all repos — mgba @ 234f7425efe127f68605734307c6f209fd69e9a7

mGBA Game Boy Advance Emulator

src/platform/psp2/psp2-context.c (view raw)

  1/* Copyright (c) 2013-2015 Jeffrey Pfau
  2 *
  3 * This Source Code Form is subject to the terms of the Mozilla Public
  4 * License, v. 2.0. If a copy of the MPL was not distributed with this
  5 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
  6#include "psp2-context.h"
  7
  8#include "gba/gba.h"
  9#include "gba/audio.h"
 10#include "gba/context/context.h"
 11#include "gba/gui/gui-runner.h"
 12#include "gba/input.h"
 13
 14#include "gba/renderers/video-software.h"
 15#include "util/circle-buffer.h"
 16#include "util/memory.h"
 17#include "util/threading.h"
 18#include "util/vfs.h"
 19#include "platform/psp2/sce-vfs.h"
 20#include "third-party/blip_buf/blip_buf.h"
 21
 22#include <psp2/audioout.h>
 23#include <psp2/ctrl.h>
 24#include <psp2/display.h>
 25#include <psp2/gxm.h>
 26#include <psp2/kernel/sysmem.h>
 27#include <psp2/motion.h>
 28#include <psp2/power.h>
 29
 30#include <vita2d.h>
 31
 32static enum ScreenMode {
 33	SM_BACKDROP,
 34	SM_PLAIN,
 35	SM_FULL,
 36	SM_MAX
 37} screenMode;
 38
 39static struct GBAVideoSoftwareRenderer renderer;
 40static vita2d_texture* tex;
 41static Thread audioThread;
 42static struct GBASceRotationSource {
 43	struct GBARotationSource d;
 44	struct SceMotionSensorState state;
 45} rotation;
 46
 47extern const uint8_t _binary_backdrop_png_start[];
 48static vita2d_texture* backdrop = 0;
 49
 50#define PSP2_INPUT 0x50535032
 51#define PSP2_SAMPLES 64
 52#define PSP2_AUDIO_BUFFER_SIZE (PSP2_SAMPLES * 19)
 53
 54static struct GBAPSP2AudioContext {
 55	struct CircleBuffer buffer;
 56	Mutex mutex;
 57	Condition cond;
 58	bool running;
 59} audioContext;
 60
 61static void _mapVitaKey(struct GBAInputMap* map, int pspKey, enum GBAKey key) {
 62	GBAInputBindKey(map, PSP2_INPUT, __builtin_ctz(pspKey), key);
 63}
 64
 65static THREAD_ENTRY _audioThread(void* context) {
 66	struct GBAPSP2AudioContext* audio = (struct GBAPSP2AudioContext*) context;
 67	struct GBAStereoSample buffer[PSP2_SAMPLES];
 68	int audioPort = sceAudioOutOpenPort(PSP2_AUDIO_OUT_PORT_TYPE_MAIN, PSP2_SAMPLES, 48000, PSP2_AUDIO_OUT_MODE_STEREO);
 69	while (audio->running) {
 70		memset(buffer, 0, sizeof(buffer));
 71		MutexLock(&audio->mutex);
 72		int len = CircleBufferSize(&audio->buffer);
 73		len /= sizeof(buffer[0]);
 74		if (len > PSP2_SAMPLES) {
 75			len = PSP2_SAMPLES;
 76		}
 77		if (len > 0) {
 78			len &= ~(PSP2_AUDIO_MIN_LEN - 1);
 79			CircleBufferRead(&audio->buffer, buffer, len * sizeof(buffer[0]));
 80			MutexUnlock(&audio->mutex);
 81			sceAudioOutOutput(audioPort, buffer);
 82			MutexLock(&audio->mutex);
 83		}
 84
 85		if (CircleBufferSize(&audio->buffer) < PSP2_SAMPLES) {
 86			ConditionWait(&audio->cond, &audio->mutex);
 87		}
 88		MutexUnlock(&audio->mutex);
 89	}
 90	sceAudioOutReleasePort(audioPort);
 91	return 0;
 92}
 93
 94static void _sampleRotation(struct GBARotationSource* source) {
 95	struct GBASceRotationSource* rotation = (struct GBASceRotationSource*) source;
 96	sceMotionGetSensorState(&rotation->state, 1);
