Move GPU tests into an Overlay
This commit is contained in:
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4ea9c43f67
commit
88266ba0ee
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@ -7,7 +7,7 @@ include $(JABY_ENGINE_DIR)/lib/Wildcard.mk
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SRCS = $(call rwildcard, src, c cpp)
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SRCS = $(call rwildcard, src, c cpp)
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INCLUDES += -I$(JABY_ENGINE_DIR)/include
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INCLUDES += -I$(JABY_ENGINE_DIR)/include
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CCFLAGS += -save-temps=obj
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#CCFLAGS += -save-temps=obj
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include $(JABY_ENGINE_DIR)/lib/Makefile
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include $(JABY_ENGINE_DIR)/lib/Makefile
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include $(JABY_ENGINE_DIR)/lib/PSEXETarget.mk
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include $(JABY_ENGINE_DIR)/lib/PSEXETarget.mk
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@ -2,6 +2,9 @@
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"slot_0": {
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"slot_0": {
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"timer_tests": {
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"timer_tests": {
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"pattern": "bin/*/src/TimerTests/*.o"
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"pattern": "bin/*/src/TimerTests/*.o"
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},
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"gpu_tests": {
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"pattern": "bin/*/src/GPUTests/*.o"
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}
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}
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}
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}
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}
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}
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@ -0,0 +1,193 @@
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#include <PSX/File/Processor/cd_file_processor.hpp>
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#include <PSX/AutoLBA/auto_lba_declaration.hpp>
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#include <PSX/GPU/gpu.hpp>
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#include <PSX/GPU/gpu_primitives.hpp>
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#include <stdio.h>
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enum LBA {
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__jabyengine_start_lba_request
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__jabyengine_request_lba_for(FONT, "ASSETS/FONT.BIN"),
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__jabyengine_request_lba_for(ICON, "ASSETS/ICON.BIN"),
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__jabyengine_end_lba_request
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};
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using namespace JabyEngine;
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// Some default values for the objects
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static constexpr auto TriangleColor = GPU::Color24(0x0, 0xFF, 0xFF);
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static constexpr auto TriangleArea = GPU::AreaI16({0, 0}, {64, 64});
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static constexpr auto TriangleTPage = GPU::TPage(320, 0, GPU::SemiTransparency::B_Half_add_F_Half, GPU::TexturePageColor::$4bit);
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static constexpr auto TriangleClut = GPU::PageClut(320, 511);
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static constexpr auto RectangleColor = GPU::Color24(0x80, 0x80, 0xFF);
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static constexpr auto RectangleArea = GPU::AreaI16({0, TriangleArea.size.height}, {80, 80});
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static constexpr auto RectangleTPage = GPU::TPage(320, 256, GPU::SemiTransparency::B_Half_add_F_Half, GPU::TexturePageColor::$4bit);
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static constexpr auto RectangleClut = GPU::PageClut(320, 510);
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static constexpr auto LineColor = GPU::Color24(0xFF, 0x0, 0x0);
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static constexpr const auto triangle1 = GPU::POLY_F3({
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{TriangleArea.position.x, TriangleArea.position.y},
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{TriangleArea.size.width, TriangleArea.size.height},
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{TriangleArea.position.x, TriangleArea.size.height}},
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TriangleColor
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);
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static constexpr const auto triangle2 = GPU::POLY_FT3({
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{TriangleArea.position.x, TriangleArea.position.y},
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{TriangleArea.size.width, TriangleArea.position.y},
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{TriangleArea.size.width, TriangleArea.size.height}},{
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// Texture
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{TriangleArea.position.x, TriangleArea.position.y},
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{TriangleArea.size.width, TriangleArea.position.y},
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{TriangleArea.size.width, TriangleArea.size.height}},
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TriangleTPage,
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TriangleClut,
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GPU::Color24::Grey()
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);
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static constexpr const auto triangle3 = GPU::POLY_G3({
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{triangle1.vertex0.move(TriangleArea.size.width, 0), GPU::Color24::Red()},
