#include "memorymap.hpp" #include "holly/core/object_list_bits.hpp" #include "holly/core/region_array.hpp" #include "holly/core/region_array_bits.hpp" #include "holly/core/parameter_bits.hpp" #include "holly/core/parameter.hpp" #include "holly/ta/global_parameter.hpp" #include "holly/ta/vertex_parameter.hpp" #include "holly/ta/parameter_bits.hpp" #include "holly/holly.hpp" #include "holly/holly_bits.hpp" #include "sh7091/sh7091.hpp" #include "sh7091/pref.hpp" #include "sh7091/store_queue_transfer.hpp" void transfer_background_polygon(uint32_t isp_tsp_parameter_start) { using namespace holly::core::parameter; using parameter = isp_tsp_parameter<3>; volatile parameter * polygon = (volatile parameter *)&texture_memory32[isp_tsp_parameter_start]; polygon->isp_tsp_instruction_word = isp_tsp_instruction_word::depth_compare_mode::always | isp_tsp_instruction_word::culling_mode::no_culling; polygon->tsp_instruction_word = tsp_instruction_word::src_alpha_instr::one | tsp_instruction_word::dst_alpha_instr::zero | tsp_instruction_word::fog_control::no_fog; polygon->texture_control_word = 0; polygon->vertex[0].x = 0.0f; polygon->vertex[0].y = 0.0f; polygon->vertex[0].z = 0.00001f; polygon->vertex[0].base_color = 0xff00ff; polygon->vertex[1].x = 32.0f; polygon->vertex[1].y = 0.0f; polygon->vertex[1].z = 0.00001f; polygon->vertex[1].base_color = 0xff00ff; polygon->vertex[2].x = 32.0f; polygon->vertex[2].y = 32.0f; polygon->vertex[2].z = 0.00001f; polygon->vertex[2].base_color = 0xff00ff; } static inline uint32_t transfer_ta_global_end_of_list(uint32_t store_queue_ix) { using namespace holly::ta; using namespace holly::ta::parameter; // // TA "end of list" global transfer // volatile global_parameter::end_of_list * end_of_list = (volatile global_parameter::end_of_list *)&store_queue[store_queue_ix]; store_queue_ix += (sizeof (global_parameter::end_of_list)); end_of_list->parameter_control_word = parameter_control_word::para_type::end_of_list; // start store queue transfer of `end_of_list` to the TA pref(end_of_list); return store_queue_ix; } static inline uint32_t transfer_ta_global_polygon(uint32_t store_queue_ix, uint32_t texture_address) { using namespace holly::core::parameter; using namespace holly::ta; using namespace holly::ta::parameter; // // TA polygon global transfer // volatile global_parameter::polygon_type_0 * polygon = (volatile global_parameter::polygon_type_0 *)&store_queue[store_queue_ix]; store_queue_ix += (sizeof (global_parameter::polygon_type_0)); polygon->parameter_control_word = parameter_control_word::para_type::polygon_or_modifier_volume | parameter_control_word::list_type::opaque | parameter_control_word::col_type::packed_color | parameter_control_word::texture | parameter_control_word::gouraud; polygon->isp_tsp_instruction_word = isp_tsp_instruction_word::depth_compare_mode::greater | isp_tsp_instruction_word::culling_mode::no_culling; // Note that it is not possible to use // ISP_TSP_INSTRUCTION_WORD::GOURAUD_SHADING in this isp_tsp_instruction_word, // because `gouraud` is one of the bits overwritten by the value in // parameter_control_word. See DCDBSysArc990907E.pdf page 200. polygon->tsp_instruction_word = tsp_instruction_word::src_alpha_instr::one | tsp_instruction_word::dst_alpha_instr::zero | tsp_instruction_word::fog_control::no_fog | tsp_instruction_word::filter_mode::point_sampled | tsp_instruction_word::texture_shading_instruction::decal | tsp_instruction_word::texture_u_size::_256 | tsp_instruction_word::texture_v_size::_256; polygon->texture_control_word = texture_control_word::pixel_format::rgb565 | texture_control_word::scan_order::non_twiddled | texture_control_word::texture_address(texture_address / 8); polygon->data_size_for_sort_dma = 0; polygon->next_address_for_sort_dma = 0; // start store queue transfer of `polygon` to the TA pref(polygon); return store_queue_ix; } static inline uint32_t transfer_ta_vertex_triangle(uint32_t store_queue_ix, float ax, float ay, float az, float au, float av, uint32_t ac, float bx, float by, float bz, float bu, float bv, uint32_t bc, float cx, float cy, float cz, float cu, float cv, uint32_t cc) { using namespace holly::ta; using namespace holly::ta::parameter; // // TA polygon vertex transfer // volatile vertex_parameter::polygon_type_3 * vertex = (volatile vertex_parameter::polygon_type_3 *)&store_queue[store_queue_ix]; store_queue_ix += (sizeof (vertex_parameter::polygon_type_3)) * 3; // bottom left vertex[0].parameter_control_word = parameter_control_word::para_type::vertex_parameter; vertex[0].x = ax; vertex[0].y = ay; vertex[0].z = az; vertex[0].u = au; vertex[0].v = av; vertex[0].base_color = ac; vertex[0].offset_color = 0; // start store queue transfer of `vertex[0]` to the TA pref(&vertex[0]); // top center vertex[1].parameter_control_word = parameter_control_word::para_type::vertex_parameter; vertex[1].x = bx; vertex[1].y = by; vertex[1].z = bz; vertex[1].u = bu; vertex[1].v = bv; vertex[1].base_color = bc; vertex[1].offset_color = 0; // start store queue transfer of `vertex[1]` to the TA pref(&vertex[1]); // bottom right vertex[2].parameter_control_word = parameter_control_word::para_type::vertex_parameter | parameter_control_word::end_of_strip; vertex[2].x = cx; vertex[2].y = cy; vertex[2].z = cz; vertex[2].u = cu; vertex[2].v = cv; vertex[2].base_color = cc; vertex[2].offset_color = 0; // start store queue transfer of `params[2]` to the TA pref(&vertex[2]); return store_queue_ix; } /* These vertex and face definitions are a trivial transformation of the default Blender cube, as exported by the .obj exporter (with triangulation enabled). */ struct vec3 { float x; float y; float z; }; struct vec2 { float u; float v; }; static const vec3 cube_vertex_position[] = { { 1.0f, 1.0f, -1.0f }, { 1.0f, -1.0f, -1.0f }, { 1.0f, 1.0f, 1.0f }, { 1.0f, -1.0f, 1.0f }, { -1.0f, 1.0f, -1.0f }, { -1.0f, -1.0f, -1.0f }, { -1.0f, 1.0f, 1.0f }, { -1.0f, -1.0f, 1.0f }, }; static const vec2 cube_vertex_texture[] = { { 1.0f, 0.0f }, { 0.0f, 1.0f }, { 0.0f, 0.0f }, { 1.0f, 1.0f }, }; struct position_texture { int position; int texture; }; struct face { position_texture a; position_texture b; position_texture c; }; /* It is also possible to submit each cube face as a 4-vertex triangle strip, or submit the entire cube as a single triangle strip. Separate 3-vertex triangles are chosen to make this example more straightforward, but this is not the best approach if high performance is desired. */ static const face cube_faces[] = { {{4, 0}, {2, 1}, {0, 2}}, {{2, 0}, {7, 1}, {3, 2}}, {{6, 0}, {5, 1}, {7, 2}}, {{1, 0}, {7, 1}, {5, 2}}, {{0, 0}, {3, 1}, {1, 2}}, {{4, 0}, {1, 1}, {5, 2}}, {{4, 0}, {6, 3}, {2, 1}}, {{2, 0}, {6, 3}, {7, 1}}, {{6, 0}, {4, 3}, {5, 1}}, {{1, 0}, {3, 3}, {7, 1}}, {{0, 0}, {2, 3}, {3, 1}}, {{4, 0}, {0, 3}, {1, 1}}, }; static const int cube_faces_length = (sizeof (cube_faces)) / (sizeof (cube_faces[0])); #define cos(n) __builtin_cosf(n) #define sin(n) __builtin_sinf(n) static float theta = 0; static inline vec3 vertex_rotate(vec3 v) { // to make the cube's appearance more interesting, rotate the vertex on two // axes float x0 = v.x; float y0 = v.y; float z0 = v.z; float x1 = x0 * cos(theta) - z0 * sin(theta); float y1 = y0; float z1 = x0 * sin(theta) + z0 * cos(theta); float x2 = x1; float y2 = y1 * cos(theta) - z1 * sin(theta); float z2 = y1 * sin(theta) + z1 * cos(theta); return (vec3){x2, y2, z2}; } static inline vec3 vertex_perspective_divide(vec3 v) { float w = 1.0f / (v.z + 3.0f); return (vec3){v.x * w, v.y * w, w}; } static inline vec3 vertex_screen_space(vec3 v) { return (vec3){ v.x * 240.f + 320.f, v.y * 240.f + 240.f, v.z, }; } void transfer_ta_cube(uint32_t texture_address) { { using namespace sh7091; using sh7091::sh7091; // set the store queue destination address to the TA Polygon Converter FIFO sh7091.CCN.QACR0 = sh7091::ccn::qacr0::address(ta_fifo_polygon_converter); sh7091.CCN.QACR1 = sh7091::ccn::qacr1::address(ta_fifo_polygon_converter); } uint32_t store_queue_ix = 0; store_queue_ix = transfer_ta_global_polygon(store_queue_ix, texture_address); for (int face_ix = 0; face_ix < cube_faces_length; face_ix++) { int ipa = cube_faces[face_ix].a.position; int ipb = cube_faces[face_ix].b.position; int ipc = cube_faces[face_ix].c.position; vec3 vpa = vertex_screen_space( vertex_perspective_divide( vertex_rotate(cube_vertex_position[ipa]))); vec3 vpb = vertex_screen_space( vertex_perspective_divide( vertex_rotate(cube_vertex_position[ipb]))); vec3 vpc = vertex_screen_space( vertex_perspective_divide( vertex_rotate(cube_vertex_position[ipc]))); int ita = cube_faces[face_ix].a.texture; int itb = cube_faces[face_ix].b.texture; int itc = cube_faces[face_ix].c.texture; vec2 vta = cube_vertex_texture[ita]; vec2 vtb = cube_vertex_texture[itb]; vec2 vtc = cube_vertex_texture[itc]; // vertex color is irrelevant in "decal" mode uint32_t va_color = 0; uint32_t vb_color = 0; uint32_t vc_color = 0; store_queue_ix = transfer_ta_vertex_triangle(store_queue_ix, vpa.x, vpa.y, vpa.z, vta.u, vta.v, va_color, vpb.x, vpb.y, vpb.z, vtb.u, vtb.v, vb_color, vpc.x, vpc.y, vpc.z, vtc.u, vtc.v, vc_color); } store_queue_ix = transfer_ta_global_end_of_list(store_queue_ix); } const uint8_t texture[] __attribute__((aligned(4))) = { #embed "texture/pavement_256x256.rgb565" }; void transfer_texture(uint32_t texture_start) { // use 4-byte transfers to texture memory, for slightly increased transfer // speed // // It would be even faster to use the SH4 store queue for this operation, or // SH4 DMA. sh7091::store_queue_transfer::copy((void *)&texture_memory64[texture_start], texture, (sizeof (texture))); } void main() { /* a very simple memory map: the ordering within texture memory is not significant, and could be anything */ uint32_t framebuffer_start = 0x200000; // intentionally the same address that the boot rom used to draw the SEGA logo uint32_t isp_tsp_parameter_start = 0x400000; uint32_t region_array_start = 0x500000; uint32_t object_list_start = 0x100000; // these addresses are in "64-bit" texture memory address space: uint32_t texture_start = 0x700000; const int tile_y_num = 480 / 32; const int tile_x_num = 640 / 32; using namespace holly::core; region_array::list_block_size list_block_size = { .opaque = 8 * 4, }; region_array::transfer(tile_x_num, tile_y_num, list_block_size, region_array_start, object_list_start); transfer_background_polygon(isp_tsp_parameter_start); ////////////////////////////////////////////////////////////////////////////// // transfer the texture image to texture ram ////////////////////////////////////////////////////////////////////////////// transfer_texture(texture_start); ////////////////////////////////////////////////////////////////////////////// // configure the TA ////////////////////////////////////////////////////////////////////////////// using namespace holly; using holly::holly; // TA_GLOB_TILE_CLIP restricts which "object pointer blocks" are written // to. // // This can also be used to implement "windowing", as long as the desired // window size happens to be a multiple of 32 pixels. The "User Tile Clip" TA // control parameter can also ~equivalently be used as many times as desired // within a single TA initialization to produce an identical effect. // // See DCDBSysArc990907E.pdf page 183. holly.TA_GLOB_TILE_CLIP = ta_glob_tile_clip::tile_y_num(tile_y_num - 1) | ta_glob_tile_clip::tile_x_num(tile_x_num - 1); // While CORE supports arbitrary-length object lists, the TA uses "object // pointer blocks" as a memory allocation strategy. These fixed-length blocks // can still have infinite length via "object pointer