SDL_render_ps2.c 23 KB

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  1. /*
  2. Simple DirectMedia Layer
  3. Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
  4. This software is provided 'as-is', without any express or implied
  5. warranty. In no event will the authors be held liable for any damages
  6. arising from the use of this software.
  7. Permission is granted to anyone to use this software for any purpose,
  8. including commercial applications, and to alter it and redistribute it
  9. freely, subject to the following restrictions:
  10. 1. The origin of this software must not be misrepresented; you must not
  11. claim that you wrote the original software. If you use this software
  12. in a product, an acknowledgment in the product documentation would be
  13. appreciated but is not required.
  14. 2. Altered source versions must be plainly marked as such, and must not be
  15. misrepresented as being the original software.
  16. 3. This notice may not be removed or altered from any source distribution.
  17. */
  18. #include "SDL_internal.h"
  19. #ifdef SDL_VIDEO_RENDER_PS2
  20. #include "../SDL_sysrender.h"
  21. #include <kernel.h>
  22. #include <malloc.h>
  23. #include <gsKit.h>
  24. #include <dmaKit.h>
  25. #include <gsToolkit.h>
  26. #ifdef HAVE_GCC_DIAGNOSTIC_PRAGMA
  27. #pragma GCC diagnostic push
  28. #pragma GCC diagnostic ignored "-Wdeclaration-after-statement"
  29. #endif
  30. #include <gsInline.h>
  31. #ifdef HAVE_GCC_DIAGNOSTIC_PRAGMA
  32. #pragma GCC diagnostic pop
  33. #endif
  34. // turn black GS Screen
  35. #define GS_BLACK GS_SETREG_RGBA(0x00, 0x00, 0x00, 0x80)
  36. // Size of Persistent drawbuffer (Single Buffered)
  37. #define RENDER_QUEUE_PER_POOLSIZE 1024 * 256 // 256K of persistent renderqueue
  38. /* Size of Oneshot drawbuffer (Double Buffered, so it uses this size * 2) */
  39. #define RENDER_QUEUE_OS_POOLSIZE 1024 * 1024 * 2 // 2048K of oneshot renderqueue
  40. typedef struct
  41. {
  42. GSGLOBAL *gsGlobal;
  43. uint64_t drawColor;
  44. SDL_Rect *viewport;
  45. int32_t vsync_callback_id;
  46. int vsync; // 0 (Disabled), 1 (Enabled), -1 (Dynamic)
  47. } PS2_RenderData;
  48. static int vsync_sema_id = 0;
  49. // PRIVATE METHODS
  50. static int vsync_handler(int reason)
  51. {
  52. iSignalSema(vsync_sema_id);
  53. ExitHandler();
  54. return 0;
  55. }
  56. // Copy of gsKit_sync_flip, but without the 'flip'
  57. static void gsKit_sync(GSGLOBAL *gsGlobal)
  58. {
  59. if (!gsGlobal->FirstFrame) {
  60. WaitSema(vsync_sema_id);
  61. }
  62. while (PollSema(vsync_sema_id) >= 0)
  63. ;
  64. }
  65. // Copy of gsKit_sync_flip, but without the 'sync'
  66. static void gsKit_flip(GSGLOBAL *gsGlobal)
  67. {
  68. if (!gsGlobal->FirstFrame) {
  69. if (gsGlobal->DoubleBuffering == GS_SETTING_ON) {
  70. GS_SET_DISPFB2(gsGlobal->ScreenBuffer[gsGlobal->ActiveBuffer & 1] / 8192,