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{triangle1.vertex1.move(TriangleArea.size.width, 0), GPU::Color24::Green()},
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{triangle1.vertex2.move(TriangleArea.size.width, 0), GPU::Color24::Blue()}}
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);
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static constexpr const auto triangle4 = GPU::POLY_GT3({
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{triangle2.vertex0.move(TriangleArea.size.width, 0), triangle2.page0, GPU::Color24::Red()},
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{triangle2.vertex1.move(TriangleArea.size.width, 0), triangle2.page1, GPU::Color24::Blue()},
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{triangle2.vertex2.move(TriangleArea.size.width, 0), triangle2.page2, GPU::Color24::Green()}},
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TriangleTPage,
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TriangleClut
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);
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static constexpr const auto rectangle1 = GPU::POLY_F4(RectangleArea, RectangleColor);
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static constexpr const auto rectangle2 = GPU::POLY_FT4({
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RectangleArea.position.move(RectangleArea.size.width, 0), RectangleArea.size}, {0, 0},
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RectangleTPage,
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RectangleClut,
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GPU::Color24::Grey()
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);
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static constexpr const auto rectangle3 = GPU::POLY_G4(
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{RectangleArea.position.move(RectangleArea.size.width*2, 0), RectangleArea.size}, {
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GPU::Color24::Red(),
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GPU::Color24::Blue(),
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GPU::Color24::Green(),
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GPU::Color24::White()});
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static constexpr const auto rectangle4 = GPU::POLY_GT4(
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{RectangleArea.position.move(RectangleArea.size.width*3, 0), RectangleArea.size}, {0, 0},
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RectangleTPage,
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RectangleClut, {
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GPU::Color24::Red(),
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GPU::Color24::Blue(),
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GPU::Color24::Green(),
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GPU::Color24::White()}
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);
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static constexpr const auto rectangle5 = GPU::POLY_GT4(
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{RectangleArea.position.move(0, RectangleArea.size.height), RectangleArea.size}, {0, 0},
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RectangleTPage,
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RectangleClut, {
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GPU::Color24::Red(),
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GPU::Color24::Blue(),
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GPU::Color24::Green(),
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GPU::Color24::White()}
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).set_semi_transparent(true);
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static constexpr const auto line1 = GPU::LINE_F::create(LineColor,
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{0, 0},
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{GPU::Display::Width, GPU::Display::Height}
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);
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static constexpr const auto line2 = GPU::LINE_F::create(LineColor.invert(),
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GPU::Vertex(0, 0),
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GPU::Vertex(16, 0),
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GPU::Vertex(16, 16),
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GPU::Vertex(0, 0)
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);
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static constexpr const auto line3 = GPU::LINE_G::create(
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{LineColor, {GPU::Display::Width, 0}},
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{LineColor.invert(), {0, GPU::Display::Height}}
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);
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static constexpr const auto line4 = GPU::LINE_G::create(
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GPU::ColorVertex{GPU::Color24::Red(), {0, 0}},
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GPU::ColorVertex{GPU::Color24::Green(), {0, 16}},
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GPU::ColorVertex{GPU::Color24::Blue(), {16, 16}},
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GPU::ColorVertex{GPU::Color24::White(), {0, 0}}
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);
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static constexpr const auto rect1 = GPU::TILE(GPU::AreaI16({GPU::Display::Width - 32, GPU::Display::Height - 32}, {32, 32}), GPU::Color24::Green());
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static constexpr const auto rect2 = GPU::TILE_16({GPU::Display::Width - 16, GPU::Display::Height - 16}, GPU::Color24::Blue());
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static constexpr const auto rect3 = GPU::TILE_8({GPU::Display::Width - 8, GPU::Display::Height - 8}, GPU::Color24::Yellow());
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static constexpr const auto rect4 = GPU::TILE_1({GPU::Display::Width - 1, GPU::Display::Height - 1}, GPU::Color24::Red());
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static constexpr const auto texpage = GPU::TexPage({320, 0}, GPU::TexturePageColor::$4bit);
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static constexpr const auto rect5 = GPU::SPRT(GPU::AreaI16({0, GPU::Display::Height - 32}, {32, 32}), {{0, 0}, TriangleClut}, GPU::Color24::Green());
