📄 signals.c
字号:
/* * PSP Software Development Kit - http://www.pspdev.org * ----------------------------------------------------------------------- * Licensed under the BSD license, see LICENSE in PSPSDK root for details. * * signals.c - Sample to demonstrate usage of GE signals under libgu API. * * At the start of each frame 2 vertex buffers are allocated, filled with * data and submitted to the command-list. As soon as GPU finishes rendering * from one of the buffers, signal is raised and interrupt handler is called * allowing application to reuse the same buffer by filling it with data and * submitting it back to the command-list. * * Sample renders 64K dynamic billboards at ~25fps using 2 vertex buffers * pushing 3MB of vertex data to GE each frame. * * * Copyright (c) 2005 Jesper Svennevid * Copyright (c) 2005 Renaldas Zioma <rej@scene.lt> */#include <pspkernel.h>#include <pspdisplay.h>#include <pspdebug.h>#include <stdlib.h>#include <stdio.h>#include <math.h>#include <string.h>#include <pspge.h>#include <pspgu.h>#include <pspgum.h>//#define ENABLE_PROFILER//#define ENABLE_FRAMERATE#define USING_SIGNALSPSP_MODULE_INFO("GE Signals Sample", 0, 1, 1);PSP_MAIN_THREAD_ATTR(THREAD_ATTR_USER);#define printf pspDebugScreenPrintfstatic unsigned int __attribute__((aligned(16))) list[262144];static unsigned int __attribute__((aligned(16))) smallList1[1024];static unsigned int __attribute__((aligned(16))) smallList2[1024];extern unsigned char ball_start[];typedef struct InputVertex{ float x,y,z;} InputVertex;typedef struct Vertex{ float u, v; // 8 unsigned int color; // 4 float x,y,z; // 12} Vertex;Vertex __attribute__((aligned(16))) cubeVertices[12*3] ={ {0, 0, 0xff7f0000,-1,-1, 1}, // 0 {1, 0, 0xff7f0000,-1, 1, 1}, // 4 {1, 1, 0xff7f0000, 1, 1, 1}, // 5 {0, 0, 0xff7f0000,-1,-1, 1}, // 0 {1, 1, 0xff7f0000, 1, 1, 1}, // 5 {0, 1, 0xff7f0000, 1,-1, 1}, // 1 {0, 0, 0xff7f0000,-1,-1,-1}, // 3 {1, 0, 0xff7f0000, 1,-1,-1}, // 2 {1, 1, 0xff7f0000, 1, 1,-1}, // 6 {0, 0, 0xff7f0000,-1,-1,-1}, // 3 {1, 1, 0xff7f0000, 1, 1,-1}, // 6 {0, 1, 0xff7f0000,-1, 1,-1}, // 7 {0, 0, 0xff007f00, 1,-1,-1}, // 0 {1, 0, 0xff007f00, 1,-1, 1}, // 3 {1, 1, 0xff007f00, 1, 1, 1}, // 7 {0, 0, 0xff007f00, 1,-1,-1}, // 0 {1, 1, 0xff007f00, 1, 1, 1}, // 7 {0, 1, 0xff007f00, 1, 1,-1}, // 4 {0, 0, 0xff007f00,-1,-1,-1}, // 0 {1, 0, 0xff007f00,-1, 1,-1}, // 3 {1, 1, 0xff007f00,-1, 1, 1}, // 7 {0, 0, 0xff007f00,-1,-1,-1}, // 0 {1, 1, 0xff007f00,-1, 1, 1}, // 7 {0, 1, 0xff007f00,-1,-1, 1}, // 4 {0, 0, 0xff00007f,-1, 1,-1}, // 0 {1, 0, 0xff00007f, 1, 1,-1}, // 1 {1, 1, 0xff00007f, 1, 1, 1}, // 2 {0, 0, 0xff00007f,-1, 1,-1}, // 0 {1, 1, 0xff00007f, 1, 1, 1}, // 2 {0, 1, 0xff00007f,-1, 1, 1}, // 3 {0, 0, 0xff00007f,-1,-1,-1}, // 4 {1, 0, 0xff00007f,-1,-1, 1}, // 7 {1, 1, 0xff00007f, 1,-1, 1}, // 6 {0, 0, 0xff00007f,-1,-1,-1}, // 4 {1, 1, 0xff00007f, 1,-1, 1}, // 6 {0, 1, 0xff00007f, 1,-1,-1}, // 5};int SetupCallbacks();void create_modified_torus_billboards(Vertex* vertices, float* world, float t, int startSlice, int sliceCount );void render_billboards(unsigned int i);void mySignalHandler(int id);void myFinishHandler(int id);#define BUF_WIDTH (512)#define SCR_WIDTH (480)#define SCR_HEIGHT (272)#define PIXEL_SIZE (4) /* change this if you change to another screenmode */#define FRAME_SIZE (BUF_WIDTH * SCR_HEIGHT * PIXEL_SIZE)#define ZBUF_SIZE (BUF_WIDTH SCR_HEIGHT * 2) /* zbuffer seems to be 16-bit? */#define NUM_SLICES (128)#define NUM_ROWS (128*4)#define RING_SIZE (2.0f)#define RING_RADIUS (1.0f)#define SPRITE_SIZE (0.025f*0.5f)#define NUM_VERTEX_BUFFERS 2#define NUM_ITERATIONS 16#define printf pspDebugScreenPrintfunsigned int colors[8] = { 0xffff0000, 0xffff00ff, 0xff0000ff, 0xff00ffff, 0xff00ff00, 0xffffff00, 0xffffffff, 0xff101010};InputVertex __attribute__((aligned(64))) torus_vertices[NUM_SLICES * NUM_ROWS];InputVertex __attribute__((aligned(16))) torus_modifiers[NUM_ROWS];// Global datatypedef struct GlobalContext{ Vertex* vbuffer[NUM_VERTEX_BUFFERS]; int vertsRendered; ScePspFMatrix4 world; int iterationCount; float t; float sint;} GlobalContext;GlobalContext g_context;int main(int argc, char* argv[]){ unsigned int i,j; pspDebugScreenInit(); SetupCallbacks();#ifdef ENABLE_PROFILER // Enable profiling pspDebugProfilerClear(); pspDebugProfilerEnable();#endif // initialize global context g_context.iterationCount = NUM_VERTEX_BUFFERS * NUM_ITERATIONS; g_context.t = 0; g_context.sint = 0; // initialize torus for (i = 0; i < NUM_SLICES; ++i) { for (j = 0; j < NUM_ROWS; ++j) { float s = i + 0.5f, t = j; float x,y,z; x = (RING_SIZE + RING_RADIUS * cosf(s * ((GU_PI*2)/NUM_SLICES))) * cosf(t * ((GU_PI*2)/NUM_ROWS)); y = (RING_SIZE + RING_RADIUS * cosf(s * ((GU_PI*2)/NUM_SLICES))) * sinf(t * ((GU_PI*2)/NUM_ROWS)); z = RING_RADIUS * sinf(s * ((GU_PI*2)/NUM_SLICES)); torus_vertices[j + i * NUM_ROWS].x = x; torus_vertices[j + i * NUM_ROWS].y = y; torus_vertices[j + i * NUM_ROWS].z = z; } } // initialize torus modifiers for (j = 0; j < NUM_ROWS; ++j) { float t = j; torus_modifiers[j].x = 0; torus_modifiers[j].y = 0; torus_modifiers[j].z = 0.3*cosf( t * 8.0f *((GU_PI*2)/NUM_ROWS) ); } // init GU and set callbacks sceGuInit(); // 0x01 - user callback // 0x04 - 'rendering finished' callback sceGuSetCallback(1, &mySignalHandler); sceGuSetCallback(4, &myFinishHandler); // setup GU sceGuStart(GU_DIRECT,list); sceGuDrawBuffer(GU_PSM_8888,(void*)0,BUF_WIDTH); sceGuDispBuffer(SCR_WIDTH,SCR_HEIGHT,(void*)0x88000,BUF_WIDTH); sceGuDepthBuffer((void*)0x110000,BUF_WIDTH); sceGuOffset(2048 - (SCR_WIDTH/2),2048 - (SCR_HEIGHT/2)); sceGuViewport(2048,2048,SCR_WIDTH,SCR_HEIGHT); sceGuDepthRange(0xc350,0x2710); sceGuScissor(0,0,SCR_WIDTH,SCR_HEIGHT); sceGuEnable(GU_SCISSOR_TEST); sceGuAlphaFunc(GU_GREATER,0,0xff); sceGuEnable(GU_ALPHA_TEST); sceGuDepthFunc(GU_GEQUAL); sceGuEnable(GU_DEPTH_TEST); sceGuFrontFace(GU_CW); sceGuShadeModel(GU_SMOOTH); sceGuEnable(GU_CULL_FACE); sceGuEnable(GU_TEXTURE_2D); sceGuFinish(); sceGuSync(0,0); sceDisplayWaitVblankStart(); sceGuDisplay(GU_TRUE); // run sample#ifdef USING_SIGNALS sceGuCallMode(1);#endif // generate callable command-list with texture setup { sceGuStart(GU_CALL, smallList1); // setup texture sceGuTexMode(GU_PSM_5551,0,0,0); sceGuTexImage(0,32,32,32,ball_start); // width, height, buffer width, tbp sceGuTexFunc(GU_TFX_MODULATE,GU_TCC_RGBA); // NOTE: this enables reads