Mac and Linux SDL2 binary snapshots
Edward Rudd
2020-05-02 03f8528315fa46c95991a34f3325d7b33ae5538c
source/src/render/psp/SDL_render_psp.c
@@ -1,6 +1,6 @@
/*
  Simple DirectMedia Layer
  Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
  Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
  This software is provided 'as-is', without any express or implied
  warranty.  In no event will the authors be held liable for any damages
@@ -23,6 +23,7 @@
#if SDL_VIDEO_RENDER_PSP
#include "SDL_hints.h"
#include "SDL_assert.h"
#include "../SDL_sysrender.h"
#include <pspkernel.h>
@@ -41,74 +42,6 @@
/* PSP renderer implementation, based on the PGE  */
extern int SDL_RecreateWindow(SDL_Window * window, Uint32 flags);
static SDL_Renderer *PSP_CreateRenderer(SDL_Window * window, Uint32 flags);
static void PSP_WindowEvent(SDL_Renderer * renderer,
                             const SDL_WindowEvent *event);
static int PSP_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static int PSP_SetTextureColorMod(SDL_Renderer * renderer,
                                   SDL_Texture * texture);
static int PSP_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
                              const SDL_Rect * rect, const void *pixels,
                              int pitch);
static int PSP_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
                            const SDL_Rect * rect, void **pixels, int *pitch);
static void PSP_UnlockTexture(SDL_Renderer * renderer,
                               SDL_Texture * texture);
static int PSP_SetRenderTarget(SDL_Renderer * renderer,
                                 SDL_Texture * texture);
static int PSP_UpdateViewport(SDL_Renderer * renderer);
static int PSP_RenderClear(SDL_Renderer * renderer);
static int PSP_RenderDrawPoints(SDL_Renderer * renderer,
                                 const SDL_FPoint * points, int count);
static int PSP_RenderDrawLines(SDL_Renderer * renderer,
                                const SDL_FPoint * points, int count);
static int PSP_RenderFillRects(SDL_Renderer * renderer,
                                const SDL_FRect * rects, int count);
static int PSP_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
                           const SDL_Rect * srcrect,
                           const SDL_FRect * dstrect);
static int PSP_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
                    Uint32 pixel_format, void * pixels, int pitch);
static int PSP_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
                         const SDL_Rect * srcrect, const SDL_FRect * dstrect,
                         const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip);
static void PSP_RenderPresent(SDL_Renderer * renderer);
static void PSP_DestroyTexture(SDL_Renderer * renderer,
                                SDL_Texture * texture);
static void PSP_DestroyRenderer(SDL_Renderer * renderer);
/*
SDL_RenderDriver PSP_RenderDriver = {
    PSP_CreateRenderer,
    {
     "PSP",
     (SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE),
     1,
     {SDL_PIXELFORMAT_ABGR8888},
     0,
     0}
};
*/
SDL_RenderDriver PSP_RenderDriver = {
    .CreateRenderer = PSP_CreateRenderer,
    .info = {
        .name = "PSP",
        .flags = SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE,
        .num_texture_formats = 4,
        .texture_formats = { [0] = SDL_PIXELFORMAT_BGR565,
                                                 [1] = SDL_PIXELFORMAT_ABGR1555,
                                                 [2] = SDL_PIXELFORMAT_ABGR4444,
                                                 [3] = SDL_PIXELFORMAT_ABGR8888,
        },
        .max_texture_width = 512,
        .max_texture_height = 512,
     }
};
#define PSP_SCREEN_WIDTH    480
#define PSP_SCREEN_HEIGHT   272
@@ -169,6 +102,42 @@
} VertTV;
#define PI   3.14159265358979f
#define radToDeg(x) ((x)*180.f/PI)
#define degToRad(x) ((x)*PI/180.f)
float MathAbs(float x)
{
    float result;
    __asm__ volatile (
        "mtv      %1, S000\n"
        "vabs.s   S000, S000\n"
        "mfv      %0, S000\n"
    : "=r"(result) : "r"(x));
    return result;
}
void MathSincos(float r, float *s, float *c)
{
    __asm__ volatile (
        "mtv      %2, S002\n"
        "vcst.s   S003, VFPU_2_PI\n"
        "vmul.s   S002, S002, S003\n"
