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C++ sceGuFinish函数代码示例

本文整理汇总了C++中sceGuFinish函数的典型用法代码示例。如果您正苦于以下问题:C++ sceGuFinish函数的具体用法?C++ sceGuFinish怎么用?C++ sceGuFinish使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。


在下文中一共展示了sceGuFinish函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: main

extern "C" int main(int argc, char *argv[]) {
	init();

	checkpointNext("Nearest, clamp:");

	sceGuStart(GU_DIRECT, list);
	sceGuTexFilter(GU_NEAREST, GU_NEAREST);
	sceGuTexWrap(GU_CLAMP, GU_CLAMP);
	sceGuFinish();
	sceGuSync(0, 0);

	drawInterTransfer();

	checkpointNext("Linear, clamp:");

	sceGuStart(GU_DIRECT, list);
	sceGuTexFilter(GU_LINEAR, GU_LINEAR);
	sceGuTexWrap(GU_CLAMP, GU_CLAMP);
	sceGuFinish();
	sceGuSync(0, 0);

	drawInterTransfer();

	checkpointNext("Nearest, wrap:");

	sceGuStart(GU_DIRECT, list);
	sceGuTexFilter(GU_NEAREST, GU_NEAREST);
	sceGuTexWrap(GU_REPEAT, GU_REPEAT);
	sceGuFinish();
	sceGuSync(0, 0);

	drawInterTransfer();

	checkpointNext("Linear, wrap:");

	sceGuStart(GU_DIRECT, list);
	sceGuTexFilter(GU_LINEAR, GU_LINEAR);
	sceGuTexWrap(GU_REPEAT, GU_REPEAT);
	sceGuFinish();
	sceGuSync(0, 0);

	drawInterTransfer();

	drawIntraTransfer();
	drawUploadTransfer();
	sceGuTerm();

	return 0;
}
开发者ID:KentuckyCompass,项目名称:pspautotests,代码行数:49,代码来源:copy.cpp

示例2: _gInit

void _gInit()
{
  // Init & setup GU
  sceGuInit();
  sceGuStart(GU_DIRECT,list);

  sceGuDrawBuffer(GU_PSM_8888,(void*)FRAMEBUFFER_SIZE,PSP_LINE_SIZE);
  sceGuDispBuffer(G_SCR_W,G_SCR_H,(void*)0,PSP_LINE_SIZE);
  sceGuDepthBuffer((void*)(FRAMEBUFFER_SIZE*2),PSP_LINE_SIZE);
  sceGuOffset(2048-(G_SCR_W/2),2048-(G_SCR_H/2));
  sceGuViewport(2048,2048,G_SCR_W,G_SCR_H);

  gResetScissor();
  sceGuDepthRange(65535,0);
  sceGuClearDepth(65535);
  sceGuAlphaFunc(GU_GREATER,0,0xff);
  sceGuDepthFunc(GU_LEQUAL);
  sceGuBlendFunc(GU_ADD,GU_SRC_ALPHA,GU_ONE_MINUS_SRC_ALPHA,0,0);
  sceGuTexFunc(GU_TFX_MODULATE,GU_TCC_RGBA);
  sceGuTexFilter(GU_LINEAR,GU_LINEAR);
  sceGuShadeModel(GU_FLAT);

  sceGuDisable(GU_CULL_FACE);
  sceGuDisable(GU_CLIP_PLANES);
  sceGuDisable(GU_DITHER);
  sceGuEnable(GU_ALPHA_TEST);
  sceGuEnable(GU_SCISSOR_TEST);

  sceGuFinish();
  sceGuSync(0,0);
  sceDisplayWaitVblankStart();
  sceGuDisplay(GU_TRUE);

  init = G_TRUE;
}
开发者ID:libcg,项目名称:PSP_Bot,代码行数:35,代码来源:glib2d.c

示例3: psp_init

void psp_init(void)
{
	SceUID thid;
	char buff[128], *r;

	/* fw 1.5 sometimes returns 8002032c, although getcwd works */
	r = getcwd(buff, sizeof(buff));
	if (r) sceIoChdir(buff);

	main_thread_id = sceKernelGetThreadId();

	lprintf("running on %08x kernel\n", sceKernelDevkitVersion()),
	lprintf("entered psp_init, threadId %08x, priority %i\n", main_thread_id,
		sceKernelGetThreadCurrentPriority());

	thid = sceKernelCreateThread("update_thread", callback_thread, 0x11, 0xFA0, 0, NULL);
	if (thid >= 0)
	{
		sceKernelStartThread(thid, 0, 0);
	}

