ppsspp/Core/HLE/sceDisplay.cpp
2012-12-29 12:49:49 -08:00

438 lines
13 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/.
#include <vector>
#include <cmath>
// TODO: Move the relevant parts into common. Don't want the core
// to be dependent on "native", I think. Or maybe should get rid of common
// and move everything into native...
#include "base/timeutil.h"
#include "Thread.h"
#include "../Core/CoreTiming.h"
#include "../MIPS/MIPS.h"
#include "../HLE/HLE.h"
#include "sceAudio.h"
#include "../Host.h"
#include "../Config.h"
#include "../System.h"
#include "../Core/Core.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/GLES/TextureCache.h"
#include "../../GPU/GPUState.h"
#include "../../GPU/GPUInterface.h"
// Internal drawing library
#include "../Util/PPGeDraw.h"
struct FrameBufferState {
u32 topaddr;
PspDisplayPixelFormat pspFramebufFormat;
int pspFramebufLinesize;
};
struct WaitVBlankInfo
{
WaitVBlankInfo(u32 tid) : threadID(tid), vcountUnblock(0) {}
u32 threadID;
int vcountUnblock; // what was this for again?
};
// STATE BEGIN
static FrameBufferState framebuf;
static FrameBufferState latchedFramebuf;
static bool framebufIsLatched;
static int enterVblankEvent = -1;
static int leaveVblankEvent = -1;
static int hCount;
static int hCountTotal; //unused
static int vCount;
static int isVblank;
static bool hasSetMode;
double lastFrameTime;
std::vector<WaitVBlankInfo> vblankWaitingThreads;
// STATE END
// Called when vblank happens (like an internal interrupt.) Not part of state, should be static.
std::vector<VblankCallback> vblankListeners;
// 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
};
void hleEnterVblank(u64 userdata, int cyclesLate);
void hleLeaveVblank(u64 userdata, int cyclesLate);
void __DisplayInit() {
gpuStats.reset();
hasSetMode = false;
framebufIsLatched = false;
framebuf.topaddr = 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;
hCount = 0;
hCountTotal = 0;
lastFrameTime = 0;
InitGfxState();
}
void __DisplayDoState(PointerWrap &p) {
p.Do(framebuf);
p.Do(latchedFramebuf);
p.Do(framebufIsLatched);
p.Do(hCount);
p.Do(hCountTotal);
p.Do(vCount);
p.Do(isVblank);
p.Do(hasSetMode);
p.Do(lastFrameTime);
WaitVBlankInfo wvi(0);
p.Do(vblankWaitingThreads, wvi);
p.Do(enterVblankEvent);
CoreTiming::RestoreRegisterEvent(enterVblankEvent, "EnterVBlank", &hleEnterVblank);
p.Do(leaveVblankEvent);
CoreTiming::RestoreRegisterEvent(leaveVblankEvent, "LeaveVBlank", &hleLeaveVblank);
p.Do(gstate);
p.Do(gstate_c);
p.Do(gpuStats);
gpu->DoState(p);
ReapplyGfxState();
if (p.mode == p.MODE_READ) {
if (hasSetMode) {
gpu->InitClear();
}
gpu->SetDisplayFramebuffer(framebuf.topaddr, framebuf.pspFramebufLinesize, framebuf.pspFramebufFormat);
}
p.DoMarker("sceDisplay");
}
void __DisplayShutdown() {
vblankListeners.clear();
vblankWaitingThreads.clear();
ShutdownGfxState();
}
void __DisplayListenVblank(VblankCallback callback) {
vblankListeners.push_back(callback);
}
void __DisplayFireVblank() {
for (std::vector<VblankCallback>::iterator iter = vblankListeners.begin(), end = vblankListeners.end(); iter != end; ++iter) {
VblankCallback cb = *iter;
cb();
}
}
void hleEnterVblank(u64 userdata, int cyclesLate) {
int vbCount = userdata;
DEBUG_LOG(HLE, "Enter VBlank %i", vbCount);
isVblank = 1;
// Fire the vblank listeners before we wake threads.
__DisplayFireVblank();
// Wake up threads waiting for VBlank
for (size_t i = 0; i < vblankWaitingThreads.size(); i++) {
__KernelResumeThreadFromWait(vblankWaitingThreads[i].threadID, 0);
}
vblankWaitingThreads.clear();
// Trigger VBlank interrupt handlers.
