dquakeplus/source/psp/video_hardware.cpp
Steam Deck User 5a16a272c5 Update to the new, POSIX-Complient PSPSDK
Introduces a lot of changes to induce POSIX compliancy, and fix weird
compilation quirks that the old GCC ignored. Also removes some old
Makefiles that were just lying around. :^)
2023-03-27 13:04:29 -04:00

695 lines
17 KiB
C++

/*
Copyright (C) 1996-1997 Id Software, Inc.
Copyright (C) 2007 Peter Mackay and Chris Swindle.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include <algorithm>
#include <cstddef>
#include <pspdisplay.h>
#include <pspgu.h>
#include <pspgum.h>
#include <pspkernel.h>
#include <psputility.h>
#include <pspdebug.h>
#include <limits.h>
extern "C"
{
#include "../quakedef.h"
}
#include <vram.h>
#include "video_hardware_images.h"
#ifdef _WIN32
# define ALIGNED(x)
#else
# define ALIGNED(x) __attribute__((aligned(x)))
#endif
#define DLIST_SIZE_KB 512 //256
namespace quake
{
namespace video
{
// Types.
//ScePspRGB565;
//ScePspRGBA8888
typedef ScePspRGB565 pixel;
typedef u8 texel;
typedef u16 depth_value;
// Constants.
static const std::size_t screen_width = 480;
static const std::size_t screen_height = 272;
static const std::size_t palette_size = 256;
static pixel* display_buffer = 0;
static pixel* draw_buffer = 0;
static depth_value* depth_buffer = 0;
//! The GU display list.
//! @note Aligned to 64 bytes so it doesn't share a cache line with anything.
unsigned int ALIGNED(64) display_list[DLIST_SIZE_KB * 1024];
}
}
using namespace quake;
using namespace quake::video;
extern qboolean depthfl;
void* framebuffer;
// Regular globals.
ScePspRGBA8888 ALIGNED(16) d_8to24table[palette_size];
ScePspRGBA8888 ALIGNED(16) d_8to24tableLM[palette_size];
ScePspRGBA8888 ALIGNED(16) d_8to24tableQ2[palette_size];
ScePspRGBA8888 ALIGNED(16) d_8to24tableH2[palette_size];
int reloaded_pallete = 1;
extern cvar_t r_vsync;
extern cvar_t r_dithering;
void VID_ConvectPalette(ScePspRGBA8888 *out, unsigned char* in)
{
// Convert the palette to PSP format.
for (ScePspRGBA8888* color = &out[0]; color < &out[palette_size]; ++color)
{
const unsigned int r = *in++;
const unsigned int g = *in++;
const unsigned int b = *in++;
*color = GU_RGBA(r, g, b, 0xff);
}
}
void VID_InitPaleteLM()
{
// Convert the palette to PSP format.
ScePspRGBA8888* color2 = &d_8to24tableLM[0];
for (unsigned int i=0; color2 < &d_8to24tableLM[palette_size]; ++color2, i++)
{
*color2 = GU_RGBA(i, i, i, i);
}
}
qboolean last_palette_wasnt_tx;
void VID_SetPaletteLM()
{
// Upload the palette.
sceGuClutMode(GU_PSM_8888, 0, palette_size - 1, 0);
sceKernelDcacheWritebackRange(d_8to24tableLM, sizeof(d_8to24tableLM));
sceGuClutLoad(palette_size / 8, d_8to24tableLM);
reloaded_pallete = 1;
last_palette_wasnt_tx = qtrue;
}
void VID_SetPaletteTX()
{
// Upload the palette.
sceGuClutMode(GU_PSM_8888, 0, palette_size - 1, 0);
sceKernelDcacheWritebackRange(d_8to24table, sizeof(d_8to24table));
sceGuClutLoad(palette_size / 8, d_8to24table);
reloaded_pallete = 1;
last_palette_wasnt_tx = qfalse;
}
void VID_SetPalette4(unsigned char* clut4pal) {
sceGuClutMode(GU_PSM_8888, 0, 0xFF, 0);
sceKernelDcacheWritebackRange(clut4pal, sizeof(clut4pal));
sceGuClutLoad(2, clut4pal);
last_palette_wasnt_tx = qtrue;
}
void VID_SetPalette(unsigned char* palette)
{
// Convert the palette to PSP format.
for (ScePspRGBA8888* color = &d_8to24table[0]; color < &d_8to24table[palette_size]; ++color)
{
const unsigned int r = *palette++;
const unsigned int g = *palette++;
const unsigned int b = *palette++;
*color = GU_RGBA(r, g, b, 0xff);
}
// Color 255 is transparent black.
