/* * This file is part of Luma3DS * Copyright (C) 2016-2017 Aurora Wright, TuxSH * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * * Additional Terms 7.b and 7.c of GPLv3 apply to this file: * * Requiring preservation of specified reasonable legal notices or * author attributions in that material or in the Appropriate Legal * Notices displayed by works containing it. * * Prohibiting misrepresentation of the origin of that material, * or requiring that modified versions of such material be marked in * reasonable ways as different from the original version. */ #include <3ds.h> #include #include "fmt.h" #include "draw.h" #include "font.h" #include "memory.h" #include "menu.h" #include "utils.h" u8 framebufferCache[FB_BOTTOM_SIZE]; static u32 gpuSavedFramebufferAddr1, gpuSavedFramebufferAddr2, gpuSavedFramebufferFormat, gpuSavedFramebufferStride; static RecursiveLock lock; void Draw_Lock(void) { static bool lockInitialized = false; if(!lockInitialized) { RecursiveLock_Init(&lock); lockInitialized = true; } RecursiveLock_Lock(&lock); } void Draw_Unlock(void) { RecursiveLock_Unlock(&lock); } void Draw_DrawCharacter(u32 posX, u32 posY, u32 color, char character) { volatile u16 *const fb = (volatile u16 *const)FB_BOTTOM_VRAM_ADDR; s32 y; for(y = 0; y < 10; y++) { char charPos = font[character * 10 + y]; s32 x; for(x = 6; x >= 1; x--) { u32 screenPos = (posX * SCREEN_BOT_HEIGHT * 2 + (SCREEN_BOT_HEIGHT - y - posY - 1) * 2) + (5 - x) * 2 * SCREEN_BOT_HEIGHT; u32 pixelColor = ((charPos >> x) & 1) ? color : COLOR_BLACK; fb[screenPos / 2] = pixelColor; } } } u32 Draw_DrawString(u32 posX, u32 posY, u32 color, const char *string) { for(u32 i = 0, line_i = 0; i < ((u32) strlen(string)); i++) { if(string[i] == '\n') { posY += SPACING_Y; line_i = 0; continue; } else if(line_i >= (SCREEN_BOT_WIDTH - posX) / SPACING_X) { // Make sure we never get out of the screen. posY += SPACING_Y; line_i = 0; if(string[i] == ' ') continue; // Spaces at the start look weird } Draw_DrawCharacter(posX + line_i * SPACING_X, posY, color, string[i]); line_i++; } return posY; } u32 Draw_DrawFormattedString(u32 posX, u32 posY, u32 color, const char *fmt, ...) { char buf[DRAW_MAX_FORMATTED_STRING_SIZE + 1]; va_list args; va_start(args, fmt); vsprintf(buf, fmt, args); va_end(args); return Draw_DrawString(posX, posY, color, buf); } void Draw_FillFramebuffer(u32 value) { memset32(FB_BOTTOM_VRAM_ADDR, value, FB_BOTTOM_SIZE); } void Draw_ClearFramebuffer(void) { Draw_FillFramebuffer(0); } void Draw_SetupFramebuffer(void) { while((GPU_PSC0_CNT | GPU_PSC1_CNT | GPU_TRANSFER_CNT | GPU_CMDLIST_CNT) & 1); svcFlushEntireDataCache(); memcpy(framebufferCache, FB_BOTTOM_VRAM_ADDR, FB_BOTTOM_SIZE); gpuSavedFramebufferAddr1 = GPU_FB_BOTTOM_ADDR_1; gpuSavedFramebufferAddr2 = GPU_FB_BOTTOM_ADDR_2; gpuSavedFramebufferFormat = GPU_FB_BOTTOM_FMT; gpuSavedFramebufferStride = GPU_FB_BOTTOM_STRIDE; GPU_FB_BOTTOM_ADDR_1 = GPU_FB_BOTTOM_ADDR_2 = FB_BOTTOM_VRAM_PA; GPU_FB_BOTTOM_FMT = (GPU_FB_BOTTOM_FMT & ~7) | 2; GPU_FB_BOTTOM_STRIDE = 240 * 2; Draw_FlushFramebuffer(); } void