mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-24 05:49:58 +00:00
1102 lines
34 KiB
C++
1102 lines
34 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// 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,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include <vector>
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#include <map>
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#include <cmath>
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#include <algorithm>
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// TODO: Move this somewhere else, cleanup.
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#ifndef _WIN32
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#include <unistd.h>
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#include <sys/time.h>
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#endif
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// TODO: Move the relevant parts into common. Don't want the core
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// to be dependent on "native", I think. Or maybe should get rid of common
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// and move everything into native...
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#include "base/logging.h"
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#include "base/timeutil.h"
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#ifndef _XBOX
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#include "gfx_es2/gl_state.h"
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#endif
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#include "Common/ChunkFile.h"
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#include "Core/CoreTiming.h"
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#include "Core/CoreParameter.h"
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#include "Core/Reporting.h"
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#include "Core/Config.h"
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#include "Core/System.h"
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#include "Core/HLE/HLE.h"
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#include "Core/HLE/FunctionWrappers.h"
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#include "Core/HLE/sceDisplay.h"
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#include "Core/HLE/sceKernel.h"
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#include "Core/HLE/sceKernelThread.h"
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#include "Core/HLE/sceKernelInterrupt.h"
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#include "GPU/GPUState.h"
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#include "GPU/GPUInterface.h"
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#include "GPU/Common/FramebufferCommon.h"
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struct FrameBufferState {
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u32 topaddr;
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GEBufferFormat pspFramebufFormat;
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int pspFramebufLinesize;
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};
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struct WaitVBlankInfo
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{
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WaitVBlankInfo(u32 tid) : threadID(tid), vcountUnblock(1) {}
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WaitVBlankInfo(u32 tid, int vcount) : threadID(tid), vcountUnblock(vcount) {}
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SceUID threadID;
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// Number of vcounts to block for.
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int vcountUnblock;
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void DoState(PointerWrap &p)
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{
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auto s = p.Section("WaitVBlankInfo", 1);
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if (!s)
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return;
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p.Do(threadID);
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p.Do(vcountUnblock);
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}
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};
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// STATE BEGIN
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static FrameBufferState framebuf;
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static FrameBufferState latchedFramebuf;
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static bool framebufIsLatched;
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static int enterVblankEvent = -1;
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static int leaveVblankEvent = -1;
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static int afterFlipEvent = -1;
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static int lagSyncEvent = -1;
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static double lastLagSync = 0.0;
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static bool lagSyncScheduled = false;
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// hCount is computed now.
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static int vCount;
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// The "AccumulatedHcount" can be adjusted, this is the base.
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static u32 hCountBase;
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static int isVblank;
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static int numSkippedFrames;
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static bool hasSetMode;
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static int resumeMode;
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static int holdMode;
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static int brightnessLevel;
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static int mode;
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static int width;
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static int height;
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static bool wasPaused;
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// 1.001f to compensate for the classic 59.94 NTSC framerate that the PSP seems to have.
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static const double timePerVblank = 1.001f / 60.0f;
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// Don't include this in the state, time increases regardless of state.
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static double curFrameTime;
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static double lastFrameTime;
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static double nextFrameTime;
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static int numVBlanksSinceFlip;
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static u64 frameStartTicks;
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const int hCountPerVblank = 286;
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const int PSP_DISPLAY_MODE_LCD = 0;
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std::vector<WaitVBlankInfo> vblankWaitingThreads;
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// Key is the callback id it was for, or if no callback, the thread id.
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// Value is the goal vcount number (in case the callback takes >= 1 vcount to return.)
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std::map<SceUID, int> vblankPausedWaits;
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// STATE END
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// Called when vblank happens (like an internal interrupt.) Not part of state, should be static.
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std::vector<VblankCallback> vblankListeners;
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// The vblank period is 731.5 us (0.7315 ms)
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const double vblankMs = 0.7315;
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const double frameMs = 1001.0 / 60.0;
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enum {
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PSP_DISPLAY_SETBUF_IMMEDIATE = 0,
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PSP_DISPLAY_SETBUF_NEXTFRAME = 1
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};
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static int lastFpsFrame = 0;
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static double lastFpsTime = 0.0;
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static double fps = 0.0;
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static double fpsHistory[120];
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static size_t fpsHistoryPos = 0;
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static size_t fpsHistoryValid = 0;
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static int lastNumFlips = 0;
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static float flips = 0.0f;
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static int actualFlips = 0; // taking frameskip into account
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static int lastActualFlips = 0;
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static float actualFps = 0;
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static u64 lastFlipCycles = 0;
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// For the "max 60 fps" setting.
