ppsspp/UI/EmuScreen.cpp
Unknown W. Brackets 5871ab0538 UI: Stop caching the draw context in coreParam.
This is possibly getting outdated in some paths of graphics reinit, and
then causing crashes.  Let's just always get it from the graphicsContext.
2019-09-28 21:58:15 -07:00

1403 lines
42 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 "ppsspp_config.h"
#include <algorithm>
#include "base/display.h"
#include "base/logging.h"
#include "base/timeutil.h"
#include "profiler/profiler.h"
#include "gfx_es2/gpu_features.h"
#include "gfx_es2/draw_text.h"
#include "input/input_state.h"
#include "math/curves.h"
#include "ui/ui.h"
#include "ui/ui_context.h"
#include "ui/ui_tween.h"
#include "ui/view.h"
#include "i18n/i18n.h"
#include "Common/KeyMap.h"
#ifndef MOBILE_DEVICE
#include "Core/AVIDump.h"
#endif
#include "Core/Config.h"
#include "Core/ConfigValues.h"
#include "Core/CoreTiming.h"
#include "Core/CoreParameter.h"
#include "Core/Core.h"
#include "Core/Host.h"
#include "Core/Reporting.h"
#include "Core/System.h"
#include "GPU/GPUState.h"
#include "GPU/GPUInterface.h"
#include "GPU/Common/FramebufferCommon.h"
#if !PPSSPP_PLATFORM(UWP)
#include "GPU/Vulkan/DebugVisVulkan.h"
#endif
#include "Core/HLE/sceCtrl.h"
#include "Core/HLE/sceDisplay.h"
#include "Core/HLE/sceSas.h"
#include "Core/Debugger/SymbolMap.h"
#include "Core/SaveState.h"
#include "Core/MIPS/MIPS.h"
#include "Core/HLE/__sceAudio.h"
#include "UI/ui_atlas.h"
#include "UI/BackgroundAudio.h"
#include "UI/OnScreenDisplay.h"
#include "UI/GamepadEmu.h"
#include "UI/PauseScreen.h"
#include "UI/MainScreen.h"
#include "UI/EmuScreen.h"
#include "UI/DevScreens.h"
#include "UI/GameInfoCache.h"
#include "UI/MiscScreens.h"
#include "UI/ControlMappingScreen.h"
#include "UI/DisplayLayoutScreen.h"
#include "UI/GameSettingsScreen.h"
#include "UI/InstallZipScreen.h"
#include "UI/ProfilerDraw.h"
#include "UI/DiscordIntegration.h"
#if defined(_WIN32) && !PPSSPP_PLATFORM(UWP)
#include "Windows/MainWindow.h"
#endif
#ifndef MOBILE_DEVICE
static AVIDump avi;
#endif
static bool frameStep_;
static int lastNumFlips;
static bool startDumping;
extern bool g_TakeScreenshot;
static void __EmuScreenVblank()
{
I18NCategory *sy = GetI18NCategory("System");
if (frameStep_ && lastNumFlips != gpuStats.numFlips)
{
frameStep_ = false;
Core_EnableStepping(true);
lastNumFlips = gpuStats.numFlips;
}
#ifndef MOBILE_DEVICE
if (g_Config.bDumpFrames && !startDumping)
{
avi.Start(PSP_CoreParameter().renderWidth, PSP_CoreParameter().renderHeight);
osm.Show(sy->T("AVI Dump started."), 0.5f);
startDumping = true;
}
if (g_Config.bDumpFrames && startDumping)
{
avi.AddFrame();
}
else if (!g_Config.bDumpFrames && startDumping)
{
avi.Stop();
osm.Show(sy->T("AVI Dump stopped."), 1.0f);
startDumping = false;
}
#endif
}
EmuScreen::EmuScreen(const std::string &filename)
: bootPending_(true), gamePath_(filename), invalid_(true), quit_(false), pauseTrigger_(false), saveStatePreviewShownTime_(0.0), saveStatePreview_(nullptr) {
memset(axisState_, 0, sizeof(axisState_));
saveStateSlot_ = SaveState::GetCurrentSlot();
__DisplayListenVblank(__EmuScreenVblank);
frameStep_ = false;
lastNumFlips = gpuStats.numFlips;
startDumping = false;
// Make sure we don't leave it at powerdown after the last game.
if (coreState == CORE_POWERDOWN)
coreState = CORE_STEPPING;
OnDevMenu.Handle(this, &EmuScreen::OnDevTools);
}
bool EmuScreen::bootAllowStorage(const std::string &filename) {
// No permissions needed. The easy life.
if (filename.find("http://") == 0 || filename.find("https://") == 0)
return true;
if (!System_GetPropertyBool(SYSPROP_SUPPORTS_PERMISSIONS))
return true;
PermissionStatus status = System_GetPermissionStatus(SYSTEM_PERMISSION_STORAGE);
switch (status) {
case PERMISSION_STATUS_UNKNOWN:
System_AskForPermission(SYSTEM_PERMISSION_STORAGE);
return false;
case PERMISSION_STATUS_DENIED:
stopRender_ = true;
screenManager()->switchScreen(new MainScreen());
System_SendMessage("event", "failstartgame");
return false;
case PERMISSION_STATUS_PENDING:
// Keep waiting.
return false;
case PERMISSION_STATUS_GRANTED:
return true;
}
_assert_(false);
return false;
}
void EmuScreen::bootGame(const std::string &filename) {
if (PSP_IsIniting()) {
std::string error_string;
bootPending_ = !PSP_InitUpdate(&error_string);
if (!bootPending_) {
invalid_ = !PSP_IsInited();
if (invalid_) {
errorMessage_ = error_string;
ERROR_LOG(BOOT, "%s", errorMessage_.c_str());
System_SendMessage("event", "failstartgame");
return;
}
bootComplete();
}
return;
}
SetBackgroundAudioGame("");
// Check permission status first, in case we came from a shortcut.
if (!bootAllowStorage(filename))
return;
I18NCategory *sc = GetI18NCategory("Screen");
invalid_ = true;
// We don't want to boot with the wrong game specific config, so wait until info is ready.
std::shared_ptr<GameInfo> info = g_gameInfoCache->GetInfo(nullptr, filename, 0);
if (!info || info->pending)
return;
if (!info->id.empty()) {
g_Config.loadGameConfig(info->id, info->GetTitle());
// Reset views in case controls are in a different place.
