mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-24 22:10:01 +00:00
719 lines
22 KiB
C++
719 lines
22 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 "../Core/CoreParameter.h"
|
|
#include "Core/Reporting.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"
|
|
|
|
#ifdef _WIN32
|
|
// Windows defines min/max which conflict with std::min/std::max.
|
|
#undef min
|
|
#undef max
|
|
#endif
|
|
|
|
struct FrameBufferState {
|
|
u32 topaddr;
|
|
PspDisplayPixelFormat pspFramebufFormat;
|
|
int pspFramebufLinesize;
|
|
};
|
|
|
|
struct WaitVBlankInfo
|
|
{
|
|
WaitVBlankInfo(u32 tid) : threadID(tid), vcountUnblock(1) {}
|
|
WaitVBlankInfo(u32 tid, int vcount) : threadID(tid), vcountUnblock(vcount) {}
|
|
u32 threadID;
|
|
int vcountUnblock; // what was this for again?
|
|
|
|
void DoState(PointerWrap &p)
|
|
{
|
|
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;
|
|
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 u64 frameStartTicks;
|
|
const float hCountPerVblank = 285.72f; // insprired by jpcsp
|
|
|
|
|
|
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
|
|
};
|
|
|
|
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;
|
|
|
|
void hleEnterVblank(u64 userdata, int cyclesLate);
|
|
void hleLeaveVblank(u64 userdata, int cyclesLate);
|
|
void hleAfterFlip(u64 userdata, int cyclesLate);
|
|
|
|
void __DisplayInit() {
|
|
gpuStats.reset();
|
|
hasSetMode = false;
|
|
mode = 0;
|
|
resumeMode = 0;
|
|
holdMode = 0;
|
|
width = 480;
|
|
height = 272;
|
|
numSkippedFrames = 0;
|
|
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);
|
|
afterFlipEvent = CoreTiming::RegisterEvent("AfterFlip", &hleAfterFlip);
|
|
|
|
CoreTiming::ScheduleEvent(msToCycles(frameMs - vblankMs), enterVblankEvent, 0);
|
|
isVblank = 0;
|
|
vCount = 0;
|
|
curFrameTime = 0.0;
|
|
nextFrameTime = 0.0;
|
|
|
|
fpsHistoryPos = 0;
|
|
fpsHistoryValid = 0;
|
|
|
|
InitGfxState();
|
|
}
|
|
|
|
void __DisplayDoState(PointerWrap &p) {
|
|
p.Do(framebuf);
|
|
p.Do(latchedFramebuf);
|
|
p.Do(framebufIsLatched);
|
|
p.Do(frameStartTicks);
|
|
p.Do(vCount);
|
|
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(enterVblankEvent);
|
|
CoreTiming::RestoreRegisterEvent(enterVblankEvent, "EnterVBlank", &hleEnterVblank);
|
|
p.Do(leaveVblankEvent);
|
|
CoreTiming::RestoreRegisterEvent(leaveVblankEvent, "LeaveVBlank", &hleLeaveVblank);
|
|
p.Do(afterFlipEvent);
|
|
CoreTiming::RestoreRegisterEvent(afterFlipEvent, "AfterFlipEVent", &hleAfterFlip);
|
|
|
|
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 __DisplayGetFPS(float *out_vps, float *out_fps) {
|
|
*out_vps = *out_fps = 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)
|
|
{
|
|
fps = (gpuStats.numFrames - lastFpsFrame) / (now - lastFpsTime);
|
|
|
|
lastFpsFrame = gpuStats.numFrames;
|
|
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"
|
|
"Num Tracked Vertex Arrays: %i\n"
|
|
"Cycles executed: %d (%f per vertex)\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.numFrames,
|
|
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.numTrackedVertexArrays,
|
|
gpuStats.vertexGPUCycles + gpuStats.otherGPUCycles,
|
|
vertexAverageCycles,
|
|
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,
|
|
FPS_LIMIT_TURBO = 2,
|
|
};
|
|
|
|
// Let's collect all the throttling and frameskipping logic here.
|
|
void DoFrameTiming(bool &throttle, bool &skipFrame) {
|
|
int fpsLimiter = PSP_CoreParameter().fpsLimit;
|
|
throttle = !PSP_CoreParameter().unthrottle && fpsLimiter != FPS_LIMIT_TURBO;
|
|
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;
|
|
|
|
// On non windows, which is always vsync locked, we need to force frameskip when
|
|
// unthrottled.