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static int lastFlipsTooFrequent = 0;
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void hleEnterVblank(u64 userdata, int cyclesLate);
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void hleLeaveVblank(u64 userdata, int cyclesLate);
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void hleAfterFlip(u64 userdata, int cyclesLate);
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void hleLagSync(u64 userdata, int cyclesLate);
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void __DisplayVblankBeginCallback(SceUID threadID, SceUID prevCallbackId);
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void __DisplayVblankEndCallback(SceUID threadID, SceUID prevCallbackId);
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int __DisplayGetFlipCount() { return actualFlips; }
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int __DisplayGetVCount() { return vCount; }
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static void ScheduleLagSync(int over = 0) {
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lagSyncScheduled = g_Config.bForceLagSync;
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if (lagSyncScheduled) {
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CoreTiming::ScheduleEvent(usToCycles(1000 + over), lagSyncEvent, 0);
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lastLagSync = real_time_now();
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}
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}
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void __DisplayInit() {
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gpuStats.Reset();
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hasSetMode = false;
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mode = 0;
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resumeMode = 0;
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holdMode = 0;
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brightnessLevel = 100;
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width = 480;
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height = 272;
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numSkippedFrames = 0;
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numVBlanksSinceFlip = 0;
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framebufIsLatched = false;
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framebuf.topaddr = 0x04000000;
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framebuf.pspFramebufFormat = GE_FORMAT_8888;
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framebuf.pspFramebufLinesize = 480; // ??
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lastFlipCycles = 0;
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lastFlipsTooFrequent = 0;
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wasPaused = false;
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enterVblankEvent = CoreTiming::RegisterEvent("EnterVBlank", &hleEnterVblank);
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leaveVblankEvent = CoreTiming::RegisterEvent("LeaveVBlank", &hleLeaveVblank);
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afterFlipEvent = CoreTiming::RegisterEvent("AfterFlip", &hleAfterFlip);
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lagSyncEvent = CoreTiming::RegisterEvent("LagSync", &hleLagSync);
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ScheduleLagSync();
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CoreTiming::ScheduleEvent(msToCycles(frameMs - vblankMs), enterVblankEvent, 0);
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isVblank = 0;
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vCount = 0;
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hCountBase = 0;
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curFrameTime = 0.0;
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nextFrameTime = 0.0;
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lastFrameTime = 0.0;
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flips = 0;
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fps = 0.0;
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actualFlips = 0;
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lastActualFlips = 0;
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lastNumFlips = 0;
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fpsHistoryValid = 0;
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fpsHistoryPos = 0;
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InitGfxState();
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__KernelRegisterWaitTypeFuncs(WAITTYPE_VBLANK, __DisplayVblankBeginCallback, __DisplayVblankEndCallback);
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}
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void __DisplayDoState(PointerWrap &p) {
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auto s = p.Section("sceDisplay", 1, 6);
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if (!s)
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return;
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p.Do(framebuf);
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p.Do(latchedFramebuf);
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p.Do(framebufIsLatched);
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p.Do(frameStartTicks);
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p.Do(vCount);
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if (s <= 2) {
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double oldHCountBase;
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p.Do(oldHCountBase);
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hCountBase = (int) oldHCountBase;
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} else {
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p.Do(hCountBase);
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}
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p.Do(isVblank);
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p.Do(hasSetMode);
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p.Do(mode);
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p.Do(resumeMode);
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p.Do(holdMode);
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if (s >= 4) {
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p.Do(brightnessLevel);
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}
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p.Do(width);
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p.Do(height);
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WaitVBlankInfo wvi(0);
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p.Do(vblankWaitingThreads, wvi);
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p.Do(vblankPausedWaits);
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p.Do(enterVblankEvent);
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CoreTiming::RestoreRegisterEvent(enterVblankEvent, "EnterVBlank", &hleEnterVblank);
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p.Do(leaveVblankEvent);
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CoreTiming::RestoreRegisterEvent(leaveVblankEvent, "LeaveVBlank", &hleLeaveVblank);
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p.Do(afterFlipEvent);
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CoreTiming::RestoreRegisterEvent(afterFlipEvent, "AfterFlip", &hleAfterFlip);
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if (s >= 5) {
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p.Do(lagSyncEvent);
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p.Do(lagSyncScheduled);
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CoreTiming::RestoreRegisterEvent(lagSyncEvent, "LagSync", &hleLagSync);
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lastLagSync = real_time_now();
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if (lagSyncScheduled != g_Config.bForceLagSync) {
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ScheduleLagSync();
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}
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} else {
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lagSyncEvent = CoreTiming::RegisterEvent("LagSync", &hleLagSync);
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ScheduleLagSync();
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}
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p.Do(gstate);
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gstate_c.DoState(p);
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#ifndef _XBOX
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if (s < 2) {
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// This shouldn't have been savestated anyway, but it was.
