ppsspp/Core/HLE/sceDisplay.cpp
Sacha 41f5abab31 PPSSPP ported to Blackberry10
Now builds on Playbook and Dev Alpha
Make emulator more compatible with other OS (case sensitivity, defines, includes)
Uses Android's code paths and backend
2012-11-05 23:09:49 +10:00

305 lines
8.0 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/.
#if defined(ANDROID) || defined(BLACKBERRY)
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#else
#include <GL/glew.h>
#if defined(__APPLE__)
#include <OpenGL/gl.h>
#else
#include <GL/gl.h>
#endif
#endif
#include <vector>
//#include "base/timeutil.h"
#include "../Core/CoreTiming.h"
#include "../MIPS/MIPS.h"
#include "../HLE/HLE.h"
#include "sceAudio.h"
#include "../Host.h"
#include "../Config.h"
#include "sceDisplay.h"
#include "sceKernel.h"
#include "sceKernelThread.h"
#include "sceKernelInterrupt.h"
// TODO: This file should not depend directly on GLES code.
#include "../../GPU/GLES/Framebuffer.h"
#include "../../GPU/GLES/ShaderManager.h"
#include "../../GPU/GPUState.h"
extern ShaderManager shaderManager;
struct FrameBufferState
{
u32 topaddr;
u8 *pspframebuf;
PspDisplayPixelFormat pspFramebufFormat;
int pspFramebufLinesize;
};
// STATE BEGIN
static FrameBufferState framebuf;
static FrameBufferState latchedFramebuf;
static bool framebufIsLatched;
static int enterVblankEvent = -1;
static int leaveVblankEvent = -1;
static int hCount = 0;
static int hCountTotal = 0; //unused
static int vCount = 0;
static int isVblank = 0;
// STATE END
// The vblank period is 731.5 us (0.7315 ms)
const double vblankMs = 0.7315;
const double frameMs = 1000.0 / 60.0;
enum {
PSP_DISPLAY_SETBUF_IMMEDIATE = 0,
PSP_DISPLAY_SETBUF_NEXTFRAME = 1
};
struct WaitVBlankInfo
{
u32 threadID;
int vcountUnblock;
};
std::vector<WaitVBlankInfo> vblankWaitingThreads;
void hleEnterVblank(u64 userdata, int cyclesLate);
void hleLeaveVblank(u64 userdata, int cyclesLate);
void __DisplayInit()
{
framebufIsLatched = false;
framebuf.topaddr = 0x04000000;
framebuf.pspframebuf = Memory::GetPointer(0x04000000);
framebuf.pspFramebufFormat = PSP_DISPLAY_PIXEL_FORMAT_8888;
framebuf.pspFramebufLinesize = 480; // ??
enterVblankEvent = CoreTiming::RegisterEvent("EnterVBlank", &hleEnterVblank);
leaveVblankEvent = CoreTiming::RegisterEvent("LeaveVBlank", &hleLeaveVblank);
CoreTiming::ScheduleEvent(msToCycles(frameMs - vblankMs), enterVblankEvent, 0);
isVblank = 0;
vCount = 0;
InitGfxState();
}
void hleEnterVblank(u64 userdata, int cyclesLate)
{
int vbCount = userdata;
DEBUG_LOG(HLE, "Enter VBlank %i", vbCount);
isVblank = 1;
// Wake up threads waiting for VBlank
__KernelTriggerWait(WAITTYPE_VBLANK, 0, true);
// Trigger VBlank interrupt handlers.
__TriggerInterrupt(PSP_VBLANK_INTR);
CoreTiming::ScheduleEvent(msToCycles(vblankMs) - cyclesLate, leaveVblankEvent, vbCount+1);
// TODO: Should this be done here or in hleLeaveVblank?
if (framebufIsLatched)
{
DEBUG_LOG(HLE, "Setting latched framebuffer %08x (prev: %08x)", latchedFramebuf.topaddr, framebuf.topaddr);
framebuf = latchedFramebuf;
framebufIsLatched = false;
}
// Yeah, this has to be the right moment to end the frame. Should possibly blit the right buffer
// depending on what's set in sceDisplaySetFramebuf, in order to support half-framerate games -
// an initial hack could be to NOT end the frame if the buffer didn't change? that should work okay.
{
host->EndFrame();
host->BeginFrame();
if (g_Config.bDisplayFramebuffer)
{
INFO_LOG(HLE, "Drawing the framebuffer");
DisplayDrawer_DrawFramebuffer(framebuf.pspframebuf, framebuf.pspFramebufFormat, framebuf.pspFramebufLinesize);
}
shaderManager.DirtyShader();
shaderManager.DirtyUniform(DIRTY_ALL);
}
// TODO: Find a way to tell the CPU core to stop emulating here, when running on Android.
