ppsspp/Core/HLE/sceDisplay.cpp
2013-11-18 08:06:09 -08:00

898 lines
28 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 <map>
#include <cmath>
#include <algorithm>
// 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/logging.h"
#include "base/timeutil.h"
#ifndef _XBOX
#include "gfx_es2/gl_state.h"
#endif
#include "Core/CoreTiming.h"
#include "Core/CoreParameter.h"
#include "Core/Reporting.h"
#include "Core/Config.h"
#include "Core/System.h"
#include "Core/HLE/HLE.h"
#include "Core/HLE/sceDisplay.h"
#include "Core/HLE/sceKernel.h"
#include "Core/HLE/sceKernelThread.h"
#include "Core/HLE/sceKernelInterrupt.h"
#include "GPU/GPUState.h"
#include "GPU/GPUInterface.h"
struct FrameBufferState {
u32 topaddr;
GEBufferFormat pspFramebufFormat;
int pspFramebufLinesize;
};
struct WaitVBlankInfo
{
WaitVBlankInfo(u32 tid) : threadID(tid), vcountUnblock(1) {}
WaitVBlankInfo(u32 tid, int vcount) : threadID(tid), vcountUnblock(vcount) {}
SceUID threadID;
// Number of vcounts to block for.
int vcountUnblock;
void DoState(PointerWrap &p)
{
auto s = p.Section("WaitVBlankInfo", 1);
if (!s)
return;
p.Do(threadID);
p.Do(vcountUnblock);
}
};
// STATE BEGIN
static FrameBufferState framebuf;
static FrameBufferState latchedFramebuf;
static bool framebufIsLatched;
static int enterVblankEvent = -1;
static int leaveVblankEvent = -1;
static int afterFlipEvent = -1;
// hCount is computed now.
static int vCount;
// The "AccumulatedHcount" can be adjusted, this is the base.
static double hCountBase;
static int isVblank;
static int numSkippedFrames;
static bool hasSetMode;
static int resumeMode;
static int holdMode;
static int mode;
static int width;
static int height;
// Don't include this in the state, time increases regardless of state.
static double curFrameTime;
static double nextFrameTime;
static int numVBlanksSinceFlip;
static u64 frameStartTicks;
const float hCountPerVblank = 286.0f;
std::vector<WaitVBlankInfo> vblankWaitingThreads;
// Key is the callback id it was for, or if no callback, the thread id.
// Value is the goal vcount number (in case the callback takes >= 1 vcount to return.)
std::map<SceUID, int> vblankPausedWaits;
// 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 = 1001.0 / 60.0;
enum {
PSP_DISPLAY_SETBUF_IMMEDIATE = 0,
PSP_DISPLAY_SETBUF_NEXTFRAME = 1
};
static int lastFpsFrame = 0;
static double lastFpsTime = 0.0;
static double fps = 0.0;
static double fpsHistory[120];
static size_t fpsHistoryPos = 0;
static size_t fpsHistoryValid = 0;
static int lastNumFlips = 0;
static float flips = 0.0f;
static int actualFlips = 0; // taking frameskip into account
static int lastActualFlips = 0;
static float actualFps = 0;
static u64 lastFlipCycles = 0;
// For the "max 60 fps" setting.
static int lastFlipsTooFrequent = 0;
void hleEnterVblank(u64 userdata, int cyclesLate);
void hleLeaveVblank(u64 userdata, int cyclesLate);
void hleAfterFlip(u64 userdata, int cyclesLate);
void __DisplayVblankBeginCallback(SceUID threadID, SceUID prevCallbackId);
void __DisplayVblankEndCallback(SceUID threadID, SceUID prevCallbackId);
void __DisplayInit() {
gpuStats.Reset();
hasSetMode = false;
mode = 0;
resumeMode = 0;
holdMode = 0;
width = 480;
height = 272;
numSkippedFrames = 0;
numVBlanksSinceFlip = 0;
framebufIsLatched = false;
framebuf.topaddr = 0x04000000;
framebuf.pspFramebufFormat = GE_FORMAT_8888;
framebuf.pspFramebufLinesize = 480; // ??
