vbagx/source/ngc/video.cpp

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/****************************************************************************
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* Visual Boy Advance GX
*
* Tantric September 2008
* softdev 2007
*
* video.cpp
*
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* Video routines
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***************************************************************************/
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#include <gccore.h>
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#include <ogcsys.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
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#include <unistd.h>
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#include "vba.h"
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#include "menu.h"
#include "input.h"
s32 CursorX, CursorY;
bool CursorVisible;
bool CursorValid;
bool TiltScreen = false;
float TiltAngle = 0;
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u32 FrameTimer = 0;
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/*** External 2D Video ***/
/*** 2D Video Globals ***/
static GXRModeObj *vmode = NULL; // Graphics Mode Object
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unsigned int *xfb[2] = { NULL, NULL }; // Framebuffers
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int whichfb = 0; // Frame buffer toggle
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static Mtx GXmodelView2D;
u8 * gameScreenTex = NULL; // a GX texture screen capture of the game
u8 * gameScreenTex2 = NULL; // a GX texture screen capture of the game (copy)
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int screenheight = 480;
int screenwidth = 640;
/*** 3D GX ***/
#define DEFAULT_FIFO_SIZE ( 256 * 1024 )
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static u8 gp_fifo[DEFAULT_FIFO_SIZE] ATTRIBUTE_ALIGN(32);
static unsigned int copynow = GX_FALSE;
/*** Texture memory ***/
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static u8 *texturemem = NULL;
static int texturesize;
static GXTexObj texobj;
static Mtx view;
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static int vwidth, vheight;
static int updateScaling;
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bool progressive = false;
/* New texture based scaler */
typedef struct tagcamera
{
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guVector pos;
guVector up;
guVector view;
}
camera;
/*** Square Matrix
This structure controls the size of the image on the screen.
***/
static s16 square[] ATTRIBUTE_ALIGN(32) = {
/*
* X, Y, Z
* Values set are for roughly 4:3 aspect
*/
-200, 200, 0, // 0
200, 200, 0, // 1
200, -200, 0, // 2
-200, -200, 0 // 3
};
static camera cam = { {0.0F, 0.0F, 0.0F},
{0.0F, 0.5F, 0.0F},
{0.0F, 0.0F, -0.5F}
};
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/****************************************************************************
* VideoThreading
***************************************************************************/
#define TSTACK 16384
static lwp_t vbthread;
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static unsigned char vbstack[TSTACK];
/****************************************************************************
* vbgetback
*
* This callback enables the emulator to keep running while waiting for a
* vertical blank.
*
* Putting LWP to good use :)
***************************************************************************/
static void *
vbgetback (void *arg)
{
while (1)
{
VIDEO_WaitVSync (); /**< Wait for video vertical blank */
LWP_SuspendThread (vbthread);
}
return NULL;
}
/****************************************************************************
* copy_to_xfb
*
* Stock code to copy the GX buffer to the current display mode.
* Also increments the frameticker, as it's called for each vb.
***************************************************************************/
static inline void
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copy_to_xfb (u32 arg)
{
if (copynow == GX_TRUE)
{
GX_CopyDisp (xfb[whichfb], GX_TRUE);
GX_Flush ();
copynow = GX_FALSE;
}
FrameTimer++;
}
/****************************************************************************
* Scaler Support Functions
****************************************************************************/
static inline void draw_init(void)
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{
GX_ClearVtxDesc ();
GX_SetVtxDesc (GX_VA_POS, GX_INDEX8);
GX_SetVtxDesc (GX_VA_CLR0, GX_INDEX8);
GX_SetVtxDesc (GX_VA_TEX0, GX_DIRECT);
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GX_SetVtxAttrFmt (GX_VTXFMT0, GX_VA_POS, GX_POS_XYZ, GX_S16, 0);
GX_SetVtxAttrFmt (GX_VTXFMT0, GX_VA_CLR0, GX_CLR_RGBA, GX_RGBA8, 0);
GX_SetVtxAttrFmt (GX_VTXFMT0, GX_VA_TEX0, GX_TEX_ST, GX_F32, 0);
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GX_SetArray (GX_VA_POS, square, 3 * sizeof (s16));
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GX_SetNumTexGens (1);
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GX_SetNumChans (0);
GX_SetTexCoordGen (GX_TEXCOORD0, GX_TG_MTX2x4, GX_TG_TEX0, GX_IDENTITY);
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GX_SetTevOp (GX_TEVSTAGE0, GX_REPLACE);
GX_SetTevOrder (GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLORNULL);
memset (&view, 0, sizeof (Mtx));
guLookAt(view, &cam.pos, &cam.up, &cam.view);
GX_LoadPosMtxImm (view, GX_PNMTX0);
GX_InvVtxCache (); // update vertex cache
GX_InitTexObj(&texobj, texturemem, vwidth, vheight, GX_TF_RGB565,
GX_CLAMP, GX_CLAMP, GX_FALSE);
if (!(GCSettings.render&1))
GX_InitTexObjLOD(&texobj,GX_NEAR,GX_NEAR_MIP_NEAR,2.5,9.0,0.0,GX_FALSE,GX_FALSE,GX_ANISO_1); // original/unfiltered video mode: force texture filtering OFF
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}
static inline void draw_vert(u8 pos, u8 c, f32 s, f32 t)
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{
GX_Position1x8(pos);
GX_Color1x8(c);
GX_TexCoord2f32(s, t);
}
static inline void draw_square(Mtx v)
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{
Mtx m; // model matrix.