        "vrot.p   C000, S002, [s, c]\n"
        "mfv      %0, S000\n"
        "mfv      %1, S001\n"
    : "=r"(*s), "=r"(*c): "r"(r));
}
void Swap(float *a, float *b)
{
    float n=*a;
    *a = *b;
    *b = n;
}
/* Return next power of 2 */
static int
@@ -326,123 +295,9 @@
    return 1;
}
SDL_Renderer *
PSP_CreateRenderer(SDL_Window * window, Uint32 flags)
{
    SDL_Renderer *renderer;
    PSP_RenderData *data;
        int pixelformat;
    renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
    if (!renderer) {
        SDL_OutOfMemory();
        return NULL;
    }
    data = (PSP_RenderData *) SDL_calloc(1, sizeof(*data));
    if (!data) {
        PSP_DestroyRenderer(renderer);
        SDL_OutOfMemory();
        return NULL;
    }
    renderer->WindowEvent = PSP_WindowEvent;
    renderer->CreateTexture = PSP_CreateTexture;
    renderer->SetTextureColorMod = PSP_SetTextureColorMod;
    renderer->UpdateTexture = PSP_UpdateTexture;
    renderer->LockTexture = PSP_LockTexture;
    renderer->UnlockTexture = PSP_UnlockTexture;
    renderer->SetRenderTarget = PSP_SetRenderTarget;
    renderer->UpdateViewport = PSP_UpdateViewport;
    renderer->RenderClear = PSP_RenderClear;
    renderer->RenderDrawPoints = PSP_RenderDrawPoints;
    renderer->RenderDrawLines = PSP_RenderDrawLines;
    renderer->RenderFillRects = PSP_RenderFillRects;
    renderer->RenderCopy = PSP_RenderCopy;
    renderer->RenderReadPixels = PSP_RenderReadPixels;
    renderer->RenderCopyEx = PSP_RenderCopyEx;
    renderer->RenderPresent = PSP_RenderPresent;
    renderer->DestroyTexture = PSP_DestroyTexture;
    renderer->DestroyRenderer = PSP_DestroyRenderer;
    renderer->info = PSP_RenderDriver.info;
    renderer->info.flags = (SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
    renderer->driverdata = data;
    renderer->window = window;
    if (data->initialized != SDL_FALSE)
        return 0;
    data->initialized = SDL_TRUE;
    if (flags & SDL_RENDERER_PRESENTVSYNC) {
        data->vsync = SDL_TRUE;
    } else {
        data->vsync = SDL_FALSE;
    }
    pixelformat=PixelFormatToPSPFMT(SDL_GetWindowPixelFormat(window));
    switch(pixelformat)
    {
        case GU_PSM_4444:
        case GU_PSM_5650:
        case GU_PSM_5551:
            data->frontbuffer = (unsigned int *)(PSP_FRAME_BUFFER_SIZE<<1);
            data->backbuffer =  (unsigned int *)(0);
            data->bpp = 2;
            data->psm = pixelformat;
            break;
        default:
            data->frontbuffer = (unsigned int *)(PSP_FRAME_BUFFER_SIZE<<2);
            data->backbuffer =  (unsigned int *)(0);
            data->bpp = 4;
            data->psm = GU_PSM_8888;
            break;
    }
    sceGuInit();
    /* setup GU */
    sceGuStart(GU_DIRECT, DisplayList);
    sceGuDrawBuffer(data->psm, data->frontbuffer, PSP_FRAME_BUFFER_WIDTH);
    sceGuDispBuffer(PSP_SCREEN_WIDTH, PSP_SCREEN_HEIGHT, data->backbuffer, PSP_FRAME_BUFFER_WIDTH);
    sceGuOffset(2048 - (PSP_SCREEN_WIDTH>>1), 2048 - (PSP_SCREEN_HEIGHT>>1));
    sceGuViewport(2048, 2048, PSP_SCREEN_WIDTH, PSP_SCREEN_HEIGHT);
    data->frontbuffer = vabsptr(data->frontbuffer);
    data->backbuffer = vabsptr(data->backbuffer);
    /* Scissoring */
    sceGuScissor(0, 0, PSP_SCREEN_WIDTH, PSP_SCREEN_HEIGHT);
    sceGuEnable(GU_SCISSOR_TEST);
    /* Backface culling */
    sceGuFrontFace(GU_CCW);
    sceGuEnable(GU_CULL_FACE);
    /* Texturing */
    sceGuEnable(GU_TEXTURE_2D);
    sceGuShadeModel(GU_SMOOTH);
    sceGuTexWrap(GU_REPEAT, GU_REPEAT);
    /* Blending */
    sceGuEnable(GU_BLEND);
    sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0);
    sceGuTexFilter(GU_LINEAR,GU_LINEAR);
    sceGuFinish();
    sceGuSync(0,0);
    sceDisplayWaitVblankStartCB();
    sceGuDisplay(GU_TRUE);
    return renderer;
}
static void
PSP_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
{
}
@@ -573,20 +428,230 @@
    PSP_UpdateTexture(renderer, texture, &rect, psp_texture->data, psp_texture->pitch);
}
static void
PSP_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture, SDL_ScaleMode scaleMode)
{
    /* Nothing to do because TextureActivate takes care of it */
}
static int
PSP_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
{
    return 0;
}
static int
PSP_QueueSetViewport(SDL_Renderer * renderer, SDL_RenderCommand *cmd)
{
