_t count = cmd->data.draw.count;
if (cmd->data.draw.texture == NULL) {
const VertCV *verts = (VertCV *) (gpumem + cmd->data.draw.first);
sceGuDisable(GU_TEXTURE_2D);
sceGuDrawArray(GU_TRIANGLES, GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_2D, count, 0, verts);
sceGuEnable(GU_TEXTURE_2D);
} else {
const VertTCV *verts = (VertTCV *) (gpumem + cmd->data.draw.first);
const Uint8 a = cmd->data.draw.a;
const Uint8 r = cmd->data.draw.r;
const Uint8 g = cmd->data.draw.g;
const Uint8 b = cmd->data.draw.b;
PSP_BlendState state = {
.color = GU_RGBA(r,g,b,a),
.texture = NULL,
.mode = cmd->data.draw.blend,
.shadeModel = GU_FLAT
};
TextureActivate(cmd->data.draw.texture);
PSP_SetBlendState(data, &state);
sceGuDrawArray(GU_TRIANGLES, GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_2D, count, 0, verts);
}
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 int
PSP_RenderPresent(SDL_Renderer * renderer)
{
PSP_RenderData *data = (PSP_RenderData *) renderer->driverdata;
if (!data->displayListAvail) {
return -1;
}
data->displayListAvail = SDL_FALSE;
sceGuFinish();
sceGuSync(0,0);
if ((data->vsync) && (data->vblank_not_reached))
sceDisplayWaitVblankStart();
data->vblank_not_reached = SDL_TRUE;
data->backbuffer = data->frontbuffer;
data->frontbuffer = vabsptr(sceGuSwapBuffers());
return 0;
}
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 == NULL)
return;
if(psp_texture == NULL)
return;
LRUTargetRemove(renderdata, psp_texture);
TextureStorageFree(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);
sceKernelDisableSubIntr(PSP_VBLANK_INT, 0);
sceKernelReleaseSubIntrHandler(PSP_VBLANK_INT,0);
sceDisplayWaitVblankStart();
sceGuDisplay(GU_FALSE);
sceGuTerm();
vfree(data->backbuffer);
vfree(data->frontbuffer);
data->initialized = SDL_FALSE;
data->displayListAvail = SDL_FALSE;
SDL_free(data);
}
SDL_free(renderer);
}
static int
PSP_SetVSync(SDL_Renderer * renderer, const int vsync)
{
PSP_RenderData *data = renderer->driverdata;
data->vsync = vsync;
return 0;
}
SDL_Renderer *
PSP_CreateRenderer(SDL_Window * window, Uint32 flags)
{
SDL_Renderer *renderer;
PSP_RenderData *data;
int pixelformat;
void* doublebuffer = NULL;
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->UpdateTexture = PSP_UpdateTexture;
renderer->LockTexture = PSP_LockTexture;
renderer->UnlockTexture = PSP_UnlockTexture;
renderer->SetTextureScaleMode = PSP_SetTextureScaleMode;
renderer->SetRenderTarget = PSP_SetRenderTarget;
renderer->QueueSetViewport = PSP_QueueSetViewport;
renderer->QueueSetDrawColor = PSP_QueueSetViewport;
renderer->QueueDrawPoints = PSP_QueueDrawPoints;
renderer->QueueDrawLines = PSP_QueueDrawPoints;
renderer->QueueGeometry = PSP_QueueGeometry;
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->SetVSync = PSP_SetVSync;
renderer->info = PSP_RenderDriver.info;
renderer->info.flags = (SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
renderer->driverdata = data;
renderer->window = window;
data->initialized = SDL_TRUE;
data->most_recent_target = NULL;
data->least_recent_target = NULL;
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->bpp = 2;
data->psm = pixelformat;
break;
default:
data->bpp = 4;
data->psm = GU_PSM_8888;
break;
}
doublebuffer = vramalloc(PSP_FRAME_BUFFER_SIZE*data->bpp*2);
data->backbuffer = doublebuffer;
data->frontbuffer = ((uint8_t*)doublebuffer)+PSP_FRAME_BUFFER_SIZE*data->bpp;
sceGuInit();
sceGuStart(GU_DIRECT, DisplayList);
sceGuDrawBuffer(data->psm, vrelptr(data->frontbuffer), PSP_FRAME_BUFFER_WIDTH);
sceGuDispBuffer(PSP_SCREEN_WIDTH, PSP_SCREEN_HEIGHT, vrelptr(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);
sceGuDisable(GU_DEPTH_TEST);
sceGuScissor(0, 0, PSP_SCREEN_WIDTH, PSP_SCREEN_HEIGHT);
sceGuEnable(GU_SCISSOR_TEST);
ResetBlendState(&data->blendState);
sceGuFinish();
sceGuSync(0,0);
sceDisplayWaitVblankStartCB();
sceGuDisplay(GU_TRUE);
data->vblank_not_reached = SDL_TRUE;
sceKernelRegisterSubIntrHandler(PSP_VBLANK_INT, 0, psp_on_vblank, data);
sceKernelEnableSubIntr(PSP_VBLANK_INT, 0);
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