Mtx mv; // modelview matrix.
if (TiltScreen)
{
guMtxRotDeg(m, 'z', -TiltAngle);
guMtxScaleApply(m, m, 0.8, 0.8, 1);
}
else
{
guMtxIdentity(m);
}
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guMtxTransApply(m, m, 0, 0, -100);
guMtxConcat(v, m, mv);
GX_LoadPosMtxImm(mv, GX_PNMTX0);
GX_Begin(GX_QUADS, GX_VTXFMT0, 4);
draw_vert(0, 0, 0.0, 0.0);
draw_vert(1, 0, 1.0, 0.0);
draw_vert(2, 0, 1.0, 1.0);
draw_vert(3, 0, 0.0, 1.0);
GX_End();
}
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#ifdef HW_RVL
static inline void draw_cursor(Mtx v)
{
if (!CursorVisible || !CursorValid)
return;
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GX_InitTexObj(&texobj, pointer[0]->GetImage(), 96, 96, GX_TF_RGBA8,GX_CLAMP, GX_CLAMP,GX_FALSE);
GX_LoadTexObj(&texobj, GX_TEXMAP0);
GX_SetBlendMode(GX_BM_BLEND,GX_BL_DSTALPHA,GX_BL_INVSRCALPHA,GX_LO_CLEAR);
GX_SetTevOp (GX_TEVSTAGE0, GX_REPLACE);
GX_SetVtxDesc (GX_VA_TEX0, GX_DIRECT);
Mtx m; // model matrix.
guMtxIdentity(m);
guMtxScaleApply(m, m, 0.070f, 0.10f, 0.06f);
// I needed to hack this position
guMtxTransApply(m, m, CursorX-315, 220-CursorY, -100);
GX_LoadPosMtxImm(m, GX_PNMTX0);
GX_Begin(GX_QUADS, GX_VTXFMT0, 4);
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// I needed to hack the texture coords to cut out the opaque bit around the outside
draw_vert(0, 0, 0.4, 0.45);
draw_vert(1, 0, 0.76, 0.45);
draw_vert(2, 0, 0.76, 0.97);
draw_vert(3, 0, 0.4, 0.97);
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GX_End();
GX_ClearVtxDesc ();
GX_SetVtxDesc (GX_VA_POS, GX_INDEX8);
GX_SetVtxDesc (GX_VA_CLR0, GX_INDEX8);
GX_SetVtxDesc (GX_VA_TEX0, GX_DIRECT);
GX_SetVtxAttrFmt (GX_VTXFMT0, GX_VA_POS, GX_POS_XYZ, GX_S16, 0);
GX_SetVtxAttrFmt (GX_VTXFMT0, GX_VA_CLR0, GX_CLR_RGBA, GX_RGBA8, 0);
GX_SetVtxAttrFmt (GX_VTXFMT0, GX_VA_TEX0, GX_TEX_ST, GX_F32, 0);
GX_SetArray (GX_VA_POS, square, 3 * sizeof (s16));
GX_SetNumTexGens (1);
GX_SetTexCoordGen (GX_TEXCOORD0, GX_TG_MTX2x4, GX_TG_TEX0, GX_IDENTITY);
GX_InvVtxCache (); // update vertex cache
GX_InitTexObj(&texobj, texturemem, vwidth, vheight, GX_TF_RGB565,
GX_CLAMP, GX_CLAMP, GX_FALSE);
if (!(GCSettings.render&1))
GX_InitTexObjLOD(&texobj,GX_NEAR,GX_NEAR_MIP_NEAR,2.5,9.0,0.0,GX_FALSE,GX_FALSE,GX_ANISO_1); // original/unfiltered video mode: force texture filtering OFF
}
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#endif
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/****************************************************************************
* StopGX
*
* Stops GX (when exiting)
***************************************************************************/
void StopGX()
{
GX_AbortFrame();
GX_Flush();
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VIDEO_SetBlack(TRUE);
VIDEO_Flush();
}
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/****************************************************************************
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* FindVideoMode
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*
* Finds the optimal video mode, or uses the user-specified one
* Also configures original video modes
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***************************************************************************/
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static GXRModeObj * FindVideoMode()
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{
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GXRModeObj * mode;
// choose the desired video mode
switch(GCSettings.videomode)
{
case 1: // NTSC (480i)
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mode = &TVNtsc480IntDf;
break;
case 2: // Progressive (480p)
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mode = &TVNtsc480Prog;