	/* video */
	sceDisplaySetMode(0, 480, 272);
	sceDisplaySetFrameBuf(VRAM_FB1, 512, PSP_DISPLAY_PIXEL_FORMAT_565, PSP_DISPLAY_SETBUF_NEXTFRAME);
	current_screen = 1;
	psp_screen = VRAM_FB0;

	/* gu */
	sceGuInit();

	sceGuStart(GU_DIRECT, guCmdList);
	sceGuDrawBuffer(GU_PSM_5650, (void *)VRAMOFFS_FB0, 512);
	sceGuDispBuffer(480, 272, (void *)VRAMOFFS_FB1, 512); // don't care
	sceGuClear(GU_COLOR_BUFFER_BIT | GU_DEPTH_BUFFER_BIT);
	sceGuDepthBuffer((void *)VRAMOFFS_DEPTH, 512);
	sceGuOffset(2048 - (480 / 2), 2048 - (272 / 2));
	sceGuViewport(2048, 2048, 480, 272);
	sceGuDepthRange(0xc350, 0x2710);
	sceGuScissor(0, 0, 480, 272);
	sceGuEnable(GU_SCISSOR_TEST);

	sceGuDepthMask(0xffff);
	sceGuDisable(GU_DEPTH_TEST);

	sceGuFrontFace(GU_CW);
	sceGuEnable(GU_TEXTURE_2D);
	sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGB);
	sceGuAmbientColor(0xffffffff);
	sceGuColor(0xffffffff);
	sceGuFinish();
	sceGuSync(0, 0);

	sceDisplayWaitVblankStart();
	sceGuDisplay(GU_TRUE);


	/* input */
	sceCtrlSetSamplingCycle(0);
	sceCtrlSetSamplingMode(PSP_CTRL_MODE_ANALOG);
}
开发者ID:DSJim,项目名称:genesis4iphone,代码行数:60,代码来源:psp.c

示例4: nextBoxHasColor

void nextBoxHasColor(int *x, int *y, HasColorMode mode)
{
	VertexColor *sendVertices = mode & HASCOLOR_RGBA_TRANSPARENT ? transparentColorVertices : colorVertices;

	sendVertices[0].x = *x;
	sendVertices[0].y = *y;
	sendVertices[1].x = *x + 40;
	sendVertices[1].y = *y + 20;
	*x += 47;
	if (*x >= 470) {
		*x = 10;
		*y += 26;
	}
	sceKernelDcacheWritebackRange(sendVertices, sizeof(colorVertices));

	sceGuEnable(GU_TEXTURE_2D);
	sceGuTexMode(GU_PSM_T8, 0, 0, GU_FALSE);
	sceGuTexFunc(GU_TFX_DECAL, mode & HASCOLOR_RGB ? GU_TCC_RGB : GU_TCC_RGBA);
	sceGuTexImage(0, 4, 4, 16, imageData);

	sceGuDrawArray(GU_SPRITES, GU_COLOR_8888 | GU_TEXTURE_16BIT | GU_VERTEX_16BIT | GU_TRANSFORM_2D, 2, NULL, sendVertices);
	sceGuFinish();
	sceGuSync(GU_SYNC_LIST, GU_SYNC_WHAT_DONE);
	sceGuSync(0, 0);
	sceGuStart(GU_DIRECT, list);
}
开发者ID:KentuckyCompass,项目名称:pspautotests,代码行数:26,代码来源:material.c

示例5: vidgu_init

void vidgu_init()
{

	g_pBlitBuff = (unsigned short *)(0x40000000 | (unsigned int)&g_BlitBuff);

	sceGuInit();