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// It's unlikely to overlap with the first value in gpuStats.
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p.ExpectVoid(&gl_extensions.gpuVendor, sizeof(gl_extensions.gpuVendor));
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}
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#endif
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if (s < 6) {
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p.Do(gpuStats);
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}
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gpu->DoState(p);
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ReapplyGfxState();
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if (p.mode == p.MODE_READ) {
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if (hasSetMode) {
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gpu->InitClear();
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}
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gpu->SetDisplayFramebuffer(framebuf.topaddr, framebuf.pspFramebufLinesize, framebuf.pspFramebufFormat);
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}
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}
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void __DisplayShutdown() {
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vblankListeners.clear();
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vblankWaitingThreads.clear();
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ShutdownGfxState();
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}
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void __DisplayListenVblank(VblankCallback callback) {
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vblankListeners.push_back(callback);
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}
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static void __DisplayFireVblank() {
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for (std::vector<VblankCallback>::iterator iter = vblankListeners.begin(), end = vblankListeners.end(); iter != end; ++iter) {
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VblankCallback cb = *iter;
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cb();
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}
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}
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void __DisplayVblankBeginCallback(SceUID threadID, SceUID prevCallbackId) {
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SceUID pauseKey = prevCallbackId == 0 ? threadID : prevCallbackId;
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// This means two callbacks in a row. PSP crashes if the same callback waits inside itself (may need more testing.)
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// TODO: Handle this better?
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if (vblankPausedWaits.find(pauseKey) != vblankPausedWaits.end()) {
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return;
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}
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WaitVBlankInfo waitData(0);
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for (size_t i = 0; i < vblankWaitingThreads.size(); i++) {
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WaitVBlankInfo *t = &vblankWaitingThreads[i];
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if (t->threadID == threadID)
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{
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waitData = *t;
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vblankWaitingThreads.erase(vblankWaitingThreads.begin() + i);
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break;
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}
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}
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if (waitData.threadID != threadID)
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{
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WARN_LOG_REPORT(SCEDISPLAY, "sceDisplayWaitVblankCB: could not find waiting thread info.");
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return;
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}
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vblankPausedWaits[pauseKey] = vCount + waitData.vcountUnblock;
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DEBUG_LOG(SCEDISPLAY, "sceDisplayWaitVblankCB: Suspending vblank wait for callback");
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}
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void __DisplayVblankEndCallback(SceUID threadID, SceUID prevCallbackId) {
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SceUID pauseKey = prevCallbackId == 0 ? threadID : prevCallbackId;
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// Probably should not be possible.
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if (vblankPausedWaits.find(pauseKey) == vblankPausedWaits.end()) {
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__KernelResumeThreadFromWait(threadID, 0);
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return;
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}
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int vcountUnblock = vblankPausedWaits[pauseKey];
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vblankPausedWaits.erase(pauseKey);
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if (vcountUnblock <= vCount) {
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__KernelResumeThreadFromWait(threadID, 0);
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return;
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}
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// Still have to wait a bit longer.