break;
case 3: // PAL (50Hz)
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mode = &TVPal528IntDf;
break;
case 4: // PAL (60Hz)
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mode = &TVEurgb60Hz480IntDf;
break;
default:
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mode = VIDEO_GetPreferredMode(NULL);
#ifdef HW_DOL
/* we have component cables, but the preferred mode is interlaced
* why don't we switch into progressive?
* on the Wii, the user can do this themselves on their Wii Settings */
if(VIDEO_HaveComponentCable())
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mode = &TVNtsc480Prog;
#endif
break;
}
// configure original modes (not implemented)
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switch (mode->viTVMode >> 2)
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{
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case VI_PAL:
// 576 lines (PAL 50hz)
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break;
case VI_NTSC:
// 480 lines (NTSC 60hz)
break;
default:
// 480 lines (PAL 60Hz)
break;
}
// check for progressive scan
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if (mode->viTVMode == VI_TVMODE_NTSC_PROG)
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progressive = true;
else
progressive = false;
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#ifdef HW_RVL
// widescreen fix
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if(CONF_GetAspectRatio() == CONF_ASPECT_16_9)
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{
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mode->viWidth = VI_MAX_WIDTH_PAL;
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}
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#endif
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return mode;
}
/****************************************************************************
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* SetupVideoMode
*
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* Sets up the given video mode
***************************************************************************/
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static void SetupVideoMode(GXRModeObj * mode)
{
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if(vmode == mode)
return;
VIDEO_SetPostRetraceCallback (NULL);
copynow = GX_FALSE;
VIDEO_Configure (mode);
VIDEO_Flush();
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// Allocate the video buffers
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if(xfb[0]) free(MEM_K1_TO_K0(xfb[0]));
if(xfb[1]) free(MEM_K1_TO_K0(xfb[1]));
xfb[0] = (u32 *) MEM_K0_TO_K1 (SYS_AllocateFramebuffer (mode));
xfb[1] = (u32 *) MEM_K0_TO_K1 (SYS_AllocateFramebuffer (mode));
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// Clear framebuffers etc.
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VIDEO_ClearFrameBuffer (mode, xfb[0], COLOR_BLACK);
VIDEO_ClearFrameBuffer (mode, xfb[1], COLOR_BLACK);
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VIDEO_SetNextFramebuffer (xfb[0]);
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VIDEO_SetBlack (FALSE);
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VIDEO_Flush ();
VIDEO_WaitVSync ();
if (mode->viTVMode & VI_NON_INTERLACE)
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VIDEO_WaitVSync();
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else
while (VIDEO_GetNextField())
VIDEO_WaitVSync();
VIDEO_SetPostRetraceCallback ((VIRetraceCallback)copy_to_xfb);
vmode = mode;
}
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/****************************************************************************
* InitializeVideo
*
* This function MUST be called at startup.
