all repos — mgba @ 3157a3d9495100bec7362f69356624cfa895e9b1

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/input.h"
 10#include "gba/audio.h"
 11#include "gba/context/context.h"
 12
 13#include "gba/renderers/video-software.h"
 14#include "util/circle-buffer.h"
 15#include "util/memory.h"
 16#include "util/threading.h"
 17#include "util/vfs.h"
 18#include "platform/psp2/sce-vfs.h"
 19#include "third-party/blip_buf/blip_buf.h"
 20
 21#include <psp2/audioout.h>
 22#include <psp2/ctrl.h>
 23#include <psp2/display.h>
 24#include <psp2/gxm.h>
 25#include <psp2/kernel/sysmem.h>
 26#include <psp2/motion.h>
 27#include <psp2/power.h>
 28
 29#include <vita2d.h>
 30
 31enum ScreenMode {
 32	SM_BACKDROP,
 33	SM_PLAIN,
 34	SM_FULL,
 35	SM_MAX
 36};
 37
 38static struct GBAContext context;
 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
 47static int screenMode = 0;
 48
 49extern const uint8_t _binary_backdrop_png_start[];
 50static vita2d_texture* backdrop = 0;
 51
 52#define PSP2_INPUT 0x50535032
 53#define PSP2_SAMPLES 64
 54#define PSP2_AUDIO_BUFFER_SIZE (PSP2_SAMPLES * 19)
 55
 56static struct GBAPSP2AudioContext {
 57	struct CircleBuffer buffer;
 58	Mutex mutex;
 59	Condition cond;
 60	bool running;
 61} audioContext;
 62
 63static void _mapVitaKey(struct GBAInputMap* map, int pspKey, enum GBAKey key) {
 64	GBAInputBindKey(map, PSP2_INPUT, __builtin_ctz(pspKey), key);
 65}
 66
 67static THREAD_ENTRY _audioThread(void* context) {
 68	struct GBAPSP2AudioContext* audio = (struct GBAPSP2AudioContext*) context;
 69	struct GBAStereoSample buffer[PSP2_SAMPLES];
 70	int audioPort = sceAudioOutOpenPort(PSP2_AUDIO_OUT_PORT_TYPE_MAIN, PSP2_SAMPLES, 48000, PSP2_AUDIO_OUT_MODE_STEREO);
 71	while (audio->running) {
 72		memset(buffer, 0, sizeof(buffer));
 73		MutexLock(&audio->mutex);
 74		int len = CircleBufferSize(&audio->buffer);
 75		len /= sizeof(buffer[0]);
 76		if (len > PSP2_SAMPLES) {
 77			len = PSP2_SAMPLES;
 78		}
 79		if (len > 0) {
 80			len &= ~(PSP2_AUDIO_MIN_LEN - 1);
 81			CircleBufferRead(&audio->buffer, buffer, len * sizeof(buffer[0]));
 82			MutexUnlock(&audio->mutex);
 83			sceAudioOutOutput(audioPort, buffer);
 84			MutexLock(&audio->mutex);
 85		}
 86
 87		if (CircleBufferSize(&audio->buffer) < PSP2_SAMPLES) {
 88			ConditionWait(&audio->cond, &audio->mutex);
 89		}
 90		MutexUnlock(&audio->mutex);
 91	}
 92	sceAudioOutReleasePort(audioPort);
 93	return 0;
 94}
 95
 96static void _sampleRotation(struct GBARotationSource* source) {
 97	struct GBASceRotationSource* rotation = (struct GBASceRotationSource*) source;
 98	sceMotionGetSensorState(&rotation->state, 1);
 99}
100
101static int32_t _readTiltX(struct GBARotationSource* source) {
102	struct GBASceRotationSource* rotation = (struct GBASceRotationSource*) source;
103	return rotation->state.accelerometer.x * 0x60000000;
104}
105
106static int32_t _readTiltY(struct GBARotationSource* source) {
107	struct GBASceRotationSource* rotation = (struct GBASceRotationSource*) source;
108	return rotation->state.accelerometer.y * 0x60000000;
109}
110