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vblankWaitingThreads.push_back(WaitVBlankInfo(__KernelGetCurThread(), vcountUnblock - vCount));
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DEBUG_LOG(SCEDISPLAY, "sceDisplayWaitVblankCB: Resuming vblank wait from callback");
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}
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// TODO: Also average actualFps
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void __DisplayGetFPS(float *out_vps, float *out_fps, float *out_actual_fps) {
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*out_vps = fps;
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*out_fps = flips;
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*out_actual_fps = actualFps;
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}
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void __DisplayGetVPS(float *out_vps) {
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*out_vps = fps;
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}
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void __DisplayGetAveragedFPS(float *out_vps, float *out_fps) {
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float avg = 0.0;
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if (fpsHistoryValid > 0) {
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if (fpsHistoryValid > ARRAY_SIZE(fpsHistory)) {
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fpsHistoryValid = ARRAY_SIZE(fpsHistory);
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}
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for (size_t i = 0; i < fpsHistoryValid; ++i) {
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avg += fpsHistory[i];
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}
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avg /= (double) fpsHistoryValid;
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}
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*out_vps = *out_fps = avg;
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}
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static void CalculateFPS() {
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time_update();
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double now = time_now_d();
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if (now >= lastFpsTime + 1.0) {
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double frames = (gpuStats.numVBlanks - lastFpsFrame);
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actualFps = (actualFlips - lastActualFlips);
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fps = frames / (now - lastFpsTime);
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flips = 60.0 * (double) (gpuStats.numFlips - lastNumFlips) / frames;
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lastFpsFrame = gpuStats.numVBlanks;
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lastNumFlips = gpuStats.numFlips;
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lastActualFlips = actualFlips;
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lastFpsTime = now;
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fpsHistory[fpsHistoryPos++] = fps;
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fpsHistoryPos = fpsHistoryPos % ARRAY_SIZE(fpsHistory);
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++fpsHistoryValid;
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}
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}
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void __DisplayGetDebugStats(char stats[], size_t bufsize) {
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gpu->UpdateStats();
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float vertexAverageCycles = gpuStats.numVertsSubmitted > 0 ? (float)gpuStats.vertexGPUCycles / (float)gpuStats.numVertsSubmitted : 0.0f;
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snprintf(stats, bufsize - 1,
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"Frames: %i\n"
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"DL processing time: %0.2f ms\n"
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"Kernel processing time: %0.2f ms\n"
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"Slowest syscall: %s : %0.2f ms\n"
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"Most active syscall: %s : %0.2f ms\n"
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"Draw calls: %i, flushes %i\n"
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"Cached Draw calls: %i\n"
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"Alpha Tested draws: %i\n"
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"Non Alpha Tested draws: %i\n"
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"Num Tracked Vertex Arrays: %i\n"
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"Cycles executed: %d (%f per vertex)\n"
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"Commands per call level: %i %i %i %i\n"
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"Vertices Submitted: %i\n"
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"Cached Vertices Drawn: %i\n"
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"Uncached Vertices Drawn: %i\n"
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"FBOs active: %i\n"
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"Textures active: %i, decoded: %i\n"
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"Texture invalidations: %i\n"
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"Vertex shaders loaded: %i\n"
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"Fragment shaders loaded: %i\n"
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"Combined shaders loaded: %i\n",
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gpuStats.numVBlanks,
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gpuStats.msProcessingDisplayLists * 1000.0f,
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kernelStats.msInSyscalls * 1000.0f,
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kernelStats.slowestSyscallName ? kernelStats.slowestSyscallName : "(none)",
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kernelStats.slowestSyscallTime * 1000.0f,
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kernelStats.summedSlowestSyscallName ? kernelStats.summedSlowestSyscallName : "(none)",
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kernelStats.summedSlowestSyscallTime * 1000.0f,
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gpuStats.numDrawCalls,
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gpuStats.numFlushes,
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gpuStats.numCachedDrawCalls,
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gpuStats.numAlphaTestedDraws,
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gpuStats.numNonAlphaTestedDraws,
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gpuStats.numTrackedVertexArrays,
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gpuStats.vertexGPUCycles + gpuStats.otherGPUCycles,
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vertexAverageCycles,
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gpuStats.gpuCommandsAtCallLevel[0],gpuStats.gpuCommandsAtCallLevel[1],gpuStats.gpuCommandsAtCallLevel[2],gpuStats.gpuCommandsAtCallLevel[3],
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gpuStats.numVertsSubmitted,
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gpuStats.numCachedVertsDrawn,
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gpuStats.numUncachedVertsDrawn,
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gpuStats.numFBOs,
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gpuStats.numTextures,
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gpuStats.numTexturesDecoded,
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gpuStats.numTextureInvalidations,
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gpuStats.numVertexShaders,
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gpuStats.numFragmentShaders,
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gpuStats.numShaders
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);
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stats[bufsize - 1] = '\0';
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gpuStats.ResetFrame();
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kernelStats.ResetFrame();
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}
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enum {
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FPS_LIMIT_NORMAL = 0,
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FPS_LIMIT_CUSTOM = 1,
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};
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void __DisplaySetWasPaused() {
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wasPaused = true;
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}
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static bool FrameTimingThrottled() {
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if (PSP_CoreParameter().fpsLimit == FPS_LIMIT_CUSTOM && g_Config.iFpsLimit == 0) {
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return false;
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}
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return !PSP_CoreParameter().unthrottle;
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}
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// Let's collect all the throttling and frameskipping logic here.