  71. gsGlobal->Width / 64, gsGlobal->PSM, 0, 0);
  72. gsGlobal->ActiveBuffer ^= 1;
  73. }
  74. }
  75. gsKit_setactive(gsGlobal);
  76. }
  77. static int PixelFormatToPS2PSM(Uint32 format)
  78. {
  79. switch (format) {
  80. case SDL_PIXELFORMAT_ABGR1555:
  81. return GS_PSM_CT16;
  82. default:
  83. return GS_PSM_CT32;
  84. }
  85. }
  86. static gs_rgbaq float_color_to_RGBAQ(const SDL_FColor *color, float color_scale)
  87. {
  88. uint8_t colorR = (uint8_t)SDL_roundf(SDL_clamp(color->r * color_scale, 0.0f, 1.0f) * 255.0f);
  89. uint8_t colorG = (uint8_t)SDL_roundf(SDL_clamp(color->g * color_scale, 0.0f, 1.0f) * 255.0f);
  90. uint8_t colorB = (uint8_t)SDL_roundf(SDL_clamp(color->b * color_scale, 0.0f, 1.0f) * 255.0f);
  91. uint8_t colorA = (uint8_t)SDL_roundf(SDL_clamp(color->a, 0.0f, 1.0f) * 255.0f);
  92. return color_to_RGBAQ(colorR, colorG, colorB, colorA, 0x00);
  93. }
  94. static uint64_t float_GS_SETREG_RGBAQ(const SDL_FColor *color, float color_scale)
  95. {
  96. uint8_t colorR = (uint8_t)SDL_roundf(SDL_clamp(color->r * color_scale, 0.0f, 1.0f) * 255.0f);
  97. uint8_t colorG = (uint8_t)SDL_roundf(SDL_clamp(color->g * color_scale, 0.0f, 1.0f) * 255.0f);
  98. uint8_t colorB = (uint8_t)SDL_roundf(SDL_clamp(color->b * color_scale, 0.0f, 1.0f) * 255.0f);
  99. uint8_t colorA = (uint8_t)SDL_roundf(SDL_clamp(color->a, 0.0f, 1.0f) * 255.0f);
  100. return GS_SETREG_RGBAQ(colorR, colorG, colorB, colorA, 0x00);
  101. }
  102. static void PS2_WindowEvent(SDL_Renderer *renderer, const SDL_WindowEvent *event)
  103. {
  104. }
  105. static bool PS2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_PropertiesID create_props)
  106. {
  107. GSTEXTURE *ps2_tex = (GSTEXTURE *)SDL_calloc(1, sizeof(GSTEXTURE));
  108. if (!ps2_tex) {
  109. return false;
  110. }
  111. ps2_tex->Width = texture->w;
  112. ps2_tex->Height = texture->h;
  113. ps2_tex->PSM = PixelFormatToPS2PSM(texture->format);
  114. ps2_tex->Mem = SDL_aligned_alloc(128, gsKit_texture_size_ee(ps2_tex->Width, ps2_tex->Height, ps2_tex->PSM));
  115. if (!ps2_tex->Mem) {
  116. SDL_free(ps2_tex);
  117. return false;
  118. }
  119. texture->internal = ps2_tex;
  120. return true;
  121. }
  122. static bool PS2_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture,
  123. const SDL_Rect *rect, void **pixels, int *pitch)
  124. {
  125. GSTEXTURE *ps2_texture = (GSTEXTURE *)texture->internal;
  126. *pixels =
  127. (void *)((Uint8 *)ps2_texture->Mem + rect->y * ps2_texture->Width * SDL_BYTESPERPIXEL(texture->format) +
  128. rect->x * SDL_BYTESPERPIXEL(texture->format));
  129. *pitch = ps2_texture->Width * SDL_BYTESPERPIXEL(texture->format);
  130. return true;
  131. }
  132. static void PS2_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
  133. {
  134. GSTEXTURE *ps2_texture = (GSTEXTURE *)texture->internal;
