mirror of
https://github.com/Atmosphere-NX/Atmosphere.git
synced 2024-12-24 11:16:11 +00:00
488 lines
18 KiB
C
488 lines
18 KiB
C
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <sys/iosupport.h>
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#include <switch.h>
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#include <deko3d.h>
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// Define the desired number of framebuffers
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#define FB_NUM 2
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// Define the size of the memory block that will hold code
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#define CODEMEMSIZE (64*1024)
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// Define the size of the memory block that will hold command lists
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#define CMDMEMSIZE (64*1024)
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#define NUM_IMAGE_SLOTS 1
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#define NUM_SAMPLER_SLOTS 1
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typedef struct {
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float pos[2];
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float tex[2];
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} VertexDef;
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typedef struct {
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float red;
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float green;
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float blue;
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float alpha;
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} PaletteColor;
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typedef struct {
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float dimensions[4];
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VertexDef vertices[3];
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PaletteColor palettes[24];
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} ConsoleConfig;
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static const VertexDef g_vertexData[3] = {
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{ { 0.0f, +1.0f }, { 0.5f, 0.0f, } },
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{ { -1.0f, -1.0f }, { 0.0f, 1.0f, } },
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{ { +1.0f, -1.0f }, { 1.0f, 1.0f, } },
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};
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static const PaletteColor g_paletteData[24] = {
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{ 0.0f, 0.0f, 0.0f, 0.0f }, // black
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{ 0.5f, 0.0f, 0.0f, 1.0f }, // red
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{ 0.0f, 0.5f, 0.0f, 1.0f }, // green
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{ 0.5f, 0.5f, 0.0f, 1.0f }, // yellow
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{ 0.0f, 0.0f, 0.5f, 1.0f }, // blue
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{ 0.5f, 0.0f, 0.5f, 1.0f }, // magenta
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{ 0.0f, 0.5f, 0.5f, 1.0f }, // cyan
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{ 0.75f, 0.75f, 0.75f, 1.0f }, // white
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{ 0.5f, 0.5f, 0.5f, 1.0f }, // bright black
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{ 1.0f, 0.0f, 0.0f, 1.0f }, // bright red
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{ 0.0f, 1.0f, 0.0f, 1.0f }, // bright green
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{ 1.0f, 1.0f, 0.0f, 1.0f }, // bright yellow
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{ 0.0f, 0.0f, 1.0f, 1.0f }, // bright blue
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{ 1.0f, 0.0f, 1.0f, 1.0f }, // bright magenta
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{ 0.0f, 1.0f, 1.0f, 1.0f }, // bright cyan
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{ 1.0f, 1.0f, 1.0f, 1.0f }, // bright white
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{ 0.0f, 0.0f, 0.0f, 0.0f }, // faint black
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{ 0.25f, 0.0f, 0.0f, 1.0f }, // faint red
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{ 0.0f, 0.25f, 0.0f, 1.0f }, // faint green
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{ 0.25f, 0.25f, 0.0f, 1.0f }, // faint yellow
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{ 0.0f, 0.0f, 0.25f, 1.0f }, // faint blue
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{ 0.25f, 0.0f, 0.25f, 1.0f }, // faint magenta
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{ 0.0f, 0.25f, 0.25f, 1.0f }, // faint cyan
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{ 0.375f, 0.375f, 0.375f, 1.0f }, // faint white
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};
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typedef struct {
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uint16_t tileId;
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uint8_t frontPal;
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uint8_t backPal;
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} ConsoleChar;
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static const DkVtxAttribState g_attribState[] = {
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{ .bufferId=0, .isFixed=0, .offset=offsetof(ConsoleChar,tileId), .size=DkVtxAttribSize_1x16, .type=DkVtxAttribType_Uscaled, .isBgra=0 },