__TriggerInterrupt(PSP_INTR_IMMEDIATE | PSP_INTR_ONLY_IF_ENABLED, 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;
gpu->SetDisplayFramebuffer(framebuf.topaddr, framebuf.pspFramebufLinesize, framebuf.pspFramebufFormat);
}
// Draw screen overlays before blitting. Saves and restores the Ge context.
gpuStats.numFrames++;
// Yeah, this has to be the right moment to end the frame. Give the graphics backend opportunity
// to blit the framebuffer, in order to support half-framerate games that otherwise wouldn't have
// anything to draw here.
gpu->CopyDisplayToOutput();
// Now we can subvert the Ge engine in order to draw custom overlays like stat counters etc.
// Here we will be drawing to the non buffered front surface.
if (g_Config.bShowDebugStats && gpuStats.numDrawCalls) {
gpu->UpdateStats();
char stats[512];
sprintf(stats,
"Frames: %i\n"
"Draw calls: %i\n"
"Draw flushes: %i\n"
"Vertices Transformed: %i\n"
"Textures active: %i\n"
"Textures decoded: %i\n"
"Vertex shaders loaded: %i\n"
"Fragment shaders loaded: %i\n"
"Combined shaders loaded: %i\n",
gpuStats.numFrames,
gpuStats.numDrawCalls,
gpuStats.numFlushes,
gpuStats.numVertsTransformed,
gpuStats.numTextures,
gpuStats.numTexturesDecoded,
gpuStats.numVertexShaders,
gpuStats.numFragmentShaders,
gpuStats.numShaders
);
float zoom = 0.7f; /// g_Config.iWindowZoom;
PPGeBegin();
PPGeDrawText(stats, 0, 0, 0, zoom, 0xFFc0c0c0);
PPGeEnd();
gpuStats.resetFrame();
}
host->EndFrame();
#ifdef _WIN32
static double lastFrameTime = 0.0;
// Best place to throttle the frame rate on non vsynced platforms is probably here. Let's try it.
time_update();
if (lastFrameTime == 0.0)
lastFrameTime = time_now_d();
if (!GetAsyncKeyState(VK_TAB)) {
while (time_now_d() < lastFrameTime + 1.0 / 60.0) {
Common::SleepCurrentThread(1);
time_update();
}
// Advance lastFrameTime by a constant amount each frame,
// but don't let it get too far behind.
lastFrameTime = std::max(lastFrameTime + 1.0 / 60.0, time_now_d() - 1.5 / 60.0);
}
// We are going to have to do something about audio timing for platforms that
// are vsynced to something that's not exactly 60fps..
#endif
host->BeginFrame();
gpu->BeginFrame();
// Tell the emu core that it's time to stop emulating
// Win32 doesn't need this.
#ifndef _WIN32
coreState = CORE_NEXTFRAME;
#endif
}
void hleLeaveVblank(u64 userdata, int cyclesLate) {
isVblank = 0;
DEBUG_LOG(HLE,"Leave VBlank %i", (int)userdata - 1);
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();
if (!hasSetMode) {
gpu->InitClear();
hasSetMode = true;
}
return 0;
}
u32 sceDisplaySetFramebuf() {
u32 topaddr = PARAM(0);
int linesize = PARAM(1);
int pixelformat = PARAM(2);
int sync = PARAM(3);
FrameBufferState fbstate;
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.pspFramebufFormat = (PspDisplayPixelFormat)pixelformat;
fbstate.pspFramebufLinesize = linesize;
}
if (sync == PSP_DISPLAY_SETBUF_IMMEDIATE) {
// Write immediately to the current framebuffer parameters
if (topaddr != 0)
{
framebuf = fbstate;
gpu->SetDisplayFramebuffer(framebuf.topaddr, framebuf.pspFramebufLinesize, framebuf.pspFramebufFormat);
}
else
WARN_LOG(HLE, "%s: PSP_DISPLAY_SETBUF_IMMEDIATE without topaddr?", __FUNCTION__);
} else if (topaddr != 0) {
// Delay the write until vblank
latchedFramebuf = fbstate;
framebufIsLatched = true;
}
return 0;
}
u32 sceDisplayGetFramebuf(u32 topaddrPtr, u32 linesizePtr, u32 pixelFormatPtr, int mode) {
const FrameBufferState &fbState = mode == 1 ? latchedFramebuf : framebuf;