* - also sets up menu video mode
***************************************************************************/
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void
InitializeVideo ()
{
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VIDEO_Init();
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GXRModeObj *rmode = FindVideoMode();
SetupVideoMode(rmode);
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LWP_CreateThread (&vbthread, vbgetback, NULL, vbstack, TSTACK, 68);
// Initialise GX
GXColor background = { 0, 0, 0, 0xff };
memset (gp_fifo, 0, DEFAULT_FIFO_SIZE);
GX_Init (&gp_fifo, DEFAULT_FIFO_SIZE);
GX_SetCopyClear (background, 0x00ffffff);
GX_SetDispCopyGamma (GX_GM_1_0);
GX_SetCullMode (GX_CULL_NONE);
GX_CopyDisp (xfb[whichfb], GX_TRUE); // reset xfb
GX_Flush();
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#ifdef HW_RVL
pointer[0] = new GuiImageData(player1_point_png);
pointer[1] = new GuiImageData(player2_point_png);
pointer[2] = new GuiImageData(player3_point_png);
pointer[3] = new GuiImageData(player4_point_png);
#endif
}
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static inline void UpdateScaling()
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{
int xscale;
int yscale;
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float TvAspectRatio;
float GameboyAspectRatio;
float MaxStretchRatio = 1.6f;
if (GCSettings.scaling == 1)
MaxStretchRatio = 1.3f;
else if (GCSettings.scaling == 2)
MaxStretchRatio = 1.6f;
else
MaxStretchRatio = 1.0f;
#ifdef HW_RVL
if (CONF_GetAspectRatio() == CONF_ASPECT_16_9)
TvAspectRatio = 16.0f/9.0f;
else
TvAspectRatio = 4.0f/3.0f;
#else
if (GCSettings.scaling == 3)
TvAspectRatio = 16.0f/9.0f;
else
TvAspectRatio = 4.0f/3.0f;
#endif
if (vwidth == 240) // GBA
GameboyAspectRatio = 240.0f/160.0f; // assumes square pixels on GB Advance
else // GB or GBC
GameboyAspectRatio = 160.0f/144.0f; // assumes square pixels on GB Colour
if (TvAspectRatio>GameboyAspectRatio)
{
yscale = 240; // half of TV resolution 640x480
float StretchRatio = TvAspectRatio/GameboyAspectRatio;
if (StretchRatio > MaxStretchRatio)
StretchRatio = MaxStretchRatio;
xscale = 240.0f*GameboyAspectRatio*StretchRatio * ((4.0f/3.0f)/TvAspectRatio);
}
else
{
xscale = 320; // half of TV resolution 640x480
float StretchRatio = GameboyAspectRatio/TvAspectRatio;
if (StretchRatio > MaxStretchRatio)
StretchRatio = MaxStretchRatio;
yscale = 320.0f/GameboyAspectRatio*StretchRatio / ((4.0f/3.0f)/TvAspectRatio);
}
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// change zoom
if (vwidth == 240) // GBA
{
xscale *= GCSettings.gbaZoomHor;
yscale *= GCSettings.gbaZoomVert;
}
else
{
xscale *= GCSettings.gbZoomHor;
yscale *= GCSettings.gbZoomVert;
}
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// Set new aspect
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square[0] = square[9] = -xscale + GCSettings.xshift;
square[3] = square[6] = xscale + GCSettings.xshift;
square[1] = square[4] = yscale - GCSettings.yshift;
square[7] = square[10] = -yscale - GCSettings.yshift;
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DCFlushRange (square, 32); // update memory BEFORE the GPU accesses it!
