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TheGag96/main.c Secret

Created October 14, 2021 02:49
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Modified 3DS composite_scene example demonstrating GPU hang when one shader has a geo part and the other doesn't
#include <3ds.h>
#include <citro3d.h>
#include <citro2d.h>
#include <string.h>
#include "vshader_shbin.h"
#include "lenny.h"
#define CLEAR_COLOR 0x68B0D8FF
#define DISPLAY_TRANSFER_FLAGS \
(GX_TRANSFER_FLIP_VERT(0) | GX_TRANSFER_OUT_TILED(0) | GX_TRANSFER_RAW_COPY(0) | \
GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGBA8) | GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGB8) | \
GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO))
static DVLB_s* vshader_dvlb;
static shaderProgram_s program;
static int uLoc_projection, uLoc_modelView;
static C3D_Mtx projection;
static C3D_LightEnv lightEnv;
static C3D_Light light;
static C3D_LightLut lut_Spec;
static C3D_AttrInfo vbo_attrInfo;
static C3D_BufInfo vbo_bufInfo;
static void* vbo_data;
static float angleX = 0.0, angleY = 0.0;
static C2D_TextBuf staticTextBuf;
static C2D_Text txt_helloWorld;
static void sceneInit(void)
{
// Load the vertex shader, create a shader program and bind it
vshader_dvlb = DVLB_ParseFile((u32*)vshader_shbin, vshader_shbin_size);
shaderProgramInit(&program);
shaderProgramSetVsh(&program, &vshader_dvlb->DVLE[0]);
shaderProgramSetGsh(&program, &vshader_dvlb->DVLE[1], 4*3);
// Get the location of the uniforms
uLoc_projection = shaderInstanceGetUniformLocation(program.vertexShader, "projection");
uLoc_modelView = shaderInstanceGetUniformLocation(program.vertexShader, "modelView");
// Configure attributes for use with the vertex shader
AttrInfo_Init(&vbo_attrInfo);
AttrInfo_AddLoader(&vbo_attrInfo, 0, GPU_FLOAT, 3); // v0=position
AttrInfo_AddLoader(&vbo_attrInfo, 1, GPU_FLOAT, 3); // v1=normal
// Create the VBO (vertex buffer object)
vbo_data = linearAlloc(sizeof(vertex_list));
memcpy(vbo_data, vertex_list, sizeof(vertex_list));
// Configure buffers
BufInfo_Init(&vbo_bufInfo);
BufInfo_Add(&vbo_bufInfo, vbo_data, sizeof(vertex), 2, 0x10);
static const C3D_Material material =
{
{ 0.1f, 0.1f, 0.1f }, //ambient
{ 0.4f, 0.4f, 0.4f }, //diffuse
{ 0.5f, 0.5f, 0.5f }, //specular0
{ 0.0f, 0.0f, 0.0f }, //specular1
{ 0.0f, 0.0f, 0.0f }, //emission
};
C3D_LightEnvInit(&lightEnv);
C3D_LightEnvMaterial(&lightEnv, &material);
LightLut_Phong(&lut_Spec, 20.0f);
C3D_LightEnvLut(&lightEnv, GPU_LUT_D0, GPU_LUTINPUT_NH, false, &lut_Spec);
C3D_LightInit(&light, &lightEnv);
// Create text buffer
staticTextBuf = C2D_TextBufNew(128);
C2D_TextParse(&txt_helloWorld, staticTextBuf, "Hello, citro2d world!");
C2D_TextOptimize(&txt_helloWorld);
}
static void sceneBind(void)
{
C3D_BindProgram(&program);
C3D_SetAttrInfo(&vbo_attrInfo);
C3D_SetBufInfo(&vbo_bufInfo);
C3D_LightEnvBind(&lightEnv);
C3D_DepthTest(true, GPU_GREATER, GPU_WRITE_ALL);
C3D_CullFace(GPU_CULL_BACK_CCW);
// Configure the first fragment shading substage to blend the fragment primary color
// with the fragment secondary color.
