Commit Graph

175 Commits

Author SHA1 Message Date
orbea
28ff4b391a Clean up white space. 2019-02-03 16:00:50 -08:00
hizzlekizzle
74526ca140
update slang blacklist for wiiu 2019-01-30 12:00:28 -06:00
Brad Parker
c455a86545 wiiu: fix include path to peglib for slang-parse 2019-01-28 14:43:42 -05:00
orbea
e062b98088 Remove trailing blank lines.
find . -type f -exec sed -i '${/^[[:space:]]*$/d;}' {} \+
2019-01-17 19:39:38 -08:00
orbea
bfc366decc Squeeze extra blank lines with cat(1).
Example:

find . -type f -iname '*.c' | while read -r i; do
  cat -s "$i" > "$i.new"
  mv "$i.new" "$i"
done
2019-01-08 11:04:58 -08:00
Nathan Strong
c5f9fc0a34 WiiU: fix network information
== DETAILS

For local netplay, it's useful to have your IP address easily
available. This commit makes the Information > Network Information
menu display the Wii U's IP address.

Change summary:
- Fix the logging init to be reentrant to avoid socket consumption
- Add implementation of POSIX `getifaddrs()` and `freeifaddrs()`
  to `missing_libc_functions.c`
- Remove compiler directives protecting the code paths that call
  `getifaddrs()` from being used in Wii U builds

== TESTING

Have tested locally, successfully get IP address information in
the Information > Network Information.

I think this may also fix NAT traversal. Will need to be tested.
2018-10-11 15:37:15 -07:00
Nathan Strong
d3f8d8a08d wiiu: small cleanup
== DETAILS
- remove extraneous '+' from a manually applied diff
- fix the net_listen.sh script so it works properly on
  Mac OSX

== TESTING
Works locally.
2018-10-10 11:38:03 -07:00
twinaphex
c2112c4cbf Commit this diff patch by gblues 2018-10-10 20:15:31 +02:00
Ash
9344391bfa WiiU: Fix missing "#include <sys/iosupport.h>" in sd_fat_devoptab 2018-09-09 18:22:48 +10:00
gblues
9ea16c0b3d Updates from PR feedback (ty @aliaspider) 2018-06-07 21:16:49 -07:00
gblues
8b87a53366 Replace hokey "hooks" struct with weak symbol annotations
- Did a test build to ensure RA built
- Copied over to my FTPservU sources and ensured no compile issues there

Looks solid. A lot cleaner, too.

@aliaspider
2018-06-07 18:41:16 -07:00
gblues
f22c337cfc WIIU: cleanup and build-out of wiiu bootstrap code
I used the code in `wiiu/` to bootstrap my own WiiU homebrew app; this
PR reflects some changes I needed to make, that might be useful upstream.

1. Clean up filesystem initialization

Filesystem driver initialization was lumped in with filesystem mounting;
and that was a problem in my project, because I needed to be able to remount
the SD card on the fly. So, now it's split up.

I've added a callback object named "hooks" that can be used by consuming
applications to handle filesystem mounting and unmounting. If these hooks are
not provided, then the existing default behavior occurs.

2. Expand socket handling

- add `SO_NONBLOCK` flag for non-blocking socket I/O
- add normal errno defines like `EWOULDBLOCK` `EAGAIN`.

3. Remove RetroArch dependencies

- the exception handler protects usage of version_git with
  `#ifdef HAVE_GIT_VERSION` but not the include, so I added that.

  It also technically depends on version.h, but I'm not touching that.
  It's easy enough to implement and I needed the same functionality. I'm
  not sure what the best solution for that dependency is.

- missing_libc_functions.c included features/features_cpu.h which is
  a libretro include. This appears to be a stale include though, because
  everything compiles and works without it.

- an ifdef referencing the RA "WIIU" define, rather than the devkitpro
  "__wiiu__" define
2018-06-05 00:06:40 -07:00
gblues
23f0a85446 Implement UDP broadcast network logging on Wii U
== DETAILS

The broadcast address is a standard part of TCP/IP that is used to
send messages to everyone on the subnet. This patch updates the
logging code to do the following:

1. Derive the broadcast address from the Wii U's own IP address
   and subnet mask. These can all be obtained at runtime, which
   means we can...
2. Remove the PC_DEVELOPMENT_IP_ADDRESS define from Wii U's
   Makefile, because compiling in an IP is no longer needed.
3. Rewrite the net_listen script to listen for broadcast packets
   and print them out with timestamps.

Since it's using the broadcast address, the only requirement is
that the PC be on the same network subnet as the Wii U.

