test_main.c
9.8 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
/*************************************************************
test_main.c : Nintendo 64 Music Tools Library Sample
(c) Copyright 1998, Software Creations (Holdings) Ltd.
Version 3.11
N64DD demo main source file. This demo illustrates how to
use the library in conjunction with the N64DD unit.
**************************************************************/
/* include system header files */
#ifndef F3DEX_GBI
#define F3DEX_GBI
#endif
#include <ultra64.h>
#include <sched.h>
#include <libmus.h>
#include <leo.h>
/* include application main header file */
#include "test_rom.h"
/* include application specific header files */
#include "test_n64dd.h"
#include "test_mem.h"
// prototypes...
void StartThread (void *arg);
void GameThread (void *arg);
void MainLoop (void);
// macros - stack sizes...
#define BOOTSTACK_SIZE (STACKSIZE)
#define MAINSTACK_SIZE (STACKSIZE)
// macros - size of the DMA queue...
#define DMA_QUEUE_SIZE 200
// macros - all geometry modes...
#define GEOM_ALL G_SHADE|G_SHADING_SMOOTH|G_CULL_BOTH|G_FOG|G_LIGHTING|G_TEXTURE_GEN|G_TEXTURE_GEN_LINEAR|G_LOD
// macros - load projection and model matrices...
#define LOAD_PROJ (G_MTX_PROJECTION|G_MTX_LOAD|G_MTX_NOPUSH)
#define LOAD_MODEL (G_MTX_MODELVIEW|G_MTX_LOAD|G_MTX_NOPUSH)
// macros - background colour for screen (all three components)...
#define BGCOL 0
// typedefs - graphics task message...
typedef union
{
struct
{
short type;
} gen;
struct
{
short type;
} done;
OSScMsg app;
} GFXMsg;
// typedefs - graphics information...
typedef struct
{
OSScTask task;
GFXMsg msg;
u16 *cfb;
} GFXInfo;
// workspace - threads...
OSThread gameThread;
OSThread mainThread;
// workspace - thread stacks...
u64 bootStack [BOOTSTACK_SIZE/8];
u64 mainThreadStack [MAINSTACK_SIZE/8];
u64 scheduleStack [OS_SC_STACKSIZE/8];
// workspace - message queues...
OSMesgQueue PiMessageQ;
OSMesg PiMessages[DMA_QUEUE_SIZE];
OSMesgQueue gfxFrameMsgQ;
OSMesg gfxFrameMsgBuf[MAX_MESGS];
OSMesgQueue dmaMessageQ;
OSMesg dmaMessageBuf[MAX_MESGS];
// workspace - double buffered graphic information...
GFXInfo gInfo[2];
// workspace - scheduler...
OSSched sc;
// Entry point...
void boot(void *arg)
{
int i;
char *ap;
u32 *argp;
u32 argbuf[16];
osInitialize();
osCreateThread(&mainThread, 1, (void *)StartThread, NULL,
(void *)(mainThreadStack+MAINSTACK_SIZE/8), (OSPri)MAIN_PRIORITY);
osStartThread(&mainThread);
}
// start up thread...
void StartThread(void *arg)
{
// start PI manager for access to cartridge...
osCreatePiManager((OSPri) OS_PRIORITY_PIMGR, &PiMessageQ, PiMessages, DMA_QUEUE_SIZE);
// create game thread and start it...
osCreateThread(&gameThread, 6, GameThread, NULL, bootStack+BOOTSTACK_SIZE/8, (OSPri)GAME_PRIORITY);
osStartThread(&gameThread);
// suspend this thread...
osSetThreadPri(0, 0);
for(;;);
}
unsigned long screen1_malloc, screen2_malloc;
unsigned short *screen1_access, *screen2_access;
unsigned long long *yield;
u64 *fifo_buffer;
// game thread...
void GameThread(void *arg)
{
OSScClient client;
int mode;
/* create DMA message queue */
osCreateMesgQueue(&dmaMessageQ, dmaMessageBuf, MAX_MESGS);
/* call N64DD initialisation stuff */
DiskInitialise();
/* initialize default scheduler using "osTvType" */
if (osTvType==0)
mode = OS_VI_PAL_LAN1; /* --- PROGRAMMING CAUTION --- */
else if (osTvType==1) /* Applications must not use "ovTvType" to switch the TV */
mode = OS_VI_NTSC_LAN1; /* system from NTSC to PAL or PAL to NTSC. A Game Pak must */
else /* not be compatible with both NTSC and PAL formats. */
mode = OS_VI_MPAL_LAN1;
osCreateScheduler(&sc, (void *)(scheduleStack+OS_SC_STACKSIZE/8), SCHEDULER_PRIORITY, mode, 1);
MemInit();
screen1_malloc = (unsigned long)MemMalloc((320*240*2)+64);
screen2_malloc = (unsigned long)MemMalloc((320*240*2)+64);
/* make sure screens are on 64-byte boundary */
screen1_access = (unsigned short *)((screen1_malloc+63)&(~63));
screen2_access = (unsigned short *)((screen2_malloc+63)&(~63));
yield = MemMalloc(OS_YIELD_DATA_SIZE);
fifo_buffer = MemMalloc(FIFO_DATA_SIZE);
gInfo[0].msg.gen.type = OS_SC_DONE_MSG;
gInfo[0].cfb = screen1_access;
gInfo[1].msg.gen.type = OS_SC_DONE_MSG;
gInfo[1].cfb = screen2_access;
osCreateMesgQueue(&gfxFrameMsgQ, gfxFrameMsgBuf, MAX_MESGS);
osScAddClient(&sc, &client, &gfxFrameMsgQ);
/* call main loop (never returns from this) */
MainLoop();
}
// workspace for MainLoop...
u64 glist[2][100];
OSScTask *end_t;
GFXMsg *end_msg;
Vp vp0 =
{
(SCREEN_XSIZE/2)*4, (SCREEN_YSIZE/2)*4, G_MAXZ/2, 0, /* scale */
(SCREEN_XSIZE/2)*4, (SCREEN_YSIZE/2)*4, G_MAXZ/2, 0, /* translate */
};
Vtx tri[]=
{
{ -64, 64,-5,0,0,0,0,0xff,0,0xff},
{ 64, 64,-5,0,0,0,0,0,0,0xff},
{ 64,-64,-5,0,0,0,0xff,0,0,0xff},
};
//==========================================================================
//
// Main Loop
//
//==========================================================================
extern unsigned char *tune_buffer;
void MainLoop(void)
{
u64 *glistp, *glist_start;
int i, frame, drawing_flag;
float angle;
u32 work;
OSScTask *task;
Mtx projection_2d, mtxwork, model_2d[2];
frame = drawing_flag = 0;
angle = 0.0;
// initialise for 2D...
guOrtho(&projection_2d, 0.0, 320.0, 240.0, 0.0, -200.0, 200.0, 1.0);
// initialise music player...
InitMusicDriver();
// start song...
MusStartSong(tune_buffer);
//MemShowStatus();
// loop for ever...
while (1)
{
frame ^= 1;
// rotating triangle...
guTranslate(&model_2d[frame], 160.0, 120.0, 0.0);
guRotate(&mtxwork, angle, 0.0F,0.0F,1.0F);
guMtxCatL(&mtxwork, &model_2d[frame], &model_2d[frame]);
angle += 1.0;
if (angle>=360.0)
angle-=360.0;
glist_start = glistp = &glist[frame][0];
// special video tackle...
osViSetSpecialFeatures(OS_VI_DITHER_FILTER_ON);
osViSetSpecialFeatures(OS_VI_GAMMA_OFF | OS_VI_GAMMA_DITHER_OFF);
// setup segments...
gSPSegment(glistp++, 0, 0);
gSPSegment(glistp++, CFB_SEG, OS_K0_TO_PHYSICAL(screen1_access) );
// set defaults...