 97}
 98
 99static int32_t _readTiltX(struct GBARotationSource* source) {
100	struct GBASceRotationSource* rotation = (struct GBASceRotationSource*) source;
101	return rotation->state.accelerometer.x * 0x60000000;
102}
103
104static int32_t _readTiltY(struct GBARotationSource* source) {
105	struct GBASceRotationSource* rotation = (struct GBASceRotationSource*) source;
106	return rotation->state.accelerometer.y * 0x60000000;
107}
108
109static int32_t _readGyroZ(struct GBARotationSource* source) {
110	struct GBASceRotationSource* rotation = (struct GBASceRotationSource*) source;
111	return rotation->state.gyro.z * 0x10000000;
112}
113
114uint16_t GBAPSP2PollInput(struct GBAGUIRunner* runner) {
115	SceCtrlData pad;
116	sceCtrlPeekBufferPositive(0, &pad, 1);
117
118	int activeKeys = GBAInputMapKeyBits(&runner->context.inputMap, PSP2_INPUT, pad.buttons, 0);
119	enum GBAKey angles = GBAInputMapAxis(&runner->context.inputMap, PSP2_INPUT, 0, pad.ly);
120	if (angles != GBA_KEY_NONE) {
121		activeKeys |= 1 << angles;
122	}
123	angles = GBAInputMapAxis(&runner->context.inputMap, PSP2_INPUT, 1, pad.lx);
124	if (angles != GBA_KEY_NONE) {
125		activeKeys |= 1 << angles;
126	}
127	angles = GBAInputMapAxis(&runner->context.inputMap, PSP2_INPUT, 2, pad.ry);
128	if (angles != GBA_KEY_NONE) {
129		activeKeys |= 1 << angles;
130	}
131	angles = GBAInputMapAxis(&runner->context.inputMap, PSP2_INPUT, 3, pad.rx);
132	if (angles != GBA_KEY_NONE) {
133		activeKeys |= 1 << angles;
134	}
135	return activeKeys;
136}
137
138void GBAPSP2Setup(struct GBAGUIRunner* runner) {
139	scePowerSetArmClockFrequency(80);
140	struct GBAOptions opts = {
141		.useBios = true,
142		.logLevel = 0,
143		.idleOptimization = IDLE_LOOP_DETECT
144	};
145	GBAConfigLoadDefaults(&runner->context.config, &opts);
146	_mapVitaKey(&runner->context.inputMap, PSP2_CTRL_CROSS, GBA_KEY_A);
147	_mapVitaKey(&runner->context.inputMap, PSP2_CTRL_CIRCLE, GBA_KEY_B);
148	_mapVitaKey(&runner->context.inputMap, PSP2_CTRL_START, GBA_KEY_START);
149	_mapVitaKey(&runner->context.inputMap, PSP2_CTRL_SELECT, GBA_KEY_SELECT);
150	_mapVitaKey(&runner->context.inputMap, PSP2_CTRL_UP, GBA_KEY_UP);
151	_mapVitaKey(&runner->context.inputMap, PSP2_CTRL_DOWN, GBA_KEY_DOWN);
152	_mapVitaKey(&runner->context.inputMap, PSP2_CTRL_LEFT, GBA_KEY_LEFT);
153	_mapVitaKey(&runner->context.inputMap, PSP2_CTRL_RIGHT, GBA_KEY_RIGHT);
154	_mapVitaKey(&runner->context.inputMap, PSP2_CTRL_LTRIGGER, GBA_KEY_L);
155	_mapVitaKey(&runner->context.inputMap, PSP2_CTRL_RTRIGGER, GBA_KEY_R);
156
157	struct GBAAxis desc = { GBA_KEY_DOWN, GBA_KEY_UP, 192, 64 };
158	GBAInputBindAxis(&runner->context.inputMap, PSP2_INPUT, 0, &desc);
159	desc = (struct GBAAxis) { GBA_KEY_RIGHT, GBA_KEY_LEFT, 192, 64 };
160	GBAInputBindAxis(&runner->context.inputMap, PSP2_INPUT, 1, &desc);
161
162	tex = vita2d_create_empty_texture_format(256, 256, SCE_GXM_TEXTURE_FORMAT_X8U8U8U8_1BGR);
163
164	GBAVideoSoftwareRendererCreate(&renderer);
165	renderer.outputBuffer = vita2d_texture_get_datap(tex);
166	renderer.outputBufferStride = 256;
167	runner->context.renderer = &renderer.d;
168
