all repos — mgba @ 58ff10457d5be4ba4f9b90a0e92562278c2197ef

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/context/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
 32enum ScreenMode {
 33	SM_BACKDROP,
 34	SM_PLAIN,
 35	SM_FULL,
 36	SM_MAX
 37};
 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
 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
116uint16_t GBAPSP2PollInput(struct GBAGUIRunner* runner) {
117	SceCtrlData pad;
118	sceCtrlPeekBufferPositive(0, &pad, 1);
119
120	int activeKeys = GBAInputMapKeyBits(&runner->context.inputMap, PSP2_INPUT, pad.buttons, 0);
121	enum GBAKey angles = GBAInputMapAxis(&runner->context.inputMap, PSP2_INPUT, 0, pad.ly);
122	if (angles != GBA_KEY_NONE) {
123		activeKeys |= 1 << angles;
124	}
125	angles = GBAInputMapAxis(&runner->context.inputMap, PSP2_INPUT, 1, pad.lx);
126	if (angles != GBA_KEY_NONE) {
127		activeKeys |= 1 << angles;
128	}
129	angles = GBAInputMapAxis(&runner->context.inputMap, PSP2_INPUT, 2, pad.ry);
130	if (angles != GBA_KEY_NONE) {
131		activeKeys |= 1 << angles;
132	}
133	angles = GBAInputMapAxis(&runner->context.inputMap, PSP2_INPUT, 3, pad.rx);
134	if (angles != GBA_KEY_NONE) {
135		activeKeys |= 1 << angles;
136	}
137	return activeKeys;
138}
139
140void GBAPSP2Setup(struct GBAGUIRunner* runner) {
141	scePowerSetArmClockFrequency(80);
142	struct GBAOptions opts = {
143		.useBios = true,
144		.logLevel = 0,
145		.idleOptimization = IDLE_LOOP_DETECT
146	};
147	GBAConfigLoadDefaults(&runner->context.config, &opts);
148	_mapVitaKey(&runner->context.inputMap, PSP2_CTRL_CROSS, GBA_KEY_A);
149	_mapVitaKey(&runner->context.inputMap, PSP2_CTRL_CIRCLE, GBA_KEY_B);
150	_mapVitaKey(&runner->context.inputMap, PSP2_CTRL_START, GBA_KEY_START);
151	_mapVitaKey(&runner->context.inputMap, PSP2_CTRL_SELECT, GBA_KEY_SELECT);
152	_mapVitaKey(&runner->context.inputMap, PSP2_CTRL_UP, GBA_KEY_UP);
153	_mapVitaKey(&runner->context.inputMap, PSP2_CTRL_DOWN, GBA_KEY_DOWN);
154	_mapVitaKey(&runner->context.inputMap, PSP2_CTRL_LEFT, GBA_KEY_LEFT);
155	_mapVitaKey(&runner->context.inputMap, PSP2_CTRL_RIGHT, GBA_KEY_RIGHT);
156	_mapVitaKey(&runner->context.inputMap, PSP2_CTRL_LTRIGGER, GBA_KEY_L);
157	_mapVitaKey(&runner->context.inputMap, PSP2_CTRL_RTRIGGER, GBA_KEY_R);
158
159	struct GBAAxis desc = { GBA_KEY_DOWN, GBA_KEY_UP, 192, 64 };
160	GBAInputBindAxis(&runner->context.inputMap, PSP2_INPUT, 0, &desc);
161	desc = (struct GBAAxis) { GBA_KEY_RIGHT, GBA_KEY_LEFT, 192, 64 };
162	GBAInputBindAxis(&runner->context.inputMap, PSP2_INPUT, 1, &desc);
163
164	tex = vita2d_create_empty_texture_format(256, 256, SCE_GXM_TEXTURE_FORMAT_X8U8U8U8_1BGR);
165
166	GBAVideoSoftwareRendererCreate(&renderer);
167	renderer.outputBuffer = vita2d_texture_get_datap(tex);
168	renderer.outputBufferStride = 256;
169	runner->context.renderer = &renderer.d;
170
171	rotation.d.sample = _sampleRotation;
172	rotation.d.readTiltX = _readTiltX;
173	rotation.d.readTiltY = _readTiltY;
174	rotation.d.readGyroZ = _readGyroZ;