lastFlipCycles = 0;
lastFlipsTooFrequent = 0;
enterVblankEvent = CoreTiming::RegisterEvent("EnterVBlank", &hleEnterVblank);
leaveVblankEvent = CoreTiming::RegisterEvent("LeaveVBlank", &hleLeaveVblank);
afterFlipEvent = CoreTiming::RegisterEvent("AfterFlip", &hleAfterFlip);
CoreTiming::ScheduleEvent(msToCycles(frameMs - vblankMs), enterVblankEvent, 0);
isVblank = 0;
vCount = 0;
hCountBase = 0.0;
curFrameTime = 0.0;
nextFrameTime = 0.0;
flips = 0;
fps = 0.0;
actualFlips = 0;
lastActualFlips = 0;
lastNumFlips = 0;
fpsHistoryValid = 0;
fpsHistoryPos = 0;
fpsHistoryValid = 0;
InitGfxState();
__KernelRegisterWaitTypeFuncs(WAITTYPE_VBLANK, __DisplayVblankBeginCallback, __DisplayVblankEndCallback);
}
void __DisplayDoState(PointerWrap &p) {
auto s = p.Section("sceDisplay", 1, 2);
if (!s)
return;
p.Do(framebuf);
p.Do(latchedFramebuf);
p.Do(framebufIsLatched);
p.Do(frameStartTicks);
p.Do(vCount);
p.Do(hCountBase);
p.Do(isVblank);
p.Do(hasSetMode);
p.Do(mode);
p.Do(resumeMode);
p.Do(holdMode);
p.Do(width);
p.Do(height);
WaitVBlankInfo wvi(0);
p.Do(vblankWaitingThreads, wvi);
p.Do(vblankPausedWaits);
p.Do(enterVblankEvent);
CoreTiming::RestoreRegisterEvent(enterVblankEvent, "EnterVBlank", &hleEnterVblank);
p.Do(leaveVblankEvent);
CoreTiming::RestoreRegisterEvent(leaveVblankEvent, "LeaveVBlank", &hleLeaveVblank);
p.Do(afterFlipEvent);
CoreTiming::RestoreRegisterEvent(afterFlipEvent, "AfterFlip", &hleAfterFlip);
p.Do(gstate);
p.Do(gstate_c);
#ifndef _XBOX
if (s < 2) {
// This shouldn't have been savestated anyway, but it was.
// It's unlikely to overlap with the first value in gpuStats.
p.ExpectVoid(&gl_extensions.gpuVendor, sizeof(gl_extensions.gpuVendor));
}
#endif
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);
}
}
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 __DisplayVblankBeginCallback(SceUID threadID, SceUID prevCallbackId) {
SceUID pauseKey = prevCallbackId == 0 ? threadID : prevCallbackId;
// This means two callbacks in a row. PSP crashes if the same callback waits inside itself (may need more testing.)
// TODO: Handle this better?
if (vblankPausedWaits.find(pauseKey) != vblankPausedWaits.end()) {
return;
}
WaitVBlankInfo waitData(0);
for (size_t i = 0; i < vblankWaitingThreads.size(); i++) {
WaitVBlankInfo *t = &vblankWaitingThreads[i];
if (t->threadID == threadID)
{
waitData = *t;
vblankWaitingThreads.erase(vblankWaitingThreads.begin() + i);
break;
}
}
if (waitData.threadID != threadID)
{
WARN_LOG_REPORT(SCEDISPLAY, "sceDisplayWaitVblankCB: could not find waiting thread info.");
return;
}
vblankPausedWaits[pauseKey] = vCount + waitData.vcountUnblock;
DEBUG_LOG(SCEDISPLAY, "sceDisplayWaitVblankCB: Suspending vblank wait for callback")
}
void __DisplayVblankEndCallback(SceUID threadID, SceUID prevCallbackId) {
SceUID pauseKey = prevCallbackId == 0 ? threadID : prevCallbackId;
// Probably should not be possible.
if (vblankPausedWaits.find(pauseKey) == vblankPausedWaits.end()) {
__KernelResumeThreadFromWait(threadID, 0);
return;
}
int vcountUnblock = vblankPausedWaits[pauseKey];
if (vcountUnblock <= vCount) {
__KernelResumeThreadFromWait(threadID, 0);
return;
}
// Still have to wait a bit longer.
