Remove old vitaGL

This commit is contained in:
Francisco José García García 2020-05-04 12:43:11 +02:00
parent 3ecde62930
commit ded0e13623
67 changed files with 0 additions and 9650 deletions

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---
Language: Cpp
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ExperimentalAutoDetectBinPacking: false
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ForEachMacros: [ foreach, Q_FOREACH, BOOST_FOREACH ]
IncludeCategories:
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...

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# Auto detect text files and perform LF normalization
* text=auto
# Custom for Visual Studio
*.cs diff=csharp
# Standard to msysgit
*.doc diff=astextplain
*.DOC diff=astextplain
*.docx diff=astextplain
*.DOCX diff=astextplain
*.dot diff=astextplain
*.DOT diff=astextplain
*.pdf diff=astextplain
*.PDF diff=astextplain
*.rtf diff=astextplain
*.RTF diff=astextplain

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*.vpk
*.elf
*.velf
*.bin
*.sfo
# Windows image file caches
Thumbs.db
ehthumbs.db
# Folder config file
Desktop.ini
# Recycle Bin used on file shares
$RECYCLE.BIN/
# Windows Installer files
*.cab
*.msi
*.msm
*.msp
# Windows shortcuts
*.lnk
# =========================
# Operating System Files
# =========================
# OSX
# =========================
.DS_Store
.AppleDouble
.LSOverride
# Thumbnails
._*
# Files that might appear in the root of a volume
.DocumentRevisions-V100
.fseventsd
.Spotlight-V100
.TemporaryItems
.Trashes
.VolumeIcon.icns
# Directories potentially created on remote AFP share
.AppleDB
.AppleDesktop
Network Trash Folder
Temporary Items
.apdisk
# Vita build stuffs
*.a
*.o

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GNU LESSER GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
This version of the GNU Lesser General Public License incorporates
the terms and conditions of version 3 of the GNU General Public
License, supplemented by the additional permissions listed below.
0. Additional Definitions.
As used herein, "this License" refers to version 3 of the GNU Lesser
General Public License, and the "GNU GPL" refers to version 3 of the GNU
General Public License.
"The Library" refers to a covered work governed by this License,
other than an Application or a Combined Work as defined below.
An "Application" is any work that makes use of an interface provided
by the Library, but which is not otherwise based on the Library.
Defining a subclass of a class defined by the Library is deemed a mode
of using an interface provided by the Library.
A "Combined Work" is a work produced by combining or linking an
Application with the Library. The particular version of the Library
with which the Combined Work was made is also called the "Linked
Version".
The "Minimal Corresponding Source" for a Combined Work means the
Corresponding Source for the Combined Work, excluding any source code
for portions of the Combined Work that, considered in isolation, are
based on the Application, and not on the Linked Version.
The "Corresponding Application Code" for a Combined Work means the
object code and/or source code for the Application, including any data
and utility programs needed for reproducing the Combined Work from the
Application, but excluding the System Libraries of the Combined Work.
1. Exception to Section 3 of the GNU GPL.
You may convey a covered work under sections 3 and 4 of this License
without being bound by section 3 of the GNU GPL.
2. Conveying Modified Versions.
If you modify a copy of the Library, and, in your modifications, a
facility refers to a function or data to be supplied by an Application
that uses the facility (other than as an argument passed when the
facility is invoked), then you may convey a copy of the modified
version:
a) under this License, provided that you make a good faith effort to
ensure that, in the event an Application does not supply the
function or data, the facility still operates, and performs
whatever part of its purpose remains meaningful, or
b) under the GNU GPL, with none of the additional permissions of
this License applicable to that copy.
3. Object Code Incorporating Material from Library Header Files.
The object code form of an Application may incorporate material from
a header file that is part of the Library. You may convey such object
code under terms of your choice, provided that, if the incorporated
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4. Combined Works.
You may convey a Combined Work under terms of your choice that,
taken together, effectively do not restrict modification of the
portions of the Library contained in the Combined Work and reverse
engineering for debugging such modifications, if you also do each of
the following:
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the Library is used in it and that the Library and its use are
covered by this License.
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c) For a Combined Work that displays copyright notices during
execution, include the copyright notice for the Library among
these notices, as well as a reference directing the user to the
copies of the GNU GPL and this license document.
d) Do one of the following:
0) Convey the Minimal Corresponding Source under the terms of this
License, and the Corresponding Application Code in a form
suitable for, and under terms that permit, the user to
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the Linked Version to produce a modified Combined Work, in the
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1) Use a suitable shared library mechanism for linking with the
Library. A suitable mechanism is one that (a) uses at run time
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of the Library that is interface-compatible with the Linked
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e) Provide Installation Information, but only if you would otherwise
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GNU GPL, and only to the extent that such information is
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you use option 4d0, the Installation Information must accompany
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for conveying Corresponding Source.)
5. Combined Libraries.
You may place library facilities that are a work based on the
Library side by side in a single library together with other library
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choice, if you do both of the following:
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on the Library, uncombined with any other library facilities,
conveyed under the terms of this License.
b) Give prominent notice with the combined library that part of it
is a work based on the Library, and explaining where to find the
accompanying uncombined form of the same work.
6. Revised Versions of the GNU Lesser General Public License.
The Free Software Foundation may publish revised and/or new versions
of the GNU Lesser General Public License from time to time. Such new
versions will be similar in spirit to the present version, but may
differ in detail to address new problems or concerns.
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Library as you received it specifies that a certain numbered version
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conditions either of that published version or of any later version
published by the Free Software Foundation. If the Library as you
received it does not specify a version number of the GNU Lesser
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Library.

69
deps/vitaGL/Makefile vendored
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TARGET := libvitaGL
SOURCES := source source/utils
SHADERS := shaders
LIBS = -lc -lm -lSceGxm_stub -lSceDisplay_stub
ifeq ($(HAVE_SBRK),1)
SOURCES += source/hacks
endif
CFILES := $(foreach dir,$(SOURCES), $(wildcard $(dir)/*.c))
CGFILES := $(foreach dir,$(SHADERS), $(wildcard $(dir)/*.cg))
HEADERS := $(CGFILES:.cg=.h)
OBJS := $(CFILES:.c=.o)
PREFIX = arm-vita-eabi
CC = $(PREFIX)-gcc
AR = $(PREFIX)-gcc-ar
CFLAGS = -g -Wl,-q -O2 -ffast-math -mtune=cortex-a9 -mfpu=neon -flto -ftree-vectorize -DTRANSPOSE_MATRICES
ASFLAGS = $(CFLAGS)
all: $(TARGET).a
$(TARGET).a: $(OBJS)
$(AR) -rc $@ $^
%_f.h:
psp2cgc -profile sce_fp_psp2 $(@:_f.h=_f.cg) -Wperf -fastprecision -O3 -o $(@:_f.h=_f.gxp)
bin2c $(@:_f.h=_f.gxp) source/shaders/$(notdir $(@)) $(notdir $(@:_f.h=_f))
@rm -rf $(@:_f.h=_f.gxp)
%_v.h:
psp2cgc -profile sce_vp_psp2 $(@:_v.h=_v.cg) -Wperf -fastprecision -O3 -o $(@:_v.h=_v.gxp)
bin2c $(@:_v.h=_v.gxp) source/shaders/$(notdir $(@:_v.h=_v.h)) $(notdir $(@:_v.h=_v))
@rm -rf $(@:_v.h=_v.gxp)
shaders: $(HEADERS)
clean:
@rm -rf $(TARGET).a $(TARGET).elf $(OBJS)
@make -C samples/sample1 clean
@make -C samples/sample2 clean
@make -C samples/sample3 clean
@make -C samples/sample4 clean
@make -C samples/sample5 clean
@make -C samples/sample6 clean
@make -C samples/sample7 clean
install: $(TARGET).a
@mkdir -p $(VITASDK)/$(PREFIX)/lib/
cp $(TARGET).a $(VITASDK)/$(PREFIX)/lib/
@mkdir -p $(VITASDK)/$(PREFIX)/include/
cp source/vitaGL.h $(VITASDK)/$(PREFIX)/include/
samples: $(TARGET).a
@make -C samples/sample1
cp "samples/sample1/vitaGL-Sample001.vpk" .
@make -C samples/sample2
cp "samples/sample2/vitaGL-Sample002.vpk" .
@make -C samples/sample3
cp "samples/sample3/vitaGL-Sample003.vpk" .
@make -C samples/sample4
cp "samples/sample4/vitaGL-Sample004.vpk" .
@make -C samples/sample5
cp "samples/sample5/vitaGL-Sample005.vpk" .
@make -C samples/sample6
cp "samples/sample6/vitaGL-Sample006.vpk" .
@make -C samples/sample7
cp "samples/sample7/vitaGL-Sample007.vpk" .

37
deps/vitaGL/README.md vendored
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# vitaGL
vitaGL is a wrapper between openGL and sceGxm. It allows to use a subset of openGL functions with fully hardware acceleration by translating the code to sceGxm equivalent.
# Samples
You can find samples in the *samples* folder in this repository.
# Help and Troubleshooting
If you plan to use vitaGL for one of your projects, you can find an official channel to get help with it on Vita Nuova discord server: https://discord.gg/PyCaBx9
# Projects actually using vitaGL
Here you can find a list of projects using vitaGL:
Direct OpenGL Usage:<br>
[vitaQuake](https://vitadb.rinnegatamante.it/#/info/10) - Port of Quake I and mission packs<br>
[vitaQuakeII](https://vitadb.rinnegatamante.it/#/info/278) -Port of Quake II and mission packs<br>
[vitaQuakeIII](https://vitadb.rinnegatamante.it/#/info/375) - Port of ioquake3 (Quake III: Arena, Quake III: Team Arena, OpenArena)<br>
[vitaRTCW](https://vitadb.rinnegatamante.it/#/info/459) - Port of iortcw (Return to Castle Wolfenstein)<br>
[vitaHexenII](https://vitadb.rinnegatamante.it/#/info/196) - Port of Hexen II<br>
[vitaXash3D](https://vitadb.rinnegatamante.it/#/info/365) - Port of Xash3D (Half Life, Counter Strike 1.6)<br>
[Fade to Black](https://vitadb.rinnegatamante.it/#/info/367) - Port of Fade to Black<br>
[vitaVoyager](https://vitadb.rinnegatamante.it/#/info/367) - Port of lilium-voyager (Star Trek Voyager: Elite Force)<br>
Libraries:<br>
[sdl12_gl](https://github.com/Rinnegatamante/SDL-Vita/tree/sdl12_gl/src) - SDL 1.2 Vita port adapted to work with vitaGL as renderer<br>
[imgui_vita](https://github.com/Rinnegatamante/imgui-vita) - Port of dear imGui <br>
sdl12_gl Apps:<br>
[SuperMarioWar](https://vitadb.rinnegatamante.it/#/info/422) - Port of Super Mario War<br>
[ZeldaOLB](https://vitadb.rinnegatamante.it/#/info/265) - Port of Zelda: Oni Link Begins<br>
[ZeldaROTH](https://vitadb.rinnegatamante.it/#/info/109) - Port of Zelda: Return of the Hylian<br>
[Zelda3T](https://vitadb.rinnegatamante.it/#/info/334) - Port of Zelda: Time to Triumph<br>
[ZeldaNSQ](https://vitadb.rinnegatamante.it/#/info/350) - Port of Zelda: Navi's Quest<br>
[vitaWolfen](https://vitadb.rinnegatamante.it/#/info/31) - Port of Wolf4SDL<br>
[meritous](https://vitadb.rinnegatamante.it/#/info/411) - Port of meritous<br>

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@echo off
cd source
for /f %%f in ('dir *.c *.h /b/s') do (
echo.%%f | findstr /C:"\\shaders\\">nul || (clang-format -i %%f)
)
cd ..

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SAMPLE_NUM := 001
TARGET := vitaGL-Sample$(SAMPLE_NUM)
SOURCES := .
INCLUDES := include
LIBS = -lvitaGL -lSceLibKernel_stub -lScePvf_stub -lmathneon \
-lSceAppMgr_stub -lSceAppUtil_stub -lScePgf_stub \
-ljpeg -lfreetype -lc -lSceCommonDialog_stub -lpng16 -lm -lz \
-lSceGxm_stub -lSceDisplay_stub -lSceSysmodule_stub \
CFILES := $(foreach dir,$(SOURCES), $(wildcard $(dir)/*.c))
CPPFILES := $(foreach dir,$(SOURCES), $(wildcard $(dir)/*.cpp))
BINFILES := $(foreach dir,$(DATA), $(wildcard $(dir)/*.bin))
OBJS := $(addsuffix .o,$(BINFILES)) $(CFILES:.c=.o) $(CPPFILES:.cpp=.o)
PREFIX = arm-vita-eabi
CC = $(PREFIX)-gcc
CXX = $(PREFIX)-g++
CFLAGS = -g -Wl,-q -O2 -ftree-vectorize
CXXFLAGS = $(CFLAGS) -fno-exceptions -std=gnu++11 -fpermissive
ASFLAGS = $(CFLAGS)
all: $(TARGET).vpk
$(TARGET).vpk: eboot.bin
vita-mksfoex -s TITLE_ID=VITAGL$(SAMPLE_NUM) "$(TARGET)" param.sfo
vita-pack-vpk -s param.sfo -b eboot.bin -a texture.bmp=texture.bmp $@
eboot.bin: $(TARGET).velf
vita-make-fself -s $< eboot.bin
%.velf: %.elf
vita-elf-create $< $@
$(TARGET).elf: $(OBJS)
$(CC) $(CFLAGS) $^ $(LIBS) -o $@
clean:
@rm -rf *.velf *.elf *.vpk $(OBJS) param.sfo eboot.bin

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// Drawing a fullscreen image on screen with glBegin/glEnd
#include <vitaGL.h>
#include <vita2d.h>
#include <stdlib.h>
GLenum texture_format = GL_RGB;
GLuint texture = 0;
int main(){
// Initializing graphics device
vglInit(0x800000);
// Loading BMP image to use as texture
SceUID fd = sceIoOpen("app0:texture.bmp", SCE_O_RDONLY, 0777);
uint16_t w, h;
sceIoLseek(fd, 0x12, SCE_SEEK_SET);
sceIoRead(fd, &w, sizeof(uint16_t));
sceIoLseek(fd, 0x16, SCE_SEEK_SET);
sceIoRead(fd, &h, sizeof(uint16_t));
sceIoLseek(fd, 0x26, SCE_SEEK_SET);
uint8_t *buffer = (uint8_t*)malloc(w * h * 3);
sceIoRead(fd, buffer, w * h * 3);
sceIoClose(fd);
glClearColor(0.50, 0, 0, 0);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, 960, 544, 0, -1, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// Initializing openGL texture
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, texture_format, w, h, 0, texture_format, GL_UNSIGNED_BYTE, buffer);
glEnable(GL_TEXTURE_2D);
for (;;){
vglStartRendering();
glClear(GL_COLOR_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBegin(GL_QUADS);
// Note: BMP images are vertically flipped
glTexCoord2i(0, 1);
glVertex3f(0, 0, 0);
glTexCoord2i(1, 1);
glVertex3f(960, 0, 0);
glTexCoord2i(1, 0);
glVertex3f(960, 544, 0);
glTexCoord2i(0, 0);
glVertex3f(0, 544, 0);
glEnd();
vglStopRendering();
glLoadIdentity();
}
vglEnd();
}

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SAMPLE_NUM := 002
TARGET := vitaGL-Sample$(SAMPLE_NUM)
SOURCES := .
INCLUDES := include
LIBS = -lvitaGL -lc -lSceCommonDialog_stub -lm -lSceGxm_stub -lSceDisplay_stub -lmathneon
CFILES := $(foreach dir,$(SOURCES), $(wildcard $(dir)/*.c))
CPPFILES := $(foreach dir,$(SOURCES), $(wildcard $(dir)/*.cpp))
BINFILES := $(foreach dir,$(DATA), $(wildcard $(dir)/*.bin))
OBJS := $(addsuffix .o,$(BINFILES)) $(CFILES:.c=.o) $(CPPFILES:.cpp=.o)
PREFIX = arm-vita-eabi
CC = $(PREFIX)-gcc
CXX = $(PREFIX)-g++
CFLAGS = -g -Wl,-q -O2 -ftree-vectorize
CXXFLAGS = $(CFLAGS) -fno-exceptions -std=gnu++11 -fpermissive
ASFLAGS = $(CFLAGS)
all: $(TARGET).vpk
debug: CFLAGS += -DDEBUG_BUILD
debug: all
$(TARGET).vpk: eboot.bin
vita-mksfoex -s TITLE_ID=VITAGL$(SAMPLE_NUM) "$(TARGET)" param.sfo
vita-pack-vpk -s param.sfo -b eboot.bin $@
eboot.bin: $(TARGET).velf
vita-make-fself -s $< eboot.bin
%.velf: %.elf
cp $< $<.unstripped.elf
vita-elf-create $< $@
$(TARGET).elf: $(OBJS)
$(CC) $(CFLAGS) $^ $(LIBS) -o $@
clean:
@rm -rf *.velf *.elf *.vpk $(OBJS) param.sfo eboot.bin

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// Drawing a triangle on screen with vertex array
#include <vitaGL.h>
float colors[] = {1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0};
float vertices[] = {100, 100, 0, 150, 100, 0, 100, 150, 0};
int main(){
// Initializing graphics device
vglInit(0x800000);
glClearColor (0.50f, 0.0f, 0.0f, 1.0f);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, 960, 544, 0, -1, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
for (;;){
vglStartRendering();
glClear(GL_COLOR_BUFFER_BIT);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, vertices);
glColorPointer(3, GL_FLOAT, 0, colors);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
vglStopRendering();
glLoadIdentity();
}
vglEnd();
}

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SAMPLE_NUM := 003
TARGET := vitaGL-Sample$(SAMPLE_NUM)
SOURCES := .
INCLUDES := include
LIBS = -lvitaGL -lSceLibKernel_stub -lSceAppMgr_stub -lSceAppUtil_stub -lmathneon \
-lc -lSceCommonDialog_stub -lm -lSceGxm_stub -lSceDisplay_stub -lSceSysmodule_stub \
CFILES := $(foreach dir,$(SOURCES), $(wildcard $(dir)/*.c))
CPPFILES := $(foreach dir,$(SOURCES), $(wildcard $(dir)/*.cpp))
BINFILES := $(foreach dir,$(DATA), $(wildcard $(dir)/*.bin))
OBJS := $(addsuffix .o,$(BINFILES)) $(CFILES:.c=.o) $(CPPFILES:.cpp=.o)
PREFIX = arm-vita-eabi
CC = $(PREFIX)-gcc
CXX = $(PREFIX)-g++
CFLAGS = -g -Wl,-q -O2 -ftree-vectorize
CXXFLAGS = $(CFLAGS) -fno-exceptions -std=gnu++11 -fpermissive
ASFLAGS = $(CFLAGS)
all: $(TARGET).vpk
$(TARGET).vpk: eboot.bin
vita-mksfoex -s TITLE_ID=VITAGL$(SAMPLE_NUM) "$(TARGET)" param.sfo
vita-pack-vpk -s param.sfo -b eboot.bin $@
eboot.bin: $(TARGET).velf
vita-make-fself -s $< eboot.bin
%.velf: %.elf
vita-elf-create $< $@
$(TARGET).elf: $(OBJS)
$(CC) $(CFLAGS) $^ $(LIBS) -o $@
clean:
@rm -rf *.velf *.elf *.vpk $(OBJS) param.sfo eboot.bin

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// Drawing a colored quad with glBegin/glEnd
#include <vitaGL.h>
int main(){
// Initializing graphics device
vglInit(0x800000);
glClearColor(0.0, 0.0, 0.0, 0.0);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, 960, 544, 0, -1, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
for (;;){
vglStartRendering();
glClear(GL_COLOR_BUFFER_BIT);
glBegin(GL_QUADS);
glColor3f(1.0, 0.0, 0.0);
glVertex3f(400, 0, 0);
glColor3f(1.0, 1.0, 0.0);
glVertex3f(800, 0, 0);
glColor3f(0.0, 1.0, 0.0);
glVertex3f(800, 400, 0);
glColor3f(1.0, 0.0, 1.0);
glVertex3f(400, 400, 0);
glEnd();
vglStopRendering();
glLoadIdentity();
}
vglEnd();
}

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SAMPLE_NUM := 004
TARGET := vitaGL-Sample$(SAMPLE_NUM)
SOURCES := .
INCLUDES := include
LIBS = -lvitaGL -lc -lSceCommonDialog_stub -lm -lSceGxm_stub -lSceDisplay_stub -lmathneon
CFILES := $(foreach dir,$(SOURCES), $(wildcard $(dir)/*.c))
CPPFILES := $(foreach dir,$(SOURCES), $(wildcard $(dir)/*.cpp))
BINFILES := $(foreach dir,$(DATA), $(wildcard $(dir)/*.bin))
OBJS := $(addsuffix .o,$(BINFILES)) $(CFILES:.c=.o) $(CPPFILES:.cpp=.o)
PREFIX = arm-vita-eabi
CC = $(PREFIX)-gcc
CXX = $(PREFIX)-g++
CFLAGS = -g -Wl,-q -O2 -ftree-vectorize
CXXFLAGS = $(CFLAGS) -fno-exceptions -std=gnu++11 -fpermissive
ASFLAGS = $(CFLAGS)
all: $(TARGET).vpk
$(TARGET).vpk: eboot.bin
vita-mksfoex -s TITLE_ID=VITAGL$(SAMPLE_NUM) "$(TARGET)" param.sfo
vita-pack-vpk -s param.sfo -b eboot.bin $@
eboot.bin: $(TARGET).velf
vita-make-fself -s $< eboot.bin
%.velf: %.elf
vita-elf-create $< $@
$(TARGET).elf: $(OBJS)
$(CC) $(CFLAGS) $^ $(LIBS) -o $@
clean:
@rm -rf *.velf *.elf *.vpk $(OBJS) param.sfo eboot.bin

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@ -1,38 +0,0 @@
// Drawing a quad on screen with glDrawElements
#include <vitaGL.h>
float colors[] = {1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 1.0};
float vertices[] = {100, 100, 0, 150, 100, 0, 100, 150, 0, 150, 150, 0};
uint16_t indices[] = {0, 1, 2, 1, 2, 3};
int main(){
// Initializing graphics device
vglInit(0x800000);
glClearColor (0.50f, 0.0f, 0.0f, 1.0f);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, 960, 544, 0, -1, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
for (;;){
vglStartRendering();
glClear(GL_COLOR_BUFFER_BIT);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, vertices);
glColorPointer(3, GL_FLOAT, 0, colors);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
vglStopRendering();
glLoadIdentity();
}
vglEnd();
}

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@ -1,37 +0,0 @@
SAMPLE_NUM := 005
TARGET := vitaGL-Sample$(SAMPLE_NUM)
SOURCES := .
INCLUDES := include
LIBS = -lvitaGL -lc -lSceCommonDialog_stub -lm -lSceGxm_stub -lSceDisplay_stub -lmathneon
CFILES := $(foreach dir,$(SOURCES), $(wildcard $(dir)/*.c))
CPPFILES := $(foreach dir,$(SOURCES), $(wildcard $(dir)/*.cpp))
BINFILES := $(foreach dir,$(DATA), $(wildcard $(dir)/*.bin))
OBJS := $(addsuffix .o,$(BINFILES)) $(CFILES:.c=.o) $(CPPFILES:.cpp=.o)
PREFIX = arm-vita-eabi
CC = $(PREFIX)-gcc
CXX = $(PREFIX)-g++
CFLAGS = -g -Wl,-q -O2 -ftree-vectorize
CXXFLAGS = $(CFLAGS) -fno-exceptions -std=gnu++11 -fpermissive
ASFLAGS = $(CFLAGS)
all: $(TARGET).vpk
$(TARGET).vpk: eboot.bin
vita-mksfoex -s TITLE_ID=VITAGL$(SAMPLE_NUM) "$(TARGET)" param.sfo
vita-pack-vpk -s param.sfo -b eboot.bin $@
eboot.bin: $(TARGET).velf
vita-make-fself -s $< eboot.bin
%.velf: %.elf
vita-elf-create $< $@
$(TARGET).elf: $(OBJS)
$(CC) $(CFLAGS) $^ $(LIBS) -o $@
clean:
@rm -rf *.velf *.elf *.vpk $(OBJS) param.sfo eboot.bin

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@ -1,82 +0,0 @@
// Drawing a rotating cube
#include <vitaGL.h>
#include <math.h>
float colors[] = {1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 1.0}; // Colors for a face
float vertices_front[] = {-0.5f, -0.5f, -0.5f, 0.5f, -0.5f, -0.5f, -0.5f, 0.5f, -0.5f, 0.5f, 0.5f, -0.5f}; // Front Face
float vertices_back[] = {-0.5f, -0.5f, 0.5f, 0.5f, -0.5f, 0.5f, -0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f}; // Back Face
float vertices_left[] = {-0.5f, -0.5f, -0.5f, -0.5f, 0.5f, -0.5f, -0.5f, -0.5f, 0.5f, -0.5f, 0.5f, 0.5f}; // Left Face
float vertices_right[] = {0.5f, -0.5f, -0.5f, 0.5f, 0.5f, -0.5f, 0.5f, -0.5f, 0.5f, 0.5f, 0.5f, 0.5f}; // Right Face
float vertices_top[] = {-0.5f, -0.5f, -0.5f, 0.5f, -0.5f, -0.5f, -0.5f, -0.5f, 0.5f, 0.5f, -0.5f, 0.5f}; // Top Face
float vertices_bottom[] = {-0.5f, 0.5f, -0.5f, 0.5f, 0.5f, -0.5f, -0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f}; // Bottom Face
uint16_t indices[] = {
0, 1, 2, 1, 2, 3, // Front
4, 5, 6, 5, 6, 7, // Back
8, 9,10, 9,10,11, // Left
12,13,14,13,14,15, // Right
16,17,18,17,18,19, // Top
20,21,22,21,22,23 // Bottom
};
void init_perspective(float fov, float aspect, float near, float far){
float half_height = near * tanf(((fov * M_PI) / 180.0f) * 0.5f);
float half_width = half_height * aspect;
glFrustum(-half_width, half_width, -half_height, half_height, near, far);
}
int main(){
// Initializing graphics device
vglInit(0x800000);
vglWaitVblankStart(GL_TRUE);
// Creating colors array
float color_array[12*6];
int i;
for (i=0;i<12*6;i++){
color_array[i] = colors[i % 12];
}
// Creating vertices array
float vertex_array[12*6];
memcpy(&vertex_array[12*0], &vertices_front[0], sizeof(float) * 12);
memcpy(&vertex_array[12*1], &vertices_back[0], sizeof(float) * 12);
memcpy(&vertex_array[12*2], &vertices_left[0], sizeof(float) * 12);
memcpy(&vertex_array[12*3], &vertices_right[0], sizeof(float) * 12);
memcpy(&vertex_array[12*4], &vertices_top[0], sizeof(float) * 12);
memcpy(&vertex_array[12*5], &vertices_bottom[0], sizeof(float) * 12);
glClearColor (0.0f, 0.0f, 0.0f, 0.0f);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
init_perspective(90.0f, 960.f/544.0f, 0.01f, 100.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0f, 0.0f, -3.0f); // Centering the cube
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
for (;;){
vglStartRendering();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, vertex_array);
glColorPointer(3, GL_FLOAT, 0, color_array);
glRotatef(1.0f, 0.0f, 0.0f, 1.0f);
glRotatef(0.5f, 0.0f, 1.0f, 0.0f);
glDrawElements(GL_TRIANGLES, 6*6, GL_UNSIGNED_SHORT, indices);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
vglStopRendering();
}
vglEnd();
}

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@ -1,37 +0,0 @@
SAMPLE_NUM := 006
TARGET := vitaGL-Sample$(SAMPLE_NUM)
SOURCES := .
INCLUDES := include
LIBS = -lvitaGL -lc -lSceCommonDialog_stub -lm -lSceGxm_stub -lSceDisplay_stub -lmathneon
CFILES := $(foreach dir,$(SOURCES), $(wildcard $(dir)/*.c))
CPPFILES := $(foreach dir,$(SOURCES), $(wildcard $(dir)/*.cpp))
BINFILES := $(foreach dir,$(DATA), $(wildcard $(dir)/*.bin))
OBJS := $(addsuffix .o,$(BINFILES)) $(CFILES:.c=.o) $(CPPFILES:.cpp=.o)
PREFIX = arm-vita-eabi
CC = $(PREFIX)-gcc
CXX = $(PREFIX)-g++
CFLAGS = -g -Wl,-q -O2 -ftree-vectorize
CXXFLAGS = $(CFLAGS) -fno-exceptions -std=gnu++11 -fpermissive
ASFLAGS = $(CFLAGS)
all: $(TARGET).vpk
$(TARGET).vpk: eboot.bin
vita-mksfoex -s TITLE_ID=VITAGL$(SAMPLE_NUM) "$(TARGET)" param.sfo
vita-pack-vpk -s param.sfo -b eboot.bin $@
eboot.bin: $(TARGET).velf
vita-make-fself -s $< eboot.bin
%.velf: %.elf
vita-elf-create $< $@
$(TARGET).elf: $(OBJS)
$(CC) $(CFLAGS) $^ $(LIBS) -o $@
clean:
@rm -rf *.velf *.elf *.vpk $(OBJS) param.sfo eboot.bin

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@ -1,96 +0,0 @@
// Drawing a rotating cube with VBO
#include <vitaGL.h>
#include <math.h>
#define BUF_OFFS(i) ((void*)(i))
float colors[] = {1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 1.0}; // Colors for a face
float vertices_front[] = {-0.5f, -0.5f, -0.5f, 0.5f, -0.5f, -0.5f, -0.5f, 0.5f, -0.5f, 0.5f, 0.5f, -0.5f}; // Front Face
float vertices_back[] = {-0.5f, -0.5f, 0.5f, 0.5f, -0.5f, 0.5f, -0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f}; // Back Face
float vertices_left[] = {-0.5f, -0.5f, -0.5f, -0.5f, 0.5f, -0.5f, -0.5f, -0.5f, 0.5f, -0.5f, 0.5f, 0.5f}; // Left Face
float vertices_right[] = {0.5f, -0.5f, -0.5f, 0.5f, 0.5f, -0.5f, 0.5f, -0.5f, 0.5f, 0.5f, 0.5f, 0.5f}; // Right Face
float vertices_top[] = {-0.5f, -0.5f, -0.5f, 0.5f, -0.5f, -0.5f, -0.5f, -0.5f, 0.5f, 0.5f, -0.5f, 0.5f}; // Top Face
float vertices_bottom[] = {-0.5f, 0.5f, -0.5f, 0.5f, 0.5f, -0.5f, -0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f}; // Bottom Face
GLuint buffers[2];
uint16_t indices[] = {
0, 1, 2, 1, 2, 3, // Front
4, 5, 6, 5, 6, 7, // Back
8, 9,10, 9,10,11, // Left
12,13,14,13,14,15, // Right
16,17,18,17,18,19, // Top
20,21,22,21,22,23 // Bottom
};
void init_perspective(float fov, float aspect, float near, float far){
float half_height = near * tanf(((fov * M_PI) / 180.0f) * 0.5f);
float half_width = half_height * aspect;
glFrustum(-half_width, half_width, -half_height, half_height, near, far);
}
int main(){
// Initializing graphics device
vglInit(0x80000);
vglWaitVblankStart(GL_TRUE);
// Creating VBO data with vertices + colors
float vbo[12*12];
memcpy(&vbo[12*0], &vertices_front[0], sizeof(float) * 12);
memcpy(&vbo[12*1], &vertices_back[0], sizeof(float) * 12);
memcpy(&vbo[12*2], &vertices_left[0], sizeof(float) * 12);
memcpy(&vbo[12*3], &vertices_right[0], sizeof(float) * 12);
memcpy(&vbo[12*4], &vertices_top[0], sizeof(float) * 12);
memcpy(&vbo[12*5], &vertices_bottom[0], sizeof(float) * 12);
memcpy(&vbo[12*6], &colors[0], sizeof(float) * 12);
memcpy(&vbo[12*7], &colors[0], sizeof(float) * 12);
memcpy(&vbo[12*8], &colors[0], sizeof(float) * 12);
memcpy(&vbo[12*9], &colors[0], sizeof(float) * 12);
memcpy(&vbo[12*10], &colors[0], sizeof(float) * 12);
memcpy(&vbo[12*11], &colors[0], sizeof(float) * 12);
// Creating two buffers for colors, vertices and indices
glGenBuffers(2, buffers);
// Setting up VBO
glBindBuffer(GL_ARRAY_BUFFER, buffers[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 12 * 12, vbo, GL_STATIC_DRAW);
// Setting up indices array
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[1]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(uint16_t) * 6 * 6, indices, GL_STATIC_DRAW);
glClearColor (0.0f, 0.0f, 0.0f, 0.0f);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
init_perspective(90.0f, 960.f/544.0f, 0.01f, 100.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0f, 0.0f, -3.0f); // Centering the cube
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
for (;;){
vglStartRendering();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, BUF_OFFS(0));
glColorPointer(3, GL_FLOAT, 0, BUF_OFFS(12*6*sizeof(float)));
glRotatef(1.0f, 0.0f, 0.0f, 1.0f);
glRotatef(0.5f, 1.0f, 0.0f, 0.0f);
glDrawElements(GL_TRIANGLES, 6*6, GL_UNSIGNED_SHORT, BUF_OFFS(0));
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
vglStopRendering();
}
vglEnd();
}