|
|
#ifndef _WIN32
|
|
if (!throttle) {
|
|
doFrameSkip = true;
|
|
skipFrame = true;
|
|
if (numSkippedFrames >= 6) {
|
|
skipFrame = false;
|
|
}
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
if (!throttle && !doFrameSkip)
|
|
return;
|
|
|
|
time_update();
|
|
|
|
curFrameTime = time_now_d();
|
|
if (nextFrameTime == 0.0)
|
|
nextFrameTime = time_now_d() + 1.0 / 60.0;
|
|
|
|
if (curFrameTime > nextFrameTime && doFrameSkip) {
|
|
// Argh, we are falling behind! Let's skip a frame and see if we catch up.
|
|
skipFrame = true;
|
|
// INFO_LOG(HLE,"FRAMESKIP %i", numSkippedFrames);
|
|
}
|
|
|
|
|
|
if (curFrameTime < nextFrameTime && throttle)
|
|
{
|
|
// If time gap is huge just jump (somebody unthrottled)
|
|
if (nextFrameTime - curFrameTime > 1.0 / 30.0) {
|
|
nextFrameTime = curFrameTime + 1.0 / 60.0;
|
|
} else {
|
|
// Wait until we've caught up.
|
|
while (time_now_d() < nextFrameTime) {
|
|
Common::SleepCurrentThread(1);
|
|
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 + 1.0 / 60.0, time_now_d() - maxFallBehindFrames / 60.0);
|
|
} else if (fpsLimiter == FPS_LIMIT_CUSTOM) {
|
|
double customLimiter = g_Config.iFpsLimit;
|
|
nextFrameTime = std::max(nextFrameTime + 1.0 / customLimiter, time_now_d() - maxFallBehindFrames / customLimiter);
|
|
} else {
|
|
nextFrameTime = nextFrameTime + 1.0 / 60.0;
|
|
}
|
|
|
|
// 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.
|
|
if (numSkippedFrames >= g_Config.iFrameSkip) {
|
|
skipFrame = false;
|
|
}
|
|
}
|
|
|
|
|
|
void hleEnterVblank(u64 userdata, int cyclesLate) {
|
|
int vbCount = userdata;
|
|
|
|
DEBUG_LOG(HLE, "Enter VBlank %i", vbCount);
|
|
|
|
isVblank = 1;
|
|
vCount++; // // vCount increases at each VBLANK.
|
|
|
|
// Fire the vblank listeners before we wake threads.
|
|
__DisplayFireVblank();
|
|
|
|
// Wake up threads waiting for VBlank
|
|
for (size_t i = 0; i < vblankWaitingThreads.size(); i++) {
|
|
if (--vblankWaitingThreads[i].vcountUnblock == 0) {
|
|
__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);
|
|
|
|
// 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);
|
|
}
|
|
|
|
gpuStats.numFrames++;
|
|
|
|
if (g_Config.bShowFPSCounter) {
|
|
CalculateFPS();
|
|
}
|
|
|
|
bool skipFlip = false;
|
|
|
|
// This frame was skipped, so no need to flip.
|
|
if (gstate_c.skipDrawReason & SKIPDRAW_SKIPFRAME) {
|
|
skipFlip = true;
|
|
}
|
|
|
|
// Draw screen overlays before blitting. Saves and restores the Ge context.
|
|
// 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.
|
|
gstate_c.skipDrawReason &= ~SKIPDRAW_SKIPFRAME;
|
|
|
|
bool throttle, skipFrame;
|
|
DoFrameTiming(throttle, skipFrame);
|
|
|
|
if (skipFrame) {
|
|
gstate_c.skipDrawReason |= SKIPDRAW_SKIPFRAME;
|
|
numSkippedFrames++;
|
|
} else {
|
|
numSkippedFrames = 0;
|
|
}
|
|
|
|
if (!skipFlip) {
|
|
// Setting CORE_NEXTFRAME causes a swap.
|
|
// Check first though, might've just quit / been paused.
