Merge branch 'port' of https://github.com/fgsfdsfgs/perfect_dark into port-net

This commit is contained in:
fgsfds committed 2024-11-14 18:46:15 +01:00
commit 6d20ed25fb
15 files changed
+147 -199

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+36 -3
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@@ -53,6 +53,9 @@ if(WIN32)
elseif(APPLE)
# OSX
set(TARGET_OS "osx")
elseif(NINTENDO_SWITCH)
# Switch
set(TARGET_OS "nswitch")
elseif(UNIX)
# Generic *nix; assume Linux
set(TARGET_OS "linux")
@@ -148,6 +151,11 @@ include_directories("${CMAKE_SOURCE_DIR}/src/lib/ultra/audio")
include_directories("${CMAKE_SOURCE_DIR}/port/include")
include_directories("${CMAKE_BINARY_DIR}/port/include")
# Set Release optimization to -Og until I fix the -O2 issues
if(NOT (CMAKE_BUILD_TYPE STREQUAL "Debug"))
add_compile_options(-Og)
endif()
# Common CFLAGS
add_compile_options(
-fno-inline-functions
@@ -184,19 +192,31 @@ set(LIBS )
# SDL2
find_package(SDL2 REQUIRED)
if(NINTENDO_SWITCH)
if(NOT SDL2_LIBRARY OR NOT SDL2_INCLUDE_DIR)
# sometimes FindSDL2 just wants us to suffer and does not set these
set(SDL2_LIBRARY "SDL2")
set(SDL2_INCLUDE_DIR "${DEVKITPRO}/portlibs/switch/include/SDL2")
endif()
endif()
include_directories(SYSTEM "${SDL2_INCLUDE_DIR}")
list(APPEND LIBS "${SDL2_LIBRARY}")
# ZLib
find_package(ZLIB REQUIRED)
if(ZLIB_INCLUDE_DIR)
include_directories(SYSTEM "${ZLIB_INCLUDE_DIR}")
endif()
list(APPEND LIBS "${ZLIB_LIBRARY}")
# GL
if(NOT GL_LIBRARY)
if(WIN32)
set(GL_LIBRARY "opengl32")
set(GL_LIBRARY opengl32)
elseif(NINTENDO_SWITCH)
set(GL_LIBRARY EGL glapi drm_nouveau)
else()
set(GL_LIBRARY "GL")
set(GL_LIBRARY GL)
endif()
endif()
list(APPEND LIBS "${GL_LIBRARY}")
@@ -205,6 +225,8 @@ list(APPEND LIBS "${GL_LIBRARY}")
if(NOT EXTRA_LIBRARIES)
if(WIN32)
set(EXTRA_LIBRARIES ws2_32 winmm dbghelp -static-libstdc++)
elseif(NINTENDO_SWITCH)
set(EXTRA_LIBRARIES stdc++ pthread)
else()
set(EXTRA_LIBRARIES stdc++ m dl)
endif()
@@ -296,10 +318,21 @@ add_custom_target(pd_headers ALL DEPENDS ${JSON_HEADERS})
# Game target
set(BIN_NAME "pd${BIN_REGION}.${TARGET_ARCH}")
add_executable(pd ${SRC})
add_dependencies(pd pd_headers)
target_link_libraries(pd ${LIBS})
set_target_properties(pd PROPERTIES OUTPUT_NAME "pd${BIN_REGION}.${TARGET_ARCH}")
set_target_properties(pd PROPERTIES OUTPUT_NAME "${BIN_NAME}")
if(WIN32)
set_target_properties(pd PROPERTIES WIN32_EXECUTABLE TRUE)
endif()
# Additional commands for specific platforms.
if(NINTENDO_SWITCH)
add_custom_command(TARGET pd POST_BUILD
COMMAND nacptool --create "Perfect Dark" "fgsfds & contributors" "${VERSION_ROMID}/${VERSION_BRANCH}/${VERSION_HASH}" "${BIN_NAME}.nacp"
COMMAND aarch64-none-elf-strip -o ${CMAKE_BINARY_DIR}/${BIN_NAME}.stripped.elf ${CMAKE_BINARY_DIR}/${BIN_NAME}.elf
COMMAND elf2nro ${CMAKE_BINARY_DIR}/${BIN_NAME}.stripped.elf ${CMAKE_BINARY_DIR}/${BIN_NAME}.nro --icon=${CMAKE_SOURCE_DIR}/dist/nswitch/icon.jpg --nacp=${BIN_NAME}.nacp
)
endif()
+27 -3
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@@ -123,8 +123,8 @@ Controls can be rebound in `pd.ini`. Default control scheme is as follows:
