mirror of https://github.com/encounter/SDL.git
PSP cached blending and texturing state, ABGR1555 stencil hack
This commit is contained in:
parent
fe405eb27b
commit
0f5368fe11
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@ -56,7 +56,7 @@ static unsigned int __attribute__((aligned(16))) DisplayList[262144];
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#define COL4444(r,g,b,a) ((r>>4) | ((g>>4)<<4) | ((b>>4)<<8) | ((a>>4)<<12))
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#define COL8888(r,g,b,a) ((r) | ((g)<<8) | ((b)<<16) | ((a)<<24))
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//#define LOGGING
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#define LOGGING
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#ifdef LOGGING
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#define LOG(...) printf(__VA_ARGS__)
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#else
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@ -80,10 +80,17 @@ typedef struct PSP_TextureData
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unsigned int format; /**< Image format - one of ::pgePixelFormat. */
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unsigned int pitch;
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SDL_bool swizzled; /**< Is image swizzled. */
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struct PSP_TextureData* prevhotw; /**< More recently used render target */
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struct PSP_TextureData* nexthotw; /**< Less recently used render target */
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struct PSP_TextureData* prevhotw; /**< More recently used render target */
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struct PSP_TextureData* nexthotw; /**< Less recently used render target */
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} PSP_TextureData;
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typedef struct
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{
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SDL_BlendMode mode;
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unsigned int color;
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int shadeModel;
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SDL_Texture* texture;
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} PSP_BlendState;
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typedef struct
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{
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@ -96,8 +103,7 @@ typedef struct
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unsigned int bpp; /**< bits per pixel of the main display */
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SDL_bool vsync; /**< wether we do vsync */
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unsigned int currentColor; /**< current drawing color */
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int currentBlendMode; /**< current blend mode */
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PSP_BlendState blendState; /**< current blend mode */
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PSP_TextureData* most_recent_target; /**< start of render target LRU double linked list */
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PSP_TextureData* least_recent_target; /**< end of the LRU list */
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@ -174,7 +180,7 @@ Swap(float *a, float *b)
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static inline int
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InVram(void* data)
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{
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return data < 0x04200000;
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return data < (void*)0x04200000;
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}
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/* Return next power of 2 */
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@ -264,7 +270,7 @@ LRUTargetRemove(PSP_RenderData* data, PSP_TextureData* psp_texture) {
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static void
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LRUTargetBringFront(PSP_RenderData* data, PSP_TextureData* psp_texture) {
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LOG("Bringing %p (%dKB) front.\n", (void*)psp_texture, psp_texture->size/1024);
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//LOG("Bringing %p (%dKB) front.\n", (void*)psp_texture, psp_texture->size/1024);
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if(data->most_recent_target == psp_texture) {
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return; //nothing to do
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}
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@ -473,7 +479,7 @@ TextureSpillLRU(PSP_RenderData* data, size_t wanted) {
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if(TextureSpillToSram(data, lru) < 0) {
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return -1;
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}
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LOG("Spilled %p (%dKB) to ram", (void*)lru, lru->size/1024);
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LOG("Spilled %p (%dKB) to ram\n", (void*)lru, lru->size/1024);
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LRUTargetRemove(data, lru);
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#ifdef LOGGING
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LRUWalk(data);
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@ -508,10 +514,20 @@ TextureBindAsTarget(PSP_RenderData* data, PSP_TextureData* psp_texture) {
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}
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}
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LRUTargetBringFront(data, psp_texture);
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#ifdef LOGGING
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LRUWalk(data);
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#endif
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//LRUWalk(data);
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sceGuDrawBufferList(psp_texture->format, vrelptr(psp_texture->data), psp_texture->textureWidth);
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// Stencil alpha dst hack
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unsigned int dstFormat = psp_texture->format;
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if(dstFormat == GU_PSM_5551) {
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sceGuEnable(GU_STENCIL_TEST);
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sceGuStencilOp(GU_REPLACE, GU_REPLACE, GU_REPLACE);
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sceGuStencilFunc(GU_GEQUAL, 0xff, 0xff);
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sceGuEnable(GU_ALPHA_TEST);
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sceGuAlphaFunc(GU_GREATER, 0x00, 0xff);
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} else {
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sceGuDisable(GU_STENCIL_TEST);
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sceGuDisable(GU_ALPHA_TEST);
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}
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return 0;
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}
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@ -562,6 +578,9 @@ PSP_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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psp_texture->data = valloc(psp_texture->size);
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if(psp_texture->data) {
