mirror of
https://github.com/switchbrew/switch-examples.git
synced 2025-06-21 13:22:40 +02:00
Add deko3d GPU-rendered console example
This commit is contained in:
parent
36dff0db63
commit
bbd8727804
271
graphics/deko3d/deko_console/Makefile
Normal file
271
graphics/deko3d/deko_console/Makefile
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@ -0,0 +1,271 @@
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#---------------------------------------------------------------------------------
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.SUFFIXES:
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#---------------------------------------------------------------------------------
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ifeq ($(strip $(DEVKITPRO)),)
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$(error "Please set DEVKITPRO in your environment. export DEVKITPRO=<path to>/devkitpro")
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endif
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TOPDIR ?= $(CURDIR)
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include $(DEVKITPRO)/libnx/switch_rules
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#---------------------------------------------------------------------------------
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# TARGET is the name of the output
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# BUILD is the directory where object files & intermediate files will be placed
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# SOURCES is a list of directories containing source code
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# DATA is a list of directories containing data files
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# INCLUDES is a list of directories containing header files
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# ROMFS is the directory containing data to be added to RomFS, relative to the Makefile (Optional)
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#
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# NO_ICON: if set to anything, do not use icon.
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# NO_NACP: if set to anything, no .nacp file is generated.
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# APP_TITLE is the name of the app stored in the .nacp file (Optional)
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# APP_AUTHOR is the author of the app stored in the .nacp file (Optional)
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# APP_VERSION is the version of the app stored in the .nacp file (Optional)
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# APP_TITLEID is the titleID of the app stored in the .nacp file (Optional)
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# ICON is the filename of the icon (.jpg), relative to the project folder.
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# If not set, it attempts to use one of the following (in this order):
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# - <Project name>.jpg
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# - icon.jpg
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# - <libnx folder>/default_icon.jpg
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#
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# CONFIG_JSON is the filename of the NPDM config file (.json), relative to the project folder.
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# If not set, it attempts to use one of the following (in this order):
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# - <Project name>.json
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# - config.json
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# If a JSON file is provided or autodetected, an ExeFS PFS0 (.nsp) is built instead
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# of a homebrew executable (.nro). This is intended to be used for sysmodules.
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# NACP building is skipped as well.
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#---------------------------------------------------------------------------------
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TARGET := $(notdir $(CURDIR))
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BUILD := build
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SOURCES := source
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DATA := data
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INCLUDES := include
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ROMFS := romfs
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# Output folders for autogenerated files in romfs
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OUT_SHADERS := shaders
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#---------------------------------------------------------------------------------
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# options for code generation
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#---------------------------------------------------------------------------------
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ARCH := -march=armv8-a+crc+crypto -mtune=cortex-a57 -mtp=soft -fPIE
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CFLAGS := -g -Wall -O2 -ffunction-sections \
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$(ARCH) $(DEFINES)
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CFLAGS += $(INCLUDE) -D__SWITCH__
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CXXFLAGS := $(CFLAGS) -std=gnu++17 -fno-exceptions -fno-rtti
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ASFLAGS := -g $(ARCH)
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LDFLAGS = -specs=$(DEVKITPRO)/libnx/switch.specs -g $(ARCH) -Wl,-Map,$(notdir $*.map)
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LIBS := -ldeko3d -lnx -lm
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#---------------------------------------------------------------------------------
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# list of directories containing libraries, this must be the top level containing
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# include and lib
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#---------------------------------------------------------------------------------
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LIBDIRS := $(PORTLIBS) $(LIBNX)
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#---------------------------------------------------------------------------------
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# no real need to edit anything past this point unless you need to add additional
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# rules for different file extensions
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#---------------------------------------------------------------------------------
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ifneq ($(BUILD),$(notdir $(CURDIR)))
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#---------------------------------------------------------------------------------
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export OUTPUT := $(CURDIR)/$(TARGET)
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export TOPDIR := $(CURDIR)
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export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \
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$(foreach dir,$(DATA),$(CURDIR)/$(dir))
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export DEPSDIR := $(CURDIR)/$(BUILD)
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CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
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CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
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SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
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GLSLFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.glsl)))
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BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
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#---------------------------------------------------------------------------------