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{ .bufferId=0, .isFixed=0, .offset=offsetof(ConsoleChar,frontPal), .size=DkVtxAttribSize_2x8, .type=DkVtxAttribType_Uint, .isBgra=0 },
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};
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static const DkVtxBufferState g_vtxbufState[] = {
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{ .stride=sizeof(ConsoleChar), .divisor=1 },
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};
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struct GpuRenderer {
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ConsoleRenderer base;
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bool initialized;
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DkDevice device;
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DkQueue queue;
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DkMemBlock imageMemBlock;
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DkMemBlock codeMemBlock;
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DkMemBlock dataMemBlock;
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DkSwapchain swapchain;
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DkImage framebuffers[FB_NUM];
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DkImage tileset;
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ConsoleChar* charBuf;
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uint32_t codeMemOffset;
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DkShader vertexShader;
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DkShader fragmentShader;
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DkCmdBuf cmdbuf;
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DkCmdList cmdsBindFramebuffer[FB_NUM];
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DkCmdList cmdsRender;
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DkFence lastRenderFence;
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};
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static struct GpuRenderer* GpuRenderer(PrintConsole* con)
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{
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return (struct GpuRenderer*)con->renderer;
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}
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static void GpuRenderer_destroy(struct GpuRenderer* r)
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{
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// Make sure the queue is idle before destroying anything
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dkQueueWaitIdle(r->queue);
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// Destroy all the resources we've created
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dkQueueDestroy(r->queue);
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dkCmdBufDestroy(r->cmdbuf);
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dkSwapchainDestroy(r->swapchain);
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dkMemBlockDestroy(r->dataMemBlock);
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dkMemBlockDestroy(r->codeMemBlock);
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dkMemBlockDestroy(r->imageMemBlock);
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dkDeviceDestroy(r->device);
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// Clear out all state
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memset(&r->initialized, 0, sizeof(*r) - offsetof(struct GpuRenderer, initialized));
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}
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// Simple function for loading a shader from the filesystem
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static void GpuRenderer_loadShader(struct GpuRenderer* r, DkShader* pShader, const char* path)
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{
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// Open the file, and retrieve its size
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FILE* f = fopen(path, "rb");
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fseek(f, 0, SEEK_END);
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uint32_t size = ftell(f);
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rewind(f);
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// Look for a spot in the code memory block for loading this shader. Note that
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// we are just using a simple incremental offset; this isn't a general purpose
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// allocation algorithm.
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uint32_t codeOffset = r->codeMemOffset;
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r->codeMemOffset += (size + DK_SHADER_CODE_ALIGNMENT - 1) &~ (DK_SHADER_CODE_ALIGNMENT - 1);
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// Read the file into memory, and close the file
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fread((uint8_t*)dkMemBlockGetCpuAddr(r->codeMemBlock) + codeOffset, size, 1, f);
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fclose(f);
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// Initialize the user provided shader object with the code we've just loaded
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DkShaderMaker shaderMaker;
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dkShaderMakerDefaults(&shaderMaker, r->codeMemBlock, codeOffset);