5. Run `cmake -G"Unix Makefiles" -Bbuild .`.
* Add ` -DROMID=pal-final` or ` -DROMID=jpn-final` at the end of the command if you want to build a PAL or JPN executable respectively.\
6. Run `cmake --build build -j4 -- -O`.
6. The resulting executable will be at `build/pd.x86_64.exe` (or at `build/pd.i686.exe` if building for i686).
7. If you don't know where you downloaded the source to, you can run `explorer .` to open the current directory.
7. The resulting executable will be at `build/pd.x86_64.exe` (or at `build/pd.i686.exe` if building for i686).
8. If you don't know where you downloaded the source to, you can run `explorer .` to open the current directory.
### Linux
@@ -137,7 +137,31 @@ Controls can be rebound in `pd.ini`. Default control scheme is as follows:
* Add ` -DROMID=pal-final` or ` -DROMID=jpn-final` at the end of the command if you want to build a PAL or JPN executable respectively.
* Add ` -DCMAKE_C_FLAGS=-m32 -DCMAKE_CXX_FLAGS=-m32` at the end of the command if you want to crosscompile from x86_64 to x86.
4. Run `cmake --build build -j4`.
4. The resulting executable will be at `build/pd.<arch>` (for example `build/pd.x86_64`).
5. The resulting executable will be at `build/pd.<arch>` (for example `build/pd.x86_64`).
### Nintendo Switch
1. Set up the [devkitA64 environment](https://devkitpro.org/wiki/Getting_Started).
* On Windows you can do it under MSYS2 or WSL, usually MSYS2 is recommended.
* If using MSYS2, make sure to use the **MSYS2** shell, **not** MINGW32 or MINGW64.
2. Install host dependencies:
* On MSYS2: `pacman -Syuu && pacman -S git make cmake python3`
* On Linux: use your package manager as normal to install the above dependencies.
3. Install Switch toolchain and dependencies:
* ```
dkp-pacman -Syuu
dkp-pacman -S devkitA64 switch-libnx switch-zlib switch-sdl2 switch-cmake dkp-toolchain-vars
```
* If in MSYS2 or `dkp-pacman` doesn't work, replace it with just `pacman`.
4. Ensure devkitA64 environment variables are set:
* `source /opt/devkitpro/switchvars.sh`
* If your `$DEVKITPRO` path is different, substitute that instead or set the variables manually.
5. Configure:
* `aarch64-none-elf-cmake -G"Unix Makefiles" -Bbuild .`
* Add ` -DROMID=pal-final` or ` -DROMID=jpn-final` at the end of the command if you want to build a PAL or JPN executable respectively.
6. Build:
* `make -C build -j4`
7. The resulting executable will be at `build/pd.arm64.nro`.
### Notes
+2
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@@ -0,0 +1,2 @@
# Switch (SDL_GetPlatform is not changed in switch-sdl2)
000038f853776974636820436f6e7400,Switch Controller,a:b0,b:b1,back:b11,dpdown:b15,dpleft:b12,dpright:b14,dpup:b13,leftshoulder:b6,leftstick:b4,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b5,righttrigger:b9,rightx:a2,righty:a3,start:b10,x:b2,y:b3,platform:Unknown (see SDL_platform.h),
BIN
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Width:  |  Height:  |  Size: 32 KiB

+22 -27
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@@ -1637,34 +1637,27 @@ static void gfx_sp_extra_geometry_mode(uint32_t clear, uint32_t set) {
}
static void gfx_adjust_viewport_or_scissor(XYWidthHeight* area, bool preserve_aspect = false) {