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draw_init ();
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memset(&view, 0, sizeof(Mtx));
guLookAt(view, &cam.pos, &cam.up, &cam.view);
GX_SetViewport(0, 0, vmode->fbWidth, vmode->efbHeight, 0, 1);
updateScaling = 0;
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}
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/****************************************************************************
* ResetVideo_Emu
*
* Reset the video/rendering mode for the emulator rendering
****************************************************************************/
void
ResetVideo_Emu ()
{
Mtx44 p;
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GXRModeObj * rmode = FindVideoMode();
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SetupVideoMode(rmode); // reconfigure VI
// reconfigure GX
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GX_SetViewport (0, 0, rmode->fbWidth, rmode->efbHeight, 0, 1);
GX_SetDispCopyYScale ((f32) rmode->xfbHeight / (f32) rmode->efbHeight);
GX_SetScissor (0, 0, rmode->fbWidth, rmode->efbHeight);
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GX_SetDispCopySrc (0, 0, rmode->fbWidth, rmode->efbHeight);
GX_SetDispCopyDst (rmode->fbWidth, rmode->xfbHeight);
GX_SetCopyFilter (rmode->aa, rmode->sample_pattern, (GCSettings.render == 1) ? GX_TRUE : GX_FALSE, rmode->vfilter); // deflickering filter only for filtered mode
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GX_SetFieldMode (rmode->field_rendering, ((rmode->viHeight == 2 * rmode->xfbHeight) ? GX_ENABLE : GX_DISABLE));
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if (rmode->aa)
GX_SetPixelFmt(GX_PF_RGB565_Z16, GX_ZC_LINEAR);
else
GX_SetPixelFmt(GX_PF_RGB8_Z24, GX_ZC_LINEAR);
GX_SetCullMode (GX_CULL_NONE);
GX_SetDispCopyGamma (GX_GM_1_0);
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GX_SetBlendMode(GX_BM_BLEND,GX_BL_DSTALPHA,GX_BL_INVSRCALPHA,GX_LO_CLEAR);
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guOrtho(p, 480/2, -(480/2), -(640/2), 640/2, 100, 1000); // matrix, t, b, l, r, n, f
GX_LoadProjectionMtx (p, GX_ORTHOGRAPHIC);
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// reinitialize texture
GX_InvalidateTexAll ();
GX_InitTexObj (&texobj, texturemem, vwidth, vheight, GX_TF_RGB565, GX_CLAMP, GX_CLAMP, GX_FALSE); // initialize the texture obj we are going to use
if (!(GCSettings.render&1))
GX_InitTexObjLOD(&texobj,GX_NEAR,GX_NEAR_MIP_NEAR,2.5,9.0,0.0,GX_FALSE,GX_FALSE,GX_ANISO_1); // original/unfiltered video mode: force texture filtering OFF
GX_Flush();
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draw_init();
// set aspect ratio
updateScaling = 1;
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}
void GX_Render_Init(int width, int height)
{
if (texturemem)
free(texturemem);
/*** Allocate 32byte aligned texture memory ***/
texturesize = (width * height) * 2;
texturemem = (u8 *) memalign(32, texturesize);
memset(texturemem, 0, texturesize);
/*** Setup for first call to scaler ***/
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vwidth = width;
vheight = height;
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}
/****************************************************************************
* GX_Render
*
* Pass in a buffer, width and height to update as a tiled RGB565 texture
****************************************************************************/
void GX_Render(int width, int height, u8 * buffer, int pitch)
{
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int h, w;
long long int *dst = (long long int *) texturemem;
long long int *src1 = (long long int *) buffer;
long long int *src2 = (long long int *) (buffer + pitch);
long long int *src3 = (long long int *) (buffer + (pitch * 2));
long long int *src4 = (long long int *) (buffer + (pitch * 3));
int rowpitch = (pitch >> 3) * 3;
int rowadjust = ( pitch % 8 ) * 4;
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char *ra = NULL;
vwidth = width;
vheight = height;
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// Ensure previous vb has complete