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dkShaderInitialize(pShader, &shaderMaker);
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}
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static bool GpuRenderer_init(PrintConsole* con)
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{
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struct GpuRenderer* r = GpuRenderer(con);
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if (r->initialized) {
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// We're already initialized
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return true;
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}
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// Create the deko3d device, which is the root object
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DkDeviceMaker deviceMaker;
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dkDeviceMakerDefaults(&deviceMaker);
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r->device = dkDeviceCreate(&deviceMaker);
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// Create the queue
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DkQueueMaker queueMaker;
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dkQueueMakerDefaults(&queueMaker, r->device);
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queueMaker.flags = DkQueueFlags_Graphics;
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r->queue = dkQueueCreate(&queueMaker);
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// Calculate required width/height for the framebuffers
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u32 width = con->font.tileWidth * con->consoleWidth;
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u32 height = con->font.tileHeight * con->consoleHeight;
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u32 totalConSize = con->consoleWidth * con->consoleHeight;
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// Calculate layout for the framebuffers
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DkImageLayoutMaker imageLayoutMaker;
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dkImageLayoutMakerDefaults(&imageLayoutMaker, r->device);
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imageLayoutMaker.flags = DkImageFlags_UsageRender | DkImageFlags_UsagePresent | DkImageFlags_HwCompression;
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imageLayoutMaker.format = DkImageFormat_RGBA8_Unorm;
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imageLayoutMaker.dimensions[0] = width;
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imageLayoutMaker.dimensions[1] = height;
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// Calculate layout for the framebuffers
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DkImageLayout framebufferLayout;
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dkImageLayoutInitialize(&framebufferLayout, &imageLayoutMaker);
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// Calculate layout for the tileset
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dkImageLayoutMakerDefaults(&imageLayoutMaker, r->device);
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imageLayoutMaker.type = DkImageType_2DArray;
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imageLayoutMaker.format = DkImageFormat_R32_Float;
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imageLayoutMaker.dimensions[0] = con->font.tileWidth;
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imageLayoutMaker.dimensions[1] = con->font.tileHeight;
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imageLayoutMaker.dimensions[2] = con->font.numChars;
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// Calculate layout for the tileset
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DkImageLayout tilesetLayout;
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dkImageLayoutInitialize(&tilesetLayout, &imageLayoutMaker);
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// Retrieve necessary size and alignment for the framebuffers
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uint32_t framebufferSize = dkImageLayoutGetSize(&framebufferLayout);
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uint32_t framebufferAlign = dkImageLayoutGetAlignment(&framebufferLayout);
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framebufferSize = (framebufferSize + framebufferAlign - 1) &~ (framebufferAlign - 1);
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// Retrieve necessary size and alignment for the tileset
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uint32_t tilesetSize = dkImageLayoutGetSize(&tilesetLayout);
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uint32_t tilesetAlign = dkImageLayoutGetAlignment(&tilesetLayout);
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tilesetSize = (tilesetSize + tilesetAlign - 1) &~ (tilesetAlign - 1);
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// Create a memory block that will host the framebuffers and the tileset
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DkMemBlockMaker memBlockMaker;
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dkMemBlockMakerDefaults(&memBlockMaker, r->device, FB_NUM*framebufferSize + tilesetSize);
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memBlockMaker.flags = DkMemBlockFlags_GpuCached | DkMemBlockFlags_Image;
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r->imageMemBlock = dkMemBlockCreate(&memBlockMaker);