if (!fbActive) {
area->width *= RATIO_X;
area->x *= RATIO_X;
area->height *= RATIO_Y;
area->y = SCREEN_HEIGHT - area->y;
area->y *= RATIO_Y;
if (preserve_aspect) {
// preserve native aspect ratio
const float ratio = gfx_current_native_aspect / gfx_current_dimensions.aspect_ratio;
const float midx = gfx_current_dimensions.width * 0.5f;
area->x = midx + (area->x - midx) * ratio;
area->x += rsp.aspect_ofs * gfx_current_dimensions.width * 0.5f;
area->width *= ratio;
}
// HACK: assume all target framebuffers have the same aspect
area->width *= RATIO_X;
area->x *= RATIO_X;
area->height *= RATIO_Y;
area->y = SCREEN_HEIGHT - area->y;
area->y *= RATIO_Y;
if (preserve_aspect) {
// preserve native aspect ratio
const float ratio = gfx_current_native_aspect / gfx_current_dimensions.aspect_ratio;
const float midx = gfx_current_dimensions.width * 0.5f;
area->x = midx + (area->x - midx) * ratio;
area->x += rsp.aspect_ofs * gfx_current_dimensions.width * 0.5f;
area->width *= ratio;
}
if (!game_renders_to_framebuffer ||
(gfx_msaa_level > 1 && gfx_current_dimensions.width == gfx_current_game_window_viewport.width &&
gfx_current_dimensions.height == gfx_current_game_window_viewport.height)) {
area->x += gfx_current_game_window_viewport.x;
area->y += gfx_current_window_dimensions.height -
(gfx_current_game_window_viewport.y + gfx_current_game_window_viewport.height);
}
} else {
area->width *= RATIO_Y;
area->height *= RATIO_Y;
area->x *= RATIO_Y;
area->y = active_fb->second.orig_height - area->y;
area->y *= RATIO_Y;
if (!game_renders_to_framebuffer ||
(gfx_msaa_level > 1 && gfx_current_dimensions.width == gfx_current_game_window_viewport.width &&
gfx_current_dimensions.height == gfx_current_game_window_viewport.height)) {
area->x += gfx_current_game_window_viewport.x;
area->y += gfx_current_window_dimensions.height -
(gfx_current_game_window_viewport.y + gfx_current_game_window_viewport.height);
}
}
@@ -2726,6 +2719,7 @@ extern "C" void gfx_resize_framebuffer(int fb, uint32_t width, uint32_t height,
extern "C" void gfx_set_framebuffer(int fb, float noise_scale) {
gfx_rapi->start_draw_to_framebuffer(fb, noise_scale);
gfx_rapi->clear_framebuffer(true, true);
active_fb = framebuffers.find(fb);
}
extern "C" void gfx_copy_framebuffer(int fb_dst, int fb_src, int left, int top, int use_back) {
@@ -2750,4 +2744,5 @@ extern "C" void gfx_copy_framebuffer(int fb_dst, int fb_src, int left, int top,
extern "C" void gfx_reset_framebuffer(void) {
gfx_rapi->start_draw_to_framebuffer(0, (float)gfx_current_dimensions.height / SCREEN_HEIGHT);
active_fb = framebuffers.end();
}
+6 -138
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@@ -1,6 +1,6 @@
/*
OpenGL loader generated by glad 0.1.36 on Thu Oct 5 16:07:54 2023.
OpenGL loader generated by glad 0.1.36 on Wed Nov 13 09:35:45 2024.
Language/Generator: C/C++
Specification: gl
@@ -17,15 +17,15 @@
GL_EXT_gpu_shader4,
GL_KHR_debug,
GL_NV_depth_clamp
Loader: True
Loader: False
Local files: True
Omit khrplatform: False
Reproducible: False
Commandline:
--profile="compatibility" --api="gl=3.2" --generator="c" --spec="gl" --local-files --extensions="GL_ARB_depth_clamp,GL_ARB_framebuffer_object,GL_ARB_texture_mirror_clamp_to_edge,GL_ARB_vertex_array_object,GL_EXT_framebuffer_blit,GL_EXT_framebuffer_multisample,GL_EXT_framebuffer_object,GL_EXT_gpu_shader4,GL_KHR_debug,GL_NV_depth_clamp"