    return 0;  /* nothing to do in this backend. */
}
static int
PSP_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
{
    VertV *verts = (VertV *) SDL_AllocateRenderVertices(renderer, count * sizeof (VertV), 4, &cmd->data.draw.first);
    int i;
    if (!verts) {
        return -1;
    }
    cmd->data.draw.count = count;
    for (i = 0; i < count; i++, verts++, points++) {
        verts->x = points->x;
        verts->y = points->y;
        verts->z = 0.0f;
    }
    return 0;
}
static int
PSP_UpdateViewport(SDL_Renderer * renderer)
PSP_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
{
    VertV *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * 2 * sizeof (VertV), 4, &cmd->data.draw.first);
    int i;
    if (!verts) {
        return -1;
    }
    cmd->data.draw.count = count;
    for (i = 0; i < count; i++, rects++) {
        const SDL_FRect *rect = &rects[i];
        verts->x = rect->x;
        verts->y = rect->y;
        verts->z = 0.0f;
        verts++;
        verts->x = rect->x + rect->w;
        verts->y = rect->y + rect->h;
        verts->z = 0.0f;
        verts++;
    }
    return 0;
}
static int
PSP_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
             const SDL_Rect * srcrect, const SDL_FRect * dstrect)
{
    VertTV *verts;
    const float x = dstrect->x;
    const float y = dstrect->y;
    const float width = dstrect->w;
    const float height = dstrect->h;
    const float u0 = srcrect->x;
    const float v0 = srcrect->y;
    const float u1 = srcrect->x + srcrect->w;
    const float v1 = srcrect->y + srcrect->h;
    if((MathAbs(u1) - MathAbs(u0)) < 64.0f)
    {
        verts = (VertTV *) SDL_AllocateRenderVertices(renderer, 2 * sizeof (VertTV), 4, &cmd->data.draw.first);
        if (!verts) {
            return -1;
        }
        cmd->data.draw.count = 1;
        verts->u = u0;
        verts->v = v0;
        verts->x = x;
        verts->y = y;
        verts->z = 0;
        verts++;
        verts->u = u1;
        verts->v = v1;
        verts->x = x + width;
        verts->y = y + height;
        verts->z = 0;
        verts++;
    }
    else
    {
        float start, end;
        float curU = u0;
        float curX = x;
        const float endX = x + width;
        const float slice = 64.0f;
        const size_t count = SDL_ceilf(width / slice);
        size_t i;
        float ustep = (u1 - u0)/width * slice;
        if(ustep < 0.0f)
            ustep = -ustep;
        cmd->data.draw.count = count;
        verts = (VertTV *) SDL_AllocateRenderVertices(renderer, count * sizeof (VertTV), 4, &cmd->data.draw.first);
        if (!verts) {
            return -1;
        }
        for(i = 0, start = 0, end = width; i < count; i++, start += slice)
        {
            const float polyWidth = ((curX + slice) > endX) ? (endX - curX) : slice;
            const float sourceWidth = ((curU + ustep) > u1) ? (u1 - curU) : ustep;
            SDL_assert(start < end);
            verts->u = curU;
            verts->v = v0;
            verts->x = curX;
            verts->y = y;
            verts->z = 0;
            curU += sourceWidth;
            curX += polyWidth;
            verts->u = curU;
            verts->v = v1;
            verts->x = curX;
            verts->y = (y + height);
            verts->z = 0;
        }
    }
    return 0;
}
static int
PSP_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
               const SDL_Rect * srcrect, const SDL_FRect * dstrect,
               const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
{
    VertTV *verts = (VertTV *) SDL_AllocateRenderVertices(renderer, 4 * sizeof (VertTV), 4, &cmd->data.draw.first);
    const float centerx = center->x;
    const float centery = center->y;
    const float x = dstrect->x + centerx;
    const float y = dstrect->y + centery;
    const float width = dstrect->w - centerx;
    const float height = dstrect->h - centery;
    float s, c;
    float u0 = srcrect->x;
    float v0 = srcrect->y;
    float u1 = srcrect->x + srcrect->w;
    float v1 = srcrect->y + srcrect->h;
    if (!verts) {
        return -1;
    }
    cmd->data.draw.count = 1;
    MathSincos(degToRad(angle), &s, &c);
    const float cw = c * width;
    const float sw = s * width;
    const float ch = c * height;
    const float sh = s * height;
    if (flip & SDL_FLIP_VERTICAL) {