// See https://www.opengl.org/sdk/docs/man2/xhtml/glTexEnv.xml for more insight
C3D_TexEnv* env = C3D_GetTexEnv(0);
C3D_TexEnvInit(env);
C3D_TexEnvSrc(env, C3D_Both, GPU_FRAGMENT_PRIMARY_COLOR, GPU_FRAGMENT_SECONDARY_COLOR, 0);
C3D_TexEnvFunc(env, C3D_Both, GPU_ADD);
// Clear out the other texenvs
C3D_TexEnvInit(C3D_GetTexEnv(1));
C3D_TexEnvInit(C3D_GetTexEnv(2));
C3D_TexEnvInit(C3D_GetTexEnv(3));
C3D_TexEnvInit(C3D_GetTexEnv(4));
C3D_TexEnvInit(C3D_GetTexEnv(5));
}
static void sceneRender(float iod)
{
// Bind the program to render the VBO scene
sceneBind();
// Compute the projection matrix
Mtx_PerspStereoTilt(&projection, C3D_AngleFromDegrees(40.0f), C3D_AspectRatioTop, 0.01f, 1000.0f, iod, 2.0f, false);
C3D_FVec objPos = FVec4_New(0.0f, 0.0f, -3.0f, 1.0f);
C3D_FVec lightPos = FVec4_New(0.0f, 0.0f, -0.5f, 1.0f);
// Calculate the modelView matrix
C3D_Mtx modelView;
Mtx_Identity(&modelView);
Mtx_Translate(&modelView, objPos.x, objPos.y, objPos.z, true);
Mtx_RotateY(&modelView, C3D_Angle(angleY), true);
Mtx_Scale(&modelView, 2.0f, 2.0f, 2.0f);
C3D_LightPosition(&light, &lightPos);
// Update the uniforms
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_projection, &projection);
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_modelView, &modelView);
// Draw the VBO
C3D_DrawArrays(GPU_GEOMETRY_PRIM, 0, vertex_list_count);
// Draw the 2d scene
C2D_Prepare();
C2D_DrawText(&txt_helloWorld, 0, 8.0f, 8.0f, 1.0f, 1.0f, 1.0f);
C2D_Flush();
}
static void sceneExit(void)
{
// Free the VBO
linearFree(vbo_data);
// Free the shader program
shaderProgramFree(&program);
DVLB_Free(vshader_dvlb);
}
int main()
{
// Initialize graphics
gfxInitDefault();
gfxSet3D(true); // Enable stereoscopic 3D
consoleInit(GFX_BOTTOM, NULL);
C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
C2D_Init(C2D_DEFAULT_MAX_OBJECTS);
// Initialize the render targets
C3D_RenderTarget* targetLeft = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
C3D_RenderTarget* targetRight = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
C3D_RenderTargetSetOutput(targetLeft, GFX_TOP, GFX_LEFT, DISPLAY_TRANSFER_FLAGS);
C3D_RenderTargetSetOutput(targetRight, GFX_TOP, GFX_RIGHT, DISPLAY_TRANSFER_FLAGS);
// Initialize the scene
sceneInit();
// Main loop
while (aptMainLoop())
{
hidScanInput();
// Respond to user input
u32 kDown = hidKeysDown();
u32 kHeld = hidKeysHeld();
if (kDown & KEY_START)
break; // break in order to return to hbmenu
float slider = osGet3DSliderState();
float iod = slider/3;
// Rotate the model
if (!(kHeld & KEY_A))
{
angleX += 1.0f/64;
angleY += 1.0f/256;
}
// Render the scene
C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
{
C3D_RenderTargetClear(targetLeft, C3D_CLEAR_ALL, CLEAR_COLOR, 0);
C3D_FrameDrawOn(targetLeft);
C2D_SceneTarget(targetLeft);
sceneRender(-iod);
if (iod > 0.0f)
{
C3D_RenderTargetClear(targetRight, C3D_CLEAR_ALL, CLEAR_COLOR, 0);
C3D_FrameDrawOn(targetRight);
C2D_SceneTarget(targetRight);
sceneRender(iod);
}
}
C3D_FrameEnd(0);
}
// Deinitialize the scene
sceneExit();
// Deinitialize graphics
C3D_Fini();
gfxExit();
return 0;
}
; Example PICA200 geometry shader
.gsh point c0
; Constants
; Outputs - this time the type *is* used
.out oPosition position
.out oColor color
.out oView view
.out oNQ normalquat
; Inputs: we will receive the following inputs:
; v0-v3: data of the first vertex
; v4-v7: data of the second vertex
; v8-v11: data of the third vertex
; Inputs
.in iPosition_1 v0
.in iColor_1 v1
.in iView_1 v2
.in iNQ_1 v3
.in iPosition_2 v4
.in iColor_2 v5
.in iView_2 v6
.in iNQ_2 v7
.in iPosition_3 v8
.in iColor_3 v9
.in iView_3 v10
.in iNQ_3 v11
.entry render2d_gmain
.proc render2d_gmain
setemit 0
mov oPosition, iPosition_1
mov oColor, iColor_1
mov oView, iView_1
mov oNQ, iNQ_1
emit
; Emit the second vertex
setemit 1
mov oPosition, iPosition_2
mov oColor, iColor_2
mov oView, iView_2
mov oNQ, iNQ_2
emit
; Emit the third vertex and finish the primitive
setemit 2, prim
mov oPosition, iPosition_3
mov oColor, iColor_3
mov oView, iView_3
mov oNQ, iNQ_3
emit
end
.end
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