mirror of
https://github.com/XProger/OpenLara.git
synced 2025-08-06 13:16:52 +02:00
gapi* and trigger headers renaming
This commit is contained in:
13
src/core.h
13
src/core.h
@@ -638,17 +638,17 @@ namespace Core {
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}
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#ifdef _GAPI_GL
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#include "gapi_gl.h"
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#include "gapi/gl.h"
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#elif _GAPI_D3D9
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#include "gapi_d3d9.h"
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#include "gapi/d3d9.h"
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#elif _OS_3DS
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#include "gapi_c3d.h"
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#include "gapi/c3d.h"
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#elif _GAPI_GU
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#include "gapi_gu.h"
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#include "gapi/gu.h"
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#elif _GAPI_GXM
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#include "gapi_gxm.h"
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#include "gapi/gxm.h"
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#elif _GAPI_VULKAN
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#include "gapi_vk.h"
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#include "gapi/vk.h"
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#endif
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#include "texture.h"
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@@ -701,6 +701,7 @@ namespace Core {
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memset(&support, 0, sizeof(support));
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support.texMinSize = 1;
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Core::support.derivatives = true;
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#ifdef USE_INFLATE
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tinf_init();
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@@ -2,7 +2,7 @@
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#define H_ENEMY
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#include "character.h"
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#include "trigger.h"
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#include "objects.h"
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#define STALK_BOX (1024 * 3)
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#define ESCAPE_BOX (1024 * 5)
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@@ -164,7 +164,8 @@ namespace GAPI {
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break;
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case passShadow :
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switch (type) {
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case 3 : vSrc = SHADER ( shadow_entity, v ); fSrc = SHADER ( shadow_entity, f ); break;
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case 3 :
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case 4 : vSrc = SHADER ( shadow_entity, v ); fSrc = SHADER ( shadow_entity, f ); break;
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default : ASSERT(false);
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}
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break;
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@@ -176,6 +177,7 @@ namespace GAPI {
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default : ASSERT(false);
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}
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break;
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case passSky : vSrc = SHADER ( gui, v ); fSrc = SHADER ( gui, f ); break; // TODO
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case passWater :
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switch (type) {
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case 0 : vSrc = SHADER ( water_drop, v ); fSrc = SHADER ( water_drop, f ); break;
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@@ -88,9 +88,9 @@ namespace GAPI {
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void *mem;
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if (type == SCE_KERNEL_MEMBLOCK_TYPE_USER_CDRAM_RW) {
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size = ALIGN(size, 256 * 1024);
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size = ALIGNADDR(size, 256 * 1024);
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} else {
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size = ALIGN(size, 4 * 1024);
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size = ALIGNADDR(size, 4 * 1024);
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}
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*uid = sceKernelAllocMemBlock("gpu_mem", type, size, NULL);
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@@ -127,7 +127,7 @@ namespace GAPI {
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void* allocVertexUSSE(unsigned int size, SceUID *uid, unsigned int *usse_offset) {
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void *mem = NULL;
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size = ALIGN(size, 4096);
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size = ALIGNADDR(size, 4096);
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*uid = sceKernelAllocMemBlock("vertex_usse", SCE_KERNEL_MEMBLOCK_TYPE_USER_RW_UNCACHE, size, NULL);
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@@ -155,7 +155,7 @@ namespace GAPI {
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void* allocFragmentUSSE(unsigned int size, SceUID *uid, unsigned int *usse_offset) {
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void *mem = NULL;
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size = ALIGN(size, 4096);
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size = ALIGNADDR(size, 4096);
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*uid = sceKernelAllocMemBlock("fragment_usse", SCE_KERNEL_MEMBLOCK_TYPE_USER_RW_UNCACHE, size, NULL);
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@@ -371,8 +371,8 @@ namespace GAPI {
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sceGxmSyncObjectCreate(&color.syncObj);
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}
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uint32 dsWidth = ALIGN(DISPLAY_WIDTH, SCE_GXM_TILE_SIZEX);
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uint32 dsHeight = ALIGN(DISPLAY_HEIGHT, SCE_GXM_TILE_SIZEY);
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uint32 dsWidth = ALIGNADDR(DISPLAY_WIDTH, SCE_GXM_TILE_SIZEX);
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uint32 dsHeight = ALIGNADDR(DISPLAY_HEIGHT, SCE_GXM_TILE_SIZEY);
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depthBuffer.data = Context::allocGPU(
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SCE_KERNEL_MEMBLOCK_TYPE_USER_RW_UNCACHE,
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@@ -473,6 +473,7 @@ namespace GAPI {
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bool rebind;
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void init(Pass pass, int type, int *def, int defCount) {
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LOG("init shader %d %d ", int(pass), int(type));
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memset(pso, 0, sizeof(pso));
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outputFmt = SCE_GXM_OUTPUT_REGISTER_FORMAT_UCHAR4;
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@@ -498,7 +499,7 @@ namespace GAPI {
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#define SHADER_U(S,P) (underwater ? SHADER(S##_u,P) : SHADER(S,P))
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#define SHADER_AU(S,P) ((underwater && alphatest) ? SHADER(S##_au,P) : (alphatest ? SHADER(S##_a,P) : SHADER_U(S,P)))
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const uint8 *vSrc, *fSrc;
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const uint8 *vSrc = NULL, *fSrc = NULL;
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switch (pass) {
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case passCompose :
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switch (type) {
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@@ -512,7 +513,8 @@ namespace GAPI {
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break;
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case passShadow :
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switch (type) {
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case 3 : vSrc = SHADER ( shadow_entity, v ); fSrc = SHADER ( shadow_entity, f ); break;
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case 3 :