        Swap(&v0, &v1);
    }
    if (flip & SDL_FLIP_HORIZONTAL) {
        Swap(&u0, &u1);
    }
    verts->u = u0;
    verts->v = v0;
    verts->x = x - cw + sh;
    verts->y = y - sw - ch;
    verts->z = 0;
    verts++;
    verts->u = u0;
    verts->v = v1;
    verts->x = x - cw - sh;
    verts->y = y - sw + ch;
    verts->z = 0;
    verts++;
    verts->u = u1;
    verts->v = v1;
    verts->x = x + cw - sh;
    verts->y = y + sw + ch;
    verts->z = 0;
    verts++;
    verts->u = u1;
    verts->v = v0;
    verts->x = x + cw + sh;
    verts->y = y + sw - ch;
    verts->z = 0;
    verts++;
    return 0;
}
static void
PSP_SetBlendMode(SDL_Renderer * renderer, int blendMode)
@@ -611,346 +676,193 @@
        case SDL_BLENDMODE_MOD:
                sceGuTexFunc(GU_TFX_MODULATE , GU_TCC_RGBA);
                sceGuEnable(GU_BLEND);
                sceGuBlendFunc( GU_ADD, GU_FIX, GU_SRC_COLOR, 0, 0);
                sceGuBlendFunc(GU_ADD, GU_FIX, GU_SRC_COLOR, 0, 0);
            break;
        case SDL_BLENDMODE_MUL:
                sceGuTexFunc(GU_TFX_MODULATE , GU_TCC_RGBA);
                sceGuEnable(GU_BLEND);
                sceGuBlendFunc(GU_ADD, GU_DST_COLOR, GU_ONE_MINUS_SRC_ALPHA, 0, 0);
            break;
        }
        data->currentBlendMode = blendMode;
    }
}
static int
PSP_RenderClear(SDL_Renderer * renderer)
PSP_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize)
{
    /* start list */
    StartDrawing(renderer);
    int color = renderer->a << 24 | renderer->b << 16 | renderer->g << 8 | renderer->r;
    sceGuClearColor(color);
    sceGuClearDepth(0);
    sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT|GU_FAST_CLEAR_BIT);
    PSP_RenderData *data = (PSP_RenderData *) renderer->driverdata;
    size_t i;
    return 0;
}
static int
PSP_RenderDrawPoints(SDL_Renderer * renderer, const SDL_FPoint * points,
                      int count)
{
    int color = renderer->a << 24 | renderer->b << 16 | renderer->g << 8 | renderer->r;
    int i;
    StartDrawing(renderer);
    VertV* vertices = (VertV*)sceGuGetMemory(count*sizeof(VertV));
    for (i = 0; i < count; ++i) {
            vertices[i].x = points[i].x;
            vertices[i].y = points[i].y;
            vertices[i].z = 0.0f;
    }
    sceGuDisable(GU_TEXTURE_2D);
    sceGuColor(color);
    sceGuShadeModel(GU_FLAT);
    sceGuDrawArray(GU_POINTS, GU_VERTEX_32BITF|GU_TRANSFORM_2D, count, 0, vertices);
    sceGuShadeModel(GU_SMOOTH);
    sceGuEnable(GU_TEXTURE_2D);
    return 0;
}
static int
PSP_RenderDrawLines(SDL_Renderer * renderer, const SDL_FPoint * points,
                     int count)
{
    int color = renderer->a << 24 | renderer->b << 16 | renderer->g << 8 | renderer->r;
    int i;
    StartDrawing(renderer);
    VertV* vertices = (VertV*)sceGuGetMemory(count*sizeof(VertV));
    for (i = 0; i < count; ++i) {
            vertices[i].x = points[i].x;
            vertices[i].y = points[i].y;
            vertices[i].z = 0.0f;
    }
    sceGuDisable(GU_TEXTURE_2D);
    sceGuColor(color);
    sceGuShadeModel(GU_FLAT);
    sceGuDrawArray(GU_LINE_STRIP, GU_VERTEX_32BITF|GU_TRANSFORM_2D, count, 0, vertices);
    sceGuShadeModel(GU_SMOOTH);
    sceGuEnable(GU_TEXTURE_2D);
    return 0;
}
static int
PSP_RenderFillRects(SDL_Renderer * renderer, const SDL_FRect * rects,
                     int count)
{
    int color = renderer->a << 24 | renderer->b << 16 | renderer->g << 8 | renderer->r;
    int i;
    StartDrawing(renderer);
    for (i = 0; i < count; ++i) {
        const SDL_FRect *rect = &rects[i];
        VertV* vertices = (VertV*)sceGuGetMemory((sizeof(VertV)<<1));
        vertices[0].x = rect->x;
        vertices[0].y = rect->y;
        vertices[0].z = 0.0f;
        vertices[1].x = rect->x + rect->w;
        vertices[1].y = rect->y + rect->h;
        vertices[1].z = 0.0f;
        sceGuDisable(GU_TEXTURE_2D);
        sceGuColor(color);
        sceGuShadeModel(GU_FLAT);
        sceGuDrawArray(GU_SPRITES, GU_VERTEX_32BITF|GU_TRANSFORM_2D, 2, 0, vertices);
        sceGuShadeModel(GU_SMOOTH);
        sceGuEnable(GU_TEXTURE_2D);
    /* note that before the renderer interface change, this would do extrememly small
       batches with sceGuGetMemory()--a few vertices at a time--and it's not clear that
       this won't fail if you try to push 100,000 draw calls in a single batch.