	// setup
	sceGuStart(GU_DIRECT,list);
	sceGuDrawBuffer(GU_PSM_5650,(void*)0,512);
	sceGuDispBuffer(480,272,(void*)0x88000,512);
	sceGuDepthBuffer((void*)0x110000,512);
	sceGuOffset(2048 - (480/2),2048 - (272/2));
	sceGuViewport(2048,2048,480,272);
	sceGuDepthRange(0xc350,0x2710);
	sceGuScissor(0,0,480,272);
	sceGuEnable(GU_SCISSOR_TEST);
	sceGuFrontFace(GU_CW);
	sceGuEnable(GU_TEXTURE_2D);
	sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT);
	sceGuFinish();
	sceGuSync(0,0);

	sceDisplayWaitVblankStart();
	sceGuDisplay(1);

}
开发者ID:CatalystG,项目名称:fba-libretro,代码行数:27,代码来源:vid_psp.c

示例6: vidgu_render_nostretch

void vidgu_render_nostretch(int sx, int sy, int sw, int sh, int dx, int dy, int dw, int dh)
{
	int start, end;

	sceGuStart(GU_DIRECT,list);
	sceGuTexMode(GU_PSM_5650,0,0,0); // 16-bit RGBA
	sceGuTexImage(0,512,512,512,g_pBlitBuff); // setup texture as a 256x256 texture
	//sceKernelDcacheWritebackAll();
	sceGuTexFunc(GU_TFX_REPLACE,GU_TCC_RGBA); // don't get influenced by any vertex colors
	sceGuTexFilter(GU_NEAREST,GU_NEAREST); // point-filtered sampling
	for (start = sx, end = sx+sw; start < end; start += SLICE_SIZE, dx += SLICE_SIZE)
	{
		struct Vertex* vertices = (struct Vertex*)sceGuGetMemory(2 * sizeof(struct Vertex));
		int width = (start + SLICE_SIZE) < end ? SLICE_SIZE : end-start;

		vertices[0].u = start; vertices[0].v = sy;
		vertices[0].color = 0;
		vertices[0].x = dx; vertices[0].y = dy; vertices[0].z = 0;

		vertices[1].u = start + width; vertices[1].v = sy + sh;
		vertices[1].color = 0;
		vertices[1].x = dx + width; vertices[1].y = dy + sh; vertices[1].z = 0;

		sceGuDrawArray(GU_SPRITES,GU_TEXTURE_16BIT|GU_COLOR_5650|GU_VERTEX_16BIT|GU_TRANSFORM_2D,2,0,vertices);
	}
	sceGuFinish();
	sceGuSync(0,0);
	sceDisplayWaitVblankStart();
	sceGuSwapBuffers();
	//sceGuSwapBuffers();
}
开发者ID:CatalystG,项目名称:fba-libretro,代码行数:31,代码来源:vid_psp.c

示例7: setupGu

void setupGu(void)
{
	sceGuInit();

	sceGuStart(GU_DIRECT, list);
	sceGuDrawBuffer(GU_PSM_8888, 0, BUF_WIDTH);
	sceGuDispBuffer(SCR_WIDTH, SCR_HEIGHT, (void*)0x88000, BUF_WIDTH);
	sceGuDepthBuffer((void*)0x110000, BUF_WIDTH);

	sceGuOffset(0, 0);

	sceGuScissor(0, 0, SCR_WIDTH, SCR_HEIGHT);
	sceGuEnable(GU_SCISSOR_TEST);

	sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0);
	sceGuEnable(GU_BLEND);

	//sceGuTexFunc(GU_TFX_MODULATE, GU_TCC_RGBA);
	//sceGuTexFilter(GU_LINEAR_MIPMAP_LINEAR, GU_NEAREST);
	//sceGuTexWrap(GU_REPEAT, GU_REPEAT);

	sceGuClearColor(0);
	sceGuClearDepth(0);
	sceGuClearStencil(0);

	sceGuFinish();
	sceGuSync(0, 0);
	
	sceDisplayWaitVblankStart();
	sceGuDisplay(GU_TRUE);
}
开发者ID:CDragu,项目名称:pspsdk,代码行数:31,代码来源:main.c

示例8: psp_init

void psp_init() {
	SetupCallbacks();

	sceGuInit();