RecreateViews();
g_Discord.SetPresenceGame(info->GetTitle().c_str());
} else {
g_Discord.SetPresenceGame(sc->T("Untitled PSP game"));
}
CoreParameter coreParam{};
coreParam.cpuCore = (CPUCore)g_Config.iCpuCore;
coreParam.gpuCore = GPUCORE_GLES;
switch (GetGPUBackend()) {
case GPUBackend::DIRECT3D11:
coreParam.gpuCore = GPUCORE_DIRECTX11;
break;
#if !PPSSPP_PLATFORM(UWP)
#if PPSSPP_API(ANY_GL)
case GPUBackend::OPENGL:
coreParam.gpuCore = GPUCORE_GLES;
break;
#endif
case GPUBackend::DIRECT3D9:
coreParam.gpuCore = GPUCORE_DIRECTX9;
break;
case GPUBackend::VULKAN:
coreParam.gpuCore = GPUCORE_VULKAN;
break;
#endif
}
if (g_Config.bSoftwareRendering) {
coreParam.gpuCore = GPUCORE_SOFTWARE;
}
// Preserve the existing graphics context.
coreParam.graphicsContext = PSP_CoreParameter().graphicsContext;
coreParam.enableSound = g_Config.bEnableSound;
coreParam.fileToStart = filename;
coreParam.mountIso = "";
coreParam.mountRoot = "";
coreParam.startBreak = !g_Config.bAutoRun;
coreParam.printfEmuLog = false;
coreParam.headLess = false;
const Bounds &bounds = screenManager()->getUIContext()->GetBounds();
if (g_Config.iInternalResolution == 0) {
coreParam.renderWidth = pixel_xres;
coreParam.renderHeight = pixel_yres;
} else {
if (g_Config.iInternalResolution < 0)
g_Config.iInternalResolution = 1;
coreParam.renderWidth = 480 * g_Config.iInternalResolution;
coreParam.renderHeight = 272 * g_Config.iInternalResolution;
}
coreParam.pixelWidth = pixel_xres;
coreParam.pixelHeight = pixel_yres;
std::string error_string;
if (!PSP_InitStart(coreParam, &error_string)) {
bootPending_ = false;
invalid_ = true;
errorMessage_ = error_string;
ERROR_LOG(BOOT, "%s", errorMessage_.c_str());
System_SendMessage("event", "failstartgame");
}
if (PSP_CoreParameter().compat.flags().RequireBufferedRendering && g_Config.iRenderingMode == FB_NON_BUFFERED_MODE) {
I18NCategory *gr = GetI18NCategory("Graphics");
host->NotifyUserMessage(gr->T("BufferedRenderingRequired", "Warning: This game requires Rendering Mode to be set to Buffered."), 15.0f);
}
if (PSP_CoreParameter().compat.flags().RequireBlockTransfer && g_Config.bBlockTransferGPU == false) {
I18NCategory *gr = GetI18NCategory("Graphics");
host->NotifyUserMessage(gr->T("BlockTransferRequired", "Warning: This game requires Simulate Block Transfer Mode to be set to On."), 15.0f);
}
if (PSP_CoreParameter().compat.flags().RequireDefaultCPUClock && g_Config.iLockedCPUSpeed != 0) {
I18NCategory *gr = GetI18NCategory("Graphics");
host->NotifyUserMessage(gr->T("DefaultCPUClockRequired", "Warning: This game requires the CPU clock to be set to default."), 15.0f);
}
loadingViewColor_->Divert(0xFFFFFFFF, 0.75f);
loadingViewVisible_->Divert(UI::V_VISIBLE, 0.75f);
}
void EmuScreen::bootComplete() {
UpdateUIState(UISTATE_INGAME);
host->BootDone();
host->UpdateDisassembly();
NOTICE_LOG(BOOT, "Loading %s...", PSP_CoreParameter().fileToStart.c_str());
autoLoad();
I18NCategory *sc = GetI18NCategory("Screen");
#ifndef MOBILE_DEVICE
if (g_Config.bFirstRun) {
osm.Show(sc->T("PressESC", "Press ESC to open the pause menu"), 3.0f);
}
#endif
memset(virtKeys, 0, sizeof(virtKeys));
#if !PPSSPP_PLATFORM(UWP)
if (GetGPUBackend() == GPUBackend::OPENGL) {
const char *renderer = gl_extensions.model;
if (strstr(renderer, "Chainfire3D") != 0) {
osm.Show(sc->T("Chainfire3DWarning", "WARNING: Chainfire3D detected, may cause problems"), 10.0f, 0xFF30a0FF, -1, true);
} else if (strstr(renderer, "GLTools") != 0) {
osm.Show(sc->T("GLToolsWarning", "WARNING: GLTools detected, may cause problems"), 10.0f, 0xFF30a0FF, -1, true);
}
if (g_Config.bGfxDebugOutput) {
osm.Show("WARNING: GfxDebugOutput is enabled via ppsspp.ini. Things may be slow.", 10.0f, 0xFF30a0FF, -1, true);
}
}
#endif
if (Core_GetPowerSaving()) {
I18NCategory *sy = GetI18NCategory("System");
#ifdef __ANDROID__
osm.Show(sy->T("WARNING: Android battery save mode is on"), 2.0f, 0xFFFFFF, -1, true, "core_powerSaving");
#else
osm.Show(sy->T("WARNING: Battery save mode is on"), 2.0f, 0xFFFFFF, -1, true, "core_powerSaving");
#endif
}
System_SendMessage("event", "startgame");
saveStateSlot_ = SaveState::GetCurrentSlot();
loadingViewColor_->Divert(0x00FFFFFF, 0.2f);
loadingViewVisible_->Divert(UI::V_INVISIBLE, 0.2f);
}
EmuScreen::~EmuScreen() {
if (!invalid_ || bootPending_) {
// If we were invalid, it would already be shutdown.
PSP_Shutdown();
}
#ifndef MOBILE_DEVICE
if (g_Config.bDumpFrames && startDumping)
{
avi.Stop();
osm.Show("AVI Dump stopped.", 1.0f);
startDumping = false;
}
#endif
if (GetUIState() == UISTATE_EXIT)
g_Discord.ClearPresence();
else
g_Discord.SetPresenceMenu();
}
void EmuScreen::dialogFinished(const Screen *dialog, DialogResult result) {
// TODO: improve the way with which we got commands from PauseMenu.
// DR_CANCEL/DR_BACK means clicked on "continue", DR_OK means clicked on "back to menu",
// DR_YES means a message sent to PauseMenu by NativeMessageReceived.
if (result == DR_OK || quit_) {
screenManager()->switchScreen(new MainScreen());
System_SendMessage("event", "exitgame");
quit_ = false;
}
RecreateViews();
}
static void AfterSaveStateAction(SaveState::Status status, const std::string &message, void *) {
if (!message.empty() && (!g_Config.bDumpFrames || !g_Config.bDumpVideoOutput)) {
osm.Show(message, status == SaveState::Status::SUCCESS ? 2.0 : 5.0);
}
}
static void AfterStateBoot(SaveState::Status status, const std::string &message, void *ignored) {
AfterSaveStateAction(status, message, ignored);
Core_EnableStepping(false);
host->UpdateDisassembly();
}
void EmuScreen::sendMessage(const char *message, const char *value) {
// External commands, like from the Windows UI.
if (!strcmp(message, "pause") && screenManager()->topScreen() == this) {
screenManager()->push(new GamePauseScreen(gamePath_));
} else if (!strcmp(message, "stop")) {
// We will push MainScreen in update().
