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Add deko3d GPU-rendered console example
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#--------------------------------------------------------------------------------- | ||
.SUFFIXES: | ||
#--------------------------------------------------------------------------------- | ||
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ifeq ($(strip $(DEVKITPRO)),) | ||
$(error "Please set DEVKITPRO in your environment. export DEVKITPRO=<path to>/devkitpro") | ||
endif | ||
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TOPDIR ?= $(CURDIR) | ||
include $(DEVKITPRO)/libnx/switch_rules | ||
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#--------------------------------------------------------------------------------- | ||
# TARGET is the name of the output | ||
# BUILD is the directory where object files & intermediate files will be placed | ||
# SOURCES is a list of directories containing source code | ||
# DATA is a list of directories containing data files | ||
# INCLUDES is a list of directories containing header files | ||
# ROMFS is the directory containing data to be added to RomFS, relative to the Makefile (Optional) | ||
# | ||
# NO_ICON: if set to anything, do not use icon. | ||
# NO_NACP: if set to anything, no .nacp file is generated. | ||
# APP_TITLE is the name of the app stored in the .nacp file (Optional) | ||
# APP_AUTHOR is the author of the app stored in the .nacp file (Optional) | ||
# APP_VERSION is the version of the app stored in the .nacp file (Optional) | ||
# APP_TITLEID is the titleID of the app stored in the .nacp file (Optional) | ||
# ICON is the filename of the icon (.jpg), relative to the project folder. | ||
# If not set, it attempts to use one of the following (in this order): | ||
# - <Project name>.jpg | ||
# - icon.jpg | ||
# - <libnx folder>/default_icon.jpg | ||
# | ||
# CONFIG_JSON is the filename of the NPDM config file (.json), relative to the project folder. | ||
# If not set, it attempts to use one of the following (in this order): | ||
# - <Project name>.json | ||
# - config.json | ||
# If a JSON file is provided or autodetected, an ExeFS PFS0 (.nsp) is built instead | ||
# of a homebrew executable (.nro). This is intended to be used for sysmodules. | ||
# NACP building is skipped as well. | ||
#--------------------------------------------------------------------------------- | ||
TARGET := $(notdir $(CURDIR)) | ||
BUILD := build | ||
SOURCES := source | ||
DATA := data | ||
INCLUDES := include | ||
ROMFS := romfs | ||
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# Output folders for autogenerated files in romfs | ||
OUT_SHADERS := shaders | ||
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#--------------------------------------------------------------------------------- | ||
# options for code generation | ||
#--------------------------------------------------------------------------------- | ||
ARCH := -march=armv8-a+crc+crypto -mtune=cortex-a57 -mtp=soft -fPIE | ||
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CFLAGS := -g -Wall -O2 -ffunction-sections \ | ||
$(ARCH) $(DEFINES) | ||
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CFLAGS += $(INCLUDE) -D__SWITCH__ | ||
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CXXFLAGS := $(CFLAGS) -std=gnu++17 -fno-exceptions -fno-rtti | ||
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ASFLAGS := -g $(ARCH) | ||
LDFLAGS = -specs=$(DEVKITPRO)/libnx/switch.specs -g $(ARCH) -Wl,-Map,$(notdir $*.map) | ||
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LIBS := -ldeko3d -lnx -lm | ||
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#--------------------------------------------------------------------------------- | ||
# list of directories containing libraries, this must be the top level containing | ||
# include and lib | ||
#--------------------------------------------------------------------------------- | ||
LIBDIRS := $(PORTLIBS) $(LIBNX) | ||
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#--------------------------------------------------------------------------------- | ||
# no real need to edit anything past this point unless you need to add additional | ||
# rules for different file extensions | ||
#--------------------------------------------------------------------------------- | ||
ifneq ($(BUILD),$(notdir $(CURDIR))) | ||
#--------------------------------------------------------------------------------- | ||
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export OUTPUT := $(CURDIR)/$(TARGET) | ||
export TOPDIR := $(CURDIR) | ||
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export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \ | ||
$(foreach dir,$(DATA),$(CURDIR)/$(dir)) | ||
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export DEPSDIR := $(CURDIR)/$(BUILD) | ||
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CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c))) | ||
CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp))) | ||
SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s))) | ||
GLSLFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.glsl))) | ||
BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*))) | ||
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#--------------------------------------------------------------------------------- | ||
# use CXX for linking C++ projects, CC for standard C | ||
#--------------------------------------------------------------------------------- | ||
ifeq ($(strip $(CPPFILES)),) | ||
#--------------------------------------------------------------------------------- | ||
export LD := $(CC) | ||
#--------------------------------------------------------------------------------- | ||
else | ||
#--------------------------------------------------------------------------------- | ||
export LD := $(CXX) | ||
#--------------------------------------------------------------------------------- | ||
endif | ||
#--------------------------------------------------------------------------------- | ||
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export OFILES_BIN := $(addsuffix .o,$(BINFILES)) | ||
export OFILES_SRC := $(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o) | ||
export OFILES := $(OFILES_BIN) $(OFILES_SRC) | ||
export HFILES_BIN := $(addsuffix .h,$(subst .,_,$(BINFILES))) | ||
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ifneq ($(strip $(ROMFS)),) | ||
ROMFS_TARGETS := | ||
ROMFS_FOLDERS := | ||
ifneq ($(strip $(OUT_SHADERS)),) | ||
ROMFS_SHADERS := $(ROMFS)/$(OUT_SHADERS) | ||
ROMFS_TARGETS += $(patsubst %.glsl, $(ROMFS_SHADERS)/%.dksh, $(GLSLFILES)) | ||
ROMFS_FOLDERS += $(ROMFS_SHADERS) | ||
endif | ||
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export ROMFS_DEPS := $(foreach file,$(ROMFS_TARGETS),$(CURDIR)/$(file)) | ||
endif | ||
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export INCLUDE := $(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir)) \ | ||
$(foreach dir,$(LIBDIRS),-I$(dir)/include) \ | ||
-I$(CURDIR)/$(BUILD) | ||
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export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib) | ||
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ifeq ($(strip $(CONFIG_JSON)),) | ||
jsons := $(wildcard *.json) | ||
ifneq (,$(findstring $(TARGET).json,$(jsons))) | ||
export APP_JSON := $(TOPDIR)/$(TARGET).json | ||
else | ||
ifneq (,$(findstring config.json,$(jsons))) | ||
export APP_JSON := $(TOPDIR)/config.json | ||
endif | ||
endif | ||
else | ||
export APP_JSON := $(TOPDIR)/$(CONFIG_JSON) | ||
endif | ||
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ifeq ($(strip $(ICON)),) | ||
icons := $(wildcard *.jpg) | ||
ifneq (,$(findstring $(TARGET).jpg,$(icons))) | ||
export APP_ICON := $(TOPDIR)/$(TARGET).jpg | ||
else | ||
ifneq (,$(findstring icon.jpg,$(icons))) | ||
export APP_ICON := $(TOPDIR)/icon.jpg | ||
endif | ||
endif | ||
else | ||
export APP_ICON := $(TOPDIR)/$(ICON) | ||
endif | ||
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ifeq ($(strip $(NO_ICON)),) | ||
export NROFLAGS += --icon=$(APP_ICON) | ||
endif | ||
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ifeq ($(strip $(NO_NACP)),) | ||
export NROFLAGS += --nacp=$(CURDIR)/$(TARGET).nacp | ||
endif | ||
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ifneq ($(APP_TITLEID),) | ||
export NACPFLAGS += --titleid=$(APP_TITLEID) | ||
endif | ||
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ifneq ($(ROMFS),) | ||
export NROFLAGS += --romfsdir=$(CURDIR)/$(ROMFS) | ||
endif | ||
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.PHONY: all clean | ||
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#--------------------------------------------------------------------------------- | ||
all: $(ROMFS_TARGETS) | $(BUILD) | ||
@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile | ||
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$(BUILD): | ||
@mkdir -p $@ | ||
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ifneq ($(strip $(ROMFS_TARGETS)),) | ||
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$(ROMFS_TARGETS): | $(ROMFS_FOLDERS) | ||
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$(ROMFS_FOLDERS): | ||
@mkdir -p $@ | ||
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$(ROMFS_SHADERS)/%_vsh.dksh: %_vsh.glsl | ||
@echo {vert} $(notdir $<) | ||
@uam -s vert -o $@ $< | ||
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$(ROMFS_SHADERS)/%_tcsh.dksh: %_tcsh.glsl | ||
@echo {tess_ctrl} $(notdir $<) | ||
@uam -s tess_ctrl -o $@ $< | ||
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$(ROMFS_SHADERS)/%_tesh.dksh: %_tesh.glsl | ||
@echo {tess_eval} $(notdir $<) | ||
@uam -s tess_eval -o $@ $< | ||
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$(ROMFS_SHADERS)/%_gsh.dksh: %_gsh.glsl | ||
@echo {geom} $(notdir $<) | ||
@uam -s geom -o $@ $< | ||
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$(ROMFS_SHADERS)/%_fsh.dksh: %_fsh.glsl | ||
@echo {frag} $(notdir $<) | ||