--profile="compatibility" --api="gl=3.2" --generator="c" --spec="gl" --no-loader --local-files --extensions="GL_ARB_depth_clamp,GL_ARB_framebuffer_object,GL_ARB_texture_mirror_clamp_to_edge,GL_ARB_vertex_array_object,GL_EXT_framebuffer_blit,GL_EXT_framebuffer_multisample,GL_EXT_framebuffer_object,GL_EXT_gpu_shader4,GL_KHR_debug,GL_NV_depth_clamp"
Online:
https://glad.dav1d.de/#profile=compatibility&language=c&specification=gl&loader=on&api=gl%3D3.2&extensions=GL_ARB_depth_clamp&extensions=GL_ARB_framebuffer_object&extensions=GL_ARB_texture_mirror_clamp_to_edge&extensions=GL_ARB_vertex_array_object&extensions=GL_EXT_framebuffer_blit&extensions=GL_EXT_framebuffer_multisample&extensions=GL_EXT_framebuffer_object&extensions=GL_EXT_gpu_shader4&extensions=GL_KHR_debug&extensions=GL_NV_depth_clamp
https://glad.dav1d.de/#profile=compatibility&language=c&specification=gl&api=gl%3D3.2&extensions=GL_ARB_depth_clamp&extensions=GL_ARB_framebuffer_object&extensions=GL_ARB_texture_mirror_clamp_to_edge&extensions=GL_ARB_vertex_array_object&extensions=GL_EXT_framebuffer_blit&extensions=GL_EXT_framebuffer_multisample&extensions=GL_EXT_framebuffer_object&extensions=GL_EXT_gpu_shader4&extensions=GL_KHR_debug&extensions=GL_NV_depth_clamp
*/
#include <stdio.h>
@@ -33,138 +33,6 @@
#include <string.h>
#include "glad.h"
static void* get_proc(const char *namez);
#if defined(_WIN32) || defined(__CYGWIN__)
#ifndef _WINDOWS_
#undef APIENTRY
#endif
#include <windows.h>
static HMODULE libGL;
typedef void* (APIENTRYP PFNWGLGETPROCADDRESSPROC_PRIVATE)(const char*);
static PFNWGLGETPROCADDRESSPROC_PRIVATE gladGetProcAddressPtr;
#ifdef _MSC_VER
#ifdef __has_include
#if __has_include(<winapifamily.h>)
#define HAVE_WINAPIFAMILY 1
#endif
#elif _MSC_VER >= 1700 && !_USING_V110_SDK71_
#define HAVE_WINAPIFAMILY 1
#endif
#endif
#ifdef HAVE_WINAPIFAMILY
#include <winapifamily.h>
#if !WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP) && WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP)
#define IS_UWP 1
#endif
#endif
static
int open_gl(void) {
#ifndef IS_UWP
libGL = LoadLibraryW(L"opengl32.dll");
if(libGL != NULL) {
void (* tmp)(void);
tmp = (void(*)(void)) GetProcAddress(libGL, "wglGetProcAddress");
gladGetProcAddressPtr = (PFNWGLGETPROCADDRESSPROC_PRIVATE) tmp;
return gladGetProcAddressPtr != NULL;
}
#endif
return 0;
}
static
void close_gl(void) {
if(libGL != NULL) {
FreeLibrary((HMODULE) libGL);
libGL = NULL;
}
}
#else
#include <dlfcn.h>
static void* libGL;
#if !defined(__APPLE__) && !defined(__HAIKU__)
typedef void* (APIENTRYP PFNGLXGETPROCADDRESSPROC_PRIVATE)(const char*);
static PFNGLXGETPROCADDRESSPROC_PRIVATE gladGetProcAddressPtr;
#endif
static
int open_gl(void) {
#ifdef __APPLE__
static const char *NAMES[] = {
"../Frameworks/OpenGL.framework/OpenGL",
"/Library/Frameworks/OpenGL.framework/OpenGL",
"/System/Library/Frameworks/OpenGL.framework/OpenGL",
"/System/Library/Frameworks/OpenGL.framework/Versions/Current/OpenGL"
};
#else
static const char *NAMES[] = {"libGL.so.1", "libGL.so"};
#endif
unsigned int index = 0;