PSP_Shutdown();
bootPending_ = false;
stopRender_ = true;
invalid_ = true;
host->UpdateDisassembly();
} else if (!strcmp(message, "reset")) {
PSP_Shutdown();
bootPending_ = true;
invalid_ = true;
host->UpdateDisassembly();
std::string resetError;
if (!PSP_InitStart(PSP_CoreParameter(), &resetError)) {
ELOG("Error resetting: %s", resetError.c_str());
stopRender_ = true;
screenManager()->switchScreen(new MainScreen());
System_SendMessage("event", "failstartgame");
return;
}
} else if (!strcmp(message, "boot")) {
const char *ext = strrchr(value, '.');
if (ext != nullptr && !strcmp(ext, ".ppst")) {
SaveState::Load(value, &AfterStateBoot);
} else {
PSP_Shutdown();
bootPending_ = true;
gamePath_ = value;
}
} else if (!strcmp(message, "config_loaded")) {
// In case we need to position touch controls differently.
RecreateViews();
} else if (!strcmp(message, "control mapping") && screenManager()->topScreen() == this) {
UpdateUIState(UISTATE_PAUSEMENU);
screenManager()->push(new ControlMappingScreen());
} else if (!strcmp(message, "display layout editor") && screenManager()->topScreen() == this) {
UpdateUIState(UISTATE_PAUSEMENU);
screenManager()->push(new DisplayLayoutScreen());
} else if (!strcmp(message, "settings") && screenManager()->topScreen() == this) {
UpdateUIState(UISTATE_PAUSEMENU);
screenManager()->push(new GameSettingsScreen(gamePath_));
} else if (!strcmp(message, "gpu dump next frame")) {
if (gpu)
gpu->DumpNextFrame();
} else if (!strcmp(message, "clear jit")) {
currentMIPS->ClearJitCache();
if (PSP_IsInited()) {
currentMIPS->UpdateCore((CPUCore)g_Config.iCpuCore);
}
} else if (!strcmp(message, "window minimized")) {
if (!strcmp(value, "true")) {
gstate_c.skipDrawReason |= SKIPDRAW_WINDOW_MINIMIZED;
} else {
gstate_c.skipDrawReason &= ~SKIPDRAW_WINDOW_MINIMIZED;
}
}
}
//tiltInputCurve implements a smooth deadzone as described here:
//http://www.gamasutra.com/blogs/JoshSutphin/20130416/190541/Doing_Thumbstick_Dead_Zones_Right.php
inline float tiltInputCurve(float x) {
const float deadzone = g_Config.fDeadzoneRadius;
const float factor = 1.0f / (1.0f - deadzone);
if (x > deadzone) {
return (x - deadzone) * (x - deadzone) * factor;
} else if (x < -deadzone) {
return -(x + deadzone) * (x + deadzone) * factor;
} else {
return 0.0f;
}
}
inline float clamp1(float x) {
if (x > 1.0f) return 1.0f;
if (x < -1.0f) return -1.0f;
return x;
}
bool EmuScreen::touch(const TouchInput &touch) {
Core_NotifyActivity();
if (root_) {
root_->Touch(touch);
return true;
} else {
return false;
}
}
void EmuScreen::onVKeyDown(int virtualKeyCode) {
I18NCategory *sc = GetI18NCategory("Screen");
switch (virtualKeyCode) {
case VIRTKEY_UNTHROTTLE:
if (coreState == CORE_STEPPING) {
Core_EnableStepping(false);
}
PSP_CoreParameter().unthrottle = true;
break;
case VIRTKEY_SPEED_TOGGLE:
// Cycle through enabled speeds.
if (PSP_CoreParameter().fpsLimit == FPSLimit::NORMAL && g_Config.iFpsLimit1 >= 0) {
PSP_CoreParameter().fpsLimit = FPSLimit::CUSTOM1;
osm.Show(sc->T("fixed", "Speed: alternate"), 1.0);
} else if (PSP_CoreParameter().fpsLimit != FPSLimit::CUSTOM2 && g_Config.iFpsLimit2 >= 0) {
PSP_CoreParameter().fpsLimit = FPSLimit::CUSTOM2;
osm.Show(sc->T("SpeedCustom2", "Speed: alternate 2"), 1.0);
} else if (PSP_CoreParameter().fpsLimit != FPSLimit::NORMAL) {
PSP_CoreParameter().fpsLimit = FPSLimit::NORMAL;
osm.Show(sc->T("standard", "Speed: standard"), 1.0);
}
break;
case VIRTKEY_SPEED_CUSTOM1:
if (PSP_CoreParameter().fpsLimit == FPSLimit::NORMAL) {
PSP_CoreParameter().fpsLimit = FPSLimit::CUSTOM1;
osm.Show(sc->T("fixed", "Speed: alternate"), 1.0);
}
break;
case VIRTKEY_SPEED_CUSTOM2:
if (PSP_CoreParameter().fpsLimit == FPSLimit::NORMAL) {
PSP_CoreParameter().fpsLimit = FPSLimit::CUSTOM2;
osm.Show(sc->T("SpeedCustom2", "Speed: alternate 2"), 1.0);
}
break;
case VIRTKEY_PAUSE:
pauseTrigger_ = true;
break;
case VIRTKEY_FRAME_ADVANCE:
// If game is running, pause emulation immediately. Otherwise, advance a single frame.
if (Core_IsStepping())
{
frameStep_ = true;
Core_EnableStepping(false);
}
else if (!frameStep_)
{
Core_EnableStepping(true);
}
break;
case VIRTKEY_AXIS_SWAP:
KeyMap::SwapAxis();
break;
case VIRTKEY_DEVMENU:
{
UI::EventParams e{};
OnDevMenu.Trigger(e);
break;
}
#ifndef MOBILE_DEVICE
case VIRTKEY_RECORD:
{
if (g_Config.bDumpFrames == g_Config.bDumpAudio) {
g_Config.bDumpFrames = !g_Config.bDumpFrames;
g_Config.bDumpAudio = !g_Config.bDumpAudio;
} else {
// This hotkey should always toggle both audio and video together.
