Tests: Cleanup (#790)

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wheremyfoodat 2025-07-23 13:54:07 +03:00 committed by GitHub
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5 changed files with 285 additions and 287 deletions

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@ -6,16 +6,16 @@
#define CLEAR_COLOR 0x68B0D8FF #define CLEAR_COLOR 0x68B0D8FF
#define DISPLAY_TRANSFER_FLAGS \ #define DISPLAY_TRANSFER_FLAGS \
(GX_TRANSFER_FLIP_VERT(0) | GX_TRANSFER_OUT_TILED(0) | GX_TRANSFER_RAW_COPY(0) | \ (GX_TRANSFER_FLIP_VERT(0) | GX_TRANSFER_OUT_TILED(0) | GX_TRANSFER_RAW_COPY(0) | \
GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGBA8) | GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGB8) | \ GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGBA8) | GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGB8) | \
GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO)) GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO))
typedef struct { float x, y, z; } vertex; typedef struct { float x, y, z; } vertex;
static const vertex vertex_list[] = { static const vertex vertex_list[] = {
{ 200.0f, 200.0f, 0.5f }, { 200.0f, 200.0f, 0.5f },
{ 100.0f, 40.0f, 0.5f }, { 100.0f, 40.0f, 0.5f },
{ 300.0f, 40.0f, 0.5f }, { 300.0f, 40.0f, 0.5f },
}; };
typedef enum { typedef enum {
@ -69,22 +69,22 @@ static C3D_Mtx projection;
static void* vbo_data; static void* vbo_data;
static void sceneInit(void) { static void sceneInit(void) {
// Load the vertex shader, create a shader program and bind it // Load the vertex shader, create a shader program and bind it
vshader_dvlb = DVLB_ParseFile((u32*)vshader_shbin, vshader_shbin_size); vshader_dvlb = DVLB_ParseFile((u32*)vshader_shbin, vshader_shbin_size);
shaderProgramInit(&program); shaderProgramInit(&program);
shaderProgramSetVsh(&program, &vshader_dvlb->DVLE[0]); shaderProgramSetVsh(&program, &vshader_dvlb->DVLE[0]);
C3D_BindProgram(&program); C3D_BindProgram(&program);
// Get the location of the uniforms // Get the location of the uniforms
uLoc_projection = shaderInstanceGetUniformLocation(program.vertexShader, "projection"); uLoc_projection = shaderInstanceGetUniformLocation(program.vertexShader, "projection");
// Configure attributes for use with the vertex shader // Configure attributes for use with the vertex shader
C3D_AttrInfo* attrInfo = C3D_GetAttrInfo(); C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
AttrInfo_Init(attrInfo); AttrInfo_Init(attrInfo);
AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); // v0=position AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); // v0=position
AttrInfo_AddFixed(attrInfo, 1); // v1=color AttrInfo_AddFixed(attrInfo, 1); // v1=color
// Set the fixed attribute (color) to a colour depending on the emulator // Set the fixed attribute (color) to a colour depending on the emulator
Platform platform = getPlatform(); Platform platform = getPlatform();
switch (platform) { switch (platform) {
@ -104,78 +104,78 @@ static void sceneInit(void) {
break; break;
} }
// Compute the projection matrix // Compute the projection matrix
Mtx_OrthoTilt(&projection, 0.0, 400.0, 0.0, 240.0, 0.0, 1.0, true); Mtx_OrthoTilt(&projection, 0.0, 400.0, 0.0, 240.0, 0.0, 1.0, true);
// Create the VBO (vertex buffer object) // Create the VBO (vertex buffer object)
vbo_data = linearAlloc(sizeof(vertex_list)); vbo_data = linearAlloc(sizeof(vertex_list));
memcpy(vbo_data, vertex_list, sizeof(vertex_list)); memcpy(vbo_data, vertex_list, sizeof(vertex_list));
// Configure buffers // Configure buffers
