mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-12-11 07:34:08 +00:00
317 lines
8.3 KiB
C++
317 lines
8.3 KiB
C++
// 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.
|
|
|
|
// 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/.
|
|
|
|
#if defined(ANDROID) || defined(BLACKBERRY)
|
|
#include <GLES2/gl2.h>
|
|
#include <GLES2/gl2ext.h>
|
|
#else
|
|
#include <GL/glew.h>
|
|
#if defined(__APPLE__)
|
|
#include <OpenGL/gl.h>
|
|
#else
|
|
#include <GL/gl.h>
|
|
#endif
|
|
#endif
|
|
|
|
#include <vector>
|
|
|
|
//#include "base/timeutil.h"
|
|
|
|
#include "../Core/CoreTiming.h"
|
|
#include "../MIPS/MIPS.h"
|
|
#include "../HLE/HLE.h"
|
|
#include "sceAudio.h"
|
|
#include "../Host.h"
|
|
#include "../Config.h"
|
|
#include "sceDisplay.h"
|
|
#include "sceKernel.h"
|
|
#include "sceKernelThread.h"
|
|
#include "sceKernelInterrupt.h"
|
|
|
|
// TODO: This file should not depend directly on GLES code.
|
|
#include "../../GPU/GLES/Framebuffer.h"
|
|
#include "../../GPU/GLES/ShaderManager.h"
|
|
#include "../../GPU/GPUState.h"
|
|
|
|
extern ShaderManager shaderManager;
|
|
|
|
struct FrameBufferState
|
|
{
|
|
u32 topaddr;
|
|
u8 *pspframebuf;
|
|
PspDisplayPixelFormat pspFramebufFormat;
|
|
int pspFramebufLinesize;
|
|
};
|
|
|
|
// STATE BEGIN
|
|
static FrameBufferState framebuf;
|
|
static FrameBufferState latchedFramebuf;
|
|
static bool framebufIsLatched;
|
|
|
|
static int enterVblankEvent = -1;
|
|
static int leaveVblankEvent = -1;
|
|
|
|
static int hCount = 0;
|
|
static int hCountTotal = 0; //unused
|
|
static int vCount = 0;
|
|
static int isVblank = 0;
|
|
// STATE END
|
|
|
|
// The vblank period is 731.5 us (0.7315 ms)
|
|
const double vblankMs = 0.7315;
|
|
const double frameMs = 1000.0 / 60.0;
|
|
|
|
enum {
|
|
PSP_DISPLAY_SETBUF_IMMEDIATE = 0,
|
|
PSP_DISPLAY_SETBUF_NEXTFRAME = 1
|
|
};
|
|
|
|
struct WaitVBlankInfo
|
|
{
|
|
u32 threadID;
|
|
int vcountUnblock;
|
|
};
|
|
|
|
std::vector<WaitVBlankInfo> vblankWaitingThreads;
|
|
|
|
void hleEnterVblank(u64 userdata, int cyclesLate);
|
|
void hleLeaveVblank(u64 userdata, int cyclesLate);
|
|
|
|
void __DisplayInit()
|
|
{
|
|
framebufIsLatched = false;
|
|
framebuf.topaddr = 0x04000000;
|
|
framebuf.pspframebuf = Memory::GetPointer(0x04000000);
|
|
framebuf.pspFramebufFormat = PSP_DISPLAY_PIXEL_FORMAT_8888;
|
|
framebuf.pspFramebufLinesize = 480; // ??
|
|
|
|
enterVblankEvent = CoreTiming::RegisterEvent("EnterVBlank", &hleEnterVblank);
|
|
leaveVblankEvent = CoreTiming::RegisterEvent("LeaveVBlank", &hleLeaveVblank);
|
|
|
|
CoreTiming::ScheduleEvent(msToCycles(frameMs - vblankMs), enterVblankEvent, 0);
|
|
isVblank = 0;
|
|
vCount = 0;
|
|
|
|
InitGfxState();
|
|
}
|
|
|
|
void __DisplayShutdown()
|
|
{
|
|
ShutdownGfxState();
|
|
}
|
|
|
|
void hleEnterVblank(u64 userdata, int cyclesLate)
|
|
{
|
|
int vbCount = userdata;
|
|
|
|
DEBUG_LOG(HLE, "Enter VBlank %i", vbCount);
|
|
|
|
isVblank = 1;
|
|
|
|
// Wake up threads waiting for VBlank
|
|
__KernelTriggerWait(WAITTYPE_VBLANK, 0, true);
|
|
|
|
// Trigger VBlank interrupt handlers.
