moving textures to textures repo #1

This commit is contained in:
Sandro Sobczyński
2020-10-31 10:53:20 +01:00
parent ebf2a9ac24
commit 3cfe7ba8f1
11 changed files with 127 additions and 76 deletions
+38 -37
View File
@@ -36,8 +36,9 @@ Renderer::Renderer(u32 t_packetSize, ScreenSettings *t_screen)
dma_channel_initialize(DMA_CHANNEL_GIF, NULL, 0); // Initialize DMA to enable data transfer
dma_channel_fast_waits(DMA_CHANNEL_GIF);
context = 0;
lastTextureId = 0;
isTextureVRAMAllocated = false;
isFrameEmpty = false;
lastTextureId = 0;
flipPacket = packet_init(3, PACKET_UCAB); // Uncached accelerated
allocateBuffers(t_screen->width, t_screen->height);
initDrawingEnv(t_screen->width, t_screen->height);
@@ -55,6 +56,42 @@ Renderer::~Renderer() {}
// Methods
// ----
/** Configure and allocate vRAM for texture buffer */
void Renderer::allocateTextureBuffer(u16 t_width, u16 t_height)
{
textureBuffer.width = t_width;
textureBuffer.psm = GS_PSM_24;
textureBuffer.address = graph_vram_allocate(t_width, t_height, GS_PSM_24, GRAPH_ALIGN_BLOCK);
if (textureBuffer.address <= 1)
PRINT_ERR("Texture buffer allocation error. No memory!");
textureBuffer.info.width = draw_log2(t_width);
textureBuffer.info.height = draw_log2(t_height);
textureBuffer.info.components = TEXTURE_COMPONENTS_RGB;
textureBuffer.info.function = TEXTURE_FUNCTION_MODULATE;
isTextureVRAMAllocated = true;
}
/** Configure and allocate vRAM for texture buffer */
void Renderer::deallocateTextureBuffer()
{
if (isTextureVRAMAllocated)
{
graph_vram_free(textureBuffer.address);
isTextureVRAMAllocated = false;
}
}
void Renderer::changeTexture(Mesh *t_mesh, u8 t_textureIndex)
{
if (t_mesh->textures[t_textureIndex].getId() != lastTextureId)
{
lastTextureId = t_mesh->textures[t_textureIndex].getId();
deallocateTextureBuffer();
allocateTextureBuffer(t_mesh->textures[t_textureIndex].getWidth(), t_mesh->textures[t_textureIndex].getHeight());
GifSender::sendTexture(t_mesh->textures[t_textureIndex], &textureBuffer);
}
}
/** Initializes drawing environment (1st app packet) */
void Renderer::initDrawingEnv(float t_screenW, float t_screenH)
{
@@ -88,42 +125,6 @@ void Renderer::setPrim()
PRINT_LOG("Prim set!");
}
/** Configure and allocate vRAM for texture buffer */
void Renderer::allocateTextureBuffer(u16 t_width, u16 t_height)
{
textureBuffer.width = t_width;
textureBuffer.psm = GS_PSM_24;
textureBuffer.address = graph_vram_allocate(t_width, t_height, GS_PSM_24, GRAPH_ALIGN_BLOCK);
if (textureBuffer.address <= 1)
PRINT_ERR("Texture buffer allocation error. No memory!");
textureBuffer.info.width = draw_log2(t_width);
textureBuffer.info.height = draw_log2(t_height);
textureBuffer.info.components = TEXTURE_COMPONENTS_RGB;
textureBuffer.info.function = TEXTURE_FUNCTION_MODULATE;
isTextureVRAMAllocated = true;
}
/** Configure and allocate vRAM for texture buffer */
void Renderer::deallocateTextureBuffer()
{
if (isTextureVRAMAllocated)
{
graph_vram_free(textureBuffer.address);
isTextureVRAMAllocated = false;
}
}
void Renderer::changeTexture(Mesh *t_mesh, u8 t_textureIndex)
{
if (t_mesh->textures[t_textureIndex]->getId() != lastTextureId)
{
lastTextureId = t_mesh->textures[t_textureIndex]->getId();
deallocateTextureBuffer();
allocateTextureBuffer(t_mesh->textures[t_textureIndex]->getWidth(), t_mesh->textures[t_textureIndex]->getHeight());
GifSender::sendTexture(*t_mesh->textures[t_textureIndex], &textureBuffer);
}
}
/** Defines and allocates framebuffers and zbuffer */
void Renderer::allocateBuffers(float t_screenW, float t_screenH)
{