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# use CXX for linking C++ projects, CC for standard C
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#---------------------------------------------------------------------------------
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ifeq ($(strip $(CPPFILES)),)
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#---------------------------------------------------------------------------------
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export LD := $(CC)
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#---------------------------------------------------------------------------------
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else
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#---------------------------------------------------------------------------------
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export LD := $(CXX)
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#---------------------------------------------------------------------------------
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endif
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#---------------------------------------------------------------------------------
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export OFILES_BIN := $(addsuffix .o,$(BINFILES))
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export OFILES_SRC := $(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o)
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export OFILES := $(OFILES_BIN) $(OFILES_SRC)
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export HFILES_BIN := $(addsuffix .h,$(subst .,_,$(BINFILES)))
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ifneq ($(strip $(ROMFS)),)
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ROMFS_TARGETS :=
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ROMFS_FOLDERS :=
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ifneq ($(strip $(OUT_SHADERS)),)
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ROMFS_SHADERS := $(ROMFS)/$(OUT_SHADERS)
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ROMFS_TARGETS += $(patsubst %.glsl, $(ROMFS_SHADERS)/%.dksh, $(GLSLFILES))
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ROMFS_FOLDERS += $(ROMFS_SHADERS)
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endif
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export ROMFS_DEPS := $(foreach file,$(ROMFS_TARGETS),$(CURDIR)/$(file))
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endif
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export INCLUDE := $(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir)) \
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$(foreach dir,$(LIBDIRS),-I$(dir)/include) \
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-I$(CURDIR)/$(BUILD)
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export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib)
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ifeq ($(strip $(CONFIG_JSON)),)
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jsons := $(wildcard *.json)
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ifneq (,$(findstring $(TARGET).json,$(jsons)))
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export APP_JSON := $(TOPDIR)/$(TARGET).json
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else
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ifneq (,$(findstring config.json,$(jsons)))
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export APP_JSON := $(TOPDIR)/config.json
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endif
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endif
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else
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export APP_JSON := $(TOPDIR)/$(CONFIG_JSON)
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endif
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ifeq ($(strip $(ICON)),)
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icons := $(wildcard *.jpg)
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ifneq (,$(findstring $(TARGET).jpg,$(icons)))
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export APP_ICON := $(TOPDIR)/$(TARGET).jpg
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else
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ifneq (,$(findstring icon.jpg,$(icons)))
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export APP_ICON := $(TOPDIR)/icon.jpg
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endif
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endif
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else
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export APP_ICON := $(TOPDIR)/$(ICON)
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endif
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ifeq ($(strip $(NO_ICON)),)
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export NROFLAGS += --icon=$(APP_ICON)
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endif
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ifeq ($(strip $(NO_NACP)),)
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export NROFLAGS += --nacp=$(CURDIR)/$(TARGET).nacp
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endif
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ifneq ($(APP_TITLEID),)
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export NACPFLAGS += --titleid=$(APP_TITLEID)
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endif
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ifneq ($(ROMFS),)
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export NROFLAGS += --romfsdir=$(CURDIR)/$(ROMFS)
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endif
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.PHONY: all clean
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#---------------------------------------------------------------------------------
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all: $(ROMFS_TARGETS) | $(BUILD)
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@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile
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$(BUILD):
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@mkdir -p $@
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ifneq ($(strip $(ROMFS_TARGETS)),)
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$(ROMFS_TARGETS): | $(ROMFS_FOLDERS)
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$(ROMFS_FOLDERS):
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@mkdir -p $@
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$(ROMFS_SHADERS)/%_vsh.dksh: %_vsh.glsl
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@echo {vert} $(notdir $<)
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@uam -s vert -o $@ $<
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$(ROMFS_SHADERS)/%_tcsh.dksh: %_tcsh.glsl
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@echo {tess_ctrl} $(notdir $<)
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@uam -s tess_ctrl -o $@ $<
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$(ROMFS_SHADERS)/%_tesh.dksh: %_tesh.glsl
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@echo {tess_eval} $(notdir $<)
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@uam -s tess_eval -o $@ $<
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$(ROMFS_SHADERS)/%_gsh.dksh: %_gsh.glsl
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@echo {geom} $(notdir $<)
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@uam -s geom -o $@ $<
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$(ROMFS_SHADERS)/%_fsh.dksh: %_fsh.glsl
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@echo {frag} $(notdir $<)
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@uam -s frag -o $@ $<
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$(ROMFS_SHADERS)/%.dksh: %.glsl
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@echo {comp} $(notdir $<)
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@uam -s comp -o $@ $<
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endif
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#---------------------------------------------------------------------------------
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clean:
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@echo clean ...