175	runner->context.gba->rotationSource = &rotation.d;
176
177	backdrop = vita2d_load_PNG_buffer(_binary_backdrop_png_start);
178}
179
180void GBAPSP2LoadROM(struct GBAGUIRunner* runner) {
181	scePowerSetArmClockFrequency(444);
182	double ratio = GBAAudioCalculateRatio(1, 60, 1);
183	blip_set_rates(runner->context.gba->audio.left, GBA_ARM7TDMI_FREQUENCY, 48000 * ratio);
184	blip_set_rates(runner->context.gba->audio.right, GBA_ARM7TDMI_FREQUENCY, 48000 * ratio);
185
186	if (runner->context.gba->memory.hw.devices & (HW_TILT | HW_GYRO)) {
187		sceMotionStartSampling();
188	}
189
190	CircleBufferInit(&audioContext.buffer, PSP2_AUDIO_BUFFER_SIZE * sizeof(struct GBAStereoSample));
191	MutexInit(&audioContext.mutex);
192	ConditionInit(&audioContext.cond);
193	audioContext.running = true;
194	ThreadCreate(&audioThread, _audioThread, &audioContext);
195}
196
197void GBAPSP2PrepareForFrame(struct GBAGUIRunner* runner) {
198	MutexLock(&audioContext.mutex);
199	while (blip_samples_avail(runner->context.gba->audio.left) >= PSP2_SAMPLES) {
200		if (CircleBufferSize(&audioContext.buffer) + PSP2_SAMPLES * sizeof(struct GBAStereoSample) > CircleBufferCapacity(&audioContext.buffer)) {
201			break;
202		}
203		struct GBAStereoSample samples[PSP2_SAMPLES];
204		blip_read_samples(runner->context.gba->audio.left, &samples[0].left, PSP2_SAMPLES, true);
205		blip_read_samples(runner->context.gba->audio.right, &samples[0].right, PSP2_SAMPLES, true);
206		int i;
207		for (i = 0; i < PSP2_SAMPLES; ++i) {
208			CircleBufferWrite16(&audioContext.buffer, samples[i].left);
209			CircleBufferWrite16(&audioContext.buffer, samples[i].right);
210		}
211	}
212	ConditionWake(&audioContext.cond);
213	MutexUnlock(&audioContext.mutex);
214}
215
216void GBAPSP2UnloadROM(struct GBAGUIRunner* runner) {
217	if (runner->context.gba->memory.hw.devices & (HW_TILT | HW_GYRO)) {
218		sceMotionStopSampling();
219	}
220	scePowerSetArmClockFrequency(80);
221}
222
223void GBAPSP2Teardown(struct GBAGUIRunner* runner) {
224	UNUSED(runner);
225	vita2d_free_texture(tex);
226	vita2d_free_texture(backdrop);
227}
228
229void GBAPSP2Draw(struct GBAGUIRunner* runner, bool faded) {
230	UNUSED(runner);
231	vita2d_start_drawing();
232	vita2d_clear_screen();
233	switch (screenMode) {
234	case SM_BACKDROP:
235		vita2d_draw_texture_tint(backdrop, 0, 0, (faded ? 0 : 0xC0000000) | 0x3FFFFFFF);
236		// Fall through
237	case SM_PLAIN:
238		vita2d_draw_texture_tint_part_scale(tex, 120, 32, 0, 0, 240, 160, 3.0f, 3.0f, (faded ? 0 : 0xC0000000) | 0x3FFFFFFF);
239		break;
240	case SM_FULL:
241		vita2d_draw_texture_tint_scale(tex, 0, 0, 960.0f / 240.0f, 544.0f / 160.0f, (faded ? 0 : 0xC0000000) | 0x3FFFFFFF);
242		break;
243	}
244	vita2d_end_drawing();
245	vita2d_swap_buffers();
246}
247
248__attribute__((noreturn, weak)) void __assert_func(const char* file, int line, const char* func, const char* expr) {
249	printf("ASSERT FAILED: %s in %s at %s:%i\n", expr, func, file, line);
250	exit(1);
251}