// This is a bit of a dirty hack.
d_8to24table[255] = 0;
// Upload the palette.
sceGuClutMode(GU_PSM_8888, 0, palette_size - 1, 0);
sceKernelDcacheWritebackRange(d_8to24table, sizeof(d_8to24table));
sceGuClutLoad(palette_size / 8, d_8to24table);
reloaded_pallete = 1;
last_palette_wasnt_tx = qtrue;
}
void VID_ShiftPalette(unsigned char* palette)
{
VID_SetPalette(palette);
}
void VID_Init(unsigned char* palette)
{
Sys_Printf("VID_Init\n");
// Allocate the buffers.
display_buffer = static_cast<pixel*>(vramalloc(screen_height * 512 * sizeof(pixel)));
if (!display_buffer)
{
Sys_Error("Couldn't allocate display buffer");
}
draw_buffer = static_cast<pixel*>(vramalloc(screen_height * 512 * sizeof(pixel)));
if (!draw_buffer)
{
Sys_Error("Couldn't allocate draw buffer");
}
depth_buffer = static_cast<depth_value*>(vramalloc(screen_height * 512 * sizeof(depth_value)));
if (!depth_buffer)
{
Sys_Error("Couldn't allocate depth buffer");
}
// Initialise the GU.
sceGuInit();
// Set up the GU.
sceGuStart(GU_DIRECT, display_list);
{
//sceGuDrawBuffer(GU_PSM_5650, vrelptr(draw_buffer), 512);
sceGuDrawBuffer(GU_PSM_5650, vrelptr(draw_buffer), 512);
sceGuDispBuffer(screen_width, screen_height, vrelptr(display_buffer), 512);
sceGuDepthBuffer(vrelptr(depth_buffer), 512);
// Set the rendering offset and viewport.
sceGuOffset(2048 - (screen_width / 2), 2048 - (screen_height / 2));
sceGuViewport(2048, 2048, screen_width, screen_height);
// Set up scissoring.
sceGuEnable(GU_SCISSOR_TEST);
sceGuScissor(0, 0, screen_width, screen_height);
// Set up texturing.
sceGuEnable(GU_TEXTURE_2D);
// Set up clearing.
sceGuClearDepth(65535);
sceGuClearColor(GU_RGBA(0x10,0x20,0x40,0xff));
// Set up depth.
sceGuDepthRange(0, 65535);
sceGuDepthFunc(GU_LEQUAL);
sceGuEnable(GU_DEPTH_TEST);
// Set the matrices.
sceGumMatrixMode(GU_PROJECTION);
sceGumLoadIdentity();
sceGumUpdateMatrix();
sceGumMatrixMode(GU_VIEW);
sceGumLoadIdentity();
sceGumUpdateMatrix();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
sceGumUpdateMatrix();
// Set up culling.
sceGuFrontFace(GU_CW);
sceGuEnable(GU_CULL_FACE);
sceGuEnable(GU_CLIP_PLANES);
// Set up blending.
sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0);
}
sceGuFinish();
sceGuSync(0,0);
// Turn on the display.
sceDisplayWaitVblankStart();
sceGuDisplay(GU_TRUE);
// Set up Quake's video parameters.
vid.aspect = (static_cast<float>(screen_height) / static_cast<float>(screen_width)) * (4.0f / 3.0f);
vid.buffer = 0;
vid.colormap = host_colormap;
vid.colormap16 = 0;
vid.conbuffer = 0;
vid.conheight = screen_height;
vid.conrowbytes = 0;
vid.conwidth = screen_width;
vid.direct = 0;
vid.fullbright = palette_size - LittleLong(*((int *) vid.colormap + 2048));
vid.height = screen_height;
vid.maxwarpheight = screen_width;
vid.maxwarpwidth = screen_height;
vid.numpages = INT_MAX;
vid.recalc_refdef = 0;
vid.rowbytes = 0;
vid.width = screen_width;
// Start a render.
sceGuStart(GU_DIRECT, display_list);
// Set the palette.