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ifeq ($(strip $(APP_JSON)),)
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@rm -fr $(BUILD) $(ROMFS_FOLDERS) $(TARGET).nro $(TARGET).nacp $(TARGET).elf
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else
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@rm -fr $(BUILD) $(ROMFS_FOLDERS) $(TARGET).nsp $(TARGET).nso $(TARGET).npdm $(TARGET).elf
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endif
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#---------------------------------------------------------------------------------
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else
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.PHONY: all
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DEPENDS := $(OFILES:.o=.d)
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#---------------------------------------------------------------------------------
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# main targets
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#---------------------------------------------------------------------------------
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ifeq ($(strip $(APP_JSON)),)
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all : $(OUTPUT).nro
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ifeq ($(strip $(NO_NACP)),)
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$(OUTPUT).nro : $(OUTPUT).elf $(OUTPUT).nacp $(ROMFS_DEPS)
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else
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$(OUTPUT).nro : $(OUTPUT).elf $(ROMFS_DEPS)
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endif
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else
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all : $(OUTPUT).nsp
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$(OUTPUT).nsp : $(OUTPUT).nso $(OUTPUT).npdm
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$(OUTPUT).nso : $(OUTPUT).elf
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endif
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$(OUTPUT).elf : $(OFILES)
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$(OFILES_SRC) : $(HFILES_BIN)
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#---------------------------------------------------------------------------------
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# you need a rule like this for each extension you use as binary data
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#---------------------------------------------------------------------------------
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%.bin.o %_bin.h : %.bin
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#---------------------------------------------------------------------------------
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@echo $(notdir $<)
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@$(bin2o)
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-include $(DEPENDS)
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#---------------------------------------------------------------------------------------
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endif
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#---------------------------------------------------------------------------------------
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15
graphics/deko3d/deko_console/source/console_fsh.glsl
Normal file
15
graphics/deko3d/deko_console/source/console_fsh.glsl
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#version 460
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layout (location = 0) noperspective in vec3 inTexCoord;
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layout (location = 1) flat in vec4 inFrontPal;
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layout (location = 2) flat in vec4 inBackPal;
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layout (location = 0) out vec4 outColor;
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layout (binding = 0) uniform sampler2DArray tileset;
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void main()
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{
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float value = texture(tileset, inTexCoord).r;
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outColor = mix(inBackPal, inFrontPal, value);
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}
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35
graphics/deko3d/deko_console/source/console_vsh.glsl
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35
graphics/deko3d/deko_console/source/console_vsh.glsl
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#version 460
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layout (location = 0) in float inTileId;
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layout (location = 1) in uvec2 inColorId;
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layout (location = 0) out vec3 outTexCoord;
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layout (location = 1) out vec4 outFrontPal;
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layout (location = 2) out vec4 outBackPal;
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layout (std140, binding = 0) uniform Config
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{
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vec4 dimensions;
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vec4 vertices[3];
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vec4 palettes[24];