}
void hleLeaveVblank(u64 userdata, int cyclesLate)
{
isVblank = 0;
DEBUG_LOG(HLE,"Leave VBlank");
vCount++;
hCount = 0;
CoreTiming::ScheduleEvent(msToCycles(frameMs - vblankMs) - cyclesLate, enterVblankEvent, userdata);
}
void sceDisplayIsVblank()
{
DEBUG_LOG(HLE,"%i=sceDisplayIsVblank()",isVblank);
RETURN(isVblank);
}
u32 sceDisplaySetMode(u32 unknown, u32 xres, u32 yres)
{
DEBUG_LOG(HLE,"sceDisplaySetMode(%d,%d,%d)",unknown,xres,yres);
host->BeginFrame();
glClearColor(0,0,0,1);
// glClearColor(1,0,1,1);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
return 0;
}
void sceDisplaySetFramebuf()
{
//host->EndFrame();
u32 topaddr = PARAM(0);
int linesize = PARAM(1);
int pixelformat = PARAM(2);
int sync = PARAM(3);
FrameBufferState *fbstate = 0;
if (sync == PSP_DISPLAY_SETBUF_IMMEDIATE)
{
// Write immediately to the current framebuffer parameters
fbstate = &framebuf;
}
else if (topaddr != 0)
{
// Delay the write until vblank
fbstate = &latchedFramebuf;
framebufIsLatched = true;
}
DEBUG_LOG(HLE,"sceDisplaySetFramebuf(topaddr=%08x,linesize=%d,pixelsize=%d,sync=%d)",topaddr,linesize,pixelformat,sync);
if (topaddr == 0)
{
DEBUG_LOG(HLE,"- screen off");
}
else
{
fbstate->topaddr = topaddr;
fbstate->pspframebuf = Memory::GetPointer((0x44000000)|(topaddr & 0x1FFFFF)); // TODO - check
fbstate->pspFramebufFormat = (PspDisplayPixelFormat)pixelformat;
fbstate->pspFramebufLinesize = linesize;
}
RETURN(0);
}
void sceDisplayGetFramebuf()
{
DEBUG_LOG(HLE,"sceDisplayGetFramebuf");
RETURN(framebuf.topaddr);
}
void sceDisplayWaitVblankStart()
{
DEBUG_LOG(HLE,"sceDisplayWaitVblankStart");
__KernelWaitCurThread(WAITTYPE_VBLANK, 0, 0, 0, false);
RETURN(0);
}
void sceDisplayWaitVblank()
{
DEBUG_LOG(HLE,"sceDisplayWaitVblank");
__KernelWaitCurThread(WAITTYPE_VBLANK, 0, 0, 0, false);
sceDisplayWaitVblankStart();
}
void sceDisplayWaitVblankStartCB()
{
DEBUG_LOG(HLE,"sceDisplayWaitVblankStartCB");
__KernelWaitCurThread(WAITTYPE_VBLANK, 0, 0, 0, true);
}
void sceDisplayGetVcount()
{
// Too spammy
// DEBUG_LOG(HLE,"%i=sceDisplayGetVcount()", vCount);
// Games like Puyo Puyo call this in a tight loop at end-of-frame. We could have it consume some time from CoreTiming?
CoreTiming::Idle(100000);
RETURN(vCount);
}
void sceDisplayGetCurrentHcount()
{
RETURN(hCount++);
}
void sceDisplayGetAccumulatedHcount()
{
// Just do an estimate
u32 accumHCount = CoreTiming::GetTicks() / (222000000 / 60 / 272);
DEBUG_LOG(HLE,"%i=sceDisplayGetAccumulatedHcount()", accumHCount);
RETURN(accumHCount);
}
float sceDisplayGetFramePerSec()
{
float fps = 59.9400599f;
DEBUG_LOG(HLE,"%f=sceDisplayGetFramePerSec()", fps);
return fps; // (9MHz * 1)/(525 * 286)
}
const HLEFunction sceDisplay[] =
{
{0x0E20F177,&WrapU_UUU<sceDisplaySetMode>, "sceDisplaySetMode"},
{0x289D82FE,sceDisplaySetFramebuf, "sceDisplaySetFramebuf"},
{0x36CDFADE,sceDisplayWaitVblank, "sceDisplayWaitVblank"},
{0x984C27E7,sceDisplayWaitVblankStart, "sceDisplayWaitVblankStart"},
{0x46F186C3,sceDisplayWaitVblankStartCB,"sceDisplayWaitVblankStartCB"},
{0x8EB9EC49,sceDisplayWaitVblankStartCB,"sceDisplayWaitVblankCB"},
{0xdba6c4c4,&WrapF_V<sceDisplayGetFramePerSec>,"sceDisplayGetFramePerSec"},
{0x773dd3a3,sceDisplayGetCurrentHcount,"sceDisplayGetCurrentHcount"},
{0x210eab3a,sceDisplayGetAccumulatedHcount,"sceDisplayGetAccumulatedHcount"},
{0x9C6EAAD7,sceDisplayGetVcount,"sceDisplayGetVcount"},
{0x984C27E7,0,"sceDisplayWaitVblankStart"},
{0xDEA197D4,0,"sceDisplayGetMode"},
{0x7ED59BC4,0,"sceDisplaySetHoldMode"},
{0xA544C486,0,"sceDisplaySetResumeMode"},
{0x289D82FE,0,"sceDisplaySetFrameBuf"},
{0xEEDA2E54,sceDisplayGetFramebuf,"sceDisplayGetFrameBuf"},
{0xB4F378FA,0,"sceDisplayIsForeground"},
{0x31C4BAA8,0,"sceDisplayGetBrightness"},
{0x4D4E10EC,sceDisplayIsVblank,"sceDisplayIsVblank"},
};
void Register_sceDisplay()
{
RegisterModule("sceDisplay", ARRAY_SIZE(sceDisplay), sceDisplay);
}