VID_SetPalette(palette);
VID_InitPaleteLM();
VID_ConvectPalette(d_8to24tableQ2, host_q2pal);
VID_ConvectPalette(d_8to24tableH2, host_h2pal);
}
void VID_Shutdown(void)
{
// Finish rendering.
sceGuFinish();
sceGuSync(0,0);
// Shut down the display.
sceGuTerm();
// Free the buffers.
vfree(depth_buffer);
depth_buffer = 0;
vfree(draw_buffer);
draw_buffer = 0;
vfree(display_buffer);
display_buffer = 0;
}
void GL_BeginRendering (int *x, int *y, int *width, int *height)
{
*x = 2048;
*y = 2048;
*width = screen_width;
*height = screen_height;
if (r_dithering.value)
sceGuEnable(GU_DITHER);
else
sceGuDisable(GU_DITHER);
}
void GL_EndRendering (void)
{
// Finish rendering.
sceGuFinish();
sceGuSync(0, 0);
// At the moment only do this if we are in network mode, once we get above
// 60fps we might as well leave it on for all games
if (tcpipAvailable || r_vsync.value)
sceDisplayWaitVblankStart();
// Switch the buffers.
sceGuSwapBuffers();
std::swap(draw_buffer, display_buffer);
// Start a new render.
sceGuStart(GU_DIRECT, display_list);
}
void GL_GetPixelsBGR(byte *buffer, int width, int height, int i)
{
for (int y = 0; y < height; ++y)
{
const pixel* src = display_buffer + ((height - y - 1) * 512);
for (int x = 0; x < width; ++x)
{
const pixel argb = *src++;
#if 0
buffer[i++] = ((argb >> 11) & 0x1f) << 3; //B
buffer[i++] = ((argb >> 5 ) & 0x3f) << 2; //G
buffer[i++] = (argb & 0x1f) << 3; //R
#else
buffer[i++] = (argb >> 16) & 0xff;//B
buffer[i++] = (argb >> 8) & 0xff; //G
buffer[i++] = argb & 0xff; //R
#endif
}
}
}
void GL_GetPixelsRGB(byte *buffer, int width, int height, int i)
{
for (int y = 0; y < height; ++y)
{
const pixel* src = display_buffer + ((height - y - 1) * 512);
for (int x = 0; x < width; ++x)
{
const pixel argb = *src++;
#if 0
buffer[i++] = (argb & 0x1f) << 3; //R
buffer[i++] = ((argb >> 5 ) & 0x3f) << 2; //G
buffer[i++] = ((argb >> 11) & 0x1f) << 3; //B
#else
buffer[i++] = ((argb)& 0xff); //R
buffer[i++] = ((argb >> 8)& 0xff); //G
buffer[i++] = ((argb >> 16)& 0xff); //B
#endif
}
}
}
void GL_GetPixelsRGBA(byte *buffer, int width, int height, int i)
{
for (int y = 0; y < height; ++y)
{
const pixel* src = display_buffer + ((height - y - 1) * 512);
for (int x = 0; x < width; ++x)
{
const pixel argb = *src++;
#if 0
buffer[i++] = (argb & 0x1f) << 3; //R
buffer[i++] = ((argb >> 5 ) & 0x3f) << 2; //G
buffer[i++] = ((argb >> 11) & 0x1f) << 3; //B
buffer[i++] = 0xff; //A
#else
buffer[i++] = ((argb)& 0xff); //R
buffer[i++] = ((argb >> 8)& 0xff); //G
buffer[i++] = ((argb >> 16)& 0xff); //B
buffer[i++] = ((argb >> 24)& 0xff); //A
#endif
}
}
}
u32 GL_GetDrawBuffer(void)
{
return (u32)vrelptr(draw_buffer);
}
void D_StartParticles (void)
{
sceGuDepthMask(GU_TRUE);
if (r_particles_simple.value == qtrue)
{
sceGuDisable(GU_TEXTURE_2D);
}
else
{
sceGuDisable(GU_FOG);
GL_Bind(particletexture);
sceGuEnable(GU_BLEND);
sceGuDepthMask(GU_TRUE);
sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_FIX, 0, 0xFFFFFFFF);
