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📄 blit.c

📁 psp开发用的所有头文件。包含所有系统API。需要psp-gcc编译器。在www.psp-dev.com上有
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/* * PSP Software Development Kit - http://www.pspdev.org * ----------------------------------------------------------------------- * Licensed under the BSD license, see LICENSE in PSPSDK root for details. * * Copyright (c) 2005 Jesper Svennevid */#include <pspkernel.h>#include <pspdisplay.h>#include <pspdebug.h>#include <stdlib.h>#include <stdio.h>#include <math.h>#include <string.h>#include <pspctrl.h>#include <pspgu.h>#include <psprtc.h>#include "../common/callbacks.h"#include "../common/vram.h"PSP_MODULE_INFO("Blit Sample", 0, 1, 1);PSP_MAIN_THREAD_ATTR(THREAD_ATTR_USER);static unsigned int __attribute__((aligned(16))) list[262144];#define BUF_WIDTH (512)#define SCR_WIDTH (480)#define SCR_HEIGHT (272)static unsigned short __attribute__((aligned(16))) pixels[BUF_WIDTH*SCR_HEIGHT];static unsigned short __attribute__((aligned(16))) swizzled_pixels[BUF_WIDTH*SCR_HEIGHT];struct Vertex{	unsigned short u, v;	unsigned short color;	short x, y, z;};void simpleBlit(int sx, int sy, int sw, int sh, int dx, int dy){	// simple blit, this just copies A->B, with all the cache-misses that apply	struct Vertex* vertices = (struct Vertex*)sceGuGetMemory(2 * sizeof(struct Vertex));	vertices[0].u = sx; vertices[0].v = sy;	vertices[0].color = 0;	vertices[0].x = dx; vertices[0].y = dy; vertices[0].z = 0;	vertices[1].u = sx+sw; vertices[1].v = sy+sh;	vertices[1].color = 0;	vertices[1].x = dx+sw; vertices[1].y = dy+sh; vertices[1].z = 0;	sceGuDrawArray(GU_SPRITES,GU_TEXTURE_16BIT|GU_COLOR_4444|GU_VERTEX_16BIT|GU_TRANSFORM_2D,2,0,vertices);}void advancedBlit(int sx, int sy, int sw, int sh, int dx, int dy, int slice){	int start, end;	// blit maximizing the use of the texture-cache	for (start = sx, end = sx+sw; start < end; start += slice, dx += slice)	{		struct Vertex* vertices = (struct Vertex*)sceGuGetMemory(2 * sizeof(struct Vertex));		int width = (start + slice) < end ? slice : end-start;		vertices[0].u = start; vertices[0].v = sy;		vertices[0].color = 0;		vertices[0].x = dx; vertices[0].y = dy; vertices[0].z = 0;		vertices[1].u = start + width; vertices[1].v = sy + sh;		vertices[1].color = 0;		vertices[1].x = dx + width; vertices[1].y = dy + sh; vertices[1].z = 0;		sceGuDrawArray(GU_SPRITES,GU_TEXTURE_16BIT|GU_COLOR_4444|GU_VERTEX_16BIT|GU_TRANSFORM_2D,2,0,vertices);	}}void swizzle_fast(u8* out, const u8* in, unsigned int width, unsigned int height){   unsigned int blockx, blocky;   unsigned int j;    unsigned int width_blocks = (width / 16);   unsigned int height_blocks = (height / 8);    unsigned int src_pitch = (width-16)/4;   unsigned int src_row = width * 8;    const u8* ysrc = in;   u32* dst = (u32*)out;    for (blocky = 0; blocky < height_blocks; ++blocky)   {      const u8* xsrc = ysrc;      for (blockx = 0; blockx < width_blocks; ++blockx)      {         const u32* src = (u32*)xsrc;         for (j = 0; j < 8; ++j)         {            *(dst++) = *(src++);            *(dst++) = *(src++);            *(dst++) = *(src++);            *(dst++) = *(src++);            src += src_pitch;         }         xsrc += 16;     }     ysrc += src_row;   }}const char* modes[] ={	"normal, linear",	"optimized, linear",	"normal, swizzled",	"optimized, swizzled"};int main(int argc, char* argv[]){	unsigned int x,y;	pspDebugScreenInit();	setupCallbacks();	// Setup GU	void* fbp0 = getStaticVramBuffer(BUF_WIDTH,SCR_HEIGHT,GU_PSM_8888);	void* fbp1 = getStaticVramBuffer(BUF_WIDTH,SCR_HEIGHT,GU_PSM_8888);	void* zbp = getStaticVramBuffer(BUF_WIDTH,SCR_HEIGHT,GU_PSM_4444);	sceGuInit();	sceGuStart(GU_DIRECT,list);	sceGuDrawBuffer(GU_PSM_8888,fbp0,BUF_WIDTH);	sceGuDispBuffer(SCR_WIDTH,SCR_HEIGHT,fbp1,BUF_WIDTH);	sceGuDepthBuffer(zbp,BUF_WIDTH);	sceGuOffset(2048 - (SCR_WIDTH/2),2048 - (SCR_HEIGHT/2));	sceGuViewport(2048,2048,SCR_WIDTH,SCR_HEIGHT);	sceGuDepthRange(65535,0);	sceGuScissor(0,0,SCR_WIDTH,SCR_HEIGHT);	sceGuEnable(GU_SCISSOR_TEST);	sceGuFrontFace(GU_CW);	sceGuEnable(GU_TEXTURE_2D);	sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT);	sceGuFinish();	sceGuSync(0,0);	sceDisplayWaitVblankStart();	sceGuDisplay(1);	// generate dummy image to blit	for (y = 0; y < SCR_HEIGHT; ++y)	{		unsigned short* row = &pixels[y * BUF_WIDTH];		for (x = 0; x < SCR_WIDTH; ++x)		{			row[x] = x * y;		}	}	swizzle_fast((u8*)swizzled_pixels,(const u8*)pixels,BUF_WIDTH*2,SCR_HEIGHT); // 512*2 because swizzle operates in bytes, and each pixel in a 16-bit texture is 2 bytes	sceKernelDcacheWritebackAll();	float curr_ms = 1.0f;	int blit_method = 0;	int swizzle = 0;	SceCtrlData oldPad;	oldPad.Buttons = 0;	sceCtrlSetSamplingCycle(0);	sceCtrlSetSamplingMode(0);	u64 last_tick;	sceRtcGetCurrentTick(&last_tick);	u32 tick_frequency = sceRtcGetTickResolution();	int frame_count = 0;	while(running())	{		SceCtrlData pad;		sceGuStart(GU_DIRECT,list);		// switch methods if requested		if(sceCtrlPeekBufferPositive(&pad, 1))		{			if (pad.Buttons != oldPad.Buttons)			{				if(pad.Buttons & PSP_CTRL_CROSS)					blit_method ^= 1;				if(pad.Buttons & PSP_CTRL_CIRCLE)					swizzle ^= 1;			}			oldPad = pad;		}		sceGuTexMode(GU_PSM_4444,0,0,swizzle); // 16-bit RGBA		sceGuTexImage(0,512,512,512,swizzle ? swizzled_pixels : pixels); // setup texture as a 512x512 texture, even though the buffer is only 512x272 (480 visible)		sceGuTexFunc(GU_TFX_REPLACE,GU_TCC_RGBA); // don't get influenced by any vertex colors		sceGuTexFilter(GU_NEAREST,GU_NEAREST); // point-filtered sampling		if (blit_method)			advancedBlit(0,0,SCR_WIDTH,SCR_HEIGHT,0,0,32);		else			simpleBlit(0,0,SCR_WIDTH,SCR_HEIGHT,0,0);		sceGuFinish();		sceGuSync(0,0);		float curr_fps = 1.0f / curr_ms;		pspDebugScreenSetOffset((int)fbp0);		pspDebugScreenSetXY(0,0);		pspDebugScreenPrintf("fps: %d.%03d (%dMB/s) (X = mode, O = swizzle) %s",(int)curr_fps,(int)((curr_fps-(int)curr_fps) * 1000.0f),(((int)curr_fps * SCR_WIDTH * SCR_HEIGHT * 2)/(1024*1024)),modes[blit_method + swizzle * 2]);//		sceDisplayWaitVblankStart();		fbp0 = sceGuSwapBuffers();		// simple frame rate counter		++frame_count;		u64 curr_tick;		sceRtcGetCurrentTick(&curr_tick);		if ((curr_tick-last_tick) >= tick_frequency)		{			float time_span = ((int)(curr_tick-last_tick)) / (float)tick_frequency;			curr_ms = time_span / frame_count;			frame_count = 0;			sceRtcGetCurrentTick(&last_tick);		}	}	sceGuTerm();	sceKernelExitGame();	return 0;}

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