C3D_BufInfo* bufInfo = C3D_GetBufInfo(); C3D_BufInfo* bufInfo = C3D_GetBufInfo();
BufInfo_Init(bufInfo); BufInfo_Init(bufInfo);
BufInfo_Add(bufInfo, vbo_data, sizeof(vertex), 1, 0x0); BufInfo_Add(bufInfo, vbo_data, sizeof(vertex), 1, 0x0);
// Configure the first fragment shading substage to just pass through the vertex color // Configure the first fragment shading substage to just pass through the vertex color
// See https://www.opengl.org/sdk/docs/man2/xhtml/glTexEnv.xml for more insight // See https://www.opengl.org/sdk/docs/man2/xhtml/glTexEnv.xml for more insight
C3D_TexEnv* env = C3D_GetTexEnv(0); C3D_TexEnv* env = C3D_GetTexEnv(0);
C3D_TexEnvInit(env); C3D_TexEnvInit(env);
C3D_TexEnvSrc(env, C3D_Both, GPU_PRIMARY_COLOR, 0, 0); C3D_TexEnvSrc(env, C3D_Both, GPU_PRIMARY_COLOR, 0, 0);
C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE); C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE);
} }
static void sceneRender(void) { static void sceneRender(void) {
// Update the uniforms // Update the uniforms
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_projection, &projection); C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_projection, &projection);
// Draw the VBO // Draw the VBO
C3D_DrawArrays(GPU_TRIANGLES, 0, vertex_list_count); C3D_DrawArrays(GPU_TRIANGLES, 0, vertex_list_count);
} }
static void sceneExit(void) { static void sceneExit(void) {
// Free the VBO // Free the VBO
linearFree(vbo_data); linearFree(vbo_data);
// Free the shader program // Free the shader program
shaderProgramFree(&program); shaderProgramFree(&program);
DVLB_Free(vshader_dvlb); DVLB_Free(vshader_dvlb);
} }
int main() { int main() {
emuPrint("Entering main\n"); emuPrint("Entering main\n");
// Initialize graphics // Initialize graphics
gfxInitDefault(); gfxInitDefault();
C3D_Init(C3D_DEFAULT_CMDBUF_SIZE); C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
// Initialize the render target // Initialize the render target
C3D_RenderTarget* target = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8); C3D_RenderTarget* target = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
C3D_RenderTargetSetOutput(target, GFX_TOP, GFX_LEFT, DISPLAY_TRANSFER_FLAGS); C3D_RenderTargetSetOutput(target, GFX_TOP, GFX_LEFT, DISPLAY_TRANSFER_FLAGS);
// Initialize the scene // Initialize the scene
sceneInit(); sceneInit();
// Main loop // Main loop
while (true) while (true)
{ {
// Render the scene // Render the scene
emuPrint("Entering C3D_FrameBegin"); emuPrint("Entering C3D_FrameBegin");
C3D_FrameBegin(C3D_FRAME_SYNCDRAW); C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
emuPrint("Clearing render target"); emuPrint("Clearing render target");
C3D_RenderTargetClear(target, C3D_CLEAR_ALL, CLEAR_COLOR, 0); C3D_RenderTargetClear(target, C3D_CLEAR_ALL, CLEAR_COLOR, 0);
emuPrint("Calling C3D_FrameDrawOn"); emuPrint("Calling C3D_FrameDrawOn");
C3D_FrameDrawOn(target); C3D_FrameDrawOn(target);
emuPrint("Calling sceneRender"); emuPrint("Calling sceneRender");
sceneRender(); sceneRender();
emuPrint("Entering C3D_FrameEnd"); emuPrint("Entering C3D_FrameEnd");
C3D_FrameEnd(0); C3D_FrameEnd(0);
emuPrint("Exited C3D_FrameEnd"); emuPrint("Exited C3D_FrameEnd");
} }
// Deinitialize the scene // Deinitialize the scene
sceneExit(); sceneExit();
// Deinitialize graphics // Deinitialize graphics
C3D_Fini(); C3D_Fini();
gfxExit(); gfxExit();
return 0; return 0;
} }

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@ -1,5 +1,4 @@
#include <3ds.h> #include <3ds.h>
#include <stdint.h>
#include <stdio.h> #include <stdio.h>
#include <stdlib.h> #include <stdlib.h>