for(index = 0; index < (sizeof(NAMES) / sizeof(NAMES[0])); index++) {
libGL = dlopen(NAMES[index], RTLD_NOW | RTLD_GLOBAL);
if(libGL != NULL) {
#if defined(__APPLE__) || defined(__HAIKU__)
return 1;
#else
gladGetProcAddressPtr = (PFNGLXGETPROCADDRESSPROC_PRIVATE)dlsym(libGL,
"glXGetProcAddressARB");
return gladGetProcAddressPtr != NULL;
#endif
}
}
return 0;
}
static
void close_gl(void) {
if(libGL != NULL) {
dlclose(libGL);
libGL = NULL;
}
}
#endif
static
void* get_proc(const char *namez) {
void* result = NULL;
if(libGL == NULL) return NULL;
#if !defined(__APPLE__) && !defined(__HAIKU__)
if(gladGetProcAddressPtr != NULL) {
result = gladGetProcAddressPtr(namez);
}
#endif
if(result == NULL) {
#if defined(_WIN32) || defined(__CYGWIN__)
result = (void*)GetProcAddress((HMODULE) libGL, namez);
#else
result = dlsym(libGL, namez);
#endif
}
return result;
}
int gladLoadGL(void) {
int status = 0;
if(open_gl()) {
status = gladLoadGLLoader(&get_proc);
close_gl();
}
return status;
}
struct gladGLversionStruct GLVersion = { 0, 0 };
#if defined(GL_ES_VERSION_3_0) || defined(GL_VERSION_3_0)
@@ -185,7 +53,7 @@ static int get_exts(void) {
exts = (const char *)glGetString(GL_EXTENSIONS);
#ifdef _GLAD_IS_SOME_NEW_VERSION
} else {
unsigned int index;
int index;
num_exts_i = 0;
glGetIntegerv(GL_NUM_EXTENSIONS, &num_exts_i);
@@ -197,7 +65,7 @@ static int get_exts(void) {
return 0;
}
for(index = 0; index < (unsigned)num_exts_i; index++) {
for(index = 0; index < num_exts_i; index++) {
const char *gl_str_tmp = (const char*)glGetStringi(GL_EXTENSIONS, index);
size_t len = strlen(gl_str_tmp);
+4 -7
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@@ -1,6 +1,6 @@
/*
OpenGL loader generated by glad 0.1.36 on Thu Oct 5 16:07:54 2023.
OpenGL loader generated by glad 0.1.36 on Wed Nov 13 09:35:45 2024.
Language/Generator: C/C++
Specification: gl
@@ -17,15 +17,15 @@
GL_EXT_gpu_shader4,
GL_KHR_debug,
GL_NV_depth_clamp
Loader: True
Loader: False
Local files: True
Omit khrplatform: False
Reproducible: False
Commandline:
--profile="compatibility" --api="gl=3.2" --generator="c" --spec="gl" --local-files --extensions="GL_ARB_depth_clamp,GL_ARB_framebuffer_object,GL_ARB_texture_mirror_clamp_to_edge,GL_ARB_vertex_array_object,GL_EXT_framebuffer_blit,GL_EXT_framebuffer_multisample,GL_EXT_framebuffer_object,GL_EXT_gpu_shader4,GL_KHR_debug,GL_NV_depth_clamp"
--profile="compatibility" --api="gl=3.2" --generator="c" --spec="gl" --no-loader --local-files --extensions="GL_ARB_depth_clamp,GL_ARB_framebuffer_object,GL_ARB_texture_mirror_clamp_to_edge,GL_ARB_vertex_array_object,GL_EXT_framebuffer_blit,GL_EXT_framebuffer_multisample,GL_EXT_framebuffer_object,GL_EXT_gpu_shader4,GL_KHR_debug,GL_NV_depth_clamp"
Online:
https://glad.dav1d.de/#profile=compatibility&language=c&specification=gl&loader=on&api=gl%3D3.2&extensions=GL_ARB_depth_clamp&extensions=GL_ARB_framebuffer_object&extensions=GL_ARB_texture_mirror_clamp_to_edge&extensions=GL_ARB_vertex_array_object&extensions=GL_EXT_framebuffer_blit&extensions=GL_EXT_framebuffer_multisample&extensions=GL_EXT_framebuffer_object&extensions=GL_EXT_gpu_shader4&extensions=GL_KHR_debug&extensions=GL_NV_depth_clamp