|
|
if (coreState == CORE_RUNNING && gpu->FramebufferDirty()) {
|
|
coreState = CORE_NEXTFRAME;
|
|
}
|
|
|
|
gpu->CopyDisplayToOutput();
|
|
}
|
|
|
|
// 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);
|
|
}
|
|
|
|
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(HLE,"Leave VBlank %i", (int)userdata - 1);
|
|
frameStartTicks = CoreTiming::GetTicks();
|
|
CoreTiming::ScheduleEvent(msToCycles(frameMs - vblankMs) - cyclesLate, enterVblankEvent, userdata);
|
|
}
|
|
|
|
u32 sceDisplayIsVblank() {
|
|
DEBUG_LOG(HLE,"%i=sceDisplayIsVblank()",isVblank);
|
|
return isVblank;
|
|
}
|
|
|
|
u32 sceDisplaySetMode(int displayMode, int displayWidth, int displayHeight) {
|
|
DEBUG_LOG(HLE,"sceDisplaySetMode(%i, %i, %i)", displayMode, displayWidth, displayHeight);
|
|
|
|
if (!hasSetMode) {
|
|
gpu->InitClear();
|
|
hasSetMode = true;
|
|
}
|
|
mode = displayMode;
|
|
width = displayWidth;
|
|
height = displayHeight;
|
|
return 0;
|
|
}
|
|
|
|
u32 sceDisplaySetFramebuf(u32 topaddr, int linesize, int pixelformat, int sync) {
|
|
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;
|
|
}
|
|
|
|
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(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;
|
|
}
|
|
|
|
u32 sceDisplayWaitVblankStart() {
|
|
VERBOSE_LOG(HLE,"sceDisplayWaitVblankStart()");
|
|
vblankWaitingThreads.push_back(WaitVBlankInfo(__KernelGetCurThread()));
|
|
__KernelWaitCurThread(WAITTYPE_VBLANK, 0, 0, 0, false, "vblank start waited");
|
|
return 0;
|
|
}
|
|
|
|
u32 sceDisplayWaitVblank() {
|
|
if (!isVblank) {
|
|
VERBOSE_LOG(HLE,"sceDisplayWaitVblank()");
|
|
vblankWaitingThreads.push_back(WaitVBlankInfo(__KernelGetCurThread()));
|
|
__KernelWaitCurThread(WAITTYPE_VBLANK, 0, 0, 0, false, "vblank waited");
|
|
return 0;
|
|
} else {
|
|
DEBUG_LOG(HLE,"sceDisplayWaitVblank() - not waiting since in vBlank");
|
|
hleEatCycles(1110);
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
u32 sceDisplayWaitVblankStartMulti(int vblanks) {
|
|
if (vblanks <= 0) {
|
|
WARN_LOG(HLE, "sceDisplayWaitVblankStartMulti(%d): invalid number of vblanks", vblanks);
|
|
return SCE_KERNEL_ERROR_INVALID_VALUE;
|
|
}
|
|
VERBOSE_LOG(HLE, "sceDisplayWaitVblankStartMulti(%d)", vblanks);
|
|
vblankWaitingThreads.push_back(WaitVBlankInfo(__KernelGetCurThread(), vblanks));
|
|
__KernelWaitCurThread(WAITTYPE_VBLANK, 0, 0, 0, false, "vblank start multi waited");
|
|
return 0;
|
|
}
|
|
|
|
u32 sceDisplayWaitVblankCB() {
|
|
if (!isVblank) {
|
|
VERBOSE_LOG(HLE,"sceDisplayWaitVblankCB()");
|
|
vblankWaitingThreads.push_back(WaitVBlankInfo(__KernelGetCurThread()));
|
|
__KernelWaitCurThread(WAITTYPE_VBLANK, 0, 0, 0, true, "vblank waited");
|
|
return 0;
|
|
} else {
|
|
DEBUG_LOG(HLE,"sceDisplayWaitVblank() - not waiting since in vBlank");
|
|
hleEatCycles(1110);
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
u32 sceDisplayWaitVblankStartCB() {
|
|
VERBOSE_LOG(HLE,"sceDisplayWaitVblankStartCB()");
|
|
vblankWaitingThreads.push_back(WaitVBlankInfo(__KernelGetCurThread()));
|
|
__KernelWaitCurThread(WAITTYPE_VBLANK, 0, 0, 0, true, "vblank start waited");
|
|
return 0;
|
|
}
|
|
|
|
u32 sceDisplayWaitVblankStartMultiCB(int vblanks) {
|
|
if (vblanks <= 0) {
|
|