	//sceGuStart(GU_DIRECT,list);
	//sceGuDrawBuffer(GU_PSM_5650,(void*)0,512);
	//sceGuDispBuffer(SCR_WIDTH,SCR_HEIGHT,(void*)0x44000,512);
	//sceGuViewport(0,0,SCR_WIDTH,SCR_HEIGHT);
	//sceGuScissor(0,0,SCR_WIDTH,SCR_HEIGHT);
	//sceGuEnable(GU_SCISSOR_TEST);
	//sceGuFrontFace(GU_CW);
	//sceGuShadeModel(GU_SMOOTH);
	//sceGuEnable(GU_CULL_FACE);
	//sceGuEnable(GU_TEXTURE_2D);
	//sceGuFinish();
	//sceGuSync(0,0);
	//sceGuDisplay(GU_TRUE);


	sceGuStart(GU_DIRECT,list);
	sceGuDrawBuffer(GU_PSM_5650,(void*)0,512);
	sceGuDispBuffer(SCR_WIDTH,SCR_HEIGHT,(void*)0x44000,512);
	//sceGuViewport(0,0,SCR_WIDTH,SCR_HEIGHT);
	//sceGuScissor(0,0,SCR_WIDTH,SCR_HEIGHT);
	//sceGuEnable(GU_SCISSOR_TEST);
	//sceGuFrontFace(GU_CW);
	//sceGuShadeModel(GU_SMOOTH);
	//sceGuEnable(GU_CULL_FACE);
	//sceGuEnable(GU_TEXTURE_2D);
	sceGuFinish();
	sceGuSync(0,0);
	sceGuDisplay(GU_TRUE);

}
开发者ID:Bananattack,项目名称:verge3,代码行数:35,代码来源:psp.cpp

示例9: draw

void draw()
{
	sceGuStart(GU_DIRECT, list);
	sceGuClear(GU_COLOR_BUFFER_BIT|GU_STENCIL_BUFFER_BIT|GU_DEPTH_BUFFER_BIT);
	sceGuFinish();
	sceGuSync(0, 0);	
}
开发者ID:CDragu,项目名称:pspsdk,代码行数:7,代码来源:main.c

示例10: StopRendering

void StopRendering()
{
	sceGumLoadIdentity();
	sceGuFinish();
	sceGuSync(SCEGU_SYNC_FINISH, SCEGU_SYNC_WAIT);
	//printf("FrontEnd::StopRendering\n");
}
开发者ID:2PersonGames,项目名称:3D-GameOfLife-PSP,代码行数:7,代码来源:FrontEnd.c

示例11: DEBUG_ENTER_FUNC

void MasterGuRenderer::guInit() {
	DEBUG_ENTER_FUNC();

	sceGuInit();
	sceGuStart(0, _displayList);

	guProgramDisplayBufferSizes();

	sceGuOffset(2048 - (PSP_SCREEN_WIDTH / 2), 2048 - (PSP_SCREEN_HEIGHT / 2));
	sceGuViewport(2048, 2048, PSP_SCREEN_WIDTH, PSP_SCREEN_HEIGHT);
	sceGuDepthRange(0xC350, 0x2710);
	sceGuDisable(GU_DEPTH_TEST);	// We'll use depth buffer area
	sceGuDepthMask(GU_TRUE);		// Prevent writes to depth buffer
	sceGuScissor(0, 0, PSP_SCREEN_WIDTH, PSP_SCREEN_HEIGHT);
	sceGuEnable(GU_SCISSOR_TEST);
	sceGuFrontFace(GU_CW);
	sceGuEnable(GU_TEXTURE_2D);

	sceGuClear(GU_COLOR_BUFFER_BIT | GU_DEPTH_BUFFER_BIT);
	sceGuFinish();
	sceGuSync(0, 0);

	sceDisplayWaitVblankStart();
	sceGuDisplay(1);
}
开发者ID:danzat,项目名称:scummvm,代码行数:25,代码来源:display_manager.cpp

示例12: drawUploadTransfer

void drawUploadTransfer() {
	sceDisplaySetMode(0, SCR_WIDTH, SCR_HEIGHT);

	sceGuStart(GU_DIRECT, list);
	sceGuTexFilter(GU_LINEAR, GU_LINEAR);
	sceGuFinish();
	sceGuSync(0, 0);

	// This time, we only need one buffer.
	switchBuf(0, GU_PSM_8888);
	drawTexFlush(2, 2, 16, GU_PSM_T8, imageData, clutAddOne, vertices1);

	sceDisplayWaitVblank();