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} u;
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void main()
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{
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float id = float(gl_InstanceID);
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float tileRow = floor(id / u.dimensions.z);
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float tileCol = id - tileRow * u.dimensions.z;
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vec2 basePos;
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basePos.x = 2.0 * (tileCol + 0.5) / u.dimensions.z - 1.0;
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basePos.y = 2.0 * (1.0 - (tileRow + 0.5) / u.dimensions.w) - 1.0;
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vec2 vtxData = u.vertices[gl_VertexID].xy;
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vec2 scale = vec2(1.0) / u.dimensions.zw;
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gl_Position.xy = vtxData * scale + basePos;
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gl_Position.zw = vec2(0.5, 1.0);
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outTexCoord = vec3(u.vertices[gl_VertexID].zw, inTileId);
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outFrontPal = u.palettes[inColorId.x];
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outBackPal = u.palettes[inColorId.y];
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}
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486
graphics/deko3d/deko_console/source/gpu_console.c
Normal file
486
graphics/deko3d/deko_console/source/gpu_console.c
Normal file
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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
|
||||||
|
{ 0.75f, 0.75f, 0.75f, 1.0f }, // white
|
||||||
|
|
||||||
|
{ 0.5f, 0.5f, 0.5f, 1.0f }, // bright black
|
||||||
|
{ 1.0f, 0.0f, 0.0f, 1.0f }, // bright red
|
||||||
|
{ 0.0f, 1.0f, 0.0f, 1.0f }, // bright green
|
||||||
|
{ 1.0f, 1.0f, 0.0f, 1.0f }, // bright yellow
|
||||||
|
{ 0.0f, 0.0f, 1.0f, 1.0f }, // bright blue
|
||||||
|
{ 1.0f, 0.0f, 1.0f, 1.0f }, // bright magenta
|
||||||
|
{ 0.0f, 1.0f, 1.0f, 1.0f }, // bright cyan
|
||||||
|
{ 1.0f, 1.0f, 1.0f, 1.0f }, // bright white
|
||||||
|
|
||||||
|
{ 0.0f, 0.0f, 0.0f, 0.0f }, // faint black
|
||||||
|
{ 0.25f, 0.0f, 0.0f, 1.0f }, // faint red
|
||||||
|
{ 0.0f, 0.25f, 0.0f, 1.0f }, // faint green
|
||||||
|
{ 0.25f, 0.25f, 0.0f, 1.0f }, // faint yellow
|
||||||
|
{ 0.0f, 0.0f, 0.25f, 1.0f }, // faint blue
|
||||||
|
{ 0.25f, 0.0f, 0.25f, 1.0f }, // faint magenta
|
||||||
|
{ 0.0f, 0.25f, 0.25f, 1.0f }, // faint cyan
|
||||||
|
{ 0.375f, 0.375f, 0.375f, 1.0f }, // faint white
|
||||||
|
};
|
||||||
|
|
||||||
|
typedef struct {
|
||||||
|
uint16_t tileId;
|
||||||
|
uint8_t frontPal;
|
||||||
|
uint8_t backPal;
|
||||||
|
} ConsoleChar;
|
||||||
|
|
||||||
|
static const DkVtxAttribState g_attribState[] = {
|
||||||
|
{ .bufferId=0, .isFixed=0, .offset=offsetof(ConsoleChar,tileId), .size=DkVtxAttribSize_1x16, .type=DkVtxAttribType_Uscaled, .isBgra=0 },
|
||||||
|
{ .bufferId=0, .isFixed=0, .offset=offsetof(ConsoleChar,frontPal), .size=DkVtxAttribSize_2x8, .type=DkVtxAttribType_Uint, .isBgra=0 },
|
||||||
|
};
|
||||||
|
|
||||||
|
static const DkVtxBufferState g_vtxbufState[] = {
|
||||||
|
{ .stride=sizeof(ConsoleChar), .divisor=1 },
|
||||||
|
};
|
||||||
|
|
||||||
|
struct GpuRenderer {
|
||||||
|
ConsoleRenderer base;
|
||||||
|
|
||||||
|
bool initialized;
|
||||||
|
|
||||||
|
DkDevice device;
|
||||||
|
DkQueue queue;
|
||||||
|
|
||||||
|
DkMemBlock imageMemBlock;
|
||||||
|
DkMemBlock codeMemBlock;
|
||||||
|
DkMemBlock dataMemBlock;
|
||||||
|
|
||||||
|
DkSwapchain swapchain;
|
||||||
|
DkImage framebuffers[FB_NUM];
|
||||||
|
DkImage tileset;
|
||||||
|
ConsoleChar* charBuf;
|
||||||
|
|
||||||
|
uint32_t codeMemOffset;
|
||||||
|
DkShader vertexShader;
|
||||||
|
DkShader fragmentShader;
|
||||||
|
|
||||||
|
DkCmdBuf cmdbuf;
|
||||||
|
DkCmdList cmdsBindFramebuffer[FB_NUM];
|
||||||
|
DkCmdList cmdsRender;
|
||||||
|
|
||||||
|
DkFence lastRenderFence;
|
||||||
|
};
|
||||||
|
|
||||||
|
static struct GpuRenderer* GpuRenderer(PrintConsole* con)
|
||||||
|
{
|
||||||
|
return (struct GpuRenderer*)con->renderer;
|
||||||
|
}
|
||||||
|
|
||||||
|
static void GpuRenderer_destroy(struct GpuRenderer* r)
|
||||||
|
{
|
||||||
|
// Make sure the queue is idle before destroying anything
|
||||||
|
dkQueueWaitIdle(r->queue);
|
||||||
|
|
||||||
|
// Destroy all the resources we've created
|
||||||
|
dkQueueDestroy(r->queue);
|
||||||
|
dkCmdBufDestroy(r->cmdbuf);
|
||||||
|
dkSwapchainDestroy(r->swapchain);
|
||||||
|
dkMemBlockDestroy(r->dataMemBlock);
|
||||||
|
dkMemBlockDestroy(r->codeMemBlock);
|
||||||
|
dkMemBlockDestroy(r->imageMemBlock);
|
||||||
|
dkDeviceDestroy(r->device);
|
||||||
|
|
||||||
|
// Clear out all state
|
||||||
|
memset(&r->initialized, 0, sizeof(*r) - offsetof(struct GpuRenderer, initialized));
|
||||||
|
}
|
||||||
|
|
||||||
|
// Simple function for loading a shader from the filesystem
|
||||||
|
static void GpuRenderer_loadShader(struct GpuRenderer* r, DkShader* pShader, const char* path)
|
||||||
|
{
|
||||||
|
// Open the file, and retrieve its size
|
||||||
|
FILE* f = fopen(path, "rb");
|
||||||
|
fseek(f, 0, SEEK_END);
|
||||||
|
uint32_t size = ftell(f);
|
||||||
|
rewind(f);
|
||||||
|
|
||||||
|
// Look for a spot in the code memory block for loading this shader. Note that
|
||||||
|
// we are just using a simple incremental offset; this isn't a general purpose
|
||||||
|
// allocation algorithm.