#include <string.h> #include <string.h>
@ -16,5 +15,5 @@ int main(int argc, char** argv) {
__asm__ volatile ("" ::: "memory"); __asm__ volatile ("" ::: "memory");
} }
return 0; return 0;
} }

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@ -6,9 +6,9 @@
#define CLEAR_COLOR 0x68B0D8FF #define CLEAR_COLOR 0x68B0D8FF
#define DISPLAY_TRANSFER_FLAGS \ #define DISPLAY_TRANSFER_FLAGS \
(GX_TRANSFER_FLIP_VERT(0) | GX_TRANSFER_OUT_TILED(0) | GX_TRANSFER_RAW_COPY(0) | \ (GX_TRANSFER_FLIP_VERT(0) | GX_TRANSFER_OUT_TILED(0) | GX_TRANSFER_RAW_COPY(0) | \
GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGBA8) | GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGB8) | \ GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGBA8) | GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGB8) | \
GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO)) GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO))
static DVLB_s* vshader_dvlb; static DVLB_s* vshader_dvlb;
static shaderProgram_s program; static shaderProgram_s program;
@ -17,105 +17,105 @@ static C3D_Mtx projection;
static void sceneInit(void) static void sceneInit(void)
{ {
// Load the vertex shader, create a shader program and bind it // Load the vertex shader, create a shader program and bind it
vshader_dvlb = DVLB_ParseFile((u32*)vshader_shbin, vshader_shbin_size); vshader_dvlb = DVLB_ParseFile((u32*)vshader_shbin, vshader_shbin_size);
shaderProgramInit(&program); shaderProgramInit(&program);
shaderProgramSetVsh(&program, &vshader_dvlb->DVLE[0]); shaderProgramSetVsh(&program, &vshader_dvlb->DVLE[0]);
C3D_BindProgram(&program); C3D_BindProgram(&program);
// Get the location of the uniforms // Get the location of the uniforms
uLoc_projection = shaderInstanceGetUniformLocation(program.vertexShader, "projection"); uLoc_projection = shaderInstanceGetUniformLocation(program.vertexShader, "projection");
// Configure attributes for use with the vertex shader // Configure attributes for use with the vertex shader
// Attribute format and element count are ignored in immediate mode // Attribute format and element count are ignored in immediate mode
C3D_AttrInfo* attrInfo = C3D_GetAttrInfo(); C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
AttrInfo_Init(attrInfo); AttrInfo_Init(attrInfo);
AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); // v0=position AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); // v0=position
AttrInfo_AddLoader(attrInfo, 1, GPU_FLOAT, 3); // v1=color AttrInfo_AddLoader(attrInfo, 1, GPU_FLOAT, 3); // v1=color
// Compute the projection matrix // Compute the projection matrix
Mtx_OrthoTilt(&projection, 0.0, 400.0, 0.0, 240.0, 0.0, 1.0, true); Mtx_OrthoTilt(&projection, 0.0, 400.0, 0.0, 240.0, 0.0, 1.0, true);
// Configure the first fragment shading substage to just pass through the vertex color // Configure the first fragment shading substage to just pass through the vertex color
// See https://www.opengl.org/sdk/docs/man2/xhtml/glTexEnv.xml for more insight // See https://www.opengl.org/sdk/docs/man2/xhtml/glTexEnv.xml for more insight
C3D_TexEnv* env = C3D_GetTexEnv(0); C3D_TexEnv* env = C3D_GetTexEnv(0);
C3D_TexEnvInit(env); C3D_TexEnvInit(env);
C3D_TexEnvSrc(env, C3D_Both, GPU_PRIMARY_COLOR, 0, 0); C3D_TexEnvSrc(env, C3D_Both, GPU_PRIMARY_COLOR, 0, 0);
C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE); C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE);
} }
static void sceneRender(void) static void sceneRender(void)
{ {
// Update the uniforms // Update the uniforms