https://glad.dav1d.de/#profile=compatibility&language=c&specification=gl&api=gl%3D3.2&extensions=GL_ARB_depth_clamp&extensions=GL_ARB_framebuffer_object&extensions=GL_ARB_texture_mirror_clamp_to_edge&extensions=GL_ARB_vertex_array_object&extensions=GL_EXT_framebuffer_blit&extensions=GL_EXT_framebuffer_multisample&extensions=GL_EXT_framebuffer_object&extensions=GL_EXT_gpu_shader4&extensions=GL_KHR_debug&extensions=GL_NV_depth_clamp
*/
@@ -90,9 +90,6 @@ typedef void* (* GLADloadproc)(const char *name);
#endif
GLAPI struct gladGLversionStruct GLVersion;
GLAPI int gladLoadGL(void);
GLAPI int gladLoadGLLoader(GLADloadproc);
#include "khrplatform.h"
+1 -1
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@@ -19,7 +19,7 @@ s32 fsFileSize(const char *name);
FILE *fsFileOpenWrite(const char *name);
FILE *fsFileOpenRead(const char *name);
void fsFileClose(FILE *f);
void fsFileFree(FILE *f);
const char *fsGetModDir(void);
+2 -2
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@@ -228,7 +228,7 @@ s32 configSave(const char *fname)
configSaveEntry(cfg, f);
}
fsFileClose(f);
fsFileFree(f);
return 1;
}
@@ -282,7 +282,7 @@ s32 configLoad(const char *fname)
}
}
fsFileClose(f);
fsFileFree(f);
return 1;
}
+1 -1
View File
@@ -276,7 +276,7 @@ FILE *fsFileOpenRead(const char *name)
return fopen(fsFullPath(name), "rb");
}
void fsFileClose(FILE *f)
void fsFileFree(FILE *f)
{
fclose(f);
}
+2 -2
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@@ -277,7 +277,7 @@ static inline void osEeepromLoad(const char *fname)
FILE *fp = fsFileOpenRead(fname);
if (fp) {
fread(eeprom, 1, EEPROM_SIZE, fp);
fsFileClose(fp);
fsFileFree(fp);
} else {
sysLogPrintf(LOG_NOTE, "could not read EEPROM from `%s`: %s", fsFullPath(fname), strerror(errno));
}
@@ -289,7 +289,7 @@ static inline void osEeepromSave(const char *fname)
FILE* fp = fsFileOpenWrite(fname);
if (fp) {
fwrite(eeprom, 1, EEPROM_SIZE, fp);
fsFileClose(fp);
fsFileFree(fp);
} else {
sysLogPrintf(LOG_ERROR, "could not save EEPROM to `%s`: %s", fsFullPath(fname), strerror(errno));
}
+1 -1
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@@ -266,7 +266,7 @@ static u32 convertRoomGfxData(u8 *dst, u8 *src, u32 infsize, u32 src_ofs)
intptr_t endpos = (uintptr_t)dst_header->vertices - src_ofs;
uintptr_t curpos_src = sizeof(struct n64_roomgfxdata);
uintptr_t curpos_dst = sizeof(struct roomgfxdata);
uintptr_t curpos_dst = sizeof(struct roomgfxdata) - sizeof(struct roomblock); // compensate for the [1]
// roomblocks
int ncoords = 0;
+16 -4
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@@ -12,16 +12,28 @@
#include "../fast3d/gfx_sdl.h"
#include "../fast3d/gfx_opengl.h"
#ifdef PLATFORM_NSWITCH
#define DEFAULT_VID_WIDTH 1280
#define DEFAULT_VID_HEIGHT 720
#define DEFAULT_VID_FULLSCREEN true
#define DEFAULT_VID_FULLSCREEN_EXCLUSIVE true
#else
#define DEFAULT_VID_WIDTH 640
#define DEFAULT_VID_HEIGHT 480
#define DEFAULT_VID_FULLSCREEN false
#define DEFAULT_VID_FULLSCREEN_EXCLUSIVE false
#endif
static struct GfxWindowManagerAPI *wmAPI;
static struct GfxRenderingAPI *renderingAPI;
static bool initDone = false;
static s32 vidWidth = 640;
static s32 vidHeight = 480;
static s32 vidWidth = DEFAULT_VID_WIDTH;
static s32 vidHeight = DEFAULT_VID_HEIGHT;
static s32 vidFramebuffers = true;