169	rotation.d.sample = _sampleRotation;
170	rotation.d.readTiltX = _readTiltX;
171	rotation.d.readTiltY = _readTiltY;
172	rotation.d.readGyroZ = _readGyroZ;
173	runner->context.gba->rotationSource = &rotation.d;
174
175	backdrop = vita2d_load_PNG_buffer(_binary_backdrop_png_start);
176}
177
178void GBAPSP2LoadROM(struct GBAGUIRunner* runner) {
179	scePowerSetArmClockFrequency(444);
180	double ratio = GBAAudioCalculateRatio(1, 60, 1);
181	blip_set_rates(runner->context.gba->audio.left, GBA_ARM7TDMI_FREQUENCY, 48000 * ratio);
182	blip_set_rates(runner->context.gba->audio.right, GBA_ARM7TDMI_FREQUENCY, 48000 * ratio);
183
184	if (runner->context.gba->memory.hw.devices & (HW_TILT | HW_GYRO)) {
185		sceMotionStartSampling();
186	}
187
188	CircleBufferInit(&audioContext.buffer, PSP2_AUDIO_BUFFER_SIZE * sizeof(struct GBAStereoSample));
189	MutexInit(&audioContext.mutex);
190	ConditionInit(&audioContext.cond);
191	audioContext.running = true;
192	ThreadCreate(&audioThread, _audioThread, &audioContext);
193}
194
195void GBAPSP2PrepareForFrame(struct GBAGUIRunner* runner) {
196	MutexLock(&audioContext.mutex);
197	while (blip_samples_avail(runner->context.gba->audio.left) >= PSP2_SAMPLES) {
198		if (CircleBufferSize(&audioContext.buffer) + PSP2_SAMPLES * sizeof(struct GBAStereoSample) > CircleBufferCapacity(&audioContext.buffer)) {
199			break;
200		}
201		struct GBAStereoSample samples[PSP2_SAMPLES];
202		blip_read_samples(runner->context.gba->audio.left, &samples[0].left, PSP2_SAMPLES, true);
203		blip_read_samples(runner->context.gba->audio.right, &samples[0].right, PSP2_SAMPLES, true);
204		int i;
205		for (i = 0; i < PSP2_SAMPLES; ++i) {
206			CircleBufferWrite16(&audioContext.buffer, samples[i].left);
207			CircleBufferWrite16(&audioContext.buffer, samples[i].right);
208		}
209	}
210	ConditionWake(&audioContext.cond);
211	MutexUnlock(&audioContext.mutex);
212}
213
214void GBAPSP2UnloadROM(struct GBAGUIRunner* runner) {
215	if (runner->context.gba->memory.hw.devices & (HW_TILT | HW_GYRO)) {
216		sceMotionStopSampling();
217	}
218	scePowerSetArmClockFrequency(80);
219}
220
221void GBAPSP2Teardown(struct GBAGUIRunner* runner) {
222	UNUSED(runner);
223	vita2d_free_texture(tex);
224	vita2d_free_texture(backdrop);
225}
226
227void GBAPSP2Draw(struct GBAGUIRunner* runner, bool faded) {
228	UNUSED(runner);
229	switch (screenMode) {
230	case SM_BACKDROP:
231		vita2d_draw_texture_tint(backdrop, 0, 0, (faded ? 0 : 0xC0000000) | 0x3FFFFFFF);
232		// Fall through
233	case SM_PLAIN:
234		vita2d_draw_texture_tint_part_scale(tex, 120, 32, 0, 0, 240, 160, 3.0f, 3.0f, (faded ? 0 : 0xC0000000) | 0x3FFFFFFF);
235		break;
236	case SM_FULL:
237		vita2d_draw_texture_tint_scale(tex, 0, 0, 960.0f / 240.0f, 544.0f / 160.0f, (faded ? 0 : 0xC0000000) | 0x3FFFFFFF);
238		break;
239	}
240}
241
242void GBAPSP2IncrementScreenMode(struct GBAGUIRunner* runner) {
243	screenMode = (screenMode + 1) % SM_MAX;
244}
245
246__attribute__((noreturn, weak)) void __assert_func(const char* file, int line, const char* func, const char* expr) {
247	printf("ASSERT FAILED: %s in %s at %s:%i\n", expr, func, file, line);
248	exit(1);
249}