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@ -1,40 +0,0 @@
SAMPLE_NUM := 007
TARGET := vitaGL-Sample$(SAMPLE_NUM)
SOURCES := .
INCLUDES := include
LIBS = -lvitaGL -lSceLibKernel_stub -lScePvf_stub \
-lSceAppMgr_stub -lSceAppUtil_stub -lScePgf_stub \
-ljpeg -lfreetype -lc -lSceCommonDialog_stub -lpng16 -lm -lz \
-lSceGxm_stub -lSceDisplay_stub -lSceSysmodule_stub -lmathneon
CFILES := $(foreach dir,$(SOURCES), $(wildcard $(dir)/*.c))
CPPFILES := $(foreach dir,$(SOURCES), $(wildcard $(dir)/*.cpp))
BINFILES := $(foreach dir,$(DATA), $(wildcard $(dir)/*.bin))
OBJS := $(addsuffix .o,$(BINFILES)) $(CFILES:.c=.o) $(CPPFILES:.cpp=.o)
PREFIX = arm-vita-eabi
CC = $(PREFIX)-gcc
CXX = $(PREFIX)-g++
CFLAGS = -g -Wl,-q -O2 -ftree-vectorize
CXXFLAGS = $(CFLAGS) -fno-exceptions -std=gnu++11 -fpermissive
ASFLAGS = $(CFLAGS)
all: $(TARGET).vpk
$(TARGET).vpk: eboot.bin
vita-mksfoex -s TITLE_ID=VITAGL$(SAMPLE_NUM) "$(TARGET)" param.sfo
vita-pack-vpk -s param.sfo -b eboot.bin -a texture.bmp=texture.bmp $@
eboot.bin: $(TARGET).velf
vita-make-fself -s $< eboot.bin
%.velf: %.elf
vita-elf-create $< $@
$(TARGET).elf: $(OBJS)
$(CC) $(CFLAGS) $^ $(LIBS) -o $@
clean:
@rm -rf *.velf *.elf *.vpk $(OBJS) param.sfo eboot.bin

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@ -1,91 +0,0 @@
// Drawing a fullscreen image on screen with glBegin/glEnd
#include <vitaGL.h>
#include <vita2d.h>
#include <stdlib.h>
GLenum texture_format = GL_RGB;
GLuint texture = 0;
float colors[] = {0.4, 0.1, 0.3, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0};
float vertices[] = {100, 100, 0, 150, 100, 0, 100, 150, 0};
int main(){
// Initializing graphics device
vglInit(0x800000);
// Loading BMP image to use as texture
SceUID fd = sceIoOpen("app0:texture.bmp", SCE_O_RDONLY, 0777);
uint16_t w, h;
sceIoLseek(fd, 0x12, SCE_SEEK_SET);
sceIoRead(fd, &w, sizeof(uint16_t));
sceIoLseek(fd, 0x16, SCE_SEEK_SET);
sceIoRead(fd, &h, sizeof(uint16_t));
sceIoLseek(fd, 0x26, SCE_SEEK_SET);
uint8_t *buffer = (uint8_t*)malloc(w * h * 3);
sceIoRead(fd, buffer, w * h * 3);
sceIoClose(fd);
glClearColor(0.50, 0, 0, 0);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, 960, 544, 0, -1, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// Initializing openGL texture
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, texture_format, w, h, 0, texture_format, GL_UNSIGNED_BYTE, buffer);
glEnable(GL_TEXTURE_2D);
// Initializing framebuffer
GLuint fb;
glGenFramebuffers(1, &fb);
glBindFramebuffer(GL_FRAMEBUFFER, fb);
// Binding texture to framebuffer
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 0);
// Drawing on texture
vglStartRendering();
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, vertices);
glColorPointer(3, GL_FLOAT, 0, colors);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
vglStopRendering();
glFinish();
glLoadIdentity();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
for (;;){
vglStartRendering();
glClear(GL_COLOR_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBegin(GL_QUADS);
// Note: BMP images are vertically flipped
glTexCoord2i(0, 1);
glVertex3f(0, 0, 0);
glTexCoord2i(1, 1);
glVertex3f(960, 0, 0);
glTexCoord2i(1, 0);
glVertex3f(960, 544, 0);
glTexCoord2i(0, 0);
glVertex3f(0, 544, 0);
glEnd();
vglStopRendering();
glLoadIdentity();
}
vglEnd();
}

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@ -1,4 +0,0 @@
float4 main(uniform float4 u_clear_color) : COLOR
{
return u_clear_color;
}

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@ -1,5 +0,0 @@
float4 main(float2 position) : POSITION
{
return float4(position, 1.f, 1.f);
}

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@ -1,5 +0,0 @@
float main(
uniform float depth_clear) : DEPTH
{
return depth_clear;
}

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@ -1,11 +0,0 @@
void main(
float3 aPosition,
float3 aColor,
column_major uniform float4x4 wvp,
float4 out vPosition: POSITION,
float4 out vColor: COLOR)
{
vPosition = mul(float4(aPosition, 1.f), wvp);
vColor = float4(aColor, 1.0);
}

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@ -1,4 +0,0 @@
float4 main(float4 vColor : COLOR) : COLOR
{
return vColor;
}

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@ -1,11 +0,0 @@
void main(
float3 aPosition,
float4 aColor,
column_major uniform float4x4 wvp,
float4 out vPosition: POSITION,
float4 out vColor: COLOR)
{
vPosition = mul(float4(aPosition, 1.f), wvp);
vColor = aColor;
}

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@ -1,69 +0,0 @@
float4 main(
float2 vTexcoord : TEXCOORD0,
float vFog : FOG,
uniform sampler2D tex,
uniform float alphaCut,
uniform int alphaOp,
uniform float4 tintColor,
uniform int texEnv,
uniform int fog_mode,
uniform float4 fogColor,
uniform float4 texEnvColor
)
{
float4 texColor = tex2D(tex, vTexcoord);
// Texture Environment
if (texEnv < 4){
if (texEnv == 0){ // GL_MODULATE
texColor = texColor * tintColor;
}else if (texEnv == 1){ // GL_DECAL
texColor.rgb = lerp(tintColor.rgb, texColor.rgb, texColor.a);
texColor.a = tintColor.a;
}else if (texEnv == 2){ // GL_BLEND
texColor.rgb = lerp(tintColor.rgb, texEnvColor.rgb, texColor.rgb);
texColor.a = texColor.a * tintColor.a;
}else{ // GL_ADD
texColor.rgb = clamp(texColor.rgb + tintColor.rgb, 0.0, 1.0);
texColor.a = texColor.a * tintColor.a;
}
}
// Alpha Test
if (alphaOp < 7){
if (alphaOp == 0){
if (texColor.a < alphaCut){
discard;
}
}else if (alphaOp == 1){
if (texColor.a <= alphaCut){
discard;
}
}else if (alphaOp == 2){
if (texColor.a == alphaCut){
discard;
}
}else if (alphaOp == 3){
if (texColor.a != alphaCut){
discard;
}
}else if (alphaOp == 4){
if (texColor.a > alphaCut){
discard;
}
}else if (alphaOp == 5){
if (texColor.a >= alphaCut){
discard;
}
}else{
discard;
}
}
// Fogging
if (fog_mode < 3){
texColor.rgb = lerp(fogColor.rgb, texColor.rgb, vFog);
}
return texColor;
}

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@ -1,69 +0,0 @@
float4 main(
float2 vTexcoord : TEXCOORD0,
float4 vColor : COLOR,
float vFog : FOG,
uniform sampler2D tex,
uniform float alphaCut,
uniform int alphaOp,
uniform int texEnv,
uniform int fog_mode,
uniform float4 fogColor,
uniform float4 texEnvColor
)
{
float4 texColor = tex2D(tex, vTexcoord);
// Texture Environment
if (texEnv < 4){
if (texEnv == 0){ // GL_MODULATE
texColor = texColor * vColor;
}else if (texEnv == 1){ // GL_DECAL
texColor.rgb = lerp(vColor.rgb, texColor.rgb, texColor.a);
texColor.a = vColor.a;
}else if (texEnv == 2){ // GL_BLEND
texColor.rgb = lerp(vColor.rgb, texEnvColor.rgb, texColor.rgb);
texColor.a = texColor.a * vColor.a;
}else{ // GL_ADD
texColor.rgb = clamp(texColor.rgb + vColor.rgb, 0.0, 1.0);
texColor.a = texColor.a * vColor.a;
}
}
// Alpha Test
if (alphaOp < 7){
if (alphaOp == 0){
if (texColor.a < alphaCut){
discard;
}
}else if (alphaOp == 1){
if (texColor.a <= alphaCut){
discard;
}
}else if (alphaOp == 2){
if (texColor.a == alphaCut){
discard;
}
}else if (alphaOp == 3){
if (texColor.a != alphaCut){
discard;
}
}else if (alphaOp == 4){
if (texColor.a > alphaCut){
discard;
}
}else if (alphaOp == 5){
if (texColor.a >= alphaCut){
discard;
}
}else{
discard;
}
}
// Fogging
if (fog_mode < 3){
texColor.rgb = lerp(fogColor.rgb, texColor.rgb, vFog);
}
return texColor;
}

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@ -1,47 +0,0 @@
void main(
float3 position,
float2 texcoord,
float4 color,
column_major uniform float4x4 wvp,
uniform int fog_mode,
uniform int clip_plane0, // In the future this can turn into an array to support other planes
uniform float4 clip_plane0_eq, // In the future this can turn into an array to support other planes
uniform float4x4 modelview,
uniform float fog_near,
uniform float fog_far,
uniform float fog_density,
float4 out vPosition : POSITION,
float out vFog : FOG,
float2 out vTexcoord : TEXCOORD0,
float4 out vColor : COLOR,
float out vClip : CLP0)
{
float4 pos4 = float4(position, 1.f);
// User clip planes
if (clip_plane0 < 1) {
vClip = 1.f;
} else {
float4 modelpos = mul(modelview, pos4);
vClip = dot(modelpos, clip_plane0_eq);
}
vPosition = mul(pos4, wvp);
if (fog_mode > 2) { // Fogging disabled
vFog = 1.0f;
} else {
float dist = length(vPosition.xyz);
if (fog_mode == 0) { // GL_LINEAR
vFog = (fog_far - dist) / (fog_far - fog_near);
} else if (fog_mode == 1) { // GL_EXP
vFog = exp(-fog_density * dist);
} else { // GL_EXP2
const float LOG2 = -1.442695;
float d = fog_density * dist;
vFog = exp(d * d * LOG2);
}
vFog = clamp(vFog, 0.0, 1.0);
}
vTexcoord = texcoord;
vColor = color;
}

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@ -1,44 +0,0 @@
void main(
float3 position,
float2 texcoord,
column_major uniform float4x4 wvp,
uniform int fog_mode,
uniform int clip_plane0, // In the future this can turn into an array to support other planes
uniform float4 clip_plane0_eq, // In the future this can turn into an array to support other planes
uniform float4x4 modelview,
uniform float fog_near,
uniform float fog_far,
uniform float fog_density,
float4 out vPosition : POSITION,
float out vFog : FOG,
float2 out vTexcoord : TEXCOORD0,
float out vClip : CLP0)
{
float4 pos4 = float4(position, 1.f);
// User clip planes
if (clip_plane0 < 1) {
vClip = 1.f;
} else {
float4 modelpos = mul(modelview, pos4);
vClip = dot(modelpos, clip_plane0_eq);
}
vPosition = mul(pos4, wvp);
if (fog_mode > 2){ // Fogging disabled
vFog = 1.0f;
}else{
float dist = length(vPosition.xyz);
if (fog_mode == 0){ // GL_LINEAR
vFog = (fog_far - dist) / (fog_far - fog_near);
}else if (fog_mode == 1){ // GL_EXP
vFog = exp(-fog_density * dist);
}else{ // GL_EXP2
const float LOG2 = -1.442695;
float d = fog_density * dist;
vFog = exp(d * d * LOG2);
}
vFog = clamp(vFog, 0.0, 1.0);
}
vTexcoord = texcoord;
}

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/*
* custom_shaders.c:
* Implementation for custom shaders feature
*/
#include "shared.h"
#define MAX_CUSTOM_SHADERS 32 // Maximum number of linkable custom shaders
#define MAX_SHADER_PARAMS 16 // Maximum number of parameters per custom shader
// Internal stuffs
void *frag_uniforms = NULL;
void *vert_uniforms = NULL;
GLuint cur_program = 0; // Current in use custom program (0 = No custom program)
// Uniform struct
typedef struct uniform {
GLboolean isVertex;
const SceGxmProgramParameter *ptr;
void *chain;
} uniform;
// Generic shader struct
typedef struct shader {
GLenum type;
GLboolean valid;
SceGxmShaderPatcherId id;
const SceGxmProgram *prog;
} shader;
// Program struct holding vertex/fragment shader info
typedef struct program {
shader *vshader;
shader *fshader;
GLboolean valid;
SceGxmVertexAttribute attr[16];
SceGxmVertexStream stream[16];
SceGxmVertexProgram *vprog;
SceGxmFragmentProgram *fprog;
GLuint attr_num;
const SceGxmProgramParameter *wvp;
uniform *uniforms;
uniform *last_uniform;
} program;
// Internal shaders array
static shader shaders[MAX_CUSTOM_SHADERS];
// Internal programs array
static program progs[MAX_CUSTOM_SHADERS / 2];
void resetCustomShaders(void) {
// Init custom shaders
int i;
for (i = 0; i < MAX_CUSTOM_SHADERS; i++) {
shaders[i].valid = 0;
progs[i >> 1].valid = 0;
}
}
void changeCustomShadersBlend(SceGxmBlendInfo *blend_info) {
int j;
for (j = 0; j < MAX_CUSTOM_SHADERS / 2; j++) {
program *p = &progs[j];
if (p->valid) {
sceGxmShaderPatcherCreateFragmentProgram(gxm_shader_patcher,
p->fshader->id,
SCE_GXM_OUTPUT_REGISTER_FORMAT_UCHAR4,
msaa_mode,
blend_info,
p->vshader->prog,
&p->fprog);
}
}
}
void reloadCustomShader(void) {
if (cur_program == 0)
return;
program *p = &progs[cur_program - 1];
sceGxmSetVertexProgram(gxm_context, p->vprog);
sceGxmSetFragmentProgram(gxm_context, p->fprog);
}
void _vglDrawObjects_CustomShadersIMPL(GLenum mode, GLsizei count, GLboolean implicit_wvp) {
program *p = &progs[cur_program - 1];
if (implicit_wvp) {
if (mvp_modified) {
matrix4x4_multiply(mvp_matrix, projection_matrix, modelview_matrix);
mvp_modified = GL_FALSE;
}
if (vert_uniforms == NULL)
sceGxmReserveVertexDefaultUniformBuffer(gxm_context, &vert_uniforms);
if (p->wvp == NULL)
p->wvp = sceGxmProgramFindParameterByName(p->vshader->prog, "wvp");
sceGxmSetUniformDataF(vert_uniforms, p->wvp, 0, 16, (const float *)mvp_matrix);
}
}
/*
* ------------------------------
* - IMPLEMENTATION STARTS HERE -
* ------------------------------
*/
GLuint glCreateShader(GLenum shaderType) {
// Looking for a free shader slot
GLuint i, res = 0;
for (i = 1; i <= MAX_CUSTOM_SHADERS; i++) {
if (!(shaders[i - 1].valid)) {
res = i;
break;
}
}
// All shader slots are busy, exiting call
if (res == 0)
return res;
// Reserving and initializing shader slot
switch (shaderType) {
case GL_FRAGMENT_SHADER:
shaders[res - 1].type = GL_FRAGMENT_SHADER;
break;
case GL_VERTEX_SHADER:
shaders[res - 1].type = GL_VERTEX_SHADER;
break;
default:
_vitagl_error = GL_INVALID_ENUM;
break;
}
shaders[res - 1].valid = GL_TRUE;
return res;
}
void glShaderBinary(GLsizei count, const GLuint *handles, GLenum binaryFormat, const void *binary, GLsizei length) {
// Grabbing passed shader
shader *s = &shaders[handles[0] - 1];
// Allocating compiled shader on RAM and registering it into sceGxmShaderPatcher
s->prog = (SceGxmProgram *)malloc(length);
memcpy((void *)s->prog, binary, length);
sceGxmShaderPatcherRegisterProgram(gxm_shader_patcher, s->prog, &s->id);
s->prog = sceGxmShaderPatcherGetProgramFromId(s->id);
}
void glDeleteShader(GLuint shad) {
// Grabbing passed shader
shader *s = &shaders[shad - 1];
// Deallocating shader and unregistering it from sceGxmShaderPatcher
if (s->valid) {
sceGxmShaderPatcherForceUnregisterProgram(gxm_shader_patcher, s->id);
free((void *)s->prog);
}
s->valid = GL_FALSE;
}
void glAttachShader(GLuint prog, GLuint shad) {
// Grabbing passed shader and program
shader *s = &shaders[shad - 1];
program *p = &progs[prog - 1];
// Attaching shader to desired program
if (p->valid && s->valid) {
switch (s->type) {
case GL_VERTEX_SHADER:
p->vshader = s;
break;
case GL_FRAGMENT_SHADER:
p->fshader = s;
break;
default:
break;
}
} else
_vitagl_error = GL_INVALID_VALUE;
}
GLuint glCreateProgram(void) {
// Looking for a free program slot
GLuint i, res = 0;
for (i = 1; i <= (MAX_CUSTOM_SHADERS / 2); i++) {
// Program slot found, reserving and initializing it
if (!(progs[i - 1].valid)) {
res = i;
progs[i - 1].valid = GL_TRUE;
progs[i - 1].attr_num = 0;
progs[i - 1].wvp = NULL;
progs[i - 1].uniforms = NULL;
progs[i - 1].last_uniform = NULL;
break;
}
}
return res;
}
void glDeleteProgram(GLuint prog) {
// Grabbing passed program
program *p = &progs[prog - 1];
// Releasing both vertex and fragment programs from sceGxmShaderPatcher
if (p->valid) {
unsigned int count, i;
sceGxmShaderPatcherGetFragmentProgramRefCount(gxm_shader_patcher, p->fprog, &count);
for (i = 0; i < count; i++) {
sceGxmShaderPatcherReleaseFragmentProgram(gxm_shader_patcher, p->fprog);
sceGxmShaderPatcherReleaseVertexProgram(gxm_shader_patcher, p->vprog);
}
while (p->uniforms != NULL) {
uniform *old = p->uniforms;
p->uniforms = (uniform *)p->uniforms->chain;
free(old);
}
}
p->valid = GL_FALSE;
}
void glLinkProgram(GLuint progr) {
// Grabbing passed program
program *p = &progs[progr - 1];
// Creating fragment and vertex program via sceGxmShaderPatcher
sceGxmShaderPatcherCreateVertexProgram(gxm_shader_patcher,
p->vshader->id, p->attr, p->attr_num,
p->stream, p->attr_num, &p->vprog);
sceGxmShaderPatcherCreateFragmentProgram(gxm_shader_patcher,
p->fshader->id, SCE_GXM_OUTPUT_REGISTER_FORMAT_UCHAR4,
msaa_mode, NULL, p->vshader->prog,
&p->fprog);
}
void glUseProgram(GLuint prog) {
// Setting current custom program to passed program
cur_program = prog;
// Setting in-use vertex and fragment program in sceGxm
reloadCustomShader();
}
GLint glGetUniformLocation(GLuint prog, const GLchar *name) {
// Grabbing passed program
program *p = &progs[prog - 1];
uniform *res = (uniform *)malloc(sizeof(uniform));
res->chain = NULL;
if (p->last_uniform != NULL)
p->last_uniform->chain = (void *)res;
p->last_uniform = res;
// Checking if parameter is a vertex or fragment related one
res->ptr = sceGxmProgramFindParameterByName(p->vshader->prog, name);
res->isVertex = GL_TRUE;
if (res->ptr == NULL) {
res->ptr = sceGxmProgramFindParameterByName(p->fshader->prog, name);
res->isVertex = GL_FALSE;
}
return (GLint)res;
}
void glUniform1f(GLint location, GLfloat v0) {
// Grabbing passed uniform
uniform *u = (uniform *)location;
if (u->ptr == NULL)
return;
// Setting passed value to desired uniform
if (u->isVertex) {
if (vert_uniforms == NULL)
sceGxmReserveVertexDefaultUniformBuffer(gxm_context, &vert_uniforms);
sceGxmSetUniformDataF(vert_uniforms, u->ptr, 0, 1, &v0);
} else {
if (frag_uniforms == NULL)
sceGxmReserveFragmentDefaultUniformBuffer(gxm_context, &frag_uniforms);
sceGxmSetUniformDataF(frag_uniforms, u->ptr, 0, 1, &v0);
}
}
void glUniform2fv(GLint location, GLsizei count, const GLfloat *value) {
// Grabbing passed uniform
uniform *u = (uniform *)location;
if (u->ptr == NULL)
return;
// Setting passed value to desired uniform
if (u->isVertex) {
if (vert_uniforms == NULL)
sceGxmReserveVertexDefaultUniformBuffer(gxm_context, &vert_uniforms);
sceGxmSetUniformDataF(vert_uniforms, u->ptr, 0, 2 * count, value);
} else {
if (frag_uniforms == NULL)
sceGxmReserveFragmentDefaultUniformBuffer(gxm_context, &frag_uniforms);
sceGxmSetUniformDataF(frag_uniforms, u->ptr, 0, 2 * count, value);
}
}
void glUniform4fv(GLint location, GLsizei count, const GLfloat *value) {
// Grabbing passed uniform
uniform *u = (uniform *)location;
if (u->ptr == NULL)
return;
// Setting passed value to desired uniform
if (u->isVertex) {
if (vert_uniforms == NULL)
sceGxmReserveVertexDefaultUniformBuffer(gxm_context, &vert_uniforms);
sceGxmSetUniformDataF(vert_uniforms, u->ptr, 0, 4 * count, value);
} else {
if (frag_uniforms == NULL)
sceGxmReserveFragmentDefaultUniformBuffer(gxm_context, &frag_uniforms);
sceGxmSetUniformDataF(frag_uniforms, u->ptr, 0, 4 * count, value);
}
}
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {
// Grabbing passed uniform
uniform *u = (uniform *)location;
if (u->ptr == NULL)
return;
// Setting passed value to desired uniform
if (u->isVertex) {
if (vert_uniforms == NULL)
sceGxmReserveVertexDefaultUniformBuffer(gxm_context, &vert_uniforms);
sceGxmSetUniformDataF(vert_uniforms, u->ptr, 0, 16 * count, value);
} else {
if (frag_uniforms == NULL)
sceGxmReserveFragmentDefaultUniformBuffer(gxm_context, &frag_uniforms);
sceGxmSetUniformDataF(frag_uniforms, u->ptr, 0, 16 * count, value);
}
}
/*
* ------------------------------
* - VGL_EXT_gxp_shaders -
* ------------------------------
*/
// Equivalent of glBindAttribLocation but for sceGxm architecture
void vglBindAttribLocation(GLuint prog, GLuint index, const GLchar *name, const GLuint num, const GLenum type) {
// Grabbing passed program
program *p = &progs[prog - 1];
SceGxmVertexAttribute *attributes = &p->attr[index];
SceGxmVertexStream *streams = &p->stream[index];
// Looking for desired parameter in requested program
const SceGxmProgramParameter *param = sceGxmProgramFindParameterByName(p->vshader->prog, name);
// Setting stream index and offset values
attributes->streamIndex = index;
attributes->offset = 0;
// Detecting attribute format and size
int bpe;
switch (type) {
case GL_FLOAT:
attributes->format = SCE_GXM_ATTRIBUTE_FORMAT_F32;
bpe = sizeof(float);
break;
case GL_UNSIGNED_BYTE:
attributes->format = SCE_GXM_ATTRIBUTE_FORMAT_U8N;
bpe = sizeof(uint8_t);
break;
default:
_vitagl_error = GL_INVALID_ENUM;
break;
}
// Setting various info about the stream
attributes->componentCount = num;
attributes->regIndex = sceGxmProgramParameterGetResourceIndex(param);
streams->stride = bpe * num;
streams->indexSource = SCE_GXM_INDEX_SOURCE_INDEX_16BIT;
if (index >= p->attr_num)
p->attr_num = index + 1;
}
// Equivalent of glVertexAttribLocation but for sceGxm architecture
void vglVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLuint count, const GLvoid *pointer) {
#ifndef SKIP_ERROR_HANDLING
// Error handling
if (stride < 0) {
_vitagl_error = GL_INVALID_VALUE;
return;
}
#endif
// Detecting type size
int bpe;
switch (type) {
case GL_FLOAT:
bpe = sizeof(GLfloat);
break;
case GL_SHORT:
bpe = sizeof(GLshort);
break;
default:
_vitagl_error = GL_INVALID_ENUM;
break;
}
// Allocating enough memory on vitaGL mempool
void *ptr = gpu_pool_memalign(count * bpe * size, bpe * size);
// Copying passed data to vitaGL mempool
if (stride == 0)
memcpy(ptr, pointer, count * bpe * size); // Faster if stride == 0
else {
int i;
uint8_t *dst = (uint8_t *)ptr;
uint8_t *src = (uint8_t *)pointer;
for (i = 0; i < count; i++) {
memcpy(dst, src, bpe * size);
dst += (bpe * size);
src += stride;
}
}
// Setting vertex stream to passed index in sceGxm
sceGxmSetVertexStream(gxm_context, index, ptr);
}
void vglVertexAttribPointerMapped(GLuint index, const GLvoid *pointer) {
// Setting vertex stream to passed index in sceGxm
sceGxmSetVertexStream(gxm_context, index, pointer);
}

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/*
* framebuffers.c:
* Implementation for framebuffers related functions
*/
#include "shared.h"
static framebuffer framebuffers[BUFFERS_NUM]; // Framebuffers array
framebuffer *active_read_fb = NULL; // Current readback framebuffer in use
framebuffer *active_write_fb = NULL; // Current write framebuffer in use
uint32_t get_color_from_texture(uint32_t type) {
uint32_t res = 0;
switch (type) {
case GL_RGB:
res = SCE_GXM_COLOR_FORMAT_U8U8U8_BGR;
break;
case GL_RGBA:
res = SCE_GXM_COLOR_FORMAT_U8U8U8U8_ABGR;
break;
case GL_LUMINANCE:
res = SCE_GXM_COLOR_FORMAT_U8_R;
break;
case GL_LUMINANCE_ALPHA:
res = SCE_GXM_COLOR_FORMAT_U8U8_GR;
break;
case GL_INTENSITY:
res = SCE_GXM_COLOR_FORMAT_U8_R;
break;
case GL_ALPHA:
res = SCE_GXM_COLOR_FORMAT_U8_A;
break;
default:
_vitagl_error = GL_INVALID_ENUM;
break;
}
return res;
}
/*
* ------------------------------
* - IMPLEMENTATION STARTS HERE -
* ------------------------------
*/
void glGenFramebuffers(GLsizei n, GLuint *ids) {
int i = 0, j = 0;
#ifndef SKIP_ERROR_HANDLING
if (n < 0) {
_vitagl_error = GL_INVALID_VALUE;
return;
}
#endif
for (i = 0; i < BUFFERS_NUM; i++) {
if (!framebuffers[i].active) {
ids[j++] = (GLuint)&framebuffers[i];
framebuffers[i].active = 1;
framebuffers[i].depth_buffer_addr = NULL;
framebuffers[i].stencil_buffer_addr = NULL;
}
if (j >= n)
break;
}
}
void glDeleteFramebuffers(GLsizei n, GLuint *framebuffers) {
#ifndef SKIP_ERROR_HANDLING
if (n < 0) {
_vitagl_error = GL_INVALID_VALUE;
return;
}
#endif
while (n > 0) {
framebuffer *fb = (framebuffer *)framebuffers[n--];
fb->active = 0;
if (fb->target) {
sceGxmDestroyRenderTarget(fb->target);
fb->target = NULL;
}
if (fb->depth_buffer_addr) {
vitagl_mempool_free(fb->depth_buffer_addr, fb->depth_buffer_mem_type);
vitagl_mempool_free(fb->stencil_buffer_addr, fb->stencil_buffer_mem_type);
fb->depth_buffer_addr = NULL;
fb->stencil_buffer_addr = NULL;
}
}
}
void glBindFramebuffer(GLenum target, GLuint fb) {
switch (target) {
case GL_DRAW_FRAMEBUFFER:
active_write_fb = (framebuffer *)fb;
break;
case GL_READ_FRAMEBUFFER:
active_read_fb = (framebuffer *)fb;
break;
case GL_FRAMEBUFFER:
active_write_fb = active_read_fb = (framebuffer *)fb;
break;
default:
_vitagl_error = GL_INVALID_ENUM;
break;
}
}
void glFramebufferTexture(GLenum target, GLenum attachment, GLuint tex_id, GLint level) {
// Detecting requested framebuffer
framebuffer *fb = NULL;
switch (target) {
case GL_DRAW_FRAMEBUFFER:
case GL_FRAMEBUFFER:
fb = active_write_fb;
break;
case GL_READ_FRAMEBUFFER:
fb = active_read_fb;
break;
default:
_vitagl_error = GL_INVALID_ENUM;
break;
}
// Aliasing to make code more readable
texture_unit *tex_unit = &texture_units[server_texture_unit];
texture *tex = &tex_unit->textures[tex_id];
// Extracting texture sizes
int tex_w = sceGxmTextureGetWidth(&tex->gxm_tex);
int tex_h = sceGxmTextureGetHeight(&tex->gxm_tex);
// Detecting requested attachment
switch (attachment) {
case GL_COLOR_ATTACHMENT0:
// Allocating colorbuffer
sceGxmColorSurfaceInit(
&fb->colorbuffer,
get_color_from_texture(tex->type),
SCE_GXM_COLOR_SURFACE_LINEAR,
msaa_mode == SCE_GXM_MULTISAMPLE_NONE ? SCE_GXM_COLOR_SURFACE_SCALE_NONE : SCE_GXM_COLOR_SURFACE_SCALE_MSAA_DOWNSCALE,
SCE_GXM_OUTPUT_REGISTER_SIZE_32BIT,
tex_w,
tex_h,
tex_w,
sceGxmTextureGetData(&tex->gxm_tex));
// Allocating depth and stencil buffer (FIXME: This probably shouldn't be here)
initDepthStencilBuffer(tex_w, tex_h, &fb->depthbuffer, &fb->depth_buffer_addr, &fb->stencil_buffer_addr, &fb->depth_buffer_mem_type, &fb->stencil_buffer_mem_type);
// Creating rendertarget
SceGxmRenderTargetParams renderTargetParams;
memset(&renderTargetParams, 0, sizeof(SceGxmRenderTargetParams));
renderTargetParams.flags = 0;
renderTargetParams.width = sceGxmTextureGetWidth(&tex->gxm_tex);
renderTargetParams.height = sceGxmTextureGetHeight(&tex->gxm_tex);
renderTargetParams.scenesPerFrame = 1;
renderTargetParams.multisampleMode = msaa_mode;
renderTargetParams.multisampleLocations = 0;
renderTargetParams.driverMemBlock = -1;
sceGxmCreateRenderTarget(&renderTargetParams, &fb->target);
break;
default:
_vitagl_error = GL_INVALID_ENUM;
break;
}
}