Because of the low overhead of UDP, I've made logging on by
default. This will make it a ton easier to get useful bug
reports from users.
2018-05-06 14:39:48 -07:00
gblues
84e9c93c35 quotes for some, braces for others 2018-05-02 22:37:34 -07:00
gblues
27bfcf3c77 Replace angle includes with quote includes
=== DETAILS

Replaced includes for things that aren't standard library headers so
they use quotes instead of brackets.

Also fixed up a couple of headers that had include-order dependencies.
2018-05-02 21:31:00 -07:00
gblues
7448fd3157 More code re-organization
=== DETAILS
Since @aliaspider wants the `wiiu/` to be something of a mini-SDK, I've
reorganized the code I put in there:

- `wiiu/main.c` now only has the ELF/RPX entrypoints, and the code used
  by those entrypoints, with RA code removed (e.g. swapped retro_sleep()
  for usleep()). These entrypoints then call main() ...
- Moved `main()` and its support functions back into `frontend/drivers/platform_wiiu.c`
  I also renamed some of the support functions I wrote, and better
  organized them within the code.
- Moved `wiiu/input/` into the `input/` hierarchy:

  * The joypad drivers now live in `input/drivers_joypad/wiiu/`
  * The HID driver now lives in `input/drivers_hid/`
  * The Wii U specific headers now live in `input/include/wiiu`
  * I added `input/include` into the include search path to avoid
    using really ugly relative includes
2018-05-01 23:23:40 -07:00
gblues
04cefd27d1 Cleanup of Wii U launcher code
== DETAILS

The Wii U main entrypoints were embedded in the frontend driver,
which isn't a great place for them. Also, the `main()` method was
pretty long and monolithic. Now it's (much) less so.

Changes:

- Refactor out the main entrypoints into their own source files
  (`wiiu/main.c` and `wiiu/main.h`)
- Optimize includes in both files, so only the minimum needed to
  compile are included.
- The `main()` method is a lot easier to understand now. It's no longer
a confusing mess of ifdefs.
- There's a small amount of changes in the headers for future work, which
  is switching kpad_driver to be callback-driven. The only change here is
  to import the function that will be used, and define some data types.

Testing:
- Did local builds and confirmed build is successful
- Successfully loaded a core and switched among a few games
2018-04-30 21:56:06 -07:00
Twinaphex
6ac4032735
Merge pull request #6580 from gblues/gblues/hid
Working HID driver for Wii U [TESTING NEEDED]
2018-04-25 23:10:39 +02:00
gblues
07864aebb4 Add fault-tolerance to kpad driver
== DETAILS

So, the KPadRead function will sometimes return 0, but this doesn't mean
the wiimote is actually disconnected. It's usually something transient, like
the BT chip has nothing to send or whatever. I don't know.

So, I added a buffer so that it won't disconnect the pad without 5
consecutive 0-reads.

This is a temporary hack; a proper solution will use the Wii U's callback
mechanisms to do wiimote detection. But that's a separate project. This at
least prevents OSD spam.

== TESTING

Tested locally. Verified that connecting/disconnecting nunchuk during play
still works properly.
2018-04-24 21:46:42 -07:00
gblues
f33fa3d566 Fix pad leak in kpad (wiimote) driver
== DETAILS

This is the wiimote version of the same bug I previously fixed in the HID
driver, where disconnected pads didn't actually invoke the unregister task.

This has an extra wrinkle, in that we *also* need to invoke the unregister
task when the wiimote device changes (e.g. user plugs in a nunchuk or
classic controller).

Now, there's still the problem of the "disconnect" detection being broken; so
a consequence of this commit is OSD spam. However, the actual wiimote input
is processed successfully and there's no noticeable issues in the pad
handling.

== TESTING

Using Mario 3, I played a level in which I started as bare wiimote, then
hot-plugged the nunchuk, and the input switched automatically. At  the
end of the level, I hot-unplugged the nunchuk and it automatically reverted
to horizontal layout; and the pad remained 100% responsive the entire time.
2018-04-24 21:20:08 -07:00
gblues
1d84c0eca1 Fix analog for DS3, plus some cleanups
== DETAILS

- DS3 analog wasn't working mainly because I forgot to actually declare the
  axes in input/input_autoconfig.c when declaring the pad. Whoops.
- I also moved the axis decoding logic to a more central place, because it
  clearly is not Wii U specific.
- Removed some dead commented-out code

== TESTING

Can use analog inputs on both GCA and DS3. Tested in Mario 3 on Nestopia core.