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// Initialize the framebuffers with the layout and backing memory we've just created
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DkImage const* swapchainImages[FB_NUM];
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for (unsigned i = 0; i < FB_NUM; i ++) {
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swapchainImages[i] = &r->framebuffers[i];
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dkImageInitialize(&r->framebuffers[i], &framebufferLayout, r->imageMemBlock, i*framebufferSize);
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}
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// Create a swapchain out of the framebuffers we've just initialized
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DkSwapchainMaker swapchainMaker;
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dkSwapchainMakerDefaults(&swapchainMaker, r->device, nwindowGetDefault(), swapchainImages, FB_NUM);
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r->swapchain = dkSwapchainCreate(&swapchainMaker);
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// Initialize the tileset
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dkImageInitialize(&r->tileset, &tilesetLayout, r->imageMemBlock, FB_NUM*framebufferSize);
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// Create a memory block onto which we will load shader code
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dkMemBlockMakerDefaults(&memBlockMaker, r->device, CODEMEMSIZE);
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memBlockMaker.flags = DkMemBlockFlags_CpuUncached | DkMemBlockFlags_GpuCached | DkMemBlockFlags_Code;
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r->codeMemBlock = dkMemBlockCreate(&memBlockMaker);
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r->codeMemOffset = 0;
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// Load our shaders (both vertex and fragment)
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romfsInit();
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GpuRenderer_loadShader(r, &r->vertexShader, "romfs:/shaders/console_vsh.dksh");
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GpuRenderer_loadShader(r, &r->fragmentShader, "romfs:/shaders/console_fsh.dksh");
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// Generate the descriptors
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struct {
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DkImageDescriptor images[NUM_IMAGE_SLOTS];
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DkSamplerDescriptor samplers[NUM_SAMPLER_SLOTS];
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} descriptors;
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// Generate a image descriptor for the tileset
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DkImageView tilesetView;
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dkImageViewDefaults(&tilesetView, &r->tileset);
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dkImageDescriptorInitialize(&descriptors.images[0], &tilesetView, false, false);
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// Generate a sampler descriptor for the tileset
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DkSampler sampler;
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dkSamplerDefaults(&sampler);
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sampler.wrapMode[0] = DkWrapMode_ClampToEdge;
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sampler.wrapMode[1] = DkWrapMode_ClampToEdge;
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sampler.minFilter = DkFilter_Nearest;
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sampler.magFilter = DkFilter_Nearest;
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dkSamplerDescriptorInitialize(&descriptors.samplers[0], &sampler);
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uint32_t descriptorsOffset = CMDMEMSIZE;
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uint32_t configOffset = (descriptorsOffset + sizeof(descriptors) + DK_UNIFORM_BUF_ALIGNMENT - 1) &~ (DK_UNIFORM_BUF_ALIGNMENT - 1);
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uint32_t configSize = (sizeof(ConsoleConfig) + DK_UNIFORM_BUF_ALIGNMENT - 1) &~ (DK_UNIFORM_BUF_ALIGNMENT - 1);
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uint32_t charBufOffset = configOffset + configSize;
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uint32_t charBufSize = totalConSize * sizeof(ConsoleChar);
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// Create a memory block which will be used for recording command lists using a command buffer
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dkMemBlockMakerDefaults(&memBlockMaker, r->device,
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(charBufOffset + charBufSize + DK_MEMBLOCK_ALIGNMENT - 1) &~ (DK_MEMBLOCK_ALIGNMENT - 1)
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);
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memBlockMaker.flags = DkMemBlockFlags_CpuUncached | DkMemBlockFlags_GpuCached;
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r->dataMemBlock = dkMemBlockCreate(&memBlockMaker);
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// Create a command buffer object
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DkCmdBufMaker cmdbufMaker;
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dkCmdBufMakerDefaults(&cmdbufMaker, r->device);