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static void DoFrameTiming(bool &throttle, bool &skipFrame, float timestep) {
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int fpsLimiter = PSP_CoreParameter().fpsLimit;
|
|
throttle = FrameTimingThrottled();
|
|
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();
|
|
|
|
float scaledTimestep = timestep;
|
|
if (fpsLimiter == FPS_LIMIT_CUSTOM && g_Config.iFpsLimit != 0) {
|
|
scaledTimestep *= 60.0f / g_Config.iFpsLimit;
|
|
}
|
|
|
|
if (lastFrameTime == 0.0 || wasPaused) {
|
|
nextFrameTime = time_now_d() + scaledTimestep;
|
|
if (wasPaused)
|
|
wasPaused = false;
|
|
} else {
|
|
// 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;
|
|
|
|
nextFrameTime = std::max(lastFrameTime + scaledTimestep, time_now_d() - maxFallBehindFrames * scaledTimestep);
|
|
}
|
|
curFrameTime = time_now_d();
|
|
|
|
// Auto-frameskip automatically if speed limit is set differently than the default.
|
|
bool useAutoFrameskip = g_Config.bAutoFrameSkip && g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
|
|
if (g_Config.bAutoFrameSkip || (g_Config.iFrameSkip == 0 && fpsLimiter == FPS_LIMIT_CUSTOM && g_Config.iFpsLimit > 60)) {
|
|
// autoframeskip
|
|
// Argh, we are falling behind! Let's skip a frame and see if we catch up.
|
|
if (curFrameTime > nextFrameTime && doFrameSkip) {
|
|
skipFrame = true;
|
|
}
|
|
} else if (g_Config.iFrameSkip >= 1) {
|
|
// fixed frameskip
|
|
if (numSkippedFrames >= g_Config.iFrameSkip)
|
|
skipFrame = false;
|
|
else
|
|
skipFrame = true;
|
|
}
|
|
|
|
if (curFrameTime < nextFrameTime && throttle) {
|
|
// If time gap is huge just jump (somebody unthrottled)
|
|
if (nextFrameTime - curFrameTime > 2*scaledTimestep) {
|
|
nextFrameTime = curFrameTime;
|
|
} else {
|
|
// Wait until we've caught up.
|
|
while (time_now_d() < nextFrameTime) {
|
|
#ifdef _WIN32
|
|
sleep_ms(1); // Sleep for 1ms on this thread
|
|
#else
|
|
const double left = nextFrameTime - curFrameTime;
|
|
usleep((long)(left * 1000000));
|
|
#endif
|
|
time_update();
|
|
}
|
|
}
|
|
curFrameTime = time_now_d();
|
|
}
|
|
|
|
lastFrameTime = nextFrameTime;
|
|
}
|
|
|
|
static void DoFrameIdleTiming() {
|
|
if (!FrameTimingThrottled() || !g_Config.bEnableSound || wasPaused) {
|
|
return;
|
|
}
|
|
|
|
time_update();
|
|
|
|
double dist = time_now_d() - lastFrameTime;
|
|
// Ignore if the distance is just crazy. May mean wrap or pause.
|
|
if (dist < 0.0 || dist >= 15 * timePerVblank) {
|
|
return;
|
|
}
|
|
|
|
float scaledVblank = timePerVblank;
|
|
if (PSP_CoreParameter().fpsLimit == FPS_LIMIT_CUSTOM) {
|
|
// 0 is handled in FrameTimingThrottled().
|
|
scaledVblank *= 60.0f / g_Config.iFpsLimit;
|
|
}
|
|
|
|
// If we have over at least a vblank of spare time, maintain at least 30fps in delay.
|
|
// This prevents fast forward during loading screens.
|
|
const double thresh = lastFrameTime + (numVBlanksSinceFlip - 1) * scaledVblank;
|
|
if (numVBlanksSinceFlip >= 2 && time_now_d() < thresh) {
|
|
// Give a little extra wiggle room in case the next vblank does more work.