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_projection, &projection); C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_projection, &projection);
// Draw the triangle directly // Draw the triangle directly
C3D_ImmDrawBegin(GPU_TRIANGLES); C3D_ImmDrawBegin(GPU_TRIANGLES);
// Triangle 1 // Triangle 1
C3D_ImmSendAttrib(200.0f, 200.0f, 0.5f, 0.0f); // v0=position C3D_ImmSendAttrib(200.0f, 200.0f, 0.5f, 0.0f); // v0=position
C3D_ImmSendAttrib(1.0f, 0.0f, 0.0f, 1.0f); // v1=color C3D_ImmSendAttrib(1.0f, 0.0f, 0.0f, 1.0f); // v1=color
C3D_ImmSendAttrib(100.0f, 40.0f, 0.5f, 0.0f); C3D_ImmSendAttrib(100.0f, 40.0f, 0.5f, 0.0f);
C3D_ImmSendAttrib(0.0f, 1.0f, 0.0f, 1.0f); C3D_ImmSendAttrib(0.0f, 1.0f, 0.0f, 1.0f);
C3D_ImmSendAttrib(300.0f, 40.0f, 0.5f, 0.0f); C3D_ImmSendAttrib(300.0f, 40.0f, 0.5f, 0.0f);
C3D_ImmSendAttrib(0.0f, 0.0f, 1.0f, 1.0f); C3D_ImmSendAttrib(0.0f, 0.0f, 1.0f, 1.0f);
// Triangle 2 // Triangle 2
C3D_ImmSendAttrib(10.0f, 20.0f, 0.5f, 0.0f); C3D_ImmSendAttrib(10.0f, 20.0f, 0.5f, 0.0f);
C3D_ImmSendAttrib(1.0f, 0.0f, 0.0f, 1.0f); C3D_ImmSendAttrib(1.0f, 0.0f, 0.0f, 1.0f);
C3D_ImmSendAttrib(90.0f, 20.0f, 0.5f, 0.0f); C3D_ImmSendAttrib(90.0f, 20.0f, 0.5f, 0.0f);
C3D_ImmSendAttrib(1.0f, 0.0f, 0.0f, 1.0f); C3D_ImmSendAttrib(1.0f, 0.0f, 0.0f, 1.0f);
C3D_ImmSendAttrib(40.0f, 40.0f, 0.5f, 0.0f); C3D_ImmSendAttrib(40.0f, 40.0f, 0.5f, 0.0f);
C3D_ImmSendAttrib(1.0f, 0.0f, 0.0f, 1.0f); C3D_ImmSendAttrib(1.0f, 0.0f, 0.0f, 1.0f);
C3D_ImmDrawEnd(); C3D_ImmDrawEnd();
} }
static void sceneExit(void) static void sceneExit(void)
{ {
// Free the shader program // Free the shader program
shaderProgramFree(&program); shaderProgramFree(&program);
DVLB_Free(vshader_dvlb); DVLB_Free(vshader_dvlb);
} }
int main() int main()
{ {
// Initialize graphics // Initialize graphics
gfxInitDefault(); gfxInitDefault();
C3D_Init(C3D_DEFAULT_CMDBUF_SIZE); C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
// Initialize the render target // Initialize the render target
C3D_RenderTarget* target = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8); C3D_RenderTarget* target = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
C3D_RenderTargetSetOutput(target, GFX_TOP, GFX_LEFT, DISPLAY_TRANSFER_FLAGS); C3D_RenderTargetSetOutput(target, GFX_TOP, GFX_LEFT, DISPLAY_TRANSFER_FLAGS);
// Initialize the scene // Initialize the scene
sceneInit(); sceneInit();
// Main loop // Main loop
while (aptMainLoop()) while (aptMainLoop())
{ {
hidScanInput(); hidScanInput();
// Respond to user input // Respond to user input
u32 kDown = hidKeysDown(); u32 kDown = hidKeysDown();
if (kDown & KEY_START) if (kDown & KEY_START)
break; // break in order to return to hbmenu break; // break in order to return to hbmenu
// Render the scene // Render the scene
C3D_FrameBegin(C3D_FRAME_SYNCDRAW); C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
C3D_RenderTargetClear(target, C3D_CLEAR_ALL, CLEAR_COLOR, 0); C3D_RenderTargetClear(target, C3D_CLEAR_ALL, CLEAR_COLOR, 0);
C3D_FrameDrawOn(target); C3D_FrameDrawOn(target);
sceneRender(); sceneRender();
C3D_FrameEnd(0); C3D_FrameEnd(0);
} }
// Deinitialize the scene // Deinitialize the scene
sceneExit(); sceneExit();
// Deinitialize graphics // Deinitialize graphics
C3D_Fini(); C3D_Fini();
gfxExit(); gfxExit();
return 0; return 0;
} }

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@ -4,12 +4,11 @@
#include "vshader_shbin.h" #include "vshader_shbin.h"
#define CLEAR_COLOR 0x68B0D8FF #define CLEAR_COLOR 0x68B0D8FF
#define DISPLAY_TRANSFER_FLAGS \ #define DISPLAY_TRANSFER_FLAGS \