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r->cmdbuf = dkCmdBufCreate(&cmdbufMaker);
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// Feed our memory to the command buffer so that we can start recording commands
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dkCmdBufAddMemory(r->cmdbuf, r->dataMemBlock, 0, CMDMEMSIZE);
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// Create a temporary buffer that will hold the tileset
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dkMemBlockMakerDefaults(&memBlockMaker, r->device,
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(sizeof(float)*con->font.tileWidth*con->font.tileHeight*con->font.numChars + DK_MEMBLOCK_ALIGNMENT - 1) &~ (DK_MEMBLOCK_ALIGNMENT - 1)
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);
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memBlockMaker.flags = DkMemBlockFlags_CpuUncached | DkMemBlockFlags_GpuCached;
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DkMemBlock scratchMemBlock = dkMemBlockCreate(&memBlockMaker);
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float* scratchMem = (float*)dkMemBlockGetCpuAddr(scratchMemBlock);
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// Unpack 1bpp tileset into a texture image the GPU can read
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unsigned packedTileWidth = (con->font.tileWidth+7)/8;
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for (unsigned tile = 0; tile < con->font.numChars; tile ++) {
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const uint8_t* data = (const uint8_t*)con->font.gfx + con->font.tileHeight*packedTileWidth*tile;
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for (unsigned y = 0; y < con->font.tileHeight; y ++) {
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const uint8_t* row = &data[packedTileWidth*(y+1)];
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uint8_t c = 0;
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for (unsigned x = 0; x < con->font.tileWidth; x ++) {
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if (!(x & 7))
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c = *--row;
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*scratchMem++ = (c & 0x80) ? 1.0f : 0.0f;
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c <<= 1;
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}
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}
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}
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// Set up configuration
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DkGpuAddr configAddr = dkMemBlockGetGpuAddr(r->dataMemBlock) + configOffset;
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ConsoleConfig consoleConfig = {};
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consoleConfig.dimensions[0] = width;
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consoleConfig.dimensions[1] = height;
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consoleConfig.dimensions[2] = con->consoleWidth;
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consoleConfig.dimensions[3] = con->consoleHeight;
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memcpy(consoleConfig.vertices, g_vertexData, sizeof(g_vertexData));
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memcpy(consoleConfig.palettes, g_paletteData, sizeof(g_paletteData));
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// Generate a temporary command list for uploading stuff and run it
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DkGpuAddr descriptorSet = dkMemBlockGetGpuAddr(r->dataMemBlock) + descriptorsOffset;
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DkCopyBuf copySrc = { dkMemBlockGetGpuAddr(scratchMemBlock), 0, 0 };
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DkImageRect copyDst = { 0, 0, 0, con->font.tileWidth, con->font.tileHeight, con->font.numChars };
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dkCmdBufPushData(r->cmdbuf, descriptorSet, &descriptors, sizeof(descriptors));
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dkCmdBufPushConstants(r->cmdbuf, configAddr, configSize, 0, sizeof(consoleConfig), &consoleConfig);
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dkCmdBufBindImageDescriptorSet(r->cmdbuf, descriptorSet, NUM_IMAGE_SLOTS);
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dkCmdBufBindSamplerDescriptorSet(r->cmdbuf, descriptorSet + NUM_IMAGE_SLOTS*sizeof(DkImageDescriptor), NUM_SAMPLER_SLOTS);
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dkCmdBufCopyBufferToImage(r->cmdbuf, ©Src, &tilesetView, ©Dst, 0);
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dkQueueSubmitCommands(r->queue, dkCmdBufFinishList(r->cmdbuf));
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dkQueueFlush(r->queue);
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dkQueueWaitIdle(r->queue);
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dkCmdBufClear(r->cmdbuf);
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// Destroy the scratch memory block since we don't need it anymore
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dkMemBlockDestroy(scratchMemBlock);
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// Retrieve the address of the character buffer
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DkGpuAddr charBufAddr = dkMemBlockGetGpuAddr(r->dataMemBlock) + charBufOffset;
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r->charBuf = (ConsoleChar*)((uint8_t*)dkMemBlockGetCpuAddr(r->dataMemBlock) + charBufOffset);