// So let's make sure that's the only outcome even if video OR audio was already being dumped.
if (g_Config.bDumpFrames) {
AVIDump::Stop();
AVIDump::Start(PSP_CoreParameter().renderWidth, PSP_CoreParameter().renderHeight);
g_Config.bDumpAudio = true;
} else {
WAVDump::Reset();
g_Config.bDumpFrames = true;
}
}
break;
}
#endif
case VIRTKEY_AXIS_X_MIN:
case VIRTKEY_AXIS_X_MAX:
setVKeyAnalogX(CTRL_STICK_LEFT, VIRTKEY_AXIS_X_MIN, VIRTKEY_AXIS_X_MAX);
break;
case VIRTKEY_AXIS_Y_MIN:
case VIRTKEY_AXIS_Y_MAX:
setVKeyAnalogY(CTRL_STICK_LEFT, VIRTKEY_AXIS_Y_MIN, VIRTKEY_AXIS_Y_MAX);
break;
case VIRTKEY_AXIS_RIGHT_X_MIN:
case VIRTKEY_AXIS_RIGHT_X_MAX:
setVKeyAnalogX(CTRL_STICK_RIGHT, VIRTKEY_AXIS_RIGHT_X_MIN, VIRTKEY_AXIS_RIGHT_X_MAX);
break;
case VIRTKEY_AXIS_RIGHT_Y_MIN:
case VIRTKEY_AXIS_RIGHT_Y_MAX:
setVKeyAnalogY(CTRL_STICK_RIGHT, VIRTKEY_AXIS_RIGHT_Y_MIN, VIRTKEY_AXIS_RIGHT_Y_MAX);
break;
case VIRTKEY_ANALOG_LIGHTLY:
setVKeyAnalogX(CTRL_STICK_LEFT, VIRTKEY_AXIS_X_MIN, VIRTKEY_AXIS_X_MAX);
setVKeyAnalogY(CTRL_STICK_LEFT, VIRTKEY_AXIS_Y_MIN, VIRTKEY_AXIS_Y_MAX);
setVKeyAnalogX(CTRL_STICK_RIGHT, VIRTKEY_AXIS_RIGHT_X_MIN, VIRTKEY_AXIS_RIGHT_X_MAX);
setVKeyAnalogY(CTRL_STICK_RIGHT, VIRTKEY_AXIS_RIGHT_Y_MIN, VIRTKEY_AXIS_RIGHT_Y_MAX);
break;
case VIRTKEY_REWIND:
if (SaveState::CanRewind()) {
SaveState::Rewind(&AfterSaveStateAction);
} else {
osm.Show(sc->T("norewind", "No rewind save states available"), 2.0);
}
break;
case VIRTKEY_SAVE_STATE:
SaveState::SaveSlot(gamePath_, g_Config.iCurrentStateSlot, &AfterSaveStateAction);
break;
case VIRTKEY_LOAD_STATE:
SaveState::LoadSlot(gamePath_, g_Config.iCurrentStateSlot, &AfterSaveStateAction);
break;
case VIRTKEY_NEXT_SLOT:
SaveState::NextSlot();
NativeMessageReceived("savestate_displayslot", "");
break;
case VIRTKEY_TOGGLE_FULLSCREEN:
System_SendMessage("toggle_fullscreen", "");
break;
case VIRTKEY_SCREENSHOT:
g_TakeScreenshot = true;
break;
case VIRTKEY_TEXTURE_DUMP:
g_Config.bSaveNewTextures = !g_Config.bSaveNewTextures;
if (g_Config.bSaveNewTextures) {
osm.Show(sc->T("saveNewTextures_true", "Textures will now be saved to your storage"), 2.0);
NativeMessageReceived("gpu_clearCache", "");
} else {
osm.Show(sc->T("saveNewTextures_false", "Texture saving was disabled"), 2.0);
}
break;
case VIRTKEY_TEXTURE_REPLACE:
g_Config.bReplaceTextures = !g_Config.bReplaceTextures;
if (g_Config.bReplaceTextures)
osm.Show(sc->T("replaceTextures_true", "Texture replacement enabled"), 2.0);
else
osm.Show(sc->T("replaceTextures_false", "Textures no longer are being replaced"), 2.0);
NativeMessageReceived("gpu_clearCache", "");
break;
}
}
void EmuScreen::onVKeyUp(int virtualKeyCode) {
I18NCategory *sc = GetI18NCategory("Screen");
switch (virtualKeyCode) {
case VIRTKEY_UNTHROTTLE:
PSP_CoreParameter().unthrottle = false;
break;
case VIRTKEY_SPEED_CUSTOM1:
if (PSP_CoreParameter().fpsLimit == FPSLimit::CUSTOM1) {
PSP_CoreParameter().fpsLimit = FPSLimit::NORMAL;
osm.Show(sc->T("standard", "Speed: standard"), 1.0);
}
break;
case VIRTKEY_SPEED_CUSTOM2:
if (PSP_CoreParameter().fpsLimit == FPSLimit::CUSTOM2) {
PSP_CoreParameter().fpsLimit = FPSLimit::NORMAL;
osm.Show(sc->T("standard", "Speed: standard"), 1.0);
}
break;
case VIRTKEY_AXIS_X_MIN:
case VIRTKEY_AXIS_X_MAX:
setVKeyAnalogX(CTRL_STICK_LEFT, VIRTKEY_AXIS_X_MIN, VIRTKEY_AXIS_X_MAX);
break;
case VIRTKEY_AXIS_Y_MIN:
case VIRTKEY_AXIS_Y_MAX:
setVKeyAnalogY(CTRL_STICK_LEFT, VIRTKEY_AXIS_Y_MIN, VIRTKEY_AXIS_Y_MAX);
break;
case VIRTKEY_AXIS_RIGHT_X_MIN:
case VIRTKEY_AXIS_RIGHT_X_MAX:
setVKeyAnalogX(CTRL_STICK_RIGHT, VIRTKEY_AXIS_RIGHT_X_MIN, VIRTKEY_AXIS_RIGHT_X_MAX);
break;
case VIRTKEY_AXIS_RIGHT_Y_MIN:
case VIRTKEY_AXIS_RIGHT_Y_MAX:
setVKeyAnalogY(CTRL_STICK_RIGHT, VIRTKEY_AXIS_RIGHT_Y_MIN, VIRTKEY_AXIS_RIGHT_Y_MAX);
break;
case VIRTKEY_ANALOG_LIGHTLY:
setVKeyAnalogX(CTRL_STICK_LEFT, VIRTKEY_AXIS_X_MIN, VIRTKEY_AXIS_X_MAX);
setVKeyAnalogY(CTRL_STICK_LEFT, VIRTKEY_AXIS_Y_MIN, VIRTKEY_AXIS_Y_MAX);
setVKeyAnalogX(CTRL_STICK_RIGHT, VIRTKEY_AXIS_RIGHT_X_MIN, VIRTKEY_AXIS_RIGHT_X_MAX);
setVKeyAnalogY(CTRL_STICK_RIGHT, VIRTKEY_AXIS_RIGHT_Y_MIN, VIRTKEY_AXIS_RIGHT_Y_MAX);
break;
default:
break;
}
}
// Handles control rotation due to internal screen rotation.
static void SetPSPAxis(char axis, float value, int stick) {
switch (g_Config.iInternalScreenRotation) {
case ROTATION_LOCKED_HORIZONTAL:
// Standard rotation.