sceGuTexFunc(GU_TFX_MODULATE , GU_TCC_RGBA);
}
}
void D_EndParticles (void)
{
sceGuDepthMask(GU_FALSE);
if (r_particles_simple.value == qtrue)
{
sceGuEnable(GU_TEXTURE_2D);
}
else
{
sceGuEnable(GU_FOG);
sceGuDisable(GU_BLEND);
sceGuDepthMask(GU_FALSE);
sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGBA);
sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0);
}
}
static int BufIdx = 0;
static int BufSize = 0;
psp_particle* D_CreateBuffer (int size)
{
psp_particle* const vertices = static_cast<psp_particle*>(sceGuGetMemory(size*sizeof(psp_particle)));
BufSize = size;
BufIdx = 0;
return vertices;
}
void D_DeleteBuffer (psp_particle* vertices)
{
if (BufIdx > 0)
{
sceGuDrawArray(GU_SPRITES, GU_VERTEX_32BITF|GU_TEXTURE_32BITF|GU_COLOR_8888, BufIdx, 0, vertices);
BufIdx = 0;
BufSize = -1;
}
}
int D_DrawParticleBuffered (psp_particle* vertices, particle2_t *pparticle, vec3_t up, vec3_t right, float scale)
{
unsigned int color = d_8to24table[static_cast<int>(pparticle->color)];
int i = BufIdx;
vertices[i].first.x = pparticle->org[0];
vertices[i].first.y = pparticle->org[1];
vertices[i].first.z = pparticle->org[2];
vertices[i].first.s = 0.0;
vertices[i].first.t = 0.0;
vertices[i].first.color = color;
vertices[i].second.x = pparticle->org[0] + scale*(up[0] + right[0]);
vertices[i].second.y = pparticle->org[1] + scale*(up[1] + right[1]);
vertices[i].second.z = pparticle->org[2] + scale*(up[2] + right[2]);
vertices[i].second.s = 1.0;
vertices[i].second.t = 1.0;
vertices[i].second.color = color;
BufIdx++;
if (BufIdx >= BufSize)
{
sceGuDrawArray(GU_SPRITES, GU_VERTEX_32BITF|GU_TEXTURE_32BITF|GU_COLOR_8888, BufSize, 0, vertices);
BufIdx = 0;
BufSize = -1;
return -1;
}
return BufIdx;
}
void D_DrawParticle (particle2_t *pparticle, vec3_t up, vec3_t right, float scale)
{
unsigned int color = d_8to24table[static_cast<int>(pparticle->color)];
struct part_vertex
{
float s, t;
unsigned int color;
float x, y, z;
};
part_vertex* const vertices = static_cast<part_vertex*>(sceGuGetMemory(2*sizeof(part_vertex)));
vertices[0].x = pparticle->org[0];
vertices[0].y = pparticle->org[1];
vertices[0].z = pparticle->org[2];
vertices[0].s = 0.0;
vertices[0].t = 0.0;
vertices[0].color = color;
vertices[1].x = pparticle->org[0] + scale*(up[0] + right[0]);
vertices[1].y = pparticle->org[1] + scale*(up[1] + right[1]);
vertices[1].z = pparticle->org[2] + scale*(up[2] + right[2]);
vertices[1].s = 1.0;
vertices[1].t = 1.0;
vertices[1].color = color;
sceGuDrawArray(GU_SPRITES, GU_VERTEX_32BITF|GU_TEXTURE_32BITF|GU_COLOR_8888, 2, 0, vertices);
}
/*
==============================================================================
SCREEN SHOTS
==============================================================================
*/
typedef struct _TargaHeader {
unsigned char id_length, colormap_type, image_type;
unsigned short colormap_index, colormap_length;
unsigned char colormap_size;
