Use DMA for GPU
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@@ -1,6 +1,7 @@
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#ifndef __JABYENGINE_INTERNAL_GPU_HPP__
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#define __JABYENGINE_INTERNAL_GPU_HPP__
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#include <PSX/GPU/GPU_Types.hpp>
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#include <PSX/System/IOPorts/DMA_IO.hpp>
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#include <PSX/System/IOPorts/GPU_IO.hpp>
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namespace GPU {
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@@ -9,6 +10,51 @@ namespace GPU {
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Port::GP0.write(Port::Command::GP0::TopLeftPosition(pos.x, pos.y));
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Port::GP0.write(Port::Command::GP0::WidthHeight(size.width, size.height));
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}
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static void reset_cmd_buffer() {
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Port::GP1.write(Port::Command::GP1::ResetCMDBufer());
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}
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static void wait_ready_for_CMD() {
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while(!Port::GPUSTAT.ref().is(Port::GPUStatusRegister::GP0ReadyForCMD));
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}
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namespace DMA {
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static void wait() {
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while(::DMA::Port::GPU.channel_ctrl.ref().is(::DMA::Port::CHCHR::Busy));
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}
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static void end() {
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reset_cmd_buffer();
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}
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namespace Receive {
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static void prepare()
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{
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Port::GP1.write(Port::Command::GP1::DMADirection(Port::DMADirection::CPU2GPU));
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reset_cmd_buffer();
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}
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static void set_src(uintptr_t adr) {
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::DMA::Port::GPU.adr.ref().set_value(static_cast<uint32_t>(adr), ::DMA::Port::MADR::MemoryAdr);
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}
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static void set_dst(const PositionU16& position, const SizeU16& size) {
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wait_ready_for_CMD();
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Port::GP0.write(Port::Command::GP0::CPU2VRAM_Blitting());
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Port::GP0.write(Port::Command::GP0::TopLeftPosition(position.x, position.y));
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Port::GP0.write(Port::Command::GP0::WidthHeight(size.width, size.height));
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}
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static void start(uint16_t blockCount, uint16_t wordsPerBlock = 0x10) {
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typedef ::DMA::Port::BCR::SyncMode1 SyncMode1;
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::DMA::Port::GPU.block_ctrl.write(SyncMode1::with(SyncMode1::BlockSize.with(wordsPerBlock), SyncMode1::BlockAmount.with(blockCount)));
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::DMA::Port::GPU.channel_ctrl.write(::DMA::Port::CHCHR::StartGPUReceive());
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}
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}
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}
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}
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#endif //!__JABYENGINE_INTERNAL_GPU_HPP__
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@@ -20,6 +20,18 @@ namespace GPU {
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void display_logo() {
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Display::disable();
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quick_fill_fast(Color24(0x0, 0x80, 0x80), PositionU16(0, 0), SizeU16(640, 480));
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//DMA Start
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DMA::Receive::prepare();
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DMA::Receive::set_dst(PositionU16(0, 0), SizeU16(12, 12));
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DMA::Receive::set_src(reinterpret_cast<uintptr_t>(&TestSequence));
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DMA::Receive::start(12, (12*sizeof(Color))/sizeof(uint32_t));
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DMA::wait();
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DMA::end();
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//DMA End
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Display::enable();
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}
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@@ -95,8 +95,5 @@ namespace SPU {
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setup_data_transfer_control();
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setup_control_register();
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// Enable SPU DMA
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DPCR.write(DPCR.read() | DMAControlRegister::SPUEnable);
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}
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}
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@@ -1,12 +1,19 @@
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#include "BootLoader/boot_loader.hpp"
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#include <PSX/System/IOPorts/DMA_IO.hpp>
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#include <stdio.h>
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using namespace DMA::Port;
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namespace JabyEngine {
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static void enable_DMA() {
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DPCR.write(DPCR.read() | DMAControlRegister::SPUEnable | DMAControlRegister::GPUEnable);
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}
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void start() {
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printf("Hello Planschbecken\n");
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enable_DMA();
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SPU::stop_voices();
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GPU::display_logo();
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//Load picture here
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//Pause??
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