Draw_RestoreFramebuffer(void) { memcpy(FB_BOTTOM_VRAM_ADDR, framebufferCache, FB_BOTTOM_SIZE); GPU_FB_BOTTOM_ADDR_1 = gpuSavedFramebufferAddr1; GPU_FB_BOTTOM_ADDR_2 = gpuSavedFramebufferAddr2; GPU_FB_BOTTOM_FMT = gpuSavedFramebufferFormat; GPU_FB_BOTTOM_STRIDE = gpuSavedFramebufferStride; Draw_FlushFramebuffer(); } void Draw_FlushFramebuffer(void) { svcFlushProcessDataCache(CUR_PROCESS_HANDLE, FB_BOTTOM_VRAM_ADDR, FB_BOTTOM_SIZE); } u32 Draw_GetCurrentFramebufferAddress(bool top, bool left) { if(GPU_FB_BOTTOM_SEL & 1) { if(left) return top ? GPU_FB_TOP_LEFT_ADDR_2 : GPU_FB_BOTTOM_ADDR_2; else return top ? GPU_FB_TOP_RIGHT_ADDR_2 : GPU_FB_BOTTOM_ADDR_2; } else { if(left) return top ? GPU_FB_TOP_LEFT_ADDR_1 : GPU_FB_BOTTOM_ADDR_1; else return top ? GPU_FB_TOP_RIGHT_ADDR_1 : GPU_FB_BOTTOM_ADDR_1; } } static inline void Draw_WriteUnaligned(u8 *dst, u32 tmp, u32 size) { memcpy(dst, &tmp, size); } void Draw_CreateBitmapHeader(u8 *dst, u32 width, u32 heigth) { static const u8 bmpHeaderTemplate[54] = { 0x42, 0x4D, 0xCC, 0xCC, 0xCC, 0xCC, 0x00, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0x01, 0x00, 0x18, 0x00, 0x00, 0x00, 0x00, 0x00, 0xCC, 0xCC, 0xCC, 0xCC, 0x12, 0x0B, 0x00, 0x00, 0x12, 0x0B, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 }; memcpy(dst, bmpHeaderTemplate, 54); Draw_WriteUnaligned(dst + 2, 54 + 3 * width * heigth, 4); Draw_WriteUnaligned(dst + 0x12, width, 4); Draw_WriteUnaligned(dst + 0x16, heigth, 4); Draw_WriteUnaligned(dst + 0x22, 3 * width * heigth, 4); } static inline void Draw_ConvertPixelToBGR8(u8 *dst, const u8 *src, GSPGPU_FramebufferFormats srcFormat) { u8 red, green, blue; switch(srcFormat) { case GSP_RGBA8_OES: { u32 px = *(u32 *)src; dst[0] = (px >> 8) & 0xFF; dst[1] = (px >> 16) & 0xFF; dst[2] = (px >> 24) & 0xFF; break; } case GSP_BGR8_OES: { dst[2] = src[2]; dst[1] = src[1]; dst[0] = src[0]; break; } case GSP_RGB565_OES: { // thanks neobrain u16 px = *(u16 *)src; blue = px & 0x1F; green = (px >> 5) & 0x3F; red = (px >> 11) & 0x1F; dst[0] = (blue << 3) | (blue >> 2); dst[1] = (green << 2) | (green >> 4); dst[2] = (red << 3) | (red >> 2); break; } case GSP_RGB5_A1_OES: { u16 px = *(u16 *)src; blue = (px >> 1) & 0x1F; green = (px >> 6) & 0x1F; red = (px >> 11) & 0x1F; dst[0] = (blue << 3) | (blue >> 2); dst[1] = (green << 3) | (green >> 2); dst[2] = (red << 3) | (red >> 2); break; } case GSP_RGBA4_OES: { u16 px = *(u32 *)src; blue = (px >> 4) & 0xF; green = (px >> 8) & 0xF; red = (px >> 12) & 0xF; dst[0] = (blue << 4) | (blue >> 4); dst[1] = (green << 4) | (green >> 4); dst[2] = (red << 4) | (red >> 4); break; } default: break; } } void Draw_ConvertFrameBufferLine(u8 *line, bool top, bool left, u32 y) { GSPGPU_FramebufferFormats fmt = top ? (GSPGPU_FramebufferFormats)(GPU_FB_TOP_FMT & 7) : (GSPGPU_FramebufferFormats)(GPU_FB_BOTTOM_FMT & 7); u32 width = top ? 400 : 320; u8 formatSizes[] = { 4, 3, 2, 2, 2 }; u32 stride = top ? GPU_FB_TOP_STRIDE : GPU_FB_BOTTOM_STRIDE; u32 pa = Draw_GetCurrentFramebufferAddress(top, left); u8 *addr = (u8 *)PA_PTR(pa); for(u32 x = 0; x < width; x++) Draw_ConvertPixelToBGR8(line + x * 3 , addr + x * stride + y * formatSizes[(u8)fmt], fmt); }