unsigned short x_origin, y_origin, width, height;
unsigned char pixel_size, attributes;
} TargaHeader;
int Image_WriteJPEG (char *filename, int compression, byte *pixels, int width, int height);
/*
==================
SCR_ScreenShot_f
==================
*/
void SCR_ScreenShot_f (void)
{
byte *buffer;
char name[80];
char checkname[MAX_OSPATH];
int buffersize = glwidth * glheight * 3;
//
// find a file name to save it to
//
strcpy(name,"shots/DQshot00.jpg");
int i;
for (i=0 ; i<=100 ; i++)
{
name[12] = i/10 + '0';
name[13] = i%10 + '0';
sprintf (checkname, "%s/%s", com_gamedir, name);
if (Sys_FileTime(checkname) == -1)
break; // file doesn't exist
}
if (i==100)
{
Con_Printf ("SCR_ScreenShot_f: Couldn't create a TGA file\n");
return;
}
buffer = static_cast<byte*>(Q_malloc(buffersize));
memset(buffer, 0, buffersize);
GL_GetPixelsRGB(buffer, glwidth, glheight, 0);
Image_WriteJPEG (name, 75, buffer + buffersize - 3 * glwidth, -glwidth, glheight);
free (buffer);
Con_Printf ("Wrote %s\n", name);
}
#if 0
//======================Utility dialog functions================================
pspUtilityMsgDialogParams dialog;
static void ConfigureDialog(pspUtilityMsgDialogParams *dialog, size_t dialog_size)
{
memset(dialog, 0, dialog_size);
dialog->base.size = dialog_size;
sceUtilityGetSystemParamInt(PSP_SYSTEMPARAM_ID_INT_LANGUAGE,
&dialog->base.language); // Prompt language
sceUtilityGetSystemParamInt(PSP_SYSTEMPARAM_ID_INT_UNKNOWN,
&dialog->base.buttonSwap); // X/O button swap
dialog->base.graphicsThread = 0x11;
dialog->base.accessThread = 0x13;
dialog->base.fontThread = 0x12;
dialog->base.soundThread = 0x10;
}
void ShowErrorDialog(const unsigned int error)
{
ConfigureDialog(&dialog, sizeof(dialog));
dialog.mode = PSP_UTILITY_MSGDIALOG_MODE_ERROR;
dialog.options = PSP_UTILITY_MSGDIALOG_OPTION_ERROR;
dialog.errorValue = error;
sceUtilityMsgDialogInitStart(&dialog);
for(;;)
{
switch(sceUtilityMsgDialogGetStatus())
{
case PSP_UTILITY_DIALOG_VISIBLE:
sceUtilityMsgDialogUpdate(1);
break;
case PSP_UTILITY_DIALOG_QUIT:
sceUtilityMsgDialogShutdownStart();
break;
case PSP_UTILITY_DIALOG_NONE:
return;
}
..upd main frame
}
}
void ShowMessageDialog(const char *message, int enableYesno)
{
ConfigureDialog(&dialog, sizeof(dialog));
dialog.mode = PSP_UTILITY_MSGDIALOG_MODE_TEXT;
dialog.options = PSP_UTILITY_MSGDIALOG_OPTION_TEXT;
if(enableYesno)
dialog.options |= PSP_UTILITY_MSGDIALOG_OPTION_YESNO_BUTTONS|PSP_UTILITY_MSGDIALOG_OPTION_DEFAULT_NO;
strcpy(dialog.message, message);
sceUtilityMsgDialogInitStart(&dialog);
for(;;)
{
switch(sceUtilityMsgDialogGetStatus())
{
case 2:
sceUtilityMsgDialogUpdate(1);
break;
case 3:
sceUtilityMsgDialogShutdownStart();
break;
case 0:
return;
}
..upd main frame
}
}
void M_Exit_f (void)
{
ShowMessageDialog(" Really quit? ", 1);
if(dialog.buttonPressed == PSP_UTILITY_MSGDIALOG_RESULT_YES)
{
CL_Disconnect ();
Host_ShutdownServer(qfalse);
Sys_Quit ();
}
}
#endif