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LRUTargetPushFront(data, psp_texture);
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#ifdef LOGGING
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LRUWalk(data);
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#endif
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}
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} else {
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psp_texture->data = SDL_calloc(1, psp_texture->size);
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@ -577,12 +596,6 @@ PSP_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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return 0;
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}
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static inline int
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InVram(void* data)
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{
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return data < 0x04200000;
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}
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static int
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TextureShouldSwizzle(PSP_TextureData* psp_texture, SDL_Texture *texture)
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{
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@ -602,13 +615,11 @@ TextureActivate(SDL_Texture * texture)
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TextureSwizzle(psp_texture, NULL);
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}
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sceGuEnable(GU_TEXTURE_2D);
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sceGuTexWrap(GU_REPEAT, GU_REPEAT);
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sceGuTexMode(psp_texture->format, 0, 0, psp_texture->swizzled);
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sceGuTexFilter(scaleMode, scaleMode); /* GU_NEAREST good for tile-map */
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/* GU_LINEAR good for scaling */
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sceGuTexImage(0, psp_texture->textureWidth, psp_texture->textureHeight, psp_texture->textureWidth, psp_texture->data);
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sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGBA);
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}
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static int
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@ -985,6 +996,16 @@ PSP_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * t
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return 0;
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}
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static void
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ResetBlendState(PSP_BlendState* state) {
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sceGuColor(0xffffffff);
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state->color = 0xffffffff;
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state->mode = SDL_BLENDMODE_INVALID;
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state->texture = NULL;
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sceGuDisable(GU_TEXTURE_2D);
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sceGuShadeModel(GU_SMOOTH);
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state->shadeModel = GU_SMOOTH;
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}
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static void
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StartDrawing(SDL_Renderer * renderer)
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@ -995,6 +1016,7 @@ StartDrawing(SDL_Renderer * renderer)
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if(!data->displayListAvail) {
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sceGuStart(GU_DIRECT, DisplayList);
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data->displayListAvail = SDL_TRUE;
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ResetBlendState(&data->blendState);
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}
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// Check if we need a draw buffer change
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@ -1014,38 +1036,59 @@ StartDrawing(SDL_Renderer * renderer)
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static void
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PSP_SetBlendMode(SDL_Renderer * renderer, int blendMode)
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PSP_SetBlendState(PSP_RenderData* data, PSP_BlendState* state)
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{
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PSP_RenderData *data = (PSP_RenderData *) renderer->driverdata;
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if (blendMode != data-> currentBlendMode) {
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switch (blendMode) {
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PSP_BlendState* current = &data->blendState;
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if (state->mode != current->mode) {
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switch (state->mode) {
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case SDL_BLENDMODE_NONE:
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sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGBA);
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sceGuDisable(GU_BLEND);
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sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGBA);
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sceGuDisable(GU_BLEND);
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break;
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case SDL_BLENDMODE_BLEND:
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sceGuTexFunc(GU_TFX_MODULATE , GU_TCC_RGBA);
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sceGuEnable(GU_BLEND);
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sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0 );
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sceGuTexFunc(GU_TFX_MODULATE, GU_TCC_RGBA);
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sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0 );
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sceGuEnable(GU_BLEND);
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break;
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case SDL_BLENDMODE_ADD:
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sceGuTexFunc(GU_TFX_MODULATE , GU_TCC_RGBA);
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sceGuEnable(GU_BLEND);
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sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_FIX, 0, 0x00FFFFFF );
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sceGuTexFunc(GU_TFX_MODULATE , GU_TCC_RGBA);
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sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_FIX, 0, 0x00FFFFFF );
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sceGuEnable(GU_BLEND);
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break;
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case SDL_BLENDMODE_MOD:
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sceGuTexFunc(GU_TFX_MODULATE , GU_TCC_RGBA);
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sceGuEnable(GU_BLEND);
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sceGuBlendFunc(GU_ADD, GU_FIX, GU_SRC_COLOR, 0, 0);
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sceGuTexFunc(GU_TFX_MODULATE , GU_TCC_RGBA);