  135. PS2_RenderData *data = (PS2_RenderData *)renderer->internal;
  136. gsKit_TexManager_invalidate(data->gsGlobal, ps2_texture);
  137. }
  138. static bool PS2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture,
  139. const SDL_Rect *rect, const void *pixels, int pitch)
  140. {
  141. const Uint8 *src;
  142. Uint8 *dst;
  143. int row, length, dpitch;
  144. src = pixels;
  145. PS2_LockTexture(renderer, texture, rect, (void **)&dst, &dpitch);
  146. length = rect->w * SDL_BYTESPERPIXEL(texture->format);
  147. if (length == pitch && length == dpitch) {
  148. SDL_memcpy(dst, src, length * rect->h);
  149. } else {
  150. for (row = 0; row < rect->h; ++row) {
  151. SDL_memcpy(dst, src, length);
  152. src += pitch;
  153. dst += dpitch;
  154. }
  155. }
  156. PS2_UnlockTexture(renderer, texture);
  157. return true;
  158. }
  159. static bool PS2_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
  160. {
  161. return true;
  162. }
  163. static bool PS2_QueueSetViewport(SDL_Renderer *renderer, SDL_RenderCommand *cmd)
  164. {
  165. PS2_RenderData *data = (PS2_RenderData *)renderer->internal;
  166. const SDL_Rect *viewport = &cmd->data.viewport.rect;
  167. data->viewport = (SDL_Rect *)viewport;
  168. data->gsGlobal->OffsetX = (int)((2048.0f + (float)viewport->x) * 16.0f);
  169. data->gsGlobal->OffsetY = (int)((2048.0f + (float)viewport->y) * 16.0f);
  170. gsKit_set_scissor(data->gsGlobal, GS_SETREG_SCISSOR(viewport->x, viewport->x + viewport->w, viewport->y, viewport->y + viewport->h));
  171. return true;
  172. }
  173. static bool PS2_QueueNoOp(SDL_Renderer *renderer, SDL_RenderCommand *cmd)
  174. {
  175. return true; // nothing to do in this backend.
  176. }
  177. static bool PS2_QueueDrawPoints(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FPoint *points, int count)
  178. {
  179. PS2_RenderData *data = (PS2_RenderData *)renderer->internal;
  180. GSPRIMPOINT *vertices = (GSPRIMPOINT *)SDL_AllocateRenderVertices(renderer, count * sizeof(GSPRIMPOINT), 4, &cmd->data.draw.first);
  181. gs_rgbaq rgbaq;
  182. int i;
  183. if (!vertices) {
  184. return false;
  185. }
  186. cmd->data.draw.count = count;
  187. rgbaq = float_color_to_RGBAQ(&cmd->data.draw.color, cmd->data.draw.color_scale);
  188. for (i = 0; i < count; i++, vertices++, points++) {
  189. vertices->xyz2 = vertex_to_XYZ2(data->gsGlobal, points->x, points->y, 0);
  190. vertices->rgbaq = rgbaq;
  191. }
  192. return true;
  193. }
  194. static bool PS2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
  195. const float *xy, int xy_stride, const SDL_FColor *color, int color_stride, const float *uv, int uv_stride,
  196. int num_vertices, const void *indices, int num_indices, int size_indices,
  197. float scale_x, float scale_y)
  198. {
  199. int i;
  200. int count = indices ? num_indices : num_vertices;