	// Okay, let's draw a totally different pattern in memory.
	for (int y = 0; y < 272; ++y) {
		for (int x = 0; x < 512; ++x) {
			copybuf[y * 512 + x] = (x & 1) + (y & 1);
		}
	}
	sceKernelDcacheWritebackInvalidateAll();
	sceDmacMemcpy(getBufAddr(0), copybuf, sizeof(copybuf));
	sceKernelDcacheWritebackInvalidateAll();

	// Now download should display out pattern.
	displayBuffer("Pattern");
}
开发者ID:KentuckyCompass,项目名称:pspautotests,代码行数:27,代码来源:copy.cpp

示例13: testBlendFunc

void testBlendFunc(const char *title, u32 prev, u32 c, int op, int src, int dst, u32 fixa, u32 fixb) {
	for (size_t i = 0; i < sizeof(copybuf) / 4; ++i) {
		copybuf[i] = prev;
	}
	sceKernelDcacheWritebackInvalidateAll();
	sceDmacMemcpy(sceGeEdramGetAddr(), copybuf, sizeof(copybuf));
	sceKernelDcacheWritebackInvalidateAll();

	sceGuStart(GU_DIRECT, list);

	sceGuEnable(GU_BLEND);
	sceGuBlendFunc(op, src, dst, fixa, fixb);

	sceGuEnable(GU_STENCIL_TEST);
	sceGuStencilFunc(GU_ALWAYS, 0xAA, 0xFF);
	sceGuStencilOp(GU_REPLACE, GU_REPLACE, GU_REPLACE);

	drawBoxCommands(c);

	sceGuFinish();
	sceGuSync(GU_SYNC_WAIT, GU_SYNC_WHAT_DONE);

	displayBuffer(title);

	sceGuDisable(GU_BLEND);
}
开发者ID:KentuckyCompass,项目名称:pspautotests,代码行数:26,代码来源:blend.cpp

示例14: Red3dFlipGuBuffer

void Red3dFlipGuBuffer()
{
	sceGuFinish();
	sceGuSync(0,0);
	sceDisplayWaitVblankStart();
	framebuffer = sceGuSwapBuffers();
	dispBufferNumber ^= 1;
	Red3dSetupScreen();
}
开发者ID:RedHate,项目名称:Red3d,代码行数:9,代码来源:Red3dGuInit.c

示例15: psp_set_texture_frame

static void psp_set_texture_frame(void *data, const void *frame, bool rgb32,
                               unsigned width, unsigned height, float alpha)
{
   psp1_video_t *psp = (psp1_video_t*)data;

   (void) rgb32;
   (void) alpha;

#ifdef DEBUG
   /* psp->menu.frame buffer size is (480 * 272)*2 Bytes */
   rarch_assert((width*height) < (480 * 272));
#endif

   psp_set_screen_coords(psp->menu.frame_coords, 0, 0,
         SCEGU_SCR_WIDTH, SCEGU_SCR_HEIGHT, 0);
   psp_set_tex_coords(psp->menu.frame_coords, width, height);

   sceKernelDcacheWritebackRange(frame, width * height * 2);

   sceGuStart(GU_DIRECT, psp->main_dList);
   sceGuCopyImage(GU_PSM_4444, 0, 0, width, height, width,
         (void*)frame, 0, 0, width, psp->menu.frame);
   sceGuFinish();

   sceGuStart(GU_SEND, psp->menu.dList);
   sceGuTexMode(GU_PSM_4444, 0, 0, GU_FALSE);
   sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGB);
   sceGuTexFilter(GU_LINEAR, GU_LINEAR);
   sceGuTexImage(0, next_pow2(width), next_pow2(height), width, psp->menu.frame);
   sceGuEnable(GU_BLEND);

#if 0
   /* default blending */
   sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0);
#endif
   sceGuBlendFunc(GU_ADD, GU_FIX, GU_FIX, 0xF0F0F0F0, 0x0F0F0F0F);
;
   sceGuDrawArray(GU_SPRITES, GU_TEXTURE_32BITF | GU_VERTEX_32BITF | 
         GU_TRANSFORM_2D, PSP_FRAME_VERTEX_COUNT, NULL,
         psp->menu.frame_coords);
   sceGuFinish();

}
开发者ID:maddox,项目名称:RetroArch,代码行数:43,代码来源:psp1_gfx.c


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