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PS2: Try to fix partial corruption on real hardware when displaying launcher, try to optimise graphics rendering a bit
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@ -349,7 +349,7 @@ static Vector4 TransformVertex(struct VertexTextured* pos) {
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#define VCopy(dst, src) dst.x = (vp_hwidth/2048) * (src.X / src.W); dst.y = (vp_hheight/2048) * (src.Y / src.W); dst.z = src.Z / src.W; dst.w = src.W;
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#define VCopy(dst, src) dst.x = (vp_hwidth/2048) * (src.X / src.W); dst.y = (vp_hheight/2048) * (src.Y / src.W); dst.z = src.Z / src.W; dst.w = src.W;
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//#define VCopy(dst, src) dst.x = vp_hwidth * (1 + src.X / src.W); dst.y = vp_hheight * (1 - src.Y / src.W); dst.z = src.Z / src.W; dst.w = src.W;
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//#define VCopy(dst, src) dst.x = vp_hwidth * (1 + src.X / src.W); dst.y = vp_hheight * (1 - src.Y / src.W); dst.z = src.Z / src.W; dst.w = src.W;
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#define CCopy(dst) dst.r = PackedCol_R(v->Col); dst.g = PackedCol_G(v->Col); dst.b = PackedCol_B(v->Col); dst.a = PackedCol_A(v->Col); dst.q = 1.0f;
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#define CCopy(dst) dst.rgbaq = v->Col; dst.q = 1.0f;
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static void DrawTriangle(Vector4 v0, Vector4 v1, Vector4 v2, struct VertexTextured* v) {
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static void DrawTriangle(Vector4 v0, Vector4 v1, Vector4 v2, struct VertexTextured* v) {
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vertex_f_t in_vertices[3];
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vertex_f_t in_vertices[3];
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@ -366,39 +366,27 @@ static void DrawTriangle(Vector4 v0, Vector4 v1, Vector4 v2, struct VertexTextur
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CCopy(out_color[1]);
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CCopy(out_color[1]);
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CCopy(out_color[2]);
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CCopy(out_color[2]);
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prim_t prim;
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color_t color;
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// Define the triangle primitive we want to use.
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prim.type = PRIM_TRIANGLE;
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prim.shading = PRIM_SHADE_GOURAUD;
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prim.mapping = DRAW_DISABLE;
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prim.fogging = DRAW_DISABLE;
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prim.blending = DRAW_DISABLE;
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prim.antialiasing = DRAW_DISABLE;
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prim.mapping_type = PRIM_MAP_ST;
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prim.colorfix = PRIM_UNFIXED;
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// NOTE: not actually used
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color.r = 0x10;
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color.g = 0x10;
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color.b = 0x10;
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color.a = 0x10;
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color.q = 1.0f;
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draw_convert_xyz(out_vertices, 2048, 2048, 32, 3, in_vertices);
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draw_convert_xyz(out_vertices, 2048, 2048, 32, 3, in_vertices);
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// Draw the triangles using triangle primitive type.
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PACK_GIFTAG(q, GIF_SET_TAG(1,0,0,0, GIF_FLG_PACKED, 1), GIF_REG_AD);
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q = draw_prim_start(q, 0, &prim, &color);
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q++;
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PACK_GIFTAG(q, GS_SET_PRIM(PRIM_TRIANGLE, PRIM_SHADE_GOURAUD, DRAW_DISABLE, DRAW_DISABLE,
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DRAW_DISABLE, DRAW_DISABLE, PRIM_MAP_ST,
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0, PRIM_UNFIXED), GS_REG_PRIM);
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q++;
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for(int i = 0; i < 3; i++)
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// 3 "primitives" follow in the GIF packet (vertices in this case)
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// 2 registers per "primitive" (colour, position)
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PACK_GIFTAG(q, GIF_SET_TAG(3,1,0,0, GIF_FLG_REGLIST, 2), DRAW_RGBAQ_REGLIST);
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q++;
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// Add the "primitives" to the GIF packet
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for (int i = 0; i < 3; i++)
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{
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{
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q->dw[0] = out_color[i].rgbaq;
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q->dw[0] = out_color[i].rgbaq;
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q->dw[1] = out_vertices[i].xyz;
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q->dw[1] = out_vertices[i].xyz;
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q++;
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q++;
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}
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}
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q = draw_prim_end(q,2,DRAW_RGBAQ_REGLIST);
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}
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}
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static void DrawTriangles(int verticesCount, int startVertex) {
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static void DrawTriangles(int verticesCount, int startVertex) {
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@ -20,7 +20,7 @@
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#include <dma.h>
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#include <dma.h>
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#include <graph.h>
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#include <graph.h>
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#include <draw.h>
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#include <draw.h>
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#include <draw3d.h>
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#include <kernel.h>
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static cc_bool launcherMode;
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static cc_bool launcherMode;
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static char padBuf[256] __attribute__((aligned(64)));
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static char padBuf[256] __attribute__((aligned(64)));
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@ -194,6 +194,10 @@ void Window_AllocFramebuffer(struct Bitmap* bmp) {
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}
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}
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void Window_DrawFramebuffer(Rect2D r) {
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void Window_DrawFramebuffer(Rect2D r) {
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// FlushCache bios call https://psi-rockin.github.io/ps2tek/
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// mode=0: Flush data cache (invalidate+writeback dirty contents to memory)
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FlushCache(0);
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packet_t* packet = packet_init(50,PACKET_NORMAL);
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packet_t* packet = packet_init(50,PACKET_NORMAL);
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qword_t* q = packet->data;
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qword_t* q = packet->data;
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