static s32 vidFullscreen = false;
static s32 vidFullscreenExclusive = false;
static s32 vidFullscreen = DEFAULT_VID_FULLSCREEN;
static s32 vidFullscreenExclusive = DEFAULT_VID_FULLSCREEN_EXCLUSIVE;
static s32 vidMaximize = false;
static s32 vidAllowHiDpi = false;
static s32 vidVsync = 1;
+24 -10
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@@ -19,6 +19,7 @@
#include "types.h"
#ifndef PLATFORM_N64
#include "video.h"
#include "game/bondview.h"
#endif
#define NUM_SUCCESS_PARTICLES 280
@@ -30,7 +31,8 @@
#define PXTOBYTES(val) ((val) * 2)
#ifndef PLATFORM_N64
s32 g_MenuBlurFb = 0;
static s32 g_MenuBlurFb = 0;
static bool g_MenuBlurDone = false;
#endif
/**
@@ -127,6 +129,8 @@ void menugfxCreateBlur(void)
}
// copy full viewport and downscale to 40x30
videoCopyFramebuffer(g_MenuBlurFb, 0, -1, -1);
// we'll generate a blurred version later
g_MenuBlurDone = false;
#endif
}
@@ -144,6 +148,23 @@ Gfx *menugfxRenderBgBlur(Gfx *gdl, u32 colour, s16 arg2, s16 arg3)
return menugfxRenderGradient(gdl, 0, 0, viGetWidth(), viGetHeight(), 0xff, 0xff, 0xff);
}
#ifndef PLATFORM_N64
width = viGetWidth();
height = viGetHeight();
if (g_MenuBlurFb && !g_MenuBlurDone) {
// blit the small blur texture onto a screen-sized framebuffer while blurring it
g_MenuBlurDone = true;
g_BlurFbDirty = true;
gdl = bviewPrepareStaticRgba16(gdl, 0xffffffff, 0xff);
gDPSetTextureFilter(gdl++, G_TF_BLUR_EXT);
gDPSetFramebufferTextureEXT(gdl++, G_IM_FMT_RGBA, G_IM_SIZ_16b, BLURIMG_WIDTH, g_MenuBlurFb);
gDPSetFramebufferTargetEXT(gdl++, G_IM_FMT_RGBA, G_IM_SIZ_16b, width, g_BlurFb);
gSPImageRectangleEXT(gdl++, 0, 0, 0, 0, width << 2, height << 2, BLURIMG_WIDTH, BLURIMG_HEIGHT, 0, BLURIMG_WIDTH, BLURIMG_HEIGHT);
gDPSetFramebufferTargetEXT(gdl++, G_IM_FMT_RGBA, G_IM_SIZ_16b, width, 0);
gDPSetFramebufferTextureEXT(gdl++, G_IM_FMT_RGBA, G_IM_SIZ_16b, BLURIMG_WIDTH, 0);
}
#endif
colours = gfxAllocateColours(1);
vertices = gfxAllocateVertices(4);
@@ -155,8 +176,8 @@ Gfx *menugfxRenderBgBlur(Gfx *gdl, u32 colour, s16 arg2, s16 arg3)
G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
#ifndef PLATFORM_N64
// let gDPLoadTextureBlock above set the size, then overwrite the texture selection with our fb texture
gDPSetFramebufferTextureEXT(gdl++, G_IM_FMT_RGBA, G_IM_SIZ_16b, BLURIMG_WIDTH, g_MenuBlurFb);
// LoadTextureBlock will set up the sizes, but we'll use the framebuffer instead of g_BlurBuffer
gDPSetFramebufferTextureEXT(gdl++, G_IM_FMT_RGBA, G_IM_SIZ_16b, width, g_BlurFb);
#endif
gDPPipeSync(gdl++);
@@ -164,14 +185,7 @@ Gfx *menugfxRenderBgBlur(Gfx *gdl, u32 colour, s16 arg2, s16 arg3)
gDPSetAlphaCompare(gdl++, G_AC_NONE);
gDPSetCombineMode(gdl++, G_CC_MODULATEI, G_CC_MODULATEI);
gSPClearGeometryMode(gdl++, G_CULL_BOTH);
#ifdef PLATFORM_N64
gDPSetTextureFilter(gdl++, G_TF_BILERP);
#else
// enable blur filter for the texture
gDPSetTextureFilter(gdl++, G_TF_BLUR_EXT);
#endif
gDPSetRenderMode(gdl++, G_RM_XLU_SURF, G_RM_XLU_SURF2);
#if VERSION >= VERSION_JPN_FINAL
+3
View File
@@ -4,6 +4,9 @@
// detect OS
#if defined(_WIN32)
#define PLATFORM_WIN32 1
#elif defined(__SWITCH__)
#define PLATFORM_POSIX 1
#define PLATFORM_NSWITCH 1
#elif defined(__linux__)
#define PLATFORM_POSIX 1
#define PLATFORM_LINUX 1