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static constexpr const auto rect6 = GPU::SPRT_16({0, GPU::Display::Height - 16}, {{0, 0}, TriangleClut}, GPU::Color24::Blue());
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static constexpr const auto rect7 = GPU::SPRT_8({0, GPU::Display::Height - 8}, {{0, 0}, TriangleClut}, GPU::Color24::Yellow());
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static constexpr const auto rect8 = GPU::SPRT_1({0, GPU::Display::Height - 1}, {{0, 0}, TriangleClut}, GPU::Color24::Red());
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static auto rect9 = GPU::SPRT(GPU::AreaI16({GPU::Display::Width/2, GPU::Display::Height/2}, {32, 32}).centered(), {{0, 0}, TriangleClut}, GPU::Color24::Grey()).linked();
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static auto rect10 = GPU::SPRT(GPU::AreaI16({GPU::Display::Width/2, GPU::Display::Height/2 - 32}, {32, 32}).centered(), {{0, 0}, TriangleClut}, GPU::Color24::Grey()).linked();
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static void load_assets() {
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static const CDFile Assets[] = {
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CDFileBuilder::simple_tim(LBA::FONT, SimpleTIM(320, 0, 320, 511)),
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CDFileBuilder::simple_tim(LBA::ICON, SimpleTIM(320, 256, 320, 510)),
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};
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const auto buffer_cfg = CDFileProcessor::BufferConfiguration::new_default();
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CDFileProcessor file_processor;
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file_processor.setup(lba, Assets, buffer_cfg);
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while(true) {
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switch(file_processor.process()) {
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case Progress::InProgress:
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break;
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case Progress::Done:
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if(!file_processor.next(lba, buffer_cfg)) {
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return;
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}
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break;
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case Progress::Error:
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printf("Error detected! Aborting load\n");
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return;
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}
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}
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printf("Done loading assets!\n");
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}
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void test_gpu() {
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load_assets();
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rect9.concat(rect10);
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while(true) {
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GPU::render(triangle1);
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GPU::render(triangle2);
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GPU::render(triangle3);
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GPU::render(triangle4);
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GPU::render(rectangle1);
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GPU::render(rectangle2);
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GPU::render(rectangle3);
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GPU::render(rectangle4);
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GPU::render(rectangle5);
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GPU::render(rect1);
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GPU::render(rect2);
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GPU::render(rect3);
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GPU::render(rect4);
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GPU::render(texpage);
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GPU::render(rect5);
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GPU::render(rect6);
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GPU::render(rect7);
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GPU::render(rect8);
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GPU::render(line1);
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GPU::render(line2);
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GPU::render(line3);
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GPU::render(line4);
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GPU::render(rect9);
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GPU::swap_buffers_vsync(2);
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}
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}
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__declare_lba_header(LBA);
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@ -1,193 +1,5 @@
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#include <PSX/File/Processor/cd_file_processor.hpp>
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#include <PSX/AutoLBA/auto_lba_declaration.hpp>
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#include <PSX/GPU/gpu.hpp>
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#include <PSX/GPU/gpu_primitives.hpp>
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#include <stdio.h>
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#include <stdio.h>
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enum LBA {
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__jabyengine_start_lba_request
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__jabyengine_request_lba_for(FONT, "ASSETS/FONT.BIN"),
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__jabyengine_request_lba_for(ICON, "ASSETS/ICON.BIN"),
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__jabyengine_end_lba_request
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};
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using namespace JabyEngine;
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// Some default values for the objects
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static constexpr auto TriangleColor = GPU::Color24(0x0, 0xFF, 0xFF);