  201. PS2_RenderData *data = (PS2_RenderData *)renderer->internal;
  202. const float color_scale = cmd->data.draw.color_scale;
  203. cmd->data.draw.count = count;
  204. size_indices = indices ? size_indices : 0;
  205. if (texture) {
  206. GSPRIMUVPOINT *vertices = (GSPRIMUVPOINT *) SDL_AllocateRenderVertices(renderer, count * sizeof(GSPRIMUVPOINT), 4, &cmd->data.draw.first);
  207. GSTEXTURE *ps2_tex = (GSTEXTURE *) texture->internal;
  208. if (!vertices) {
  209. return false;
  210. }
  211. for (i = 0; i < count; i++) {
  212. int j;
  213. float *xy_;
  214. float *uv_;
  215. SDL_FColor *col_;
  216. if (size_indices == 4) {
  217. j = ((const Uint32 *)indices)[i];
  218. } else if (size_indices == 2) {
  219. j = ((const Uint16 *)indices)[i];
  220. } else if (size_indices == 1) {
  221. j = ((const Uint8 *)indices)[i];
  222. } else {
  223. j = i;
  224. }
  225. xy_ = (float *)((char *)xy + j * xy_stride);
  226. col_ = (SDL_FColor *)((char *)color + j * color_stride);
  227. uv_ = (float *)((char *)uv + j * uv_stride);
  228. vertices->xyz2 = vertex_to_XYZ2(data->gsGlobal, xy_[0] * scale_x, xy_[1] * scale_y, 0);
  229. vertices->rgbaq = float_color_to_RGBAQ(col_, color_scale);
  230. vertices->uv = vertex_to_UV(ps2_tex, uv_[0] * ps2_tex->Width, uv_[1] * ps2_tex->Height);
  231. vertices++;
  232. }
  233. } else {
  234. GSPRIMPOINT *vertices = (GSPRIMPOINT *)SDL_AllocateRenderVertices(renderer, count * sizeof(GSPRIMPOINT), 4, &cmd->data.draw.first);
  235. if (!vertices) {
  236. return false;
  237. }
  238. for (i = 0; i < count; i++) {
  239. int j;
  240. float *xy_;
  241. SDL_FColor *col_;
  242. if (size_indices == 4) {
  243. j = ((const Uint32 *)indices)[i];
  244. } else if (size_indices == 2) {
  245. j = ((const Uint16 *)indices)[i];
  246. } else if (size_indices == 1) {
  247. j = ((const Uint8 *)indices)[i];
  248. } else {
  249. j = i;
  250. }
  251. xy_ = (float *)((char *)xy + j * xy_stride);
  252. col_ = (SDL_FColor *)((char *)color + j * color_stride);
  253. vertices->xyz2 = vertex_to_XYZ2(data->gsGlobal, xy_[0] * scale_x, xy_[1] * scale_y, 0);
  254. vertices->rgbaq = float_color_to_RGBAQ(col_, color_scale);
  255. vertices++;
  256. }
  257. }
  258. return true;
  259. }
  260. static bool PS2_RenderSetViewPort(SDL_Renderer *renderer, SDL_RenderCommand *cmd)
  261. {
  262. return true; // nothing to do in this backend.
  263. }
  264. static bool PS2_RenderSetClipRect(SDL_Renderer *renderer, SDL_RenderCommand *cmd)
  265. {
  266. PS2_RenderData *data = (PS2_RenderData *)renderer->internal;
  267. SDL_Rect *viewport = data->viewport;
  268. const SDL_Rect *rect = &cmd->data.cliprect.rect;
  269. if (cmd->data.cliprect.enabled) {
  270. // We need to do it relative to saved viewport
  271. viewport->x += rect->x;
  272. viewport->y += rect->y;
  273. viewport->w = SDL_min(viewport->w, rect->w);