WARN_LOG(HLE, "sceDisplayWaitVblankStartMultiCB(%d): invalid number of vblanks", vblanks);
|
|
return SCE_KERNEL_ERROR_INVALID_VALUE;
|
|
}
|
|
VERBOSE_LOG(HLE,"sceDisplayWaitVblankStartMultiCB(%d)", vblanks);
|
|
vblankWaitingThreads.push_back(WaitVBlankInfo(__KernelGetCurThread(), vblanks));
|
|
__KernelWaitCurThread(WAITTYPE_VBLANK, 0, 0, 0, true, "vblank start multi waited");
|
|
return 0;
|
|
}
|
|
|
|
u32 sceDisplayGetVcount() {
|
|
VERBOSE_LOG(HLE,"%i=sceDisplayGetVcount()", vCount);
|
|
|
|
hleEatCycles(150);
|
|
return vCount;
|
|
}
|
|
|
|
u32 sceDisplayGetCurrentHcount() {
|
|
u32 currentHCount = (CoreTiming::GetTicks() - frameStartTicks) / ((u64)CoreTiming::GetClockFrequencyMHz() * 1000000 / 60 / hCountPerVblank);
|
|
DEBUG_LOG(HLE,"%i=sceDisplayGetCurrentHcount()", currentHCount);
|
|
hleEatCycles(275);
|
|
return currentHCount;
|
|
}
|
|
|
|
u32 sceDisplayAdjustAccumulatedHcount() {
|
|
ERROR_LOG_REPORT(HLE,"UNIMPL sceDisplayAdjustAccumulatedHcount()");
|
|
return 0;
|
|
}
|
|
|
|
u32 sceDisplayGetAccumulatedHcount() {
|
|
u32 currentHCount = (CoreTiming::GetTicks() - frameStartTicks) / ((u64)CoreTiming::GetClockFrequencyMHz() * 1000000 / 60 / hCountPerVblank);
|
|
u32 accumHCount = currentHCount + (u32) (vCount * hCountPerVblank);
|
|
DEBUG_LOG(HLE,"%i=sceDisplayGetAccumulatedHcount()", accumHCount);
|
|
hleEatCycles(235);
|
|
return accumHCount;
|
|
}
|
|
|
|
float sceDisplayGetFramePerSec() {
|
|
const static float framePerSec = 59.9400599f;
|
|
DEBUG_LOG(HLE,"%f=sceDisplayGetFramePerSec()", framePerSec);
|
|
return framePerSec; // (9MHz * 1)/(525 * 286)
|
|
}
|
|
|
|
u32 sceDisplayIsForeground() {
|
|
DEBUG_LOG(HLE,"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(HLE,"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(HLE,"UNIMPL sceDisplayIsVsync()");
|
|
return 0;
|
|
}
|
|
|
|
u32 sceDisplayGetResumeMode(u32 resumeModeAddr) {
|
|
ERROR_LOG(HLE,"sceDisplayGetResumeMode(%08x)", resumeModeAddr);
|
|
if (Memory::IsValidAddress(resumeModeAddr))
|
|
Memory::Write_U32(resumeMode, resumeModeAddr);
|
|
return 0;
|
|
}
|
|
|
|
u32 sceDisplaySetResumeMode(u32 rMode) {
|
|
ERROR_LOG(HLE,"sceDisplaySetResumeMode(%08x)", rMode);
|
|
resumeMode = rMode;
|
|
return 0;
|
|
}
|
|
|
|
u32 sceDisplayGetBrightness(u32 levelAddr) {
|
|
ERROR_LOG(HLE,"UNIMPL sceDisplayGetBrightness(%08x)", levelAddr);
|
|
return 0;
|
|
}
|
|
|
|
u32 sceDisplaySetHoldMode(u32 hMode) {
|
|
ERROR_LOG(HLE,"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"},
|
|
{0x984C27E7,WrapU_V<sceDisplayWaitVblankStart>, "sceDisplayWaitVblankStart"},
|
|
{0x40f1469c,WrapU_I<sceDisplayWaitVblankStartMulti>, "sceDisplayWaitVblankStartMulti"},
|
|
{0x8EB9EC49,WrapU_V<sceDisplayWaitVblankCB>, "sceDisplayWaitVblankCB"},
|
|
{0x46F186C3,WrapU_V<sceDisplayWaitVblankStartCB>, "sceDisplayWaitVblankStartCB"},
|
|
{0x77ed8b3a,WrapU_I<sceDisplayWaitVblankStartMultiCB>,"sceDisplayWaitVblankStartMultiCB"},
|
|
{0xdba6c4c4,WrapF_V<sceDisplayGetFramePerSec>,"sceDisplayGetFramePerSec"},
|
|
{0x773dd3a3,WrapU_V<sceDisplayGetCurrentHcount>,"sceDisplayGetCurrentHcount"},
|
|
{0x210eab3a,WrapU_V<sceDisplayGetAccumulatedHcount>,"sceDisplayGetAccumulatedHcount"},
|
|
{0xA83EF139,WrapU_V<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);
|
|
}
|