111static int32_t _readGyroZ(struct GBARotationSource* source) {
112	struct GBASceRotationSource* rotation = (struct GBASceRotationSource*) source;
113	return rotation->state.gyro.z * 0x10000000;
114}
115
116void GBAPSP2Setup() {
117	scePowerSetArmClockFrequency(80);
118	GBAContextInit(&context, 0);
119	struct GBAOptions opts = {
120		.useBios = true,
121		.logLevel = 0,
122		.idleOptimization = IDLE_LOOP_DETECT
123	};
124	GBAConfigLoadDefaults(&context.config, &opts);
125	_mapVitaKey(&context.inputMap, PSP2_CTRL_CROSS, GBA_KEY_A);
126	_mapVitaKey(&context.inputMap, PSP2_CTRL_CIRCLE, GBA_KEY_B);
127	_mapVitaKey(&context.inputMap, PSP2_CTRL_START, GBA_KEY_START);
128	_mapVitaKey(&context.inputMap, PSP2_CTRL_SELECT, GBA_KEY_SELECT);
129	_mapVitaKey(&context.inputMap, PSP2_CTRL_UP, GBA_KEY_UP);
130	_mapVitaKey(&context.inputMap, PSP2_CTRL_DOWN, GBA_KEY_DOWN);
131	_mapVitaKey(&context.inputMap, PSP2_CTRL_LEFT, GBA_KEY_LEFT);
132	_mapVitaKey(&context.inputMap, PSP2_CTRL_RIGHT, GBA_KEY_RIGHT);
133	_mapVitaKey(&context.inputMap, PSP2_CTRL_LTRIGGER, GBA_KEY_L);
134	_mapVitaKey(&context.inputMap, PSP2_CTRL_RTRIGGER, GBA_KEY_R);
135
136	struct GBAAxis desc = { GBA_KEY_DOWN, GBA_KEY_UP, 192, 64 };
137	GBAInputBindAxis(&context.inputMap, PSP2_INPUT, 0, &desc);
138	desc = (struct GBAAxis) { GBA_KEY_RIGHT, GBA_KEY_LEFT, 192, 64 };
139	GBAInputBindAxis(&context.inputMap, PSP2_INPUT, 1, &desc);
140
141	tex = vita2d_create_empty_texture_format(256, 256, SCE_GXM_TEXTURE_FORMAT_X8U8U8U8_1BGR);
142
143	GBAVideoSoftwareRendererCreate(&renderer);
144	renderer.outputBuffer = vita2d_texture_get_datap(tex);
145	renderer.outputBufferStride = 256;
146	context.renderer = &renderer.d;
147
148	rotation.d.sample = _sampleRotation;
149	rotation.d.readTiltX = _readTiltX;
150	rotation.d.readTiltY = _readTiltY;
151	rotation.d.readGyroZ = _readGyroZ;
152	context.gba->rotationSource = &rotation.d;
153
154	backdrop = vita2d_load_PNG_buffer(_binary_backdrop_png_start);
155
156	printf("%s starting", projectName);
157}
158
159bool GBAPSP2LoadROM(const char* path) {
160	scePowerSetArmClockFrequency(444);
161	if (!GBAContextLoadROM(&context, path, true)) {
162		printf("%s failed to load!", path);
163		return false;
164	}
165	printf("%s loaded, starting...", path);
166	GBAContextStart(&context);
167	char gameTitle[13];
168	GBAGetGameTitle(context.gba, gameTitle);
169	printf("%s started!", gameTitle);
170	double ratio = GBAAudioCalculateRatio(1, 60, 1);
171	blip_set_rates(context.gba->audio.left, GBA_ARM7TDMI_FREQUENCY, 48000 * ratio);
172	blip_set_rates(context.gba->audio.right, GBA_ARM7TDMI_FREQUENCY, 48000 * ratio);
173
174	if (context.gba->memory.hw.devices & (HW_TILT | HW_GYRO)) {
175		sceMotionStartSampling();
176	}
177
178	CircleBufferInit(&audioContext.buffer, PSP2_AUDIO_BUFFER_SIZE * sizeof(struct GBAStereoSample));
179	MutexInit(&audioContext.mutex);
180	ConditionInit(&audioContext.cond);
181	audioContext.running = true;
182	ThreadCreate(&audioThread, _audioThread, &audioContext);
183	return true;
184}
185
186void GBAPSP2Runloop(void) {
187	int activeKeys = 0;
188
189	bool fsToggle = false;