of the alpha-component from the texture, otherwise blend/test won't work sceGuTexFilter(GU_NEAREST,GU_NEAREST); sceGuTexWrap(GU_CLAMP,GU_CLAMP); sceGuTexScale(1,1); sceGuTexOffset(0,0); sceGuAmbientColor(0xffffffff); sceGuFinish(); sceGuSync(0,0); } // generate callable command-list for cube rendering { sceGuStart(GU_CALL, smallList2); // draw cube sceGuDrawArray(GU_TRIANGLES,GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D,12*3,0,cubeVertices); sceGuFinish(); sceGuSync(0,0); } for(;;) { sceGuStart(GU_DIRECT,list); unsigned int i = 0; for( ; i < NUM_VERTEX_BUFFERS; i++ ) g_context.vbuffer[i] = sceGuGetMemory((NUM_SLICES/g_context.iterationCount) * 2 * NUM_ROWS * sizeof(Vertex)); g_context.vertsRendered = 0; // clear screen sceGuClearColor(0x00334455); sceGuClearDepth(0); sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT); // setup matrices sceGumMatrixMode(GU_PROJECTION); sceGumLoadIdentity(); sceGumPerspective(75.0f,16.0f/9.0f,0.5f,1000.0f); sceGumMatrixMode(GU_VIEW); sceGumLoadIdentity(); sceGumMatrixMode(GU_MODEL); { ScePspFVector3 pos = {0.0f,0.0f,-3.5f}; ScePspFVector3 rot = {g_context.t * 0.3f * (GU_PI/180.0f), g_context.t * 0.7f * (GU_PI/180.0f), g_context.t * 1.3f * (GU_PI/180.0f)}; sceGumLoadIdentity(); sceGumTranslate(&pos); sceGumRotateXYZ(&rot); } sceGumStoreMatrix(&g_context.world); // call pregenerated command-list to setup texture sceGuCallList(smallList1); // start billboard rendering render_billboards(0); // call pregenerated command-list to render cube { ScePspFVector3 scale = {0.3f, 0.3f, 0.3f}; sceGumScale(&scale); } sceGumUpdateMatrix(); sceGuCallList(smallList2); #ifndef USING_SIGNALS // HACK: sceGuFinish() is called inside the signal interupt handler when all rendering job is done // this is done in order to stall GPU if it is ahead of CPU sceGuFinish();#endif sceGuSync(0,0);#ifndef ENABLE_FRAMERATE // wait for next frame sceDisplayWaitVblankStart();#endif sceGuSwapBuffers(); pspDebugScreenSetXY(0,0);#ifdef ENABLE_PROFILER // Print profile information to the screen pspDebugProfilerPrint();#endif#ifdef ENABLE_FRAMERATE // simple frame rate counter static float curr_ms = 1.0f; static struct timeval time_slices[16]; static int t = 0; float curr_fps = 1.0f / curr_ms; t++; float vertsPerSec = g_context.vertsRendered*curr_fps; float kbPerSec = vertsPerSec * sizeof(Vertex) / 1024.0f; gettimeofday(&time_slices[t & 15],0); pspDebugScreenPrintf("fps: %d.%03d ms: %d vert/s: %dK MB/s: %d.%03d",(int)curr_fps, ((int)(curr_fps*1000.0f)%1000), (int)(curr_ms*1000.0f), (int)(vertsPerSec/1000.0f), (int)(kbPerSec/1024.0f), (int)((1000.0f/1024.0f)*((int)kbPerSec%1024)) ); if (!(t & 15)) { struct timeval last_time = time_slices[0]; unsigned int i; curr_ms = 0; for (i = 1; i < 16; ++i) { struct timeval curr_time = time_slices[i]; int curr_time_usec = curr_time.tv_usec + curr_time.tv_sec * 1000000; int last_time_usec = last_time.tv_usec + last_time.tv_sec * 1000000; if( last_time_usec < curr_time_usec ) curr_ms += (( curr_time_usec - last_time_usec ) * (1.0f/1000000.0f)); last_time = time_slices[i]; } curr_ms /= 15.0f; }#endif } sceGuTerm(); sceKernelExitGame(); return 0;}/* user signal handler */void