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/*
* get_info.c:
* Implementation for functions returning info to end user
*/
#include "shared.h"
// Constants returned by glGetString
static const GLubyte *vendor = "Rinnegatamante";
static const GLubyte *renderer = "SGX543MP4+";
static const GLubyte *version = "VitaGL 1.0";
static const GLubyte *extensions = "VGL_EXT_gpu_objects_array VGL_EXT_gxp_shaders";
/*
* ------------------------------
* - IMPLEMENTATION STARTS HERE -
* ------------------------------
*/
const GLubyte *glGetString(GLenum name) {
switch (name) {
case GL_VENDOR: // Vendor
return vendor;
break;
case GL_RENDERER: // Renderer
return renderer;
break;
case GL_VERSION: // openGL Version
return version;
break;
case GL_EXTENSIONS: // Supported extensions
return extensions;
break;
default:
_vitagl_error = GL_INVALID_ENUM;
return NULL;
break;
}
}
void glGetBooleanv(GLenum pname, GLboolean *params) {
switch (pname) {
case GL_BLEND: // Blending feature state
*params = blend_state;
break;
case GL_BLEND_DST_ALPHA: // Blend Alpha Factor for Destination
*params = (blend_dfactor_a == SCE_GXM_BLEND_FACTOR_ZERO) ? GL_FALSE : GL_TRUE;
break;
case GL_BLEND_DST_RGB: // Blend RGB Factor for Destination
*params = (blend_dfactor_rgb == SCE_GXM_BLEND_FACTOR_ZERO) ? GL_FALSE : GL_TRUE;
break;
case GL_BLEND_SRC_ALPHA: // Blend Alpha Factor for Source
*params = (blend_sfactor_a == SCE_GXM_BLEND_FACTOR_ZERO) ? GL_FALSE : GL_TRUE;
break;
case GL_BLEND_SRC_RGB: // Blend RGB Factor for Source
*params = (blend_sfactor_rgb == SCE_GXM_BLEND_FACTOR_ZERO) ? GL_FALSE : GL_TRUE;
break;
case GL_DEPTH_TEST: // Depth test state
*params = depth_test_state;
break;
case GL_ACTIVE_TEXTURE: // Active texture
*params = GL_FALSE;
break;
default:
_vitagl_error = GL_INVALID_ENUM;
break;
}
}
void glGetFloatv(GLenum pname, GLfloat *data) {
switch (pname) {
case GL_POLYGON_OFFSET_FACTOR: // Polygon offset factor
*data = pol_factor;
break;
case GL_POLYGON_OFFSET_UNITS: // Polygon offset units
*data = pol_units;
break;
case GL_MODELVIEW_MATRIX: // Modelview matrix
memcpy(data, &modelview_matrix, sizeof(matrix4x4));
break;
case GL_ACTIVE_TEXTURE: // Active texture
*data = (1.0f * (server_texture_unit + GL_TEXTURE0));
break;
case GL_MAX_MODELVIEW_STACK_DEPTH: // Max modelview stack depth
*data = MODELVIEW_STACK_DEPTH;
break;
case GL_MAX_PROJECTION_STACK_DEPTH: // Max projection stack depth
*data = GENERIC_STACK_DEPTH;
break;
case GL_MAX_TEXTURE_STACK_DEPTH: // Max texture stack depth
*data = GENERIC_STACK_DEPTH;
break;
default:
_vitagl_error = GL_INVALID_ENUM;
break;
}
}
void glGetIntegerv(GLenum pname, GLint *data) {
// Aliasing to make code more readable
texture_unit *server_tex_unit = &texture_units[server_texture_unit];
switch (pname) {
case GL_POLYGON_MODE:
data[0] = gl_polygon_mode_front;
data[1] = gl_polygon_mode_back;
break;
case GL_SCISSOR_BOX:
data[0] = region.x;
data[1] = region.y;
data[2] = region.w;
data[3] = region.h;
break;
case GL_TEXTURE_BINDING_2D:
*data = server_tex_unit->tex_id;
break;
case GL_MAX_TEXTURE_SIZE:
*data = 1024;
break;
case GL_VIEWPORT:
data[0] = gl_viewport.x;
data[1] = gl_viewport.y;
data[2] = gl_viewport.w;
data[3] = gl_viewport.h;
break;
default:
_vitagl_error = GL_INVALID_ENUM;
break;
}
}
GLboolean glIsEnabled(GLenum cap) {
GLboolean ret = GL_FALSE;
switch (cap) {
case GL_DEPTH_TEST:
ret = depth_test_state;
break;
case GL_STENCIL_TEST:
ret = stencil_test_state;
break;
case GL_BLEND:
ret = blend_state;
break;
case GL_SCISSOR_TEST:
ret = scissor_test_state;
break;
case GL_CULL_FACE:
ret = cull_face_state;
break;
case GL_POLYGON_OFFSET_FILL:
ret = pol_offset_fill;
break;
case GL_POLYGON_OFFSET_LINE:
ret = pol_offset_line;
break;
case GL_POLYGON_OFFSET_POINT:
ret = pol_offset_point;
break;
default:
_vitagl_error = GL_INVALID_ENUM;
break;
}
return ret;
}
GLenum glGetError(void) {
GLenum ret = _vitagl_error;
_vitagl_error = GL_NO_ERROR;
return ret;
}

View File

@ -1,384 +0,0 @@
/*
* gxm.c:
* Implementation for setup and cleanup for sceGxm specific stuffs
*/
#include "shared.h"
static void *vdm_ring_buffer_addr; // VDM ring buffer memblock starting address
static void *vertex_ring_buffer_addr; // vertex ring buffer memblock starting address
static void *fragment_ring_buffer_addr; // fragment ring buffer memblock starting address
static void *fragment_usse_ring_buffer_addr; // fragment USSE ring buffer memblock starting address
static SceGxmRenderTarget *gxm_render_target; // Display render target
static SceGxmColorSurface gxm_color_surfaces[DISPLAY_BUFFER_COUNT]; // Display color surfaces
static void *gxm_color_surfaces_addr[DISPLAY_BUFFER_COUNT]; // Display color surfaces memblock starting addresses
static SceGxmSyncObject *gxm_sync_objects[DISPLAY_BUFFER_COUNT]; // Display sync objects
static unsigned int gxm_front_buffer_index; // Display front buffer id
static unsigned int gxm_back_buffer_index; // Display back buffer id
static unsigned int gxm_scene_flags = 0; // Current gxm scene flags
static void *gxm_shader_patcher_buffer_addr; // Shader PAtcher buffer memblock starting address
static void *gxm_shader_patcher_vertex_usse_addr; // Shader Patcher vertex USSE memblock starting address
static void *gxm_shader_patcher_fragment_usse_addr; // Shader Patcher fragment USSE memblock starting address
static void *gxm_depth_surface_addr; // Depth surface memblock starting address
static void *gxm_stencil_surface_addr; // Stencil surface memblock starting address
static SceGxmDepthStencilSurface gxm_depth_stencil_surface; // Depth/Stencil surfaces setup for sceGxm
SceGxmContext *gxm_context; // sceGxm context instance
GLenum _vitagl_error = GL_NO_ERROR; // Error returned by glGetError
SceGxmShaderPatcher *gxm_shader_patcher; // sceGxmShaderPatcher shader patcher instance
matrix4x4 mvp_matrix; // ModelViewProjection Matrix
matrix4x4 projection_matrix; // Projection Matrix
matrix4x4 modelview_matrix; // ModelView Matrix
int DISPLAY_WIDTH; // Display width in pixels
int DISPLAY_HEIGHT; // Display height in pixels
int DISPLAY_STRIDE; // Display stride in pixels
float DISPLAY_WIDTH_FLOAT; // Display width in pixels (float)
float DISPLAY_HEIGHT_FLOAT; // Display height in pixels (float)
// sceDisplay callback data
struct display_queue_callback_data {
void *addr;
};
// sceGxmShaderPatcher custom allocator
static void *shader_patcher_host_alloc_cb(void *user_data, unsigned int size) {
return malloc(size);
}
// sceGxmShaderPatcher custom deallocator
static void shader_patcher_host_free_cb(void *user_data, void *mem) {
return free(mem);
}
// sceDisplay callback
static void display_queue_callback(const void *callbackData) {
// Populating sceDisplay framebuffer parameters
SceDisplayFrameBuf display_fb;
const struct display_queue_callback_data *cb_data = callbackData;
memset(&display_fb, 0, sizeof(SceDisplayFrameBuf));
display_fb.size = sizeof(SceDisplayFrameBuf);
display_fb.base = cb_data->addr;
display_fb.pitch = DISPLAY_STRIDE;
display_fb.pixelformat = SCE_DISPLAY_PIXELFORMAT_A8B8G8R8;
display_fb.width = DISPLAY_WIDTH;
display_fb.height = DISPLAY_HEIGHT;
// Setting sceDisplay framebuffer
sceDisplaySetFrameBuf(&display_fb, SCE_DISPLAY_SETBUF_NEXTFRAME);
// Performing VSync if enabled
if (vblank)
sceDisplayWaitVblankStart();
}
void initGxm(void) {
// Initializing sceGxm init parameters
SceGxmInitializeParams gxm_init_params;
memset(&gxm_init_params, 0, sizeof(SceGxmInitializeParams));
gxm_init_params.flags = 0;
gxm_init_params.displayQueueMaxPendingCount = DISPLAY_BUFFER_COUNT - 1;
gxm_init_params.displayQueueCallback = display_queue_callback;
gxm_init_params.displayQueueCallbackDataSize = sizeof(struct display_queue_callback_data);
gxm_init_params.parameterBufferSize = SCE_GXM_DEFAULT_PARAMETER_BUFFER_SIZE;
// Initializing sceGxm
sceGxmInitialize(&gxm_init_params);
}
void initGxmContext(void) {
vglMemType type = VGL_MEM_VRAM;
// Allocating VDM ring buffer
vdm_ring_buffer_addr = gpu_alloc_mapped(SCE_GXM_DEFAULT_VDM_RING_BUFFER_SIZE, &type);
// Allocating vertex ring buffer
vertex_ring_buffer_addr = gpu_alloc_mapped(SCE_GXM_DEFAULT_VERTEX_RING_BUFFER_SIZE, &type);
// Allocating fragment ring buffer
fragment_ring_buffer_addr = gpu_alloc_mapped(SCE_GXM_DEFAULT_FRAGMENT_RING_BUFFER_SIZE, &type);
// Allocating fragment USSE ring buffer
unsigned int fragment_usse_offset;
fragment_usse_ring_buffer_addr = gpu_fragment_usse_alloc_mapped(
SCE_GXM_DEFAULT_FRAGMENT_USSE_RING_BUFFER_SIZE, &fragment_usse_offset);
// Setting sceGxm context parameters
SceGxmContextParams gxm_context_params;
memset(&gxm_context_params, 0, sizeof(SceGxmContextParams));
gxm_context_params.hostMem = malloc(SCE_GXM_MINIMUM_CONTEXT_HOST_MEM_SIZE);
gxm_context_params.hostMemSize = SCE_GXM_MINIMUM_CONTEXT_HOST_MEM_SIZE;
gxm_context_params.vdmRingBufferMem = vdm_ring_buffer_addr;
gxm_context_params.vdmRingBufferMemSize = SCE_GXM_DEFAULT_VDM_RING_BUFFER_SIZE;
gxm_context_params.vertexRingBufferMem = vertex_ring_buffer_addr;
gxm_context_params.vertexRingBufferMemSize = SCE_GXM_DEFAULT_VERTEX_RING_BUFFER_SIZE;
gxm_context_params.fragmentRingBufferMem = fragment_ring_buffer_addr;
gxm_context_params.fragmentRingBufferMemSize = SCE_GXM_DEFAULT_FRAGMENT_RING_BUFFER_SIZE;
gxm_context_params.fragmentUsseRingBufferMem = fragment_usse_ring_buffer_addr;
gxm_context_params.fragmentUsseRingBufferMemSize = SCE_GXM_DEFAULT_FRAGMENT_USSE_RING_BUFFER_SIZE;
gxm_context_params.fragmentUsseRingBufferOffset = fragment_usse_offset;
// Initializing sceGxm context
sceGxmCreateContext(&gxm_context_params, &gxm_context);
}
void termGxmContext(void) {
// Deallocating ring buffers
vitagl_mempool_free(vdm_ring_buffer_addr, VGL_MEM_VRAM);
vitagl_mempool_free(vertex_ring_buffer_addr, VGL_MEM_VRAM);
vitagl_mempool_free(fragment_ring_buffer_addr, VGL_MEM_VRAM);
gpu_fragment_usse_free_mapped(fragment_usse_ring_buffer_addr);
// Destroying sceGxm context
sceGxmDestroyContext(gxm_context);
}
void createDisplayRenderTarget(void) {
// Populating sceGxmRenderTarget parameters
SceGxmRenderTargetParams render_target_params;
memset(&render_target_params, 0, sizeof(SceGxmRenderTargetParams));
render_target_params.flags = 0;
render_target_params.width = DISPLAY_WIDTH;
render_target_params.height = DISPLAY_HEIGHT;
render_target_params.scenesPerFrame = 1;
render_target_params.multisampleMode = msaa_mode;
render_target_params.multisampleLocations = 0;
render_target_params.driverMemBlock = -1;
// Creating render target for the display
sceGxmCreateRenderTarget(&render_target_params, &gxm_render_target);
}
void destroyDisplayRenderTarget(void) {
// Destroying render target for the display
sceGxmDestroyRenderTarget(gxm_render_target);
}
void initDisplayColorSurfaces(void) {
vglMemType type = VGL_MEM_VRAM;
int i;
for (i = 0; i < DISPLAY_BUFFER_COUNT; i++) {
// Allocating color surface memblock
gxm_color_surfaces_addr[i] = gpu_alloc_mapped(
ALIGN(4 * DISPLAY_STRIDE * DISPLAY_HEIGHT, 1 * 1024 * 1024),
&type);
// Initializing allocated color surface
memset(gxm_color_surfaces_addr[i], 0, DISPLAY_STRIDE * DISPLAY_HEIGHT);
sceGxmColorSurfaceInit(&gxm_color_surfaces[i],
SCE_GXM_COLOR_FORMAT_A8B8G8R8,
SCE_GXM_COLOR_SURFACE_LINEAR,
msaa_mode == SCE_GXM_MULTISAMPLE_NONE ? SCE_GXM_COLOR_SURFACE_SCALE_NONE : SCE_GXM_COLOR_SURFACE_SCALE_MSAA_DOWNSCALE,
SCE_GXM_OUTPUT_REGISTER_SIZE_32BIT,
DISPLAY_WIDTH,
DISPLAY_HEIGHT,
DISPLAY_STRIDE,
gxm_color_surfaces_addr[i]);
// Creating a display sync object for the allocated color surface
sceGxmSyncObjectCreate(&gxm_sync_objects[i]);
}
}
void termDisplayColorSurfaces(void) {
// Deallocating display's color surfaces and destroying sync objects
int i;
for (i = 0; i < DISPLAY_BUFFER_COUNT; i++) {
vitagl_mempool_free(gxm_color_surfaces_addr[i], VGL_MEM_VRAM);
sceGxmSyncObjectDestroy(gxm_sync_objects[i]);
}
}
void initDepthStencilBuffer(uint32_t w, uint32_t h, SceGxmDepthStencilSurface *surface, void **depth_buffer, void **stencil_buffer, vglMemType *depth_type, vglMemType *stencil_type) {
// Calculating sizes for depth and stencil surfaces
unsigned int depth_stencil_width = ALIGN(w, SCE_GXM_TILE_SIZEX);
unsigned int depth_stencil_height = ALIGN(h, SCE_GXM_TILE_SIZEY);
unsigned int depth_stencil_samples = depth_stencil_width * depth_stencil_height;
if (msaa_mode == SCE_GXM_MULTISAMPLE_2X)
depth_stencil_samples = depth_stencil_samples * 2;
else if (msaa_mode == SCE_GXM_MULTISAMPLE_4X)
depth_stencil_samples = depth_stencil_samples * 4;
// Allocating depth surface
*depth_type = VGL_MEM_VRAM;
*depth_buffer = gpu_alloc_mapped(4 * depth_stencil_samples, depth_type);
// Allocating stencil surface
*stencil_type = VGL_MEM_VRAM;
*stencil_buffer = gpu_alloc_mapped(1 * depth_stencil_samples, stencil_type);
// Initializing depth and stencil surfaces
sceGxmDepthStencilSurfaceInit(surface,
SCE_GXM_DEPTH_STENCIL_FORMAT_DF32M_S8,
SCE_GXM_DEPTH_STENCIL_SURFACE_TILED,
msaa_mode == SCE_GXM_MULTISAMPLE_4X ? depth_stencil_width * 2 : depth_stencil_width,
*depth_buffer,
*stencil_buffer);
}
void initDepthStencilSurfaces(void) {
vglMemType t1, t2;
initDepthStencilBuffer(DISPLAY_WIDTH, DISPLAY_HEIGHT, &gxm_depth_stencil_surface, &gxm_depth_surface_addr, &gxm_stencil_surface_addr, &t1, &t2);
}
void termDepthStencilSurfaces(void) {
// Deallocating depth and stencil surfaces memblocks
vitagl_mempool_free(gxm_depth_surface_addr, VGL_MEM_VRAM);
vitagl_mempool_free(gxm_stencil_surface_addr, VGL_MEM_VRAM);
}
void startShaderPatcher(void) {
// Constants for shader patcher buffers
static const unsigned int shader_patcher_buffer_size = 1024 * 1024;
static const unsigned int shader_patcher_vertex_usse_size = 1024 * 1024;
static const unsigned int shader_patcher_fragment_usse_size = 1024 * 1024;
vglMemType type = VGL_MEM_VRAM;
// Allocating Shader Patcher buffer
gxm_shader_patcher_buffer_addr = gpu_alloc_mapped(
shader_patcher_buffer_size, &type);
// Allocating Shader Patcher vertex USSE buffer
unsigned int shader_patcher_vertex_usse_offset;
gxm_shader_patcher_vertex_usse_addr = gpu_vertex_usse_alloc_mapped(
shader_patcher_vertex_usse_size, &shader_patcher_vertex_usse_offset);
// Allocating Shader Patcher fragment USSE buffer
unsigned int shader_patcher_fragment_usse_offset;
gxm_shader_patcher_fragment_usse_addr = gpu_fragment_usse_alloc_mapped(
shader_patcher_fragment_usse_size, &shader_patcher_fragment_usse_offset);
// Populating shader patcher parameters
SceGxmShaderPatcherParams shader_patcher_params;
memset(&shader_patcher_params, 0, sizeof(SceGxmShaderPatcherParams));
shader_patcher_params.userData = NULL;
shader_patcher_params.hostAllocCallback = shader_patcher_host_alloc_cb;
shader_patcher_params.hostFreeCallback = shader_patcher_host_free_cb;
shader_patcher_params.bufferAllocCallback = NULL;
shader_patcher_params.bufferFreeCallback = NULL;
shader_patcher_params.bufferMem = gxm_shader_patcher_buffer_addr;
shader_patcher_params.bufferMemSize = shader_patcher_buffer_size;
shader_patcher_params.vertexUsseAllocCallback = NULL;
shader_patcher_params.vertexUsseFreeCallback = NULL;
shader_patcher_params.vertexUsseMem = gxm_shader_patcher_vertex_usse_addr;
shader_patcher_params.vertexUsseMemSize = shader_patcher_vertex_usse_size;
shader_patcher_params.vertexUsseOffset = shader_patcher_vertex_usse_offset;
shader_patcher_params.fragmentUsseAllocCallback = NULL;
shader_patcher_params.fragmentUsseFreeCallback = NULL;
shader_patcher_params.fragmentUsseMem = gxm_shader_patcher_fragment_usse_addr;
shader_patcher_params.fragmentUsseMemSize = shader_patcher_fragment_usse_size;
shader_patcher_params.fragmentUsseOffset = shader_patcher_fragment_usse_offset;
// Creating shader patcher instance
sceGxmShaderPatcherCreate(&shader_patcher_params, &gxm_shader_patcher);
}
void stopShaderPatcher(void) {
// Destroying shader patcher instance
sceGxmShaderPatcherDestroy(gxm_shader_patcher);
// Freeing shader patcher buffers
vitagl_mempool_free(gxm_shader_patcher_buffer_addr, VGL_MEM_VRAM);
gpu_vertex_usse_free_mapped(gxm_shader_patcher_vertex_usse_addr);
gpu_fragment_usse_free_mapped(gxm_shader_patcher_fragment_usse_addr);
}
void waitRenderingDone(void) {
// Wait for rendering to be finished
sceGxmDisplayQueueFinish();
sceGxmFinish(gxm_context);
}
/*
* ------------------------------
* - IMPLEMENTATION STARTS HERE -
* ------------------------------
*/
void vglStartRendering(void) {
// Starting drawing scene
if (active_write_fb == NULL) { // Default framebuffer is used
sceGxmBeginScene(gxm_context, gxm_scene_flags, gxm_render_target,
NULL, NULL,
gxm_sync_objects[gxm_back_buffer_index],
&gxm_color_surfaces[gxm_back_buffer_index],
&gxm_depth_stencil_surface);
gxm_scene_flags &= ~SCE_GXM_SCENE_VERTEX_WAIT_FOR_DEPENDENCY;
} else {
gxm_scene_flags |= SCE_GXM_SCENE_FRAGMENT_SET_DEPENDENCY;
sceGxmBeginScene(gxm_context, gxm_scene_flags, active_write_fb->target,
NULL, NULL, NULL,
&active_write_fb->colorbuffer,
&active_write_fb->depthbuffer);
gxm_scene_flags |= SCE_GXM_SCENE_VERTEX_WAIT_FOR_DEPENDENCY;
gxm_scene_flags &= ~SCE_GXM_SCENE_FRAGMENT_SET_DEPENDENCY;
}
// Setting back current viewport if enabled cause sceGxm will reset it at sceGxmEndScene call
if (scissor_test_state) {
if (viewport_mode)
sceGxmSetViewport(gxm_context, x_port, x_scale, y_port, y_scale, z_port, z_scale);
sceGxmSetRegionClip(gxm_context, SCE_GXM_REGION_CLIP_OUTSIDE, region.x, region.y, region.x + region.w, region.y + region.h);
} else if (viewport_mode) {
sceGxmSetViewport(gxm_context, x_port, x_scale, y_port, y_scale, z_port, z_scale);
sceGxmSetRegionClip(gxm_context, SCE_GXM_REGION_CLIP_OUTSIDE, gl_viewport.x, DISPLAY_HEIGHT - gl_viewport.y - gl_viewport.h, gl_viewport.x + gl_viewport.w, gl_viewport.y + gl_viewport.h);
}
}
void vglStopRenderingInit(void) {
// Ending drawing scene
sceGxmEndScene(gxm_context, NULL, NULL);
}
void vglStopRenderingTerm(void) {
// Waiting GPU to complete its work
sceGxmFinish(gxm_context);
if (active_write_fb == NULL) { // Default framebuffer is used
// Properly requesting a display update
struct display_queue_callback_data queue_cb_data;
queue_cb_data.addr = gxm_color_surfaces_addr[gxm_back_buffer_index];
sceGxmDisplayQueueAddEntry(gxm_sync_objects[gxm_front_buffer_index],
gxm_sync_objects[gxm_back_buffer_index], &queue_cb_data);
gxm_front_buffer_index = gxm_back_buffer_index;
gxm_back_buffer_index = (gxm_back_buffer_index + 1) % DISPLAY_BUFFER_COUNT;
}
// Resetting vitaGL mempool
gpu_pool_reset();
}
void vglStopRendering() {
// Ending drawing scene
vglStopRenderingInit();
// Updating display and resetting vitaGL mempool
vglStopRenderingTerm();
}
void vglUpdateCommonDialog() {
// Populating SceCommonDialog parameters
SceCommonDialogUpdateParam updateParam;
memset(&updateParam, 0, sizeof(updateParam));
updateParam.renderTarget.colorFormat = SCE_GXM_COLOR_FORMAT_A8B8G8R8;
updateParam.renderTarget.surfaceType = SCE_GXM_COLOR_SURFACE_LINEAR;
updateParam.renderTarget.width = DISPLAY_WIDTH;
updateParam.renderTarget.height = DISPLAY_HEIGHT;
updateParam.renderTarget.strideInPixels = DISPLAY_STRIDE;
updateParam.renderTarget.colorSurfaceData = gxm_color_surfaces_addr[gxm_back_buffer_index];
updateParam.renderTarget.depthSurfaceData = gxm_depth_surface_addr;
updateParam.displaySyncObject = gxm_sync_objects[gxm_back_buffer_index];
// Updating sceCommonDialog
sceCommonDialogUpdate(&updateParam);
}
void glFinish(void) {
// Waiting for GPU to finish drawing jobs
sceGxmFinish(gxm_context);
}

View File

@ -1,67 +0,0 @@
#include <errno.h>
#include <reent.h>
#include <vitasdk.h>
extern unsigned int _newlib_heap_size_user __attribute__((weak));
int _newlib_heap_memblock;
unsigned _newlib_heap_size;
static char *_newlib_heap_base, *_newlib_heap_end, *_newlib_heap_cur;
static char _newlib_sbrk_mutex[32] __attribute__((aligned(8)));
void *_sbrk_r(struct _reent *reent, ptrdiff_t incr) {
if (sceKernelLockLwMutex((SceKernelLwMutexWork *)_newlib_sbrk_mutex, 1, 0) < 0)
goto fail;
if (!_newlib_heap_base || _newlib_heap_cur + incr >= _newlib_heap_end) {
sceKernelUnlockLwMutex((SceKernelLwMutexWork *)_newlib_sbrk_mutex, 1);
fail:
reent->_errno = ENOMEM;
return (void *)-1;
}
char *prev_heap_end = _newlib_heap_cur;
_newlib_heap_cur += incr;
sceKernelUnlockLwMutex((SceKernelLwMutexWork *)_newlib_sbrk_mutex, 1);
return (void *)prev_heap_end;
}
void _init_vita_heap(void) {
// Create a mutex to use inside _sbrk_r
if (sceKernelCreateLwMutex((SceKernelLwMutexWork *)_newlib_sbrk_mutex, "sbrk mutex", 0, 0, 0) < 0) {
goto failure;
}
if (&_newlib_heap_size_user != NULL) {
_newlib_heap_size = _newlib_heap_size_user;
} else {
// Create a memblock for the heap memory, 32MB
_newlib_heap_size = 32 * 1024 * 1024;
}
_newlib_heap_memblock = sceKernelAllocMemBlock("Newlib heap", 0x0c20d060, _newlib_heap_size, 0);
if (_newlib_heap_memblock < 0) {
goto failure;
}
if (sceKernelGetMemBlockBase(_newlib_heap_memblock, (void *)&_newlib_heap_base) < 0) {
goto failure;
}
_newlib_heap_end = _newlib_heap_base + _newlib_heap_size;
_newlib_heap_cur = _newlib_heap_base;
return;
failure:
_newlib_heap_memblock = 0;
_newlib_heap_base = 0;
_newlib_heap_cur = 0;
}
void _free_vita_heap(void) {
// Destroy the sbrk mutex
sceKernelDeleteLwMutex((SceKernelLwMutexWork *)_newlib_sbrk_mutex);
// Free the heap memblock to avoid memory leakage.
sceKernelFreeMemBlock(_newlib_heap_memblock);
_newlib_heap_memblock = 0;
_newlib_heap_base = 0;
_newlib_heap_cur = 0;
}

