my code is quite simple, it is changed from the GU's sample blit:
Code: Select all
#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[SCR_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;
};
int done = 0;
/* Exit callback */
int exit_callback(int arg1, int arg2, void *common)
{
done = 1;
// 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;
}
static unsigned int staticOffset = 0;
static unsigned int getMemorySize(unsigned int width, unsigned int height, unsigned int psm)
{
switch (psm)
{
case GU_PSM_T4:
return (width * height) >> 1;
case GU_PSM_T8:
return width * height;
case GU_PSM_5650:
case GU_PSM_5551:
case GU_PSM_4444:
case GU_PSM_T16:
return 2 * width * height;
case GU_PSM_8888:
case GU_PSM_T32:
return 4 * width * height;
default:
return 0;
}
}
void* getStaticVramBuffer(unsigned int width, unsigned int height, unsigned int psm)
{
unsigned int memSize = getMemorySize(width,height,psm);
void* result = (void*)staticOffset;
staticOffset += memSize;
return result;
}
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);
}
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_4444);
void* fbp1 = getStaticVramBuffer(BUF_WIDTH,SCR_HEIGHT,GU_PSM_4444);
// void* zbp = getStaticVramBuffer(BUF_WIDTH,SCR_HEIGHT,GU_PSM_4444);
sceGuInit();
sceGuStart(GU_DIRECT,list);
sceGuDrawBuffer(GU_PSM_4444,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);
sceGuClear(GU_COLOR_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 * SCR_WIDTH];
for (x = 0; x < SCR_WIDTH; ++x)
{
row[x] = x * y;
}
}
*/ int i;
for(i = SCR_WIDTH; i<SCR_WIDTH+100;i++)
pixels[i] = (unsigned short)0x00f0;
// 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(!done)
{
// 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,SCR_WIDTH,SCR_HEIGHT,SCR_WIDTH, 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;
}
any imformation will be helpful to me, thank you