190	while (true) {
191		SceCtrlData pad;
192		sceCtrlPeekBufferPositive(0, &pad, 1);
193		if (pad.buttons & PSP2_CTRL_TRIANGLE) {
194			break;
195		}
196		if (pad.buttons & PSP2_CTRL_SQUARE) {
197			if (!fsToggle) {
198				++screenMode;
199				screenMode %= SM_MAX;
200			}
201			fsToggle = true;
202		} else {
203			fsToggle = false;
204		}
205
206		activeKeys = GBAInputMapKeyBits(&context.inputMap, PSP2_INPUT, pad.buttons, 0);
207		enum GBAKey angles = GBAInputMapAxis(&context.inputMap, PSP2_INPUT, 0, pad.ly);
208		if (angles != GBA_KEY_NONE) {
209			activeKeys |= 1 << angles;
210		}
211		angles = GBAInputMapAxis(&context.inputMap, PSP2_INPUT, 1, pad.lx);
212		if (angles != GBA_KEY_NONE) {
213			activeKeys |= 1 << angles;
214		}
215		angles = GBAInputMapAxis(&context.inputMap, PSP2_INPUT, 2, pad.ry);
216		if (angles != GBA_KEY_NONE) {
217			activeKeys |= 1 << angles;
218		}
219		angles = GBAInputMapAxis(&context.inputMap, PSP2_INPUT, 3, pad.rx);
220		if (angles != GBA_KEY_NONE) {
221			activeKeys |= 1 << angles;
222		}
223
224		GBAContextFrame(&context, activeKeys);
225
226		MutexLock(&audioContext.mutex);
227		while (blip_samples_avail(context.gba->audio.left) >= PSP2_SAMPLES) {
228			if (CircleBufferSize(&audioContext.buffer) + PSP2_SAMPLES * sizeof(struct GBAStereoSample) > CircleBufferCapacity(&audioContext.buffer)) {
229				break;
230			}
231			struct GBAStereoSample samples[PSP2_SAMPLES];
232			blip_read_samples(context.gba->audio.left, &samples[0].left, PSP2_SAMPLES, true);
233			blip_read_samples(context.gba->audio.right, &samples[0].right, PSP2_SAMPLES, true);
234			int i;
235			for (i = 0; i < PSP2_SAMPLES; ++i) {
236				CircleBufferWrite16(&audioContext.buffer, samples[i].left);
237				CircleBufferWrite16(&audioContext.buffer, samples[i].right);
238			}
239		}
240		ConditionWake(&audioContext.cond);
241		MutexUnlock(&audioContext.mutex);
242
243		vita2d_start_drawing();
244		vita2d_clear_screen();
245		GBAPSP2Draw(0xFF);
246		vita2d_end_drawing();
247		vita2d_swap_buffers();
248	}
249}
250
251void GBAPSP2UnloadROM(void) {
252	if (context.gba->memory.hw.devices & (HW_TILT | HW_GYRO)) {
253		sceMotionStopSampling();
254	}
255
256	GBAContextStop(&context);
257	scePowerSetArmClockFrequency(80);
258}
259
260void GBAPSP2Teardown(void) {
261	GBAContextDeinit(&context);
262	vita2d_free_texture(tex);
263	vita2d_free_texture(backdrop);
264}
265
266void GBAPSP2Draw(uint8_t alpha) {
267	switch (screenMode) {
268	case SM_BACKDROP:
269		vita2d_draw_texture_tint(backdrop, 0, 0, (alpha << 24) | 0xFFFFFF);
270		// Fall through
271	case SM_PLAIN:
272		vita2d_draw_texture_tint_part_scale(tex, 120, 32, 0, 0, 240, 160, 3.0f, 3.0f, (alpha << 24) | 0xFFFFFF);
273		break;
274	case SM_FULL:
275		vita2d_draw_texture_tint_scale(tex, 0, 0, 960.0f / 240.0f, 544.0f / 160.0f, (alpha << 24) | 0xFFFFFF);
276		break;
277	}
278}
279
280__attribute__((noreturn, weak)) void __assert_func(const char* file, int line, const char* func, const char* expr) {
281	printf("ASSERT FAILED: %s in %s at %s:%i\n", expr, func, file, line);
282	exit(1);
283}