  274. viewport->h = SDL_min(viewport->h, rect->h);
  275. }
  276. gsKit_set_scissor(data->gsGlobal, GS_SETREG_SCISSOR(viewport->x, viewport->x + viewport->w, viewport->y, viewport->y + viewport->h));
  277. return true;
  278. }
  279. static bool PS2_RenderSetDrawColor(SDL_Renderer *renderer, SDL_RenderCommand *cmd)
  280. {
  281. PS2_RenderData *data = (PS2_RenderData *)renderer->internal;
  282. data->drawColor = float_GS_SETREG_RGBAQ(&cmd->data.color.color, cmd->data.color.color_scale);
  283. return true;
  284. }
  285. static bool PS2_RenderClear(SDL_Renderer *renderer, SDL_RenderCommand *cmd)
  286. {
  287. int offsetX, offsetY;
  288. SDL_Rect *viewport;
  289. PS2_RenderData *data = (PS2_RenderData *)renderer->internal;
  290. // Clear the screen, so let's put default viewport
  291. gsKit_set_scissor(data->gsGlobal, GS_SCISSOR_RESET);
  292. // Put back original offset
  293. offsetX = data->gsGlobal->OffsetX;
  294. offsetY = data->gsGlobal->OffsetY;
  295. data->gsGlobal->OffsetX = (int)(2048.0f * 16.0f);
  296. data->gsGlobal->OffsetY = (int)(2048.0f * 16.0f);
  297. gsKit_clear(data->gsGlobal, float_GS_SETREG_RGBAQ(&cmd->data.color.color, cmd->data.color.color_scale));
  298. // Put back original offset
  299. data->gsGlobal->OffsetX = offsetX;
  300. data->gsGlobal->OffsetY = offsetY;
  301. // // Put back view port
  302. viewport = data->viewport;
  303. gsKit_set_scissor(data->gsGlobal, GS_SETREG_SCISSOR(viewport->x, viewport->x + viewport->w, viewport->y, viewport->y + viewport->h));
  304. return true;
  305. }
  306. static void PS2_SetBlendMode(PS2_RenderData *data, int blendMode)
  307. {
  308. #define A_COLOR_SOURCE 0
  309. #define A_COLOR_DEST 1
  310. #define A_COLOR_NULL 2
  311. #define A_ALPHA_SOURCE 0
  312. #define A_ALPHA_DEST 1
  313. #define A_ALPHA_FIX 2
  314. switch (blendMode) {
  315. case SDL_BLENDMODE_NONE:
  316. {
  317. data->gsGlobal->PrimAlphaEnable = GS_SETTING_OFF;
  318. break;
  319. }
  320. case SDL_BLENDMODE_BLEND:
  321. {
  322. gsKit_set_primalpha(data->gsGlobal, GS_SETREG_ALPHA(A_COLOR_SOURCE, A_COLOR_DEST, A_ALPHA_SOURCE, A_COLOR_DEST, 0), 0);
  323. data->gsGlobal->PrimAlphaEnable = GS_SETTING_ON;
  324. break;
  325. }
  326. case SDL_BLENDMODE_BLEND_PREMULTIPLIED:
  327. {
  328. // FIXME: What are the settings for this?
  329. gsKit_set_primalpha(data->gsGlobal, GS_SETREG_ALPHA(A_COLOR_SOURCE, A_COLOR_DEST, A_ALPHA_SOURCE, A_COLOR_DEST, 0), 0);
  330. data->gsGlobal->PrimAlphaEnable = GS_SETTING_ON;
  331. break;
  332. }
  333. case SDL_BLENDMODE_ADD:
  334. {
  335. gsKit_set_primalpha(data->gsGlobal, GS_SETREG_ALPHA(A_COLOR_SOURCE, A_COLOR_NULL, A_ALPHA_FIX, A_COLOR_DEST, 0x80), 0);
  336. data->gsGlobal->PrimAlphaEnable = GS_SETTING_ON;
  337. break;
  338. }
  339. case SDL_BLENDMODE_ADD_PREMULTIPLIED:
  340. {
  341. // FIXME: What are the settings for this?