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memset(r->charBuf, 0, charBufSize);
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// Generate a command list for each framebuffer, which will bind each of them as a render target
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for (unsigned i = 0; i < FB_NUM; i ++) {
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DkImageView imageView;
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dkImageViewDefaults(&imageView, &r->framebuffers[i]);
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dkCmdBufBindRenderTarget(r->cmdbuf, &imageView, NULL);
|
||
|
r->cmdsBindFramebuffer[i] = dkCmdBufFinishList(r->cmdbuf);
|
||
|
}
|
||
|
|
||
|
// Declare structs that will be used for binding state
|
||
|
DkViewport viewport = { 0.0f, 0.0f, (float)width, (float)height, 0.0f, 1.0f };
|
||
|
DkScissor scissor = { 0, 0, width, height };
|
||
|
DkShader const* shaders[] = { &r->vertexShader, &r->fragmentShader };
|
||
|
DkRasterizerState rasterizerState;
|
||
|
DkColorState colorState;
|
||
|
DkColorWriteState colorWriteState;
|
||
|
|
||
|
// Initialize state structs with the deko3d defaults
|
||
|
dkRasterizerStateDefaults(&rasterizerState);
|
||
|
dkColorStateDefaults(&colorState);
|
||
|
dkColorWriteStateDefaults(&colorWriteState);
|
||
|
|
||
|
rasterizerState.fillRectangleEnable = true;
|
||
|
colorState.alphaCompareOp = DkCompareOp_Greater;
|
||
|
|
||
|
// Generate the main rendering command list
|
||
|
dkCmdBufSetViewports(r->cmdbuf, 0, &viewport, 1);
|
||
|
dkCmdBufSetScissors(r->cmdbuf, 0, &scissor, 1);
|
||
|
//dkCmdBufClearColorFloat(r->cmdbuf, 0, DkColorMask_RGBA, 0.125f, 0.294f, 0.478f, 0.0f);
|
||
|
dkCmdBufClearColorFloat(r->cmdbuf, 0, DkColorMask_RGBA, 0.0f, 0.0f, 0.0f, 0.0f);
|
||
|
dkCmdBufBindShaders(r->cmdbuf, DkStageFlag_GraphicsMask, shaders, sizeof(shaders)/sizeof(shaders[0]));
|
||
|
dkCmdBufBindRasterizerState(r->cmdbuf, &rasterizerState);
|
||
|
dkCmdBufBindColorState(r->cmdbuf, &colorState);
|
||
|
dkCmdBufBindColorWriteState(r->cmdbuf, &colorWriteState);
|
||
|
dkCmdBufBindUniformBuffer(r->cmdbuf, DkStage_Vertex, 0, configAddr, configSize);
|
||
|
dkCmdBufBindTexture(r->cmdbuf, DkStage_Fragment, 0, dkMakeTextureHandle(0, 0));
|
||
|
dkCmdBufBindVtxAttribState(r->cmdbuf, g_attribState, sizeof(g_attribState)/sizeof(g_attribState[0]));
|
||
|
dkCmdBufBindVtxBufferState(r->cmdbuf, g_vtxbufState, sizeof(g_vtxbufState)/sizeof(g_vtxbufState[0]));
|
||
|
dkCmdBufBindVtxBuffer(r->cmdbuf, 0, charBufAddr, charBufSize);
|
||
|
dkCmdBufSetAlphaRef(r->cmdbuf, 0.0f);
|
||
|
dkCmdBufDraw(r->cmdbuf, DkPrimitive_Triangles, 3, totalConSize, 0, 0);
|
||
|
r->cmdsRender = dkCmdBufFinishList(r->cmdbuf);
|
||
|
|
||
|
r->initialized = true;
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
static void GpuRenderer_deinit(PrintConsole* con)
|
||
|
{
|
||
|
struct GpuRenderer* r = GpuRenderer(con);
|
||
|
|
||
|
if (r->initialized) {
|
||
|
GpuRenderer_destroy(r);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static void GpuRenderer_drawChar(PrintConsole* con, int x, int y, int c)
|
||
|
{
|
||
|
struct GpuRenderer* r = GpuRenderer(con);
|
||
|
|
||
|
int writingColor = con->fg;
|
||
|
int screenColor = con->bg;
|
||
|
|
||
|
if (con->flags & CONSOLE_COLOR_BOLD) {
|
||
|
writingColor += 8;
|
||
|
} else if (con->flags & CONSOLE_COLOR_FAINT) {
|
||
|
writingColor += 16;
|
||
|
}
|
||
|
|
||
|
if (con->flags & CONSOLE_COLOR_REVERSE) {
|
||
|
int tmp = writingColor;
|
||
|
writingColor = screenColor;
|
||
|
screenColor = tmp;
|
||
|
}
|
||
|
|
||
|
// Wait for the fence
|
||
|
dkFenceWait(&r->lastRenderFence, UINT64_MAX);
|
||
|
|
||
|
ConsoleChar* pos = &r->charBuf[y*con->consoleWidth+x];
|
||
|
pos->tileId = c;
|
||
|
pos->frontPal = writingColor;
|
||
|
pos->backPal = screenColor;
|
||
|
}
|
||
|
|
||
|
static void GpuRenderer_scrollWindow(PrintConsole* con)
|
||
|
{
|
||
|
struct GpuRenderer* r = GpuRenderer(con);
|
||
|
|
||
|
// Wait for the fence
|
||
|
dkFenceWait(&r->lastRenderFence, UINT64_MAX);
|
||
|
|
||
|
// Perform the scrolling
|
||
|
for (int y = 0; y < con->windowHeight-1; y ++) {
|
||
|
memcpy(
|
||
|
&r->charBuf[(con->windowY+y+0)*con->consoleWidth + con->windowX],
|
||
|
&r->charBuf[(con->windowY+y+1)*con->consoleWidth + con->windowX],
|
||
|
sizeof(ConsoleChar)*con->windowWidth);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static void GpuRenderer_flushAndSwap(PrintConsole* con)
|
||
|
{
|
||
|
struct GpuRenderer* r = GpuRenderer(con);
|
||
|
|
||
|
// Acquire a framebuffer from the swapchain (and wait for it to be available)
|
||
|
int slot = dkQueueAcquireImage(r->queue, r->swapchain);
|
||
|
|
||
|
// Run the command list that binds said framebuffer as a render target
|
||
|
dkQueueSubmitCommands(r->queue, r->cmdsBindFramebuffer[slot]);
|
||
|
|
||
|
// Run the main rendering command list
|
||
|
dkQueueSubmitCommands(r->queue, r->cmdsRender);
|
||
|
|
||
|
// Signal the fence
|
||
|
dkQueueSignalFence(r->queue, &r->lastRenderFence, false);
|
||
|
|
||
|
// Now that we are done rendering, present it to the screen
|
||
|
dkQueuePresentImage(r->queue, r->swapchain, slot);
|
||
|
}
|
||
|
|
||
|
static struct GpuRenderer s_gpuRenderer =
|
||
|
{
|
||
|
{
|
||
|
GpuRenderer_init,
|
||
|
GpuRenderer_deinit,
|
||
|
GpuRenderer_drawChar,
|
||
|
GpuRenderer_scrollWindow,
|
||
|
GpuRenderer_flushAndSwap,
|
||
|
}
|
||
|
};
|
||
|
|
||
|
ConsoleRenderer* getDefaultConsoleRenderer(void)
|
||
|
{
|
||
|
return &s_gpuRenderer.base;
|
||
|
}
|