(GX_TRANSFER_FLIP_VERT(0) | GX_TRANSFER_OUT_TILED(0) | GX_TRANSFER_RAW_COPY(0) | GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGBA8) | \ (GX_TRANSFER_FLIP_VERT(0) | GX_TRANSFER_OUT_TILED(0) | GX_TRANSFER_RAW_COPY(0) | GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGBA8) | \
GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGB8) | GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO)) GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGB8) | GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO))
static DVLB_s* vshader_dvlb; static DVLB_s* vshader_dvlb;
static shaderProgram_s program; static shaderProgram_s program;
@ -17,107 +16,107 @@ static int uLoc_projection;
static C3D_Mtx projection; static C3D_Mtx projection;
static void sceneInit(void) { static void sceneInit(void) {
// Load the vertex shader, create a shader program and bind it // Load the vertex shader, create a shader program and bind it
vshader_dvlb = DVLB_ParseFile((u32*)vshader_shbin, vshader_shbin_size); vshader_dvlb = DVLB_ParseFile((u32*)vshader_shbin, vshader_shbin_size);
shaderProgramInit(&program); shaderProgramInit(&program);
shaderProgramSetVsh(&program, &vshader_dvlb->DVLE[0]); shaderProgramSetVsh(&program, &vshader_dvlb->DVLE[0]);
C3D_BindProgram(&program); C3D_BindProgram(&program);
// Get the location of the uniforms // Get the location of the uniforms
uLoc_projection = shaderInstanceGetUniformLocation(program.vertexShader, "projection"); uLoc_projection = shaderInstanceGetUniformLocation(program.vertexShader, "projection");
// Configure attributes for use with the vertex shader // Configure attributes for use with the vertex shader
// Attribute format and element count are ignored in immediate mode // Attribute format and element count are ignored in immediate mode
C3D_AttrInfo* attrInfo = C3D_GetAttrInfo(); C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
AttrInfo_Init(attrInfo); AttrInfo_Init(attrInfo);
AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); // v0=position AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); // v0=position
AttrInfo_AddLoader(attrInfo, 1, GPU_FLOAT, 3); // v1=color AttrInfo_AddLoader(attrInfo, 1, GPU_FLOAT, 3); // v1=color
// Compute the projection matrix // Compute the projection matrix
Mtx_OrthoTilt(&projection, 0.0, 400.0, 0.0, 240.0, 0.0, 1.0, true); Mtx_OrthoTilt(&projection, 0.0, 400.0, 0.0, 240.0, 0.0, 1.0, true);
// Configure the first fragment shading substage to just pass through the vertex color // Configure the first fragment shading substage to just pass through the vertex color
// See https://www.opengl.org/sdk/docs/man2/xhtml/glTexEnv.xml for more insight // See https://www.opengl.org/sdk/docs/man2/xhtml/glTexEnv.xml for more insight
C3D_TexEnv* env = C3D_GetTexEnv(0); C3D_TexEnv* env = C3D_GetTexEnv(0);
C3D_TexEnvInit(env); C3D_TexEnvInit(env);
C3D_TexEnvSrc(env, C3D_Both, GPU_PRIMARY_COLOR, 0, 0); C3D_TexEnvSrc(env, C3D_Both, GPU_PRIMARY_COLOR, 0, 0);
C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE); C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE);
} }
static void sceneRender(void) { static void sceneRender(void) {
// Update the uniforms // Update the uniforms
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_projection, &projection); C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_projection, &projection);
// Draw the triangle directly // Draw the triangle directly
C3D_ImmDrawBegin(GPU_TRIANGLES); C3D_ImmDrawBegin(GPU_TRIANGLES);
// Triangle 1 // Triangle 1
// This vertex has r >= 0 and a >= 0 so the shader should output magenta (cmp.x = cmp.y = 1) // This vertex has r >= 0 and a >= 0 so the shader should output magenta (cmp.x = cmp.y = 1)