       I don't know what the limits on PSP hardware are. It might be useful to have
       rendering backends report a reasonable maximum, so the higher level can flush
       if we appear to be exceeding that. */
    Uint8 *gpumem = (Uint8 *) sceGuGetMemory(vertsize);
    if (!gpumem) {
        return SDL_SetError("Couldn't obtain a %d-byte vertex buffer!", (int) vertsize);
    }
    SDL_memcpy(gpumem, vertices, vertsize);
    return 0;
}
    while (cmd) {
        switch (cmd->command) {
            case SDL_RENDERCMD_SETDRAWCOLOR: {
                break;  /* !!! FIXME: we could cache drawstate like color */
            }
            case SDL_RENDERCMD_SETVIEWPORT: {
                SDL_Rect *viewport = &data->drawstate.viewport;
                if (SDL_memcmp(viewport, &cmd->data.viewport.rect, sizeof (SDL_Rect)) != 0) {
                    SDL_memcpy(viewport, &cmd->data.viewport.rect, sizeof (SDL_Rect));
                    data->drawstate.viewport_dirty = SDL_TRUE;
                }
                break;
            }
#define PI   3.14159265358979f
            case SDL_RENDERCMD_SETCLIPRECT: {
                const SDL_Rect *rect = &cmd->data.cliprect.rect;
                if (data->drawstate.cliprect_enabled != cmd->data.cliprect.enabled) {
                    data->drawstate.cliprect_enabled = cmd->data.cliprect.enabled;
                    data->drawstate.cliprect_enabled_dirty = SDL_TRUE;
                }
                if (SDL_memcmp(&data->drawstate.cliprect, rect, sizeof (SDL_Rect)) != 0) {
                    SDL_memcpy(&data->drawstate.cliprect, rect, sizeof (SDL_Rect));
                    data->drawstate.cliprect_dirty = SDL_TRUE;
                }
                break;
            }
#define radToDeg(x) ((x)*180.f/PI)
#define degToRad(x) ((x)*PI/180.f)
            case SDL_RENDERCMD_CLEAR: {
                const Uint8 r = cmd->data.color.r;
                const Uint8 g = cmd->data.color.g;
                const Uint8 b = cmd->data.color.b;
                const Uint8 a = cmd->data.color.a;
                const Uint32 color = ((a << 24) | (b << 16) | (g << 8) | r);
                /* !!! FIXME: we could cache drawstate like clear color */
                sceGuClearColor(color);
                sceGuClearDepth(0);
                sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT|GU_FAST_CLEAR_BIT);
                break;
            }
float MathAbs(float x)
{
    float result;
            case SDL_RENDERCMD_DRAW_POINTS: {
                const size_t count = cmd->data.draw.count;
                const VertV *verts = (VertV *) (gpumem + cmd->data.draw.first);
                const Uint8 r = cmd->data.draw.r;
                const Uint8 g = cmd->data.draw.g;
                const Uint8 b = cmd->data.draw.b;
                const Uint8 a = cmd->data.draw.a;
                const Uint32 color = ((a << 24) | (b << 16) | (g << 8) | r);
                /* !!! FIXME: we could cache draw state like color, texturing, etc */
                sceGuColor(color);
                sceGuDisable(GU_TEXTURE_2D);
                sceGuShadeModel(GU_FLAT);
                sceGuDrawArray(GU_POINTS, GU_VERTEX_32BITF|GU_TRANSFORM_2D, count, 0, verts);
                sceGuShadeModel(GU_SMOOTH);
                sceGuEnable(GU_TEXTURE_2D);
                break;
            }
    __asm__ volatile (
        "mtv      %1, S000\n"
        "vabs.s   S000, S000\n"
        "mfv      %0, S000\n"
    : "=r"(result) : "r"(x));
            case SDL_RENDERCMD_DRAW_LINES: {
                const size_t count = cmd->data.draw.count;
                const VertV *verts = (VertV *) (gpumem + cmd->data.draw.first);
                const Uint8 r = cmd->data.draw.r;
                const Uint8 g = cmd->data.draw.g;
                const Uint8 b = cmd->data.draw.b;
                const Uint8 a = cmd->data.draw.a;
                const Uint32 color = ((a << 24) | (b << 16) | (g << 8) | r);
                /* !!! FIXME: we could cache draw state like color, texturing, etc */
                sceGuColor(color);
                sceGuDisable(GU_TEXTURE_2D);
                sceGuShadeModel(GU_FLAT);
                sceGuDrawArray(GU_LINE_STRIP, GU_VERTEX_32BITF|GU_TRANSFORM_2D, count, 0, verts);
                sceGuShadeModel(GU_SMOOTH);
                sceGuEnable(GU_TEXTURE_2D);