DEBUG_LOG(HLE,"sceDisplayGetFramebuf(*%08x = %08x, *%08x = %08x, *%08x = %08x, %i)",
topaddrPtr, fbState.topaddr, linesizePtr, fbState.pspFramebufLinesize, pixelFormatPtr, fbState.pspFramebufFormat, mode);
if (Memory::IsValidAddress(topaddrPtr))
Memory::Write_U32(fbState.topaddr, topaddrPtr);
if (Memory::IsValidAddress(linesizePtr))
Memory::Write_U32(fbState.pspFramebufLinesize, linesizePtr);
if (Memory::IsValidAddress(pixelFormatPtr))
Memory::Write_U32(fbState.pspFramebufFormat, pixelFormatPtr);
return 0;
}
void sceDisplayWaitVblankStart() {
DEBUG_LOG(HLE,"sceDisplayWaitVblankStart()");
vblankWaitingThreads.push_back(WaitVBlankInfo(__KernelGetCurThread()));
__KernelWaitCurThread(WAITTYPE_VBLANK, 0, 0, 0, false);
}
void sceDisplayWaitVblank() {
DEBUG_LOG(HLE,"sceDisplayWaitVblank()");
vblankWaitingThreads.push_back(WaitVBlankInfo(__KernelGetCurThread()));
__KernelWaitCurThread(WAITTYPE_VBLANK, 0, 0, 0, false);
}
void sceDisplayWaitVblankStartMulti() {
DEBUG_LOG(HLE,"sceDisplayWaitVblankStartMulti()");
vblankWaitingThreads.push_back(WaitVBlankInfo(__KernelGetCurThread()));
__KernelWaitCurThread(WAITTYPE_VBLANK, 0, 0, 0, false);
}
void sceDisplayWaitVblankCB() {
DEBUG_LOG(HLE,"sceDisplayWaitVblankCB()");
vblankWaitingThreads.push_back(WaitVBlankInfo(__KernelGetCurThread()));
__KernelWaitCurThread(WAITTYPE_VBLANK, 0, 0, 0, true);
}
void sceDisplayWaitVblankStartCB() {
DEBUG_LOG(HLE,"sceDisplayWaitVblankStartCB()");
vblankWaitingThreads.push_back(WaitVBlankInfo(__KernelGetCurThread()));
__KernelWaitCurThread(WAITTYPE_VBLANK, 0, 0, 0, true);
}
void sceDisplayWaitVblankStartMultiCB() {
DEBUG_LOG(HLE,"sceDisplayWaitVblankStartMultiCB()");
vblankWaitingThreads.push_back(WaitVBlankInfo(__KernelGetCurThread()));
__KernelWaitCurThread(WAITTYPE_VBLANK, 0, 0, 0, true);
}
u32 sceDisplayGetVcount() {
// Too spammy
// DEBUG_LOG(HLE,"%i=sceDisplayGetVcount()", vCount);
// Puyo Puyo Fever polls this as a substitute for waiting for vblank.
// As a result, the game never gets to reschedule so it doesn't mix audio and things break.
// Need to find a better hack as this breaks games like Project Diva.
// hleReSchedule("sceDisplayGetVcount hack"); // Puyo puyo hack?
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,WrapU_V<sceDisplaySetFramebuf>, "sceDisplaySetFramebuf"},
{0xEEDA2E54,WrapU_UUUI<sceDisplayGetFramebuf>,"sceDisplayGetFrameBuf"},
{0x36CDFADE,sceDisplayWaitVblank, "sceDisplayWaitVblank"},
{0x984C27E7,sceDisplayWaitVblankStart, "sceDisplayWaitVblankStart"},
{0x40f1469c,sceDisplayWaitVblankStartMulti, "sceDisplayWaitVblankStartMulti"},
{0x8EB9EC49,sceDisplayWaitVblankCB, "sceDisplayWaitVblankCB"},
{0x46F186C3,sceDisplayWaitVblankStartCB, "sceDisplayWaitVblankStartCB"},
{0x77ed8b3a,sceDisplayWaitVblankStartMultiCB,"sceDisplayWaitVblankStartMultiCB"},
{0xdba6c4c4,WrapF_V<sceDisplayGetFramePerSec>,"sceDisplayGetFramePerSec"},
{0x773dd3a3,sceDisplayGetCurrentHcount,"sceDisplayGetCurrentHcount"},
{0x210eab3a,sceDisplayGetAccumulatedHcount,"sceDisplayGetAccumulatedHcount"},
{0x9C6EAAD7,WrapU_V<sceDisplayGetVcount>,"sceDisplayGetVcount"},
{0xDEA197D4,0,"sceDisplayGetMode"},
{0x7ED59BC4,0,"sceDisplaySetHoldMode"},
{0xA544C486,0,"sceDisplaySetResumeMode"},
{0xB4F378FA,0,"sceDisplayIsForeground"},
{0x31C4BAA8,0,"sceDisplayGetBrightness"},
{0x4D4E10EC,sceDisplayIsVblank,"sceDisplayIsVblank"},
};
void Register_sceDisplay() {
RegisterModule("sceDisplay", ARRAY_SIZE(sceDisplay), sceDisplay);
}