  342. gsKit_set_primalpha(data->gsGlobal, GS_SETREG_ALPHA(A_COLOR_SOURCE, A_COLOR_NULL, A_ALPHA_FIX, A_COLOR_DEST, 0x80), 0);
  343. data->gsGlobal->PrimAlphaEnable = GS_SETTING_ON;
  344. break;
  345. }
  346. case SDL_BLENDMODE_MUL:
  347. case SDL_BLENDMODE_MOD:
  348. {
  349. // We don't fully support MOD and MUL, however this is the best we can do
  350. gsKit_set_primalpha(data->gsGlobal, GS_SETREG_ALPHA(A_COLOR_DEST, A_COLOR_NULL, A_ALPHA_SOURCE, A_COLOR_SOURCE, 0x80), 0);
  351. data->gsGlobal->PrimAlphaEnable = GS_SETTING_ON;
  352. break;
  353. }
  354. }
  355. }
  356. static bool PS2_RenderGeometry(SDL_Renderer *renderer, void *vertices, SDL_RenderCommand *cmd)
  357. {
  358. PS2_RenderData *data = (PS2_RenderData *)renderer->internal;
  359. const size_t count = cmd->data.draw.count;
  360. PS2_SetBlendMode(data, cmd->data.draw.blend);
  361. if (cmd->data.draw.texture) {
  362. const GSPRIMUVPOINT *verts = (GSPRIMUVPOINT *) (vertices + cmd->data.draw.first);
  363. GSTEXTURE *ps2_tex = (GSTEXTURE *)cmd->data.draw.texture->internal;
  364. switch (cmd->data.draw.texture_scale_mode) {
  365. case SDL_SCALEMODE_PIXELART:
  366. case SDL_SCALEMODE_NEAREST:
  367. ps2_tex->Filter = GS_FILTER_NEAREST;
  368. break;
  369. case SDL_SCALEMODE_LINEAR:
  370. ps2_tex->Filter = GS_FILTER_LINEAR;
  371. break;
  372. default:
  373. break;
  374. }
  375. gsKit_TexManager_bind(data->gsGlobal, ps2_tex);
  376. gsKit_prim_list_triangle_goraud_texture_uv_3d(data->gsGlobal, ps2_tex, count, verts);
  377. } else {
  378. const GSPRIMPOINT *verts = (GSPRIMPOINT *)(vertices + cmd->data.draw.first);
  379. gsKit_prim_list_triangle_gouraud_3d(data->gsGlobal, count, verts);
  380. }
  381. return true;
  382. }
  383. static bool PS2_RenderLines(SDL_Renderer *renderer, void *vertices, SDL_RenderCommand *cmd)
  384. {
  385. PS2_RenderData *data = (PS2_RenderData *)renderer->internal;
  386. const size_t count = cmd->data.draw.count;
  387. const GSPRIMPOINT *verts = (GSPRIMPOINT *)(vertices + cmd->data.draw.first);
  388. PS2_SetBlendMode(data, cmd->data.draw.blend);
  389. gsKit_prim_list_line_goraud_3d(data->gsGlobal, count, verts);
  390. // We're done!
  391. return true;
  392. }
  393. static bool PS2_RenderPoints(SDL_Renderer *renderer, void *vertices, SDL_RenderCommand *cmd)
  394. {
  395. PS2_RenderData *data = (PS2_RenderData *)renderer->internal;
  396. const size_t count = cmd->data.draw.count;
  397. const GSPRIMPOINT *verts = (GSPRIMPOINT *)(vertices + cmd->data.draw.first);
  398. PS2_SetBlendMode(data, cmd->data.draw.blend);
  399. gsKit_prim_list_points(data->gsGlobal, count, verts);
  400. // We're done!
  401. return true;
  402. }
  403. static void PS2_InvalidateCachedState(SDL_Renderer *renderer)
  404. {
  405. // currently this doesn't do anything. If this needs to do something (and someone is mixing their own rendering calls in!), update this.