                break;
            }
    return result;
}
            case SDL_RENDERCMD_FILL_RECTS: {
                const size_t count = cmd->data.draw.count;
                const VertV *verts = (VertV *) (gpumem + cmd->data.draw.first);
                const Uint8 r = cmd->data.draw.r;
                const Uint8 g = cmd->data.draw.g;
                const Uint8 b = cmd->data.draw.b;
                const Uint8 a = cmd->data.draw.a;
                const Uint32 color = ((a << 24) | (b << 16) | (g << 8) | r);
                /* !!! FIXME: we could cache draw state like color, texturing, etc */
                sceGuColor(color);
                sceGuDisable(GU_TEXTURE_2D);
                sceGuShadeModel(GU_FLAT);
                sceGuDrawArray(GU_SPRITES, GU_VERTEX_32BITF|GU_TRANSFORM_2D, 2 * count, 0, verts);
                sceGuShadeModel(GU_SMOOTH);
                sceGuEnable(GU_TEXTURE_2D);
                break;
            }
void MathSincos(float r, float *s, float *c)
{
    __asm__ volatile (
        "mtv      %2, S002\n"
        "vcst.s   S003, VFPU_2_PI\n"
        "vmul.s   S002, S002, S003\n"
        "vrot.p   C000, S002, [s, c]\n"
        "mfv      %0, S000\n"
        "mfv      %1, S001\n"
    : "=r"(*s), "=r"(*c): "r"(r));
}
            case SDL_RENDERCMD_COPY: {
                const size_t count = cmd->data.draw.count;
                const VertTV *verts = (VertTV *) (gpumem + cmd->data.draw.first);
                const Uint8 alpha = cmd->data.draw.a;
                TextureActivate(cmd->data.draw.texture);
                PSP_SetBlendMode(renderer, cmd->data.draw.blend);
void Swap(float *a, float *b)
{
    float n=*a;
    *a = *b;
    *b = n;
}
                if(alpha != 255) {  /* !!! FIXME: is this right? */
                    sceGuTexFunc(GU_TFX_MODULATE, GU_TCC_RGBA);
                    sceGuColor(GU_RGBA(255, 255, 255, alpha));
                } else {
                    sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGBA);
                    sceGuColor(0xFFFFFFFF);
                }
static int
PSP_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
                const SDL_Rect * srcrect, const SDL_FRect * dstrect)
{
    float x, y, width, height;
    float u0, v0, u1, v1;
    unsigned char alpha;
                sceGuDrawArray(GU_SPRITES, GU_TEXTURE_32BITF|GU_VERTEX_32BITF|GU_TRANSFORM_2D, 2 * count, 0, verts);
    x = dstrect->x;
    y = dstrect->y;
    width = dstrect->w;
    height = dstrect->h;
                if(alpha != 255) {
                    sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGBA);
                }
                break;
            }
    u0 = srcrect->x;
    v0 = srcrect->y;
    u1 = srcrect->x + srcrect->w;
    v1 = srcrect->y + srcrect->h;
            case SDL_RENDERCMD_COPY_EX: {
                const VertTV *verts = (VertTV *) (gpumem + cmd->data.draw.first);
                const Uint8 alpha = cmd->data.draw.a;
                TextureActivate(cmd->data.draw.texture);
                PSP_SetBlendMode(renderer, cmd->data.draw.blend);
    alpha = texture->a;
                if(alpha != 255) {  /* !!! FIXME: is this right? */
                    sceGuTexFunc(GU_TFX_MODULATE, GU_TCC_RGBA);
                    sceGuColor(GU_RGBA(255, 255, 255, alpha));
                } else {
                    sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGBA);
                    sceGuColor(0xFFFFFFFF);
                }
    StartDrawing(renderer);
    TextureActivate(texture);
    PSP_SetBlendMode(renderer, renderer->blendMode);
                sceGuDrawArray(GU_TRIANGLE_FAN, GU_TEXTURE_32BITF|GU_VERTEX_32BITF|GU_TRANSFORM_2D, 4, 0, verts);
    if(alpha != 255)
    {
        sceGuTexFunc(GU_TFX_MODULATE, GU_TCC_RGBA);
        sceGuColor(GU_RGBA(255, 255, 255, alpha));
    }else{
        sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGBA);
        sceGuColor(0xFFFFFFFF);
    }
                if(alpha != 255) {
                    sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGBA);
                }
                break;
            }
    if((MathAbs(u1) - MathAbs(u0)) < 64.0f)
    {
        VertTV* vertices = (VertTV*)sceGuGetMemory((sizeof(VertTV))<<1);
        vertices[0].u = u0;
        vertices[0].v = v0;
        vertices[0].x = x;
        vertices[0].y = y;