|
||||||
|
uint32_t codeOffset = r->codeMemOffset;
|
||||||
|
r->codeMemOffset += (size + DK_SHADER_CODE_ALIGNMENT - 1) &~ (DK_SHADER_CODE_ALIGNMENT - 1);
|
||||||
|
|
||||||
|
// Read the file into memory, and close the file
|
||||||
|
fread((uint8_t*)dkMemBlockGetCpuAddr(r->codeMemBlock) + codeOffset, size, 1, f);
|
||||||
|
fclose(f);
|
||||||
|
|
||||||
|
// Initialize the user provided shader object with the code we've just loaded
|
||||||
|
DkShaderMaker shaderMaker;
|
||||||
|
dkShaderMakerDefaults(&shaderMaker, r->codeMemBlock, codeOffset);
|
||||||
|
dkShaderInitialize(pShader, &shaderMaker);
|
||||||
|
}
|
||||||
|
|
||||||
|
static bool GpuRenderer_init(PrintConsole* con)
|
||||||
|
{
|
||||||
|
struct GpuRenderer* r = GpuRenderer(con);
|
||||||
|
|
||||||
|
if (r->initialized) {
|
||||||
|
// We're already initialized
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Create the deko3d device, which is the root object
|
||||||
|
DkDeviceMaker deviceMaker;
|
||||||
|
dkDeviceMakerDefaults(&deviceMaker);
|
||||||
|
r->device = dkDeviceCreate(&deviceMaker);
|
||||||
|
|
||||||
|
// Create the queue
|
||||||
|
DkQueueMaker queueMaker;
|
||||||
|
dkQueueMakerDefaults(&queueMaker, r->device);
|
||||||
|
queueMaker.flags = DkQueueFlags_Graphics;
|
||||||
|
r->queue = dkQueueCreate(&queueMaker);
|
||||||
|
|
||||||
|
// Calculate required width/height for the framebuffers
|
||||||
|
u32 width = con->font.tileWidth * con->consoleWidth;
|
||||||
|
u32 height = con->font.tileHeight * con->consoleHeight;
|
||||||
|
u32 totalConSize = con->consoleWidth * con->consoleHeight;
|
||||||
|
|
||||||
|
// Calculate layout for the framebuffers
|
||||||
|
DkImageLayoutMaker imageLayoutMaker;
|
||||||
|
dkImageLayoutMakerDefaults(&imageLayoutMaker, r->device);
|
||||||
|
imageLayoutMaker.flags = DkImageFlags_UsageRender | DkImageFlags_UsagePresent | DkImageFlags_HwCompression;
|
||||||
|
imageLayoutMaker.format = DkImageFormat_RGBA8_Unorm;
|
||||||
|
imageLayoutMaker.dimensions[0] = width;
|
||||||
|
imageLayoutMaker.dimensions[1] = height;
|
||||||
|
|
||||||
|
// Calculate layout for the framebuffers
|
||||||
|
DkImageLayout framebufferLayout;
|
||||||
|
dkImageLayoutInitialize(&framebufferLayout, &imageLayoutMaker);
|
||||||
|
|
||||||
|
// Calculate layout for the tileset
|
||||||
|
dkImageLayoutMakerDefaults(&imageLayoutMaker, r->device);
|
||||||
|
imageLayoutMaker.type = DkImageType_2DArray;
|
||||||
|
imageLayoutMaker.format = DkImageFormat_R32_Float;
|
||||||
|
imageLayoutMaker.dimensions[0] = con->font.tileWidth;
|
||||||
|
imageLayoutMaker.dimensions[1] = con->font.tileHeight;
|
||||||
|
imageLayoutMaker.dimensions[2] = con->font.numChars;
|
||||||
|
|
||||||
|
// Calculate layout for the tileset
|
||||||
|
DkImageLayout tilesetLayout;
|
||||||
|
dkImageLayoutInitialize(&tilesetLayout, &imageLayoutMaker);
|
||||||
|
|
||||||
|
// Retrieve necessary size and alignment for the framebuffers
|
||||||
|
uint32_t framebufferSize = dkImageLayoutGetSize(&framebufferLayout);
|
||||||
|
uint32_t framebufferAlign = dkImageLayoutGetAlignment(&framebufferLayout);
|
||||||
|
framebufferSize = (framebufferSize + framebufferAlign - 1) &~ (framebufferAlign - 1);
|
||||||
|
|
||||||
|
// Retrieve necessary size and alignment for the tileset
|
||||||
|
uint32_t tilesetSize = dkImageLayoutGetSize(&tilesetLayout);
|
||||||
|
uint32_t tilesetAlign = dkImageLayoutGetAlignment(&tilesetLayout);
|
||||||
|
tilesetSize = (tilesetSize + tilesetAlign - 1) &~ (tilesetAlign - 1);
|
||||||
|
|
||||||
|
// Create a memory block that will host the framebuffers and the tileset