  406. }
  407. static bool PS2_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize)
  408. {
  409. while (cmd) {
  410. switch (cmd->command) {
  411. case SDL_RENDERCMD_SETVIEWPORT:
  412. {
  413. PS2_RenderSetViewPort(renderer, cmd);
  414. // FIXME: We need to update the clip rect too, see https://github.com/libsdl-org/SDL/issues/9094
  415. break;
  416. }
  417. case SDL_RENDERCMD_SETCLIPRECT:
  418. {
  419. PS2_RenderSetClipRect(renderer, cmd);
  420. break;
  421. }
  422. case SDL_RENDERCMD_SETDRAWCOLOR:
  423. {
  424. PS2_RenderSetDrawColor(renderer, cmd);
  425. break;
  426. }
  427. case SDL_RENDERCMD_CLEAR:
  428. {
  429. PS2_RenderClear(renderer, cmd);
  430. break;
  431. }
  432. case SDL_RENDERCMD_DRAW_POINTS:
  433. {
  434. PS2_RenderPoints(renderer, vertices, cmd);
  435. break;
  436. }
  437. case SDL_RENDERCMD_DRAW_LINES:
  438. {
  439. PS2_RenderLines(renderer, vertices, cmd);
  440. break;
  441. }
  442. case SDL_RENDERCMD_FILL_RECTS: // unused
  443. break;
  444. case SDL_RENDERCMD_COPY: // unused
  445. break;
  446. case SDL_RENDERCMD_COPY_EX: // unused
  447. break;
  448. case SDL_RENDERCMD_GEOMETRY:
  449. {
  450. PS2_RenderGeometry(renderer, vertices, cmd);
  451. break;
  452. }
  453. case SDL_RENDERCMD_NO_OP:
  454. break;
  455. }
  456. cmd = cmd->next;
  457. }
  458. return true;
  459. }
  460. static bool PS2_RenderPresent(SDL_Renderer *renderer)
  461. {
  462. PS2_RenderData *data = (PS2_RenderData *)renderer->internal;
  463. if (data->gsGlobal->DoubleBuffering == GS_SETTING_OFF) {
  464. if (data->vsync == -1) { // Dynamic
  465. gsKit_sync(data->gsGlobal);
  466. } else if (data->vsync == 1) {
  467. gsKit_vsync_wait();
  468. }
  469. gsKit_queue_exec(data->gsGlobal);
  470. } else {
  471. gsKit_queue_exec(data->gsGlobal);
  472. gsKit_finish();
  473. if (data->vsync == -1) { // Dynamic
  474. gsKit_sync(data->gsGlobal);
  475. } else if (data->vsync == 1) {
  476. gsKit_vsync_wait();
  477. }
  478. gsKit_flip(data->gsGlobal);
  479. }
  480. gsKit_TexManager_nextFrame(data->gsGlobal);
  481. gsKit_clear(data->gsGlobal, GS_BLACK);
  482. return true;
  483. }
  484. static void PS2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture)
  485. {
  486. GSTEXTURE *ps2_texture = (GSTEXTURE *)texture->internal;
  487. PS2_RenderData *data = (PS2_RenderData *)renderer->internal;
  488. if (!data) {
  489. return;
  490. }
  491. if (!ps2_texture) {
  492. return;
  493. }
  494. // Free from vram
  495. gsKit_TexManager_free(data->gsGlobal, ps2_texture);
  496. SDL_aligned_free(ps2_texture->Mem);
  497. SDL_free(ps2_texture);
  498. texture->internal = NULL;
  499. }
  500. static void PS2_DestroyRenderer(SDL_Renderer *renderer)
  501. {
  502. PS2_RenderData *data = (PS2_RenderData *)renderer->internal;
  503. if (data) {
  504. gsKit_clear(data->gsGlobal, GS_BLACK);
  505. gsKit_vram_clear(data->gsGlobal);
  506. gsKit_deinit_global(data->gsGlobal);
  507. gsKit_remove_vsync_handler(data->vsync_callback_id);
  508. SDL_free(data);
  509. }
  510. if (vsync_sema_id >= 0) {
  511. DeleteSema(vsync_sema_id);
  512. }
  513. }
  514. static bool PS2_SetVSync(SDL_Renderer *renderer, const int vsync)
  515. {
  516. PS2_RenderData *data = (PS2_RenderData *)renderer->internal;
  517. switch (vsync) {