        vertices[0].z = 0;
        vertices[1].u = u1;
        vertices[1].v = v1;
        vertices[1].x = x + width;
        vertices[1].y = y + height;
        vertices[1].z = 0;
        sceGuDrawArray(GU_SPRITES, GU_TEXTURE_32BITF|GU_VERTEX_32BITF|GU_TRANSFORM_2D, 2, 0, vertices);
    }
    else
    {
        float start, end;
        float curU = u0;
        float curX = x;
        float endX = x + width;
        float slice = 64.0f;
        float ustep = (u1 - u0)/width * slice;
        if(ustep < 0.0f)
            ustep = -ustep;
        for(start = 0, end = width; start < end; start += slice)
        {
            VertTV* vertices = (VertTV*)sceGuGetMemory((sizeof(VertTV))<<1);
            float polyWidth = ((curX + slice) > endX) ? (endX - curX) : slice;
            float sourceWidth = ((curU + ustep) > u1) ? (u1 - curU) : ustep;
            vertices[0].u = curU;
            vertices[0].v = v0;
            vertices[0].x = curX;
            vertices[0].y = y;
            vertices[0].z = 0;
            curU += sourceWidth;
            curX += polyWidth;
            vertices[1].u = curU;
            vertices[1].v = v1;
            vertices[1].x = curX;
            vertices[1].y = (y + height);
            vertices[1].z = 0;
            sceGuDrawArray(GU_SPRITES, GU_TEXTURE_32BITF|GU_VERTEX_32BITF|GU_TRANSFORM_2D, 2, 0, vertices);
            case SDL_RENDERCMD_NO_OP:
                break;
        }
        cmd = cmd->next;
    }
    if(alpha != 255)
        sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGBA);
    return 0;
}
static int
PSP_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
                    Uint32 pixel_format, void * pixels, int pitch)
{
    return SDL_Unsupported();
}
static int
PSP_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
                const SDL_Rect * srcrect, const SDL_FRect * dstrect,
                const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
{
    float x, y, width, height;
    float u0, v0, u1, v1;
    unsigned char alpha;
    float centerx, centery;
    x = dstrect->x;
    y = dstrect->y;
    width = dstrect->w;
    height = dstrect->h;
    u0 = srcrect->x;
    v0 = srcrect->y;
    u1 = srcrect->x + srcrect->w;
    v1 = srcrect->y + srcrect->h;
    centerx = center->x;
    centery = center->y;
    alpha = texture->a;
    StartDrawing(renderer);
    TextureActivate(texture);
    PSP_SetBlendMode(renderer, renderer->blendMode);
    if(alpha != 255)
    {
        sceGuTexFunc(GU_TFX_MODULATE, GU_TCC_RGBA);
        sceGuColor(GU_RGBA(255, 255, 255, alpha));
    }else{
        sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGBA);
        sceGuColor(0xFFFFFFFF);
    }
/*      x += width * 0.5f; */
/*      y += height * 0.5f; */
    x += centerx;
    y += centery;
    float c, s;
    MathSincos(degToRad(angle), &s, &c);
/*      width *= 0.5f; */
/*      height *= 0.5f; */
    width  -= centerx;
    height -= centery;
    float cw = c*width;
    float sw = s*width;
    float ch = c*height;
    float sh = s*height;
    VertTV* vertices = (VertTV*)sceGuGetMemory(sizeof(VertTV)<<2);
    vertices[0].u = u0;
    vertices[0].v = v0;
    vertices[0].x = x - cw + sh;
    vertices[0].y = y - sw - ch;
    vertices[0].z = 0;
    vertices[1].u = u0;
    vertices[1].v = v1;
    vertices[1].x = x - cw - sh;
    vertices[1].y = y - sw + ch;
    vertices[1].z = 0;
    vertices[2].u = u1;
    vertices[2].v = v1;
    vertices[2].x = x + cw - sh;
    vertices[2].y = y + sw + ch;
    vertices[2].z = 0;
    vertices[3].u = u1;
    vertices[3].v = v0;
    vertices[3].x = x + cw + sh;
    vertices[3].y = y + sw - ch;
    vertices[3].z = 0;
    if (flip & SDL_FLIP_VERTICAL) {
                Swap(&vertices[0].v, &vertices[2].v);
                Swap(&vertices[1].v, &vertices[3].v);
    }
    if (flip & SDL_FLIP_HORIZONTAL) {
                Swap(&vertices[0].u, &vertices[2].u);
                Swap(&vertices[1].u, &vertices[3].u);
    }
    sceGuDrawArray(GU_TRIANGLE_FAN, GU_TEXTURE_32BITF|GU_VERTEX_32BITF|GU_TRANSFORM_2D, 4, 0, vertices);
    if(alpha != 255)
        sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGBA);
    return 0;
}
static void
@@ -1010,6 +922,137 @@
    SDL_free(renderer);
}
SDL_Renderer *
PSP_CreateRenderer(SDL_Window * window, Uint32 flags)
{
    SDL_Renderer *renderer;
