2012-11-01 15:19:01 +00:00
|
|
|
// 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
|
2012-11-04 22:01:49 +00:00
|
|
|
// the Free Software Foundation, version 2.0 or later versions.
|
2012-11-01 15:19:01 +00:00
|
|
|
|
|
|
|
// 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 "gfx_es2/glsl_program.h"
|
|
|
|
|
|
|
|
#include "input/input_state.h"
|
|
|
|
#include "ui/ui.h"
|
|
|
|
|
|
|
|
#include "../../Core/Config.h"
|
|
|
|
#include "../../Core/CoreTiming.h"
|
|
|
|
#include "../../Core/CoreParameter.h"
|
|
|
|
#include "../../Core/Core.h"
|
|
|
|
#include "../../Core/Host.h"
|
|
|
|
#include "../../Core/System.h"
|
|
|
|
#include "../../Core/MIPS/MIPS.h"
|
|
|
|
#include "../../GPU/GLES/TextureCache.h"
|
|
|
|
#include "../../GPU/GLES/ShaderManager.h"
|
|
|
|
#include "../../GPU/GPUState.h"
|
|
|
|
#include "../../Core/HLE/sceCtrl.h"
|
|
|
|
|
|
|
|
#include "GamepadEmu.h"
|
|
|
|
#include "UIShader.h"
|
|
|
|
|
|
|
|
#include "MenuScreens.h"
|
|
|
|
#include "EmuScreen.h"
|
|
|
|
|
|
|
|
extern ShaderManager shaderManager;
|
|
|
|
|
|
|
|
EmuScreen::EmuScreen(const std::string &filename) : invalid_(true)
|
|
|
|
{
|
|
|
|
std::string fileToStart = filename;
|
|
|
|
// This is probably where we should start up the emulated PSP.
|
|
|
|
INFO_LOG(BOOT, "Starting up hardware.");
|
|
|
|
|
|
|
|
CoreParameter coreParam;
|
|
|
|
coreParam.cpuCore = CPU_INTERPRETER;
|
|
|
|
coreParam.gpuCore = GPU_GLES;
|
|
|
|
coreParam.enableSound = g_Config.bEnableSound;
|
|
|
|
coreParam.fileToStart = fileToStart;
|
|
|
|
coreParam.mountIso = "";
|
|
|
|
coreParam.startPaused = false;
|
|
|
|
coreParam.enableDebugging = false;
|
|
|
|
coreParam.printfEmuLog = false;
|
|
|
|
coreParam.headLess = false;
|
|
|
|
|
|
|
|
std::string error_string;
|
|
|
|
if (PSP_Init(coreParam, &error_string)) {
|
|
|
|
invalid_ = false;
|
|
|
|
} else {
|
|
|
|
invalid_ = true;
|
|
|
|
errorMessage_ = error_string;
|
|
|
|
ERROR_LOG(BOOT, "%s", errorMessage_.c_str());
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
LayoutGamepad(dp_xres, dp_yres);
|
|
|
|
|
|
|
|
NOTICE_LOG(BOOT, "Loading %s...", fileToStart.c_str());
|
|
|
|
coreState = CORE_RUNNING;
|
|
|
|
}
|
|
|
|
|
|
|
|
EmuScreen::~EmuScreen()
|
|
|
|
{
|
|
|
|
if (!invalid_) {
|
|
|
|
// If we were invalid, it would already be shutdown.
|
|
|
|
host->PrepareShutdown();
|
|
|
|
PSP_Shutdown();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void EmuScreen::dialogFinished(const Screen *dialog, DialogResult result) {
|
|
|
|
if (result == DR_OK) {
|
|
|
|
screenManager()->switchScreen(new MenuScreen());
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void EmuScreen::update(InputState &input)
|
|
|
|
{
|
|
|
|
if (errorMessage_.size()) {
|
|
|
|
screenManager()->push(new ErrorScreen(
|
|
|
|
"Error loading file",
|
|
|
|
errorMessage_));
|
|
|
|
errorMessage_ = "";
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (invalid_)
|
|
|
|
return;
|
|
|
|
// First translate touches into pad input.
|
|
|
|
UpdateGamepad(input);
|
|
|
|
UpdateInputState(&input);
|
|
|
|
|
|
|
|
// Then translate pad input into PSP pad input.
