mirror of
https://github.com/libretro/scummvm.git
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473 lines
14 KiB
C++
473 lines
14 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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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, either version 3 of the License, or
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* (at your option) any later version.
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*
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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 for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#define FORBIDDEN_SYMBOL_ALLOW_ALL
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#include <pspgu.h>
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#include <pspdisplay.h>
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#include <pspthreadman.h>
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#include "common/scummsys.h"
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#include "backends/base-backend.h"
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#include "backends/platform/psp/psppixelformat.h"
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#include "backends/platform/psp/display_client.h"
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#include "backends/platform/psp/default_display_client.h"
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#include "backends/platform/psp/cursor.h"
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#include "backends/platform/psp/pspkeyboard.h"
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#include "backends/platform/psp/image_viewer.h"
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#include "common/config-manager.h"
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#define USE_DISPLAY_CALLBACK // to use callback for finishing the render
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#include "backends/platform/psp/display_manager.h"
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#define PSP_BUFFER_WIDTH (512)
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#define PSP_SCREEN_WIDTH 480
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#define PSP_SCREEN_HEIGHT 272
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#define PSP_FRAME_SIZE (PSP_BUFFER_WIDTH * PSP_SCREEN_HEIGHT)
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//#define ENABLE_RENDER_MEASURE /* how long it takes to render a frame */
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//#define __PSP_DEBUG_FUNCS__ /* For debugging function calls */
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//#define __PSP_DEBUG_PRINT__ /* For debug printouts */
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#include "backends/platform/psp/trace.h"
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uint32 __attribute__((aligned(16))) MasterGuRenderer::_displayList[2048];
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const OSystem::GraphicsMode DisplayManager::_supportedModes[] = {
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{ "Original Resolution", "Original Resolution", ORIGINAL_RESOLUTION },
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{ "Fit to Screen", "Fit to Screen", FIT_TO_SCREEN },
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{ "Stretch to Screen", "Stretch to Screen", STRETCH_TO_SCREEN },
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{0, 0, 0}
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};
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// Class VramAllocator -----------------------------------
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namespace Common {
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DECLARE_SINGLETON(VramAllocator);
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}
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//#define __PSP_DEBUG_FUNCS__ /* For debugging the stack */
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//#define __PSP_DEBUG_PRINT__
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#include "backends/platform/psp/trace.h"
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void *VramAllocator::allocate(int32 size, bool smallAllocation /* = false */) {
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DEBUG_ENTER_FUNC();
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assert(size > 0);
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byte *lastAddress = smallAllocation ? (byte *)VRAM_SMALL_ADDRESS : (byte *)VRAM_START_ADDRESS;
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Common::List<Allocation>::iterator i;
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// Find a block that fits, starting from the beginning
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for (i = _allocList.begin(); i != _allocList.end(); ++i) {
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byte *currAddress = (*i).address;
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if (currAddress - lastAddress >= size) // We found a match
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break;
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if ((*i).getEnd() > lastAddress)
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lastAddress = (byte *)(*i).getEnd();
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}
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if (lastAddress + size > (byte *)VRAM_END_ADDRESS) {
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PSP_DEBUG_PRINT("No space for allocation of %d bytes. %d bytes already allocated.\n",
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size, _bytesAllocated);
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return NULL;
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}
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_allocList.insert(i, Allocation(lastAddress, size));
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_bytesAllocated += size;
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PSP_DEBUG_PRINT("Allocated in VRAM, size %u at %p.\n", size, lastAddress);
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PSP_DEBUG_PRINT("Total allocated %u, remaining %u.\n", _bytesAllocated, (2 * 1024 * 1024) - _bytesAllocated);
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return lastAddress;
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}
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// Deallocate a block from VRAM
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void VramAllocator::deallocate(void *address) {
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DEBUG_ENTER_FUNC();
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address = (byte *)CACHED(address); // Make sure all addresses are the same
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Common::List<Allocation>::iterator i;
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// Find the Allocator to deallocate
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for (i = _allocList.begin(); i != _allocList.end(); ++i) {
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if ((*i).address == address) {
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PSP_DEBUG_PRINT("Deallocated address[%p], size[%u]\n", (*i).address, (*i).size);
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_bytesAllocated -= (*i).size;
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_allocList.erase(i);
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return;
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}
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}
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PSP_DEBUG_PRINT("Address[%p] not allocated.\n", address);
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}
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// Class MasterGuRenderer ----------------------------------------------