|
|
const double goal = lastFrameTime + numVBlanksSinceFlip * scaledVblank - 0.001;
|
|
while (time_now_d() < goal) {
|
|
#ifdef _WIN32
|
|
sleep_ms(1);
|
|
#else
|
|
const double left = goal - time_now_d();
|
|
usleep((long)(left * 1000000));
|
|
#endif
|
|
time_update();
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
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();
|
|
|
|
CoreTiming::ScheduleEvent(msToCycles(vblankMs) - cyclesLate, leaveVblankEvent, vbCount + 1);
|
|
|
|
// Wake up threads waiting for VBlank
|
|
u32 error;
|
|
bool wokeThreads = false;
|
|
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);
|
|
wokeThreads = true;
|
|
}
|
|
vblankWaitingThreads.erase(vblankWaitingThreads.begin() + i--);
|
|
}
|
|
}
|
|
if (wokeThreads) {
|
|
__KernelReSchedule("entered vblank");
|
|
}
|
|
|
|
// Trigger VBlank interrupt handlers.
|
|
__TriggerInterrupt(PSP_INTR_IMMEDIATE | PSP_INTR_ONLY_IF_ENABLED | PSP_INTR_ALWAYS_RESCHED, PSP_VBLANK_INTR, PSP_INTR_SUB_ALL);
|
|
|
|
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.
|
|
// But, let's flip at least once every 10 frames if possible, since there may be sound effects.
|
|
if (gpu->FramebufferDirty() || (g_Config.iRenderingMode != 0 && numVBlanksSinceFlip >= 10)) {
|
|
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 * timePerVblank);
|
|
|
|
int maxFrameskip = 8;
|
|
if (throttle) {
|
|
// 4 here means 1 drawn, 4 skipped - so 12 fps minimum.
|
|
maxFrameskip = g_Config.iFrameSkip;
|
|
}
|
|
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;
|
|
} else {
|
|
// Okay, there's no new frame to draw. But audio may be playing, so we need to time still.
|
|
DoFrameIdleTiming();
|
|
}
|
|
}
|
|
|
|
void hleAfterFlip(u64 userdata, int cyclesLate)
|
|
{
|
|
gpu->BeginFrame(); // doesn't really matter if begin or end of frame.
|
|
|
|
// This seems like as good a time as any to check if the config changed.
|
|
if (lagSyncScheduled != g_Config.bForceLagSync) {
|
|
ScheduleLagSync();
|
|
}
|
|
}
|
|
|
|
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();
|
|
}
|
|
|
|
void hleLagSync(u64 userdata, int cyclesLate) {
|
|
// The goal here is to prevent network, audio, and input lag from the real world.
|
|
// Our normal timing is very "stop and go". This is efficient, but causes real world lag.
|
|
// This event (optionally) runs every 1ms to sync with the real world.
|
|
|
|
if (!FrameTimingThrottled()) {
|
|
lagSyncScheduled = false;
|
|
return;
|
|
}
|
|
|
|
float scale = 1.0f;
|
|
if (PSP_CoreParameter().fpsLimit == FPS_LIMIT_CUSTOM) {
|
|
// 0 is handled in FrameTimingThrottled().
|
|
scale = 60.0f / g_Config.iFpsLimit;
|
|
}
|
|
|
|
const double goal = lastLagSync + (scale / 1000.0f);
|
|
time_update();
|
|
// Don't lag too long ever, if they leave it paused.
|
|
while (time_now_d() < goal && goal < time_now_d() + 0.01) {
|
|
#ifndef _WIN32
|
|
const double left = goal - time_now_d();
|
|
usleep((long)(left * 1000000));
|
|
#endif
|
|
time_update();
|
|
}
|
|
|
|
const int emuOver = (int)cyclesToUs(cyclesLate);
|
|
const int over = (int)((time_now_d() - goal) * 1000000);
|
|
ScheduleLagSync(over - emuOver);
|
|
}
|
|
|
|
static u32 sceDisplayIsVblank() {
|
|
DEBUG_LOG(SCEDISPLAY,"%i=sceDisplayIsVblank()",isVblank);
|
|
return isVblank;
|
|
}
|
|
|
|
static u32 sceDisplaySetMode(int displayMode, int displayWidth, int displayHeight) {
|
|
if (displayWidth <= 0 || displayHeight <= 0 || (displayWidth & 0x7) != 0) {
|
|
WARN_LOG(SCEDISPLAY, "sceDisplaySetMode INVALID SIZE (%i, %i, %i)", displayMode, displayWidth, displayHeight);
|
|
return SCE_KERNEL_ERROR_INVALID_SIZE;
|
|
}
|
|
|
|
if (displayMode != PSP_DISPLAY_MODE_LCD) {
|
|
WARN_LOG(SCEDISPLAY, "sceDisplaySetMode INVALID MODE(%i, %i, %i)", displayMode, displayWidth, displayHeight);
|
|
return SCE_KERNEL_ERROR_INVALID_MODE;
|
|
}
|
|
|
|
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.