vblankWaitingThreads.push_back(WaitVBlankInfo(__KernelGetCurThread(), vcountUnblock - vCount));
DEBUG_LOG(SCEDISPLAY, "sceDisplayWaitVblankCB: Resuming vblank wait from callback")
}
// TODO: Also average actualFps
void __DisplayGetFPS(float *out_vps, float *out_fps, float *out_actual_fps) {
*out_vps = fps;
*out_fps = flips;
*out_actual_fps = actualFps;
}
void __DisplayGetVPS(float *out_vps) {
*out_vps = fps;
}
void __DisplayGetAveragedFPS(float *out_vps, float *out_fps) {
float avg = 0.0;
if (fpsHistoryValid > 0) {
if (fpsHistoryValid > ARRAY_SIZE(fpsHistory)) {
fpsHistoryValid = ARRAY_SIZE(fpsHistory);
}
for (size_t i = 0; i < fpsHistoryValid; ++i) {
avg += fpsHistory[i];
}
avg /= (double) fpsHistoryValid;
}
*out_vps = *out_fps = avg;
}
void CalculateFPS() {
time_update();
double now = time_now_d();
if (now >= lastFpsTime + 1.0) {
double frames = (gpuStats.numVBlanks - lastFpsFrame);
actualFps = (actualFlips - lastActualFlips);
fps = frames / (now - lastFpsTime);
flips = 60.0 * (double) (gpuStats.numFlips - lastNumFlips) / frames;
lastFpsFrame = gpuStats.numVBlanks;
lastNumFlips = gpuStats.numFlips;
lastActualFlips = actualFlips;
lastFpsTime = now;
fpsHistory[fpsHistoryPos++] = fps;
fpsHistoryPos = fpsHistoryPos % ARRAY_SIZE(fpsHistory);
++fpsHistoryValid;
}
}
void __DisplayGetDebugStats(char stats[2048]) {
gpu->UpdateStats();
float vertexAverageCycles = gpuStats.numVertsSubmitted > 0 ? (float)gpuStats.vertexGPUCycles / (float)gpuStats.numVertsSubmitted : 0.0f;
sprintf(stats,
"Frames: %i\n"
"DL processing time: %0.2f ms\n"
"Kernel processing time: %0.2f ms\n"
"Slowest syscall: %s : %0.2f ms\n"
"Most active syscall: %s : %0.2f ms\n"
"Draw calls: %i, flushes %i\n"
"Cached Draw calls: %i\n"
"Alpha Tested draws: %i\n"
"Non Alpha Tested draws: %i\n"
"Num Tracked Vertex Arrays: %i\n"
"Cycles executed: %d (%f per vertex)\n"
"Commands per call level: %i %i %i %i\n"
"Vertices Submitted: %i\n"
"Cached Vertices Drawn: %i\n"
"Uncached Vertices Drawn: %i\n"
"FBOs active: %i\n"
"Textures active: %i, decoded: %i\n"
"Texture invalidations: %i\n"
"Vertex shaders loaded: %i\n"
"Fragment shaders loaded: %i\n"
"Combined shaders loaded: %i\n",
gpuStats.numVBlanks,
gpuStats.msProcessingDisplayLists * 1000.0f,
kernelStats.msInSyscalls * 1000.0f,
kernelStats.slowestSyscallName ? kernelStats.slowestSyscallName : "(none)",
kernelStats.slowestSyscallTime * 1000.0f,
kernelStats.summedSlowestSyscallName ? kernelStats.summedSlowestSyscallName : "(none)",
kernelStats.summedSlowestSyscallTime * 1000.0f,
gpuStats.numDrawCalls,
gpuStats.numFlushes,
gpuStats.numCachedDrawCalls,
gpuStats.numAlphaTestedDraws,
gpuStats.numNonAlphaTestedDraws,
gpuStats.numTrackedVertexArrays,
gpuStats.vertexGPUCycles + gpuStats.otherGPUCycles,
vertexAverageCycles,
gpuStats.gpuCommandsAtCallLevel[0],gpuStats.gpuCommandsAtCallLevel[1],gpuStats.gpuCommandsAtCallLevel[2],gpuStats.gpuCommandsAtCallLevel[3],
gpuStats.numVertsSubmitted,
gpuStats.numCachedVertsDrawn,
gpuStats.numUncachedVertsDrawn,
gpuStats.numFBOs,
gpuStats.numTextures,
gpuStats.numTexturesDecoded,
gpuStats.numTextureInvalidations,
gpuStats.numVertexShaders,
gpuStats.numFragmentShaders,
gpuStats.numShaders
);
gpuStats.ResetFrame();
kernelStats.ResetFrame();
}
enum {
FPS_LIMIT_NORMAL = 0,
FPS_LIMIT_CUSTOM = 1,
};
// Let's collect all the throttling and frameskipping logic here.