  518. case -1:
  519. case 0:
  520. case 1:
  521. // Supported
  522. break;
  523. default:
  524. return SDL_Unsupported();
  525. }
  526. data->vsync = vsync;
  527. return true;
  528. }
  529. static bool PS2_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_PropertiesID create_props)
  530. {
  531. PS2_RenderData *data;
  532. GSGLOBAL *gsGlobal;
  533. ee_sema_t sema;
  534. SDL_SetupRendererColorspace(renderer, create_props);
  535. if (renderer->output_colorspace != SDL_COLORSPACE_SRGB) {
  536. return SDL_SetError("Unsupported output colorspace");
  537. }
  538. data = (PS2_RenderData *)SDL_calloc(1, sizeof(*data));
  539. if (!data) {
  540. return false;
  541. }
  542. // Specific gsKit init
  543. sema.init_count = 0;
  544. sema.max_count = 1;
  545. sema.option = 0;
  546. vsync_sema_id = CreateSema(&sema);
  547. gsGlobal = gsKit_init_global_custom(RENDER_QUEUE_OS_POOLSIZE, RENDER_QUEUE_PER_POOLSIZE);
  548. gsGlobal->Mode = GS_MODE_NTSC;
  549. gsGlobal->Height = 448;
  550. gsGlobal->PSM = GS_PSM_CT24;
  551. gsGlobal->PSMZ = GS_PSMZ_16S;
  552. gsGlobal->ZBuffering = GS_SETTING_OFF;
  553. gsGlobal->DoubleBuffering = GS_SETTING_ON;
  554. gsGlobal->PrimAlphaEnable = GS_SETTING_ON;
  555. gsGlobal->Dithering = GS_SETTING_OFF;
  556. gsKit_set_primalpha(gsGlobal, GS_SETREG_ALPHA(0, 1, 0, 1, 0), 0);
  557. dmaKit_init(D_CTRL_RELE_OFF, D_CTRL_MFD_OFF, D_CTRL_STS_UNSPEC, D_CTRL_STD_OFF, D_CTRL_RCYC_8, 1 << DMA_CHANNEL_GIF);
  558. dmaKit_chan_init(DMA_CHANNEL_GIF);
  559. gsKit_set_clamp(gsGlobal, GS_CMODE_REPEAT);
  560. gsKit_vram_clear(gsGlobal);
  561. gsKit_init_screen(gsGlobal);
  562. gsKit_TexManager_init(gsGlobal);
  563. data->vsync_callback_id = gsKit_add_vsync_handler(vsync_handler);
  564. gsKit_mode_switch(gsGlobal, GS_ONESHOT);
  565. gsKit_clear(gsGlobal, GS_BLACK);
  566. data->gsGlobal = gsGlobal;
  567. renderer->WindowEvent = PS2_WindowEvent;
  568. renderer->CreateTexture = PS2_CreateTexture;
  569. renderer->UpdateTexture = PS2_UpdateTexture;
  570. renderer->LockTexture = PS2_LockTexture;
  571. renderer->UnlockTexture = PS2_UnlockTexture;
  572. renderer->SetRenderTarget = PS2_SetRenderTarget;
  573. renderer->QueueSetViewport = PS2_QueueSetViewport;
  574. renderer->QueueSetDrawColor = PS2_QueueNoOp;
  575. renderer->QueueDrawPoints = PS2_QueueDrawPoints;
  576. renderer->QueueDrawLines = PS2_QueueDrawPoints;
  577. renderer->QueueGeometry = PS2_QueueGeometry;
  578. renderer->InvalidateCachedState = PS2_InvalidateCachedState;
  579. renderer->RunCommandQueue = PS2_RunCommandQueue;
  580. renderer->RenderPresent = PS2_RenderPresent;
  581. renderer->DestroyTexture = PS2_DestroyTexture;
  582. renderer->DestroyRenderer = PS2_DestroyRenderer;
  583. renderer->SetVSync = PS2_SetVSync;
  584. renderer->internal = data;
  585. PS2_InvalidateCachedState(renderer);
  586. renderer->window = window;
  587. renderer->name = PS2_RenderDriver.name;
  588. SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ABGR1555);
  589. SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ABGR8888);
  590. SDL_SetNumberProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER, 1024);
  591. return true;
  592. }
  593. SDL_RenderDriver PS2_RenderDriver = {
  594. PS2_CreateRenderer, "PS2 gsKit"
  595. };
  596. #endif // SDL_VIDEO_RENDER_PS2