|
|
static 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);
|
|
hleEatCycles(290);
|
|
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();
|
|
// 1001 to account for NTSC timing (59.94 fps.)
|
|
u64 expected = msToCycles(1001) / 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;
|
|
}
|
|
|
|
static u32 sceDisplayGetFramebuf(u32 topaddrPtr, u32 linesizePtr, u32 pixelFormatPtr, int latchedMode) {
|
|
const FrameBufferState &fbState = latchedMode == 1 && framebufIsLatched ? latchedFramebuf : framebuf;
|
|
DEBUG_LOG(SCEDISPLAY,"sceDisplayGetFramebuf(*%08x = %08x, *%08x = %08x, *%08x = %08x, %i)", topaddrPtr, fbState.topaddr, linesizePtr, fbState.pspFramebufLinesize, pixelFormatPtr, fbState.pspFramebufFormat, latchedMode);
|
|
|
|
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;
|
|
}
|
|
|
|
static void DisplayWaitForVblanks(const char *reason, int vblanks, bool callbacks = false) {
|
|
const s64 ticksIntoFrame = CoreTiming::GetTicks() - frameStartTicks;
|
|
const s64 cyclesToNextVblank = msToCycles(frameMs) - ticksIntoFrame;
|
|
|
|
// These syscalls take about 115 us, so if the next vblank is before then, we're waiting extra.
|
|
// At least, on real firmware a wait >= 16500 into the frame will wait two.
|
|
if (cyclesToNextVblank <= usToCycles(115)) {
|
|
++vblanks;
|
|
}
|
|
|
|
vblankWaitingThreads.push_back(WaitVBlankInfo(__KernelGetCurThread(), vblanks));
|
|
__KernelWaitCurThread(WAITTYPE_VBLANK, 1, 0, 0, callbacks, reason);
|
|
}
|
|
|
|
static void DisplayWaitForVblanksCB(const char *reason, int vblanks) {
|
|
DisplayWaitForVblanks(reason, vblanks, true);
|
|
}
|
|
|
|
static u32 sceDisplayWaitVblankStart() {
|
|
VERBOSE_LOG(SCEDISPLAY,"sceDisplayWaitVblankStart()");
|
|
DisplayWaitForVblanks("vblank start waited", 1);
|
|
return 0;
|
|
}
|
|
|
|
static u32 sceDisplayWaitVblank() {
|
|
if (!isVblank) {
|
|
VERBOSE_LOG(SCEDISPLAY,"sceDisplayWaitVblank()");
|
|
DisplayWaitForVblanks("vblank waited", 1);
|
|
return 0;
|
|
} else {
|
|
DEBUG_LOG(SCEDISPLAY,"sceDisplayWaitVblank() - not waiting since in vBlank");
|
|
hleEatCycles(1110);
|
|
hleReSchedule("vblank wait skipped");
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
static 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;
|
|
|
|
DisplayWaitForVblanks("vblank start multi waited", vblanks);
|
|
return 0;
|
|
}
|
|
|
|
static u32 sceDisplayWaitVblankCB() {
|
|
if (!isVblank) {
|
|
VERBOSE_LOG(SCEDISPLAY,"sceDisplayWaitVblankCB()");
|
|
DisplayWaitForVblanksCB("vblank waited", 1);
|
|
return 0;
|
|
} else {
|
|
DEBUG_LOG(SCEDISPLAY,"sceDisplayWaitVblankCB() - not waiting since in vBlank");
|
|
hleEatCycles(1110);
|
|
hleReSchedule("vblank wait skipped");
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
static u32 sceDisplayWaitVblankStartCB() {
|
|
VERBOSE_LOG(SCEDISPLAY,"sceDisplayWaitVblankStartCB()");
|
|
DisplayWaitForVblanksCB("vblank start waited", 1);
|
|
return 0;
|
|
}
|
|
|
|
static 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;
|
|
|
|
DisplayWaitForVblanksCB("vblank start multi waited", vblanks);
|
|
return 0;
|
|
}
|
|
|
|
static u32 sceDisplayGetVcount() {
|
|
VERBOSE_LOG(SCEDISPLAY,"%i=sceDisplayGetVcount()", vCount);
|
|
|
|
hleEatCycles(150);
|
|
hleReSchedule("get vcount");
|
|
return vCount;
|
|
}
|
|
|
|
static 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));
|
|
}
|
|
|
|
static u32 __DisplayGetAccumulatedHcount() {
|
|
// The hCount is always a positive int, and wraps from 0x7FFFFFFF -> 0.