void DoFrameTiming(bool &throttle, bool &skipFrame, float timestep) {
int fpsLimiter = PSP_CoreParameter().fpsLimit;
throttle = !PSP_CoreParameter().unthrottle;
if (fpsLimiter == FPS_LIMIT_CUSTOM && g_Config.iFpsLimit == 0)
throttle = false;
skipFrame = false;
// Check if the frameskipping code should be enabled. If neither throttling or frameskipping is on,
// we have nothing to do here.
bool doFrameSkip = g_Config.iFrameSkip != 0;
if (!throttle && g_Config.bFrameSkipUnthrottle) {
doFrameSkip = true;
skipFrame = true;
if (numSkippedFrames >= 7) {
skipFrame = false;
}
return;
}
if (!throttle && !doFrameSkip)
return;
time_update();
curFrameTime = time_now_d();
if (nextFrameTime == 0.0)
nextFrameTime = time_now_d() + timestep;
// Argh, we are falling behind! Let's skip a frame and see if we catch up.
// Auto-frameskip automatically if speed limit is set differently than the default.
if (g_Config.iFrameSkip == 1 || (g_Config.iFrameSkip == 0 && fpsLimiter == FPS_LIMIT_CUSTOM && g_Config.iFpsLimit > 60)) {
// 1 == autoframeskip
if (curFrameTime > nextFrameTime && doFrameSkip) {
skipFrame = true;
}
} else if (g_Config.iFrameSkip > 1) {
// Other values = fixed frameskip
if (numSkippedFrames >= g_Config.iFrameSkip - 1)
skipFrame = false;
else
skipFrame = true;
}
if (curFrameTime < nextFrameTime && throttle) {
// If time gap is huge just jump (somebody unthrottled)
if ((nextFrameTime - curFrameTime > 2*timestep) && fpsLimiter == FPS_LIMIT_NORMAL) {
nextFrameTime = curFrameTime + timestep;
} else {
// Wait until we've caught up.
while (time_now_d() < nextFrameTime) {
sleep_ms(1); // Sleep for 1ms on this thread
time_update();
}
}
curFrameTime = time_now_d();
}
// Advance lastFrameTime by a constant amount each frame,
// but don't let it get too far behind as things can get very jumpy.
const double maxFallBehindFrames = 5.5;
// 3 states of fps limiter
if (fpsLimiter == FPS_LIMIT_NORMAL) {
nextFrameTime = std::max(nextFrameTime + timestep, time_now_d() - maxFallBehindFrames * timestep);
} else if (fpsLimiter == FPS_LIMIT_CUSTOM) {
double customLimiter = (g_Config.iFpsLimit / 60.0f) / timestep;
nextFrameTime = std::max(nextFrameTime + 1.0 / customLimiter, time_now_d() - maxFallBehindFrames / customLimiter);
}
}
void hleEnterVblank(u64 userdata, int cyclesLate) {
int vbCount = userdata;
DEBUG_LOG(SCEDISPLAY, "Enter VBlank %i", vbCount);
isVblank = 1;
vCount++; // vCount increases at each VBLANK.
hCountBase += hCountPerVblank; // This is the "accumulated" hcount base.
if (hCountBase > 0x7FFFFFFF) {
hCountBase -= 0x80000000;
}
frameStartTicks = CoreTiming::GetTicks();
// Wake up threads waiting for VBlank
u32 error;
for (size_t i = 0; i < vblankWaitingThreads.size(); i++) {
if (--vblankWaitingThreads[i].vcountUnblock == 0) {
// Only wake it if it wasn't already released by someone else.
SceUID waitID = __KernelGetWaitID(vblankWaitingThreads[i].threadID, WAITTYPE_VBLANK, error);
if (waitID == 1) {
__KernelResumeThreadFromWait(vblankWaitingThreads[i].threadID, 0);
}
vblankWaitingThreads.erase(vblankWaitingThreads.begin() + i--);
}
}
// Trigger VBlank interrupt handlers.
__TriggerInterrupt(PSP_INTR_IMMEDIATE | PSP_INTR_ONLY_IF_ENABLED | PSP_INTR_ALWAYS_RESCHED, PSP_VBLANK_INTR, PSP_INTR_SUB_ALL);
CoreTiming::ScheduleEvent(msToCycles(vblankMs) - cyclesLate, leaveVblankEvent, vbCount + 1);
gpuStats.numVBlanks++;
numVBlanksSinceFlip++;
// TODO: Should this be done here or in hleLeaveVblank?
if (framebufIsLatched) {
DEBUG_LOG(SCEDISPLAY, "Setting latched framebuffer %08x (prev: %08x)", latchedFramebuf.topaddr, framebuf.topaddr);
framebuf = latchedFramebuf;
framebufIsLatched = false;
gpu->SetDisplayFramebuffer(framebuf.topaddr, framebuf.pspFramebufLinesize, framebuf.pspFramebufFormat);
}
// We flip only if the framebuffer was dirty. This eliminates flicker when using
// non-buffered rendering. The interaction with frame skipping seems to need
// some work.
if (gpu->FramebufferDirty()) {
if (g_Config.iShowFPSCounter && g_Config.iShowFPSCounter < 4) {
CalculateFPS();
}
// Setting CORE_NEXTFRAME causes a swap.