break;
case ROTATION_LOCKED_HORIZONTAL180:
value = -value;
break;
case ROTATION_LOCKED_VERTICAL:
value = axis == 'Y' ? value : -value;
axis = (axis == 'X') ? 'Y' : 'X';
break;
case ROTATION_LOCKED_VERTICAL180:
value = axis == 'Y' ? -value : value;
axis = (axis == 'X') ? 'Y' : 'X';
break;
default:
break;
}
if (axis == 'X')
__CtrlSetAnalogX(value, stick);
else if (axis == 'Y')
__CtrlSetAnalogY(value, stick);
}
inline void EmuScreen::setVKeyAnalogX(int stick, int virtualKeyMin, int virtualKeyMax) {
const float value = virtKeys[VIRTKEY_ANALOG_LIGHTLY - VIRTKEY_FIRST] ? g_Config.fAnalogLimiterDeadzone : 1.0f;
float axis = 0.0f;
// The down events can repeat, so just trust the virtKeys array.
if (virtKeys[virtualKeyMin - VIRTKEY_FIRST])
axis -= value;
if (virtKeys[virtualKeyMax - VIRTKEY_FIRST])
axis += value;
SetPSPAxis('X', axis, stick);
}
inline void EmuScreen::setVKeyAnalogY(int stick, int virtualKeyMin, int virtualKeyMax) {
const float value = virtKeys[VIRTKEY_ANALOG_LIGHTLY - VIRTKEY_FIRST] ? g_Config.fAnalogLimiterDeadzone : 1.0f;
float axis = 0.0f;
if (virtKeys[virtualKeyMin - VIRTKEY_FIRST])
axis -= value;
if (virtKeys[virtualKeyMax - VIRTKEY_FIRST])
axis += value;
SetPSPAxis('Y', axis, stick);
}
bool EmuScreen::key(const KeyInput &key) {
Core_NotifyActivity();
std::vector<int> pspKeys;
KeyMap::KeyToPspButton(key.deviceId, key.keyCode, &pspKeys);
if (pspKeys.size() && (key.flags & KEY_IS_REPEAT)) {
// Claim that we handled this. Prevents volume key repeats from popping up the volume control on Android.
return true;
}
for (size_t i = 0; i < pspKeys.size(); i++) {
pspKey(pspKeys[i], key.flags);
}
if (!pspKeys.size() || key.deviceId == DEVICE_ID_DEFAULT) {
if ((key.flags & KEY_DOWN) && key.keyCode == NKCODE_BACK) {
pauseTrigger_ = true;
return true;
}
}
return pspKeys.size() > 0;
}
static int RotatePSPKeyCode(int x) {
switch (x) {
case CTRL_UP: return CTRL_RIGHT;
case CTRL_RIGHT: return CTRL_DOWN;
case CTRL_DOWN: return CTRL_LEFT;
case CTRL_LEFT: return CTRL_UP;
default:
return x;
}
}
void EmuScreen::pspKey(int pspKeyCode, int flags) {
int rotations = 0;
switch (g_Config.iInternalScreenRotation) {
case ROTATION_LOCKED_HORIZONTAL180:
rotations = 2;
break;
case ROTATION_LOCKED_VERTICAL:
rotations = 1;
break;
case ROTATION_LOCKED_VERTICAL180:
rotations = 3;
break;
}
for (int i = 0; i < rotations; i++) {
pspKeyCode = RotatePSPKeyCode(pspKeyCode);
}
if (pspKeyCode >= VIRTKEY_FIRST) {
int vk = pspKeyCode - VIRTKEY_FIRST;
if (flags & KEY_DOWN) {
virtKeys[vk] = true;
onVKeyDown(pspKeyCode);
}
if (flags & KEY_UP) {
virtKeys[vk] = false;
onVKeyUp(pspKeyCode);
}
} else {
// ILOG("pspKey %i %i", pspKeyCode, flags);
if (flags & KEY_DOWN)
__CtrlButtonDown(pspKeyCode);
if (flags & KEY_UP)
__CtrlButtonUp(pspKeyCode);
}
}
bool EmuScreen::axis(const AxisInput &axis) {
Core_NotifyActivity();
if (axis.value > 0) {
processAxis(axis, 1);
return true;
} else if (axis.value < 0) {
processAxis(axis, -1);
return true;
} else if (axis.value == 0) {
// Both directions! Prevents sticking for digital input devices that are axises (like HAT)
processAxis(axis, 1);
processAxis(axis, -1);
return true;
}
return false;
}
inline bool IsAnalogStickKey(int key) {
switch (key) {
case VIRTKEY_AXIS_X_MIN:
case VIRTKEY_AXIS_X_MAX:
case VIRTKEY_AXIS_Y_MIN:
case VIRTKEY_AXIS_Y_MAX:
case VIRTKEY_AXIS_RIGHT_X_MIN:
case VIRTKEY_AXIS_RIGHT_X_MAX:
case VIRTKEY_AXIS_RIGHT_Y_MIN:
case VIRTKEY_AXIS_RIGHT_Y_MAX:
return true;
default:
return false;
}
}
void EmuScreen::processAxis(const AxisInput &axis, int direction) {
// Sanity check
if (axis.axisId < 0 || axis.axisId >= JOYSTICK_AXIS_MAX) {
return;
}
std::vector<int> results;
KeyMap::AxisToPspButton(axis.deviceId, axis.axisId, direction, &results);
for (size_t i = 0; i < results.size(); i++) {
int result = results[i];
switch (result) {
case VIRTKEY_AXIS_X_MIN:
SetPSPAxis('X', -fabs(axis.value), CTRL_STICK_LEFT);
break;
case VIRTKEY_AXIS_X_MAX:
SetPSPAxis('X', fabs(axis.value), CTRL_STICK_LEFT);
break;
case VIRTKEY_AXIS_Y_MIN:
SetPSPAxis('Y', -fabs(axis.value), CTRL_STICK_LEFT);
break;
case VIRTKEY_AXIS_Y_MAX:
SetPSPAxis('Y', fabs(axis.value), CTRL_STICK_LEFT);
break;
case VIRTKEY_AXIS_RIGHT_X_MIN:
SetPSPAxis('X', -fabs(axis.value), CTRL_STICK_RIGHT);
break;
case VIRTKEY_AXIS_RIGHT_X_MAX:
SetPSPAxis('X', fabs(axis.value), CTRL_STICK_RIGHT);
break;
case VIRTKEY_AXIS_RIGHT_Y_MIN:
SetPSPAxis('Y', -fabs(axis.value), CTRL_STICK_RIGHT);
break;
case VIRTKEY_AXIS_RIGHT_Y_MAX:
SetPSPAxis('Y', fabs(axis.value), CTRL_STICK_RIGHT);
break;
}
}
std::vector<int> resultsOpposite;
KeyMap::AxisToPspButton(axis.deviceId, axis.axisId, -direction, &resultsOpposite);
int axisState = 0;
float threshold = axis.deviceId == DEVICE_ID_MOUSE ? AXIS_BIND_THRESHOLD_MOUSE : AXIS_BIND_THRESHOLD;
if (direction == 1 && axis.value >= threshold) {
axisState = 1;
} else if (direction == -1 && axis.value <= -threshold) {
axisState = -1;
} else {
axisState = 0;
}
if (axisState != axisState_[axis.axisId]) {
axisState_[axis.axisId] = axisState;
if (axisState != 0) {
for (size_t i = 0; i < results.size(); i++) {
if (!IsAnalogStickKey(results[i]))
pspKey(results[i], KEY_DOWN);
}
// Also unpress the other direction (unless both directions press the same key.)