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static constexpr auto TriangleArea = GPU::AreaI16({0, 0}, {64, 64});
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static constexpr auto TriangleTPage = GPU::TPage(320, 0, GPU::SemiTransparency::B_Half_add_F_Half, GPU::TexturePageColor::$4bit);
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static constexpr auto TriangleClut = GPU::PageClut(320, 511);
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static constexpr auto RectangleColor = GPU::Color24(0x80, 0x80, 0xFF);
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static constexpr auto RectangleArea = GPU::AreaI16({0, TriangleArea.size.height}, {80, 80});
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static constexpr auto RectangleTPage = GPU::TPage(320, 256, GPU::SemiTransparency::B_Half_add_F_Half, GPU::TexturePageColor::$4bit);
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static constexpr auto RectangleClut = GPU::PageClut(320, 510);
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static constexpr auto LineColor = GPU::Color24(0xFF, 0x0, 0x0);
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static constexpr const auto triangle1 = GPU::POLY_F3({
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{TriangleArea.position.x, TriangleArea.position.y},
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{TriangleArea.size.width, TriangleArea.size.height},
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{TriangleArea.position.x, TriangleArea.size.height}},
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TriangleColor
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);
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static constexpr const auto triangle2 = GPU::POLY_FT3({
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{TriangleArea.position.x, TriangleArea.position.y},
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{TriangleArea.size.width, TriangleArea.position.y},
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{TriangleArea.size.width, TriangleArea.size.height}},{
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// Texture
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{TriangleArea.position.x, TriangleArea.position.y},
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{TriangleArea.size.width, TriangleArea.position.y},
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{TriangleArea.size.width, TriangleArea.size.height}},
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TriangleTPage,
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TriangleClut,
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GPU::Color24::Grey()
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);
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static constexpr const auto triangle3 = GPU::POLY_G3({
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{triangle1.vertex0.move(TriangleArea.size.width, 0), GPU::Color24::Red()},
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{triangle1.vertex1.move(TriangleArea.size.width, 0), GPU::Color24::Green()},
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{triangle1.vertex2.move(TriangleArea.size.width, 0), GPU::Color24::Blue()}}
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);
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static constexpr const auto triangle4 = GPU::POLY_GT3({
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{triangle2.vertex0.move(TriangleArea.size.width, 0), triangle2.page0, GPU::Color24::Red()},
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{triangle2.vertex1.move(TriangleArea.size.width, 0), triangle2.page1, GPU::Color24::Blue()},
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{triangle2.vertex2.move(TriangleArea.size.width, 0), triangle2.page2, GPU::Color24::Green()}},
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TriangleTPage,
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TriangleClut
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);
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static constexpr const auto rectangle1 = GPU::POLY_F4(RectangleArea, RectangleColor);
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static constexpr const auto rectangle2 = GPU::POLY_FT4({
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RectangleArea.position.move(RectangleArea.size.width, 0), RectangleArea.size}, {0, 0},
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RectangleTPage,
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RectangleClut,
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GPU::Color24::Grey()
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);
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static constexpr const auto rectangle3 = GPU::POLY_G4(
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{RectangleArea.position.move(RectangleArea.size.width*2, 0), RectangleArea.size}, {
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GPU::Color24::Red(),
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GPU::Color24::Blue(),
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GPU::Color24::Green(),
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GPU::Color24::White()});
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static constexpr const auto rectangle4 = GPU::POLY_GT4(
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{RectangleArea.position.move(RectangleArea.size.width*3, 0), RectangleArea.size}, {0, 0},
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RectangleTPage,
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RectangleClut, {
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GPU::Color24::Red(),
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GPU::Color24::Blue(),
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GPU::Color24::Green(),
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GPU::Color24::White()}
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);
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static constexpr const auto rectangle5 = GPU::POLY_GT4(
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{RectangleArea.position.move(0, RectangleArea.size.height), RectangleArea.size}, {0, 0},
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RectangleTPage,
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RectangleClut, {
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GPU::Color24::Red(),
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GPU::Color24::Blue(),