|
||||||
|
DkMemBlockMaker memBlockMaker;
|
||||||
|
dkMemBlockMakerDefaults(&memBlockMaker, r->device, FB_NUM*framebufferSize + tilesetSize);
|
||||||
|
memBlockMaker.flags = DkMemBlockFlags_GpuCached | DkMemBlockFlags_Image;
|
||||||
|
r->imageMemBlock = dkMemBlockCreate(&memBlockMaker);
|
||||||
|
|
||||||
|
// Initialize the framebuffers with the layout and backing memory we've just created
|
||||||
|
DkImage const* swapchainImages[FB_NUM];
|
||||||
|
for (unsigned i = 0; i < FB_NUM; i ++) {
|
||||||
|
swapchainImages[i] = &r->framebuffers[i];
|
||||||
|
dkImageInitialize(&r->framebuffers[i], &framebufferLayout, r->imageMemBlock, i*framebufferSize);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Create a swapchain out of the framebuffers we've just initialized
|
||||||
|
DkSwapchainMaker swapchainMaker;
|
||||||
|
dkSwapchainMakerDefaults(&swapchainMaker, r->device, nwindowGetDefault(), swapchainImages, FB_NUM);
|
||||||
|
r->swapchain = dkSwapchainCreate(&swapchainMaker);
|
||||||
|
|
||||||
|
// Initialize the tileset
|
||||||
|
dkImageInitialize(&r->tileset, &tilesetLayout, r->imageMemBlock, FB_NUM*framebufferSize);
|
||||||
|
|
||||||
|
// Create a memory block onto which we will load shader code
|
||||||
|
dkMemBlockMakerDefaults(&memBlockMaker, r->device, CODEMEMSIZE);
|
||||||
|
memBlockMaker.flags = DkMemBlockFlags_CpuUncached | DkMemBlockFlags_GpuCached | DkMemBlockFlags_Code;
|
||||||
|
r->codeMemBlock = dkMemBlockCreate(&memBlockMaker);
|
||||||
|
r->codeMemOffset = 0;
|
||||||
|
|
||||||
|
// Load our shaders (both vertex and fragment)
|
||||||
|
GpuRenderer_loadShader(r, &r->vertexShader, "romfs:/shaders/console_vsh.dksh");
|
||||||
|
GpuRenderer_loadShader(r, &r->fragmentShader, "romfs:/shaders/console_fsh.dksh");
|
||||||
|
|
||||||
|
// Generate the descriptors
|
||||||
|
struct {
|
||||||
|
DkImageDescriptor images[NUM_IMAGE_SLOTS];
|
||||||
|
DkSamplerDescriptor samplers[NUM_SAMPLER_SLOTS];
|
||||||
|
} descriptors;
|
||||||
|
|
||||||
|
// Generate a image descriptor for the tileset
|
||||||
|
DkImageView tilesetView;
|
||||||
|
dkImageViewDefaults(&tilesetView, &r->tileset);
|
||||||
|
dkImageDescriptorInitialize(&descriptors.images[0], &tilesetView, false, false);
|
||||||
|
|
||||||
|
// Generate a sampler descriptor for the tileset
|
||||||
|
DkSampler sampler;
|
||||||
|
dkSamplerDefaults(&sampler);
|
||||||
|
sampler.wrapMode[0] = DkWrapMode_ClampToEdge;
|
||||||
|
sampler.wrapMode[1] = DkWrapMode_ClampToEdge;
|
||||||
|
sampler.minFilter = DkFilter_Nearest;
|
||||||
|
sampler.magFilter = DkFilter_Nearest;
|
||||||
|
dkSamplerDescriptorInitialize(&descriptors.samplers[0], &sampler);
|
||||||
|
|
||||||
|
uint32_t descriptorsOffset = CMDMEMSIZE;
|
||||||
|
uint32_t configOffset = (descriptorsOffset + sizeof(descriptors) + DK_UNIFORM_BUF_ALIGNMENT - 1) &~ (DK_UNIFORM_BUF_ALIGNMENT - 1);
|
||||||
|
uint32_t configSize = (sizeof(ConsoleConfig) + DK_UNIFORM_BUF_ALIGNMENT - 1) &~ (DK_UNIFORM_BUF_ALIGNMENT - 1);
|
||||||
|
|
||||||
|
uint32_t charBufOffset = configOffset + configSize;
|
||||||
|
uint32_t charBufSize = totalConSize * sizeof(ConsoleChar);
|
||||||
|
|
||||||
|
// Create a memory block which will be used for recording command lists using a command buffer
|
||||||
|
dkMemBlockMakerDefaults(&memBlockMaker, r->device,
|
||||||
|
(charBufOffset + charBufSize + DK_MEMBLOCK_ALIGNMENT - 1) &~ (DK_MEMBLOCK_ALIGNMENT - 1)
|
||||||
|
);
|
||||||
|
memBlockMaker.flags = DkMemBlockFlags_CpuUncached | DkMemBlockFlags_GpuCached;
|
||||||
|
r->dataMemBlock = dkMemBlockCreate(&memBlockMaker);
|
||||||
|
|
||||||
|