mySignalHandler(int id){ render_billboards(id);}/* 'rendering finished' signal handler */void myFinishHandler(int id){ // do some animations g_context.t += 0.6f; g_context.sint = sinf(g_context.t / 2.0f);}/* renders subset of billboards array */void render_billboards(unsigned int i){ if (i >= g_context.iterationCount) return; Vertex* vbuffer = g_context.vbuffer[i%NUM_VERTEX_BUFFERS]; int sliceCount = NUM_SLICES / g_context.iterationCount; // fill current vertex buffer if we just started if (i == 0) { create_modified_torus_billboards(vbuffer,(float*)&g_context.world, g_context.sint, sliceCount*i, sliceCount); } // render previously generated vertex buffer sceGumMatrixMode(GU_MODEL); sceGumLoadMatrix(&g_context.world); sceGumDrawArray(GU_SPRITES,GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D,sliceCount*NUM_ROWS*2,0,vbuffer); g_context.vertsRendered += sliceCount*NUM_ROWS*2; // fill next vertex buffer for future rendering int nextI = i + 1; if (nextI < g_context.iterationCount ) { Vertex* vbufferNext; vbufferNext = g_context.vbuffer[nextI%NUM_VERTEX_BUFFERS]; create_modified_torus_billboards(vbufferNext,(float*)&g_context.world, g_context.sint, sliceCount*nextI, sliceCount); }#ifdef USING_SIGNALS // send a signal when rendering was completed // signals 0x01..0x03 - seems to be available for custom usage sceGuSignal( 1, nextI ); // HACK: keeps CPU waiting until all jobs were submitted for GPU if (nextI == g_context.iterationCount) sceGuFinish();#endif}/* this function generates the billboards rendered by sceGumDrawArray() */void create_modified_torus_billboards( Vertex* vertices, float* world, float t, int startSlice, int sliceCount ){ unsigned int i,j; float sx, sy, sz; // calculate billboard world offsets sx = SPRITE_SIZE * world[(0 << 2)+0] + SPRITE_SIZE * world[(0 << 2)+1]; sy = SPRITE_SIZE * world[(1 << 2)+0] + SPRITE_SIZE * world[(1 << 2)+1]; sz = SPRITE_SIZE * world[(2 << 2)+0] + SPRITE_SIZE * world[(2 << 2)+1]; Vertex* curr = vertices; for (i = startSlice; i < startSlice + sliceCount; ++i) { InputVertex* inrow = &torus_vertices[i * NUM_ROWS]; for (j = 0; j < NUM_ROWS; ++j) { InputVertex* incurr = &inrow[j]; float x, y, z; x = incurr->x; y = incurr->y; z = incurr->z; x += torus_modifiers[j].x * t; y += torus_modifiers[j].y * t; z += torus_modifiers[j].z * t; curr->u = 0.0f; curr->v = 0.0f; curr->color = colors[(i+j)&7]; curr->x = x - sx; curr->y = y - sy; curr->z = z - sz; ++curr; curr->u = 1.0f; curr->v = 1.0f; curr->color = colors[(i+j)&7]; curr->x = x + sx; curr->y = y + sy; curr->z = z + sz; ++curr; } }}/* Exit callback */int exit_callback(int arg1, int arg2, void *common){ sceKernelExitGame(); return 0;}/* Callback thread */int CallbackThread(SceSize args, void *argp){ int cbid; cbid = sceKernelCreateCallback("Exit Callback", exit_callback, NULL); sceKernelRegisterExitCallback(cbid); sceKernelSleepThreadCB(); return 0;}/* Sets up the callback thread and returns its thread id */int SetupCallbacks(void){ int thid = 0; thid = sceKernelCreateThread("update_thread", CallbackThread, 0x11, 0xFA0, 0, 0); if(thid >= 0) { sceKernelStartThread(thid, 0, 0); } return thid;}
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -