rosalina: use kernel cached RAM mapping for pixel conversion
Conversion time goes down by 90% with this
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49c8888948
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@ -130,6 +130,8 @@ $(OUTPUT).elf : $(OFILES)
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@$(LD) $(LDFLAGS) $(OFILES) $(LIBPATHS) $(LIBS) -o $@
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@$(LD) $(LDFLAGS) $(OFILES) $(LIBPATHS) $(LIBS) -o $@
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@$(NM) -CSn $@ > $(notdir $*.lst)
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@$(NM) -CSn $@ > $(notdir $*.lst)
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draw.o: CFLAGS += -O3
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$(OFILES_SRC) : $(HFILES_BIN)
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$(OFILES_SRC) : $(HFILES_BIN)
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#---------------------------------------------------------------------------------
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#---------------------------------------------------------------------------------
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@ -32,6 +32,9 @@
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#include "memory.h"
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#include "memory.h"
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#include "menu.h"
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#include "menu.h"
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#include "utils.h"
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#include "utils.h"
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#include "csvc.h"
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#define KERNPA2VA(a) ((a) + (GET_VERSION_MINOR(osGetKernelVersion()) < 44 ? 0xD0000000 : 0xC0000000))
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static u32 gpuSavedFramebufferAddr1, gpuSavedFramebufferAddr2, gpuSavedFramebufferFormat, gpuSavedFramebufferStride;
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static u32 gpuSavedFramebufferAddr1, gpuSavedFramebufferAddr2, gpuSavedFramebufferFormat, gpuSavedFramebufferStride;
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static u32 framebufferCacheSize;
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static u32 framebufferCacheSize;
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@ -55,7 +58,7 @@ void Draw_Unlock(void)
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void Draw_DrawCharacter(u32 posX, u32 posY, u32 color, char character)
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void Draw_DrawCharacter(u32 posX, u32 posY, u32 color, char character)
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{
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{
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volatile u16 *const fb = (volatile u16 *const)FB_BOTTOM_VRAM_ADDR;
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u16 *const fb = (u16 *)FB_BOTTOM_VRAM_ADDR;
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s32 y;
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s32 y;
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for(y = 0; y < 10; y++)
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for(y = 0; y < 10; y++)
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@ -308,19 +311,34 @@ static inline void Draw_ConvertPixelToBGR8(u8 *dst, const u8 *src, GSPGPU_Frameb
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}
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}
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}
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}
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void Draw_ConvertFrameBufferLines(u8 *buf, u32 startingLine, u32 numLines, bool top, bool left)
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typedef struct FrameBufferConvertArgs {
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u8 *buf;
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u8 startingLine;
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u8 numLines;
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bool top;
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bool left;
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} FrameBufferConvertArgs;
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static void Draw_ConvertFrameBufferLinesKernel(const FrameBufferConvertArgs *args)
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{
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{
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GSPGPU_FramebufferFormats fmt = top ? (GSPGPU_FramebufferFormats)(GPU_FB_TOP_FMT & 7) : (GSPGPU_FramebufferFormats)(GPU_FB_BOTTOM_FMT & 7);
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static const u8 formatSizes[] = { 4, 3, 2, 2, 2 };
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u32 width = top ? 400 : 320;
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u8 formatSizes[] = { 4, 3, 2, 2, 2 };
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u32 stride = top ? GPU_FB_TOP_STRIDE : GPU_FB_BOTTOM_STRIDE;
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u32 pa = Draw_GetCurrentFramebufferAddress(top, left);
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GSPGPU_FramebufferFormats fmt = args->top ? (GSPGPU_FramebufferFormats)(GPU_FB_TOP_FMT & 7) : (GSPGPU_FramebufferFormats)(GPU_FB_BOTTOM_FMT & 7);
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u8 *addr = (u8 *)PA_PTR(pa);
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u32 width = args->top ? 400 : 320;
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u32 stride = args->top ? GPU_FB_TOP_STRIDE : GPU_FB_BOTTOM_STRIDE;
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for (u32 y = startingLine; y < startingLine + numLines; y++)
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u32 pa = Draw_GetCurrentFramebufferAddress(args->top, args->left);
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u8 *addr = (u8 *)KERNPA2VA(pa);
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for (u32 y = args->startingLine; y < args->startingLine + args->numLines; y++)
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{
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{
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for(u32 x = 0; x < width; x++)
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for(u32 x = 0; x < width; x++)
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Draw_ConvertPixelToBGR8(buf + (x + width * y) * 3 , addr + x * stride + y * formatSizes[(u8)fmt], fmt);
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Draw_ConvertPixelToBGR8(args->buf + (x + width * y) * 3 , addr + x * stride + y * formatSizes[fmt], fmt);
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}
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}
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}
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}
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void Draw_ConvertFrameBufferLines(u8 *buf, u32 startingLine, u32 numLines, bool top, bool left)
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{
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FrameBufferConvertArgs args = { buf, (u8)startingLine, (u8)numLines, top, left };
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svcCustomBackdoor(Draw_ConvertFrameBufferLinesKernel, &args);
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}
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