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GPU::Color24::Green(),
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GPU::Color24::White()}
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).set_semi_transparent(true);
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static constexpr const auto line1 = GPU::LINE_F::create(LineColor,
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{0, 0},
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{GPU::Display::Width, GPU::Display::Height}
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);
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static constexpr const auto line2 = GPU::LINE_F::create(LineColor.invert(),
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GPU::Vertex(0, 0),
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GPU::Vertex(16, 0),
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GPU::Vertex(16, 16),
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GPU::Vertex(0, 0)
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);
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static constexpr const auto line3 = GPU::LINE_G::create(
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{LineColor, {GPU::Display::Width, 0}},
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{LineColor.invert(), {0, GPU::Display::Height}}
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);
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static constexpr const auto line4 = GPU::LINE_G::create(
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GPU::ColorVertex{GPU::Color24::Red(), {0, 0}},
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GPU::ColorVertex{GPU::Color24::Green(), {0, 16}},
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GPU::ColorVertex{GPU::Color24::Blue(), {16, 16}},
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GPU::ColorVertex{GPU::Color24::White(), {0, 0}}
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);
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static constexpr const auto rect1 = GPU::TILE(GPU::AreaI16({GPU::Display::Width - 32, GPU::Display::Height - 32}, {32, 32}), GPU::Color24::Green());
|
|
||||||
static constexpr const auto rect2 = GPU::TILE_16({GPU::Display::Width - 16, GPU::Display::Height - 16}, GPU::Color24::Blue());
|
|
||||||
static constexpr const auto rect3 = GPU::TILE_8({GPU::Display::Width - 8, GPU::Display::Height - 8}, GPU::Color24::Yellow());
|
|
||||||
static constexpr const auto rect4 = GPU::TILE_1({GPU::Display::Width - 1, GPU::Display::Height - 1}, GPU::Color24::Red());
|
|
||||||
|
|
||||||
static constexpr const auto texpage = GPU::TexPage({320, 0}, GPU::TexturePageColor::$4bit);
|
|
||||||
static constexpr const auto rect5 = GPU::SPRT(GPU::AreaI16({0, GPU::Display::Height - 32}, {32, 32}), {{0, 0}, TriangleClut}, GPU::Color24::Green());
|
|
||||||
static constexpr const auto rect6 = GPU::SPRT_16({0, GPU::Display::Height - 16}, {{0, 0}, TriangleClut}, GPU::Color24::Blue());
|
|
||||||
static constexpr const auto rect7 = GPU::SPRT_8({0, GPU::Display::Height - 8}, {{0, 0}, TriangleClut}, GPU::Color24::Yellow());
|
|
||||||
static constexpr const auto rect8 = GPU::SPRT_1({0, GPU::Display::Height - 1}, {{0, 0}, TriangleClut}, GPU::Color24::Red());
|
|
||||||
|
|
||||||
static auto rect9 = GPU::SPRT(GPU::AreaI16({GPU::Display::Width/2, GPU::Display::Height/2}, {32, 32}).centered(), {{0, 0}, TriangleClut}, GPU::Color24::Grey()).linked();
|
|
||||||
static auto rect10 = GPU::SPRT(GPU::AreaI16({GPU::Display::Width/2, GPU::Display::Height/2 - 32}, {32, 32}).centered(), {{0, 0}, TriangleClut}, GPU::Color24::Grey()).linked();
|
|
||||||
|
|
||||||
static void load_assets() {
|
|
||||||
static const CDFile Assets[] = {
|
|
||||||
CDFileBuilder::simple_tim(LBA::FONT, SimpleTIM(320, 0, 320, 511)),
|
|
||||||
CDFileBuilder::simple_tim(LBA::ICON, SimpleTIM(320, 256, 320, 510)),
|
|
||||||
};
|
|
||||||
|
|
||||||
const auto buffer_cfg = CDFileProcessor::BufferConfiguration::new_default();
|
|
||||||
CDFileProcessor file_processor;
|
|
||||||
|
|
||||||
file_processor.setup(lba, Assets, buffer_cfg);
|
|
||||||
while(true) {
|
|
||||||
switch(file_processor.process()) {
|
|
||||||
case Progress::InProgress:
|
|
||||||
break;
|
|
||||||
|
|
||||||
case Progress::Done:
|
|
||||||
if(!file_processor.next(lba, buffer_cfg)) {
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
|
|
||||||
case Progress::Error:
|
|
||||||
printf("Error detected! Aborting load\n");
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
printf("Done loading assets!\n");
|
|
||||||
}
|
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
load_assets();
|
printf("Planschbecken c:\n");
|
||||||
|
|
||||||
rect9.concat(rect10);
|
|
||||||
|
|
||||||
while(true) {
|
|
||||||
GPU::render(triangle1);
|
|
||||||
GPU::render(triangle2);
|
|
||||||
GPU::render(triangle3);
|
|
||||||
GPU::render(triangle4);
|
|
||||||
|
|
||||||
GPU::render(rectangle1);
|
|
||||||
GPU::render(rectangle2);
|
|
||||||
GPU::render(rectangle3);
|
|
||||||
GPU::render(rectangle4);
|
|
||||||
GPU::render(rectangle5);
|
|
||||||
|
|
||||||
GPU::render(rect1);
|
|
||||||
GPU::render(rect2);
|
|
||||||
GPU::render(rect3);
|
|
||||||
GPU::render(rect4);
|
|
||||||
GPU::render(texpage);
|
|
||||||
GPU::render(rect5);
|
|
||||||
GPU::render(rect6);
|
|
||||||
GPU::render(rect7);
|
|
||||||
GPU::render(rect8);
|
|
||||||
|
|
||||||
GPU::render(line1);
|
|
||||||
GPU::render(line2);
|
|
||||||
GPU::render(line3);
|
|
||||||
GPU::render(line4);
|
|
||||||
|
|
||||||
GPU::render(rect9);
|
|
||||||
|
|
||||||
GPU::swap_buffers_vsync(2);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
__declare_lba_header(LBA);
|
|
|
@ -5,7 +5,7 @@
|
||||||
</Description>
|
</Description>
|
||||||
<Track>
|
<Track>
|
||||||
<File name = "SYSTEM.CNF">iso/System.cnf</File>
|
<File name = "SYSTEM.CNF">iso/System.cnf</File>
|
||||||
<Main name = "XXXX_AAA.AA" lba_source = "application/src/main.cpp">application/bin/PSX-release/PoolBox.psexe</Main>
|
<Main name = "XXXX_AAA.AA">application/bin/PSX-release/PoolBox.psexe</Main>
|
||||||
<Directory name="ASSETS">
|
<Directory name="ASSETS">
|
||||||
<File name = "FONT.BIN" lz4 = "already">assets/bin/TexturePage.bin</File>
|
<File name = "FONT.BIN" lz4 = "already">assets/bin/TexturePage.bin</File>
|
||||||
<File name = "ICON.BIN" lz4 = "already">assets/bin/IconTexture.bin</File>
|
<File name = "ICON.BIN" lz4 = "already">assets/bin/IconTexture.bin</File>
|
||||||
|
|
Loading…
Reference in New Issue