C3D_ImmSendAttrib(200.0f, 200.0f, 0.5f, 0.0f); // v0=position C3D_ImmSendAttrib(200.0f, 200.0f, 0.5f, 0.0f); // v0=position
C3D_ImmSendAttrib(1.0f, 0.0f, 0.0f, 1.0f); // v1=color C3D_ImmSendAttrib(1.0f, 0.0f, 0.0f, 1.0f); // v1=color
// This vertex only has a >= 0, so the shader should output lime (cmp.x = 0, cmp.y = 1) // This vertex only has a >= 0, so the shader should output lime (cmp.x = 0, cmp.y = 1)
C3D_ImmSendAttrib(100.0f, 40.0f, 0.5f, 0.0f); C3D_ImmSendAttrib(100.0f, 40.0f, 0.5f, 0.0f);
C3D_ImmSendAttrib(-0.5f, 1.0f, 0.0f, 1.0f); C3D_ImmSendAttrib(-0.5f, 1.0f, 0.0f, 1.0f);
// This vertex only has r >= 0, so the shader should output cyan (cmp.x = 1, cmp.y = 0) // This vertex only has r >= 0, so the shader should output cyan (cmp.x = 1, cmp.y = 0)
C3D_ImmSendAttrib(300.0f, 40.0f, 0.5f, 0.0f); C3D_ImmSendAttrib(300.0f, 40.0f, 0.5f, 0.0f);
C3D_ImmSendAttrib(0.5f, 0.0f, 1.0f, -1.0f); C3D_ImmSendAttrib(0.5f, 0.0f, 1.0f, -1.0f);
// Triangle 2 // Triangle 2
// The next 3 vertices have r < 0, a < 0, so the output of the shader should be the output of litp with alpha set to 1 (cmp.x = cmp.y = 0) // The next 3 vertices have r < 0, a < 0, so the output of the shader should be the output of litp with alpha set to 1 (cmp.x = cmp.y = 0)
C3D_ImmSendAttrib(10.0f, 20.0f, 0.5f, 0.0f); C3D_ImmSendAttrib(10.0f, 20.0f, 0.5f, 0.0f);
// Output g component should be 64 / 128 = 0.5 // Output g component should be 64 / 128 = 0.5
C3D_ImmSendAttrib(-1.0f, 64.0f, 0.0f, -1.0f); C3D_ImmSendAttrib(-1.0f, 64.0f, 0.0f, -1.0f);
C3D_ImmSendAttrib(90.0f, 20.0f, 0.5f, 0.0f); C3D_ImmSendAttrib(90.0f, 20.0f, 0.5f, 0.0f);
// Output g component should be 128 / 128 = 1.0 // Output g component should be 128 / 128 = 1.0
C3D_ImmSendAttrib(-1.0f, 256.0f, 1.0f, -1.0f); C3D_ImmSendAttrib(-1.0f, 256.0f, 1.0f, -1.0f);
C3D_ImmSendAttrib(40.0f, 40.0f, 0.5f, 0.0f); C3D_ImmSendAttrib(40.0f, 40.0f, 0.5f, 0.0f);
// Output g component should be 0 / 128 = 0 // Output g component should be 0 / 128 = 0
C3D_ImmSendAttrib(-1.0f, 0.0f, 0.5f, -1.0f); C3D_ImmSendAttrib(-1.0f, 0.0f, 0.5f, -1.0f);
C3D_ImmDrawEnd(); C3D_ImmDrawEnd();
} }
static void sceneExit(void) { static void sceneExit(void) {
// Free the shader program // Free the shader program
shaderProgramFree(&program); shaderProgramFree(&program);
DVLB_Free(vshader_dvlb); DVLB_Free(vshader_dvlb);
} }
int main() { int main() {
// Initialize graphics // Initialize graphics
gfxInitDefault(); gfxInitDefault();
C3D_Init(C3D_DEFAULT_CMDBUF_SIZE); C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
// Initialize the render target // Initialize the render target
C3D_RenderTarget* target = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8); C3D_RenderTarget* target = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
C3D_RenderTargetSetOutput(target, GFX_TOP, GFX_LEFT, DISPLAY_TRANSFER_FLAGS); C3D_RenderTargetSetOutput(target, GFX_TOP, GFX_LEFT, DISPLAY_TRANSFER_FLAGS);
// Initialize the scene // Initialize the scene
sceneInit(); sceneInit();
// Main loop // Main loop
while (aptMainLoop()) { while (aptMainLoop()) {
hidScanInput(); hidScanInput();
// Respond to user input // Respond to user input
u32 kDown = hidKeysDown(); u32 kDown = hidKeysDown();
if (kDown & KEY_START) break; // break in order to return to hbmenu if (kDown & KEY_START) break; // break in order to return to hbmenu
// Render the scene // Render the scene
C3D_FrameBegin(C3D_FRAME_SYNCDRAW); C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