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sceGuBlendFunc(GU_ADD, GU_FIX, GU_SRC_COLOR, 0, 0);
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sceGuEnable(GU_BLEND);
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break;
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case SDL_BLENDMODE_MUL:
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sceGuTexFunc(GU_TFX_MODULATE , GU_TCC_RGBA);
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sceGuEnable(GU_BLEND);
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sceGuBlendFunc(GU_ADD, GU_DST_COLOR, GU_ONE_MINUS_SRC_ALPHA, 0, 0);
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sceGuTexFunc(GU_TFX_MODULATE , GU_TCC_RGBA);
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sceGuBlendFunc(GU_ADD, GU_DST_COLOR, GU_ONE_MINUS_SRC_ALPHA, 0, 0);
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sceGuEnable(GU_BLEND);
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break;
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case SDL_BLENDMODE_INVALID:
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break;
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}
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data->currentBlendMode = blendMode;
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}
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if(state->color != current->color) {
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sceGuColor(state->color);
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}
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if(state->shadeModel != current->shadeModel) {
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sceGuShadeModel(state->shadeModel);
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}
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if(state->texture != current->texture) {
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if(state->texture != NULL) {
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TextureActivate(state->texture);
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sceGuEnable(GU_TEXTURE_2D);
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} else {
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sceGuDisable(GU_TEXTURE_2D);
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}
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}
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*current = *state;
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}
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static int
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@ -1099,10 +1142,9 @@ PSP_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti
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const Uint8 g = cmd->data.color.g;
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const Uint8 b = cmd->data.color.b;
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const Uint8 a = cmd->data.color.a;
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const Uint32 color = (((Uint32)a << 24) | (b << 16) | (g << 8) | r);
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/* !!! FIXME: we could cache drawstate like clear color */
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sceGuClearColor(color);
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sceGuClear(GU_COLOR_BUFFER_BIT);//|GU_FAST_CLEAR_BIT);
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sceGuClearColor(GU_RGBA(r,g,b,a));
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sceGuClearStencil(a);
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sceGuClear(GU_COLOR_BUFFER_BIT | GU_STENCIL_BUFFER_BIT);
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break;
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}
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@ -1113,14 +1155,14 @@ PSP_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti
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const Uint8 g = cmd->data.draw.g;
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const Uint8 b = cmd->data.draw.b;
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const Uint8 a = cmd->data.draw.a;
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const Uint32 color = (((Uint32)a << 24) | (b << 16) | (g << 8) | r);
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/* !!! FIXME: we could cache draw state like color, texturing, etc */
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sceGuColor(color);
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sceGuDisable(GU_TEXTURE_2D);
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sceGuShadeModel(GU_FLAT);
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PSP_BlendState state = {
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.color = GU_RGBA(r,g,b,a),
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.texture = NULL,
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.mode = cmd->data.draw.blend,
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.shadeModel = GU_FLAT
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};
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PSP_SetBlendState(data, &state);
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sceGuDrawArray(GU_POINTS, GU_VERTEX_32BITF|GU_TRANSFORM_2D, count, 0, verts);
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sceGuShadeModel(GU_SMOOTH);
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sceGuEnable(GU_TEXTURE_2D);
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break;
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}
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const Uint8 g = cmd->data.draw.g;
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const Uint8 b = cmd->data.draw.b;
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const Uint8 a = cmd->data.draw.a;
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const Uint32 color = (((Uint32)a << 24) | (b << 16) | (g << 8) | r);
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/* !!! FIXME: we could cache draw state like color, texturing, etc */
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sceGuColor(color);
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sceGuDisable(GU_TEXTURE_2D);
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sceGuShadeModel(GU_FLAT);
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PSP_BlendState state = {
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.color = GU_RGBA(r,g,b,a),
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.texture = NULL,
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.mode = cmd->data.draw.blend,
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.shadeModel = GU_FLAT
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};
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PSP_SetBlendState(data, &state);
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sceGuDrawArray(GU_LINE_STRIP, GU_VERTEX_32BITF|GU_TRANSFORM_2D, count, 0, verts);
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sceGuShadeModel(GU_SMOOTH);
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sceGuEnable(GU_TEXTURE_2D);
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break;
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}
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@ -1149,59 +1191,49 @@ PSP_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti
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const Uint8 g = cmd->data.draw.g;
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const Uint8 b = cmd->data.draw.b;
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const Uint8 a = cmd->data.draw.a;
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const Uint32 color = (((Uint32)a << 24) | (b << 16) | (g << 8) | r);