|
|
__TriggerInterrupt(PSP_VBLANK_INTR);
|
|
|
|
CoreTiming::ScheduleEvent(msToCycles(vblankMs) - cyclesLate, leaveVblankEvent, vbCount+1);
|
|
|
|
// TODO: Should this be done here or in hleLeaveVblank?
|
|
if (framebufIsLatched)
|
|
{
|
|
DEBUG_LOG(HLE, "Setting latched framebuffer %08x (prev: %08x)", latchedFramebuf.topaddr, framebuf.topaddr);
|
|
framebuf = latchedFramebuf;
|
|
framebufIsLatched = false;
|
|
}
|
|
|
|
// Yeah, this has to be the right moment to end the frame. Should possibly blit the right buffer
|
|
// depending on what's set in sceDisplaySetFramebuf, in order to support half-framerate games -
|
|
// an initial hack could be to NOT end the frame if the buffer didn't change? that should work okay.
|
|
{
|
|
host->EndFrame();
|
|
|
|
host->BeginFrame();
|
|
if (g_Config.bDisplayFramebuffer)
|
|
{
|
|
INFO_LOG(HLE, "Drawing the framebuffer");
|
|
DisplayDrawer_DrawFramebuffer(framebuf.pspframebuf, framebuf.pspFramebufFormat, framebuf.pspFramebufLinesize);
|
|
}
|
|
|
|
shaderManager.DirtyShader();
|
|
shaderManager.DirtyUniform(DIRTY_ALL);
|
|
}
|
|
|
|
// TODO: Find a way to tell the CPU core to stop emulating here, when running on Android.
|
|
}
|
|
|
|
|
|
void hleLeaveVblank(u64 userdata, int cyclesLate)
|
|
{
|
|
isVblank = 0;
|
|
DEBUG_LOG(HLE,"Leave VBlank");
|
|
vCount++;
|
|
hCount = 0;
|
|
CoreTiming::ScheduleEvent(msToCycles(frameMs - vblankMs) - cyclesLate, enterVblankEvent, userdata);
|
|
}
|
|
|
|
void sceDisplayIsVblank()
|
|
{
|
|
DEBUG_LOG(HLE,"%i=sceDisplayIsVblank()",isVblank);
|
|
RETURN(isVblank);
|
|
}
|
|
|
|
u32 sceDisplaySetMode(u32 unknown, u32 xres, u32 yres)
|
|
{
|
|
DEBUG_LOG(HLE,"sceDisplaySetMode(%d,%d,%d)",unknown,xres,yres);
|
|
host->BeginFrame();
|
|
|
|
glClearColor(0,0,0,1);
|
|
// glClearColor(1,0,1,1);
|
|
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
|
|
|
return 0;
|
|
}
|
|
|
|
void sceDisplaySetFramebuf()
|
|
{
|
|
//host->EndFrame();
|
|
u32 topaddr = PARAM(0);
|
|
int linesize = PARAM(1);
|
|
int pixelformat = PARAM(2);
|
|
int sync = PARAM(3);
|
|
|
|
FrameBufferState *fbstate = 0;
|
|
if (sync == PSP_DISPLAY_SETBUF_IMMEDIATE)
|
|
{
|
|
// Write immediately to the current framebuffer parameters
|
|
fbstate = &framebuf;
|
|
}
|
|
else if (topaddr != 0)
|
|
{
|
|
// Delay the write until vblank
|
|
fbstate = &latchedFramebuf;
|
|
framebufIsLatched = true;
|
|
}
|
|
|
|
DEBUG_LOG(HLE,"sceDisplaySetFramebuf(topaddr=%08x,linesize=%d,pixelsize=%d,sync=%d)",topaddr,linesize,pixelformat,sync);
|
|
if (topaddr == 0)
|
|
{
|
|
DEBUG_LOG(HLE,"- screen off");
|
|
}
|
|
else
|
|
{
|
|
fbstate->topaddr = topaddr;
|
|
fbstate->pspframebuf = Memory::GetPointer((0x44000000)|(topaddr & 0x1FFFFF)); // TODO - check
|
|
fbstate->pspFramebufFormat = (PspDisplayPixelFormat)pixelformat;
|
|
fbstate->pspFramebufLinesize = linesize;
|
|
}
|
|
|
|
RETURN(0);
|
|
}
|
|
|
|
void sceDisplayGetFramebuf()
|
|
{
|
|
DEBUG_LOG(HLE,"sceDisplayGetFramebuf()");
|
|
RETURN(framebuf.topaddr);
|
|
}
|
|
|
|
void sceDisplayWaitVblankStart()
|
|
{
|
|
DEBUG_LOG(HLE,"sceDisplayWaitVblankStart()");
|
|
__KernelWaitCurThread(WAITTYPE_VBLANK, 0, 0, 0, false);
|
|
}
|
|
|
|
void sceDisplayWaitVblank()
|
|
{
|
|
DEBUG_LOG(HLE,"sceDisplayWaitVblank()");
|
|
__KernelWaitCurThread(WAITTYPE_VBLANK, 0, 0, 0, false);
|
|
}
|
|
|
|
void sceDisplayWaitVblankCB()
|
|
{
|
|
DEBUG_LOG(HLE,"sceDisplayWaitVblankCB()");
|
|
__KernelWaitCurThread(WAITTYPE_VBLANK, 0, 0, 0, true);
|
|
__KernelCheckCallbacks();
|
|
}
|
|
|
|
void sceDisplayWaitVblankStartCB()
|
|
{
|
|
DEBUG_LOG(HLE,"sceDisplayWaitVblankStartCB()");
|
|
__KernelWaitCurThread(WAITTYPE_VBLANK, 0, 0, 0, true);
|
|
__KernelCheckCallbacks();
|
|
}
|
|
|
|
void sceDisplayGetVcount()
|
|
{
|
|
// Too spammy
|
|
// DEBUG_LOG(HLE,"%i=sceDisplayGetVcount()", vCount);
|
|
// Games like Puyo Puyo call this in a tight loop at end-of-frame. We could have it consume some time from CoreTiming?