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case 4 : vSrc = SHADER ( shadow_entity, v ); fSrc = SHADER ( shadow_entity, f ); break;
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default : ASSERT(false);
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}
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break;
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@@ -545,10 +547,13 @@ namespace GAPI {
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}
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break;
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case passGUI : vSrc = SHADER ( gui, v ); fSrc = SHADER ( gui, f ); break;
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case passSky : vSrc = SHADER ( gui, v ); fSrc = SHADER ( gui, f ); break;
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case PASS_CLEAR : vSrc = SHADER ( clear, v ); fSrc = SHADER ( clear, f ); break;
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default : ASSERT(false); LOG("! wrong pass id\n"); return;
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}
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LOG(" %s", vSrc != NULL ? "true" : "false");
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#undef SHADER_A
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#undef SHADER_U
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#undef SHADER_AU
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@@ -604,6 +609,8 @@ namespace GAPI {
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}
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colorMask = blendMode = -1;
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LOG("done\n");
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}
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void deinit() {
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@@ -750,7 +757,7 @@ namespace GAPI {
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uint8 *data;
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SceUID uid;
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int width, height, origWidth, origHeight, aWidth, aHeight;
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int width, height, depth, origWidth, origHeight, origDepth, aWidth, aHeight;
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TexFormat fmt;
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uint32 opt;
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int mipCount;
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@@ -762,7 +769,7 @@ namespace GAPI {
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SceGxmDepthStencilSurface depthSurface;
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void *depthBufferData;
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Texture(int width, int height, uint32 opt) : width(width), height(height), origWidth(width), origHeight(height), fmt(FMT_RGBA), opt(opt) { opt |= OPT_NEAREST; }
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Texture(int width, int height, int depth, uint32 opt) : width(width), height(height), depth(depth), origWidth(width), origHeight(height), origDepth(depth), fmt(FMT_RGBA), opt(opt) { opt |= OPT_NEAREST; }
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void init(void *data) {
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ASSERT((opt & OPT_PROXY) == 0);
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@@ -781,10 +788,10 @@ namespace GAPI {
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aWidth = width = nextPow2(width);
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aHeight = height = nextPow2(height);
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} else if (isTiled) {
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aWidth = ALIGN(width, SCE_GXM_TILE_SIZEX);
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aHeight = ALIGN(height, SCE_GXM_TILE_SIZEY);
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aWidth = ALIGNADDR(width, SCE_GXM_TILE_SIZEX);
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aHeight = ALIGNADDR(height, SCE_GXM_TILE_SIZEY);
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} else {
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aWidth = ALIGN(width, 8);
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aWidth = ALIGNADDR(width, 8);
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aHeight = height;
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}
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@@ -799,7 +806,7 @@ namespace GAPI {
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int w = width;
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int h = height;
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while (w > 15 && h > 15 && mipCount < 4) {
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size += ALIGN(w, 8) * h;
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size += ALIGNADDR(w, 8) * h;
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w /= 2;
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h /= 2;
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mipCount++;
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@@ -890,8 +897,8 @@ namespace GAPI {
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desc.bpp > 32 ? SCE_GXM_OUTPUT_REGISTER_SIZE_64BIT : SCE_GXM_OUTPUT_REGISTER_SIZE_32BIT,
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aWidth, aHeight, aWidth, this->data);
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uint32 dsWidth = ALIGN(width, SCE_GXM_TILE_SIZEX);
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uint32 dsHeight = ALIGN(height, SCE_GXM_TILE_SIZEY);
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uint32 dsWidth = ALIGNADDR(width, SCE_GXM_TILE_SIZEX);
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uint32 dsHeight = ALIGNADDR(height, SCE_GXM_TILE_SIZEY);
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depthBufferData = Context::allocGPU(
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SCE_KERNEL_MEMBLOCK_TYPE_USER_RW_UNCACHE,
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@@ -934,11 +941,11 @@ namespace GAPI {
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int h = height;
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uint8 *src = this->data;
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int srcStride = ALIGN(w, 8) * 4;
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int srcStride = ALIGNADDR(w, 8) * 4;
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for (int i = 0; i < mipCount - 1; i++) {
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uint8 *dst = src + srcStride * h;
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int dstStride = ALIGN(w / 2, 8) * 4;
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int dstStride = ALIGNADDR(w / 2, 8) * 4;
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// TODO: check for NPOT
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if (w > 1024 || h > 1024) { // sceGxmTransferDownscale supports blocks less than 1024
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@@ -1214,7 +1221,7 @@ namespace GAPI {
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}
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bool hasScene;
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Texture defTarget(DISPLAY_WIDTH, DISPLAY_HEIGHT, OPT_TARGET);
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Texture defTarget(DISPLAY_WIDTH, DISPLAY_HEIGHT, 1, OPT_TARGET);
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void resetState() {
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hasScene = false;
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@@ -4,7 +4,7 @@
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/* Desine sperare qui hic intras */
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/*****************************************/
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#include "character.h"
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#include "trigger.h"
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#include "objects.h"
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#include "sprite.h"
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#include "enemy.h"
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#include "inventory.h"
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@@ -8,7 +8,7 @@
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#include "enemy.h"
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#include "camera.h"
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#include "lara.h"
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#include "trigger.h"
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#include "objects.h"
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#include "inventory.h"
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#include "savegame.h"
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#include "network.h"
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