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/* !!! FIXME: we could cache draw state like color, texturing, etc */
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sceGuColor(color);
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sceGuDisable(GU_TEXTURE_2D);
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sceGuShadeModel(GU_FLAT);
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PSP_BlendState state = {
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.color = GU_RGBA(r,g,b,a),
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.texture = NULL,
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.mode = cmd->data.draw.blend,
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.shadeModel = GU_FLAT
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};
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PSP_SetBlendState(data, &state);
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sceGuDrawArray(GU_SPRITES, GU_VERTEX_32BITF|GU_TRANSFORM_2D, 2 * count, 0, verts);
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sceGuShadeModel(GU_SMOOTH);
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sceGuEnable(GU_TEXTURE_2D);
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break;
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}
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case SDL_RENDERCMD_COPY: {
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const size_t count = cmd->data.draw.count;
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const VertTV *verts = (VertTV *) (gpumem + cmd->data.draw.first);
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const Uint8 alpha = cmd->data.draw.a;
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TextureActivate(cmd->data.draw.texture);
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PSP_SetBlendMode(renderer, cmd->data.draw.blend);
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if(alpha != 255) { /* !!! FIXME: is this right? */
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sceGuTexFunc(GU_TFX_MODULATE, GU_TCC_RGBA);
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sceGuColor(GU_RGBA(255, 255, 255, alpha));
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} else {
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sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGBA);
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sceGuColor(0xFFFFFFFF);
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}
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const Uint8 a = cmd->data.draw.a;
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const Uint8 r = cmd->data.draw.r;
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const Uint8 g = cmd->data.draw.g;
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const Uint8 b = cmd->data.draw.b;
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PSP_BlendState state = {
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.color = GU_RGBA(r,g,b,a),
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.texture = cmd->data.draw.texture,
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.mode = cmd->data.draw.blend,
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.shadeModel = GU_SMOOTH
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};
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PSP_SetBlendState(data, &state);
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sceGuDrawArray(GU_SPRITES, GU_TEXTURE_32BITF|GU_VERTEX_32BITF|GU_TRANSFORM_2D, 2 * count, 0, verts);
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if(alpha != 255) {
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sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGBA);
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}
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break;
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}
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case SDL_RENDERCMD_COPY_EX: {
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const VertTV *verts = (VertTV *) (gpumem + cmd->data.draw.first);
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const Uint8 alpha = cmd->data.draw.a;
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TextureActivate(cmd->data.draw.texture);
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PSP_SetBlendMode(renderer, cmd->data.draw.blend);
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if(alpha != 255) { /* !!! FIXME: is this right? */
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sceGuTexFunc(GU_TFX_MODULATE, GU_TCC_RGBA);
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sceGuColor(GU_RGBA(255, 255, 255, alpha));
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} else {
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sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGBA);
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sceGuColor(0xFFFFFFFF);
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}
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const Uint8 a = cmd->data.draw.a;
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const Uint8 r = cmd->data.draw.r;
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const Uint8 g = cmd->data.draw.g;
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const Uint8 b = cmd->data.draw.b;
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PSP_BlendState state = {
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.color = GU_RGBA(r,g,b,a),
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.texture = cmd->data.draw.texture,
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.mode = cmd->data.draw.blend,
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.shadeModel = GU_SMOOTH
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};
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PSP_SetBlendState(data, &state);
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sceGuDrawArray(GU_TRIANGLE_FAN, GU_TEXTURE_32BITF|GU_VERTEX_32BITF|GU_TRANSFORM_2D, 4, 0, verts);
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if(alpha != 255) {
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sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGBA);
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}
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break;
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}
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@ -1395,6 +1427,7 @@ PSP_CreateRenderer(SDL_Window * window, Uint32 flags)
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doublebuffer = valloc(PSP_FRAME_BUFFER_SIZE*data->bpp*2);
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data->backbuffer = doublebuffer;
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data->frontbuffer = ((uint8_t*)doublebuffer)+PSP_FRAME_BUFFER_SIZE*data->bpp;
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memset(&data->blendState, 0, sizeof(PSP_BlendState));
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sceGuInit();
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/* setup GU */
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@ -1426,8 +1459,8 @@ PSP_CreateRenderer(SDL_Window * window, Uint32 flags)
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sceGuTexWrap(GU_REPEAT, GU_REPEAT);
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/* Blending */
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sceGuEnable(GU_BLEND);
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sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0);
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//sceGuEnable(GU_BLEND);
|
||||
//sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0);
|
||||
|
||||
sceGuTexFilter(GU_LINEAR,GU_LINEAR);
|
||||
|
||||
|
|
Loading…
Reference in New Issue