View File

@ -1,584 +0,0 @@
/*
* legacy.c:
* Implementation for legacy openGL 1.0 rendering method
*/
#include "shared.h"
// Vertex list struct
typedef struct vertexList {
vector3f v;
void *next;
} vertexList;
// Color vertex list struct
typedef struct rgbaList {
vector4f v;
void *next;
} rgbaList;
// Texture coord list struct
typedef struct uvList {
vector2f v;
void *next;
} uvList;
static vertexList *model_vertices = NULL; // Pointer to vertex list
static vertexList *last_vert = NULL; // Pointer to last element in vertex list
static rgbaList *model_color = NULL; // Pointer to color vertex list
static rgbaList *last_clr = NULL; // Pointer to last element in color vertex list
static uvList *model_uv = NULL; // Pointer to texcoord list
static uvList *last_uv = NULL; // Pointer to last element in texcoord list
static uint64_t vertex_count = 0; // Vertex counter for vertex list
static SceGxmPrimitiveType prim; // Current in use primitive for rendering
static SceGxmPrimitiveTypeExtra prim_extra = SCE_GXM_PRIMITIVE_NONE; // Current in use non native primitive for rendering
static uint8_t np = 0xFF; // Number of expected vertices per element for current in use primitive
vector4f current_color = { 1.0f, 1.0f, 1.0f, 1.0f }; // Current in use color
static void purge_vertex_list() {
vertexList *old;
rgbaList *old2;
uvList *old3;
// Purging color and vertex lists
while (model_vertices != NULL) {
old = model_vertices;
old2 = model_color;
model_vertices = model_vertices->next;
model_color = model_color->next;
free(old);
free(old2);
}
// Purging texcoord list
while (model_uv != NULL) {
old3 = model_uv;
model_uv = model_uv->next;
free(old3);
}
}
/*
* ------------------------------
* - IMPLEMENTATION STARTS HERE -
* ------------------------------
*/
void glVertex3f(GLfloat x, GLfloat y, GLfloat z) {
#ifndef SKIP_ERROR_HANDLING
// Error handling
if (phase != MODEL_CREATION) {
_vitagl_error = GL_INVALID_OPERATION;
return;
}
#endif
// Adding a new element to color and vertex lists
if (model_vertices == NULL) {
model_vertices = last_vert = (vertexList *)malloc(sizeof(vertexList));
model_color = last_clr = (rgbaList *)malloc(sizeof(rgbaList));
} else {
last_vert->next = (vertexList *)malloc(sizeof(vertexList));
last_clr->next = (rgbaList *)malloc(sizeof(rgbaList));
last_vert = last_vert->next;
last_clr = last_clr->next;
}
// Properly populating the new element
last_vert->v.x = x;
last_vert->v.y = y;
last_vert->v.z = z;
memcpy(&last_clr->v, &current_color.r, sizeof(vector4f));
last_clr->next = last_vert->next = NULL;
// Increasing vertex counter
vertex_count++;
}
void glVertex3fv(const GLfloat *v) {
#ifndef SKIP_ERROR_HANDLING
// Error handling
if (phase != MODEL_CREATION) {
_vitagl_error = GL_INVALID_OPERATION;
return;
}
#endif
// Adding a new element to color and vertex lists
if (model_vertices == NULL) {
model_vertices = last_vert = (vertexList *)malloc(sizeof(vertexList));
model_color = last_clr = (rgbaList *)malloc(sizeof(rgbaList));
} else {
last_vert->next = (vertexList *)malloc(sizeof(vertexList));
last_clr->next = (rgbaList *)malloc(sizeof(rgbaList));
last_vert = last_vert->next;
last_clr = last_clr->next;
}
// Properly populating the new element
memcpy(&last_vert->v, v, sizeof(vector3f));
memcpy(&last_clr->v, &current_color.r, sizeof(vector4f));
last_clr->next = last_vert->next = NULL;
// Increasing vertex counter
vertex_count++;
}
void glVertex2f(GLfloat x, GLfloat y) {
glVertex3f(x, y, 0.0f);
}
void glColor3f(GLfloat red, GLfloat green, GLfloat blue) {
// Setting current color value
current_color.r = red;
current_color.g = green;
current_color.b = blue;
current_color.a = 1.0f;
}
void glColor3fv(const GLfloat *v) {
// Setting current color value
memcpy(&current_color.r, v, sizeof(vector3f));
current_color.a = 1.0f;
}
void glColor3ub(GLubyte red, GLubyte green, GLubyte blue) {
// Setting current color value
current_color.r = (1.0f * red) / 255.0f;
current_color.g = (1.0f * green) / 255.0f;
current_color.b = (1.0f * blue) / 255.0f;
current_color.a = 1.0f;
}
void glColor3ubv(const GLubyte *c) {
// Setting current color value
current_color.r = (1.0f * c[0]) / 255.0f;
current_color.g = (1.0f * c[1]) / 255.0f;
current_color.b = (1.0f * c[2]) / 255.0f;
current_color.a = 1.0f;
}
void glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) {
// Setting current color value
current_color.r = red;
current_color.g = green;
current_color.b = blue;
current_color.a = alpha;
}
void glColor4fv(const GLfloat *v) {
// Setting current color value
memcpy(&current_color.r, v, sizeof(vector4f));
}
void glColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha) {
current_color.r = (1.0f * red) / 255.0f;
current_color.g = (1.0f * green) / 255.0f;
current_color.b = (1.0f * blue) / 255.0f;
current_color.a = (1.0f * alpha) / 255.0f;
}
void glColor4ubv(const GLubyte *c) {
// Setting current color value
current_color.r = (1.0f * c[0]) / 255.0f;
current_color.g = (1.0f * c[1]) / 255.0f;
current_color.b = (1.0f * c[2]) / 255.0f;
current_color.a = (1.0f * c[3]) / 255.0f;
}
void glTexCoord2fv(GLfloat *f) {
#ifndef SKIP_ERROR_HANDLING
// Error handling
if (phase != MODEL_CREATION) {
_vitagl_error = GL_INVALID_OPERATION;
return;
}
#endif
// Adding a new element to texcoord list
if (model_uv == NULL) {
model_uv = last_uv = (uvList *)malloc(sizeof(uvList));
} else {
last_uv->next = (uvList *)malloc(sizeof(uvList));
last_uv = last_uv->next;
}
// Properly populating the new element
last_uv->v.x = f[0];
last_uv->v.y = f[1];
last_uv->next = NULL;
}
void glTexCoord2f(GLfloat s, GLfloat t) {
#ifndef SKIP_ERROR_HANDLING
// Error handling
if (phase != MODEL_CREATION) {
_vitagl_error = GL_INVALID_OPERATION;
return;
}
#endif
// Adding a new element to texcoord list
if (model_uv == NULL) {
model_uv = last_uv = (uvList *)malloc(sizeof(uvList));
} else {
last_uv->next = (uvList *)malloc(sizeof(uvList));
last_uv = last_uv->next;
}
// Properly populating the new element
last_uv->v.x = s;
last_uv->v.y = t;
last_uv->next = NULL;
}
void glTexCoord2i(GLint s, GLint t) {
#ifndef SKIP_ERROR_HANDLING
// Error handling
if (phase != MODEL_CREATION) {
_vitagl_error = GL_INVALID_OPERATION;
return;
}
#endif
// Adding a new element to texcoord list
if (model_uv == NULL) {
model_uv = last_uv = (uvList *)malloc(sizeof(uvList));
} else {
last_uv->next = (uvList *)malloc(sizeof(uvList));
last_uv = last_uv->next;
}
// Properly populating the new element
last_uv->v.x = s;
last_uv->v.y = t;
last_uv->next = NULL;
}
void glArrayElement(GLint i) {
#ifndef SKIP_ERROR_HANDLING
// Error handling
if (i < 0) {
_vitagl_error = GL_INVALID_VALUE;
return;
}
#endif
// Aliasing client texture unit and client texture id for better code readability
texture_unit *tex_unit = &texture_units[client_texture_unit];
int texture2d_idx = tex_unit->tex_id;
// Checking if current texture unit has GL_VERTEX_ARRAY enabled
if (tex_unit->vertex_array_state) {
// Calculating offset of requested element
uint8_t *ptr;
if (tex_unit->vertex_array.stride == 0)
ptr = ((uint8_t *)tex_unit->vertex_array.pointer) + (i * (tex_unit->vertex_array.num * tex_unit->vertex_array.size));
else
ptr = ((uint8_t *)tex_unit->vertex_array.pointer) + (i * tex_unit->vertex_array.stride);
// Adding a new element to vertex and color lists
if (model_vertices == NULL) {
model_vertices = last_vert = (vertexList *)malloc(sizeof(vertexList));
model_color = last_clr = (rgbaList *)malloc(sizeof(rgbaList));
} else {
last_vert->next = (vertexList *)malloc(sizeof(vertexList));
last_clr->next = (rgbaList *)malloc(sizeof(rgbaList));
last_vert = last_vert->next;
last_clr = last_clr->next;
}
last_vert->next = NULL;
last_clr->next = NULL;
// Populating new vertex element
memcpy(&last_vert->v, ptr, tex_unit->vertex_array.size * tex_unit->vertex_array.num);
// Checking if current texture unit has GL_COLOR_ARRAY enabled
if (tex_unit->color_array_state) {
// Calculating offset of requested element
uint8_t *ptr_clr;
if (tex_unit->color_array.stride == 0)
ptr_clr = ((uint8_t *)tex_unit->color_array.pointer) + (i * (tex_unit->color_array.num * tex_unit->color_array.size));
else
ptr_clr = ((uint8_t *)tex_unit->color_array.pointer) + (i * tex_unit->color_array.stride);
// Populating new color element
last_clr->v.a = 1.0f;
memcpy(&last_clr->v, ptr_clr, tex_unit->color_array.size * tex_unit->color_array.num);
} else {
// Populating new color element with current color
memcpy(&last_clr->v, &current_color.r, sizeof(vector4f));
}
// Checking if current texture unit has GL_TEXTURE_COORD_ARRAY enabled
if (tex_unit->texture_array_state) {
// Calculating offset of requested element
uint8_t *ptr_tex;
if (tex_unit->texture_array.stride == 0)
ptr_tex = ((uint8_t *)tex_unit->texture_array.pointer) + (i * (tex_unit->texture_array.num * tex_unit->texture_array.size));
else
ptr_tex = ((uint8_t *)tex_unit->texture_array.pointer) + (i * tex_unit->texture_array.stride);
// Adding a new element to texcoord list
if (model_uv == NULL) {
model_uv = last_uv = (uvList *)malloc(sizeof(uvList));
} else {
last_uv->next = (uvList *)malloc(sizeof(uvList));
last_uv = last_uv->next;
}
// Populating new texcoord element
memcpy(&last_uv->v, ptr_tex, tex_unit->vertex_array.size * 2);
last_uv->next = NULL;
}
}
}
void glBegin(GLenum mode) {
#ifndef SKIP_ERROR_HANDLING
// Error handling
if (phase == MODEL_CREATION) {
_vitagl_error = GL_INVALID_OPERATION;
return;
}
#endif
// Changing current openGL machine state
phase = MODEL_CREATION;
// Translating primitive to sceGxm one
prim_extra = SCE_GXM_PRIMITIVE_NONE;
switch (mode) {
case GL_POINTS:
prim = SCE_GXM_PRIMITIVE_POINTS;
np = 1;
break;
case GL_LINES:
prim = SCE_GXM_PRIMITIVE_LINES;
np = 2;
break;
case GL_TRIANGLES:
prim = SCE_GXM_PRIMITIVE_TRIANGLES;
np = 3;
break;
case GL_TRIANGLE_STRIP:
prim = SCE_GXM_PRIMITIVE_TRIANGLE_STRIP;
np = 1;
break;
case GL_TRIANGLE_FAN:
prim = SCE_GXM_PRIMITIVE_TRIANGLE_FAN;
np = 1;
break;
case GL_QUADS:
prim = SCE_GXM_PRIMITIVE_TRIANGLES;
prim_extra = SCE_GXM_PRIMITIVE_QUADS;
np = 4;
break;
default:
_vitagl_error = GL_INVALID_ENUM;
break;
}
// Resetting vertex count
vertex_count = 0;
}
void glEnd(void) {
#ifndef SKIP_ERROR_HANDLING
// Integrity checks
if (vertex_count == 0 || ((vertex_count % np) != 0))
return;
// Error handling
if (phase != MODEL_CREATION) {
_vitagl_error = GL_INVALID_OPERATION;
return;
}
#endif
// Changing current openGL machine state
phase = NONE;
// Checking if we can totally skip drawing cause of culling mode
if (no_polygons_mode && ((prim == SCE_GXM_PRIMITIVE_TRIANGLES) || (prim >= SCE_GXM_PRIMITIVE_TRIANGLE_STRIP))) {
purge_vertex_list();
vertex_count = 0;
return;
}
// Aliasing server texture unit and texture id for better code readability
texture_unit *tex_unit = &texture_units[server_texture_unit];
int texture2d_idx = tex_unit->tex_id;
// Calculating mvp matrix
if (mvp_modified) {
matrix4x4_multiply(mvp_matrix, projection_matrix, modelview_matrix);
mvp_modified = GL_FALSE;
}
// Checking if we have to write a texture
if ((server_texture_unit >= 0) && (tex_unit->enabled) && (model_uv != NULL) && (tex_unit->textures[texture2d_idx].valid)) {
// Setting proper vertex and fragment programs
sceGxmSetVertexProgram(gxm_context, texture2d_vertex_program_patched);
sceGxmSetFragmentProgram(gxm_context, texture2d_fragment_program_patched);
// Setting fragment uniforms for alpha test and texture environment
void *alpha_buffer;
sceGxmReserveFragmentDefaultUniformBuffer(gxm_context, &alpha_buffer);
sceGxmSetUniformDataF(alpha_buffer, texture2d_alpha_cut, 0, 1, &alpha_ref);
float alpha_operation = (float)alpha_op;
sceGxmSetUniformDataF(alpha_buffer, texture2d_alpha_op, 0, 1, &alpha_operation);
sceGxmSetUniformDataF(alpha_buffer, texture2d_tint_color, 0, 4, &current_color.r);
float tex_env = (float)tex_unit->env_mode;
sceGxmSetUniformDataF(alpha_buffer, texture2d_tex_env, 0, 1, &tex_env);
float fogmode = (float)internal_fog_mode;
sceGxmSetUniformDataF(alpha_buffer, texture2d_fog_mode, 0, 1, &fogmode);
sceGxmSetUniformDataF(alpha_buffer, texture2d_fog_color, 0, 4, &fog_color.r);
sceGxmSetUniformDataF(alpha_buffer, texture2d_tex_env_color, 0, 4, &texenv_color.r);
} else {
// Setting proper vertex and fragment programs
sceGxmSetVertexProgram(gxm_context, rgba_vertex_program_patched);
sceGxmSetFragmentProgram(gxm_context, rgba_fragment_program_patched);
}
// Reserving default uniform buffer for wvp
int i, j;
void *vertex_wvp_buffer;
sceGxmReserveVertexDefaultUniformBuffer(gxm_context, &vertex_wvp_buffer);
// Checking if we have to write a texture
if (model_uv != NULL) {
// Setting wvp matrix
sceGxmSetUniformDataF(vertex_wvp_buffer, texture2d_wvp, 0, 16, (const float *)mvp_matrix);
// Setting fogging uniforms
float fogmode = (float)internal_fog_mode;
sceGxmSetUniformDataF(vertex_wvp_buffer, texture2d_fog_mode2, 0, 1, (const float *)&fogmode);
float clipplane0 = (float)clip_plane0;
sceGxmSetUniformDataF(vertex_wvp_buffer, texture2d_clip_plane0, 0, 1, &clipplane0);
sceGxmSetUniformDataF(vertex_wvp_buffer, texture2d_clip_plane0_eq, 0, 4, &clip_plane0_eq.x);
sceGxmSetUniformDataF(vertex_wvp_buffer, texture2d_mv, 0, 16, (const float *)modelview_matrix);
sceGxmSetUniformDataF(vertex_wvp_buffer, texture2d_fog_near, 0, 1, (const float *)&fog_near);
sceGxmSetUniformDataF(vertex_wvp_buffer, texture2d_fog_far, 0, 1, (const float *)&fog_far);
sceGxmSetUniformDataF(vertex_wvp_buffer, texture2d_fog_density, 0, 1, (const float *)&fog_density);
// Setting in use texture
sceGxmSetFragmentTexture(gxm_context, 0, &tex_unit->textures[texture2d_idx].gxm_tex);
// Properly generating vertices, uv map and indices buffers
vector3f *vertices;
vector2f *uv_map;
uint16_t *indices;
int n = 0, quad_n = 0;
vertexList *object = model_vertices;
uvList *object_uv = model_uv;
uint64_t idx_count = vertex_count;
switch (prim_extra) {
case SCE_GXM_PRIMITIVE_NONE:
vertices = (vector3f *)gpu_pool_memalign(vertex_count * sizeof(vector3f), sizeof(vector3f));
uv_map = (vector2f *)gpu_pool_memalign(vertex_count * sizeof(vector2f), sizeof(vector2f));
memset(vertices, 0, (vertex_count * sizeof(vector3f)));
indices = (uint16_t *)gpu_pool_memalign(idx_count * sizeof(uint16_t), sizeof(uint16_t));
for (i = 0; i < vertex_count; i++) {
memcpy(&vertices[n], &object->v, sizeof(vector3f));
memcpy(&uv_map[n], &object_uv->v, sizeof(vector2f));
indices[n] = n;
object = object->next;
object_uv = object_uv->next;
n++;
}
break;
case SCE_GXM_PRIMITIVE_QUADS:
quad_n = vertex_count >> 2;
idx_count = quad_n * 6;
vertices = (vector3f *)gpu_pool_memalign(vertex_count * sizeof(vector3f), sizeof(vector3f));
uv_map = (vector2f *)gpu_pool_memalign(vertex_count * sizeof(vector2f), sizeof(vector2f));
memset(vertices, 0, (vertex_count * sizeof(vector3f)));
indices = (uint16_t *)gpu_pool_memalign(idx_count * sizeof(uint16_t), sizeof(uint16_t));
for (i = 0; i < quad_n; i++) {
indices[i * 6] = i * 4;
indices[i * 6 + 1] = i * 4 + 1;
indices[i * 6 + 2] = i * 4 + 3;
indices[i * 6 + 3] = i * 4 + 1;
indices[i * 6 + 4] = i * 4 + 2;
indices[i * 6 + 5] = i * 4 + 3;
}
for (j = 0; j < vertex_count; j++) {
memcpy(&vertices[j], &object->v, sizeof(vector3f));
memcpy(&uv_map[j], &object_uv->v, sizeof(vector2f));
object = object->next;
object_uv = object_uv->next;
}
break;
}
// Performing the requested draw call
sceGxmSetVertexStream(gxm_context, 0, vertices);
sceGxmSetVertexStream(gxm_context, 1, uv_map);
sceGxmDraw(gxm_context, prim, SCE_GXM_INDEX_FORMAT_U16, indices, idx_count);
} else {
// Setting wvp matrix
sceGxmSetUniformDataF(vertex_wvp_buffer, rgba_wvp, 0, 16, (const float *)mvp_matrix);
// Properly generating vertices, colors and indices buffers
vector3f *vertices;
vector4f *colors;
uint16_t *indices;
int n = 0, quad_n = 0;
vertexList *object = model_vertices;
rgbaList *object_clr = model_color;
uint64_t idx_count = vertex_count;
switch (prim_extra) {
case SCE_GXM_PRIMITIVE_NONE:
vertices = (vector3f *)gpu_pool_memalign(vertex_count * sizeof(vector3f), sizeof(vector3f));
colors = (vector4f *)gpu_pool_memalign(vertex_count * sizeof(vector4f), sizeof(vector4f));
memset(vertices, 0, (vertex_count * sizeof(vector3f)));
indices = (uint16_t *)gpu_pool_memalign(idx_count * sizeof(uint16_t), sizeof(uint16_t));
for (i = 0; i < vertex_count; i++) {
memcpy(&vertices[n], &object->v, sizeof(vector3f));
memcpy(&colors[n], &object_clr->v, sizeof(vector4f));
indices[n] = n;
object = object->next;
object_clr = object_clr->next;
n++;
}
break;
case SCE_GXM_PRIMITIVE_QUADS:
quad_n = vertex_count >> 2;
idx_count = quad_n * 6;
vertices = (vector3f *)gpu_pool_memalign(vertex_count * sizeof(vector3f), sizeof(vector3f));
colors = (vector4f *)gpu_pool_memalign(vertex_count * sizeof(vector4f), sizeof(vector4f));
memset(vertices, 0, (vertex_count * sizeof(vector3f)));
indices = (uint16_t *)gpu_pool_memalign(idx_count * sizeof(uint16_t), sizeof(uint16_t));
int i, j;
for (i = 0; i < quad_n; i++) {
indices[i * 6] = i * 4;
indices[i * 6 + 1] = i * 4 + 1;
indices[i * 6 + 2] = i * 4 + 3;
indices[i * 6 + 3] = i * 4 + 1;
indices[i * 6 + 4] = i * 4 + 2;
indices[i * 6 + 5] = i * 4 + 3;
}
for (j = 0; j < vertex_count; j++) {
memcpy(&vertices[j], &object->v, sizeof(vector3f));
memcpy(&colors[j], &object_clr->v, sizeof(vector4f));
object = object->next;
object_clr = object_clr->next;
}
break;
}
// Performing the requested draw call
sceGxmSetVertexStream(gxm_context, 0, vertices);
sceGxmSetVertexStream(gxm_context, 1, colors);
sceGxmDraw(gxm_context, prim, SCE_GXM_INDEX_FORMAT_U16, indices, idx_count);
}
// Purging vertex, colors and texcoord lists
purge_vertex_list();
vertex_count = 0;
}

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@ -1,213 +0,0 @@
/*
* matrices.c:
* Implementation for matrices related functions
*/
#include "shared.h"
matrix4x4 *matrix = NULL; // Current in-use matrix mode
static matrix4x4 modelview_matrix_stack[MODELVIEW_STACK_DEPTH]; // Modelview matrices stack
static uint8_t modelview_stack_counter = 0; // Modelview matrices stack counter
static matrix4x4 projection_matrix_stack[GENERIC_STACK_DEPTH]; // Projection matrices stack
static uint8_t projection_stack_counter = 0; // Projection matrices stack counter
GLboolean mvp_modified = GL_TRUE; // Check if ModelViewProjection matrix needs to be recreated
/*
* ------------------------------
* - IMPLEMENTATION STARTS HERE -
* ------------------------------
*/
void glMatrixMode(GLenum mode) {
// Changing current in use matrix
switch (mode) {
case GL_MODELVIEW: // Modelview matrix
matrix = &modelview_matrix;
break;
case GL_PROJECTION: // Projection matrix
matrix = &projection_matrix;
break;
default:
_vitagl_error = GL_INVALID_ENUM;
break;
}
}
void glOrtho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble nearVal, GLdouble farVal) {
#ifndef SKIP_ERROR_HANDLING
// Error handling
if (phase == MODEL_CREATION) {
_vitagl_error = GL_INVALID_OPERATION;
return;
} else if ((left == right) || (bottom == top) || (nearVal == farVal)) {
_vitagl_error = GL_INVALID_VALUE;
return;
}
#endif
// Initializing ortho matrix with requested parameters
matrix4x4_init_orthographic(*matrix, left, right, bottom, top, nearVal, farVal);
mvp_modified = GL_TRUE;
}
void glFrustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble nearVal, GLdouble farVal) {
#ifndef SKIP_ERROR_HANDLING
// Error handling
if (phase == MODEL_CREATION) {
_vitagl_error = GL_INVALID_OPERATION;
return;
} else if ((left == right) || (bottom == top) || (nearVal < 0) || (farVal < 0)) {
_vitagl_error = GL_INVALID_VALUE;
return;
}
#endif
// Initializing frustum matrix with requested parameters
matrix4x4_init_frustum(*matrix, left, right, bottom, top, nearVal, farVal);
mvp_modified = GL_TRUE;
}
void glLoadIdentity(void) {
// Set current in use matrix to identity one
matrix4x4_identity(*matrix);
mvp_modified = GL_TRUE;
}
void glMultMatrixf(const GLfloat *m) {
matrix4x4 res;
#ifdef TRANSPOSE_MATRICES
// Properly ordering matrix to perform multiplication
matrix4x4 tmp;
int i, j;
for (i = 0; i < 4; i++) {
for (j = 0; j < 4; j++) {
tmp[i][j] = m[j * 4 + i];
}
}
// Multiplicating passed matrix with in use one
matrix4x4_multiply(res, *matrix, tmp);
#else
// Multiplicating passed matrix with in use one
matrix4x4_multiply(res, *matrix, m);
#endif
// Copying result to in use matrix
matrix4x4_copy(*matrix, res);
mvp_modified = GL_TRUE;
}
void glLoadMatrixf(const GLfloat *m) {
#ifdef TRANSPOSE_MATRICES
// Properly ordering matrix
matrix4x4 tmp;
int i, j;
for (i = 0; i < 4; i++) {
for (j = 0; j < 4; j++) {
(*matrix)[i][j] = m[j * 4 + i];
}
}
#else
memcpy(*matrix, m, sizeof(matrix4x4));
#endif
mvp_modified = GL_TRUE;
}
void glTranslatef(GLfloat x, GLfloat y, GLfloat z) {
// Translating in use matrix
matrix4x4_translate(*matrix, x, y, z);
mvp_modified = GL_TRUE;
}
void glScalef(GLfloat x, GLfloat y, GLfloat z) {
// Scaling in use matrix
matrix4x4_scale(*matrix, x, y, z);
mvp_modified = GL_TRUE;
}
void glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z) {
#ifndef SKIP_ERROR_HANDLING
// Error handling
if (phase == MODEL_CREATION) {
_vitagl_error = GL_INVALID_OPERATION;
return;
}
#endif
// Performing rotation on in use matrix depending on user call
float rad = DEG_TO_RAD(angle);
if (x == 1.0f) {
matrix4x4_rotate_x(*matrix, rad);
}
if (y == 1.0f) {
matrix4x4_rotate_y(*matrix, rad);
}
if (z == 1.0f) {
matrix4x4_rotate_z(*matrix, rad);
}
mvp_modified = GL_TRUE;
}
void glPushMatrix(void) {
#ifndef SKIP_ERROR_HANDLING
// Error handling
if (phase == MODEL_CREATION) {
_vitagl_error = GL_INVALID_OPERATION;
return;
}
#endif
if (matrix == &modelview_matrix) {
#ifndef SKIP_ERROR_HANDLING
// Error handling
if (modelview_stack_counter >= MODELVIEW_STACK_DEPTH) {
_vitagl_error = GL_STACK_OVERFLOW;
} else
#endif
// Copying current matrix into the matrix stack and increasing stack counter
matrix4x4_copy(modelview_matrix_stack[modelview_stack_counter++], *matrix);
} else if (matrix == &projection_matrix) {
#ifndef SKIP_ERROR_HANDLING
// Error handling
if (projection_stack_counter >= GENERIC_STACK_DEPTH) {
_vitagl_error = GL_STACK_OVERFLOW;
} else
#endif
// Copying current matrix into the matrix stack and increasing stack counter
matrix4x4_copy(projection_matrix_stack[projection_stack_counter++], *matrix);
}
}
void glPopMatrix(void) {
#ifndef SKIP_ERROR_HANDLING
// Error handling
if (phase == MODEL_CREATION) {
_vitagl_error = GL_INVALID_OPERATION;
return;
}
#endif
if (matrix == &modelview_matrix) {
#ifndef SKIP_ERROR_HANDLING
// Error handling
if (modelview_stack_counter == 0)
_vitagl_error = GL_STACK_UNDERFLOW;
else
#endif
// Copying last matrix on stack into current matrix and decreasing stack counter
matrix4x4_copy(*matrix, modelview_matrix_stack[--modelview_stack_counter]);
} else if (matrix == &projection_matrix) {
#ifndef SKIP_ERROR_HANDLING
// Error handling
if (projection_stack_counter == 0)
_vitagl_error = GL_STACK_UNDERFLOW;
else
#endif
// Copying last matrix on stack into current matrix and decreasing stack counter
matrix4x4_copy(*matrix, projection_matrix_stack[--projection_stack_counter]);
}
mvp_modified = GL_TRUE;
}

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@ -1,536 +0,0 @@
/*
* misc.c:
* Implementation for miscellaneous functions
*/
#include "shared.h"
static void update_fogging_state() {
if (fogging) {
switch (fog_mode) {
case GL_LINEAR:
internal_fog_mode = LINEAR;
break;
case GL_EXP:
internal_fog_mode = EXP;
break;
default:
internal_fog_mode = EXP2;
break;
}
} else
internal_fog_mode = DISABLED;
}
static void update_polygon_offset() {
switch (polygon_mode_front) {
case SCE_GXM_POLYGON_MODE_TRIANGLE_LINE:
if (pol_offset_line)
sceGxmSetFrontDepthBias(gxm_context, (int)pol_factor, (int)pol_units);
else
sceGxmSetFrontDepthBias(gxm_context, 0, 0);
break;
case SCE_GXM_POLYGON_MODE_TRIANGLE_POINT:
if (pol_offset_point)
sceGxmSetFrontDepthBias(gxm_context, (int)pol_factor, (int)pol_units);
else
sceGxmSetFrontDepthBias(gxm_context, 0, 0);
break;
case SCE_GXM_POLYGON_MODE_TRIANGLE_FILL:
if (pol_offset_fill)
sceGxmSetFrontDepthBias(gxm_context, (int)pol_factor, (int)pol_units);
else
sceGxmSetFrontDepthBias(gxm_context, 0, 0);
break;
}
switch (polygon_mode_back) {
case SCE_GXM_POLYGON_MODE_TRIANGLE_LINE:
if (pol_offset_line)
sceGxmSetBackDepthBias(gxm_context, (int)pol_factor, (int)pol_units);
else
sceGxmSetBackDepthBias(gxm_context, 0, 0);
break;
case SCE_GXM_POLYGON_MODE_TRIANGLE_POINT:
if (pol_offset_point)
sceGxmSetBackDepthBias(gxm_context, (int)pol_factor, (int)pol_units);
else
sceGxmSetBackDepthBias(gxm_context, 0, 0);
break;
case SCE_GXM_POLYGON_MODE_TRIANGLE_FILL:
if (pol_offset_fill)
sceGxmSetBackDepthBias(gxm_context, (int)pol_factor, (int)pol_units);
else
sceGxmSetBackDepthBias(gxm_context, 0, 0);
break;
}
}
static void change_cull_mode() {
// Setting proper cull mode in sceGxm depending to current openGL machine state
if (cull_face_state) {
if ((gl_front_face == GL_CW) && (gl_cull_mode == GL_BACK))
sceGxmSetCullMode(gxm_context, SCE_GXM_CULL_CCW);
else if ((gl_front_face == GL_CCW) && (gl_cull_mode == GL_BACK))
sceGxmSetCullMode(gxm_context, SCE_GXM_CULL_CW);
else if ((gl_front_face == GL_CCW) && (gl_cull_mode == GL_FRONT))
sceGxmSetCullMode(gxm_context, SCE_GXM_CULL_CCW);
else if ((gl_front_face == GL_CW) && (gl_cull_mode == GL_FRONT))
sceGxmSetCullMode(gxm_context, SCE_GXM_CULL_CW);
else if (gl_cull_mode == GL_FRONT_AND_BACK)
no_polygons_mode = GL_TRUE;
} else
sceGxmSetCullMode(gxm_context, SCE_GXM_CULL_NONE);
}
/*
* ------------------------------
* - IMPLEMENTATION STARTS HERE -
* ------------------------------
*/
void glPolygonMode(GLenum face, GLenum mode) {
SceGxmPolygonMode new_mode;
switch (mode) {
case GL_POINT:
new_mode = SCE_GXM_POLYGON_MODE_TRIANGLE_POINT;
break;
case GL_LINE:
new_mode = SCE_GXM_POLYGON_MODE_TRIANGLE_LINE;
break;
case GL_FILL:
new_mode = SCE_GXM_POLYGON_MODE_TRIANGLE_FILL;
break;
default:
_vitagl_error = GL_INVALID_ENUM;
break;
}
switch (face) {
case GL_FRONT:
polygon_mode_front = new_mode;
gl_polygon_mode_front = mode;
sceGxmSetFrontPolygonMode(gxm_context, new_mode);
break;
case GL_BACK:
polygon_mode_back = new_mode;
gl_polygon_mode_back = mode;
sceGxmSetBackPolygonMode(gxm_context, new_mode);
break;
case GL_FRONT_AND_BACK:
polygon_mode_front = polygon_mode_back = new_mode;
gl_polygon_mode_front = gl_polygon_mode_back = mode;
sceGxmSetFrontPolygonMode(gxm_context, new_mode);
sceGxmSetBackPolygonMode(gxm_context, new_mode);
break;
default:
_vitagl_error = GL_INVALID_ENUM;
return;
}
update_polygon_offset();
}
void glPolygonOffset(GLfloat factor, GLfloat units) {
pol_factor = factor;
pol_units = units;
update_polygon_offset();
}
void glCullFace(GLenum mode) {
gl_cull_mode = mode;
if (cull_face_state)
change_cull_mode();
}
void glFrontFace(GLenum mode) {
gl_front_face = mode;
if (cull_face_state)
change_cull_mode();
}
void glViewport(GLint x, GLint y, GLsizei width, GLsizei height) {
#ifndef SKIP_ERROR_HANDLING
if ((width < 0) || (height < 0)) {
_vitagl_error = GL_INVALID_VALUE;
return;
}
#endif
x_scale = width >> 1;
x_port = x + x_scale;
y_scale = -(height >> 1);
y_port = DISPLAY_HEIGHT - y + y_scale;
sceGxmSetViewport(gxm_context, x_port, x_scale, y_port, y_scale, z_port, z_scale);
gl_viewport.x = x;
gl_viewport.y = y;
gl_viewport.w = width;
gl_viewport.h = height;
viewport_mode = 1;
}
void glDepthRange(GLdouble nearVal, GLdouble farVal) {
z_port = (farVal + nearVal) / 2.0f;
z_scale = (farVal - nearVal) / 2.0f;
sceGxmSetViewport(gxm_context, x_port, x_scale, y_port, y_scale, z_port, z_scale);
viewport_mode = 1;
}
void glDepthRangef(GLfloat nearVal, GLfloat farVal) {
z_port = (farVal + nearVal) / 2.0f;
z_scale = (farVal - nearVal) / 2.0f;
sceGxmSetViewport(gxm_context, x_port, x_scale, y_port, y_scale, z_port, z_scale);
viewport_mode = 1;
}
void glEnable(GLenum cap) {
#ifndef SKIP_ERROR_HANDLING
if (phase == MODEL_CREATION) {
_vitagl_error = GL_INVALID_OPERATION;
return;
}
#endif
switch (cap) {
case GL_DEPTH_TEST:
depth_test_state = GL_TRUE;
change_depth_func();
break;
case GL_STENCIL_TEST:
stencil_test_state = GL_TRUE;
change_stencil_settings();
break;
case GL_BLEND:
if (!blend_state)
change_blend_factor();
blend_state = GL_TRUE;
break;
case GL_SCISSOR_TEST:
scissor_test_state = GL_TRUE;
update_scissor_test();
break;
case GL_CULL_FACE:
cull_face_state = GL_TRUE;
change_cull_mode();
break;
case GL_POLYGON_OFFSET_FILL:
pol_offset_fill = GL_TRUE;
update_polygon_offset();
break;
case GL_POLYGON_OFFSET_LINE:
pol_offset_line = GL_TRUE;
update_polygon_offset();
break;
case GL_POLYGON_OFFSET_POINT:
pol_offset_point = GL_TRUE;
update_polygon_offset();
break;
case GL_TEXTURE_2D:
texture_units[server_texture_unit].enabled = GL_TRUE;
break;
case GL_ALPHA_TEST:
alpha_test_state = GL_TRUE;
update_alpha_test_settings();
break;
case GL_FOG:
fogging = GL_TRUE;
update_fogging_state();
break;
case GL_CLIP_PLANE0:
clip_plane0 = GL_TRUE;
break;
default:
_vitagl_error = GL_INVALID_ENUM;
break;
}
}
void glDisable(GLenum cap) {
#ifndef SKIP_ERROR_HANDLING
if (phase == MODEL_CREATION) {
_vitagl_error = GL_INVALID_OPERATION;
return;
}
#endif
switch (cap) {
case GL_DEPTH_TEST:
depth_test_state = GL_FALSE;
change_depth_func();
break;
case GL_STENCIL_TEST:
stencil_test_state = GL_FALSE;
change_stencil_settings();
break;
case GL_BLEND:
if (blend_state)
disable_blend();
blend_state = GL_FALSE;
break;
case GL_SCISSOR_TEST:
scissor_test_state = GL_FALSE;
update_scissor_test();
break;
case GL_CULL_FACE:
cull_face_state = GL_FALSE;
change_cull_mode();
break;
case GL_POLYGON_OFFSET_FILL:
pol_offset_fill = GL_FALSE;
update_polygon_offset();
break;
case GL_POLYGON_OFFSET_LINE:
pol_offset_line = GL_FALSE;
update_polygon_offset();
break;
case GL_POLYGON_OFFSET_POINT:
pol_offset_point = GL_FALSE;
update_polygon_offset();
break;
case GL_TEXTURE_2D:
texture_units[server_texture_unit].enabled = GL_FALSE;
break;
case GL_ALPHA_TEST:
alpha_test_state = GL_FALSE;
update_alpha_test_settings();
break;
case GL_FOG:
fogging = GL_FALSE;
update_fogging_state();
break;
case GL_CLIP_PLANE0:
clip_plane0 = GL_FALSE;
break;
default:
_vitagl_error = GL_INVALID_ENUM;
break;
}
}
void glClear(GLbitfield mask) {
GLenum orig_depth_test = depth_test_state;
if ((mask & GL_COLOR_BUFFER_BIT) == GL_COLOR_BUFFER_BIT) {
invalidate_depth_test();
change_depth_write(SCE_GXM_DEPTH_WRITE_DISABLED);
sceGxmSetFrontPolygonMode(gxm_context, SCE_GXM_POLYGON_MODE_TRIANGLE_FILL);
sceGxmSetBackPolygonMode(gxm_context, SCE_GXM_POLYGON_MODE_TRIANGLE_FILL);
sceGxmSetVertexProgram(gxm_context, clear_vertex_program_patched);
sceGxmSetFragmentProgram(gxm_context, clear_fragment_program_patched);
void *color_buffer;
sceGxmReserveFragmentDefaultUniformBuffer(gxm_context, &color_buffer);
sceGxmSetUniformDataF(color_buffer, clear_color, 0, 4, &clear_rgba_val.r);
sceGxmSetVertexStream(gxm_context, 0, clear_vertices);
sceGxmDraw(gxm_context, SCE_GXM_PRIMITIVE_TRIANGLE_FAN, SCE_GXM_INDEX_FORMAT_U16, depth_clear_indices, 4);
validate_depth_test();
change_depth_write((depth_mask_state && orig_depth_test) ? SCE_GXM_DEPTH_WRITE_ENABLED : SCE_GXM_DEPTH_WRITE_DISABLED);
sceGxmSetFrontPolygonMode(gxm_context, polygon_mode_front);
sceGxmSetBackPolygonMode(gxm_context, polygon_mode_back);
}
if ((mask & GL_DEPTH_BUFFER_BIT) == GL_DEPTH_BUFFER_BIT) {
invalidate_depth_test();
change_depth_write(SCE_GXM_DEPTH_WRITE_ENABLED);
sceGxmSetVertexProgram(gxm_context, clear_vertex_program_patched);
sceGxmSetFragmentProgram(gxm_context, disable_color_buffer_fragment_program_patched);
void *depth_buffer;
sceGxmReserveFragmentDefaultUniformBuffer(gxm_context, &depth_buffer);
float temp = depth_value;
sceGxmSetUniformDataF(depth_buffer, clear_depth, 0, 1, &temp);
sceGxmSetVertexStream(gxm_context, 0, clear_vertices);
sceGxmDraw(gxm_context, SCE_GXM_PRIMITIVE_TRIANGLE_FAN, SCE_GXM_INDEX_FORMAT_U16, depth_clear_indices, 4);
validate_depth_test();
change_depth_write((depth_mask_state && orig_depth_test) ? SCE_GXM_DEPTH_WRITE_ENABLED : SCE_GXM_DEPTH_WRITE_DISABLED);
}
if ((mask & GL_STENCIL_BUFFER_BIT) == GL_STENCIL_BUFFER_BIT) {
invalidate_depth_test();
change_depth_write(SCE_GXM_DEPTH_WRITE_DISABLED);
sceGxmSetVertexProgram(gxm_context, clear_vertex_program_patched);
sceGxmSetFragmentProgram(gxm_context, disable_color_buffer_fragment_program_patched);
sceGxmSetFrontStencilFunc(gxm_context,
SCE_GXM_STENCIL_FUNC_NEVER,
SCE_GXM_STENCIL_OP_REPLACE,
SCE_GXM_STENCIL_OP_REPLACE,
SCE_GXM_STENCIL_OP_REPLACE,
0, stencil_value * 0xFF);
sceGxmSetBackStencilFunc(gxm_context,
SCE_GXM_STENCIL_FUNC_NEVER,
SCE_GXM_STENCIL_OP_REPLACE,
SCE_GXM_STENCIL_OP_REPLACE,
SCE_GXM_STENCIL_OP_REPLACE,
0, stencil_value * 0xFF);
void *depth_buffer;
sceGxmReserveFragmentDefaultUniformBuffer(gxm_context, &depth_buffer);
float temp = 1.0f;
sceGxmSetUniformDataF(depth_buffer, clear_depth, 0, 1, &temp);
sceGxmSetVertexStream(gxm_context, 0, clear_vertices);
sceGxmDraw(gxm_context, SCE_GXM_PRIMITIVE_TRIANGLE_FAN, SCE_GXM_INDEX_FORMAT_U16, depth_clear_indices, 4);
validate_depth_test();
change_depth_write((depth_mask_state && orig_depth_test) ? SCE_GXM_DEPTH_WRITE_ENABLED : SCE_GXM_DEPTH_WRITE_DISABLED);
change_stencil_settings();
}
}
void glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) {
clear_rgba_val.r = red;
clear_rgba_val.g = green;
clear_rgba_val.b = blue;
clear_rgba_val.a = alpha;
}
void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *data) {
SceDisplayFrameBuf pParam;
pParam.size = sizeof(SceDisplayFrameBuf);
sceDisplayGetFrameBuf(&pParam, SCE_DISPLAY_SETBUF_NEXTFRAME);
y = DISPLAY_HEIGHT - (height + y);
int i, j;
uint8_t *out8 = (uint8_t *)data;
uint8_t *in8 = (uint8_t *)pParam.base;
uint32_t *out32 = (uint32_t *)data;
uint32_t *in32 = (uint32_t *)pParam.base;
switch (format) {
case GL_RGBA:
switch (type) {
case GL_UNSIGNED_BYTE:
in32 += (x + y * pParam.pitch);
for (i = 0; i < height; i++) {
for (j = 0; j < width; j++) {
out32[(height - (i + 1)) * width + j] = in32[j];
}
in32 += pParam.pitch;
}
break;
default:
_vitagl_error = GL_INVALID_ENUM;
break;
}
break;
case GL_RGB:
switch (type) {
case GL_UNSIGNED_BYTE:
in8 += (x * 4 + y * pParam.pitch * 4);
for (i = 0; i < height; i++) {
for (j = 0; j < width; j++) {
out8[((height - (i + 1)) * width + j) * 3] = in8[j * 4];
out8[((height - (i + 1)) * width + j) * 3 + 1] = in8[j * 4 + 1];
out8[((height - (i + 1)) * width + j) * 3 + 2] = in8[j * 4 + 2];
}
in8 += pParam.pitch * 4;
}
break;
default:
_vitagl_error = GL_INVALID_ENUM;
break;
}
break;
default:
_vitagl_error = GL_INVALID_ENUM;
break;
}
}
void glLineWidth(GLfloat width) {
#ifndef SKIP_ERROR_HANDLING
// Error handling
if (width <= 0) {
_vitagl_error = GL_INVALID_VALUE;
return;
}
#endif
// Changing line and point width as requested
sceGxmSetFrontPointLineWidth(gxm_context, width);
sceGxmSetBackPointLineWidth(gxm_context, width);
}
void glPointSize(GLfloat size) {
#ifndef SKIP_ERROR_HANDLING
// Error handling
if (size <= 0) {
_vitagl_error = GL_INVALID_VALUE;
return;
}
#endif
// Changing line and point width as requested
sceGxmSetFrontPointLineWidth(gxm_context, size);
sceGxmSetBackPointLineWidth(gxm_context, size);
}
void glFogf(GLenum pname, GLfloat param) {
switch (pname) {
case GL_FOG_MODE:
fog_mode = param;
update_fogging_state();
break;
case GL_FOG_DENSITY:
fog_density = param;
break;
case GL_FOG_START:
fog_near = param;
break;
case GL_FOG_END:
fog_far = param;
break;
default:
_vitagl_error = GL_INVALID_ENUM;
break;
}
}
void glFogfv(GLenum pname, const GLfloat *params) {
switch (pname) {
case GL_FOG_MODE:
fog_mode = params[0];
update_fogging_state();
break;
case GL_FOG_DENSITY:
fog_density = params[0];
break;
case GL_FOG_START:
fog_near = params[0];
break;
case GL_FOG_END:
fog_far = params[0];
break;
case GL_FOG_COLOR:
memcpy(&fog_color.r, params, sizeof(vector4f));
break;
default:
_vitagl_error = GL_INVALID_ENUM;
break;
}
}
void glFogi(GLenum pname, const GLint param) {
switch (pname) {
case GL_FOG_MODE:
fog_mode = param;
update_fogging_state();
break;
case GL_FOG_DENSITY:
fog_density = param;
break;
case GL_FOG_START:
fog_near = param;
break;
case GL_FOG_END:
fog_far = param;
break;
default:
_vitagl_error = GL_INVALID_ENUM;
break;
}
}
void glClipPlane(GLenum plane, const GLdouble *equation) {
switch (plane) {
case GL_CLIP_PLANE0:
clip_plane0_eq.x = equation[0];
clip_plane0_eq.y = equation[1];
clip_plane0_eq.z = equation[2];
clip_plane0_eq.w = equation[3];
matrix4x4 inverted, inverted_transposed;
matrix4x4_invert(inverted, modelview_matrix);
matrix4x4_transpose(inverted_transposed, inverted);
vector4f temp;
vector4f_matrix4x4_mult(&temp, inverted_transposed, &clip_plane0_eq);
memcpy(&clip_plane0_eq.x, &temp.x, sizeof(vector4f));
break;
default:
_vitagl_error = GL_INVALID_ENUM;
break;
}
}

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@ -1,89 +0,0 @@
/*
*shaders.h:
*Header file for default shaders related stuffs
*/
#ifndef _SHADERS_H_
#define _SHADERS_H_
// Disable color buffer shader
SceGxmShaderPatcherId disable_color_buffer_fragment_id;
const SceGxmProgramParameter *disable_color_buffer_position;
SceGxmFragmentProgram *disable_color_buffer_fragment_program_patched;
const SceGxmProgramParameter *clear_depth;
// Clear shader
SceGxmShaderPatcherId clear_vertex_id;
SceGxmShaderPatcherId clear_fragment_id;
const SceGxmProgramParameter *clear_position;
const SceGxmProgramParameter *clear_color;
SceGxmVertexProgram *clear_vertex_program_patched;
SceGxmFragmentProgram *clear_fragment_program_patched;
// Color (RGBA/RGB) shader
SceGxmShaderPatcherId rgba_vertex_id;
SceGxmShaderPatcherId rgb_vertex_id;
SceGxmShaderPatcherId rgba_fragment_id;
const SceGxmProgramParameter *rgba_position;
const SceGxmProgramParameter *rgba_color;
const SceGxmProgramParameter *rgba_wvp;
const SceGxmProgramParameter *rgb_position;
const SceGxmProgramParameter *rgb_color;
const SceGxmProgramParameter *rgb_wvp;
SceGxmVertexProgram *rgba_vertex_program_patched;
SceGxmVertexProgram *rgba_u8n_vertex_program_patched;
SceGxmVertexProgram *rgb_vertex_program_patched;
SceGxmVertexProgram *rgb_u8n_vertex_program_patched;
SceGxmFragmentProgram *rgba_fragment_program_patched;
const SceGxmProgram *rgba_fragment_program;
// Texture2D shader
SceGxmShaderPatcherId texture2d_vertex_id;
SceGxmShaderPatcherId texture2d_fragment_id;
const SceGxmProgramParameter *texture2d_position;
const SceGxmProgramParameter *texture2d_texcoord;
const SceGxmProgramParameter *texture2d_wvp;
const SceGxmProgramParameter *texture2d_alpha_cut;
const SceGxmProgramParameter *texture2d_alpha_op;
const SceGxmProgramParameter *texture2d_tint_color;
const SceGxmProgramParameter *texture2d_tex_env;
const SceGxmProgramParameter *texture2d_clip_plane0;
const SceGxmProgramParameter *texture2d_clip_plane0_eq;
const SceGxmProgramParameter *texture2d_mv;
const SceGxmProgramParameter *texture2d_fog_mode;
const SceGxmProgramParameter *texture2d_fog_mode2;
const SceGxmProgramParameter *texture2d_fog_near;
const SceGxmProgramParameter *texture2d_fog_far;
const SceGxmProgramParameter *texture2d_fog_density;
const SceGxmProgramParameter *texture2d_fog_color;
const SceGxmProgramParameter *texture2d_tex_env_color;
SceGxmVertexProgram *texture2d_vertex_program_patched;
SceGxmFragmentProgram *texture2d_fragment_program_patched;
const SceGxmProgram *texture2d_fragment_program;
// Texture2D+RGBA shader
SceGxmShaderPatcherId texture2d_rgba_vertex_id;
SceGxmShaderPatcherId texture2d_rgba_fragment_id;
const SceGxmProgramParameter *texture2d_rgba_position;
const SceGxmProgramParameter *texture2d_rgba_texcoord;
const SceGxmProgramParameter *texture2d_rgba_wvp;
const SceGxmProgramParameter *texture2d_rgba_alpha_cut;
const SceGxmProgramParameter *texture2d_rgba_alpha_op;
const SceGxmProgramParameter *texture2d_rgba_color;
const SceGxmProgramParameter *texture2d_rgba_tex_env;
const SceGxmProgramParameter *texture2d_rgba_clip_plane0;
const SceGxmProgramParameter *texture2d_rgba_clip_plane0_eq;
const SceGxmProgramParameter *texture2d_rgba_mv;
const SceGxmProgramParameter *texture2d_rgba_fog_mode;
const SceGxmProgramParameter *texture2d_rgba_fog_mode2;
const SceGxmProgramParameter *texture2d_rgba_fog_near;
const SceGxmProgramParameter *texture2d_rgba_fog_far;
const SceGxmProgramParameter *texture2d_rgba_fog_density;
const SceGxmProgramParameter *texture2d_rgba_fog_color;
const SceGxmProgramParameter *texture2d_rgba_tex_env_color;
SceGxmVertexProgram *texture2d_rgba_vertex_program_patched;
SceGxmVertexProgram *texture2d_rgba_u8n_vertex_program_patched;
SceGxmFragmentProgram *texture2d_rgba_fragment_program_patched;
const SceGxmProgram *texture2d_rgba_fragment_program;
#endif

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@ -1,23 +0,0 @@
#ifndef __clear_f__
#define __clear_f__
static unsigned int size_clear_f = 240;
static unsigned char clear_f[] __attribute__((aligned(16))) = {
0x47, 0x58, 0x50, 0x00, 0x01, 0x04, 0x00, 0x00, 0xee, 0x00, 0x00, 0x00, 0xd2, 0x36, 0xf6, 0xf2,
0x44, 0xaa, 0x22, 0x14, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0xa8, 0x00, 0x00, 0x00, 0x6c, 0x00, 0x00, 0x00,
0x02, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x02, 0x00, 0x00, 0x00,
0x78, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x64, 0x00, 0x00, 0x00, 0x68, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x60, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x54, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x54, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x44, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x3c, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x01, 0x04, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x02, 0x80, 0x19, 0xa0,
0x7e, 0x0d, 0x84, 0x40, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x07, 0x44, 0xfa,
0x00, 0x00, 0x00, 0xc5, 0x22, 0x04, 0x80, 0x38, 0x0e, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00,
0x10, 0x00, 0x00, 0x00, 0x01, 0xe4, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x75, 0x5f, 0x63, 0x6c, 0x65, 0x61, 0x72, 0x5f, 0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x00, 0x00, 0x00,
};
#endif

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#ifndef __clear_v__
#define __clear_v__
static unsigned int size_clear_v = 264;
static unsigned char clear_v[] __attribute__((aligned(16))) = {
0x47, 0x58, 0x50, 0x00, 0x01, 0x04, 0x00, 0x00, 0x05, 0x01, 0x00, 0x00, 0x5b, 0x80, 0x2c, 0x29,
0x17, 0xc6, 0xc1, 0x92, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0xc4, 0x00, 0x00, 0x00, 0x6c, 0x00, 0x00, 0x00,
0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x06, 0x00, 0x00, 0x00,
0x7c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x70, 0x00, 0x00, 0x00, 0x6c, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x84, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x78, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x70, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x68, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x60, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x58, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x10, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x07, 0x44, 0xfa, 0x00, 0x00, 0x00, 0x00, 0x40, 0x09, 0x00, 0xf8, 0x01, 0x00, 0x24, 0x9f,
0x88, 0x1f, 0xc5, 0x08, 0x00, 0x0f, 0x00, 0x03, 0x21, 0x05, 0x80, 0x38, 0x00, 0x0f, 0x04, 0x03,
0x59, 0x05, 0x80, 0x38, 0x00, 0x00, 0x20, 0xa0, 0x00, 0x50, 0x27, 0xfb, 0x10, 0x00, 0x00, 0x00,
0x00, 0x04, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x70, 0x6f, 0x73, 0x69,
0x74, 0x69, 0x6f, 0x6e, 0x00, 0x00, 0x00, 0x00,
};
#endif

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#ifndef __disable_color_buffer_f__
#define __disable_color_buffer_f__
static unsigned int size_disable_color_buffer_f = 272;
static unsigned char disable_color_buffer_f[] __attribute__((aligned(16))) = {
0x47, 0x58, 0x50, 0x00, 0x01, 0x04, 0x00, 0x00, 0x10, 0x01, 0x00, 0x00, 0xf4, 0x51, 0x72, 0xac,
0x53, 0xb5, 0x21, 0x1b, 0x15, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0xcc, 0x00, 0x00, 0x00, 0x6c, 0x00, 0x00, 0x00,
0x00, 0x00, 0x03, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x05, 0x00, 0x00, 0x00,
0x74, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x64, 0x00, 0x00, 0x00, 0x60, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x7c, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x68, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x78, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x60, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x58, 0x00, 0x00, 0x00,
0x02, 0x00, 0x00, 0x00, 0x50, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x07, 0x04, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x44, 0xfa, 0x00, 0x00, 0x00, 0xe0,
0x08, 0x00, 0x81, 0x50, 0x02, 0x01, 0x00, 0xf0, 0x00, 0x00, 0x30, 0xfb, 0x00, 0x00, 0x00, 0x00,
0x40, 0x01, 0x04, 0xf8, 0x00, 0x00, 0x00, 0x00, 0x00, 0x07, 0x44, 0xfa, 0x00, 0x00, 0x00, 0x00,
0x00, 0xe0, 0x00, 0x00, 0x0e, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x13, 0x00, 0x00, 0x00,
0x02, 0x00, 0x01, 0x00, 0x10, 0x00, 0x00, 0x00, 0x01, 0xe1, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x64, 0x65, 0x70, 0x74, 0x68, 0x5f, 0x63, 0x6c, 0x65, 0x61, 0x72, 0x00,
};
#endif

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#ifndef __rgb_v__
#define __rgb_v__
static unsigned int size_rgb_v = 332;
static unsigned char rgb_v[] __attribute__((aligned(16))) = {
0x47, 0x58, 0x50, 0x00, 0x01, 0x04, 0x00, 0x00, 0x49, 0x01, 0x00, 0x00, 0xbc, 0xb8, 0x59, 0x66,
0x33, 0x69, 0xbf, 0xbb, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0xdc, 0x00, 0x00, 0x00, 0x6c, 0x00, 0x00, 0x00,
0x08, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x08, 0x00, 0x00, 0x00,
0x7c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x70, 0x00, 0x00, 0x00, 0x6c, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00, 0x94, 0x00, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x88, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x88, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x78, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x70, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x68, 0x00, 0x00, 0x00, 0x77, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x18, 0x00, 0x08, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x07, 0x44, 0xfa, 0x00, 0x00, 0x00, 0x00, 0x40, 0x09, 0x00, 0xf8, 0x02, 0x80, 0x81, 0xaf,
0x9c, 0x0d, 0x80, 0x40, 0x00, 0xa2, 0x3d, 0xc0, 0x81, 0x38, 0x90, 0x18, 0x81, 0x00, 0x04, 0x9f,
0x84, 0x1f, 0xc5, 0x08, 0x00, 0x0f, 0x08, 0x03, 0x21, 0x05, 0x80, 0x38, 0x00, 0x0f, 0x0c, 0x03,
0x59, 0x05, 0x80, 0x38, 0x00, 0x00, 0x20, 0xa0, 0x00, 0x50, 0x27, 0xfb, 0x0e, 0x00, 0x00, 0x00,
0x00, 0x00, 0x10, 0x00, 0x30, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x2a, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
0x04, 0x00, 0x00, 0x00, 0x21, 0x00, 0x00, 0x00, 0x01, 0xe4, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x61, 0x50, 0x6f, 0x73, 0x69, 0x74, 0x69, 0x6f, 0x6e, 0x00, 0x61, 0x43,
0x6f, 0x6c, 0x6f, 0x72, 0x00, 0x77, 0x76, 0x70, 0x00, 0x00, 0x00, 0x00,
};
#endif

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@ -1,21 +0,0 @@
#ifndef __rgba_f__
#define __rgba_f__
static unsigned int size_rgba_f = 200;
static unsigned char rgba_f[] __attribute__((aligned(16))) = {
0x47, 0x58, 0x50, 0x00, 0x01, 0x04, 0x00, 0x00, 0xc8, 0x00, 0x00, 0x00, 0xb4, 0x45, 0x0f, 0x73,
0x8c, 0x01, 0x37, 0xf7, 0x01, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xa0, 0x00, 0x00, 0x00, 0x6c, 0x00, 0x00, 0x00,
0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x01, 0x00, 0x00, 0x00,
0x80, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x74, 0x00, 0x00, 0x00, 0x70, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x60, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x54, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x4c, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x44, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x3c, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x01, 0x04, 0x01, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x0f, 0xa0, 0xc0, 0x2e,
0x00, 0x00, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x07, 0x44, 0xfa,
};
#endif

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#ifndef __rgba_v__
#define __rgba_v__
static unsigned int size_rgba_v = 308;
static unsigned char rgba_v[] __attribute__((aligned(16))) = {
0x47, 0x58, 0x50, 0x00, 0x01, 0x04, 0x00, 0x00, 0x31, 0x01, 0x00, 0x00, 0x05, 0x21, 0xf7, 0xc8,
0xe0, 0xa4, 0xdd, 0x80, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0xc4, 0x00, 0x00, 0x00, 0x6c, 0x00, 0x00, 0x00,
0x08, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x05, 0x00, 0x00, 0x00,
0x7c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x70, 0x00, 0x00, 0x00, 0x6c, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00, 0x7c, 0x00, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x70, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x70, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x60, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x58, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x50, 0x00, 0x00, 0x00, 0xf7, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x18, 0x00, 0x08, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x07, 0x44, 0xfa, 0x80, 0x00, 0x08, 0x83, 0x21, 0x1d, 0x80, 0x38, 0x02, 0x80, 0x81, 0xaf,
0x9c, 0x0d, 0x80, 0x40, 0x00, 0xa2, 0x3d, 0xc0, 0x81, 0x30, 0x90, 0x18, 0x00, 0x00, 0x20, 0xa0,
0x00, 0x50, 0x27, 0xfb, 0x0e, 0x00, 0x00, 0x00, 0x00, 0x00, 0x10, 0x00, 0x30, 0x00, 0x00, 0x00,
0x00, 0x04, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x2a, 0x00, 0x00, 0x00,
0x00, 0x04, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x21, 0x00, 0x00, 0x00,
0x01, 0xe4, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x61, 0x50, 0x6f, 0x73,
0x69, 0x74, 0x69, 0x6f, 0x6e, 0x00, 0x61, 0x43, 0x6f, 0x6c, 0x6f, 0x72, 0x00, 0x77, 0x76, 0x70,
0x00, 0x00, 0x00, 0x00,
};
#endif

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@ -1,73 +0,0 @@
#ifndef __texture2d_f__
#define __texture2d_f__
static unsigned int size_texture2d_f = 1032;
static unsigned char texture2d_f[] __attribute__((aligned(16))) = {
0x47, 0x58, 0x50, 0x00, 0x01, 0x04, 0x00, 0x00, 0x08, 0x04, 0x00, 0x00, 0xae, 0x88, 0x5a, 0x84,
0x11, 0x87, 0x08, 0x77, 0x09, 0x18, 0x00, 0x00, 0x00, 0x00, 0x00, 0x10, 0x01, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x1c, 0x03, 0x00, 0x00, 0x6c, 0x00, 0x00, 0x00,
0x05, 0x00, 0x1c, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x41, 0x00, 0x00, 0x00,
0xac, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x84, 0x00, 0x00, 0x00, 0x98, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x12, 0x00, 0x00, 0x00, 0xcc, 0x02, 0x00, 0x00, 0x12, 0x00, 0x00, 0x00,
0x08, 0x00, 0x00, 0x00, 0x80, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xc8, 0x02, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0xb0, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xa8, 0x02, 0x00, 0x00,
0x02, 0x00, 0x00, 0x00, 0xa0, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x01, 0x04, 0x02, 0x00, 0x01, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0xf9, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0xc0, 0x00, 0x00, 0x00, 0x30, 0x00, 0x00, 0x00, 0x0f, 0xc0, 0x00, 0x0e,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x47, 0x10, 0x44, 0xa3,
0xa6, 0x41, 0xa4, 0x08, 0x88, 0x10, 0xc4, 0xa1, 0xaa, 0x00, 0xc0, 0x08, 0x00, 0x00, 0x00, 0x00,
0x40, 0x01, 0x04, 0xf8, 0x00, 0x00, 0x00, 0x00, 0x38, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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};
#endif

View File

@ -1,73 +0,0 @@
#ifndef __texture2d_rgba_f__
#define __texture2d_rgba_f__
static unsigned int size_texture2d_rgba_f = 1040;
static unsigned char texture2d_rgba_f[] __attribute__((aligned(16))) = {
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};
#endif

View File

@ -1,65 +0,0 @@
#ifndef __texture2d_rgba_v__
#define __texture2d_rgba_v__
static unsigned int size_texture2d_rgba_v = 900;
static unsigned char texture2d_rgba_v[] __attribute__((aligned(16))) = {
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};
#endif

View File

@ -1,62 +0,0 @@
#ifndef __texture2d_v__
#define __texture2d_v__
static unsigned int size_texture2d_v = 864;
static unsigned char texture2d_v[] __attribute__((aligned(16))) = {
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};
#endif

View File

@ -1,165 +0,0 @@
/*
* shared.h:
* All functions/definitions that shouldn't be exposed to
* end users but are used in multiple source files must be here
*/
#ifndef _SHARED_H_
#define _SHARED_H_
// Internal constants
#define TEXTURES_NUM 4096 // Available textures per texture unit
#define MODELVIEW_STACK_DEPTH 32 // Depth of modelview matrix stack
#define GENERIC_STACK_DEPTH 2 // Depth of generic matrix stack
#define DISPLAY_WIDTH_DEF 960 // Default display width in pixels
#define DISPLAY_HEIGHT_DEF 544 // Default display height in pixels
#define DISPLAY_BUFFER_COUNT 2 // Display buffers to use
#define GXM_TEX_MAX_SIZE 4096 // Maximum width/height in pixels per texture
#define BUFFERS_ADDR 0xA000 // Starting address for buffers indexing
#define BUFFERS_NUM 128 // Maximum number of allocatable buffers
// Internal constants set in bootup phase
extern int DISPLAY_WIDTH; // Display width in pixels
extern int DISPLAY_HEIGHT; // Display height in pixels
extern int DISPLAY_STRIDE; // Display stride in pixels
extern float DISPLAY_WIDTH_FLOAT; // Display width in pixels (float)
extern float DISPLAY_HEIGHT_FLOAT; // Display height in pixels (float)
#include <stdio.h>
#include <stdlib.h>
#include <vitasdk.h>
#include "vitaGL.h"
#include "utils/gpu_utils.h"
#include "utils/math_utils.h"
#include "utils/mem_utils.h"
#include "state.h"
#include "texture_callbacks.h"
// Texture environment mode
typedef enum texEnvMode {
MODULATE = 0,
DECAL = 1,
BLEND = 2,
ADD = 3,
REPLACE = 4
} texEnvMode;
// 3D vertex for position + 4D vertex for RGBA color struct
typedef struct rgba_vertex {
vector3f position;
vector4f color;
} rgba_vertex;
// 3D vertex for position + 3D vertex for RGB color struct
typedef struct rgb_vertex {
vector3f position;
vector3f color;
} rgb_vertex;
// 3D vertex for position + 2D vertex for UV map struct
typedef struct texture2d_vertex {
vector3f position;
vector2f texcoord;
} texture2d_vertex;
// Non native primitives implemented
typedef enum SceGxmPrimitiveTypeExtra {
SCE_GXM_PRIMITIVE_NONE = 0,
SCE_GXM_PRIMITIVE_QUADS = 1
} SceGxmPrimitiveTypeExtra;
#include "shaders.h"
// Internal stuffs
extern void *frag_uniforms;
extern void *vert_uniforms;
extern SceGxmMultisampleMode msaa_mode;
// Debugging tool
#ifdef ENABLE_LOG
void LOG(const char *format, ...);
#endif
// Depending on SDK, that could be or not defined
#ifndef max
#define max(a, b) ((a) > (b) ? (a) : (b))
#endif
// sceGxm viewport setup (NOTE: origin is on center screen)
extern float x_port;
extern float y_port;
extern float z_port;
extern float x_scale;
extern float y_scale;
extern float z_scale;
extern SceGxmContext *gxm_context; // sceGxm context instance
extern GLenum _vitagl_error; // Error returned by glGetError
extern SceGxmShaderPatcher *gxm_shader_patcher; // sceGxmShaderPatcher shader patcher instance
matrix4x4 mvp_matrix; // ModelViewProjection Matrix
matrix4x4 projection_matrix; // Projection Matrix
matrix4x4 modelview_matrix; // ModelView Matrix
extern GLboolean mvp_modified; // Check if ModelViewProjection matrix needs to be recreated
extern GLuint cur_program; // Current in use custom program (0 = No custom program)
extern uint8_t viewport_mode; // Current setting for viewport mode
extern GLboolean vblank; // Current setting for VSync
extern GLenum orig_depth_test; // Original depth test state (used for depth test invalidation)
// Scissor test shaders
extern SceGxmFragmentProgram *scissor_test_fragment_program; // Scissor test fragment program
extern vector2f *scissor_test_vertices; // Scissor test region vertices
extern SceUID scissor_test_vertices_uid; // Scissor test vertices memblock id
extern uint16_t *depth_clear_indices; // Memblock starting address for clear screen indices
// Clear screen shaders
extern SceGxmVertexProgram *clear_vertex_program_patched; // Patched vertex program for clearing screen
extern vector2f *clear_vertices; // Memblock starting address for clear screen vertices
/* gxm.c */
void initGxm(void); // Inits sceGxm
void initGxmContext(void); // Inits sceGxm context
void termGxmContext(void); // Terms sceGxm context
void createDisplayRenderTarget(void); // Creates render target for the display
void destroyDisplayRenderTarget(void); // Destroys render target for the display
void initDisplayColorSurfaces(void); // Creates color surfaces for the display
void termDisplayColorSurfaces(void); // Destroys color surfaces for the display
void initDepthStencilBuffer(uint32_t w, uint32_t h, SceGxmDepthStencilSurface *surface, void **depth_buffer, void **stencil_buffer, vglMemType *depth_type, vglMemType *stencil_type); // Creates depth and stencil surfaces
void initDepthStencilSurfaces(void); // Creates depth and stencil surfaces for the display
void termDepthStencilSurfaces(void); // Destroys depth and stencil surfaces for the display
void startShaderPatcher(void); // Creates a shader patcher instance
void stopShaderPatcher(void); // Destroys a shader patcher instance
void waitRenderingDone(void); // Waits for rendering to be finished
/* tests.c */
void change_depth_write(SceGxmDepthWriteMode mode); // Changes current in use depth write mode
void change_depth_func(void); // Changes current in use depth test function
void invalidate_depth_test(void); // Invalidates depth test state
void validate_depth_test(void); // Resets original depth test state after invalidation
void change_stencil_settings(void); // Changes current in use stencil test parameters
GLboolean change_stencil_config(SceGxmStencilOp *cfg, GLenum new); // Changes current in use stencil test operation value
GLboolean change_stencil_func_config(SceGxmStencilFunc *cfg, GLenum new); // Changes current in use stencil test function value
void update_alpha_test_settings(void); // Changes current in use alpha test operation value
void update_scissor_test(void); // Changes current in use scissor test region
void resetScissorTestRegion(void); // Resets scissor test region to default values
/* blending.c */
void change_blend_factor(void); // Changes current blending settings for all used shaders
void disable_blend(void); // Disables blending for all used shaders
/* custom_shaders.c */
void resetCustomShaders(void); // Resets custom shaders
void changeCustomShadersBlend(SceGxmBlendInfo *blend_info); // Change SceGxmBlendInfo value to all custom shaders
void reloadCustomShader(void); // Reloads in use custom shader inside sceGxm
void _vglDrawObjects_CustomShadersIMPL(GLenum mode, GLsizei count, GLboolean implicit_wvp); // vglDrawObjects implementation for rendering with custom shaders
/* misc functions */
void vector2f_convert_to_local_space(vector2f *out, int x, int y, int width, int height); // Converts screen coords to local space
#endif

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/*
* state.c:
* Initial config of the openGL machine state
*/
#include "shared.h"
// Blending
GLboolean blend_state = GL_FALSE; // Current state for GL_BLEND
SceGxmBlendFactor blend_sfactor_rgb = SCE_GXM_BLEND_FACTOR_ONE; // Current in use RGB source blend factor
SceGxmBlendFactor blend_dfactor_rgb = SCE_GXM_BLEND_FACTOR_ZERO; // Current in use RGB dest blend factor
SceGxmBlendFactor blend_sfactor_a = SCE_GXM_BLEND_FACTOR_ONE; // Current in use A source blend factor
SceGxmBlendFactor blend_dfactor_a = SCE_GXM_BLEND_FACTOR_ZERO; // Current in use A dest blend factor
// Polygon Mode
GLfloat pol_factor = 0.0f; // Current factor for glPolygonOffset
GLfloat pol_units = 0.0f; // Current units for glPolygonOffset
// Texture Units
int8_t client_texture_unit = 0; // Current in use client side texture unit
// Miscellaneous
glPhase phase = NONE; // Current drawing phase for legacy openGL
vector4f clear_rgba_val; // Current clear color for glClear
// Fogging
GLboolean fogging = GL_FALSE; // Current fogging processor state
GLint fog_mode = GL_EXP; // Current fogging mode (openGL)
fogType internal_fog_mode = DISABLED; // Current fogging mode (sceGxm)
GLfloat fog_density = 1.0f; // Current fogging density
GLfloat fog_near = 0.0f; // Current fogging near distance
GLfloat fog_far = 1.0f; // Current fogging far distance
vector4f fog_color = { 0.0f, 0.0f, 0.0f, 0.0f }; // Current fogging color
// Clipping Planes
GLint clip_plane0 = GL_FALSE; // Current status of clip plane 0
vector4f clip_plane0_eq = { 0.0f, 0.0f, 0.0f, 0.0f }; // Current equation of clip plane 0
// Cullling
GLboolean cull_face_state = GL_FALSE; // Current state for GL_CULL_FACE
GLenum gl_cull_mode = GL_BACK; // Current in use openGL cull mode
GLenum gl_front_face = GL_CCW; // Current in use openGL setting for front facing primitives
GLboolean no_polygons_mode = GL_FALSE; // GL_TRUE when cull mode is set to GL_FRONT_AND_BACK
// Polygon Offset
GLboolean pol_offset_fill = GL_FALSE; // Current state for GL_POLYGON_OFFSET_FILL
GLboolean pol_offset_line = GL_FALSE; // Current state for GL_POLYGON_OFFSET_LINE
GLboolean pol_offset_point = GL_FALSE; // Current state for GL_POLYGON_OFFSET_POINT
SceGxmPolygonMode polygon_mode_front = SCE_GXM_POLYGON_MODE_TRIANGLE_FILL; // Current in use polygon mode for front
SceGxmPolygonMode polygon_mode_back = SCE_GXM_POLYGON_MODE_TRIANGLE_FILL; // Current in use polygon mode for back
GLenum gl_polygon_mode_front = GL_FILL; // Current in use polygon mode for front
GLenum gl_polygon_mode_back = GL_FILL; // Current in use polygon mode for back
viewport gl_viewport; // Current viewport state

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/*
* state.h:
* Header file managing state of openGL machine
*/
#ifndef _STATE_H_
#define _STATE_H_
// Drawing phases constants for legacy openGL
typedef enum glPhase {
NONE = 0,
MODEL_CREATION = 1
} glPhase;
// Vertex array attributes struct
typedef struct vertexArray {
GLint size;
GLint num;
GLsizei stride;
const GLvoid *pointer;
} vertexArray;
// Scissor test region struct
typedef struct scissor_region {
int x;
int y;
int w;
int h;
} scissor_region;
// Viewport struct
typedef struct viewport {
int x;
int y;
int w;
int h;
} viewport;
// Alpha operations for alpha testing
typedef enum alphaOp {
GREATER_EQUAL = 0,
GREATER = 1,
NOT_EQUAL = 2,
EQUAL = 3,
LESS_EQUAL = 4,
LESS = 5,
NEVER = 6,
ALWAYS = 7
} alphaOp;
// Fog modes
typedef enum fogType {
LINEAR = 0,
EXP = 1,
EXP2 = 2,
DISABLED = 3
} fogType;
// Texture unit struct
typedef struct texture_unit {
GLboolean enabled;
GLboolean vertex_array_state;
GLboolean color_array_state;
GLboolean texture_array_state;
matrix4x4 stack[GENERIC_STACK_DEPTH];
texture textures[TEXTURES_NUM];
vertexArray vertex_array;
vertexArray color_array;
vertexArray texture_array;
GLenum color_object_type;
void *vertex_object;
void *color_object;
void *texture_object;
void *index_object;
int env_mode;
int tex_id;
SceGxmTextureFilter min_filter;
SceGxmTextureFilter mag_filter;
SceGxmTextureAddrMode u_mode;
SceGxmTextureAddrMode v_mode;
} texture_unit;
// Framebuffer struct
typedef struct framebuffer {
uint8_t active;
SceGxmRenderTarget *target;
SceGxmColorSurface colorbuffer;
SceGxmDepthStencilSurface depthbuffer;
void *depth_buffer_addr;
vglMemType depth_buffer_mem_type;
void *stencil_buffer_addr;
vglMemType stencil_buffer_mem_type;
} framebuffer;
// Blending
extern GLboolean blend_state; // Current state for GL_BLEND
extern SceGxmBlendFactor blend_sfactor_rgb; // Current in use RGB source blend factor
extern SceGxmBlendFactor blend_dfactor_rgb; // Current in use RGB dest blend factor
extern SceGxmBlendFactor blend_sfactor_a; // Current in use A source blend factor
extern SceGxmBlendFactor blend_dfactor_a; // Current in use A dest blend factor
// Depth Test
extern GLboolean depth_test_state; // Current state for GL_DEPTH_TEST
extern SceGxmDepthFunc gxm_depth; // Current in-use depth test func
extern GLenum orig_depth_test; // Original depth test state (used for depth test invalidation)
extern GLdouble depth_value; // Current depth test clear value
extern GLboolean depth_mask_state; // Current state for glDepthMask
// Scissor Test
extern scissor_region region; // Current scissor test region setup
extern GLboolean scissor_test_state; // Current state for GL_SCISSOR_TEST
// Stencil Test
extern uint8_t stencil_mask_front; // Current in use mask for stencil test on front
extern uint8_t stencil_mask_back; // Current in use mask for stencil test on back
extern uint8_t stencil_mask_front_write; // Current in use mask for write stencil test on front
extern uint8_t stencil_mask_back_write; // Current in use mask for write stencil test on back
extern uint8_t stencil_ref_front; // Current in use reference for stencil test on front
extern uint8_t stencil_ref_back; // Current in use reference for stencil test on back
extern SceGxmStencilOp stencil_fail_front; // Current in use stencil operation when stencil test fails for front
extern SceGxmStencilOp depth_fail_front; // Current in use stencil operation when depth test fails for front
extern SceGxmStencilOp depth_pass_front; // Current in use stencil operation when depth test passes for front
extern SceGxmStencilOp stencil_fail_back; // Current in use stencil operation when stencil test fails for back
extern SceGxmStencilOp depth_fail_back; // Current in use stencil operation when depth test fails for back
extern SceGxmStencilOp depth_pass_back; // Current in use stencil operation when depth test passes for back
extern SceGxmStencilFunc stencil_func_front; // Current in use stencil function on front
extern SceGxmStencilFunc stencil_func_back; // Current in use stencil function on back
extern GLboolean stencil_test_state; // Current state for GL_STENCIL_TEST
extern GLint stencil_value; // Current stencil test clear value
// Alpha Test
extern GLenum alpha_func; // Current in use alpha test mode
extern GLfloat alpha_ref; // Current in use alpha test reference value
extern int alpha_op; // Current in use alpha test operation
extern GLboolean alpha_test_state; // Current state for GL_ALPHA_TEST
// Polygon Mode
extern GLfloat pol_factor; // Current factor for glPolygonOffset
extern GLfloat pol_units; // Current units for glPolygonOffset
// Texture Units
extern texture_unit texture_units[GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS]; // Available texture units
extern int8_t server_texture_unit; // Current in use server side texture unit
extern int8_t client_texture_unit; // Current in use client side texture unit
extern palette *color_table; // Current in-use color table
// Matrices
extern matrix4x4 *matrix; // Current in-use matrix mode
// Miscellaneous
extern glPhase phase; // Current drawing phase for legacy openGL
extern vector4f current_color; // Current in use color
extern vector4f clear_rgba_val; // Current clear color for glClear
extern viewport gl_viewport; // Current viewport state
// Culling
extern GLboolean no_polygons_mode; // GL_TRUE when cull mode is set to GL_FRONT_AND_BACK
extern GLboolean cull_face_state; // Current state for GL_CULL_FACE
extern GLenum gl_cull_mode; // Current in use openGL cull mode
extern GLenum gl_front_face; // Current in use openGL setting for front facing primitives
// Polygon Offset
extern GLboolean pol_offset_fill; // Current state for GL_POLYGON_OFFSET_FILL
extern GLboolean pol_offset_line; // Current state for GL_POLYGON_OFFSET_LINE
extern GLboolean pol_offset_point; // Current state for GL_POLYGON_OFFSET_POINT
extern SceGxmPolygonMode polygon_mode_front; // Current in use polygon mode for front
extern SceGxmPolygonMode polygon_mode_back; // Current in use polygon mode for back
extern GLenum gl_polygon_mode_front; // Current in use polygon mode for front
extern GLenum gl_polygon_mode_back; // Current in use polygon mode for back
// Texture Environment
extern vector4f texenv_color; // Current in use texture environment color
// Fogging
extern GLboolean fogging; // Current fogging processor state
extern GLint fog_mode; // Current fogging mode (openGL)
extern fogType internal_fog_mode; // Current fogging mode (sceGxm)
extern GLfloat fog_density; // Current fogging density
extern GLfloat fog_near; // Current fogging near distance
extern GLfloat fog_far; // Current fogging far distance
extern vector4f fog_color; // Current fogging color
// Clipping Planes
extern GLint clip_plane0; // Current status of clip plane 0
extern vector4f clip_plane0_eq; // Current equation of clip plane 0
// Framebuffers
extern framebuffer *active_read_fb; // Current readback framebuffer in use
extern framebuffer *active_write_fb; // Current write framebuffer in use
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/*
* tests.c:
* Implementation for all drawing tests functions
*/
#include "shared.h"
// Depth Test
GLboolean depth_test_state = GL_FALSE; // Current state for GL_DEPTH_TEST
SceGxmDepthFunc gxm_depth = SCE_GXM_DEPTH_FUNC_LESS; // Current in-use depth test func
GLenum orig_depth_test; // Original depth test state (used for depth test invalidation)
GLdouble depth_value = 1.0f; // Current depth test clear value
GLboolean depth_mask_state = GL_TRUE; // Current state for glDepthMask
// Scissor Test
scissor_region region; // Current scissor test region setup
GLboolean scissor_test_state = GL_FALSE; // Current state for GL_SCISSOR_TEST
SceGxmFragmentProgram *scissor_test_fragment_program; // Scissor test fragment program
vector2f *scissor_test_vertices = NULL; // Scissor test region vertices
SceUID scissor_test_vertices_uid; // Scissor test vertices memblock id
// Stencil Test
uint8_t stencil_mask_front = 0xFF; // Current in use mask for stencil test on front
uint8_t stencil_mask_back = 0xFF; // Current in use mask for stencil test on back
uint8_t stencil_mask_front_write = 0xFF; // Current in use mask for write stencil test on front
uint8_t stencil_mask_back_write = 0xFF; // Current in use mask for write stencil test on back
uint8_t stencil_ref_front = 0; // Current in use reference for stencil test on front
uint8_t stencil_ref_back = 0; // Current in use reference for stencil test on back
SceGxmStencilOp stencil_fail_front = SCE_GXM_STENCIL_OP_KEEP; // Current in use stencil operation when stencil test fails for front
SceGxmStencilOp depth_fail_front = SCE_GXM_STENCIL_OP_KEEP; // Current in use stencil operation when depth test fails for front
SceGxmStencilOp depth_pass_front = SCE_GXM_STENCIL_OP_KEEP; // Current in use stencil operation when depth test passes for front
SceGxmStencilOp stencil_fail_back = SCE_GXM_STENCIL_OP_KEEP; // Current in use stencil operation when stencil test fails for back
SceGxmStencilOp depth_fail_back = SCE_GXM_STENCIL_OP_KEEP; // Current in use stencil operation when depth test fails for back
SceGxmStencilOp depth_pass_back = SCE_GXM_STENCIL_OP_KEEP; // Current in use stencil operation when depth test passes for back
SceGxmStencilFunc stencil_func_front = SCE_GXM_STENCIL_FUNC_ALWAYS; // Current in use stencil function on front
SceGxmStencilFunc stencil_func_back = SCE_GXM_STENCIL_FUNC_ALWAYS; // Current in use stencil function on back
GLboolean stencil_test_state = GL_FALSE; // Current state for GL_STENCIL_TEST
GLint stencil_value = 0; // Current stencil test clear value
// Alpha Test
GLenum alpha_func = GL_ALWAYS; // Current in-use alpha test mode
GLfloat alpha_ref = 0.0f; // Current in use alpha test reference value
int alpha_op = ALWAYS; // Current in use alpha test operation
GLboolean alpha_test_state = GL_FALSE; // Current state for GL_ALPHA_TEST
void change_depth_write(SceGxmDepthWriteMode mode) {
// Change depth write mode for both front and back primitives
sceGxmSetFrontDepthWriteEnable(gxm_context, mode);
sceGxmSetBackDepthWriteEnable(gxm_context, mode);
}
void change_depth_func() {
// Setting depth function for both front and back primitives
sceGxmSetFrontDepthFunc(gxm_context, depth_test_state ? gxm_depth : SCE_GXM_DEPTH_FUNC_ALWAYS);
sceGxmSetBackDepthFunc(gxm_context, depth_test_state ? gxm_depth : SCE_GXM_DEPTH_FUNC_ALWAYS);
// Calling an update for the depth write mode
change_depth_write((depth_mask_state && depth_test_state) ? SCE_GXM_DEPTH_WRITE_ENABLED : SCE_GXM_DEPTH_WRITE_DISABLED);
}
void invalidate_depth_test() {
// Invalidating current depth test state
orig_depth_test = depth_test_state;
depth_test_state = GL_FALSE;
// Invoking a depth function update
change_depth_func();
}
void validate_depth_test() {
// Resetting original depth test state
depth_test_state = orig_depth_test;
// Invoking a depth function update
change_depth_func();
}
void change_stencil_settings() {
if (stencil_test_state) {
// Setting stencil function for both front and back primitives
sceGxmSetFrontStencilFunc(gxm_context,
stencil_func_front,
stencil_fail_front,
depth_fail_front,
depth_pass_front,
stencil_mask_front, stencil_mask_front_write);
sceGxmSetBackStencilFunc(gxm_context,
stencil_func_back,
stencil_fail_back,
depth_fail_back,
depth_pass_back,
stencil_mask_back, stencil_mask_back_write);
// Setting stencil ref for both front and back primitives
sceGxmSetFrontStencilRef(gxm_context, stencil_ref_front);
sceGxmSetBackStencilRef(gxm_context, stencil_ref_back);
} else {
sceGxmSetFrontStencilFunc(gxm_context,
SCE_GXM_STENCIL_FUNC_ALWAYS,
SCE_GXM_STENCIL_OP_KEEP,
SCE_GXM_STENCIL_OP_KEEP,
SCE_GXM_STENCIL_OP_KEEP,
0, 0);
sceGxmSetBackStencilFunc(gxm_context,
SCE_GXM_STENCIL_FUNC_ALWAYS,
SCE_GXM_STENCIL_OP_KEEP,
SCE_GXM_STENCIL_OP_KEEP,
SCE_GXM_STENCIL_OP_KEEP,
0, 0);
}
}
GLboolean change_stencil_config(SceGxmStencilOp *cfg, GLenum new) {
// Translating openGL stencil operation value to sceGxm one
GLboolean ret = GL_TRUE;
switch (new) {
case GL_KEEP:
*cfg = SCE_GXM_STENCIL_OP_KEEP;
break;
case GL_ZERO:
*cfg = SCE_GXM_STENCIL_OP_ZERO;
break;
case GL_REPLACE:
*cfg = SCE_GXM_STENCIL_OP_REPLACE;
break;
case GL_INCR:
*cfg = SCE_GXM_STENCIL_OP_INCR;
break;
case GL_INCR_WRAP:
*cfg = SCE_GXM_STENCIL_OP_INCR_WRAP;
break;
case GL_DECR:
*cfg = SCE_GXM_STENCIL_OP_DECR;
break;
case GL_DECR_WRAP:
*cfg = SCE_GXM_STENCIL_OP_DECR_WRAP;
break;
case GL_INVERT:
*cfg = SCE_GXM_STENCIL_OP_INVERT;
break;
default:
ret = GL_FALSE;
break;
}
return ret;
}
GLboolean change_stencil_func_config(SceGxmStencilFunc *cfg, GLenum new) {
// Translating openGL stencil function to sceGxm one
GLboolean ret = GL_TRUE;
switch (new) {
case GL_NEVER:
*cfg = SCE_GXM_STENCIL_FUNC_NEVER;
break;
case GL_LESS:
*cfg = SCE_GXM_STENCIL_FUNC_LESS;
break;
case GL_LEQUAL:
*cfg = SCE_GXM_STENCIL_FUNC_LESS_EQUAL;
break;
case GL_GREATER:
*cfg = SCE_GXM_STENCIL_FUNC_GREATER;
break;
case GL_GEQUAL:
*cfg = SCE_GXM_STENCIL_FUNC_GREATER_EQUAL;
break;
case GL_EQUAL:
*cfg = SCE_GXM_STENCIL_FUNC_EQUAL;
break;
case GL_NOTEQUAL:
*cfg = SCE_GXM_STENCIL_FUNC_NOT_EQUAL;
break;
case GL_ALWAYS:
*cfg = SCE_GXM_STENCIL_FUNC_ALWAYS;
break;
default:
ret = GL_FALSE;
break;
}
return ret;
}
void update_alpha_test_settings() {
// Translating openGL alpha test operation to internal one
if (alpha_test_state) {
switch (alpha_func) {
case GL_EQUAL:
alpha_op = EQUAL;
break;
case GL_LEQUAL:
alpha_op = LESS_EQUAL;
break;
case GL_GEQUAL:
alpha_op = GREATER_EQUAL;
break;
case GL_LESS:
alpha_op = LESS;
break;
case GL_GREATER:
alpha_op = GREATER;
break;
case GL_NOTEQUAL:
alpha_op = NOT_EQUAL;
break;
case GL_NEVER:
alpha_op = NEVER;
break;
default:
alpha_op = ALWAYS;
break;
}
} else
alpha_op = ALWAYS;
}
void update_scissor_test() {
// Calculating scissor test region vertices
if (scissor_test_state) {
vector2f_convert_to_local_space(scissor_test_vertices, region.x, region.y, region.w, region.h);
}
// Setting current vertex program to clear screen one and fragment program to scissor test one
sceGxmSetVertexProgram(gxm_context, clear_vertex_program_patched);
sceGxmSetFragmentProgram(gxm_context, scissor_test_fragment_program);
// Cleaning stencil surface mask update bit on the whole screen
sceGxmSetFrontStencilFunc(gxm_context,
SCE_GXM_STENCIL_FUNC_NEVER,
SCE_GXM_STENCIL_OP_KEEP,
SCE_GXM_STENCIL_OP_KEEP,
SCE_GXM_STENCIL_OP_KEEP,
0, 0);
sceGxmSetBackStencilFunc(gxm_context,
SCE_GXM_STENCIL_FUNC_NEVER,
SCE_GXM_STENCIL_OP_KEEP,
SCE_GXM_STENCIL_OP_KEEP,
SCE_GXM_STENCIL_OP_KEEP,
0, 0);
sceGxmSetVertexStream(gxm_context, 0, clear_vertices);
sceGxmDraw(gxm_context, SCE_GXM_PRIMITIVE_TRIANGLE_FAN, SCE_GXM_INDEX_FORMAT_U16, depth_clear_indices, 4);
// Setting stencil surface mask update bit on the scissor test region
sceGxmSetFrontStencilFunc(gxm_context,
SCE_GXM_STENCIL_FUNC_ALWAYS,
SCE_GXM_STENCIL_OP_KEEP,
SCE_GXM_STENCIL_OP_KEEP,
SCE_GXM_STENCIL_OP_KEEP,
0, 0);
sceGxmSetBackStencilFunc(gxm_context,
SCE_GXM_STENCIL_FUNC_ALWAYS,
SCE_GXM_STENCIL_OP_KEEP,
SCE_GXM_STENCIL_OP_KEEP,
SCE_GXM_STENCIL_OP_KEEP,
0, 0);
if (scissor_test_state)
sceGxmSetVertexStream(gxm_context, 0, scissor_test_vertices);
else
sceGxmSetVertexStream(gxm_context, 0, clear_vertices);
sceGxmDraw(gxm_context, SCE_GXM_PRIMITIVE_TRIANGLE_FAN, SCE_GXM_INDEX_FORMAT_U16, depth_clear_indices, 4);
if (scissor_test_state)
sceGxmSetRegionClip(gxm_context, SCE_GXM_REGION_CLIP_OUTSIDE, region.x, region.y, region.x + region.w, region.y + region.h);
else
sceGxmSetRegionClip(gxm_context, SCE_GXM_REGION_CLIP_OUTSIDE, gl_viewport.x, DISPLAY_HEIGHT - gl_viewport.y - gl_viewport.h, gl_viewport.x + gl_viewport.w, gl_viewport.y + gl_viewport.h);
}
void resetScissorTestRegion(void) {
// Setting scissor test region to default values
region.x = region.y = 0;
region.w = DISPLAY_WIDTH;
region.h = DISPLAY_HEIGHT;
}
/*
* ------------------------------
* - IMPLEMENTATION STARTS HERE -
* ------------------------------
*/
void glScissor(GLint x, GLint y, GLsizei width, GLsizei height) {
#ifndef SKIP_ERROR_HANDLING
// Error handling
if ((width < 0) || (height < 0)) {
_vitagl_error = GL_INVALID_VALUE;
return;
}
#endif
// Converting openGL scissor test region to sceGxm one
region.x = x;
region.y = DISPLAY_HEIGHT - y - height;
region.w = width;
region.h = height;
// Updating in use scissor test parameters if GL_SCISSOR_TEST is enabled
if (scissor_test_state)
update_scissor_test();
}
void glDepthFunc(GLenum func) {
// Properly translating openGL function to sceGxm one
switch (func) {
case GL_NEVER:
gxm_depth = SCE_GXM_DEPTH_FUNC_NEVER;
break;
case GL_LESS:
gxm_depth = SCE_GXM_DEPTH_FUNC_LESS;
break;
case GL_EQUAL:
gxm_depth = SCE_GXM_DEPTH_FUNC_EQUAL;
break;
case GL_LEQUAL:
gxm_depth = SCE_GXM_DEPTH_FUNC_LESS_EQUAL;
break;
case GL_GREATER:
gxm_depth = SCE_GXM_DEPTH_FUNC_GREATER;
break;
case GL_NOTEQUAL:
gxm_depth = SCE_GXM_DEPTH_FUNC_NOT_EQUAL;
break;
case GL_GEQUAL:
gxm_depth = SCE_GXM_DEPTH_FUNC_GREATER_EQUAL;
break;
case GL_ALWAYS:
gxm_depth = SCE_GXM_DEPTH_FUNC_ALWAYS;
break;
}
// Updating in use depth function
change_depth_func();
}
void glClearDepth(GLdouble depth) {
// Set current in use depth test depth value
depth_value = depth;
}
void glDepthMask(GLboolean flag) {
#ifndef SKIP_ERROR_HANDLING
// Error handling
if (phase == MODEL_CREATION) {
_vitagl_error = GL_INVALID_OPERATION;
return;
}
#endif
// Set current in use depth mask and invoking a depth write mode update
depth_mask_state = flag;
change_depth_write((depth_mask_state && depth_test_state) ? SCE_GXM_DEPTH_WRITE_ENABLED : SCE_GXM_DEPTH_WRITE_DISABLED);
}
void glAlphaFunc(GLenum func, GLfloat ref) {
// Updating in use alpha test parameters
alpha_func = func;
alpha_ref = ref;
update_alpha_test_settings();
}
void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) {
// Properly updating stencil operation settings
switch (face) {
case GL_FRONT:
if (!change_stencil_config(&stencil_fail_front, sfail))
_vitagl_error = GL_INVALID_ENUM;
if (!change_stencil_config(&depth_fail_front, dpfail))
_vitagl_error = GL_INVALID_ENUM;
if (!change_stencil_config(&depth_pass_front, dppass))
_vitagl_error = GL_INVALID_ENUM;
break;
case GL_BACK:
if (!change_stencil_config(&stencil_fail_back, sfail))
_vitagl_error = GL_INVALID_ENUM;
if (!change_stencil_config(&depth_fail_back, dpfail))
_vitagl_error = GL_INVALID_ENUM;
if (!change_stencil_config(&depth_pass_front, dppass))
_vitagl_error = GL_INVALID_ENUM;
break;
case GL_FRONT_AND_BACK:
if (!change_stencil_config(&stencil_fail_front, sfail))
_vitagl_error = GL_INVALID_ENUM;
if (!change_stencil_config(&stencil_fail_back, sfail))
_vitagl_error = GL_INVALID_ENUM;
if (!change_stencil_config(&depth_fail_front, dpfail))
_vitagl_error = GL_INVALID_ENUM;
if (!change_stencil_config(&depth_fail_back, dpfail))
_vitagl_error = GL_INVALID_ENUM;
if (!change_stencil_config(&depth_pass_front, dppass))
_vitagl_error = GL_INVALID_ENUM;
if (!change_stencil_config(&depth_pass_back, dppass))
_vitagl_error = GL_INVALID_ENUM;
break;
default:
_vitagl_error = GL_INVALID_ENUM;
break;
}
change_stencil_settings();
}
void glStencilOp(GLenum sfail, GLenum dpfail, GLenum dppass) {
glStencilOpSeparate(GL_FRONT_AND_BACK, sfail, dpfail, dppass);
}
void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask) {
// Properly updating stencil test function settings
switch (face) {
case GL_FRONT:
if (!change_stencil_func_config(&stencil_func_front, func))
_vitagl_error = GL_INVALID_ENUM;
stencil_mask_front = mask;
stencil_ref_front = ref;
break;
case GL_BACK:
if (!change_stencil_func_config(&stencil_func_back, func))
_vitagl_error = GL_INVALID_ENUM;
stencil_mask_back = mask;
stencil_ref_back = ref;
break;
case GL_FRONT_AND_BACK:
if (!change_stencil_func_config(&stencil_func_front, func))
_vitagl_error = GL_INVALID_ENUM;
if (!change_stencil_func_config(&stencil_func_back, func))
_vitagl_error = GL_INVALID_ENUM;
stencil_mask_front = stencil_mask_back = mask;
stencil_ref_front = stencil_ref_back = ref;
break;
default:
_vitagl_error = GL_INVALID_ENUM;
break;
}
change_stencil_settings();
}
void glStencilFunc(GLenum func, GLint ref, GLuint mask) {
glStencilFuncSeparate(GL_FRONT_AND_BACK, func, ref, mask);
}
void glStencilMaskSeparate(GLenum face, GLuint mask) {
// Properly updating stencil test mask settings
switch (face) {
case GL_FRONT:
stencil_mask_front_write = mask;
break;
case GL_BACK:
stencil_mask_back_write = mask;
break;
case GL_FRONT_AND_BACK:
stencil_mask_front_write = stencil_mask_back_write = mask;
break;
default:
_vitagl_error = GL_INVALID_ENUM;
return;
}
change_stencil_settings();
}
void glStencilMask(GLuint mask) {
glStencilMaskSeparate(GL_FRONT_AND_BACK, mask);
}
void glClearStencil(GLint s) {
stencil_value = s;
}

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@ -1,77 +0,0 @@
/*
* texture_callbacks.c:
* Implementation for texture data reading/writing callbacks
*/
#include <stdlib.h>
#include <vitasdk.h>
#include "texture_callbacks.h"
// Read callback for 32bpp unsigned RGBA format
uint32_t readRGBA(void *data) {
uint32_t res;
memcpy(&res, data, 4);
return res;
}
// Read callback for 16bpp unsigned RGBA5551 format
uint32_t readRGBA5551(void *data) {
uint16_t clr;
uint32_t r, g, b, a;
memcpy(&clr, data, 2);
r = (((clr >> 11) & 0x1F) * 0xFF) / 0x1F;
g = ((((clr << 5) >> 11) & 0x1F) * 0xFF) / 0x1F;
b = ((((clr << 10) >> 11) & 0x1F) * 0xFF) / 0x1F;
a = (((clr << 15) >> 15) & 0x1) == 1 ? 0xFF : 0x00;
return ((a << 24) | (b << 16) | (g << 8) | r);
}
// Read callback for 24bpp unsigned RGB format
uint32_t readRGB(void *data) {
uint32_t res = 0xFFFFFFFF;
memcpy(&res, data, 3);
return res;
}
// Read callback for 16bpp unsigned RG format
uint32_t readRG(void *data) {
uint32_t res = 0xFFFFFFFF;
memcpy(&res, data, 2);
return res;
}
// Read callback for 8bpp unsigned R format
uint32_t readR(void *data) {
uint32_t res = 0xFFFFFFFF;
memcpy(&res, data, 1);
return res;
}
// Write callback for 32bpp unsigned RGBA format
void writeRGBA(void *data, uint32_t color) {
memcpy(data, &color, 4);
}
// Write callback for 24bpp unsigned RGB format
void writeRGB(void *data, uint32_t color) {
memcpy(data, &color, 3);
}
// Write callback for 16bpp unsigned RG format
void writeRG(void *data, uint32_t color) {
memcpy(data, &color, 2);
}
// Write callback for 16bpp unsigned RA format
void writeRA(void *data, uint32_t color) {
uint8_t *dst = (uint8_t *)data;
uint8_t *src = (uint8_t *)&color;
dst[0] = src[0];
dst[1] = src[3];
}
// Write callback for 8bpp unsigned R format
void writeR(void *data, uint32_t color) {
memcpy(data, &color, 1);
}

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@ -1,23 +0,0 @@
/*
* texture_callbacks.h:
* Header file for texture data reading/writing callbacks exposed by texture_callbacks.c
*/
#ifndef _TEXTURE_CALLBACKS_H_
#define _TEXTURE_CALLBACKS_H_
// Read callbacks
uint32_t readR(void *data);
uint32_t readRG(void *data);
uint32_t readRGB(void *data);
uint32_t readRGBA(void *data);
uint32_t readRGBA5551(void *data);
// Write callbacks
void writeR(void *data, uint32_t color);
void writeRG(void *data, uint32_t color);
void writeRA(void *data, uint32_t color);
void writeRGB(void *data, uint32_t color);
void writeRGBA(void *data, uint32_t color);
#endif