// Check first though, might've just quit / been paused.
if (gpu->FramebufferReallyDirty()) {
if (coreState == CORE_RUNNING) {
coreState = CORE_NEXTFRAME;
gpu->CopyDisplayToOutput();
actualFlips++;
}
}
gpuStats.numFlips++;
bool throttle, skipFrame;
DoFrameTiming(throttle, skipFrame, (float)numVBlanksSinceFlip * (1.0f / 60.0f));
// Max 4 skipped frames in a row - 15 fps is really the bare minimum for playability.
// We check for 3 here so it's 3 skipped frames, 1 non skipped, 3 skipped, etc.
int maxFrameskip = throttle ? g_Config.iFrameSkip : 8;
if (numSkippedFrames >= maxFrameskip) {
skipFrame = false;
}
if (skipFrame) {
gstate_c.skipDrawReason |= SKIPDRAW_SKIPFRAME;
numSkippedFrames++;
} else {
gstate_c.skipDrawReason &= ~SKIPDRAW_SKIPFRAME;
numSkippedFrames = 0;
}
// Returning here with coreState == CORE_NEXTFRAME causes a buffer flip to happen (next frame).
// Right after, we regain control for a little bit in hleAfterFlip. I think that's a great
// place to do housekeeping.
CoreTiming::ScheduleEvent(0 - cyclesLate, afterFlipEvent, 0);
numVBlanksSinceFlip = 0;
}
}
void hleAfterFlip(u64 userdata, int cyclesLate)
{
gpu->BeginFrame(); // doesn't really matter if begin or end of frame.
}
void hleLeaveVblank(u64 userdata, int cyclesLate) {
isVblank = 0;
DEBUG_LOG(SCEDISPLAY,"Leave VBlank %i", (int)userdata - 1);
CoreTiming::ScheduleEvent(msToCycles(frameMs - vblankMs) - cyclesLate, enterVblankEvent, userdata);
// Fire the vblank listeners after the vblank completes.
__DisplayFireVblank();
}
u32 sceDisplayIsVblank() {
DEBUG_LOG(SCEDISPLAY,"%i=sceDisplayIsVblank()",isVblank);
return isVblank;
}
u32 sceDisplaySetMode(int displayMode, int displayWidth, int displayHeight) {
DEBUG_LOG(SCEDISPLAY,"sceDisplaySetMode(%i, %i, %i)", displayMode, displayWidth, displayHeight);
if (!hasSetMode) {
gpu->InitClear();
hasSetMode = true;
}
mode = displayMode;
width = displayWidth;
height = displayHeight;
return 0;
}
// Some games (GTA) never call this during gameplay, so bad place to put a framerate counter.
u32 sceDisplaySetFramebuf(u32 topaddr, int linesize, int pixelformat, int sync) {
FrameBufferState fbstate;
DEBUG_LOG(SCEDISPLAY,"sceDisplaySetFramebuf(topaddr=%08x,linesize=%d,pixelsize=%d,sync=%d)", topaddr, linesize, pixelformat, sync);
if (topaddr == 0) {
DEBUG_LOG(SCEDISPLAY,"- screen off");
} else {
fbstate.topaddr = topaddr;
fbstate.pspFramebufFormat = (GEBufferFormat)pixelformat;
fbstate.pspFramebufLinesize = linesize;
}
s64 delayCycles = 0;
if (topaddr != framebuf.topaddr && g_Config.iForceMaxEmulatedFPS > 0) {
// Sometimes we get a small number, there's probably no need to delay the thread for this.
// sceDisplaySetFramebuf() isn't supposed to delay threads at all. This is a hack.
const int FLIP_DELAY_CYCLES_MIN = 10;
// Some games (like Final Fantasy 4) only call this too much in spurts.