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void MasterGuRenderer::setupCallbackThread() {
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DEBUG_ENTER_FUNC();
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// start the thread that updates the display
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threadCreateAndStart("DisplayCbThread", PRIORITY_DISPLAY_THREAD, STACK_DISPLAY_THREAD);
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}
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// this function gets called by PspThread when starting the new thread
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void MasterGuRenderer::threadFunction() {
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DEBUG_ENTER_FUNC();
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// Create the callback. It should always get the pointer to MasterGuRenderer
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_callbackId = sceKernelCreateCallback("Display Callback", guCallback, this);
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if (_callbackId < 0) {
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PSP_ERROR("failed to create display callback\n");
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}
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PSP_DEBUG_PRINT("created callback. Going to sleep\n");
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sceKernelSleepThreadCB(); // sleep until we get a callback
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}
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// Sleep on the render mutex if the rendering thread hasn't finished its work
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//
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void MasterGuRenderer::sleepUntilRenderFinished() {
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if (!isRenderFinished()) {
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_renderSema.take(); // sleep on the semaphore
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_renderSema.give();
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PSP_DEBUG_PRINT("slept on the rendering semaphore\n");
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}
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}
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// This callback is called when the render is finished. It swaps the buffers
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int MasterGuRenderer::guCallback(int, int, void *__this) {
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MasterGuRenderer *_this = (MasterGuRenderer *)__this;
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sceGuSync(0, 0); // make sure we wait for GU to finish
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sceDisplayWaitVblankStartCB(); // wait for v-blank without eating main thread cycles
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sceGuSwapBuffers(); // swap the back and front buffers
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_this->_renderFinished = true; // Only this thread can set the variable to true
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_this->_renderSema.give(); // Release render semaphore
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return 0;
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}
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void MasterGuRenderer::guInit() {
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DEBUG_ENTER_FUNC();
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sceGuInit();
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sceGuStart(0, _displayList);
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guProgramDisplayBufferSizes();
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sceGuOffset(2048 - (PSP_SCREEN_WIDTH / 2), 2048 - (PSP_SCREEN_HEIGHT / 2));
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sceGuViewport(2048, 2048, PSP_SCREEN_WIDTH, PSP_SCREEN_HEIGHT);
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sceGuDepthRange(0xC350, 0x2710);
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sceGuDisable(GU_DEPTH_TEST); // We'll use depth buffer area
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sceGuDepthMask(GU_TRUE); // Prevent writes to depth buffer
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sceGuScissor(0, 0, PSP_SCREEN_WIDTH, PSP_SCREEN_HEIGHT);
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sceGuEnable(GU_SCISSOR_TEST);
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sceGuFrontFace(GU_CW);
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sceGuEnable(GU_TEXTURE_2D);
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sceGuClear(GU_COLOR_BUFFER_BIT | GU_DEPTH_BUFFER_BIT);
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sceGuFinish();
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sceGuSync(0, 0);
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sceDisplayWaitVblankStart();
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sceGuDisplay(1);
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}
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void MasterGuRenderer::guProgramDisplayBufferSizes() {
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DEBUG_ENTER_FUNC();
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PSP_DEBUG_PRINT("Outputbits[%u]\n", GuRenderer::_displayManager->getOutputBitsPerPixel());
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switch (GuRenderer::_displayManager->getOutputBitsPerPixel()) {
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case 16:
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sceGuDrawBuffer(GU_PSM_4444, (void *)0, PSP_BUFFER_WIDTH);
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sceGuDispBuffer(PSP_SCREEN_WIDTH, PSP_SCREEN_HEIGHT, (void *)(PSP_FRAME_SIZE * sizeof(uint16)), PSP_BUFFER_WIDTH);
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sceGuDepthBuffer((void *)(PSP_FRAME_SIZE * sizeof(uint16) * 2), PSP_BUFFER_WIDTH);
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VramAllocator::instance().allocate(PSP_FRAME_SIZE * sizeof(uint16) * 2);
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break;
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case 32:
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sceGuDrawBuffer(GU_PSM_8888, (void *)0, PSP_BUFFER_WIDTH);
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sceGuDispBuffer(PSP_SCREEN_WIDTH, PSP_SCREEN_HEIGHT, (void *)(PSP_FRAME_SIZE * sizeof(uint32)), PSP_BUFFER_WIDTH);
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sceGuDepthBuffer((void *)(PSP_FRAME_SIZE * sizeof(uint32) * 2), PSP_BUFFER_WIDTH);
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VramAllocator::instance().allocate(PSP_FRAME_SIZE * sizeof(uint32) * 2);
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break;
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}
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}
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// These are GU commands that should always stay the same
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inline void MasterGuRenderer::guPreRender() {
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DEBUG_ENTER_FUNC();
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#ifdef USE_DISPLAY_CALLBACK
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_renderSema.take(); // Take the semaphore to prevent writes
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// to the palette/screen before we're done
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_renderFinished = false; // set to synchronize with callback thread
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#endif
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#ifdef ENABLE_RENDER_MEASURE
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_lastRenderTime = g_system->getMillis();
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#endif /* ENABLE_RENDER_MEASURE */