block links". This // mechanism is illustrated in DCDBSysArc990907E.pdf page 188. holly.TA_ALLOC_CTRL = ta_alloc_ctrl::opb_mode::increasing_addresses | ta_alloc_ctrl::o_opb::_8x4byte; // While building object lists, the TA contains an internal index (exposed as // the read-only TA_ITP_CURRENT) for the next address that new ISP/TSP will be // stored at. The initial value of this index is TA_ISP_BASE. // reserve space in ISP/TSP parameters for the background parameter using polygon = holly::core::parameter::isp_tsp_parameter<3>; uint32_t ta_isp_base_offset = (sizeof (polygon)) * 1; holly.TA_ISP_BASE = isp_tsp_parameter_start + ta_isp_base_offset; holly.TA_ISP_LIMIT = isp_tsp_parameter_start + 0x100000; // Similarly, the TA also contains, for up to 600 tiles, an internal index for // the next address that an object list entry will be stored for each // tile. These internal indicies are partially exposed via the read-only // TA_OL_POINTERS. holly.TA_OL_BASE = object_list_start; // TA_OL_LIMIT, DCDBSysArc990907E.pdf page 385: // // > Because the TA may automatically store data in the address that is // > specified by this register, it must not be used for other data. For // > example, the address specified here must not be the same as the address // > in the TA_ISP_BASE register. holly.TA_OL_LIMIT = object_list_start + 0x100000 - 32; ////////////////////////////////////////////////////////////////////////////// // configure CORE ////////////////////////////////////////////////////////////////////////////// // REGION_BASE is the (texture memory-relative) address of the region array. holly.REGION_BASE = region_array_start; // PARAM_BASE is the (texture memory-relative) address of ISP/TSP parameters. // Anything that references an ISP/TSP parameter does so relative to this // address (and not relative to the beginning of texture memory). holly.PARAM_BASE = isp_tsp_parameter_start; // Set the offset of the background ISP/TSP parameter, relative to PARAM_BASE // SKIP is related to the size of each vertex uint32_t background_offset = 0; holly.ISP_BACKGND_T = isp_backgnd_t::tag_address(background_offset / 4) | isp_backgnd_t::tag_offset(0) | isp_backgnd_t::skip(1); // FB_W_SOF1 is the (texture memory-relative) address of the framebuffer that // will be written to when a tile is rendered/flushed. holly.FB_W_SOF1 = framebuffer_start; // without waiting for rendering to actually complete, immediately display the // framebuffer. holly.FB_R_SOF1 = framebuffer_start; // draw 500 frames of cube rotation for (int i = 0; i < 500; i++) { ////////////////////////////////////////////////////////////////////////////// // transfer cube to texture memory via the TA polygon converter FIFO ////////////////////////////////////////////////////////////////////////////// // TA_LIST_INIT needs to be written (every frame) prior to the first FIFO // write. holly.TA_LIST_INIT = ta_list_init::list_init; // dummy TA_LIST_INIT read; DCDBSysArc990907E.pdf in multiple places says this // step is required. (void)holly.TA_LIST_INIT; transfer_ta_cube(texture_start); ////////////////////////////////////////////////////////////////////////////// // wait for vertical synchronization (and the TA) ////////////////////////////////////////////////////////////////////////////// while (!(spg_status::vsync(holly.SPG_STATUS))); while (spg_status::vsync(holly.SPG_STATUS)); ////////////////////////////////////////////////////////////////////////////// // start the actual rasterization ////////////////////////////////////////////////////////////////////////////// // start the actual render--the rendering process begins by interpreting the // region array holly.STARTRENDER = 1; // increment theta for the cube rotation animation // (used by the `vertex_rotate` function) theta += 0.01f; } // return from main; this will effectively jump back to the serial loader }