mirror of
https://github.com/libretro/ppsspp.git
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317 lines
8.3 KiB
C++
317 lines
8.3 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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#if defined(ANDROID) || defined(BLACKBERRY)
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#else
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#include <GL/glew.h>
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#if defined(__APPLE__)
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#include <OpenGL/gl.h>
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#else
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#include <GL/gl.h>
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#endif
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#endif
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#include <vector>
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//#include "base/timeutil.h"
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#include "../Core/CoreTiming.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 "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/GPUState.h"
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extern ShaderManager shaderManager;
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struct FrameBufferState
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{
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u32 topaddr;
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u8 *pspframebuf;
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PspDisplayPixelFormat pspFramebufFormat;
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int pspFramebufLinesize;
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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 hCount = 0;
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static int hCountTotal = 0; //unused
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static int vCount = 0;
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static int isVblank = 0;
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// STATE END
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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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struct WaitVBlankInfo
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{
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u32 threadID;
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int vcountUnblock;
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};
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std::vector<WaitVBlankInfo> vblankWaitingThreads;
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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 __DisplayInit()
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{
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framebufIsLatched = false;
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framebuf.topaddr = 0x04000000;
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framebuf.pspframebuf = Memory::GetPointer(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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CoreTiming::ScheduleEvent(msToCycles(frameMs - vblankMs), enterVblankEvent, 0);
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isVblank = 0;
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vCount = 0;
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InitGfxState();
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}
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void __DisplayShutdown()
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{
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ShutdownGfxState();
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}
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void hleEnterVblank(u64 userdata, int cyclesLate)
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{
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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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// Wake up threads waiting for VBlank
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__KernelTriggerWait(WAITTYPE_VBLANK, 0, true);
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// Trigger VBlank interrupt handlers.
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__TriggerInterrupt(PSP_VBLANK_INTR);
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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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{
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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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}
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// Yeah, this has to be the right moment to end the frame. Should possibly blit the right buffer
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// depending on what's set in sceDisplaySetFramebuf, in order to support half-framerate games -
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// an initial hack could be to NOT end the frame if the buffer didn't change? that should work okay.
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{
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host->EndFrame();
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host->BeginFrame();
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if (g_Config.bDisplayFramebuffer)
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{
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INFO_LOG(HLE, "Drawing the framebuffer");
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DisplayDrawer_DrawFramebuffer(framebuf.pspframebuf, framebuf.pspFramebufFormat, framebuf.pspFramebufLinesize);
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}
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shaderManager.DirtyShader();
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shaderManager.DirtyUniform(DIRTY_ALL);
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}
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// TODO: Find a way to tell the CPU core to stop emulating here, when running on Android.
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}
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void hleLeaveVblank(u64 userdata, int cyclesLate)
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{
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isVblank = 0;
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DEBUG_LOG(HLE,"Leave VBlank");
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vCount++;
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hCount = 0;
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CoreTiming::ScheduleEvent(msToCycles(frameMs - vblankMs) - cyclesLate, enterVblankEvent, userdata);
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}
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void sceDisplayIsVblank()
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{
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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(u32 unknown, u32 xres, u32 yres)
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{
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DEBUG_LOG(HLE,"sceDisplaySetMode(%d,%d,%d)",unknown,xres,yres);
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host->BeginFrame();
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glClearColor(0,0,0,1);
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// glClearColor(1,0,1,1);
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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return 0;
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}
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void sceDisplaySetFramebuf()
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{
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//host->EndFrame();
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u32 topaddr = PARAM(0);
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int linesize = PARAM(1);
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int pixelformat = PARAM(2);
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int sync = PARAM(3);
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FrameBufferState *fbstate = 0;
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if (sync == PSP_DISPLAY_SETBUF_IMMEDIATE)
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{