C3D_RenderTargetClear(target, C3D_CLEAR_ALL, CLEAR_COLOR, 0); C3D_RenderTargetClear(target, C3D_CLEAR_ALL, CLEAR_COLOR, 0);
C3D_FrameDrawOn(target); C3D_FrameDrawOn(target);
sceneRender(); sceneRender();
C3D_FrameEnd(0); C3D_FrameEnd(0);
} }
// Deinitialize the scene // Deinitialize the scene
sceneExit(); sceneExit();
// Deinitialize graphics // Deinitialize graphics
C3D_Fini(); C3D_Fini();
gfxExit(); gfxExit();
return 0; return 0;
} }

View file

@ -6,17 +6,17 @@
#define CLEAR_COLOR 0x68B0D8FF #define CLEAR_COLOR 0x68B0D8FF
#define DISPLAY_TRANSFER_FLAGS \ #define DISPLAY_TRANSFER_FLAGS \
(GX_TRANSFER_FLIP_VERT(0) | GX_TRANSFER_OUT_TILED(0) | GX_TRANSFER_RAW_COPY(0) | \ (GX_TRANSFER_FLIP_VERT(0) | GX_TRANSFER_OUT_TILED(0) | GX_TRANSFER_RAW_COPY(0) | \
GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGBA8) | GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGB8) | \ GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGBA8) | GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGB8) | \
GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO)) GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO))
typedef struct { float x, y, z; } vertex; typedef struct { float x, y, z; } vertex;
static const vertex vertex_list[] = static const vertex vertex_list[] =
{ {
{ 200.0f, 200.0f, 0.5f }, { 200.0f, 200.0f, 0.5f },
{ 100.0f, 40.0f, 0.5f }, { 100.0f, 40.0f, 0.5f },
{ 300.0f, 40.0f, 0.5f }, { 300.0f, 40.0f, 0.5f },
}; };
#define vertex_list_count (sizeof(vertex_list)/sizeof(vertex_list[0])) #define vertex_list_count (sizeof(vertex_list)/sizeof(vertex_list[0]))
@ -30,61 +30,61 @@ static void* vbo_data;
static void sceneInit(void) static void sceneInit(void)
{ {
// Load the vertex shader, create a shader program and bind it // Load the vertex shader, create a shader program and bind it
vshader_dvlb = DVLB_ParseFile((u32*)vshader_shbin, vshader_shbin_size); vshader_dvlb = DVLB_ParseFile((u32*)vshader_shbin, vshader_shbin_size);
shaderProgramInit(&program); shaderProgramInit(&program);
shaderProgramSetVsh(&program, &vshader_dvlb->DVLE[0]); shaderProgramSetVsh(&program, &vshader_dvlb->DVLE[0]);
C3D_BindProgram(&program); C3D_BindProgram(&program);
// Get the location of the uniforms // Get the location of the uniforms
uLoc_projection = shaderInstanceGetUniformLocation(program.vertexShader, "projection"); uLoc_projection = shaderInstanceGetUniformLocation(program.vertexShader, "projection");
// Configure attributes for use with the vertex shader // Configure attributes for use with the vertex shader
C3D_AttrInfo* attrInfo = C3D_GetAttrInfo(); C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
AttrInfo_Init(attrInfo); AttrInfo_Init(attrInfo);
AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); // v0=position AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); // v0=position
AttrInfo_AddFixed(attrInfo, 1); // v1=color AttrInfo_AddFixed(attrInfo, 1); // v1=color
// Set the fixed attribute (color) to orange // Set the fixed attribute (color) to orange
C3D_FixedAttribSet(1, 1.0, 0.5, 0.2, 1.0); C3D_FixedAttribSet(1, 1.0, 0.5, 0.2, 1.0);
// Compute the projection matrix // Compute the projection matrix
Mtx_OrthoTilt(&projection, 0.0, 400.0, 0.0, 240.0, 0.0, 1.0, true); Mtx_OrthoTilt(&projection, 0.0, 400.0, 0.0, 240.0, 0.0, 1.0, true);
// Create the VBO (vertex buffer object) // Create the VBO (vertex buffer object)
vbo_data = linearAlloc(sizeof(vertex_list)); vbo_data = linearAlloc(sizeof(vertex_list));
memcpy(vbo_data, vertex_list, sizeof(vertex_list)); memcpy(vbo_data, vertex_list, sizeof(vertex_list));