for (size_t i = 0; i < resultsOpposite.size(); i++) {
if (!IsAnalogStickKey(resultsOpposite[i]) && std::find(results.begin(), results.end(), resultsOpposite[i]) == results.end())
pspKey(resultsOpposite[i], KEY_UP);
}
} else if (axisState == 0) {
// Release both directions, trying to deal with some erratic controllers that can cause it to stick.
for (size_t i = 0; i < results.size(); i++) {
if (!IsAnalogStickKey(results[i]))
pspKey(results[i], KEY_UP);
}
for (size_t i = 0; i < resultsOpposite.size(); i++) {
if (!IsAnalogStickKey(resultsOpposite[i]))
pspKey(resultsOpposite[i], KEY_UP);
}
}
}
}
class GameInfoBGView : public UI::InertView {
public:
GameInfoBGView(const std::string &gamePath, UI::LayoutParams *layoutParams) : InertView(layoutParams), gamePath_(gamePath) {
}
void Draw(UIContext &dc) {
// Should only be called when visible.
std::shared_ptr<GameInfo> ginfo = g_gameInfoCache->GetInfo(dc.GetDrawContext(), gamePath_, GAMEINFO_WANTBG);
dc.Flush();
// PIC1 is the loading image, so let's only draw if it's available.
if (ginfo && ginfo->pic1.texture) {
Draw::Texture *texture = ginfo->pic1.texture->GetTexture();
if (texture) {
dc.GetDrawContext()->BindTexture(0, texture);
double loadTime = ginfo->pic1.timeLoaded;
uint32_t color = alphaMul(color_, ease((time_now_d() - loadTime) * 3));
dc.Draw()->DrawTexRect(dc.GetBounds(), 0, 0, 1, 1, color);
dc.Flush();
dc.RebindTexture();
}
}
}
void SetColor(uint32_t c) {
color_ = c;
}
protected:
std::string gamePath_;
uint32_t color_ = 0xFFC0C0C0;
};
void EmuScreen::CreateViews() {
using namespace UI;
I18NCategory *sc = GetI18NCategory("Screen");
I18NCategory *dev = GetI18NCategory("Developer");
const Bounds &bounds = screenManager()->getUIContext()->GetBounds();
InitPadLayout(bounds.w, bounds.h);
root_ = CreatePadLayout(bounds.w, bounds.h, &pauseTrigger_);
if (g_Config.bShowDeveloperMenu) {
root_->Add(new Button(dev->T("DevMenu")))->OnClick.Handle(this, &EmuScreen::OnDevTools);
}
saveStatePreview_ = new AsyncImageFileView("", IS_FIXED, nullptr, new AnchorLayoutParams(bounds.centerX(), 100, NONE, NONE, true));
saveStatePreview_->SetFixedSize(160, 90);
saveStatePreview_->SetColor(0x90FFFFFF);
saveStatePreview_->SetVisibility(V_GONE);
saveStatePreview_->SetCanBeFocused(false);
root_->Add(saveStatePreview_);
root_->Add(new OnScreenMessagesView(new AnchorLayoutParams((Size)bounds.w, (Size)bounds.h)));
GameInfoBGView *loadingBG = root_->Add(new GameInfoBGView(gamePath_, new AnchorLayoutParams(FILL_PARENT, FILL_PARENT)));
TextView *loadingTextView = root_->Add(new TextView(sc->T(PSP_GetLoading()), new AnchorLayoutParams(bounds.centerX(), NONE, NONE, 40, true)));
loadingTextView_ = loadingTextView;
static const int symbols[4] = {
I_CROSS,
I_CIRCLE,
I_SQUARE,
I_TRIANGLE
};
Spinner *loadingSpinner = root_->Add(new Spinner(symbols, ARRAY_SIZE(symbols), new AnchorLayoutParams(NONE, NONE, 45, 45, true)));
loadingSpinner_ = loadingSpinner;
loadingBG->SetTag("LoadingBG");
loadingTextView->SetTag("LoadingText");
loadingSpinner->SetTag("LoadingSpinner");
// Don't really need this, and it creates a lot of strings to translate...
// Maybe just show "Loading game..." only?
loadingTextView->SetVisibility(V_GONE);
loadingTextView->SetShadow(true);
loadingViewColor_ = loadingSpinner->AddTween(new CallbackColorTween(0x00FFFFFF, 0x00FFFFFF, 0.2f, &bezierEaseInOut));
loadingViewColor_->SetCallback([loadingBG, loadingTextView, loadingSpinner](View *v, uint32_t c) {
loadingBG->SetColor(c & 0xFFC0C0C0);
loadingTextView->SetTextColor(c);
loadingSpinner->SetColor(alphaMul(c, 0.7f));
});
loadingViewColor_->Persist();
// We start invisible here, in case of recreated views.
loadingViewVisible_ = loadingSpinner->AddTween(new VisibilityTween(UI::V_INVISIBLE, UI::V_INVISIBLE, 0.2f, &bezierEaseInOut));
loadingViewVisible_->Persist();
loadingViewVisible_->Finish.Add([loadingBG, loadingSpinner](EventParams &p) {
loadingBG->SetVisibility(p.v->GetVisibility());
// If we just became invisible, flush BGs since we don't need them anymore.
// Saves some VRAM for the game, but don't do it before we fade out...
if (p.v->GetVisibility() == V_INVISIBLE) {
g_gameInfoCache->FlushBGs();
// And we can go away too. This means the tween will never run again.
loadingBG->SetVisibility(V_GONE);
loadingSpinner->SetVisibility(V_GONE);
}
return EVENT_DONE;
});
}
UI::EventReturn EmuScreen::OnDevTools(UI::EventParams &params) {
I18NCategory *dev = GetI18NCategory("Developer");
DevMenu *devMenu = new DevMenu(dev);
if (params.v)
devMenu->SetPopupOrigin(params.v);
screenManager()->push(devMenu);
return UI::EVENT_DONE;
}
void EmuScreen::update() {
UIScreen::update();
if (bootPending_)
bootGame(gamePath_);
// Simply forcibly update to the current screen size every frame. Doesn't cost much.
// If bounds is set to be smaller than the actual pixel resolution of the display, respect that.
// TODO: Should be able to use g_dpi_scale here instead. Might want to store the dpi scale in the UI context too.