// Create a command buffer object
|
||||||
|
DkCmdBufMaker cmdbufMaker;
|
||||||
|
dkCmdBufMakerDefaults(&cmdbufMaker, r->device);
|
||||||
|
r->cmdbuf = dkCmdBufCreate(&cmdbufMaker);
|
||||||
|
|
||||||
|
// Feed our memory to the command buffer so that we can start recording commands
|
||||||
|
dkCmdBufAddMemory(r->cmdbuf, r->dataMemBlock, 0, CMDMEMSIZE);
|
||||||
|
|
||||||
|
// Create a temporary buffer that will hold the tileset
|
||||||
|
dkMemBlockMakerDefaults(&memBlockMaker, r->device,
|
||||||
|
(sizeof(float)*con->font.tileWidth*con->font.tileHeight*con->font.numChars + DK_MEMBLOCK_ALIGNMENT - 1) &~ (DK_MEMBLOCK_ALIGNMENT - 1)
|
||||||
|
);
|
||||||
|
memBlockMaker.flags = DkMemBlockFlags_CpuUncached | DkMemBlockFlags_GpuCached;
|
||||||
|
DkMemBlock scratchMemBlock = dkMemBlockCreate(&memBlockMaker);
|
||||||
|
float* scratchMem = (float*)dkMemBlockGetCpuAddr(scratchMemBlock);
|
||||||
|
|
||||||
|
// Unpack 1bpp tileset into a texture image the GPU can read
|
||||||
|
unsigned packedTileWidth = (con->font.tileWidth+7)/8;
|
||||||
|
for (unsigned tile = 0; tile < con->font.numChars; tile ++) {
|
||||||
|
const uint8_t* data = (const uint8_t*)con->font.gfx + con->font.tileHeight*packedTileWidth*tile;
|
||||||
|
for (unsigned y = 0; y < con->font.tileHeight; y ++) {
|
||||||
|
const uint8_t* row = &data[packedTileWidth*(y+1)];
|
||||||
|
uint8_t c = 0;
|
||||||
|
for (unsigned x = 0; x < con->font.tileWidth; x ++) {
|
||||||
|
if (!(x & 7))
|
||||||
|
c = *--row;
|
||||||
|
*scratchMem++ = (c & 0x80) ? 1.0f : 0.0f;
|
||||||
|
c <<= 1;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Set up configuration
|
||||||
|
DkGpuAddr configAddr = dkMemBlockGetGpuAddr(r->dataMemBlock) + configOffset;
|
||||||
|
ConsoleConfig consoleConfig = {};
|
||||||
|
consoleConfig.dimensions[0] = width;
|
||||||
|
consoleConfig.dimensions[1] = height;
|
||||||
|
consoleConfig.dimensions[2] = con->consoleWidth;
|
||||||
|
consoleConfig.dimensions[3] = con->consoleHeight;
|
||||||
|
memcpy(consoleConfig.vertices, g_vertexData, sizeof(g_vertexData));
|
||||||
|
memcpy(consoleConfig.palettes, g_paletteData, sizeof(g_paletteData));
|
||||||
|
|
||||||
|
// Generate a temporary command list for uploading stuff and run it
|
||||||
|
DkGpuAddr descriptorSet = dkMemBlockGetGpuAddr(r->dataMemBlock) + descriptorsOffset;
|
||||||
|
DkCopyBuf copySrc = { dkMemBlockGetGpuAddr(scratchMemBlock), 0, 0 };
|
||||||
|
DkImageRect copyDst = { 0, 0, 0, con->font.tileWidth, con->font.tileHeight, con->font.numChars };
|
||||||
|
dkCmdBufPushData(r->cmdbuf, descriptorSet, &descriptors, sizeof(descriptors));
|
||||||
|
dkCmdBufPushConstants(r->cmdbuf, configAddr, configSize, 0, sizeof(consoleConfig), &consoleConfig);
|
||||||
|
dkCmdBufBindImageDescriptorSet(r->cmdbuf, descriptorSet, NUM_IMAGE_SLOTS);
|
||||||
|
dkCmdBufBindSamplerDescriptorSet(r->cmdbuf, descriptorSet + NUM_IMAGE_SLOTS*sizeof(DkImageDescriptor), NUM_SAMPLER_SLOTS);
|
||||||
|
dkCmdBufCopyBufferToImage(r->cmdbuf, ©Src, &tilesetView, ©Dst, 0);
|
||||||
|
dkQueueSubmitCommands(r->queue, dkCmdBufFinishList(r->cmdbuf));
|
||||||
|
dkQueueFlush(r->queue);
|
||||||
|
dkQueueWaitIdle(r->queue);
|
||||||
|
dkCmdBufClear(r->cmdbuf);
|
||||||
|
|
||||||
|
// Destroy the scratch memory block since we don't need it anymore
|
||||||
|
dkMemBlockDestroy(scratchMemBlock);
|
||||||
|
|
||||||
|
// Retrieve the address of the character buffer
|
||||||
|
DkGpuAddr charBufAddr = dkMemBlockGetGpuAddr(r->dataMemBlock) + charBufOffset;
|
||||||
|
r->charBuf = (ConsoleChar*)((uint8_t*)dkMemBlockGetCpuAddr(r->dataMemBlock) + charBufOffset);
|