@uam -s frag -o $@ $< | ||
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$(ROMFS_SHADERS)/%.dksh: %.glsl | ||
@echo {comp} $(notdir $<) | ||
@uam -s comp -o $@ $< | ||
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endif | ||
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#--------------------------------------------------------------------------------- | ||
clean: | ||
@echo clean ... | ||
ifeq ($(strip $(APP_JSON)),) | ||
@rm -fr $(BUILD) $(ROMFS_FOLDERS) $(TARGET).nro $(TARGET).nacp $(TARGET).elf | ||
else | ||
@rm -fr $(BUILD) $(ROMFS_FOLDERS) $(TARGET).nsp $(TARGET).nso $(TARGET).npdm $(TARGET).elf | ||
endif | ||
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#--------------------------------------------------------------------------------- | ||
else | ||
.PHONY: all | ||
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DEPENDS := $(OFILES:.o=.d) | ||
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#--------------------------------------------------------------------------------- | ||
# main targets | ||
#--------------------------------------------------------------------------------- | ||
ifeq ($(strip $(APP_JSON)),) | ||
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all : $(OUTPUT).nro | ||
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ifeq ($(strip $(NO_NACP)),) | ||
$(OUTPUT).nro : $(OUTPUT).elf $(OUTPUT).nacp $(ROMFS_DEPS) | ||
else | ||
$(OUTPUT).nro : $(OUTPUT).elf $(ROMFS_DEPS) | ||
endif | ||
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else | ||
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all : $(OUTPUT).nsp | ||
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$(OUTPUT).nsp : $(OUTPUT).nso $(OUTPUT).npdm | ||
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$(OUTPUT).nso : $(OUTPUT).elf | ||
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endif | ||
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$(OUTPUT).elf : $(OFILES) | ||
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$(OFILES_SRC) : $(HFILES_BIN) | ||
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#--------------------------------------------------------------------------------- | ||
# you need a rule like this for each extension you use as binary data | ||
#--------------------------------------------------------------------------------- | ||
%.bin.o %_bin.h : %.bin | ||
#--------------------------------------------------------------------------------- | ||
@echo $(notdir $<) | ||
@$(bin2o) | ||
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-include $(DEPENDS) | ||
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#--------------------------------------------------------------------------------------- | ||
endif | ||
#--------------------------------------------------------------------------------------- |
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#version 460 | ||
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layout (location = 0) noperspective in vec3 inTexCoord; | ||
layout (location = 1) flat in vec4 inFrontPal; | ||
layout (location = 2) flat in vec4 inBackPal; | ||
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layout (location = 0) out vec4 outColor; | ||
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layout (binding = 0) uniform sampler2DArray tileset; | ||
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void main() | ||
{ | ||
float value = texture(tileset, inTexCoord).r; | ||
outColor = mix(inBackPal, inFrontPal, value); | ||
} |
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#version 460 | ||
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layout (location = 0) in float inTileId; | ||
layout (location = 1) in uvec2 inColorId; | ||
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layout (location = 0) out vec3 outTexCoord; | ||
layout (location = 1) out vec4 outFrontPal; | ||
layout (location = 2) out vec4 outBackPal; | ||
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layout (std140, binding = 0) uniform Config | ||
{ | ||
vec4 dimensions; | ||
vec4 vertices[3]; | ||
vec4 palettes[24]; | ||
} u; | ||
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void main() | ||
{ | ||
float id = float(gl_InstanceID); | ||
float tileRow = floor(id / u.dimensions.z); | ||
float tileCol = id - tileRow * u.dimensions.z; | ||
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vec2 basePos; | ||
basePos.x = 2.0 * (tileCol + 0.5) / u.dimensions.z - 1.0; | ||
basePos.y = 2.0 * (1.0 - (tileRow + 0.5) / u.dimensions.w) - 1.0; | ||
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vec2 vtxData = u.vertices[gl_VertexID].xy; | ||
vec2 scale = vec2(1.0) / u.dimensions.zw; | ||
gl_Position.xy = vtxData * scale + basePos; | ||
gl_Position.zw = vec2(0.5, 1.0); | ||
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outTexCoord = vec3(u.vertices[gl_VertexID].zw, inTileId); | ||
outFrontPal = u.palettes[inColorId.x]; | ||
outBackPal = u.palettes[inColorId.y]; | ||
} |
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