mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-12-01 09:21:34 +00:00
677 lines
20 KiB
C++
677 lines
20 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 <cmath>
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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/timeutil.h"
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#include "Thread.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 "../MIPS/MIPS.h"
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#include "../HLE/HLE.h"
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#include "sceAudio.h"
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#include "../Host.h"
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#include "../Config.h"
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#include "../System.h"
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#include "../Core/Core.h"
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#include "sceDisplay.h"
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#include "sceKernel.h"
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#include "sceKernelThread.h"
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#include "sceKernelInterrupt.h"
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// TODO: This file should not depend directly on GLES code.
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#include "../../GPU/GLES/Framebuffer.h"
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#include "../../GPU/GLES/ShaderManager.h"
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#include "../../GPU/GLES/TextureCache.h"
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#include "../../GPU/GPUState.h"
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#include "../../GPU/GPUInterface.h"
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#ifdef _WIN32
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// Windows defines min/max which conflict with std::min/std::max.
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#undef min
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#undef max
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#endif
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struct FrameBufferState {
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u32 topaddr;
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PspDisplayPixelFormat 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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u32 threadID;
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int vcountUnblock; // what was this for again?
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void DoState(PointerWrap &p)
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{
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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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// hCount is computed now.
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static int vCount;
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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 mode;
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static int width;
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static int height;
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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 nextFrameTime;
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static u64 frameStartTicks;
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const float hCountPerVblank = 285.72f; // insprired by jpcsp
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std::vector<WaitVBlankInfo> vblankWaitingThreads;
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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 = 1000.0 / 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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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 __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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width = 480;
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height = 272;
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numSkippedFrames = 0;
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framebufIsLatched = false;
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framebuf.topaddr = 0x04000000;
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framebuf.pspFramebufFormat = PSP_DISPLAY_PIXEL_FORMAT_8888;
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framebuf.pspFramebufLinesize = 480; // ??
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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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CoreTiming::ScheduleEvent(msToCycles(frameMs - vblankMs), enterVblankEvent, 0);
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isVblank = 0;
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vCount = 0;
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curFrameTime = 0.0;
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nextFrameTime = 0.0;
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InitGfxState();
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}
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void __DisplayDoState(PointerWrap &p) {
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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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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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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(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, "AfterFlipEVent", &hleAfterFlip);
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p.Do(gstate);
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p.Do(gstate_c);
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p.Do(gpuStats);
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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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p.DoMarker("sceDisplay");
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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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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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static double highestFps = 0.0;
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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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void __DisplayGetFPS(float *out_vps, float *out_fps) {
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*out_vps = *out_fps = fps;
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}
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void CalculateFPS()
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{
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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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{
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fps = (gpuStats.numFrames - lastFpsFrame) / (now - lastFpsTime);
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if (fps > highestFps)
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highestFps = fps;
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lastFpsFrame = gpuStats.numFrames;
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lastFpsTime = now;
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}
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}
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void __DisplayGetDebugStats(char stats[2048])
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{
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gpu->UpdateStats();
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sprintf(stats,
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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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"Num Tracked Vertex Arrays: %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.numFrames,
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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.numTrackedVertexArrays,
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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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gpuStats.resetFrame();
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kernelStats.ResetFrame();
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}
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// Let's collect all the throttling and frameskipping logic here.
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void DoFrameTiming(bool &throttle, bool &skipFrame) {
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throttle = !PSP_CoreParameter().unthrottle;
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skipFrame = false;
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if (PSP_CoreParameter().headLess)
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throttle = false;
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// Check if the frameskipping code should be enabled. If neither throttling or frameskipping is on,
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// we have nothing to do here.
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bool doFrameSkip = g_Config.iFrameSkip != 0;
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// On non windows, which is always vsync locked, we need to force frameskip when
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// unthrottled.
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#ifndef _WIN32
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if (!throttle) {
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doFrameSkip = true;
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skipFrame = true;
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if (numSkippedFrames >= 6) {
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skipFrame = false;
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}
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return;
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}
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#endif
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if (!throttle && !doFrameSkip)
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return;
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time_update();
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curFrameTime = time_now_d();
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if (nextFrameTime == 0.0)
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nextFrameTime = time_now_d() + 1.0 / 60.0;
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if (curFrameTime > nextFrameTime && doFrameSkip) {
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// Argh, we are falling behind! Let's skip a frame and see if we catch up.