|
|
CoreTiming::Idle(1000000);
|
|
RETURN(vCount);
|
|
}
|
|
|
|
void sceDisplayGetCurrentHcount()
|
|
{
|
|
RETURN(hCount++);
|
|
}
|
|
|
|
|
|
void sceDisplayGetAccumulatedHcount()
|
|
{
|
|
// Just do an estimate
|
|
u32 accumHCount = CoreTiming::GetTicks() / (222000000 / 60 / 272);
|
|
DEBUG_LOG(HLE,"%i=sceDisplayGetAccumulatedHcount()", accumHCount);
|
|
RETURN(accumHCount);
|
|
}
|
|
|
|
float sceDisplayGetFramePerSec()
|
|
{
|
|
float fps = 59.9400599f;
|
|
DEBUG_LOG(HLE,"%f=sceDisplayGetFramePerSec()", fps);
|
|
return fps; // (9MHz * 1)/(525 * 286)
|
|
}
|
|
|
|
const HLEFunction sceDisplay[] =
|
|
{
|
|
{0x0E20F177,&WrapU_UUU<sceDisplaySetMode>, "sceDisplaySetMode"},
|
|
{0x289D82FE,sceDisplaySetFramebuf, "sceDisplaySetFramebuf"},
|
|
{0x36CDFADE,sceDisplayWaitVblank, "sceDisplayWaitVblank"},
|
|
{0x984C27E7,sceDisplayWaitVblankStart, "sceDisplayWaitVblankStart"},
|
|
{0x8EB9EC49,sceDisplayWaitVblankCB, "sceDisplayWaitVblankCB"},
|
|
{0x46F186C3,sceDisplayWaitVblankStartCB, "sceDisplayWaitVblankStartCB"},
|
|
{0x77ed8b3a,0,"sceDisplayWaitVblankStartMultiCB"},
|
|
|
|
{0xdba6c4c4,&WrapF_V<sceDisplayGetFramePerSec>,"sceDisplayGetFramePerSec"},
|
|
{0x773dd3a3,sceDisplayGetCurrentHcount,"sceDisplayGetCurrentHcount"},
|
|
{0x210eab3a,sceDisplayGetAccumulatedHcount,"sceDisplayGetAccumulatedHcount"},
|
|
{0x9C6EAAD7,sceDisplayGetVcount,"sceDisplayGetVcount"},
|
|
{0x984C27E7,0,"sceDisplayWaitVblankStart"},
|
|
{0xDEA197D4,0,"sceDisplayGetMode"},
|
|
{0x7ED59BC4,0,"sceDisplaySetHoldMode"},
|
|
{0xA544C486,0,"sceDisplaySetResumeMode"},
|
|
{0x289D82FE,0,"sceDisplaySetFrameBuf"},
|
|
{0xEEDA2E54,sceDisplayGetFramebuf,"sceDisplayGetFrameBuf"},
|
|
{0xB4F378FA,0,"sceDisplayIsForeground"},
|
|
{0x31C4BAA8,0,"sceDisplayGetBrightness"},
|
|
{0x4D4E10EC,sceDisplayIsVblank,"sceDisplayIsVblank"},
|
|
};
|
|
|
|
void Register_sceDisplay()
|
|
{
|
|
RegisterModule("sceDisplay", ARRAY_SIZE(sceDisplay), sceDisplay);
|
|
}
|