|
|
|
|
|
|
|
|
static const int mapping[12][2] = {
|
|
|
|
{PAD_BUTTON_A, CTRL_CROSS},
|
|
|
|
{PAD_BUTTON_B, CTRL_SQUARE},
|
|
|
|
{PAD_BUTTON_X, CTRL_CIRCLE},
|
|
|
|
{PAD_BUTTON_Y, CTRL_TRIANGLE},
|
|
|
|
{PAD_BUTTON_UP, CTRL_UP},
|
|
|
|
{PAD_BUTTON_DOWN, CTRL_DOWN},
|
|
|
|
{PAD_BUTTON_LEFT, CTRL_LEFT},
|
|
|
|
{PAD_BUTTON_RIGHT, CTRL_RIGHT},
|
|
|
|
{PAD_BUTTON_LBUMPER, CTRL_LTRIGGER},
|
|
|
|
{PAD_BUTTON_RBUMPER, CTRL_RTRIGGER},
|
|
|
|
{PAD_BUTTON_START, CTRL_START},
|
|
|
|
{PAD_BUTTON_BACK, CTRL_SELECT},
|
|
|
|
};
|
|
|
|
|
|
|
|
for (int i = 0; i < 12; i++) {
|
|
|
|
if (input.pad_buttons_down & mapping[i][0])
|
|
|
|
__CtrlButtonDown(mapping[i][1]);
|
|
|
|
if (input.pad_buttons_up & mapping[i][0])
|
|
|
|
__CtrlButtonUp(mapping[i][1]);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (input.pad_buttons_down & (PAD_BUTTON_MENU | PAD_BUTTON_BACK)) {
|
|
|
|
screenManager()->push(new InGameMenuScreen());
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void EmuScreen::render()
|
|
|
|
{
|
|
|
|
if (invalid_)
|
|
|
|
return;
|
|
|
|
|
|
|
|
// First attempt at an Android-friendly execution loop.
|
|
|
|
// We simply run the CPU for 1/60th of a second each frame. If a swap doesn't happen, not sure what the best thing to do is :P
|
|
|
|
// Also if we happen to get half a frame or something, things will be screwed up so this doesn't actually really work.
|
|
|
|
//
|
|
|
|
// I think we need to allocate FBOs per framebuffer and just blit the displayed one here at the end of the frame.
|
|
|
|
// Also - we should add another option to the core that lets us run it until a vblank event happens or the N cycles have passed
|
|
|
|
// - then the synchronization would at least not be able to drift off.
|
|
|
|
u64 nowTicks = CoreTiming::GetTicks();
|
|
|
|
u64 frameTicks = usToCycles(1000000 / 60);
|
|
|
|
mipsr4k.RunLoopUntil(nowTicks + frameTicks); // should really be relative to the last frame but whatever
|
|
|
|
|
|
|
|
//if (hasRendered)
|
|
|
|
{
|
|
|
|
UIShader_Prepare();
|
|
|
|
|
|
|
|
uiTexture->Bind(0);
|
|
|
|
|
|
|
|
ui_draw2d.Begin(DBMODE_NORMAL);
|
|
|
|
|
|
|
|
// Don't want the gamepad on MacOSX and Linux
|
|
|
|
// #ifdef ANDROID
|
|
|
|
DrawGamepad(ui_draw2d);
|
|
|
|
// #endif
|
|
|
|
|
|
|
|
DrawWatermark();
|
|
|
|
|
|
|
|
glsl_bind(UIShader_Get());
|
|
|
|
ui_draw2d.End();
|
|
|
|
ui_draw2d.Flush(UIShader_Get());
|
|
|
|
|
|
|
|
//hasRendered = false;
|
|
|
|
|
|
|
|
// Reapply the graphics state of the PSP
|
|
|
|
ReapplyGfxState();
|
|
|
|
}
|
|
|
|
|
|
|
|
// Tiled renderers like PowerVR should benefit greatly from this. However - seems I can't call it?
|
2012-11-07 17:22:10 +00:00
|
|
|
#if defined(ANDROID) || defined(BLACKBERRY)
|
2012-11-01 15:19:01 +00:00
|
|
|
bool hasDiscard = false; // TODO
|
|
|
|
if (hasDiscard) {
|
2012-11-07 17:22:10 +00:00
|
|
|
//glDiscardFramebuffer(GL_COLOR_EXT | GL_DEPTH_EXT | GL_STENCIL_EXT);
|
2012-11-01 15:19:01 +00:00
|
|
|
}
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
void EmuScreen::deviceLost()
|
|
|
|
{
|
|
|
|
TextureCache_Clear(false); // This doesn't seem to help?
|
|
|
|
shaderManager.ClearCache(false);
|
|
|
|
}
|