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// Write immediately to the current framebuffer parameters
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fbstate = &framebuf;
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}
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else if (topaddr != 0)
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{
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// Delay the write until vblank
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fbstate = &latchedFramebuf;
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framebufIsLatched = true;
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}
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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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{
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DEBUG_LOG(HLE,"- screen off");
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}
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else
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{
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fbstate->topaddr = topaddr;
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fbstate->pspframebuf = Memory::GetPointer((0x44000000)|(topaddr & 0x1FFFFF)); // TODO - check
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fbstate->pspFramebufFormat = (PspDisplayPixelFormat)pixelformat;
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fbstate->pspFramebufLinesize = linesize;
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}
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RETURN(0);
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}
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void sceDisplayGetFramebuf()
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{
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DEBUG_LOG(HLE,"sceDisplayGetFramebuf()");
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RETURN(framebuf.topaddr);
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}
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void sceDisplayWaitVblankStart()
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{
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DEBUG_LOG(HLE,"sceDisplayWaitVblankStart()");
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__KernelWaitCurThread(WAITTYPE_VBLANK, 0, 0, 0, false);
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}
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void sceDisplayWaitVblank()
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{
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DEBUG_LOG(HLE,"sceDisplayWaitVblank()");
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__KernelWaitCurThread(WAITTYPE_VBLANK, 0, 0, 0, false);
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}
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void sceDisplayWaitVblankCB()
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{
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DEBUG_LOG(HLE,"sceDisplayWaitVblankCB()");
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__KernelWaitCurThread(WAITTYPE_VBLANK, 0, 0, 0, true);
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__KernelCheckCallbacks();
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}
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void sceDisplayWaitVblankStartCB()
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{
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DEBUG_LOG(HLE,"sceDisplayWaitVblankStartCB()");
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__KernelWaitCurThread(WAITTYPE_VBLANK, 0, 0, 0, true);
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__KernelCheckCallbacks();
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}
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void sceDisplayGetVcount()
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{
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// Too spammy
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// DEBUG_LOG(HLE,"%i=sceDisplayGetVcount()", vCount);
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// Games like Puyo Puyo call this in a tight loop at end-of-frame. We could have it consume some time from CoreTiming?
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CoreTiming::Idle(1000000);
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RETURN(vCount);
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}
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void sceDisplayGetCurrentHcount()
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{
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RETURN(hCount++);
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}
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void sceDisplayGetAccumulatedHcount()
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{
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// Just do an estimate
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u32 accumHCount = CoreTiming::GetTicks() / (222000000 / 60 / 272);
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DEBUG_LOG(HLE,"%i=sceDisplayGetAccumulatedHcount()", accumHCount);
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RETURN(accumHCount);
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}
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float sceDisplayGetFramePerSec()
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{
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float fps = 59.9400599f;
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DEBUG_LOG(HLE,"%f=sceDisplayGetFramePerSec()", fps);
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return fps; // (9MHz * 1)/(525 * 286)
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}
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const HLEFunction sceDisplay[] =
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{
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{0x0E20F177,&WrapU_UUU<sceDisplaySetMode>, "sceDisplaySetMode"},
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{0x289D82FE,sceDisplaySetFramebuf, "sceDisplaySetFramebuf"},
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{0x36CDFADE,sceDisplayWaitVblank, "sceDisplayWaitVblank"},
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{0x984C27E7,sceDisplayWaitVblankStart, "sceDisplayWaitVblankStart"},
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{0x8EB9EC49,sceDisplayWaitVblankCB, "sceDisplayWaitVblankCB"},
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{0x46F186C3,sceDisplayWaitVblankStartCB, "sceDisplayWaitVblankStartCB"},
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{0x77ed8b3a,0,"sceDisplayWaitVblankStartMultiCB"},
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{0xdba6c4c4,&WrapF_V<sceDisplayGetFramePerSec>,"sceDisplayGetFramePerSec"},
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{0x773dd3a3,sceDisplayGetCurrentHcount,"sceDisplayGetCurrentHcount"},
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{0x210eab3a,sceDisplayGetAccumulatedHcount,"sceDisplayGetAccumulatedHcount"},
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{0x9C6EAAD7,sceDisplayGetVcount,"sceDisplayGetVcount"},
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{0x984C27E7,0,"sceDisplayWaitVblankStart"},
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{0xDEA197D4,0,"sceDisplayGetMode"},
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{0x7ED59BC4,0,"sceDisplaySetHoldMode"},
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{0xA544C486,0,"sceDisplaySetResumeMode"},
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{0x289D82FE,0,"sceDisplaySetFrameBuf"},
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{0xEEDA2E54,sceDisplayGetFramebuf,"sceDisplayGetFrameBuf"},
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{0xB4F378FA,0,"sceDisplayIsForeground"},
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{0x31C4BAA8,0,"sceDisplayGetBrightness"},
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{0x4D4E10EC,sceDisplayIsVblank,"sceDisplayIsVblank"},
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};
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void Register_sceDisplay()
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{
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RegisterModule("sceDisplay", ARRAY_SIZE(sceDisplay), sceDisplay);
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}
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