Haven't tested with any actual analog games, but I did confirm via logging
that the correct ranges are produced.
2018-04-23 23:22:27 -07:00
gblues
ef36744859 Start implementing fall-back to async read
== DETAILS

The Wii U GC adapter doesn't seem to like doing async reads if it is connected
via a USB hub. It seems to be device-specific, though, because my DS3 works
just fine through the same hub.

I tried creating a fallback to synchronous reads, but it resulted in a hard
lock of the system. So, for the time being, it's going to be a known
limitation. Might be solved by using a powered USB hub.

Learned that the cache alignment is 64, not 32, so the alignment math has
been updated. Thanks, @aliaspider for that info.
2018-04-20 21:58:45 -07:00
gblues
0c92fab0b9 Fix GameCube button detection
This should fix the issue where R/L buttons didn't register when doing
input detection.

This also brings the GC pad in line with the rest of the gamepads in
input_autodetect_builtin.c.

Also fixed a really stupid bug that was part of why analog inputs aren't
being read. Analog still isn't working, mind, but it's a lot closer to
working now that it's actually getting down into the pad driver level!
2018-04-20 00:00:33 -07:00
Ash
8e1437ad86
[WiiU] Add build information to exception handler 2018-04-15 17:19:39 +10:00
gblues
fb5b31faf3 Merge branch 'master' into gblues/hid 2018-04-14 14:18:03 -07:00
gblues
97e09d179f Fix deadlocks when device is unplugged
== DETAILS
TIL that it's bad to call synchronization code from callbacks.

To avoid that, I made the following changes:

- Implemented an atomic swap (see previous commit) to avoid explicit
  locking when working with the event list
- ensure locks are only acquired in either the main thread or the
  I/O polling thread
- use an explicit polling loop; we still use async reads, but the
  read doesn't immediately re-invoke itself.
- remove the sleep in the polling thread.
- remove unnecessary locking in the thread cleanup call--verified that
  the list can't be modified while it is being executed.

== TESTING
I tested locally, and was able to disconnect/reconnect USB devices several times without the worker thread getting deadlocked.
2018-04-14 13:30:34 -07:00
gblues
dca36ebaf8 Add small snippet for atomic value swapping
Fortunately, the gcc port implements the builtins and, from basic
testing, they seem to work.

This is only really useful on Wii U--other platforms have more
robust atomic operations, or aren't using gcc to build.
2018-04-14 01:26:26 -07:00
twinaphex
a82bb0ec94 Create special type input_bits_t 2018-04-08 20:21:12 +02:00
gblues
4433cbebc6 Get digital inputs for Sony DualShock 3 working
== DETAILS

- fix the bitshift math
- read the right bytes out of the ds3 data packet
- remove verbose logging in critical path
- stop caring about errors in the hid read loop -- seems to just
  be benign "device not ready" -- or at least, that's what I'm assuming
  given that the read eventually succeeds.

== TESTING
Played Mario 3 with the DS3 with no issues.
2018-04-05 23:03:38 -07:00
gblues
af08e5015a More work on Dual Shock 3 driver
== DETAILS

- update to not try starting the read loop until after the device
  is successfully initialized
- add new HID wrapper macros needed by ds3 driver
- add some debug logging to help with troubleshooting
- add button map for DS3

== TESTING
Tested with local build. DS3 init is not working.
2018-04-02 23:16:49 -07:00
gblues
9bc5a15c2d Enable pads to register in any order
== DETAILS

Whereas the last commit had a hack (that disabled the wiimote
driver in the process), this has.. well, a *different* hack that
allows pads to register in any order.

Note that due to the initialization routines, the gamepad will still
likely always get slot 0. Not sure if this can be overridden via config
or not.

== TESTING

Tested locally with GC adapter
2018-04-01 18:52:26 -07:00
gblues
2cf89feb86 Code clean-up
== DETAILS

Now that I have a working implementation, it's time to tidy up a bit:

- there was no need for the HID subsystem's object data to have a reference
  to the global hid state (since it's global), so removed it.
- refactored the users of that member to use the global state, defining
  reusable macros.
- reorganized the information in *.h files
- removing the hid state also made the constructor changes to the hid driver
  unneeded, so I reverted those changes.

== TESTING
Confirmed clean build. Haven't tested the build yet to make sure everything
still works, though.
2018-03-31 22:25:30 -07:00
gblues
5060c2aac4 More fixes, GC pad kinda sorta works
== DETAILS

- Added a new method to the joypad_connection_t interface for
  getting a single button
- wired everything into the hidpad driver
- for testing purposes, hacking the top-level joypad driver
  so that kpad isn't used
- add a new RARCH_LOG_BUFFER method to verbosity for logging the
  contents of a binary buffer (useful for writing/debugging pad drivers)
- fix a few bugs in the wiiu GC pad driver

The button mapping isn't quite right, and I'm not sure what's
going wrong.
2018-03-29 23:37:11 -07:00
gblues
89c1ba7929 Keep HID pads from clobbering gamepad/wiimotes
== DETAILS

Trying to do weird pad math just wasn't working so I bit the bullet and just
let it allocate all 16 pads in the slot list, then just mark 0-4 as
connected so that the slot allocator would start at 5.

