Improve sceGuSignal usage

This commit is contained in:
Francisco Javier Trujillo Mata
2025-06-20 16:26:20 +02:00
parent 9f6f4c0c10
commit b5c93d8598
5 changed files with 26 additions and 33 deletions

View File

@@ -193,7 +193,7 @@ int main(int argc, char* argv[]) {
sceGuBeginObject(GU_VERTEX_32BITF, 8, 0, bbox);
}
sceGuSignal(1, GU_BEHAVIOR_SUSPEND);
sceGuSignal(GU_SIGNAL_WAIT, i);
sceGumPushMatrix();
sceGumRotateX(time * 0.5324f);

View File

@@ -214,10 +214,8 @@ int main(int argc, char* argv[])
// init GU and set callbacks
sceGuInit();
// 0x01 - user callback
// 0x04 - 'rendering finished' callback
sceGuSetCallback(1, &mySignalHandler);
sceGuSetCallback(4, &myFinishHandler);
sceGuSetCallback(GU_CALLBACK_SIGNAL, &mySignalHandler);
sceGuSetCallback(GU_CALLBACK_FINISH, &myFinishHandler);
// setup GU
sceGuStart(GU_DIRECT,list);
@@ -246,7 +244,7 @@ int main(int argc, char* argv[])
// run sample
#ifdef USING_SIGNALS
sceGuCallMode(1);
sceGuCallMode(GU_CALL_SIGNAL);
#endif
// generate callable command-list with texture setup
@@ -439,8 +437,7 @@ void render_billboards(unsigned int i)
#ifdef USING_SIGNALS
// send a signal when rendering was completed
// signals 0x01..0x03 - seems to be available for custom usage
sceGuSignal( 1, nextI );
sceGuSignal(GU_SIGNAL_WAIT, nextI);
// HACK: keeps CPU waiting until all jobs were submitted for GPU
if (nextI == g_context.iterationCount)

View File

@@ -236,43 +236,43 @@ int main(int argc, char** argv) {
switch(mode) {
case 0 :
sceGuSignal(GU_BEHAVIOR_SUSPEND, 1);
sceGuSignal(GU_SIGNAL_WAIT, 1);
sceGumDrawArray(GU_TRIANGLES, GU_VERTEX_32BITF, TORUS_SEGMENTS * TORUS_SLICES * 6, 0, triangleTorus);
sceGuSignal(GU_BEHAVIOR_SUSPEND, 2);
sceGuSignal(GU_SIGNAL_WAIT, 2);
break;
case 1 :
sceGuSignal(GU_BEHAVIOR_SUSPEND, 1);
sceGuSignal(GU_SIGNAL_WAIT, 1);
sceGumDrawArrayN(GU_TRIANGLE_STRIP, GU_VERTEX_32BITF, TORUS_SLICES*2+2, TORUS_SEGMENTS, 0, tristripTorus);
sceGuSignal(GU_BEHAVIOR_SUSPEND, 2);
sceGuSignal(GU_SIGNAL_WAIT, 2);
break;
case 2 :
sceGuPatchDivide(1, 1);
sceGuSignal(GU_BEHAVIOR_SUSPEND, 1);
sceGuSignal(GU_SIGNAL_WAIT, 1);
sceGumDrawSpline(GU_VERTEX_32BITF, TORUS_SEGMENTS + 3, TORUS_SLICES + 3, GU_FILL_FILL, GU_FILL_FILL, 0, splineTorus);
sceGuSignal(GU_BEHAVIOR_SUSPEND, 2);
sceGuSignal(GU_SIGNAL_WAIT, 2);
break;
case 3 :
sceGuPatchDivide(2, 2);
sceGuSignal(GU_BEHAVIOR_SUSPEND, 1);
sceGuSignal(GU_SIGNAL_WAIT, 1);
sceGumDrawSpline(GU_VERTEX_32BITF, TORUS_SEGMENTS + 3, TORUS_SLICES + 3, GU_FILL_FILL, GU_FILL_FILL, 0, splineTorus);
sceGuSignal(GU_BEHAVIOR_SUSPEND, 2);
sceGuSignal(GU_SIGNAL_WAIT, 2);
break;
case 4 :
sceGuPatchDivide(4, 4);
sceGuSignal(GU_BEHAVIOR_SUSPEND, 1);
sceGuSignal(GU_SIGNAL_WAIT, 1);
sceGumDrawSpline(GU_VERTEX_32BITF, TORUS_SEGMENTS + 3, TORUS_SLICES + 3, GU_FILL_FILL, GU_FILL_FILL, 0, splineTorus);
sceGuSignal(GU_BEHAVIOR_SUSPEND, 2);
sceGuSignal(GU_SIGNAL_WAIT, 2);
break;
default :
sceGuPatchDivide(8, 8);
sceGuSignal(GU_BEHAVIOR_SUSPEND, 1);
sceGuSignal(GU_SIGNAL_WAIT, 1);
sceGumDrawSpline(GU_VERTEX_32BITF, TORUS_SEGMENTS + 3, TORUS_SLICES + 3, GU_FILL_FILL, GU_FILL_FILL, 0, splineTorus);
sceGuSignal(GU_BEHAVIOR_SUSPEND, 2);
sceGuSignal(GU_SIGNAL_WAIT, 2);
break;
}
sceGuFinish();