// Configure buffers // Configure buffers
C3D_BufInfo* bufInfo = C3D_GetBufInfo(); C3D_BufInfo* bufInfo = C3D_GetBufInfo();
BufInfo_Init(bufInfo); BufInfo_Init(bufInfo);
BufInfo_Add(bufInfo, vbo_data, sizeof(vertex), 1, 0x0); BufInfo_Add(bufInfo, vbo_data, sizeof(vertex), 1, 0x0);
// Configure the first fragment shading substage to just pass through the vertex color // Configure the first fragment shading substage to just pass through the vertex color
// See https://www.opengl.org/sdk/docs/man2/xhtml/glTexEnv.xml for more insight // See https://www.opengl.org/sdk/docs/man2/xhtml/glTexEnv.xml for more insight
C3D_TexEnv* env = C3D_GetTexEnv(0); C3D_TexEnv* env = C3D_GetTexEnv(0);
C3D_TexEnvInit(env); C3D_TexEnvInit(env);
C3D_TexEnvSrc(env, C3D_Both, GPU_PRIMARY_COLOR, 0, 0); C3D_TexEnvSrc(env, C3D_Both, GPU_PRIMARY_COLOR, 0, 0);
C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE); C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE);
} }
static void sceneRender(void) static void sceneRender(void)
{ {
// Update the uniforms // Update the uniforms
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_projection, &projection); C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_projection, &projection);
// Draw the VBO // Draw the VBO
C3D_DrawArrays(GPU_TRIANGLES, 0, vertex_list_count); C3D_DrawArrays(GPU_TRIANGLES, 0, vertex_list_count);
} }
static void sceneExit(void) static void sceneExit(void)
{ {
// Free the VBO // Free the VBO
linearFree(vbo_data); linearFree(vbo_data);
// Free the shader program // Free the shader program
shaderProgramFree(&program); shaderProgramFree(&program);
DVLB_Free(vshader_dvlb); DVLB_Free(vshader_dvlb);
} }
// Print string in emulator terminal // Print string in emulator terminal
@ -96,39 +96,39 @@ static void emuPrint(const char* str)
int main() int main()
{ {
emuPrint("Entering main\n"); emuPrint("Entering main\n");
// Initialize graphics // Initialize graphics
gfxInitDefault(); gfxInitDefault();
C3D_Init(C3D_DEFAULT_CMDBUF_SIZE); C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
// Initialize the render target // Initialize the render target
C3D_RenderTarget* target = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8); C3D_RenderTarget* target = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
C3D_RenderTargetSetOutput(target, GFX_TOP, GFX_LEFT, DISPLAY_TRANSFER_FLAGS); C3D_RenderTargetSetOutput(target, GFX_TOP, GFX_LEFT, DISPLAY_TRANSFER_FLAGS);
// Initialize the scene // Initialize the scene
sceneInit(); sceneInit();
// Main loop // Main loop
while (true) while (true)
{ {
// Render the scene // Render the scene
emuPrint("Entering C3D_FrameBegin"); emuPrint("Entering C3D_FrameBegin");
C3D_FrameBegin(C3D_FRAME_SYNCDRAW); C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
emuPrint("Clearing render target"); emuPrint("Clearing render target");
C3D_RenderTargetClear(target, C3D_CLEAR_ALL, CLEAR_COLOR, 0); C3D_RenderTargetClear(target, C3D_CLEAR_ALL, CLEAR_COLOR, 0);
emuPrint("Calling C3D_FrameDrawOn"); emuPrint("Calling C3D_FrameDrawOn");
C3D_FrameDrawOn(target); C3D_FrameDrawOn(target);
emuPrint("Calling sceneRender"); emuPrint("Calling sceneRender");
sceneRender(); sceneRender();
emuPrint("Entering C3D_FrameEnd"); emuPrint("Entering C3D_FrameEnd");
C3D_FrameEnd(0); C3D_FrameEnd(0);
emuPrint("Exited C3D_FrameEnd"); emuPrint("Exited C3D_FrameEnd");
} }
// Deinitialize the scene // Deinitialize the scene
sceneExit(); sceneExit();
// Deinitialize graphics // Deinitialize graphics
C3D_Fini(); C3D_Fini();
gfxExit(); gfxExit();
return 0; return 0;
} }