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skipFrame = true;
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// INFO_LOG(HLE,"FRAMESKIP %i", numSkippedFrames);
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}
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if (curFrameTime < nextFrameTime && throttle)
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{
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// If time gap is huge just jump (somebody unthrottled)
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if (nextFrameTime - curFrameTime > 1.0 / 30.0) {
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nextFrameTime = curFrameTime + 1.0 / 60.0;
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} else {
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// Wait until we've catched up.
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while (time_now_d() < nextFrameTime) {
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Common::SleepCurrentThread(1);
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time_update();
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}
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}
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curFrameTime = time_now_d();
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}
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// Advance lastFrameTime by a constant amount each frame,
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// but don't let it get too far behind as things can get very jumpy.
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const double maxFallBehindFrames = 5.5;
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if (throttle || doFrameSkip) {
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nextFrameTime = std::max(nextFrameTime + 1.0 / 60.0, time_now_d() - maxFallBehindFrames / 60.0);
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} else {
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nextFrameTime = nextFrameTime + 1.0 / 60.0;
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}
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// Max 4 skipped frames in a row - 15 fps is really the bare minimum for playability.
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// We check for 3 here so it's 3 skipped frames, 1 non skipped, 3 skipped, etc.
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if (numSkippedFrames >= g_Config.iFrameSkip) {
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skipFrame = false;
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}
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}
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void hleEnterVblank(u64 userdata, int cyclesLate) {
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int vbCount = userdata;
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DEBUG_LOG(HLE, "Enter VBlank %i", vbCount);
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isVblank = 1;
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vCount++; // // vCount increases at each VBLANK.
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// Fire the vblank listeners before we wake threads.
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__DisplayFireVblank();
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// Wake up threads waiting for VBlank
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for (size_t i = 0; i < vblankWaitingThreads.size(); i++) {
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if (--vblankWaitingThreads[i].vcountUnblock == 0) {
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__KernelResumeThreadFromWait(vblankWaitingThreads[i].threadID, 0);
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vblankWaitingThreads.erase(vblankWaitingThreads.begin() + i--);
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}
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}
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// Trigger VBlank interrupt handlers.
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__TriggerInterrupt(PSP_INTR_IMMEDIATE | PSP_INTR_ONLY_IF_ENABLED | PSP_INTR_ALWAYS_RESCHED, PSP_VBLANK_INTR, PSP_INTR_SUB_ALL);
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CoreTiming::ScheduleEvent(msToCycles(vblankMs) - cyclesLate, leaveVblankEvent, vbCount + 1);
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// TODO: Should this be done here or in hleLeaveVblank?
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if (framebufIsLatched) {
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DEBUG_LOG(HLE, "Setting latched framebuffer %08x (prev: %08x)", latchedFramebuf.topaddr, framebuf.topaddr);
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framebuf = latchedFramebuf;
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framebufIsLatched = false;
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gpu->SetDisplayFramebuffer(framebuf.topaddr, framebuf.pspFramebufLinesize, framebuf.pspFramebufFormat);
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}
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gpuStats.numFrames++;
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if (g_Config.bShowFPSCounter) {
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CalculateFPS();
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}
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bool skipFlip = false;
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// This frame was skipped, so no need to flip.
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if (gstate_c.skipDrawReason & SKIPDRAW_SKIPFRAME) {
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skipFlip = true;
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}
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// Draw screen overlays before blitting. Saves and restores the Ge context.
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// Yeah, this has to be the right moment to end the frame. Give the graphics backend opportunity
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// to blit the framebuffer, in order to support half-framerate games that otherwise wouldn't have
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// anything to draw here.
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gstate_c.skipDrawReason &= ~SKIPDRAW_SKIPFRAME;
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bool throttle, skipFrame;
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DoFrameTiming(throttle, skipFrame);
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if (skipFrame) {
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gstate_c.skipDrawReason |= SKIPDRAW_SKIPFRAME;
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numSkippedFrames++;
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} else {
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numSkippedFrames = 0;
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}
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if (!skipFlip) {
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// Setting CORE_NEXTFRAME causes a swap.
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// Check first though, might've just quit / been paused.
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if (coreState == CORE_RUNNING && gpu->FramebufferDirty()) {
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coreState = CORE_NEXTFRAME;
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}
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gpu->CopyDisplayToOutput();
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}
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// Returning here with coreState == CORE_NEXTFRAME causes a buffer flip to happen (next frame).
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// Right after, we regain control for a little bit in hleAfterFlip. I think that's a great
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// place to do housekeeping.
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CoreTiming::ScheduleEvent(0 - cyclesLate, afterFlipEvent, 0);
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}
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void hleAfterFlip(u64 userdata, int cyclesLate)
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{
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gpu->BeginFrame(); // doesn't really matter if begin or end of frame.
