ppsspp/android/jni/EmuScreen.cpp

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// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include "gfx_es2/glsl_program.h"
#include "gfx_es2/fbo.h"
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#include "input/input_state.h"
#include "ui/ui.h"
#include "../../Core/Config.h"
#include "../../Core/CoreTiming.h"
#include "../../Core/CoreParameter.h"
#include "../../Core/Core.h"
#include "../../Core/Host.h"
#include "../../Core/System.h"
#include "../../Core/MIPS/MIPS.h"
#include "../../GPU/GLES/TextureCache.h"
#include "../../GPU/GLES/ShaderManager.h"
#include "../../GPU/GPUState.h"
#include "../../Core/HLE/sceCtrl.h"
#include "GamepadEmu.h"
#include "UIShader.h"
#include "MenuScreens.h"
#include "EmuScreen.h"
extern ShaderManager shaderManager;
EmuScreen::EmuScreen(const std::string &filename) : invalid_(true)
{
std::string fileToStart = filename;
// This is probably where we should start up the emulated PSP.
INFO_LOG(BOOT, "Starting up hardware.");
CoreParameter coreParam;
coreParam.cpuCore = (CPUCore)g_Config.iCpuCore;
#if defined(ARM)
if (coreParam.cpuCore == CPU_JIT)
coreParam.cpuCore = CPU_FASTINTERPRETER;
#endif
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coreParam.gpuCore = GPU_GLES;
coreParam.enableSound = g_Config.bEnableSound;
coreParam.fileToStart = fileToStart;
coreParam.mountIso = "";
coreParam.startPaused = false;
coreParam.enableDebugging = false;
coreParam.printfEmuLog = false;
coreParam.headLess = false;
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coreParam.renderWidth = 480;
coreParam.renderHeight = 272;
coreParam.outputWidth = dp_xres;
coreParam.outputHeight = dp_yres;
coreParam.pixelWidth = pixel_xres;
coreParam.pixelHeight = pixel_yres;
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std::string error_string;
if (PSP_Init(coreParam, &error_string)) {
invalid_ = false;
} else {
invalid_ = true;
errorMessage_ = error_string;
ERROR_LOG(BOOT, "%s", errorMessage_.c_str());
return;
}
LayoutGamepad(dp_xres, dp_yres);
NOTICE_LOG(BOOT, "Loading %s...", fileToStart.c_str());
coreState = CORE_RUNNING;
}
EmuScreen::~EmuScreen()
{
if (!invalid_) {
// If we were invalid, it would already be shutdown.
host->PrepareShutdown();
PSP_Shutdown();
}
}
void EmuScreen::dialogFinished(const Screen *dialog, DialogResult result) {
if (result == DR_OK) {
screenManager()->switchScreen(new MenuScreen());
}
}
void EmuScreen::update(InputState &input)
{
if (errorMessage_.size()) {
screenManager()->push(new ErrorScreen(
"Error loading file",
errorMessage_));
errorMessage_ = "";
return;
}
if (invalid_)
return;
// First translate touches into pad input.
UpdateGamepad(input);
UpdateInputState(&input);
// Then translate pad input into PSP pad input.
static const int mapping[12][2] = {
{PAD_BUTTON_A, CTRL_CROSS},
{PAD_BUTTON_B, CTRL_SQUARE},
{PAD_BUTTON_X, CTRL_CIRCLE},
{PAD_BUTTON_Y, CTRL_TRIANGLE},
{PAD_BUTTON_UP, CTRL_UP},
{PAD_BUTTON_DOWN, CTRL_DOWN},
{PAD_BUTTON_LEFT, CTRL_LEFT},
{PAD_BUTTON_RIGHT, CTRL_RIGHT},
{PAD_BUTTON_LBUMPER, CTRL_LTRIGGER},
{PAD_BUTTON_RBUMPER, CTRL_RTRIGGER},
{PAD_BUTTON_START, CTRL_START},
{PAD_BUTTON_BACK, CTRL_SELECT},
};
for (int i = 0; i < 12; i++) {
if (input.pad_buttons_down & mapping[i][0])
__CtrlButtonDown(mapping[i][1]);
if (input.pad_buttons_up & mapping[i][0])
__CtrlButtonUp(mapping[i][1]);
}
if (input.pad_buttons_down & (PAD_BUTTON_MENU | PAD_BUTTON_BACK)) {
fbo_unbind();
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screenManager()->push(new InGameMenuScreen());
}
}
void EmuScreen::render()
{
if (invalid_)
return;
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// Reapply the graphics state of the PSP
ReapplyGfxState();
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// First attempt at an Android-friendly execution loop.
// We simply run the CPU for 1/60th of a second each frame. If a swap doesn't happen, not sure what the best thing to do is :P
// Also if we happen to get half a frame or something, things will be screwed up so this doesn't actually really work.
//
// I think we need to allocate FBOs per framebuffer and just blit the displayed one here at the end of the frame.
// Also - we should add another option to the core that lets us run it until a vblank event happens or the N cycles have passed
// - then the synchronization would at least not be able to drift off.
// The actual number of cycles doesn't matter so much here as we will break due to CORE_NEXTFRAME, most of the time hopefully...
int blockTicks = usToCycles(1000000 / 2);
// Run until CORE_NEXTFRAME
while (coreState == CORE_RUNNING) {
u64 nowTicks = CoreTiming::GetTicks();
mipsr4k.RunLoopUntil(nowTicks + blockTicks);
}
// Hopefully coreState is now CORE_NEXTFRAME
if (coreState == CORE_NEXTFRAME) {
// set back to running for the next frame
coreState = CORE_RUNNING;
}
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fbo_unbind();
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UIShader_Prepare();
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uiTexture->Bind(0);
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glViewport(0, 0, pixel_xres, pixel_yres);
ui_draw2d.Begin(DBMODE_NORMAL);
// Make this configurable.
// if (coreParam.useTouchControls)
DrawGamepad(ui_draw2d);
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DrawWatermark();
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glsl_bind(UIShader_Get());
ui_draw2d.End();
ui_draw2d.Flush(UIShader_Get());
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// Tiled renderers like PowerVR should benefit greatly from this. However - seems I can't call it?
#if defined(USING_GLES2)
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bool hasDiscard = false; // TODO
if (hasDiscard) {
//glDiscardFramebuffer(GL_COLOR_EXT | GL_DEPTH_EXT | GL_STENCIL_EXT);
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}
#endif
}
void EmuScreen::deviceLost()
{
TextureCache_Clear(false); // This doesn't seem to help?
shaderManager.ClearCache(false);
}