||||||
|
memset(r->charBuf, 0, charBufSize);
|
||||||
|
|
||||||
|
// Generate a command list for each framebuffer, which will bind each of them as a render target
|
||||||
|
for (unsigned i = 0; i < FB_NUM; i ++) {
|
||||||
|
DkImageView imageView;
|
||||||
|
dkImageViewDefaults(&imageView, &r->framebuffers[i]);
|
||||||
|
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;
|
||||||
|
}
|
79
graphics/deko3d/deko_console/source/main.c
Normal file
79
graphics/deko3d/deko_console/source/main.c
Normal file
@ -0,0 +1,79 @@
|
|||||||
|
#include <string.h>
|
||||||
|
#include <stdio.h>
|
||||||
|
|
||||||
|
#include <switch.h>
|
||||||
|
|
||||||
|
int main(int argc, char **argv)
|
||||||
|
{
|
||||||
|
consoleInit(NULL);
|
||||||
|
|
||||||
|
// clear screen and home cursor
|
||||||
|
printf( CONSOLE_ESC(2J) );
|
||||||
|
|
||||||
|
// Set print co-ordinates
|
||||||
|
// /x1b[row;columnH
|
||||||
|
printf(CONSOLE_ESC(42;37m));
|
||||||
|
printf(CONSOLE_ESC( 7;4H) "%s", " _ _ ____ _ ");
|
||||||
|
printf(CONSOLE_ESC( 8;4H) "%s", " | | | | |___ \\ | |");
|
||||||
|
printf(CONSOLE_ESC( 9;4H) "%s", " __| | ___| | _____ __) | __| |");
|
||||||
|
printf(CONSOLE_ESC(10;4H) "%s", " / _` |/ _ \\ |/ / _ \\|__ < / _` |");
|
||||||
|
printf(CONSOLE_ESC(11;4H) "%s", "| (_| | __/ < (_) |__) | (_| |");
|
||||||
|
printf(CONSOLE_ESC(12;4H) "%s", " \\__,_|\\___|_|\\_\\___/____/ \\__,_|");
|
||||||
|
printf(CONSOLE_ESC(0m));
|
||||||
|
|
||||||
|
// move cursor up
|
||||||
|
// /x1b[linesA
|
||||||
|
printf(CONSOLE_ESC(10A)"Line 0");
|
||||||
|
|
||||||
|
// move cursor left
|
||||||
|
// /x1b[columnsD
|
||||||
|
printf(CONSOLE_ESC(28D)"Column 0");
|
||||||
|
|
||||||
|
// move cursor down
|
||||||
|
// /x1b[linesB
|
||||||
|
printf(CONSOLE_ESC(19B)"Line 19");
|
||||||
|
|
||||||
|
// move cursor right
|
||||||
|
// /x1b[columnsC
|
||||||
|
printf(CONSOLE_ESC(5C)"Column 20");
|
||||||
|
|
||||||
|
printf("\n");
|
||||||
|
|
||||||
|
// Color codes and attributes
|
||||||
|
for(int i=0; i<8; i++)
|
||||||
|
{
|
||||||
|
printf( CONSOLE_ESC(%1$dm) /* Set color */
|
||||||
|
"Default "
|
||||||
|
CONSOLE_ESC(1m) "Bold "
|
||||||
|
CONSOLE_ESC(7m) "Reversed "
|
||||||
|
|
||||||
|
CONSOLE_ESC(0m) /* revert attributes*/
|
||||||
|
CONSOLE_ESC(%1$dm)
|
||||||
|
|
||||||
|
CONSOLE_ESC(2m) "Light "
|
||||||
|
CONSOLE_ESC(7m) "Reversed "
|
||||||
|
|
||||||
|
"\n"
|
||||||
|
CONSOLE_ESC(0m) /* revert attributes*/
|
||||||
|
, i + 30);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Main loop
|
||||||
|
while(appletMainLoop())
|
||||||
|
{
|
||||||
|
//Scan all the inputs. This should be done once for each frame
|
||||||
|
hidScanInput();
|
||||||
|
|
||||||
|
// Your code goes here
|
||||||
|
|
||||||
|
//hidKeysDown returns information about which buttons have been just pressed (and they weren't in the previous frame)
|
||||||
|
u64 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
|
||||||
|
|
||||||
|
if (kDown & KEY_PLUS) break; // break in order to return to hbmenu
|
||||||
|
|
||||||
|
consoleUpdate(NULL);
|
||||||
|
}
|
||||||
|
|
||||||
|
consoleExit(NULL);
|
||||||
|
return 0;
|
||||||
|
}
|
13
graphics/deko3d/deko_console/source/startup.c
Normal file
13
graphics/deko3d/deko_console/source/startup.c
Normal file
@ -0,0 +1,13 @@
|
|||||||
|
#include <switch.h>
|
||||||
|
|
||||||
|
void userAppInit(void)
|
||||||
|
{
|
||||||
|
Result res = romfsInit();
|
||||||
|
if (R_FAILED(res))
|
||||||
|
fatalThrow(res);
|
||||||
|
}
|
||||||
|
|
||||||
|
void userAppExit(void)
|
||||||
|
{
|
||||||
|
romfsExit();
|
||||||
|
}
|
Loading…
Reference in New Issue
Block a user