gSPViewport(glistp++, &vp0);
gSPClearGeometryMode (glistp++,GEOM_ALL);
gSPTexture (glistp++,0, 0, 0, 0, G_OFF);
gSPSetGeometryMode(glistp++,G_SHADE | G_SHADING_SMOOTH);
gDPSetCycleType (glistp++,G_CYC_1CYCLE);
gDPPipelineMode (glistp++,G_PM_1PRIMITIVE);
gDPSetScissor (glistp++,G_SC_NON_INTERLACE, 0, 0, 320, 240);
gDPSetTextureLOD (glistp++,G_TL_TILE);
gDPSetTextureLUT (glistp++,G_TT_NONE);
gDPSetTextureDetail (glistp++,G_TD_CLAMP);
gDPSetTexturePersp (glistp++,G_TP_PERSP);
gDPSetTextureFilter (glistp++,G_TF_BILERP);
gDPSetTextureConvert (glistp++,G_TC_FILT);
gDPSetCombineMode (glistp++,G_CC_SHADE, G_CC_SHADE);
gDPSetCombineKey (glistp++,G_CK_NONE);
gDPSetAlphaCompare (glistp++,G_AC_NONE);
gDPSetColorDither (glistp++,G_CD_DISABLE);
// set colour buffer address...
gDPSetColorImage(glistp++, G_IM_FMT_RGBA, G_IM_SIZ_16b, 320, osVirtualToPhysical(frame ? screen2_access : screen1_access));
gDPPipeSync (glistp++);
// clear screen...
work = GPACK_RGBA5551(BGCOL, BGCOL, BGCOL,1);
gDPSetCycleType (glistp++,G_CYC_FILL);
gDPSetFillColor(glistp++, (work<<16) | work);
gDPFillRectangle (glistp++,0, 0, 320-1, 240-1);
gDPPipeSync(glistp++);
// now setup to draw something...
gSPMatrix(glistp++, OS_K0_TO_PHYSICAL(&projection_2d), LOAD_PROJ);
gSPMatrix(glistp++, OS_K0_TO_PHYSICAL(&model_2d[frame]), LOAD_MODEL);
gDPSetCycleType(glistp++, G_CYC_1CYCLE);
gDPSetRenderMode(glistp++, G_RM_AA_OPA_SURF, G_RM_AA_OPA_SURF2);
// draw simple triangle...
gDPPipeSync(glistp++);
gSPVertex(glistp++, OS_K0_TO_PHYSICAL(&tri[0]),3,0);
gSP1Triangle(glistp++, 0, 1, 2, 0);
gDPFullSync(glistp++);
gSPEndDisplayList(glistp++);
// make sure previous draw list is complete...
if (drawing_flag)
{
do
{
osRecvMesg(&gfxFrameMsgQ, (OSMesg *)&end_msg, OS_MESG_BLOCK);
} while (end_msg->gen.type!=OS_SC_DONE_MSG);
}
drawing_flag = 1;
/* create graphic task */
task = &gInfo[frame].task;
task->list.t.data_ptr = (u64 *) glist_start;
task->list.t.data_size = glistp-glist_start;
task->list.t.type = M_GFXTASK;
task->list.t.flags = 0x0;
task->list.t.ucode_boot = (u64 *)rspbootTextStart;
task->list.t.ucode_boot_size = ((int) rspbootTextEnd - (int) rspbootTextStart);
task->list.t.ucode = (u64 *) gspF3DEX_fifoTextStart;
task->list.t.ucode_data = (u64 *) gspF3DEX_fifoDataStart;
task->list.t.ucode_size = 4096;
task->list.t.ucode_data_size = 2048;
task->list.t.dram_stack = NULL;
task->list.t.dram_stack_size = 0;
task->list.t.output_buff = fifo_buffer;
task->list.t.output_buff_size = fifo_buffer+(FIFO_DATA_SIZE/sizeof(u64));
task->list.t.yield_data_ptr = yield;
task->list.t.yield_data_size = OS_YIELD_DATA_SIZE;
task->next = 0;
task->flags = OS_SC_NEEDS_RSP | OS_SC_NEEDS_RDP | OS_SC_LAST_TASK | OS_SC_SWAPBUFFER;
task->msgQ = &gfxFrameMsgQ;
task->msg = (OSMesg)&gInfo[frame].msg;
task->framebuffer = (void *)gInfo[frame].cfb;
// start task...
osWritebackDCacheAll();
osSendMesg(osScGetCmdQ(&sc), (OSMesg) task, OS_MESG_BLOCK);
}
}
/* end of file */