while ((LWP_ThreadIsSuspended (vbthread) == 0) || (copynow == GX_TRUE))
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usleep (50);
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whichfb ^= 1;
if(updateScaling)
UpdateScaling();
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// clear texture objects
GX_InvVtxCache();
GX_InvalidateTexAll();
GX_SetTevOp(GX_TEVSTAGE0, GX_DECAL);
GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR0A0);
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for (h = 0; h < vheight; h += 4)
{
for (w = 0; w < (vwidth >> 2); w++)
{
*dst++ = *src1++;
*dst++ = *src2++;
*dst++ = *src3++;
*dst++ = *src4++;
}
src1 += rowpitch;
src2 += rowpitch;
src3 += rowpitch;
src4 += rowpitch;
if ( rowadjust )
{
ra = (char *)src1;
src1 = (long long int *)(ra + rowadjust);
ra = (char *)src2;
src2 = (long long int *)(ra + rowadjust);
ra = (char *)src3;
src3 = (long long int *)(ra + rowadjust);
ra = (char *)src4;
src4 = (long long int *)(ra + rowadjust);
}
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}
// load texture into GX
DCFlushRange(texturemem, texturesize);
GX_SetNumChans(1);
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GX_SetZMode(GX_TRUE, GX_LEQUAL, GX_TRUE);
GX_SetColorUpdate(GX_TRUE);
GX_LoadTexObj(&texobj, GX_TEXMAP0);
draw_square(view); // render textured quad
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#ifdef HW_RVL
draw_cursor(view); // render cursor
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#endif
GX_DrawDone();
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if(ScreenshotRequested)
{
ScreenshotRequested = 0;
TakeScreenshot();
ConfigRequested = 1;
}
// EFB is ready to be copied into XFB
VIDEO_SetNextFramebuffer(xfb[whichfb]);
VIDEO_Flush();
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copynow = GX_TRUE;
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// Return to caller, don't waste time waiting for vb
LWP_ResumeThread (vbthread);
}
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/****************************************************************************
* TakeScreenshot
*
* Copies the current screen into a GX texture
***************************************************************************/
void TakeScreenshot()
{
int texSize = vmode->fbWidth * vmode->efbHeight * 4;
if(gameScreenTex) free(gameScreenTex);
gameScreenTex = (u8 *)memalign(32, texSize);
if(gameScreenTex == NULL) return;
GX_SetTexCopySrc(0, 0, vmode->fbWidth, vmode->efbHeight);
GX_SetTexCopyDst(vmode->fbWidth, vmode->efbHeight, GX_TF_RGBA8, GX_FALSE);
GX_CopyTex(gameScreenTex, GX_FALSE);
GX_PixModeSync();
DCFlushRange(gameScreenTex, texSize);
#ifdef HW_RVL
if(gameScreenTex2) free(gameScreenTex2);
gameScreenTex2 = (u8 *)memalign(32, texSize);
if(gameScreenTex2 == NULL) return;
GX_CopyTex(gameScreenTex2, GX_FALSE);
GX_PixModeSync();
DCFlushRange(gameScreenTex2, texSize);
#endif
}
/****************************************************************************
* ResetVideo_Menu
*
* Reset the video/rendering mode for the menu
****************************************************************************/
void
ResetVideo_Menu ()
{
Mtx44 p;
f32 yscale;
u32 xfbHeight;
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GXRModeObj * rmode = FindVideoMode();
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SetupVideoMode(rmode); // reconfigure VI
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// clears the bg to color and clears the z buffer
GXColor background = {0, 0, 0, 255};
GX_SetCopyClear (background, 0x00ffffff);
yscale = GX_GetYScaleFactor(vmode->efbHeight,vmode->xfbHeight);
xfbHeight = GX_SetDispCopyYScale(yscale);
GX_SetScissor(0,0,vmode->fbWidth,vmode->efbHeight);
GX_SetDispCopySrc(0,0,vmode->fbWidth,vmode->efbHeight);
GX_SetDispCopyDst(vmode->fbWidth,xfbHeight);
GX_SetCopyFilter(vmode->aa,vmode->sample_pattern,GX_TRUE,vmode->vfilter);
GX_SetFieldMode(vmode->field_rendering,((vmode->viHeight==2*vmode->xfbHeight)?GX_ENABLE:GX_DISABLE));
if (vmode->aa)
GX_SetPixelFmt(GX_PF_RGB565_Z16, GX_ZC_LINEAR);
else