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}
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void hleLeaveVblank(u64 userdata, int cyclesLate) {
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isVblank = 0;
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DEBUG_LOG(HLE,"Leave VBlank %i", (int)userdata - 1);
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frameStartTicks = CoreTiming::GetTicks();
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CoreTiming::ScheduleEvent(msToCycles(frameMs - vblankMs) - cyclesLate, enterVblankEvent, userdata);
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}
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u32 sceDisplayIsVblank() {
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DEBUG_LOG(HLE,"%i=sceDisplayIsVblank()",isVblank);
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return isVblank;
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}
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u32 sceDisplaySetMode(int displayMode, int displayWidth, int displayHeight) {
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DEBUG_LOG(HLE,"sceDisplaySetMode(%i, %i, %i)", displayMode, displayWidth, displayHeight);
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if (!hasSetMode) {
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gpu->InitClear();
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hasSetMode = true;
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}
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mode = displayMode;
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width = displayWidth;
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height = displayHeight;
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return 0;
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}
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u32 sceDisplaySetFramebuf(u32 topaddr, int linesize, int pixelformat, int sync) {
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FrameBufferState fbstate;
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DEBUG_LOG(HLE,"sceDisplaySetFramebuf(topaddr=%08x,linesize=%d,pixelsize=%d,sync=%d)", topaddr, linesize, pixelformat, sync);
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if (topaddr == 0) {
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DEBUG_LOG(HLE,"- screen off");
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} else {
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fbstate.topaddr = topaddr;
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fbstate.pspFramebufFormat = (PspDisplayPixelFormat)pixelformat;
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fbstate.pspFramebufLinesize = linesize;
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}
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if (sync == PSP_DISPLAY_SETBUF_IMMEDIATE) {
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// Write immediately to the current framebuffer parameters
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if (topaddr != 0) {
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framebuf = fbstate;
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gpu->SetDisplayFramebuffer(framebuf.topaddr, framebuf.pspFramebufLinesize, framebuf.pspFramebufFormat);
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} else {
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WARN_LOG(HLE, "%s: PSP_DISPLAY_SETBUF_IMMEDIATE without topaddr?", __FUNCTION__);
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}
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} else if (topaddr != 0) {
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// Delay the write until vblank
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latchedFramebuf = fbstate;
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framebufIsLatched = true;
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}
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return 0;
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}
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bool __DisplayGetFramebuf(u8 **topaddr, u32 *linesize, u32 *pixelFormat, int mode) {
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const FrameBufferState &fbState = mode == 1 ? latchedFramebuf : framebuf;
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if (topaddr != NULL)
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*topaddr = Memory::GetPointer(fbState.topaddr);
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if (linesize != NULL)
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*linesize = fbState.pspFramebufLinesize;
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if (pixelFormat != NULL)
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*pixelFormat = fbState.pspFramebufFormat;
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return true;
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}
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u32 sceDisplayGetFramebuf(u32 topaddrPtr, u32 linesizePtr, u32 pixelFormatPtr, int mode) {
|
|
const FrameBufferState &fbState = mode == 1 ? latchedFramebuf : framebuf;
|
|
DEBUG_LOG(HLE,"sceDisplayGetFramebuf(*%08x = %08x, *%08x = %08x, *%08x = %08x, %i)", topaddrPtr, fbState.topaddr, linesizePtr, fbState.pspFramebufLinesize, pixelFormatPtr, fbState.pspFramebufFormat, mode);
|
|
|
|
if (Memory::IsValidAddress(topaddrPtr))
|
|
Memory::Write_U32(fbState.topaddr, topaddrPtr);
|
|
if (Memory::IsValidAddress(linesizePtr))
|
|
Memory::Write_U32(fbState.pspFramebufLinesize, linesizePtr);
|
|
if (Memory::IsValidAddress(pixelFormatPtr))
|
|
Memory::Write_U32(fbState.pspFramebufFormat, pixelFormatPtr);
|
|
|
|
return 0;
|
|
}
|
|
|
|
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) {
|
|
VERBOSE_LOG(HLE,"sceDisplayWaitVblankStartMulti()");
|
|
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) {
|
|
VERBOSE_LOG(HLE,"sceDisplayWaitVblankStartMultiCB()");
|
|
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() {
|
|
float fps = 59.9400599f;
|
|
DEBUG_LOG(HLE,"%f=sceDisplayGetFramePerSec()", fps);
|
|
return fps; // (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);
|
|
}
|