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https://github.com/ClassiCube/ClassiCube.git
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3DS: Avoid clearing bottom screen for a little better performance, and don't pointlessly allocate a depth buffer for it
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f32af27f1b
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1f0b1d33e2
@ -149,12 +149,15 @@ static void InitCitro3D(void) {
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C3D_Init(C3D_DEFAULT_CMDBUF_SIZE * 4);
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aptHook(&hookCookie, AptEventHook, NULL);
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C3D_RenderTargetCreate(&topTargetLeft, 240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24);
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C3D_RenderTargetInit(&topTargetLeft, 240, 400);
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C3D_RenderTargetColor(&topTargetLeft, GPU_RB_RGBA8);
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C3D_RenderTargetDepth(&topTargetLeft, GPU_RB_DEPTH24);
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C3D_RenderTargetSetOutput(&topTargetLeft, GFX_TOP, GFX_LEFT, DISPLAY_TRANSFER_FLAGS);
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// Even though the bottom screen is 320 pixels wide, we use 400 here so that the same ortho matrix
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// can be used for both screens. The output is clipped to the actual screen width, anyway.
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C3D_RenderTargetCreate(&bottomTarget, 240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24);
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C3D_RenderTargetInit(&bottomTarget, 240, 400);
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C3D_RenderTargetColor(&bottomTarget, GPU_RB_RGBA8);
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C3D_RenderTargetSetOutput(&bottomTarget, GFX_BOTTOM, GFX_LEFT, DISPLAY_TRANSFER_FLAGS);
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gfxSetDoubleBuffering(GFX_TOP, true);
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@ -237,7 +240,9 @@ void Gfx_Set3DRight(struct Matrix* proj, struct Matrix* view) {
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Calc3DProjection(+1, proj);
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if (!createdTopTargetRight) {
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C3D_RenderTargetCreate(&topTargetRight, 240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24);
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C3D_RenderTargetInit(&topTargetRight, 240, 400);
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C3D_RenderTargetColor(&topTargetRight, GPU_RB_RGBA8);
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C3D_RenderTargetDepth(&topTargetRight, GPU_RB_DEPTH24);
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C3D_RenderTargetSetOutput(&topTargetRight, GFX_TOP, GFX_RIGHT, DISPLAY_TRANSFER_FLAGS);
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createdTopTargetRight = true;
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}
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@ -569,7 +574,6 @@ void Gfx_ClearBuffers(GfxBuffers buffers) {
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if (buffers & GFX_BUFFER_DEPTH) targets |= C3D_CLEAR_DEPTH;
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C3D_RenderTargetClear(&topTargetLeft, targets, clear_color, 0);
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C3D_RenderTargetClear(&bottomTarget, targets, 0, 0);
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}
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void Gfx_EndFrame(void) {
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43
third_party/citro3d.c
vendored
43
third_party/citro3d.c
vendored
@ -332,7 +332,6 @@ static bool C3D_FrameDrawOn(C3D_RenderTarget* target);
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static void C3D_FrameSplit(u8 flags);
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static void C3D_FrameEnd(u8 flags);
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static void C3D_RenderTargetCreate(C3D_RenderTarget* target, int width, int height, GPU_COLORBUF colorFmt, GPU_DEPTHBUF depthFmt);
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static void C3D_RenderTargetDelete(C3D_RenderTarget* target);
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static void C3D_RenderTargetSetOutput(C3D_RenderTarget* target, gfxScreen_t screen, gfx3dSide_t side, u32 transferFlags);
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@ -1143,30 +1142,36 @@ static void C3D_FrameEnd(u8 flags)
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gxCmdQueueRun(&ctx->gxQueue);
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}
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void C3D_RenderTargetCreate(C3D_RenderTarget* target, int width, int height, GPU_COLORBUF colorFmt, GPU_DEPTHBUF depthFmt)
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static void C3D_RenderTargetInit(C3D_RenderTarget* target, int width, int height)
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{
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size_t colorSize = C3D_CalcColorBufSize(width,height,colorFmt);
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size_t depthSize = C3D_CalcDepthBufSize(width,height,depthFmt);
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memset(target, 0, sizeof(C3D_RenderTarget));
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void* depthBuf = NULL;
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void* colorBuf = vramAlloc(colorSize);
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if (!colorBuf) goto _fail;
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vramAllocPos vramBank = addrGetVRAMBank(colorBuf);
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depthBuf = vramAllocAt(depthSize, vramBank ^ VRAM_ALLOC_ANY); // Attempt opposite bank first...
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if (!depthBuf) depthBuf = vramAllocAt(depthSize, vramBank); // ... if that fails, attempt same bank
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if (!depthBuf) goto _fail;
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C3D_FrameBuf* fb = &target->frameBuf;
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C3D_FrameBufAttrib(fb, width, height, false);
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C3D_FrameBufColor(fb, colorBuf, colorFmt);
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C3D_FrameBufDepth(fb, depthBuf, depthFmt);
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return;
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}
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_fail:
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if (depthBuf) vramFree(depthBuf);
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if (colorBuf) vramFree(colorBuf);
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static void C3D_RenderTargetColor(C3D_RenderTarget* target, GPU_COLORBUF colorFmt)
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{
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C3D_FrameBuf* fb = &target->frameBuf;
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size_t colorSize = C3D_CalcColorBufSize(fb->width, fb->height, colorFmt);
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void* colorBuf = vramAlloc(colorSize);
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if (!colorBuf) return;
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C3D_FrameBufColor(fb, colorBuf, colorFmt);
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}
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static void C3D_RenderTargetDepth(C3D_RenderTarget* target, GPU_DEPTHBUF depthFmt)
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{
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C3D_FrameBuf* fb = &target->frameBuf;
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size_t depthSize = C3D_CalcDepthBufSize(fb->width, fb->height, depthFmt);
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void* depthBuf = NULL;
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vramAllocPos vramBank = addrGetVRAMBank(fb->colorBuf);
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depthBuf = vramAllocAt(depthSize, vramBank ^ VRAM_ALLOC_ANY); // Attempt opposite bank first...
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if (!depthBuf) depthBuf = vramAllocAt(depthSize, vramBank); // ... if that fails, attempt same bank
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if (!depthBuf) return;
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C3D_FrameBufDepth(fb, depthBuf, depthFmt);
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}
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static void C3Di_RenderTargetDestroy(C3D_RenderTarget* target)
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