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@ -1,662 +0,0 @@
/*
* textures.c:
* Implementation for textures related functions
*/
#include "shared.h"
texture_unit texture_units[GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS]; // Available texture units
palette *color_table = NULL; // Current in-use color table
int8_t server_texture_unit = 0; // Current in use server side texture unit
/*
* ------------------------------
* - IMPLEMENTATION STARTS HERE -
* ------------------------------
*/
void glGenTextures(GLsizei n, GLuint *res) {
#ifndef SKIP_ERROR_HANDLING
// Error handling
if (n < 0) {
_vitagl_error = GL_INVALID_VALUE;
return;
}
#endif
// Aliasing to make code more readable
texture_unit *tex_unit = &texture_units[server_texture_unit];
// Reserving a texture and returning its id if available
int i, j = 0;
for (i = 0; i < TEXTURES_NUM; i++) {
if (!(tex_unit->textures[i].used)) {
res[j++] = i;
tex_unit->textures[i].used = 1;
}
if (j >= n)
break;
}
}
void glBindTexture(GLenum target, GLuint texture) {
// Aliasing to make code more readable
texture_unit *tex_unit = &texture_units[server_texture_unit];
// Setting current in use texture id for the in use server texture unit
switch (target) {
case GL_TEXTURE_2D:
tex_unit->tex_id = texture;
break;
default:
_vitagl_error = GL_INVALID_ENUM;
break;
}
}
void glDeleteTextures(GLsizei n, const GLuint *gl_textures) {
#ifndef SKIP_ERROR_HANDLING
// Error handling
if (n < 0) {
_vitagl_error = GL_INVALID_VALUE;
return;
}
#endif
// Aliasing to make code more readable
texture_unit *tex_unit = &texture_units[server_texture_unit];
// Deallocating given textures and invalidating used texture ids
int j;
for (j = 0; j < n; j++) {
GLuint i = gl_textures[j];
tex_unit->textures[i].used = 0;
gpu_free_texture(&tex_unit->textures[i]);
}
}
void glTexImage2D(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *data) {
// Setting some aliases to make code more readable
texture_unit *tex_unit = &texture_units[server_texture_unit];
int texture2d_idx = tex_unit->tex_id;
texture *tex = &tex_unit->textures[texture2d_idx];
SceGxmTextureFormat tex_format;
uint8_t data_bpp = 0;
// Support for legacy GL1.0 internalFormat
switch (internalFormat) {
case 1:
internalFormat = GL_RED;
break;
case 2:
internalFormat = GL_RG;
break;
case 3:
internalFormat = GL_RGB;
break;
case 4:
internalFormat = GL_RGBA;
break;
}
/*
* Callbacks are actually used to just perform down/up-sampling
* between U8 texture formats. Reads are expected to give as result
* a RGBA sample that will be wrote depending on texture format
* by the write callback
*/
void (*write_cb)(void *, uint32_t) = NULL;
uint32_t (*read_cb)(void *) = NULL;
// Detecting proper read callaback and source bpp
switch (format) {
case GL_RED:
case GL_ALPHA:
switch (type) {
case GL_UNSIGNED_BYTE:
read_cb = readR;
data_bpp = 1;
break;
default:
_vitagl_error = GL_INVALID_ENUM;
break;
}
break;
case GL_RG:
case GL_LUMINANCE_ALPHA:
switch (type) {
case GL_UNSIGNED_BYTE:
read_cb = readRG;
data_bpp = 2;
break;
default:
_vitagl_error = GL_INVALID_ENUM;
break;
}
break;
case GL_RGB:
switch (type) {
case GL_UNSIGNED_BYTE:
data_bpp = 3;
read_cb = readRGB;
break;
default:
_vitagl_error = GL_INVALID_ENUM;
break;
}
break;
case GL_RGBA:
switch (type) {
case GL_UNSIGNED_BYTE:
data_bpp = 4;
read_cb = readRGBA;
break;
case GL_UNSIGNED_SHORT_5_5_5_1:
data_bpp = 2;
read_cb = readRGBA5551;
break;
default:
_vitagl_error = GL_INVALID_ENUM;
break;
}
break;
}
switch (target) {
case GL_TEXTURE_2D:
// Detecting proper write callback and texture format
switch (internalFormat) {
case GL_RGB:
write_cb = writeRGB;
tex_format = SCE_GXM_TEXTURE_FORMAT_U8U8U8_BGR;
break;
case GL_RGBA:
write_cb = writeRGBA;
tex_format = SCE_GXM_TEXTURE_FORMAT_U8U8U8U8_ABGR;
break;
case GL_LUMINANCE:
write_cb = writeR;
tex_format = SCE_GXM_TEXTURE_FORMAT_L8;
break;
case GL_LUMINANCE_ALPHA:
write_cb = writeRG;
tex_format = SCE_GXM_TEXTURE_FORMAT_A8L8;
break;
case GL_INTENSITY:
write_cb = writeR;
tex_format = SCE_GXM_TEXTURE_FORMAT_U8_RRRR;
break;
case GL_ALPHA:
write_cb = writeR;
tex_format = SCE_GXM_TEXTURE_FORMAT_A8;
break;
case GL_COLOR_INDEX8_EXT:
write_cb = writeR; // TODO: This is a hack
tex_format = SCE_GXM_TEXTURE_FORMAT_P8_ABGR;
break;
default:
_vitagl_error = GL_INVALID_ENUM;
break;
}
// Checking if texture is too big for sceGxm
if (width > GXM_TEX_MAX_SIZE || height > GXM_TEX_MAX_SIZE) {
_vitagl_error = GL_INVALID_VALUE;
return;
}
// Allocating texture/mipmaps depending on user call
tex->type = internalFormat;
tex->write_cb = write_cb;
if (level == 0)
gpu_alloc_texture(width, height, tex_format, data, tex, data_bpp, read_cb, write_cb);
else
gpu_alloc_mipmaps(level, tex);
// Setting texture parameters
sceGxmTextureSetUAddrMode(&tex->gxm_tex, tex_unit->u_mode);
sceGxmTextureSetVAddrMode(&tex->gxm_tex, tex_unit->v_mode);
sceGxmTextureSetMinFilter(&tex->gxm_tex, tex_unit->min_filter);
sceGxmTextureSetMagFilter(&tex->gxm_tex, tex_unit->mag_filter);
// Setting palette if the format requests one
if (tex->valid && tex->palette_UID)
sceGxmTextureSetPalette(&tex->gxm_tex, color_table->data);
break;
default:
_vitagl_error = GL_INVALID_ENUM;
break;
}
}
void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels) {
// Setting some aliases to make code more readable
texture_unit *tex_unit = &texture_units[server_texture_unit];
int texture2d_idx = tex_unit->tex_id;
texture *target_texture = &tex_unit->textures[texture2d_idx];
// Calculating implicit texture stride and start address of requested texture modification
SceGxmTextureFormat tex_format = sceGxmTextureGetFormat(&target_texture->gxm_tex);
uint8_t bpp = tex_format_to_bytespp(tex_format);
uint32_t stride = ALIGN(sceGxmTextureGetWidth(&target_texture->gxm_tex), 8) * bpp;
uint8_t *ptr = (uint8_t *)sceGxmTextureGetData(&target_texture->gxm_tex) + xoffset * bpp + yoffset * stride;
uint8_t *ptr_line = ptr;
uint8_t data_bpp = 0;
int i, j;
/*
* Callbacks are actually used to just perform down/up-sampling
* between U8 texture formats. Reads are expected to give as result
* a RGBA sample that will be wrote depending on texture format
* by the write callback
*/
void (*write_cb)(void *, uint32_t) = NULL;
uint32_t (*read_cb)(void *) = NULL;
// Detecting proper read callback and source bpp
switch (format) {
case GL_RED:
case GL_ALPHA:
switch (type) {
case GL_UNSIGNED_BYTE:
read_cb = readR;
data_bpp = 1;
break;
default:
_vitagl_error = GL_INVALID_ENUM;
break;
}
break;
case GL_RG:
switch (type) {
case GL_UNSIGNED_BYTE:
read_cb = readRG;
data_bpp = 2;
break;
default:
_vitagl_error = GL_INVALID_ENUM;
break;
}
break;
case GL_RGB:
switch (type) {
case GL_UNSIGNED_BYTE:
data_bpp = 3;
read_cb = readRGB;
break;
default:
_vitagl_error = GL_INVALID_ENUM;
break;
}
break;
case GL_RGBA:
switch (type) {
case GL_UNSIGNED_BYTE:
data_bpp = 4;
read_cb = readRGBA;
break;
case GL_UNSIGNED_SHORT_5_5_5_1:
data_bpp = 2;
read_cb = readRGBA5551;
break;
default:
_vitagl_error = GL_INVALID_ENUM;
break;
}
break;
}
switch (target) {
case GL_TEXTURE_2D:
// Detecting proper write callback
switch (target_texture->type) {
case GL_RGB:
write_cb = writeRGB;
break;
case GL_RGBA:
write_cb = writeRGBA;
break;
case GL_LUMINANCE:
write_cb = writeR;
break;
case GL_LUMINANCE_ALPHA:
write_cb = writeRA;
break;
case GL_INTENSITY:
write_cb = writeR;
break;
case GL_ALPHA:
write_cb = writeR;
break;
}
// Executing texture modification via callbacks
uint8_t *data = (uint8_t *)pixels;
for (i = 0; i < height; i++) {
for (j = 0; j < width; j++) {
uint32_t clr = read_cb((uint8_t *)data);
write_cb(ptr, clr);
data += data_bpp;
ptr += bpp;
}
ptr = ptr_line + stride;
ptr_line = ptr;
}
break;
default:
_vitagl_error = GL_INVALID_ENUM;
break;
}
}
void glColorTable(GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid *data) {
// Checking if a color table is already enabled, if so, deallocating it
if (color_table != NULL) {
gpu_free_palette(color_table);
color_table = NULL;
}
// Calculating color table bpp
uint8_t bpp = 0;
switch (target) {
case GL_COLOR_TABLE:
switch (format) {
case GL_RGBA:
bpp = 4;
break;
default:
_vitagl_error = GL_INVALID_ENUM;
break;
}
break;
default:
_vitagl_error = GL_INVALID_ENUM;
break;
}
// Allocating and initializing color table
color_table = gpu_alloc_palette(data, width, bpp);
}
void glTexParameteri(GLenum target, GLenum pname, GLint param) {
// Setting some aliases to make code more readable
texture_unit *tex_unit = &texture_units[server_texture_unit];
int texture2d_idx = tex_unit->tex_id;
texture *tex = &tex_unit->textures[texture2d_idx];
switch (target) {
case GL_TEXTURE_2D:
switch (pname) {
case GL_TEXTURE_MIN_FILTER: // Min filter
switch (param) {
case GL_NEAREST: // Point
tex_unit->min_filter = SCE_GXM_TEXTURE_FILTER_POINT;
break;
case GL_LINEAR: // Linear
tex_unit->min_filter = SCE_GXM_TEXTURE_FILTER_LINEAR;
break;
case GL_NEAREST_MIPMAP_NEAREST: // TODO: Implement this
break;
case GL_LINEAR_MIPMAP_NEAREST: // TODO: Implement this
break;
case GL_NEAREST_MIPMAP_LINEAR: // TODO: Implement this
break;
case GL_LINEAR_MIPMAP_LINEAR: // TODO: Implement this
break;
default:
_vitagl_error = GL_INVALID_ENUM;
break;
}
sceGxmTextureSetMinFilter(&tex->gxm_tex, tex_unit->min_filter);
break;
case GL_TEXTURE_MAG_FILTER: // Mag Filter
switch (param) {
case GL_NEAREST: // Point
tex_unit->mag_filter = SCE_GXM_TEXTURE_FILTER_POINT;
break;
case GL_LINEAR: // Linear
tex_unit->mag_filter = SCE_GXM_TEXTURE_FILTER_LINEAR;
break;
case GL_NEAREST_MIPMAP_NEAREST: // TODO: Implement this
break;
case GL_LINEAR_MIPMAP_NEAREST: // TODO: Implement this
break;
case GL_NEAREST_MIPMAP_LINEAR: // TODO: Implement this
break;
case GL_LINEAR_MIPMAP_LINEAR: // TODO: Implement this
break;
default:
_vitagl_error = GL_INVALID_ENUM;
break;
}
sceGxmTextureSetMagFilter(&tex->gxm_tex, tex_unit->mag_filter);
break;
case GL_TEXTURE_WRAP_S: // U Mode
switch (param) {
case GL_CLAMP_TO_EDGE: // Clamp
tex_unit->u_mode = SCE_GXM_TEXTURE_ADDR_CLAMP;
break;
case GL_REPEAT: // Repeat
tex_unit->u_mode = SCE_GXM_TEXTURE_ADDR_REPEAT;
break;
case GL_MIRRORED_REPEAT: // Mirror
tex_unit->u_mode = SCE_GXM_TEXTURE_ADDR_MIRROR;
break;
default:
_vitagl_error = GL_INVALID_ENUM;
break;
}
sceGxmTextureSetUAddrMode(&tex->gxm_tex, tex_unit->u_mode);
break;
case GL_TEXTURE_WRAP_T: // V Mode
switch (param) {
case GL_CLAMP_TO_EDGE: // Clamp
tex_unit->v_mode = SCE_GXM_TEXTURE_ADDR_CLAMP;
break;
case GL_REPEAT: // Repeat
tex_unit->v_mode = SCE_GXM_TEXTURE_ADDR_REPEAT;
break;
case GL_MIRRORED_REPEAT: // Mirror
tex_unit->v_mode = SCE_GXM_TEXTURE_ADDR_MIRROR;
break;
default:
_vitagl_error = GL_INVALID_ENUM;
break;
}
sceGxmTextureSetVAddrMode(&tex->gxm_tex, tex_unit->v_mode);
break;
default:
_vitagl_error = GL_INVALID_ENUM;
break;
}
break;
default:
_vitagl_error = GL_INVALID_ENUM;
break;
}
}
void glTexParameterf(GLenum target, GLenum pname, GLfloat param) {
// Setting some aliases to make code more readable
texture_unit *tex_unit = &texture_units[server_texture_unit];
int texture2d_idx = tex_unit->tex_id;
texture *tex = &tex_unit->textures[texture2d_idx];
switch (target) {
case GL_TEXTURE_2D:
switch (pname) {
case GL_TEXTURE_MIN_FILTER: // Min Filter
if (param == GL_NEAREST)
tex_unit->min_filter = SCE_GXM_TEXTURE_FILTER_POINT; // Point
if (param == GL_LINEAR)
tex_unit->min_filter = SCE_GXM_TEXTURE_FILTER_LINEAR; // Linear
sceGxmTextureSetMinFilter(&tex->gxm_tex, tex_unit->min_filter);
break;
case GL_TEXTURE_MAG_FILTER: // Mag filter
if (param == GL_NEAREST)
tex_unit->mag_filter = SCE_GXM_TEXTURE_FILTER_POINT; // Point
else if (param == GL_LINEAR)
tex_unit->mag_filter = SCE_GXM_TEXTURE_FILTER_LINEAR; // Linear
sceGxmTextureSetMagFilter(&tex->gxm_tex, tex_unit->mag_filter);
break;
case GL_TEXTURE_WRAP_S: // U Mode
if (param == GL_CLAMP_TO_EDGE)
tex_unit->u_mode = SCE_GXM_TEXTURE_ADDR_CLAMP; // Clamp
else if (param == GL_REPEAT)
tex_unit->u_mode = SCE_GXM_TEXTURE_ADDR_REPEAT; // Repeat
else if (param == GL_MIRRORED_REPEAT)
tex_unit->u_mode = SCE_GXM_TEXTURE_ADDR_MIRROR; // Mirror
sceGxmTextureSetUAddrMode(&tex->gxm_tex, tex_unit->u_mode);
break;
case GL_TEXTURE_WRAP_T: // V Mode
if (param == GL_CLAMP_TO_EDGE)
tex_unit->v_mode = SCE_GXM_TEXTURE_ADDR_CLAMP; // Clamp
else if (param == GL_REPEAT)
tex_unit->v_mode = SCE_GXM_TEXTURE_ADDR_REPEAT; // Repeat
else if (param == GL_MIRRORED_REPEAT)
tex_unit->v_mode = SCE_GXM_TEXTURE_ADDR_MIRROR; // Mirror
sceGxmTextureSetVAddrMode(&tex->gxm_tex, tex_unit->v_mode);
break;
default:
_vitagl_error = GL_INVALID_ENUM;
break;
}
break;
default:
_vitagl_error = GL_INVALID_ENUM;
break;
}
}
void glActiveTexture(GLenum texture) {
// Changing current in use server texture unit
#ifndef SKIP_ERROR_HANDLING
if ((texture < GL_TEXTURE0) && (texture > GL_TEXTURE31))
_vitagl_error = GL_INVALID_ENUM;
else
#endif
server_texture_unit = texture - GL_TEXTURE0;
}
void glGenerateMipmap(GLenum target) {
// Setting some aliases to make code more readable
texture_unit *tex_unit = &texture_units[server_texture_unit];
int texture2d_idx = tex_unit->tex_id;
texture *tex = &tex_unit->textures[texture2d_idx];
#ifndef SKIP_ERROR_HANDLING
// Checking if current texture is valid
if (!tex->valid)
return;
#endif
switch (target) {
case GL_TEXTURE_2D:
// Generating mipmaps to the max possible level
gpu_alloc_mipmaps(-1, tex);
// Setting texture parameters
sceGxmTextureSetUAddrMode(&tex->gxm_tex, tex_unit->u_mode);
sceGxmTextureSetVAddrMode(&tex->gxm_tex, tex_unit->v_mode);
sceGxmTextureSetMinFilter(&tex->gxm_tex, tex_unit->min_filter);
sceGxmTextureSetMagFilter(&tex->gxm_tex, tex_unit->mag_filter);
sceGxmTextureSetMipFilter(&tex->gxm_tex, SCE_GXM_TEXTURE_MIP_FILTER_ENABLED);
break;
default:
_vitagl_error = GL_INVALID_ENUM;
break;
}
}
void glTexEnvf(GLenum target, GLenum pname, GLfloat param) {
// Aliasing texture unit for cleaner code
texture_unit *tex_unit = &texture_units[server_texture_unit];
// Properly changing texture environment settings as per request
switch (target) {
case GL_TEXTURE_ENV:
switch (pname) {
case GL_TEXTURE_ENV_MODE:
if (param == GL_MODULATE)
tex_unit->env_mode = MODULATE;
else if (param == GL_DECAL)
tex_unit->env_mode = DECAL;
else if (param == GL_REPLACE)
tex_unit->env_mode = REPLACE;
else if (param == GL_BLEND)
tex_unit->env_mode = BLEND;
else if (param == GL_ADD)
tex_unit->env_mode = ADD;
break;
default:
_vitagl_error = GL_INVALID_ENUM;
break;
}
break;
default:
_vitagl_error = GL_INVALID_ENUM;
}
}
void glTexEnvi(GLenum target, GLenum pname, GLint param) {
// Aliasing texture unit for cleaner code
texture_unit *tex_unit = &texture_units[server_texture_unit];
// Properly changing texture environment settings as per request
switch (target) {
case GL_TEXTURE_ENV:
switch (pname) {
case GL_TEXTURE_ENV_MODE:
switch (param) {
case GL_MODULATE:
tex_unit->env_mode = MODULATE;
break;
case GL_DECAL:
tex_unit->env_mode = DECAL;
break;
case GL_REPLACE:
tex_unit->env_mode = REPLACE;
break;
case GL_BLEND:
tex_unit->env_mode = BLEND;
break;
case GL_ADD:
tex_unit->env_mode = ADD;
break;
}
break;
default:
_vitagl_error = GL_INVALID_ENUM;
break;
}
break;
default:
_vitagl_error = GL_INVALID_ENUM;
break;
}
}
void *vglGetTexDataPointer(GLenum target) {
// Aliasing texture unit for cleaner code
texture_unit *tex_unit = &texture_units[server_texture_unit];
int texture2d_idx = tex_unit->tex_id;
texture *tex = &tex_unit->textures[texture2d_idx];
switch (target) {
case GL_TEXTURE_2D:
return tex->data;
break;
default:
_vitagl_error = GL_INVALID_ENUM;
break;
}
return NULL;
}

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@ -1,330 +0,0 @@
/*
* gpu_utils.c:
* Utilities for GPU usage
*/
#include "../shared.h"
// VRAM usage setting
uint8_t use_vram = 0;
// vitaGL memory pool setup
static void *pool_addr = NULL;
static unsigned int pool_index = 0;
static unsigned int pool_size = 0;
void *gpu_alloc_mapped(size_t size, vglMemType *type) {
// Allocating requested memblock
void *res = vitagl_mempool_alloc(size, *type);
// Requested memory type finished, using other one
if (res == NULL) {
*type = use_vram ? VGL_MEM_RAM : VGL_MEM_VRAM;
res = vitagl_mempool_alloc(size, *type);
}
// Even the other one failed, using our last resort
if (res == NULL) {
*type = VGL_MEM_SLOW;
res = vitagl_mempool_alloc(size, *type);
}
if (res == NULL) {
*type = VGL_MEM_EXTERNAL;
res = malloc(size);
}
return res;
}
void *gpu_vertex_usse_alloc_mapped(size_t size, unsigned int *usse_offset) {
// Allocating memblock
void *addr = vitagl_mempool_alloc(size, VGL_MEM_RAM);
// Mapping memblock into sceGxm as vertex USSE memory
sceGxmMapVertexUsseMemory(addr, size, usse_offset);
// Returning memblock starting address
return addr;
}
void gpu_vertex_usse_free_mapped(void *addr) {
// Unmapping memblock from sceGxm as vertex USSE memory
sceGxmUnmapVertexUsseMemory(addr);
// Deallocating memblock
vitagl_mempool_free(addr, VGL_MEM_RAM);
}
void *gpu_fragment_usse_alloc_mapped(size_t size, unsigned int *usse_offset) {
// Allocating memblock
void *addr = vitagl_mempool_alloc(size, VGL_MEM_RAM);
// Mapping memblock into sceGxm as fragment USSE memory
sceGxmMapFragmentUsseMemory(addr, size, usse_offset);
// Returning memblock starting address
return addr;
}
void gpu_fragment_usse_free_mapped(void *addr) {
// Unmapping memblock from sceGxm as fragment USSE memory
sceGxmUnmapFragmentUsseMemory(addr);
// Deallocating memblock
vitagl_mempool_free(addr, VGL_MEM_RAM);
}
void *gpu_pool_malloc(unsigned int size) {
// Reserving vitaGL mempool space
if ((pool_index + size) < pool_size) {
void *addr = (void *)((unsigned int)pool_addr + pool_index);
pool_index += size;
return addr;
}
return NULL;
}
void *gpu_pool_memalign(unsigned int size, unsigned int alignment) {
// Aligning requested memory size
unsigned int new_index = ALIGN(pool_index, alignment);
// Reserving vitaGL mempool space
if ((new_index + size) < pool_size) {
void *addr = (void *)((unsigned int)pool_addr + new_index);
pool_index = new_index + size;
return addr;
}
return NULL;
}
unsigned int gpu_pool_free_space() {
// Returning vitaGL available mempool space
return pool_size - pool_index;
}
void gpu_pool_reset() {
// Resetting vitaGL available mempool space
pool_index = 0;
}
void gpu_pool_init(uint32_t temp_pool_size) {
// Allocating vitaGL mempool
pool_size = temp_pool_size;
vglMemType type = VGL_MEM_RAM;
pool_addr = gpu_alloc_mapped(temp_pool_size, &type);
}
int tex_format_to_bytespp(SceGxmTextureFormat format) {
// Calculating bpp for the requested texture format
switch (format & 0x9f000000U) {
case SCE_GXM_TEXTURE_BASE_FORMAT_U8:
case SCE_GXM_TEXTURE_BASE_FORMAT_S8:
case SCE_GXM_TEXTURE_BASE_FORMAT_P8:
return 1;
case SCE_GXM_TEXTURE_BASE_FORMAT_U4U4U4U4:
case SCE_GXM_TEXTURE_BASE_FORMAT_U8U3U3U2:
case SCE_GXM_TEXTURE_BASE_FORMAT_U1U5U5U5:
case SCE_GXM_TEXTURE_BASE_FORMAT_U5U6U5:
case SCE_GXM_TEXTURE_BASE_FORMAT_S5S5U6:
case SCE_GXM_TEXTURE_BASE_FORMAT_U8U8:
case SCE_GXM_TEXTURE_BASE_FORMAT_S8S8:
return 2;
case SCE_GXM_TEXTURE_BASE_FORMAT_U8U8U8:
case SCE_GXM_TEXTURE_BASE_FORMAT_S8S8S8:
return 3;
case SCE_GXM_TEXTURE_BASE_FORMAT_U8U8U8U8:
case SCE_GXM_TEXTURE_BASE_FORMAT_S8S8S8S8:
case SCE_GXM_TEXTURE_BASE_FORMAT_F32:
case SCE_GXM_TEXTURE_BASE_FORMAT_U32:
case SCE_GXM_TEXTURE_BASE_FORMAT_S32:
default:
return 4;
}
}
palette *gpu_alloc_palette(const void *data, uint32_t w, uint32_t bpe) {
// Allocating a palette object
palette *res = (palette *)malloc(sizeof(palette));
res->type = use_vram ? VGL_MEM_VRAM : VGL_MEM_RAM;
// Allocating palette data buffer
void *texture_palette = gpu_alloc_mapped(256 * sizeof(uint32_t), &res->type);
// Initializing palette
if (data == NULL)
memset(texture_palette, 0, 256 * sizeof(uint32_t));
else if (bpe == 4)
memcpy(texture_palette, data, w * sizeof(uint32_t));
res->data = texture_palette;
// Returning palette
return res;
}
void gpu_free_texture(texture *tex) {
// Deallocating texture
if (tex->data != NULL)
vitagl_mempool_free(tex->data, tex->mtype);
// Invalidating texture object
tex->valid = 0;
}
void gpu_alloc_texture(uint32_t w, uint32_t h, SceGxmTextureFormat format, const void *data, texture *tex, uint8_t src_bpp, uint32_t (*read_cb)(void *), void (*write_cb)(void *, uint32_t)) {
// If there's already a texture in passed texture object we first dealloc it
if (tex->valid)
gpu_free_texture(tex);
// Getting texture format bpp
uint8_t bpp = tex_format_to_bytespp(format);
// Allocating texture data buffer
tex->mtype = use_vram ? VGL_MEM_VRAM : VGL_MEM_RAM;
const int tex_size = ALIGN(w, 8) * h * bpp;
void *texture_data = gpu_alloc_mapped(tex_size, &tex->mtype);
if (texture_data != NULL) {
// Initializing texture data buffer
if (data != NULL) {
int i, j;
uint8_t *src = (uint8_t *)data;
uint8_t *dst;
for (i = 0; i < h; i++) {
dst = ((uint8_t *)texture_data) + (ALIGN(w, 8) * bpp) * i;
for (j = 0; j < w; j++) {
uint32_t clr = read_cb(src);
write_cb(dst, clr);
src += src_bpp;
dst += bpp;
}
}
} else
memset(texture_data, 0, tex_size);
// Initializing texture and validating it
sceGxmTextureInitLinear(&tex->gxm_tex, texture_data, format, w, h, 0);
if ((format & 0x9f000000U) == SCE_GXM_TEXTURE_BASE_FORMAT_P8)
tex->palette_UID = 1;
else
tex->palette_UID = 0;
tex->valid = 1;
tex->data = texture_data;
}
}
void gpu_alloc_mipmaps(int level, texture *tex) {
// Getting current mipmap count in passed texture
uint32_t count = sceGxmTextureGetMipmapCount(&tex->gxm_tex);
// Getting textures info and calculating bpp
uint32_t w, h, stride;
uint32_t orig_w = sceGxmTextureGetWidth(&tex->gxm_tex);
uint32_t orig_h = sceGxmTextureGetHeight(&tex->gxm_tex);
SceGxmTextureFormat format = sceGxmTextureGetFormat(&tex->gxm_tex);
uint32_t bpp = tex_format_to_bytespp(format);
// Checking if we need at least one more new mipmap level
if ((level > count) || (level < 0)) { // Note: level < 0 means we will use max possible mipmaps level
uint32_t jumps[10];
for (w = 1; w < orig_w; w <<= 1) {
}
for (h = 1; h < orig_h; h <<= 1) {
}
// Calculating new texture data buffer size
uint32_t size = 0;
int j;
if (level > 0) {
for (j = 0; j < level; j++) {
jumps[j] = max(w, 8) * h * bpp;
size += jumps[j];
w /= 2;
h /= 2;
}
} else {
level = 0;
while ((w > 1) && (h > 1)) {
jumps[level] = max(w, 8) * h * bpp;
size += jumps[level];
w /= 2;
h /= 2;
level++;
}
}
// Calculating needed sceGxmTransfer format for the downscale process
SceGxmTransferFormat fmt;
switch (tex->type) {
case GL_RGBA:
fmt = SCE_GXM_TRANSFER_FORMAT_U8U8U8U8_ABGR;
break;
case GL_RGB:
fmt = SCE_GXM_TRANSFER_FORMAT_U8U8U8_BGR;
default:
break;
}
// Moving texture data to heap and deallocating texture memblock
GLboolean has_temp_buffer = GL_TRUE;
stride = ALIGN(orig_w, 8);
void *temp = (void *)malloc(stride * orig_h * bpp);
if (temp == NULL) { // If we finished newlib heap, we delay texture free
has_temp_buffer = GL_FALSE;
temp = sceGxmTextureGetData(&tex->gxm_tex);
} else {
memcpy(temp, sceGxmTextureGetData(&tex->gxm_tex), stride * orig_h * bpp);
gpu_free_texture(tex);
}
// Allocating the new texture data buffer
tex->mtype = use_vram ? VGL_MEM_VRAM : VGL_MEM_RAM;
void *texture_data = gpu_alloc_mapped(size, &tex->mtype);
// Moving back old texture data from heap to texture memblock
memcpy(texture_data, temp, stride * orig_h * bpp);
if (has_temp_buffer)
free(temp);
else
gpu_free_texture(tex);
tex->valid = 1;
// Performing a chain downscale process to generate requested mipmaps
uint8_t *curPtr = (uint8_t *)texture_data;
uint32_t curWidth = orig_w;
uint32_t curHeight = orig_h;
if (curWidth % 2)
curWidth--;
if (curHeight % 2)
curHeight--;
for (j = 0; j < level - 1; j++) {
uint32_t curSrcStride = ALIGN(curWidth, 8);
uint32_t curDstStride = ALIGN(curWidth >> 1, 8);
uint8_t *dstPtr = curPtr + jumps[j];
sceGxmTransferDownscale(
fmt, curPtr, 0, 0,
curWidth, curHeight,
curSrcStride * bpp,
fmt, dstPtr, 0, 0,
curDstStride * bpp,
NULL, SCE_GXM_TRANSFER_FRAGMENT_SYNC, NULL);
curPtr = dstPtr;
curWidth /= 2;
curHeight /= 2;
}
// Initializing texture in sceGxm
sceGxmTextureInitLinear(&tex->gxm_tex, texture_data, format, orig_w, orig_h, level);
tex->data = texture_data;
}
}
void gpu_free_palette(palette *pal) {
// Deallocating palette memblock and object
if (pal == NULL)
return;
vitagl_mempool_free(pal->data, pal->type);
free(pal);
}

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/*
* gpu_utils.h:
* Header file for the GPU utilities exposed by gpu_utils.c
*/
#ifndef _GPU_UTILS_H_
#define _GPU_UTILS_H_
#include "mem_utils.h"
// Align a value to the requested alignment
#define ALIGN(x, a) (((x) + ((a)-1)) & ~((a)-1))
// Texture object struct
typedef struct texture {
SceGxmTexture gxm_tex;
void *data;
vglMemType mtype;
SceUID palette_UID;
SceUID depth_UID;
uint8_t used;
uint8_t valid;
uint32_t type;
void (*write_cb)(void *, uint32_t);
} texture;
// Palette object struct
typedef struct palette {
void *data;
vglMemType type;
} palette;
// Alloc a generic memblock into sceGxm mapped memory
void *gpu_alloc_mapped(size_t size, vglMemType *type);
// Alloc into sceGxm mapped memory a vertex USSE memblock
void *gpu_vertex_usse_alloc_mapped(size_t size, unsigned int *usse_offset);
// Dealloc from sceGxm mapped memory a vertex USSE memblock
void gpu_vertex_usse_free_mapped(void *addr);
// Alloc into sceGxm mapped memory a fragment USSE memblock
void *gpu_fragment_usse_alloc_mapped(size_t size, unsigned int *usse_offset);
// Dealloc from sceGxm mapped memory a fragment USSE memblock
void gpu_fragment_usse_free_mapped(void *addr);
// Reserve a memory space from vitaGL mempool
void *gpu_pool_malloc(unsigned int size);
// Reserve an aligned memory space from vitaGL mempool
void *gpu_pool_memalign(unsigned int size, unsigned int alignment);
// Returns available free space on vitaGL mempool
unsigned int gpu_pool_free_space();
// Resets vitaGL mempool
void gpu_pool_reset();
// Alloc vitaGL mempool
void gpu_pool_init(uint32_t temp_pool_size);
// Calculate bpp for a requested texture format
int tex_format_to_bytespp(SceGxmTextureFormat format);
// Alloc a texture
void gpu_alloc_texture(uint32_t w, uint32_t h, SceGxmTextureFormat format, const void *data, texture *tex, uint8_t src_bpp, uint32_t (*read_cb)(void *), void (*write_cb)(void *, uint32_t));
// Dealloc a texture
void gpu_free_texture(texture *tex);
// Alloc a palette
palette *gpu_alloc_palette(const void *data, uint32_t w, uint32_t bpe);
// Dealloc a palette
void gpu_free_palette(palette *pal);
// Generate mipmaps for a given texture
void gpu_alloc_mipmaps(int level, texture *tex);
#endif

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/*
* math_utils.c:
* Utilities for math operations
*/
#include "../shared.h"
#include <math.h>
#include <math_neon.h>
// NOTE: matrices are row-major.
void matrix4x4_identity(matrix4x4 m) {
m[0][1] = m[0][2] = m[0][3] = 0.0f;
m[1][0] = m[1][2] = m[1][3] = 0.0f;
m[2][0] = m[2][1] = m[2][3] = 0.0f;
m[3][0] = m[3][1] = m[3][2] = 0.0f;
m[0][0] = m[1][1] = m[2][2] = m[3][3] = 1.0f;
}
void matrix4x4_copy(matrix4x4 dst, const matrix4x4 src) {
memcpy(dst, src, sizeof(matrix4x4));
}
void matrix4x4_multiply(matrix4x4 dst, const matrix4x4 src1, const matrix4x4 src2) {
matmul4_neon((float*)src2, (float*)src1, (float*)dst);
}
void matrix4x4_init_rotation_x(matrix4x4 m, float rad) {
float cs[2];
sincosf_c(rad, cs);
matrix4x4_identity(m);
m[1][1] = cs[1];
m[1][2] = -cs[0];
m[2][1] = cs[0];
m[2][2] = cs[1];
}
void matrix4x4_init_rotation_y(matrix4x4 m, float rad) {
float cs[2];
sincosf_c(rad, cs);
matrix4x4_identity(m);
m[0][0] = cs[1];
m[0][2] = cs[0];
m[2][0] = -cs[0];
m[2][2] = cs[1];
}
void matrix4x4_init_rotation_z(matrix4x4 m, float rad) {
float cs[2];
sincosf_c(rad, cs);
matrix4x4_identity(m);
m[0][0] = cs[1];
m[0][1] = -cs[0];
m[1][0] = cs[0];
m[1][1] = cs[1];
}
void matrix4x4_rotate_x(matrix4x4 m, float rad) {
matrix4x4 m1, m2;
matrix4x4_init_rotation_x(m1, rad);
matrix4x4_multiply(m2, m, m1);
matrix4x4_copy(m, m2);
}
void matrix4x4_rotate_y(matrix4x4 m, float rad) {
matrix4x4 m1, m2;
matrix4x4_init_rotation_y(m1, rad);
matrix4x4_multiply(m2, m, m1);
matrix4x4_copy(m, m2);
}
void matrix4x4_rotate_z(matrix4x4 m, float rad) {
matrix4x4 m1, m2;
matrix4x4_init_rotation_z(m1, rad);
matrix4x4_multiply(m2, m, m1);
matrix4x4_copy(m, m2);
}
void matrix4x4_init_translation(matrix4x4 m, float x, float y, float z) {
matrix4x4_identity(m);
m[0][3] = x;
m[1][3] = y;
m[2][3] = z;
}
void matrix4x4_translate(matrix4x4 m, float x, float y, float z) {
matrix4x4 m1, m2;
matrix4x4_init_translation(m1, x, y, z);
matrix4x4_multiply(m2, m, m1);
matrix4x4_copy(m, m2);
}
void matrix4x4_init_scaling(matrix4x4 m, float scale_x, float scale_y, float scale_z) {
matrix4x4_identity(m);
m[0][0] = scale_x;
m[1][1] = scale_y;
m[2][2] = scale_z;
}
void matrix4x4_scale(matrix4x4 m, float scale_x, float scale_y, float scale_z) {
matrix4x4 m1, m2;
matrix4x4_init_scaling(m1, scale_x, scale_y, scale_z);
matrix4x4_multiply(m2, m, m1);
matrix4x4_copy(m, m2);
}
void matrix4x4_transpose(matrix4x4 out, const matrix4x4 m) {
int i, j;
for (i = 0; i < 4; i++) {
for (j = 0; j < 4; j++)
out[i][j] = m[j][i];
}
}
void matrix4x4_init_orthographic(matrix4x4 m, float left, float right, float bottom, float top, float near, float far) {
m[0][0] = 2.0f / (right - left);
m[0][1] = 0.0f;
m[0][2] = 0.0f;
m[0][3] = -(right + left) / (right - left);
m[1][0] = 0.0f;
m[1][1] = 2.0f / (top - bottom);
m[1][2] = 0.0f;
m[1][3] = -(top + bottom) / (top - bottom);
m[2][0] = 0.0f;
m[2][1] = 0.0f;
m[2][2] = -2.0f / (far - near);
m[2][3] = -(far + near) / (far - near);
m[3][0] = 0.0f;
m[3][1] = 0.0f;
m[3][2] = 0.0f;
m[3][3] = 1.0f;
}
void matrix4x4_init_frustum(matrix4x4 m, float left, float right, float bottom, float top, float near, float far) {
m[0][0] = (2.0f * near) / (right - left);
m[0][1] = 0.0f;
m[0][2] = (right + left) / (right - left);
m[0][3] = 0.0f;
m[1][0] = 0.0f;
m[1][1] = (2.0f * near) / (top - bottom);
m[1][2] = (top + bottom) / (top - bottom);
m[1][3] = 0.0f;
m[2][0] = 0.0f;
m[2][1] = 0.0f;
m[2][2] = -(far + near) / (far - near);
m[2][3] = (-2.0f * far * near) / (far - near);
m[3][0] = 0.0f;
m[3][1] = 0.0f;
m[3][2] = -1.0f;
m[3][3] = 0.0f;
}
void matrix4x4_init_perspective(matrix4x4 m, float fov, float aspect, float near, float far) {
float half_height = near * tanf_neon(DEG_TO_RAD(fov) * 0.5f);
float half_width = half_height * aspect;
matrix4x4_init_frustum(m, -half_width, half_width, -half_height, half_height, near, far);
}
int matrix4x4_invert(matrix4x4 out, const matrix4x4 m) {
int i, j;
float det;
matrix4x4 inv;
inv[0][0] = m[1][1] * m[2][2] * m[3][3] - m[1][1] * m[3][2] * m[2][3] - m[1][2] * m[2][1] * m[3][3] + m[1][2] * m[3][1] * m[2][3] + m[1][3] * m[2][1] * m[3][2] - m[1][3] * m[3][1] * m[2][2];
inv[0][1] = -m[0][1] * m[2][2] * m[3][3] + m[0][1] * m[3][2] * m[2][3] + m[0][2] * m[2][1] * m[3][3] - m[0][2] * m[3][1] * m[2][3] - m[0][3] * m[2][1] * m[3][2] + m[0][3] * m[3][1] * m[2][2];
inv[0][2] = m[0][1] * m[1][2] * m[3][3] - m[0][1] * m[3][2] * m[1][3] - m[0][2] * m[1][1] * m[3][3] + m[0][2] * m[3][1] * m[1][3] + m[0][3] * m[1][1] * m[3][2] - m[0][3] * m[3][1] * m[1][2];
inv[0][3] = -m[0][1] * m[1][2] * m[2][3] + m[0][1] * m[2][2] * m[1][3] + m[0][2] * m[1][1] * m[2][3] - m[0][2] * m[2][1] * m[1][3] - m[0][3] * m[1][1] * m[2][2] + m[0][3] * m[2][1] * m[1][2];
inv[1][0] = -m[1][0] * m[2][2] * m[3][3] + m[1][0] * m[3][2] * m[2][3] + m[1][2] * m[2][0] * m[3][3] - m[1][2] * m[3][0] * m[2][3] - m[1][3] * m[2][0] * m[3][2] + m[1][3] * m[3][0] * m[2][2];
inv[1][1] = m[0][0] * m[2][2] * m[3][3] - m[0][0] * m[3][2] * m[2][3] - m[0][2] * m[2][0] * m[3][3] + m[0][2] * m[3][0] * m[2][3] + m[0][3] * m[2][0] * m[3][2] - m[0][3] * m[3][0] * m[2][2];
inv[1][2] = -m[0][0] * m[1][2] * m[3][3] + m[0][0] * m[3][2] * m[1][3] + m[0][2] * m[1][0] * m[3][3] - m[0][2] * m[3][0] * m[1][3] - m[0][3] * m[1][0] * m[3][2] + m[0][3] * m[3][0] * m[1][2];
inv[1][3] = m[0][0] * m[1][2] * m[2][3] - m[0][0] * m[2][2] * m[1][3] - m[0][2] * m[1][0] * m[2][3] + m[0][2] * m[2][0] * m[1][3] + m[0][3] * m[1][0] * m[2][2] - m[0][3] * m[2][0] * m[1][2];
inv[2][0] = m[1][0] * m[2][1] * m[3][3] - m[1][0] * m[3][1] * m[2][3] - m[1][1] * m[2][0] * m[3][3] + m[1][1] * m[3][0] * m[2][3] + m[1][3] * m[2][0] * m[3][1] - m[1][3] * m[3][0] * m[2][1];
inv[2][1] = -m[0][0] * m[2][1] * m[3][3] + m[0][0] * m[3][1] * m[2][3] + m[0][1] * m[2][0] * m[3][3] - m[0][1] * m[3][0] * m[2][3] - m[0][3] * m[2][0] * m[3][1] + m[0][3] * m[3][0] * m[2][1];
inv[2][2] = m[0][0] * m[1][1] * m[3][3] - m[0][0] * m[3][1] * m[1][3] - m[0][1] * m[1][0] * m[3][3] + m[0][1] * m[3][0] * m[1][3] + m[0][3] * m[1][0] * m[3][1] - m[0][3] * m[3][0] * m[1][1];
inv[2][3] = -m[0][0] * m[1][1] * m[2][3] + m[0][0] * m[2][1] * m[1][3] + m[0][1] * m[1][0] * m[2][3] - m[0][1] * m[2][0] * m[1][3] - m[0][3] * m[1][0] * m[2][1] + m[0][3] * m[2][0] * m[1][1];
inv[3][0] = -m[1][0] * m[2][1] * m[3][2] + m[1][0] * m[3][1] * m[2][2] + m[1][1] * m[2][0] * m[3][2] - m[1][1] * m[3][0] * m[2][2] - m[1][2] * m[2][0] * m[3][1] + m[1][2] * m[3][0] * m[2][1];
inv[3][1] = m[0][0] * m[2][1] * m[3][2] - m[0][0] * m[3][1] * m[2][2] - m[0][1] * m[2][0] * m[3][2] + m[0][1] * m[3][0] * m[2][2] + m[0][2] * m[2][0] * m[3][1] - m[0][2] * m[3][0] * m[2][1];
inv[3][2] = -m[0][0] * m[1][1] * m[3][2] + m[0][0] * m[3][1] * m[1][2] + m[0][1] * m[1][0] * m[3][2] - m[0][1] * m[3][0] * m[1][2] - m[0][2] * m[1][0] * m[3][1] + m[0][2] * m[3][0] * m[1][1];
inv[3][3] = m[0][0] * m[1][1] * m[2][2] - m[0][0] * m[2][1] * m[1][2] - m[0][1] * m[1][0] * m[2][2] + m[0][1] * m[2][0] * m[1][2] + m[0][2] * m[1][0] * m[2][1] - m[0][2] * m[2][0] * m[1][1];
det = m[0][0] * inv[0][0] + m[1][0] * inv[0][1] + m[2][0] * inv[0][2] + m[3][0] * inv[0][3];
if (det == 0)
return 0;
det = 1.0 / det;
for (i = 0; i < 4; i++) {
for (j = 0; j < 4; j++)
out[i][j] = inv[i][j] * det;
}
return 1;
}
void vector4f_matrix4x4_mult(vector4f *u, const matrix4x4 m, const vector4f *v) {
u->x = m[0][0] * v->x + m[0][1] * v->y + m[0][2] * v->z + m[0][3] * v->w;
u->y = m[1][0] * v->x + m[1][1] * v->y + m[1][2] * v->z + m[1][3] * v->w;
u->z = m[2][0] * v->x + m[2][1] * v->y + m[2][2] * v->z + m[2][3] * v->w;
u->w = m[3][0] * v->x + m[3][1] * v->y + m[3][2] * v->z + m[3][3] * v->w;
}