I can see it detect the pad, but no idea if it works. Out of time for
today.
2018-03-29 23:37:11 -07:00
gblues
1eea48d0c8 Fix crash on exit bug
== DETAILS

Turns out freeing memory that's already been freed is.. bad.

Fix two double-free instances; one due to over-freeing and the other
due to wrong order-of-operations causing a double free.

Also updated logging a little.

== TESTING

The GC adapter still clobbers slot 0, but the "emergency exit" sequence
works to quit RA cleanly.
2018-03-29 23:37:11 -07:00
gblues
6b43defc98 Less verbose logging 2018-03-29 23:37:11 -07:00
gblues
8a4c5086fb Finish HID implementation for WiiU GCA adapter
== DETAILS

(I think)

- Uncomment the call in the read loop to start feeding packets to the
  driver
- implement the GCA packet driver
- implement the pad interface
- fix indentations in GCA driver

== TESTING
Compiles. Haven't tested yet.
2018-03-29 23:37:11 -07:00
gblues
180d6a28bf Fix up HID device driver initialization
== DETAILS
Turns out the cause of the crash was a bad cast, resulting in a
function call to nowhere.

Also, I think the DSI exception handler only works on the primary core;
when this was happening in the background thread, I got a black
screen error instead.

Next up: finishing up the GCA driver.
2018-03-29 23:37:11 -07:00
gblues
dc6f4c23ed Rename hid_driver_instance members for clarity 2018-03-29 23:37:11 -07:00
gblues
4b9d5c0ab7 Start implementing "detach" code path
== DETAILS
We're at a point where we need to do more than just
clean up a local data structure, so I've started
implementing the "detach" part of the code so that
everything gets cleaned up properly.

Also, added error handling inside the polling
thread.

== TESTING

Have not tested yet.
2018-03-29 23:37:11 -07:00
gblues
0100d58ffb WIP: evolve driver implementation
== DETAILS

I've created the concept of a hid_driver_instance_t which is basically
a central place to store the hid pad driver, hid subsystem driver,
the pad list, and the instance data for the above in a central location.

The HID pad device drivers can use it to perform HID operations in a
generic manner.

This is more-or-less a pause point so I can catch up with upstream.

== TESTING

Haven't tested this yet. Compiles without warnings though!
2018-03-29 23:37:11 -07:00
gblues
41ce8853d7 Add name for hid device; implement detect
== DETAILS

- detect() methods in device_* files now check for VID/PID
  instead of just returning false
- add "name" field on hid device, mainly for logging purposes

== TESTING
Verified my WiiU GC adapter detected properly
2018-03-29 23:37:11 -07:00
gblues
ae19eed00f implement hid device search 2018-03-29 23:37:11 -07:00
not6
af8559bc19
Update imports.h
add OSGetCurrentThread and OSExitThread.
2018-02-25 13:53:57 +00:00
twinaphex
4f7f237644 (Wiiu) uniquely name global variable 'pos' to prevent collissions with
variables in other cores (like freeintv)
2018-02-03 15:40:54 +01:00
Ash
af37d3780a
[WiiU] Fix indentation, for real this time
-_-
2018-01-30 17:43:45 +11:00
Ash
68f7aeadb2
[WiiU] Reformat line indents
Not sure what happened there. Do we need a squash merge now?
2018-01-30 17:38:16 +11:00
Ash
3a442af6be
[WiiU] Add missing time/clock libc functions
Add some timing functions so that we can know the time (woo-hoo?)
I use errno here, which worries me a bit. I wouldn't put it past
devkitPPC to have it as a null pointer or something.

Can confirm this makes XMB's clock work, much to @cucholix's delight;
I'm sure ;D
2018-01-30 17:14:58 +11:00
Twinaphex
0c3a684e2c
Merge pull request #6192 from gblues/master
Fix memory management bugs
2018-01-28 08:48:21 +01:00
gblues
f2ea5dde11 Fix memory management bugs
== DETAILS

 * Fix double-free in hidpad shutdown code
 * Fix possible double-free in hidpad error handling code
 * Fix memory leak in adapter delete method
2018-01-27 22:54:59 -08:00