// The goal is to fix games where this would result in a consistent overhead.
const int FLIP_DELAY_MIN_FLIPS = 30;
u64 now = CoreTiming::GetTicks();
u64 expected = msToCycles(1000) / g_Config.iForceMaxEmulatedFPS;
u64 actual = now - lastFlipCycles;
if (actual < expected - FLIP_DELAY_CYCLES_MIN) {
if (lastFlipsTooFrequent >= FLIP_DELAY_MIN_FLIPS) {
delayCycles = expected - actual;
} else {
++lastFlipsTooFrequent;
}
} else {
--lastFlipsTooFrequent;
}
lastFlipCycles = CoreTiming::GetTicks();
}
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(SCEDISPLAY, "%s: PSP_DISPLAY_SETBUF_IMMEDIATE without topaddr?", __FUNCTION__);
}
} else if (topaddr != 0) {
// Delay the write until vblank
latchedFramebuf = fbstate;
framebufIsLatched = true;
}
if (delayCycles > 0) {
// Okay, the game is going at too high a frame rate. God of War and Fat Princess both do this.
// Simply eating the cycles works and is fast, but breaks other games (like Jeanne d'Arc.)
// So, instead, we delay this HLE thread only (a small deviation from correct behavior.)
return hleDelayResult(0, "set framebuf", cyclesToUs(delayCycles));
} else {
return 0;
}
}
bool __DisplayGetFramebuf(u8 **topaddr, u32 *linesize, u32 *pixelFormat, int latchedMode) {
const FrameBufferState &fbState = latchedMode == 1 ? latchedFramebuf : framebuf;
if (topaddr != NULL)
*topaddr = Memory::GetPointer(fbState.topaddr);
if (linesize != NULL)
*linesize = fbState.pspFramebufLinesize;
if (pixelFormat != NULL)
*pixelFormat = fbState.pspFramebufFormat;
return true;
}
u32 sceDisplayGetFramebuf(u32 topaddrPtr, u32 linesizePtr, u32 pixelFormatPtr, int latchedMode) {
const FrameBufferState &fbState = latchedMode == 1 ? latchedFramebuf : framebuf;
DEBUG_LOG(SCEDISPLAY,"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;
}
u32 sceDisplayWaitVblankStart() {
VERBOSE_LOG(SCEDISPLAY,"sceDisplayWaitVblankStart()");
vblankWaitingThreads.push_back(WaitVBlankInfo(__KernelGetCurThread()));
__KernelWaitCurThread(WAITTYPE_VBLANK, 1, 0, 0, false, "vblank start waited");
return 0;
}
u32 sceDisplayWaitVblank() {
if (!isVblank) {
VERBOSE_LOG(SCEDISPLAY,"sceDisplayWaitVblank()");
vblankWaitingThreads.push_back(WaitVBlankInfo(__KernelGetCurThread()));
__KernelWaitCurThread(WAITTYPE_VBLANK, 1, 0, 0, false, "vblank waited");
return 0;
} else {
DEBUG_LOG(SCEDISPLAY,"sceDisplayWaitVblank() - not waiting since in vBlank");
hleEatCycles(1110);
return 1;
}
}
u32 sceDisplayWaitVblankStartMulti(int vblanks) {
if (vblanks <= 0) {
WARN_LOG(SCEDISPLAY, "sceDisplayWaitVblankStartMulti(%d): invalid number of vblanks", vblanks);
return SCE_KERNEL_ERROR_INVALID_VALUE;
}
VERBOSE_LOG(SCEDISPLAY, "sceDisplayWaitVblankStartMulti(%d)", vblanks);
if (!__KernelIsDispatchEnabled())
return SCE_KERNEL_ERROR_CAN_NOT_WAIT;
if (__IsInInterrupt())
return SCE_KERNEL_ERROR_ILLEGAL_CONTEXT;
vblankWaitingThreads.push_back(WaitVBlankInfo(__KernelGetCurThread(), vblanks));
__KernelWaitCurThread(WAITTYPE_VBLANK, 1, 0, 0, false, "vblank start multi waited");
return 0;
}
u32 sceDisplayWaitVblankCB() {
if (!isVblank) {