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sceGuStart(0, _displayList);
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sceGuClearColor(0xFF000000);
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sceGuClear(GU_COLOR_BUFFER_BIT);
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sceGuAmbientColor(0xFFFFFFFF);
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sceGuColor(0xFFFFFFFF);
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sceGuTexOffset(0, 0);
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sceGuTexFilter(GU_LINEAR, GU_LINEAR);
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sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGBA); // Also good enough for all purposes
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sceGuAlphaFunc(GU_GREATER, 0, 0xFF); // Also good enough for all purposes
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}
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inline void MasterGuRenderer::guPostRender() {
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DEBUG_ENTER_FUNC();
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sceGuFinish();
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#ifdef USE_DISPLAY_CALLBACK
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if (_callbackId < 0)
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PSP_ERROR("bad callbackId[%d]\n", _callbackId);
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else
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sceKernelNotifyCallback(_callbackId, 0); // notify the callback. Nothing extra to pass
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#else
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sceGuSync(0, 0);
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#ifdef ENABLE_RENDER_MEASURE
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uint32 now = g_system->getMillis();
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PSP_INFO_PRINT("Render took %d milliseconds\n", now - _lastRenderTime);
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#endif /* ENABLE_RENDER_MEASURE */
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sceDisplayWaitVblankStart();
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sceGuSwapBuffers();
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_renderFinished = true;
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#endif /* !USE_DISPLAY_CALLBACK */
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}
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void MasterGuRenderer::guShutDown() {
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sceGuTerm();
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}
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// Class DisplayManager -----------------------------------------------------
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DisplayManager::~DisplayManager() {
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_masterGuRenderer.guShutDown();
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}
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void DisplayManager::init() {
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DEBUG_ENTER_FUNC();
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_displayParams.outputBitsPerPixel = 32; // can be changed to produce 16-bit output
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GuRenderer::setDisplayManager(this);
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_screen->init();
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_overlay->init();
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_cursor->init();
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_masterGuRenderer.guInit(); // start up the renderer
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#ifdef USE_DISPLAY_CALLBACK
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_masterGuRenderer.setupCallbackThread();
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#endif
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// Init overlay since we never change the size
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_overlay->deallocate();
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_overlay->setBytesPerPixel(sizeof(uint16));
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_overlay->setSize(PSP_SCREEN_WIDTH, PSP_SCREEN_HEIGHT);
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_overlay->allocate();
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}
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void DisplayManager::setSizeAndPixelFormat(uint width, uint height, const Graphics::PixelFormat *format) {
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DEBUG_ENTER_FUNC();
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PSP_DEBUG_PRINT("w[%u], h[%u], pformat[%p]\n", width, height, format);
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_screen->deallocate();
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_screen->setScummvmPixelFormat(format);
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_screen->setSize(width, height);
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_screen->allocate();
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_cursor->setScreenPaletteScummvmPixelFormat(format);
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_displayParams.screenSource.width = width;
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_displayParams.screenSource.height = height;
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calculateScaleParams();
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}
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bool DisplayManager::setGraphicsMode(int mode) {
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DEBUG_ENTER_FUNC();
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_graphicsMode = mode;
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calculateScaleParams();
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return true;
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}
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void DisplayManager::calculateScaleParams() {
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if (!_displayParams.screenSource.width || !_displayParams.screenSource.height)
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return; // we can't calculate anything without these
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switch (_graphicsMode) {
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case ORIGINAL_RESOLUTION:
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// check if we can fit the original resolution inside the screen
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if ((_displayParams.screenSource.width <= PSP_SCREEN_WIDTH) &&
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(_displayParams.screenSource.height <= PSP_SCREEN_HEIGHT)) {
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_displayParams.screenOutput.width = _displayParams.screenSource.width;
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_displayParams.screenOutput.height = _displayParams.screenSource.height;
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break;
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}
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// else revert to fit to screen
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case FIT_TO_SCREEN: { // maximize the height while keeping aspect ratio
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float aspectRatio;
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if (ConfMan.getBool("aspect_ratio")) {
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aspectRatio = 4.0f / 3.0f;
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} else {
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aspectRatio = (float)_displayParams.screenSource.width / (float)_displayParams.screenSource.height;
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}