GX_SetPixelFmt(GX_PF_RGB8_Z24, GX_ZC_LINEAR);
// setup the vertex descriptor
// tells the flipper to expect direct data
GX_ClearVtxDesc();
GX_InvVtxCache ();
GX_InvalidateTexAll();
GX_SetVtxDesc(GX_VA_TEX0, GX_NONE);
GX_SetVtxDesc(GX_VA_POS, GX_DIRECT);
GX_SetVtxDesc (GX_VA_CLR0, GX_DIRECT);
GX_SetVtxAttrFmt (GX_VTXFMT0, GX_VA_POS, GX_POS_XYZ, GX_F32, 0);
GX_SetVtxAttrFmt (GX_VTXFMT0, GX_VA_CLR0, GX_CLR_RGBA, GX_RGBA8, 0);
GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_TEX0, GX_TEX_ST, GX_F32, 0);
GX_SetZMode (GX_FALSE, GX_LEQUAL, GX_TRUE);
GX_SetNumChans(1);
GX_SetNumTexGens(1);
GX_SetTevOp (GX_TEVSTAGE0, GX_PASSCLR);
GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR0A0);
GX_SetTexCoordGen(GX_TEXCOORD0, GX_TG_MTX2x4, GX_TG_TEX0, GX_IDENTITY);
guMtxIdentity(GXmodelView2D);
guMtxTransApply (GXmodelView2D, GXmodelView2D, 0.0F, 0.0F, -50.0F);
GX_LoadPosMtxImm(GXmodelView2D,GX_PNMTX0);
guOrtho(p,0,479,0,639,0,300);
GX_LoadProjectionMtx(p, GX_ORTHOGRAPHIC);
GX_SetViewport(0,0,vmode->fbWidth,vmode->efbHeight,0,1);
GX_SetBlendMode(GX_BM_BLEND, GX_BL_SRCALPHA, GX_BL_INVSRCALPHA, GX_LO_CLEAR);
GX_SetAlphaUpdate(GX_TRUE);
}
/****************************************************************************
* Menu_Render
*
* Renders everything current sent to GX, and flushes video
***************************************************************************/
void Menu_Render()
{
whichfb ^= 1; // flip framebuffer
GX_SetZMode(GX_TRUE, GX_LEQUAL, GX_TRUE);
GX_SetColorUpdate(GX_TRUE);
GX_CopyDisp(xfb[whichfb],GX_TRUE);
GX_DrawDone();
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VIDEO_SetNextFramebuffer(xfb[whichfb]);
VIDEO_Flush();
VIDEO_WaitVSync();
}
/****************************************************************************
* Menu_DrawImg
*
* Draws the specified image on screen using GX
***************************************************************************/
void Menu_DrawImg(f32 xpos, f32 ypos, u16 width, u16 height, u8 data[],
f32 degrees, f32 scaleX, f32 scaleY, u8 alpha)
{
if(data == NULL)
return;
GXTexObj texObj;
GX_InitTexObj(&texObj, data, width,height, GX_TF_RGBA8,GX_CLAMP, GX_CLAMP,GX_FALSE);
GX_LoadTexObj(&texObj, GX_TEXMAP0);
GX_InvalidateTexAll();
GX_SetTevOp (GX_TEVSTAGE0, GX_MODULATE);
GX_SetVtxDesc (GX_VA_TEX0, GX_DIRECT);
Mtx m,m1,m2, mv;
width *=.5;
height*=.5;
guMtxIdentity (m1);
guMtxScaleApply(m1,m1,scaleX,scaleY,1.0);
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guVector axis = (guVector) {0 , 0, 1 };
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guMtxRotAxisDeg (m2, &axis, degrees);
guMtxConcat(m2,m1,m);
guMtxTransApply(m,m, xpos+width,ypos+height,0);
guMtxConcat (GXmodelView2D, m, mv);
GX_LoadPosMtxImm (mv, GX_PNMTX0);
GX_Begin(GX_QUADS, GX_VTXFMT0,4);
GX_Position3f32(-width, -height, 0);
GX_Color4u8(0xFF,0xFF,0xFF,alpha);
GX_TexCoord2f32(0, 0);
GX_Position3f32(width, -height, 0);
GX_Color4u8(0xFF,0xFF,0xFF,alpha);
GX_TexCoord2f32(1, 0);
GX_Position3f32(width, height, 0);
GX_Color4u8(0xFF,0xFF,0xFF,alpha);
GX_TexCoord2f32(1, 1);
GX_Position3f32(-width, height, 0);
GX_Color4u8(0xFF,0xFF,0xFF,alpha);
GX_TexCoord2f32(0, 1);
GX_End();
GX_LoadPosMtxImm (GXmodelView2D, GX_PNMTX0);
GX_SetTevOp (GX_TEVSTAGE0, GX_PASSCLR);
GX_SetVtxDesc (GX_VA_TEX0, GX_NONE);
}
/****************************************************************************
* Menu_DrawRectangle
*
* Draws a rectangle at the specified coordinates using GX
***************************************************************************/
void Menu_DrawRectangle(f32 x, f32 y, f32 width, f32 height, GXColor color, u8 filled)
{
u8 fmt;
long n;
int i;
f32 x2 = x+width;
f32 y2 = y+height;
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guVector v[] = {{x,y,0.0f}, {x2,y,0.0f}, {x2,y2,0.0f}, {x,y2,0.0f}, {x,y,0.0f}};
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if(!filled)
{
fmt = GX_LINESTRIP;
n = 5;
}
else
{
fmt = GX_TRIANGLEFAN;
n = 4;
}
GX_Begin(fmt, GX_VTXFMT0, n);
for(i=0; i<n; i++)
{
GX_Position3f32(v[i].x, v[i].y, v[i].z);
GX_Color4u8(color.r, color.g, color.b, color.a);
}
GX_End();
}