VERBOSE_LOG(SCEDISPLAY,"sceDisplayWaitVblankCB()");
vblankWaitingThreads.push_back(WaitVBlankInfo(__KernelGetCurThread()));
__KernelWaitCurThread(WAITTYPE_VBLANK, 1, 0, 0, true, "vblank waited");
return 0;
} else {
DEBUG_LOG(SCEDISPLAY,"sceDisplayWaitVblank() - not waiting since in vBlank");
hleEatCycles(1110);
return 1;
}
}
u32 sceDisplayWaitVblankStartCB() {
VERBOSE_LOG(SCEDISPLAY,"sceDisplayWaitVblankStartCB()");
vblankWaitingThreads.push_back(WaitVBlankInfo(__KernelGetCurThread()));
__KernelWaitCurThread(WAITTYPE_VBLANK, 1, 0, 0, true, "vblank start waited");
return 0;
}
u32 sceDisplayWaitVblankStartMultiCB(int vblanks) {
if (vblanks <= 0) {
WARN_LOG(SCEDISPLAY, "sceDisplayWaitVblankStartMultiCB(%d): invalid number of vblanks", vblanks);
return SCE_KERNEL_ERROR_INVALID_VALUE;
}
VERBOSE_LOG(SCEDISPLAY,"sceDisplayWaitVblankStartMultiCB(%d)", vblanks);
if (!__KernelIsDispatchEnabled())
return SCE_KERNEL_ERROR_CAN_NOT_WAIT;
if (__IsInInterrupt())
return SCE_KERNEL_ERROR_ILLEGAL_CONTEXT;
vblankWaitingThreads.push_back(WaitVBlankInfo(__KernelGetCurThread(), vblanks));
__KernelWaitCurThread(WAITTYPE_VBLANK, 1, 0, 0, true, "vblank start multi waited");
return 0;
}
u32 sceDisplayGetVcount() {
VERBOSE_LOG(SCEDISPLAY,"%i=sceDisplayGetVcount()", vCount);
hleEatCycles(150);
return vCount;
}
u32 __DisplayGetCurrentHcount() {
const static int ticksPerVblank333 = 333 * 1000000 / 60 / hCountPerVblank;
const int ticksIntoFrame = CoreTiming::GetTicks() - frameStartTicks;
// Can't seem to produce a 0 on real hardware, offsetting by 1 makes things look right.
return 1 + (ticksIntoFrame / (CoreTiming::GetClockFrequencyMHz() * ticksPerVblank333 / 333));
}
u32 __DisplayGetAccumulatedHcount() {
// The hCount is always a positive int, and wraps from 0x7FFFFFFF -> 0.
int value = hCountBase + __DisplayGetCurrentHcount();
return value & 0x7FFFFFFF;
}
u32 sceDisplayGetCurrentHcount() {
u32 currentHCount = __DisplayGetCurrentHcount();
DEBUG_LOG(SCEDISPLAY, "%i=sceDisplayGetCurrentHcount()", currentHCount);
hleEatCycles(275);
return currentHCount;
}
int sceDisplayAdjustAccumulatedHcount(int value) {
if (value < 0) {
ERROR_LOG_REPORT(SCEDISPLAY, "sceDisplayAdjustAccumulatedHcount(%d): invalid value", value);
return SCE_KERNEL_ERROR_INVALID_VALUE;
}
// Since it includes the current hCount, find the difference to apply to the base.
u32 accumHCount = __DisplayGetAccumulatedHcount();
int diff = value - accumHCount;
hCountBase += diff;
DEBUG_LOG(SCEDISPLAY, "sceDisplayAdjustAccumulatedHcount(%d)", value);
return 0;
}
int sceDisplayGetAccumulatedHcount() {
u32 accumHCount = __DisplayGetAccumulatedHcount();
DEBUG_LOG(SCEDISPLAY, "%d=sceDisplayGetAccumulatedHcount()", accumHCount);
hleEatCycles(235);
return accumHCount;
}
float sceDisplayGetFramePerSec() {
const static float framePerSec = 59.9400599f;
DEBUG_LOG(SCEDISPLAY,"%f=sceDisplayGetFramePerSec()", framePerSec);
return framePerSec; // (9MHz * 1)/(525 * 286)
}
u32 sceDisplayIsForeground() {
DEBUG_LOG(SCEDISPLAY,"IMPL sceDisplayIsForeground()");
if (!hasSetMode || framebuf.topaddr == 0)
return 0;
else