#ifndef _WIN32
const Bounds &bounds = screenManager()->getUIContext()->GetBounds();
PSP_CoreParameter().pixelWidth = pixel_xres * bounds.w / dp_xres;
PSP_CoreParameter().pixelHeight = pixel_yres * bounds.h / dp_yres;
#endif
if (!invalid_) {
UpdateUIState(UISTATE_INGAME);
}
if (errorMessage_.size()) {
// Special handling for ZIP files. It's not very robust to check an error message but meh,
// at least it's pre-translation.
if (errorMessage_.find("ZIP") != std::string::npos) {
screenManager()->push(new InstallZipScreen(gamePath_));
errorMessage_ = "";
quit_ = true;
return;
}
I18NCategory *err = GetI18NCategory("Error");
std::string errLoadingFile = gamePath_ + "\n";
errLoadingFile.append(err->T("Error loading file", "Could not load game"));
errLoadingFile.append(" ");
errLoadingFile.append(err->T(errorMessage_.c_str()));
screenManager()->push(new PromptScreen(errLoadingFile, "OK", ""));
errorMessage_ = "";
quit_ = true;
return;
}
if (invalid_)
return;
// Virtual keys.
__CtrlSetRapidFire(virtKeys[VIRTKEY_RAPID_FIRE - VIRTKEY_FIRST]);
// This is here to support the iOS on screen back button.
if (pauseTrigger_) {
pauseTrigger_ = false;
screenManager()->push(new GamePauseScreen(gamePath_));
}
if (saveStatePreview_ && !bootPending_) {
int currentSlot = SaveState::GetCurrentSlot();
if (saveStateSlot_ != currentSlot) {
saveStateSlot_ = currentSlot;
std::string fn;
if (SaveState::HasSaveInSlot(gamePath_, currentSlot)) {
fn = SaveState::GenerateSaveSlotFilename(gamePath_, currentSlot, SaveState::SCREENSHOT_EXTENSION);
}
saveStatePreview_->SetFilename(fn);
if (!fn.empty()) {
saveStatePreview_->SetVisibility(UI::V_VISIBLE);
saveStatePreviewShownTime_ = time_now_d();
} else {
saveStatePreview_->SetVisibility(UI::V_GONE);
}
}
if (saveStatePreview_->GetVisibility() == UI::V_VISIBLE) {
double endTime = saveStatePreviewShownTime_ + 2.0;
float alpha = clamp_value((endTime - time_now_d()) * 4.0, 0.0, 1.0);
saveStatePreview_->SetColor(colorAlpha(0x00FFFFFF, alpha));
if (time_now_d() - saveStatePreviewShownTime_ > 2) {
saveStatePreview_->SetVisibility(UI::V_GONE);
}
}
}
}
void EmuScreen::checkPowerDown() {
if (coreState == CORE_POWERDOWN && !PSP_IsIniting()) {
if (PSP_IsInited()) {
PSP_Shutdown();
}
ILOG("SELF-POWERDOWN!");
screenManager()->switchScreen(new MainScreen());
bootPending_ = false;
invalid_ = true;
}
}
static void DrawDebugStats(DrawBuffer *draw2d) {
char statbuf[4096];
__DisplayGetDebugStats(statbuf, sizeof(statbuf));
draw2d->SetFontScale(.7f, .7f);
draw2d->DrawText(UBUNTU24, statbuf, 11, 31, 0xc0000000, FLAG_DYNAMIC_ASCII);
draw2d->DrawText(UBUNTU24, statbuf, 10, 30, 0xFFFFFFFF, FLAG_DYNAMIC_ASCII);
__SasGetDebugStats(statbuf, sizeof(statbuf));
draw2d->DrawText(UBUNTU24, statbuf, PSP_CoreParameter().pixelWidth / 2 + 11, 31, 0xc0000000, FLAG_DYNAMIC_ASCII);
draw2d->DrawText(UBUNTU24, statbuf, PSP_CoreParameter().pixelWidth / 2 + 10, 30, 0xFFFFFFFF, FLAG_DYNAMIC_ASCII);
draw2d->SetFontScale(1.0f, 1.0f);
}
static void DrawAudioDebugStats(DrawBuffer *draw2d) {
char statbuf[1024] = { 0 };
const AudioDebugStats *stats = __AudioGetDebugStats();
snprintf(statbuf, sizeof(statbuf),
"Audio buffer: %d/%d (low watermark: %d)\n"
"Underruns: %d\n"
"Overruns: %d\n"
"Sample rate: %d\n"
"Push size: %d\n",
stats->buffered, stats->bufsize, stats->watermark,
stats->underrunCount,
stats->overrunCount,
stats->instantSampleRate,
stats->lastPushSize);
draw2d->SetFontScale(0.7f, 0.7f);
draw2d->DrawText(UBUNTU24, statbuf, 11, 31, 0xc0000000, FLAG_DYNAMIC_ASCII);
draw2d->DrawText(UBUNTU24, statbuf, 10, 30, 0xFFFFFFFF, FLAG_DYNAMIC_ASCII);
draw2d->SetFontScale(1.0f, 1.0f);
}
static void DrawFPS(DrawBuffer *draw2d, const Bounds &bounds) {
float vps, fps, actual_fps;
__DisplayGetFPS(&vps, &fps, &actual_fps);
char fpsbuf[256];
switch (g_Config.iShowFPSCounter) {
case 1:
snprintf(fpsbuf, sizeof(fpsbuf), "Speed: %0.1f%%", vps / (59.94f / 100.0f)); break;
case 2:
snprintf(fpsbuf, sizeof(fpsbuf), "FPS: %0.1f", actual_fps); break;
case 3:
snprintf(fpsbuf, sizeof(fpsbuf), "%0.0f/%0.0f (%0.1f%%)", actual_fps, fps, vps / (59.94f / 100.0f)); break;
default:
return;
}
draw2d->SetFontScale(0.7f, 0.7f);
draw2d->DrawText(UBUNTU24, fpsbuf, bounds.x2() - 8, 12, 0xc0000000, ALIGN_TOPRIGHT | FLAG_DYNAMIC_ASCII);
draw2d->DrawText(UBUNTU24, fpsbuf, bounds.x2() - 10, 10, 0xFF3fFF3f, ALIGN_TOPRIGHT | FLAG_DYNAMIC_ASCII);
draw2d->SetFontScale(1.0f, 1.0f);
}
void EmuScreen::preRender() {
using namespace Draw;
DrawContext *draw = screenManager()->getDrawContext();
draw->BeginFrame();
// Here we do NOT bind the backbuffer or clear the screen, unless non-buffered.
// The emuscreen is different than the others - we really want to allow the game to render to framebuffers
// before we ever bind the backbuffer for rendering. On mobile GPUs, switching back and forth between render
// targets is a mortal sin so it's very important that we don't bind the backbuffer unnecessarily here.
// We only bind it in FramebufferManager::CopyDisplayToOutput (unless non-buffered)...