|
|
int value = hCountBase + __DisplayGetCurrentHcount();
|
|
return value & 0x7FFFFFFF;
|
|
}
|
|
|
|
static u32 sceDisplayGetCurrentHcount() {
|
|
u32 currentHCount = __DisplayGetCurrentHcount();
|
|
DEBUG_LOG(SCEDISPLAY, "%i=sceDisplayGetCurrentHcount()", currentHCount);
|
|
hleEatCycles(275);
|
|
return currentHCount;
|
|
}
|
|
|
|
static 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;
|
|
}
|
|
|
|
static int sceDisplayGetAccumulatedHcount() {
|
|
u32 accumHCount = __DisplayGetAccumulatedHcount();
|
|
DEBUG_LOG(SCEDISPLAY, "%d=sceDisplayGetAccumulatedHcount()", accumHCount);
|
|
hleEatCycles(235);
|
|
return accumHCount;
|
|
}
|
|
|
|
static float sceDisplayGetFramePerSec() {
|
|
const static float framePerSec = 59.9400599f;
|
|
DEBUG_LOG(SCEDISPLAY,"%f=sceDisplayGetFramePerSec()", framePerSec);
|
|
return framePerSec; // (9MHz * 1)/(525 * 286)
|
|
}
|
|
|
|
static u32 sceDisplayIsForeground() {
|
|
DEBUG_LOG(SCEDISPLAY,"IMPL sceDisplayIsForeground()");
|
|
if (!hasSetMode || framebuf.topaddr == 0)
|
|
return 0;
|
|
else
|
|
return 1; // return value according to JPCSP comment
|
|
}
|
|
|
|
static 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;
|
|
}
|
|
|
|
static u32 sceDisplayIsVsync() {
|
|
ERROR_LOG(SCEDISPLAY,"UNIMPL sceDisplayIsVsync()");
|
|
return 0;
|
|
}
|
|
|
|
static u32 sceDisplayGetResumeMode(u32 resumeModeAddr) {
|
|
ERROR_LOG(SCEDISPLAY,"sceDisplayGetResumeMode(%08x)", resumeModeAddr);
|
|
if (Memory::IsValidAddress(resumeModeAddr))
|
|
Memory::Write_U32(resumeMode, resumeModeAddr);
|
|
return 0;
|
|
}
|
|
|
|
static u32 sceDisplaySetResumeMode(u32 rMode) {
|
|
ERROR_LOG(SCEDISPLAY,"sceDisplaySetResumeMode(%08x)", rMode);
|
|
resumeMode = rMode;
|
|
return 0;
|
|
}
|
|
|
|
static u32 sceDisplayGetBrightness(u32 levelAddr) {
|
|
ERROR_LOG(SCEDISPLAY,"sceDisplayGetBrightness(%08x)", levelAddr);
|
|
if (Memory::IsValidAddress(levelAddr))
|
|
Memory::Write_U32(brightnessLevel, levelAddr);
|
|
return 0;
|
|
}
|
|
|
|
static u32 sceDisplaySetBrightness(u32 bLevel) {
|
|
ERROR_LOG(SCEDISPLAY,"sceDisplaySetBrightness(%08x)", bLevel);
|
|
brightnessLevel = bLevel;
|
|
return 0;
|
|
}
|
|
|
|
static 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"},
|
|
{0x9E3C6DC6,WrapU_U<sceDisplaySetBrightness>,"sceDisplaySetBrightness"},
|
|
{0x4D4E10EC,WrapU_V<sceDisplayIsVblank>,"sceDisplayIsVblank"},
|
|
{0x21038913,WrapU_V<sceDisplayIsVsync>,"sceDisplayIsVsync"},
|
|
};
|
|
|
|
void Register_sceDisplay() {
|
|
RegisterModule("sceDisplay", ARRAY_SIZE(sceDisplay), sceDisplay);
|
|
}
|
|
|
|
void Register_sceDisplay_driver() {
|
|
RegisterModule("sceDisplay_driver", ARRAY_SIZE(sceDisplay), sceDisplay);
|
|
}
|