return 1; // return value according to JPCSP comment
}
u32 sceDisplayGetMode(u32 modeAddr, u32 widthAddr, u32 heightAddr) {
DEBUG_LOG(SCEDISPLAY,"sceDisplayGetMode(%08x, %08x, %08x)", modeAddr, widthAddr, heightAddr);
if (Memory::IsValidAddress(modeAddr))
Memory::Write_U32(mode, modeAddr);
if (Memory::IsValidAddress(widthAddr))
Memory::Write_U32(width, widthAddr);
if (Memory::IsValidAddress(heightAddr))
Memory::Write_U32(height, heightAddr);
return 0;
}
u32 sceDisplayIsVsync() {
ERROR_LOG(SCEDISPLAY,"UNIMPL sceDisplayIsVsync()");
return 0;
}
u32 sceDisplayGetResumeMode(u32 resumeModeAddr) {
ERROR_LOG(SCEDISPLAY,"sceDisplayGetResumeMode(%08x)", resumeModeAddr);
if (Memory::IsValidAddress(resumeModeAddr))
Memory::Write_U32(resumeMode, resumeModeAddr);
return 0;
}
u32 sceDisplaySetResumeMode(u32 rMode) {
ERROR_LOG(SCEDISPLAY,"sceDisplaySetResumeMode(%08x)", rMode);
resumeMode = rMode;
return 0;
}
u32 sceDisplayGetBrightness(u32 levelAddr) {
ERROR_LOG(SCEDISPLAY,"UNIMPL sceDisplayGetBrightness(%08x)", levelAddr);
return 0;
}
u32 sceDisplaySetHoldMode(u32 hMode) {
ERROR_LOG(SCEDISPLAY,"sceDisplaySetHoldMode(%08x)", hMode);
holdMode = hMode;
return 0;
}
const HLEFunction sceDisplay[] = {
{0x0E20F177,WrapU_III<sceDisplaySetMode>, "sceDisplaySetMode"},
{0x289D82FE,WrapU_UIII<sceDisplaySetFramebuf>, "sceDisplaySetFrameBuf"},
{0xEEDA2E54,WrapU_UUUI<sceDisplayGetFramebuf>,"sceDisplayGetFrameBuf"},
{0x36CDFADE,WrapU_V<sceDisplayWaitVblank>, "sceDisplayWaitVblank", HLE_NOT_DISPATCH_SUSPENDED},
{0x984C27E7,WrapU_V<sceDisplayWaitVblankStart>, "sceDisplayWaitVblankStart", HLE_NOT_IN_INTERRUPT | HLE_NOT_DISPATCH_SUSPENDED},
{0x40f1469c,WrapU_I<sceDisplayWaitVblankStartMulti>, "sceDisplayWaitVblankStartMulti"},
{0x8EB9EC49,WrapU_V<sceDisplayWaitVblankCB>, "sceDisplayWaitVblankCB", HLE_NOT_DISPATCH_SUSPENDED},
{0x46F186C3,WrapU_V<sceDisplayWaitVblankStartCB>, "sceDisplayWaitVblankStartCB", HLE_NOT_IN_INTERRUPT | HLE_NOT_DISPATCH_SUSPENDED},
{0x77ed8b3a,WrapU_I<sceDisplayWaitVblankStartMultiCB>,"sceDisplayWaitVblankStartMultiCB"},
{0xdba6c4c4,WrapF_V<sceDisplayGetFramePerSec>,"sceDisplayGetFramePerSec"},
{0x773dd3a3,WrapU_V<sceDisplayGetCurrentHcount>,"sceDisplayGetCurrentHcount"},
{0x210eab3a,WrapI_V<sceDisplayGetAccumulatedHcount>,"sceDisplayGetAccumulatedHcount"},
{0xA83EF139,WrapI_I<sceDisplayAdjustAccumulatedHcount>,"sceDisplayAdjustAccumulatedHcount"},
{0x9C6EAAD7,WrapU_V<sceDisplayGetVcount>,"sceDisplayGetVcount"},
{0xDEA197D4,WrapU_UUU<sceDisplayGetMode>,"sceDisplayGetMode"},
{0x7ED59BC4,WrapU_U<sceDisplaySetHoldMode>,"sceDisplaySetHoldMode"},
{0xA544C486,WrapU_U<sceDisplaySetResumeMode>,"sceDisplaySetResumeMode"},
{0xBF79F646,WrapU_U<sceDisplayGetResumeMode>,"sceDisplayGetResumeMode"},
{0xB4F378FA,WrapU_V<sceDisplayIsForeground>,"sceDisplayIsForeground"},
{0x31C4BAA8,WrapU_U<sceDisplayGetBrightness>,"sceDisplayGetBrightness"},
{0x4D4E10EC,WrapU_V<sceDisplayIsVblank>,"sceDisplayIsVblank"},
{0x21038913,WrapU_V<sceDisplayIsVsync>,"sceDisplayIsVsync"},
};
void Register_sceDisplay() {
RegisterModule("sceDisplay", ARRAY_SIZE(sceDisplay), sceDisplay);
}