    PSP_RenderData *data;
        int pixelformat;
    renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
    if (!renderer) {
        SDL_OutOfMemory();
        return NULL;
    }
    data = (PSP_RenderData *) SDL_calloc(1, sizeof(*data));
    if (!data) {
        PSP_DestroyRenderer(renderer);
        SDL_OutOfMemory();
        return NULL;
    }
    renderer->WindowEvent = PSP_WindowEvent;
    renderer->CreateTexture = PSP_CreateTexture;
    renderer->SetTextureColorMod = PSP_SetTextureColorMod;
    renderer->UpdateTexture = PSP_UpdateTexture;
    renderer->LockTexture = PSP_LockTexture;
    renderer->UnlockTexture = PSP_UnlockTexture;
    renderer->SetTextureScaleMode = PSP_SetTextureScaleMode;
    renderer->SetRenderTarget = PSP_SetRenderTarget;
    renderer->QueueSetViewport = PSP_QueueSetViewport;
    renderer->QueueSetDrawColor = PSP_QueueSetViewport;  /* SetViewport and SetDrawColor are (currently) no-ops. */
    renderer->QueueDrawPoints = PSP_QueueDrawPoints;
    renderer->QueueDrawLines = PSP_QueueDrawPoints;  /* lines and points queue vertices the same way. */
    renderer->QueueFillRects = PSP_QueueFillRects;
    renderer->QueueCopy = PSP_QueueCopy;
    renderer->QueueCopyEx = PSP_QueueCopyEx;
    renderer->RunCommandQueue = PSP_RunCommandQueue;
    renderer->RenderReadPixels = PSP_RenderReadPixels;
    renderer->RenderPresent = PSP_RenderPresent;
    renderer->DestroyTexture = PSP_DestroyTexture;
    renderer->DestroyRenderer = PSP_DestroyRenderer;
    renderer->info = PSP_RenderDriver.info;
    renderer->info.flags = (SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
    renderer->driverdata = data;
    renderer->window = window;
    if (data->initialized != SDL_FALSE)
        return 0;
    data->initialized = SDL_TRUE;
    if (flags & SDL_RENDERER_PRESENTVSYNC) {
        data->vsync = SDL_TRUE;
    } else {
        data->vsync = SDL_FALSE;
    }
    pixelformat=PixelFormatToPSPFMT(SDL_GetWindowPixelFormat(window));
    switch(pixelformat)
    {
        case GU_PSM_4444:
        case GU_PSM_5650:
        case GU_PSM_5551:
            data->frontbuffer = (unsigned int *)(PSP_FRAME_BUFFER_SIZE<<1);
            data->backbuffer =  (unsigned int *)(0);
            data->bpp = 2;
            data->psm = pixelformat;
            break;
        default:
            data->frontbuffer = (unsigned int *)(PSP_FRAME_BUFFER_SIZE<<2);
            data->backbuffer =  (unsigned int *)(0);
            data->bpp = 4;
            data->psm = GU_PSM_8888;
            break;
    }
    sceGuInit();
    /* setup GU */
    sceGuStart(GU_DIRECT, DisplayList);
    sceGuDrawBuffer(data->psm, data->frontbuffer, PSP_FRAME_BUFFER_WIDTH);
    sceGuDispBuffer(PSP_SCREEN_WIDTH, PSP_SCREEN_HEIGHT, data->backbuffer, PSP_FRAME_BUFFER_WIDTH);
    sceGuOffset(2048 - (PSP_SCREEN_WIDTH>>1), 2048 - (PSP_SCREEN_HEIGHT>>1));
    sceGuViewport(2048, 2048, PSP_SCREEN_WIDTH, PSP_SCREEN_HEIGHT);
    data->frontbuffer = vabsptr(data->frontbuffer);
    data->backbuffer = vabsptr(data->backbuffer);
    /* Scissoring */
    sceGuScissor(0, 0, PSP_SCREEN_WIDTH, PSP_SCREEN_HEIGHT);
    sceGuEnable(GU_SCISSOR_TEST);
    /* Backface culling */
    sceGuFrontFace(GU_CCW);
    sceGuEnable(GU_CULL_FACE);
    /* Texturing */
    sceGuEnable(GU_TEXTURE_2D);
    sceGuShadeModel(GU_SMOOTH);
    sceGuTexWrap(GU_REPEAT, GU_REPEAT);
    /* Blending */
    sceGuEnable(GU_BLEND);
    sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0);
    sceGuTexFilter(GU_LINEAR,GU_LINEAR);
    sceGuFinish();
    sceGuSync(0,0);
    sceDisplayWaitVblankStartCB();
    sceGuDisplay(GU_TRUE);
    return renderer;
}
SDL_RenderDriver PSP_RenderDriver = {
    .CreateRenderer = PSP_CreateRenderer,
    .info = {
        .name = "PSP",
        .flags = SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE,
        .num_texture_formats = 4,
        .texture_formats = { [0] = SDL_PIXELFORMAT_BGR565,
                                                 [1] = SDL_PIXELFORMAT_ABGR1555,
                                                 [2] = SDL_PIXELFORMAT_ABGR4444,
                                                 [3] = SDL_PIXELFORMAT_ABGR8888,
        },
        .max_texture_width = 512,
        .max_texture_height = 512,
     }
};
#endif /* SDL_VIDEO_RENDER_PSP */
/* vi: set ts=4 sw=4 expandtab: */