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/*
* math_utils.h:
* Header file for the math utilities exposed by math_utils.c
*/
#ifndef _MATH_UTILS_H_
#define _MATH_UTILS_H_
#include <math.h>
#ifndef DEG_TO_RAD
#define DEG_TO_RAD(x) ((x)*M_PI / 180.0)
#endif
// clang-format off
// vector of 2 floats struct
typedef struct {
float x, y;
} vector2f;
// vector of 3 floats struct
typedef struct {
union { float x; float r; };
union { float y; float g; };
union { float z; float b; };
} vector3f;
// vector of 4 floats struct
typedef struct {
union { float x; float r; };
union { float y; float g; };
union { float z; float b; };
union { float w; float a; };
} vector4f;
// clang-format on
// 4x4 matrix
typedef float matrix4x4[4][4];
// Creates an identity matrix
void matrix4x4_identity(matrix4x4 m);
// Copy a matrix to another one
void matrix4x4_copy(matrix4x4 dst, const matrix4x4 src);
// Perform a matrix per matrix moltiplication
void matrix4x4_multiply(matrix4x4 dst, const matrix4x4 src1, const matrix4x4 src2);
// Rotate a matrix on x,y,z axis
void matrix4x4_rotate_x(matrix4x4 m, float rad);
void matrix4x4_rotate_y(matrix4x4 m, float rad);
void matrix4x4_rotate_z(matrix4x4 m, float rad);
// Translate a matrix
void matrix4x4_translate(matrix4x4 m, float x, float y, float z);
// Scale a matrix
void matrix4x4_scale(matrix4x4 m, float scale_x, float scale_y, float scale_z);
// Transpose a matrix
void matrix4x4_transpose(matrix4x4 out, const matrix4x4 m);
// Init a matrix with different settings (ortho, frustum, perspective)
void matrix4x4_init_orthographic(matrix4x4 m, float left, float right, float bottom, float top, float near, float far);
void matrix4x4_init_frustum(matrix4x4 m, float left, float right, float bottom, float top, float near, float far);
void matrix4x4_init_perspective(matrix4x4 m, float fov, float aspect, float near, float far);
// Invert a matrix
int matrix4x4_invert(matrix4x4 out, const matrix4x4 m);
// Perform a matrix per vector moltiplication
void vector4f_matrix4x4_mult(vector4f *u, const matrix4x4 m, const vector4f *v);
#endif

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/*
* mem_utils.c:
* Utilities for memory management
*/
#include "../shared.h"
#define MEM_ALIGNMENT 8 // seems to be enough, set to 16 if something explodes
typedef struct tm_block_s {
struct tm_block_s *next; // next block in list (either free or allocated)
int32_t type; // one of vglMemType (VGL_MEM_ALL when unused)
uintptr_t base; // block start address
uint32_t offset; // offset for USSE stuff (unused)
uint32_t size; // block size
} tm_block_t;
static void *mempool_addr[3] = { NULL, NULL, NULL }; // addresses of heap memblocks (VRAM, RAM, PHYCONT RAM)
static SceUID mempool_id[3] = { 0, 0, 0 }; // UIDs of heap memblocks (VRAM, RAM, PHYCONT RAM)
static size_t mempool_size[3] = { 0, 0, 0 }; // sizes of heap memlbocks (VRAM, RAM, PHYCONT RAM)
static int tm_initialized;
static tm_block_t *tm_alloclist; // list of allocated blocks
static tm_block_t *tm_freelist; // list of free blocks
static uint32_t tm_free[VGL_MEM_TYPE_COUNT]; // see enum vglMemType
// heap funcs //
// get new block header
static inline tm_block_t *heap_blk_new(void) {
return calloc(1, sizeof(tm_block_t));
}
// release block header
static inline void heap_blk_release(tm_block_t *block) {
free(block);
}
// determine if two blocks can be merged into one
// blocks of different types can't be merged,
// blocks of same type can only be merged if they're next to each other
// in memory and have matching offsets
static inline int heap_blk_mergeable(tm_block_t *a, tm_block_t *b) {
return a->type == b->type
&& a->base + a->size == b->base
&& a->offset + a->size == b->offset;
}
// inserts a block into the free list and merges with neighboring
// free blocks if possible
static void heap_blk_insert_free(tm_block_t *block) {
tm_block_t *curblk = tm_freelist;
tm_block_t *prevblk = NULL;
while (curblk && curblk->base < block->base) {
prevblk = curblk;
curblk = curblk->next;
}
if (prevblk)
prevblk->next = block;
else
tm_freelist = block;
block->next = curblk;
tm_free[block->type] += block->size;
tm_free[0] += block->size;
if (curblk && heap_blk_mergeable(block, curblk)) {
block->size += curblk->size;
block->next = curblk->next;
heap_blk_release(curblk);
}
if (prevblk && heap_blk_mergeable(prevblk, block)) {
prevblk->size += block->size;
prevblk->next = block->next;
heap_blk_release(block);
}
}
// allocates a block from the heap
// (removes it from free list and adds to alloc list)
static tm_block_t *heap_blk_alloc(int32_t type, uint32_t size, uint32_t alignment) {
tm_block_t *curblk = tm_freelist;
tm_block_t *prevblk = NULL;
while (curblk) {
const uint32_t skip = ALIGN(curblk->base, alignment) - curblk->base;
if (curblk->type == type && skip + size <= curblk->size) {
tm_block_t *skipblk = NULL;
tm_block_t *unusedblk = NULL;
if (skip != 0) {
skipblk = heap_blk_new();
if (!skipblk)
return NULL;
}
if (skip + size != curblk->size) {
unusedblk = heap_blk_new();
if (!unusedblk) {
if (skipblk)
heap_blk_release(skipblk);
return NULL;
}
}
if (skip != 0) {
if (prevblk)
prevblk->next = skipblk;
else
tm_freelist = skipblk;
skipblk->next = curblk;
skipblk->type = curblk->type;
skipblk->base = curblk->base;
skipblk->offset = curblk->offset;
skipblk->size = skip;
curblk->base += skip;
curblk->offset += skip;
curblk->size -= skip;
prevblk = skipblk;
}
if (size != curblk->size) {
unusedblk->next = curblk->next;
curblk->next = unusedblk;
unusedblk->type = curblk->type;
unusedblk->base = curblk->base + size;
unusedblk->offset = curblk->offset + size;
unusedblk->size = curblk->size - size;
curblk->size = size;
}
if (prevblk)
prevblk->next = curblk->next;
else
tm_freelist = curblk->next;
curblk->next = tm_alloclist;
tm_alloclist = curblk;
tm_free[type] -= size;
tm_free[0] -= size;
return curblk;
}
prevblk = curblk;
curblk = curblk->next;
}
return NULL;
}
// frees a previously allocated heap block
// (removes from alloc list and inserts into free list)
static void heap_blk_free(uintptr_t base) {
tm_block_t *curblk = tm_alloclist;
tm_block_t *prevblk = NULL;
while (curblk && curblk->base != base) {
prevblk = curblk;
curblk = curblk->next;
}
if (!curblk)
return;
if (prevblk)
prevblk->next = curblk->next;
else
tm_alloclist = curblk->next;
curblk->next = NULL;
heap_blk_insert_free(curblk);
}
// initializes heap variables and blockpool
static void heap_init(void) {
tm_alloclist = NULL;
tm_freelist = NULL;
for (int i = 0; i < VGL_MEM_TYPE_COUNT; ++i)
tm_free[i] = 0;
tm_initialized = 1;
}
// resets heap state and frees allocated block headers
static void heap_destroy(void) {
tm_block_t *n;
tm_block_t *p = tm_alloclist;
while (p) {
n = p->next;
heap_blk_release(p);
p = n;
}
p = tm_freelist;
while (p) {
n = p->next;
heap_blk_release(p);
p = n;
}
tm_initialized = 0;
}
// adds a memblock to the heap
static void heap_extend(int32_t type, void *base, uint32_t size) {
tm_block_t *block = heap_blk_new();
block->next = NULL;
block->type = type;
block->base = (uintptr_t)base;
block->offset = 0;
block->size = size;
heap_blk_insert_free(block);
}
// allocates memory from the heap (basically malloc())
static void *heap_alloc(int32_t type, uint32_t size, uint32_t alignment) {
tm_block_t *block = heap_blk_alloc(type, size, alignment);
if (!block)
return NULL;
return (void *)block->base;
}
// frees previously allocated heap memory (basically free())
static void heap_free(void *addr) {
heap_blk_free((uintptr_t)addr);
}
void vitagl_mem_term(void) {
heap_destroy();
if (mempool_addr[0] != NULL) {
sceKernelFreeMemBlock(mempool_id[0]);
sceKernelFreeMemBlock(mempool_id[1]);
mempool_addr[0] = NULL;
mempool_addr[1] = NULL;
mempool_id[0] = 0;
mempool_id[1] = 0;
}
}
int vitagl_mem_init(size_t size_ram, size_t size_cdram, size_t size_phycont) {
if (mempool_addr[0] != NULL)
vitagl_mem_term();
mempool_size[0] = ALIGN(size_cdram, 256 * 1024);
mempool_size[1] = ALIGN(size_ram, 4 * 1024);
mempool_size[2] = ALIGN(size_phycont, 256 * 1024);
mempool_id[0] = sceKernelAllocMemBlock("cdram_mempool", SCE_KERNEL_MEMBLOCK_TYPE_USER_CDRAM_RW, mempool_size[0], NULL);
mempool_id[1] = sceKernelAllocMemBlock("ram_mempool", SCE_KERNEL_MEMBLOCK_TYPE_USER_RW, mempool_size[1], NULL);
mempool_id[2] = sceKernelAllocMemBlock("phycont_mempool", SCE_KERNEL_MEMBLOCK_TYPE_USER_MAIN_PHYCONT_RW, mempool_size[2], NULL);
for (int i = 0; i < VGL_MEM_TYPE_COUNT - 2; i++) {
sceKernelGetMemBlockBase(mempool_id[i], &mempool_addr[i]);
sceGxmMapMemory(mempool_addr[i], mempool_size[i], SCE_GXM_MEMORY_ATTRIB_READ | SCE_GXM_MEMORY_ATTRIB_WRITE);
}
// Initialize heap
heap_init();
// Add memblocks to heap
heap_extend(VGL_MEM_VRAM, mempool_addr[0], mempool_size[0]);
heap_extend(VGL_MEM_RAM, mempool_addr[1], mempool_size[1]);
heap_extend(VGL_MEM_SLOW, mempool_addr[2], mempool_size[2]);
return 1;
}
void vitagl_mempool_free(void *ptr, vglMemType type) {
if (type == VGL_MEM_EXTERNAL)
free(ptr);
else
heap_free(ptr); // type is already stored in heap for alloc'd blocks
}
void *vitagl_mempool_alloc(size_t size, vglMemType type) {
void *res = NULL;
if (size <= tm_free[type])
res = heap_alloc(type, size, MEM_ALIGNMENT);
return res;
}
// Returns currently free space on mempool
size_t vitagl_mempool_get_free_space(vglMemType type) {
return tm_free[type];
}

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/*
* mem_utils.h:
* Header file for the memory management utilities exposed by mem_utils.c
*/
#ifndef _MEM_UTILS_H_
#define _MEM_UTILS_H_
int vitagl_mem_init(size_t size_ram, size_t size_cdram, size_t size_phycont); // Initialize mempools
void vitagl_mem_term(void); // Terminate both CDRAM and RAM mempools
size_t vitagl_mempool_get_free_space(vglMemType type); // Return free space in bytes for a mempool
void *vitagl_mempool_alloc(size_t size, vglMemType type); // Allocate a memory block on a mempool
void vitagl_mempool_free(void *ptr, vglMemType type); // Free a memory block on a mempool
#endif

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#ifndef _VITAGL_H_
#define _VITAGL_H_
#ifdef __cplusplus
extern "C" {
#endif
#include <vitasdk.h>
// clang-format off
#define GLfloat float
#define GLint int32_t
#define GLdouble double
#define GLshort int16_t
#define GLuint uint32_t
#define GLsizei int32_t
#define GLenum uint16_t
#define GLubyte uint8_t
#define GLvoid void
#define GLbyte int8_t
#define GLboolean uint8_t
#define GLchar char
#define GL_FALSE 0
#define GL_TRUE 1
#define GL_NO_ERROR 0
#define GL_ZERO 0
#define GL_ONE 1
#define GL_POINTS 0x0000
#define GL_LINES 0x0001
#define GL_LINE_LOOP 0x0002
#define GL_LINE_STRIP 0x0003
#define GL_TRIANGLES 0x0004
#define GL_TRIANGLE_STRIP 0x0005
#define GL_TRIANGLE_FAN 0x0006
#define GL_QUADS 0x0007
#define GL_ADD 0x0104
#define GL_NEVER 0x0200
#define GL_NEVER 0x0200
#define GL_LESS 0x0201
#define GL_EQUAL 0x0202
#define GL_LEQUAL 0x0203
#define GL_GREATER 0x0204
#define GL_NOTEQUAL 0x0205
#define GL_GEQUAL 0x0206
#define GL_ALWAYS 0x0207
#define GL_SRC_COLOR 0x0300
#define GL_ONE_MINUS_SRC_COLOR 0x0301
#define GL_SRC_ALPHA 0x0302
#define GL_ONE_MINUS_SRC_ALPHA 0x0303
#define GL_DST_ALPHA 0x0304
#define GL_ONE_MINUS_DST_ALPHA 0x0305
#define GL_DST_COLOR 0x0306
#define GL_ONE_MINUS_DST_COLOR 0x0307
#define GL_SRC_ALPHA_SATURATE 0x0308
#define GL_FRONT 0x0404
#define GL_BACK 0x0405
#define GL_FRONT_AND_BACK 0x0408
#define GL_INVALID_ENUM 0x0500
#define GL_INVALID_VALUE 0x0501
#define GL_INVALID_OPERATION 0x0502
#define GL_STACK_OVERFLOW 0x0503
#define GL_STACK_UNDERFLOW 0x0504
#define GL_OUT_OF_MEMORY 0x0505
#define GL_EXP 0x0800
#define GL_EXP2 0x0801
#define GL_CW 0x0900
#define GL_CCW 0x0901
#define GL_POLYGON_MODE 0x0B40
#define GL_CULL_FACE 0x0B44
#define GL_FOG 0x0B60
#define GL_FOG_DENSITY 0x0B62
#define GL_FOG_START 0x0B63
#define GL_FOG_END 0x0B64
#define GL_FOG_MODE 0x0B65
#define GL_FOG_COLOR 0x0B66
#define GL_DEPTH_TEST 0x0B71
#define GL_STENCIL_TEST 0x0B90
#define GL_VIEWPORT 0x0BA2
#define GL_MODELVIEW_MATRIX 0x0BA6
#define GL_ALPHA_TEST 0x0BC0
#define GL_BLEND 0x0BE2
#define GL_SCISSOR_BOX 0x0C10
#define GL_SCISSOR_TEST 0x0C11
#define GL_MAX_TEXTURE_SIZE 0x0D33
#define GL_MAX_MODELVIEW_STACK_DEPTH 0x0D36
#define GL_MAX_PROJECTION_STACK_DEPTH 0x0D38
#define GL_MAX_TEXTURE_STACK_DEPTH 0x0D39
#define GL_TEXTURE_2D 0x0DE1
#define GL_BYTE 0x1400
#define GL_UNSIGNED_BYTE 0x1401
#define GL_SHORT 0x1402
#define GL_UNSIGNED_SHORT 0x1403
#define GL_FLOAT 0x1406
#define GL_FIXED 0x140C
#define GL_INVERT 0x150A
#define GL_MODELVIEW 0x1700
#define GL_PROJECTION 0x1701
#define GL_COLOR_INDEX 0x1900
#define GL_RED 0x1903
#define GL_GREEN 0x1904
#define GL_BLUE 0x1905
#define GL_ALPHA 0x1906
#define GL_RGB 0x1907
#define GL_RGBA 0x1908
#define GL_LUMINANCE 0x1909
#define GL_LUMINANCE_ALPHA 0x190A
#define GL_POINT 0x1B00
#define GL_LINE 0x1B01
#define GL_FILL 0x1B02
#define GL_KEEP 0x1E00
#define GL_REPLACE 0x1E01
#define GL_INCR 0x1E02
#define GL_DECR 0x1E03
#define GL_VENDOR 0x1F00
#define GL_RENDERER 0x1F01
#define GL_VERSION 0x1F02
#define GL_EXTENSIONS 0x1F03
#define GL_MODULATE 0x2100
#define GL_DECAL 0x2101
#define GL_TEXTURE_ENV_MODE 0x2200
#define GL_TEXTURE_ENV_COLOR 0x2201
#define GL_TEXTURE_ENV 0x2300
#define GL_NEAREST 0x2600
#define GL_LINEAR 0x2601
#define GL_NEAREST_MIPMAP_NEAREST 0x2700
#define GL_LINEAR_MIPMAP_NEAREST 0x2701
#define GL_NEAREST_MIPMAP_LINEAR 0x2702
#define GL_LINEAR_MIPMAP_LINEAR 0x2703
#define GL_TEXTURE_MAG_FILTER 0x2800
#define GL_TEXTURE_MIN_FILTER 0x2801
#define GL_TEXTURE_WRAP_S 0x2802
#define GL_TEXTURE_WRAP_T 0x2803
#define GL_REPEAT 0x2901
#define GL_POLYGON_OFFSET_UNITS 0x2A00
#define GL_POLYGON_OFFSET_POINT 0x2A01
#define GL_POLYGON_OFFSET_LINE 0x2A02
#define GL_CLIP_PLANE0 0x3000
#define GL_FUNC_ADD 0x8006
#define GL_MIN 0x8007
#define GL_MAX 0x8008
#define GL_FUNC_SUBTRACT 0x800A
#define GL_FUNC_REVERSE_SUBTRACT 0x800B
#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
#define GL_POLYGON_OFFSET_FILL 0x8037
#define GL_POLYGON_OFFSET_FACTOR 0x8038
#define GL_INTENSITY 0x8049
#define GL_TEXTURE_BINDING_2D 0x8069
#define GL_VERTEX_ARRAY 0x8074
#define GL_COLOR_ARRAY 0x8076
#define GL_TEXTURE_COORD_ARRAY 0x8078
#define GL_BLEND_DST_RGB 0x80C8
#define GL_BLEND_SRC_RGB 0x80C9
#define GL_BLEND_DST_ALPHA 0x80CA
#define GL_BLEND_SRC_ALPHA 0x80CB
#define GL_COLOR_TABLE 0x80D0
#define GL_COLOR_INDEX8_EXT 0x80E5
#define GL_CLAMP_TO_EDGE 0x812F
#define GL_RG 0x8227
#define GL_UNSIGNED_SHORT_5_6_5 0x8363
#define GL_MIRRORED_REPEAT 0x8370
#define GL_TEXTURE0 0x84C0
#define GL_TEXTURE1 0x84C1
#define GL_TEXTURE2 0x84C2
#define GL_TEXTURE3 0x84C3
#define GL_TEXTURE4 0x84C4
#define GL_TEXTURE5 0x84C5
#define GL_TEXTURE6 0x84C6
#define GL_TEXTURE7 0x84C7
#define GL_TEXTURE8 0x84C8
#define GL_TEXTURE9 0x84C9
#define GL_TEXTURE10 0x84CA
#define GL_TEXTURE11 0x84CB
#define GL_TEXTURE12 0x84CC
#define GL_TEXTURE13 0x84CD
#define GL_TEXTURE14 0x84CE
#define GL_TEXTURE15 0x84CF
#define GL_TEXTURE16 0x84D0
#define GL_TEXTURE17 0x84D1
#define GL_TEXTURE18 0x84D2
#define GL_TEXTURE19 0x84D3
#define GL_TEXTURE20 0x84D4
#define GL_TEXTURE21 0x84D5
#define GL_TEXTURE22 0x84D6
#define GL_TEXTURE23 0x84D7
#define GL_TEXTURE24 0x84D8
#define GL_TEXTURE25 0x84D9
#define GL_TEXTURE26 0x84DA
#define GL_TEXTURE27 0x84DB
#define GL_TEXTURE28 0x84DC
#define GL_TEXTURE29 0x84DD
#define GL_TEXTURE30 0x84DE
#define GL_TEXTURE31 0x84DF
#define GL_ACTIVE_TEXTURE 0x84E0
#define GL_INCR_WRAP 0x8507
#define GL_DECR_WRAP 0x8508
#define GL_ARRAY_BUFFER 0x8892
#define GL_ELEMENT_ARRAY_BUFFER 0x8893
#define GL_STREAM_DRAW 0x88E0
#define GL_STREAM_READ 0x88E1
#define GL_STREAM_COPY 0x88E2
#define GL_STATIC_DRAW 0x88E4
#define GL_STATIC_READ 0x88E5
#define GL_STATIC_COPY 0x88E6
#define GL_DYNAMIC_DRAW 0x88E8
#define GL_DYNAMIC_READ 0x88E9
#define GL_DYNAMIC_COPY 0x88EA
#define GL_FRAGMENT_SHADER 0x8B30
#define GL_VERTEX_SHADER 0x8B31
#define GL_READ_FRAMEBUFFER 0x8CA8
#define GL_DRAW_FRAMEBUFFER 0x8CA9
#define GL_COLOR_ATTACHMENT0 0x8CE0
#define GL_FRAMEBUFFER 0x8D40
#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 32
typedef enum GLbitfield{
GL_DEPTH_BUFFER_BIT = 0x00000100,
GL_STENCIL_BUFFER_BIT = 0x00000400,
GL_COLOR_BUFFER_BIT = 0x00004000
} GLbitfield;
// clang-format on
// gl*
void glActiveTexture(GLenum texture);
void glAlphaFunc(GLenum func, GLfloat ref);
void glArrayElement(GLint i);
void glAttachShader(GLuint prog, GLuint shad);
void glBegin(GLenum mode);
void glBindBuffer(GLenum target, GLuint buffer);
void glBindFramebuffer(GLenum target, GLuint framebuffer);
void glBindTexture(GLenum target, GLuint texture);
void glBlendEquation(GLenum mode);
void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);
void glBlendFunc(GLenum sfactor, GLenum dfactor);
void glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
void glBufferData(GLenum target, GLsizei size, const GLvoid *data, GLenum usage);
void glClear(GLbitfield mask);
void glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
void glClearDepth(GLdouble depth);
void glClearStencil(GLint s);
void glClientActiveTexture(GLenum texture);
void glClipPlane(GLenum plane, const GLdouble *equation);
void glColor3f(GLfloat red, GLfloat green, GLfloat blue);
void glColor3fv(const GLfloat *v);
void glColor3ub(GLubyte red, GLubyte green, GLubyte blue);
void glColor3ubv(const GLubyte *v);
void glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
void glColor4fv(const GLfloat *v);
void glColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha);
void glColor4ubv(const GLubyte *v);
void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
void glColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
void glColorTable(GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid *data);
GLuint glCreateProgram(void);
GLuint glCreateShader(GLenum shaderType);
void glCullFace(GLenum mode);
void glDeleteBuffers(GLsizei n, const GLuint *gl_buffers);
void glDeleteFramebuffers(GLsizei n, GLuint *framebuffers);
void glDeleteProgram(GLuint prog);
void glDeleteShader(GLuint shad);
void glDeleteTextures(GLsizei n, const GLuint *textures);
void glDepthFunc(GLenum func);
void glDepthMask(GLboolean flag);
void glDepthRange(GLdouble nearVal, GLdouble farVal);
void glDepthRangef(GLfloat nearVal, GLfloat farVal);
void glDisable(GLenum cap);
void glDisableClientState(GLenum array);
void glDrawArrays(GLenum mode, GLint first, GLsizei count);
void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices);
void glEnable(GLenum cap);
void glEnableClientState(GLenum array);
void glEnd(void);
void glFinish(void);
void glFogf(GLenum pname, GLfloat param);
void glFogfv(GLenum pname, const GLfloat *params);
void glFogi(GLenum pname, const GLint param);
void glFramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level);
void glFrontFace(GLenum mode);
void glFrustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble nearVal, GLdouble farVal);
void glGenBuffers(GLsizei n, GLuint *buffers);
void glGenerateMipmap(GLenum target);
void glGenFramebuffers(GLsizei n, GLuint *ids);
void glGenTextures(GLsizei n, GLuint *textures);
void glGetBooleanv(GLenum pname, GLboolean *params);
void glGetFloatv(GLenum pname, GLfloat *data);
GLenum glGetError(void);
void glGetIntegerv(GLenum pname, GLint *data);
const GLubyte *glGetString(GLenum name);
GLint glGetUniformLocation(GLuint prog, const GLchar *name);
GLboolean glIsEnabled(GLenum cap);
void glLineWidth(GLfloat width);
void glLinkProgram(GLuint progr);
void glLoadIdentity(void);
void glLoadMatrixf(const GLfloat *m);
void glMatrixMode(GLenum mode);
void glMultMatrixf(const GLfloat *m);
void glOrtho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble nearVal, GLdouble farVal);
void glPointSize(GLfloat size);
void glPolygonMode(GLenum face, GLenum mode);
void glPolygonOffset(GLfloat factor, GLfloat units);
void glPopMatrix(void);
void glPushMatrix(void);
void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *data);
void glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z);
void glScalef(GLfloat x, GLfloat y, GLfloat z);
void glScissor(GLint x, GLint y, GLsizei width, GLsizei height);
void glShaderBinary(GLsizei count, const GLuint *handles, GLenum binaryFormat, const void *binary, GLsizei length); // NOTE: Uses GXP shaders
void glStencilFunc(GLenum func, GLint ref, GLuint mask);
void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);
void glStencilMask(GLuint mask);
void glStencilMaskSeparate(GLenum face, GLuint mask);
void glStencilOp(GLenum sfail, GLenum dpfail, GLenum dppass);
void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);
void glTexCoord2f(GLfloat s, GLfloat t);
void glTexCoord2fv(GLfloat *f);
void glTexCoord2i(GLint s, GLint t);
void glTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
void glTexEnvf(GLenum target, GLenum pname, GLfloat param);
void glTexEnvi(GLenum target, GLenum pname, GLint param);
void glTexImage2D(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *data);
void glTexParameterf(GLenum target, GLenum pname, GLfloat param);
void glTexParameteri(GLenum target, GLenum pname, GLint param);
void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels);
void glTranslatef(GLfloat x, GLfloat y, GLfloat z);
void glUniform1f(GLint location, GLfloat v0);
void glUniform2fv(GLint location, GLsizei count, const GLfloat *value);
void glUniform4fv(GLint location, GLsizei count, const GLfloat *value);
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void glUseProgram(GLuint program);
void glVertex2f(GLfloat x, GLfloat y);
void glVertex3f(GLfloat x, GLfloat y, GLfloat z);
void glVertex3fv(const GLfloat *v);
void glVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
void glViewport(GLint x, GLint y, GLsizei width, GLsizei height);
// VGL_EXT_gpu_objects_array extension
void vglColorPointer(GLint size, GLenum type, GLsizei stride, GLuint count, const GLvoid *pointer);
void vglColorPointerMapped(GLenum type, const GLvoid *pointer);
void vglDrawObjects(GLenum mode, GLsizei count, GLboolean implicit_wvp);
void vglIndexPointer(GLenum type, GLsizei stride, GLuint count, const GLvoid *pointer);
void vglIndexPointerMapped(const GLvoid *pointer);
void vglTexCoordPointer(GLint size, GLenum type, GLsizei stride, GLuint count, const GLvoid *pointer);
void vglTexCoordPointerMapped(const GLvoid *pointer);
void vglVertexPointer(GLint size, GLenum type, GLsizei stride, GLuint count, const GLvoid *pointer);
void vglVertexPointerMapped(const GLvoid *pointer);
// VGL_EXT_gxp_shaders extension implementation
void vglBindAttribLocation(GLuint prog, GLuint index, const GLchar *name, const GLuint num, const GLenum type);
void vglVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLuint count, const GLvoid *pointer);
void vglVertexAttribPointerMapped(GLuint index, const GLvoid *pointer);
typedef enum {
VGL_MEM_ALL = 0, // any memory type (used to monitor total heap usage)
VGL_MEM_VRAM, // CDRAM
VGL_MEM_RAM, // USER_RW RAM
VGL_MEM_SLOW, // PHYCONT_USER_RW RAM
VGL_MEM_EXTERNAL, // newlib mem
VGL_MEM_TYPE_COUNT
} vglMemType;
// vgl*
void *vglAlloc(uint32_t size, vglMemType type);
void vglEnd(void);
void vglFree(void *addr);
void *vglGetTexDataPointer(GLenum target);
void vglInit(uint32_t gpu_pool_size);
void vglInitExtended(uint32_t gpu_pool_size, int width, int height, int ram_threshold, SceGxmMultisampleMode msaa);
size_t vglMemFree(vglMemType type);
void vglStartRendering();
void vglStopRendering();
void vglStopRenderingInit();
void vglStopRenderingTerm();
void vglUpdateCommonDialog();
void vglUseVram(GLboolean usage);
void vglWaitVblankStart(GLboolean enable);
#ifdef __cplusplus
}
#endif
#endif