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_displayParams.screenOutput.height = PSP_SCREEN_HEIGHT; // always full height
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_displayParams.screenOutput.width = (uint32)(PSP_SCREEN_HEIGHT * aspectRatio);
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if (_displayParams.screenOutput.width > PSP_SCREEN_WIDTH) { // shrink if wider than screen
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_displayParams.screenOutput.height = (uint32)(((float)PSP_SCREEN_HEIGHT * (float)PSP_SCREEN_WIDTH) / (float)_displayParams.screenOutput.width);
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_displayParams.screenOutput.width = PSP_SCREEN_WIDTH;
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}
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}
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break;
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case STRETCH_TO_SCREEN: // we simply stretch to the whole screen
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_displayParams.screenOutput.width = PSP_SCREEN_WIDTH;
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_displayParams.screenOutput.height = PSP_SCREEN_HEIGHT;
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break;
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default:
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PSP_ERROR("Unsupported graphics mode[%d].\n", _graphicsMode);
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}
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// calculate scale factors for X and Y
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_displayParams.scaleX = ((float)_displayParams.screenOutput.width) / _displayParams.screenSource.width;
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_displayParams.scaleY = ((float)_displayParams.screenOutput.height) / _displayParams.screenSource.height;
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}
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void DisplayManager::waitUntilRenderFinished() {
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#ifdef USE_DISPLAY_CALLBACK
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_masterGuRenderer.sleepUntilRenderFinished();
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#endif /* USE_DISPLAY_CALLBACK */
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}
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// return true if we really rendered or no dirty. False otherwise
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bool DisplayManager::renderAll() {
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DEBUG_ENTER_FUNC();
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#ifdef USE_DISPLAY_CALLBACK
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if (!_masterGuRenderer.isRenderFinished()) {
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PSP_DEBUG_PRINT("Callback render not finished.\n");
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return false; // didn't render
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}
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#endif /* USE_DISPLAY_CALLBACK */
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// This is cheaper than checking time, so we do it first
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// Any one of these being dirty causes everything to draw
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if (!_screen->isDirty() &&
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!_overlay->isDirty() &&
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!_cursor->isDirty() &&
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!_keyboard->isDirty() &&
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!_imageViewer->isDirty()) {
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PSP_DEBUG_PRINT("Nothing dirty\n");
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return true; // nothing to render
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}
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if (!isTimeToUpdate())
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return false; // didn't render
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PSP_DEBUG_PRINT("dirty: screen[%s], overlay[%s], cursor[%s], keyboard[%s], imageViewer[%s]\n",
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_screen->isDirty() ? "true" : "false",
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_overlay->isDirty() ? "true" : "false",
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_cursor->isDirty() ? "true" : "false",
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_keyboard->isDirty() ? "true" : "false",
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_imageViewer->isDirty() ? "true" : "false"
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);
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_masterGuRenderer.guPreRender(); // Set up rendering
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_screen->render();
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_screen->setClean(); // clean out dirty bit
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if (_imageViewer->isVisible())
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_imageViewer->render();
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_imageViewer->setClean();
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if (_overlay->isVisible())
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_overlay->render();
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_overlay->setClean();
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if (_cursor->isVisible())
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_cursor->render();
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_cursor->setClean();
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if (_keyboard->isVisible())
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_keyboard->render();
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_keyboard->setClean();
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_masterGuRenderer.guPostRender();
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return true; // rendered successfully
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}
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inline bool DisplayManager::isTimeToUpdate() {
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#define MAX_FPS 60 // was 30
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uint32 now = g_system->getMillis();
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if (now - _lastUpdateTime < (1000 / MAX_FPS))
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return false;
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_lastUpdateTime = now;
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return true;
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}
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Common::List<Graphics::PixelFormat> DisplayManager::getSupportedPixelFormats() const {
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Common::List<Graphics::PixelFormat> list;
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// In order of preference
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list.push_back(PSPPixelFormat::convertToScummvmPixelFormat(PSPPixelFormat::Type_5650));
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list.push_back(PSPPixelFormat::convertToScummvmPixelFormat(PSPPixelFormat::Type_5551));
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list.push_back(PSPPixelFormat::convertToScummvmPixelFormat(PSPPixelFormat::Type_4444));
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list.push_back(Graphics::PixelFormat::createFormatCLUT8());
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return list;
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}
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