// We do, however, start the frame in other ways.
bool useBufferedRendering = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
if ((!useBufferedRendering && !g_Config.bSoftwareRendering) || Core_IsStepping()) {
// We need to clear here already so that drawing during the frame is done on a clean slate.
if (Core_IsStepping() && gpuStats.numFlips != 0) {
draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::KEEP, RPAction::DONT_CARE, RPAction::DONT_CARE });
} else {
draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR, RPAction::CLEAR, 0xFF000000 });
}
Viewport viewport;
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = pixel_xres;
viewport.Height = pixel_yres;
viewport.MaxDepth = 1.0;
viewport.MinDepth = 0.0;
draw->SetViewports(1, &viewport);
}
draw->SetTargetSize(pixel_xres, pixel_yres);
}
void EmuScreen::postRender() {
Draw::DrawContext *draw = screenManager()->getDrawContext();
if (!draw)
return;
if (stopRender_)
draw->WipeQueue();
draw->EndFrame();
}
void EmuScreen::render() {
using namespace Draw;
DrawContext *thin3d = screenManager()->getDrawContext();
if (!thin3d)
return; // shouldn't really happen but I've seen a suspicious stack trace..
if (invalid_) {
// Loading, or after shutdown?
if (loadingTextView_->GetVisibility() == UI::V_VISIBLE)
loadingTextView_->SetText(PSP_GetLoading());
// It's possible this might be set outside PSP_RunLoopFor().
// In this case, we need to double check it here.
checkPowerDown();
thin3d->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR, RPAction::CLEAR });
renderUI();
return;
}
if (PSP_CoreParameter().freezeNext) {
PSP_CoreParameter().frozen = true;
PSP_CoreParameter().freezeNext = false;
SaveState::SaveToRam(freezeState_);
} else if (PSP_CoreParameter().frozen) {
if (CChunkFileReader::ERROR_NONE != SaveState::LoadFromRam(freezeState_)) {
ERROR_LOG(SAVESTATE, "Failed to load freeze state. Unfreezing.");
PSP_CoreParameter().frozen = false;
}
}
Core_UpdateDebugStats(g_Config.bShowDebugStats || g_Config.bLogFrameDrops);
PSP_BeginHostFrame();
PSP_RunLoopWhileState();
// Hopefully coreState is now CORE_NEXTFRAME
if (coreState == CORE_NEXTFRAME) {
// set back to running for the next frame
coreState = CORE_RUNNING;
} else if (coreState == CORE_STEPPING) {
// If we're stepping, it's convenient not to clear the screen entirely, so we copy display to output.
// This won't work in non-buffered, but that's fine.
thin3d->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::DONT_CARE, RPAction::DONT_CARE });
// Just to make sure.
if (PSP_IsInited()) {
gpu->CopyDisplayToOutput();
}
} else {
// Didn't actually reach the end of the frame, ran out of the blockTicks cycles.
// In this case we need to bind and wipe the backbuffer, at least.
// It's possible we never ended up outputted anything - make sure we have the backbuffer cleared
thin3d->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR, RPAction::CLEAR });
}
checkPowerDown();
PSP_EndHostFrame();
if (invalid_)
return;
if (hasVisibleUI()) {
screenManager()->getUIContext()->BeginFrame();
renderUI();
}
// We have no use for backbuffer depth or stencil, so let tiled renderers discard them after tiling.
/*
if (gl_extensions.GLES3 && glInvalidateFramebuffer != nullptr) {
GLenum attachments[2] = { GL_DEPTH, GL_STENCIL };
glInvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
} else if (!gl_extensions.GLES3) {
#ifdef USING_GLES2
// Tiled renderers like PowerVR should benefit greatly from this. However - seems I can't call it?
bool hasDiscard = gl_extensions.EXT_discard_framebuffer; // TODO
if (hasDiscard) {
//const GLenum targets[3] = { GL_COLOR_EXT, GL_DEPTH_EXT, GL_STENCIL_EXT };
//glDiscardFramebufferEXT(GL_FRAMEBUFFER, 3, targets);
}
#endif
}
*/
}
bool EmuScreen::hasVisibleUI() {
// Regular but uncommon UI.
if (saveStatePreview_->GetVisibility() != UI::V_GONE || loadingSpinner_->GetVisibility() == UI::V_VISIBLE)
return true;
if (!osm.IsEmpty() || g_Config.bShowTouchControls || g_Config.iShowFPSCounter != 0)
return true;
// Debug UI.
if (g_Config.bShowDebugStats || g_Config.bShowDeveloperMenu || g_Config.bShowAudioDebug || g_Config.bShowFrameProfiler)
return true;
return false;
}
void EmuScreen::renderUI() {
using namespace Draw;
DrawContext *thin3d = screenManager()->getDrawContext();
UIContext *ctx = screenManager()->getUIContext();
ctx->BeginFrame();
// This sets up some important states but not the viewport.
ctx->Begin();
Viewport viewport;
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = pixel_xres;
viewport.Height = pixel_yres;
viewport.MaxDepth = 1.0;
viewport.MinDepth = 0.0;
thin3d->SetViewports(1, &viewport);
DrawBuffer *draw2d = ctx->Draw();
if (root_) {
UI::LayoutViewHierarchy(*ctx, root_);
root_->Draw(*ctx);
}
if (g_Config.bShowDebugStats && !invalid_) {
DrawDebugStats(draw2d);
}
if (g_Config.bShowAudioDebug && !invalid_) {
DrawAudioDebugStats(draw2d);
}
if (g_Config.iShowFPSCounter && !invalid_) {
DrawFPS(draw2d, ctx->GetBounds());
}
#if !PPSSPP_PLATFORM(UWP)
if (g_Config.iGPUBackend == (int)GPUBackend::VULKAN && g_Config.bShowAllocatorDebug) {
DrawAllocatorVis(ctx, gpu);
}
if (g_Config.iGPUBackend == (int)GPUBackend::VULKAN && g_Config.bShowGpuProfile) {
DrawProfilerVis(ctx, gpu);
}
#endif
#ifdef USE_PROFILER
if (g_Config.bShowFrameProfiler && !invalid_) {
DrawProfile(*ctx);
}
#endif
ctx->Flush();
}
void EmuScreen::autoLoad() {
int autoSlot = -1;
//check if save state has save, if so, load
switch (g_Config.iAutoLoadSaveState) {
case (int)AutoLoadSaveState::OFF: // "AutoLoad Off"
return;
case (int)AutoLoadSaveState::OLDEST: // "Oldest Save"
autoSlot = SaveState::GetOldestSlot(gamePath_);
break;
case (int)AutoLoadSaveState::NEWEST: // "Newest Save"
autoSlot = SaveState::GetNewestSlot(gamePath_);
break;
default: // try the specific save state slot specified
autoSlot = (SaveState::HasSaveInSlot(gamePath_, g_Config.iAutoLoadSaveState - 3)) ? (g_Config.iAutoLoadSaveState - 3) : -1;
break;
}
if (g_Config.iAutoLoadSaveState && autoSlot != -1) {
SaveState::LoadSlot(gamePath_, autoSlot, &AfterSaveStateAction);
g_Config.iCurrentStateSlot = autoSlot;
}
}
void EmuScreen::resized() {
RecreateViews();
}