all repos — mgba @ ade940257846eeed35116398849499acc0e1043f

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/supervisor/overrides.h"
 12#include "gba/video.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
 28#include <vita2d.h>
 29
 30static char gameName[13];
 31static struct GBA* gba;
 32static struct ARMCore* cpu;
 33static struct VFile* rom;
 34static struct VFile* save;
 35static struct GBAVideoSoftwareRenderer renderer;
 36static struct GBAInputMap inputMap;
 37static vita2d_texture* tex;
 38static Thread audioThread;
 39
 40static bool fullscreen = false;
 41
 42#define PSP2_INPUT 0x50535032
 43#define PSP2_SAMPLES 64
 44#define PSP2_AUDIO_BUFFER_SIZE (PSP2_SAMPLES * 19)
 45
 46static struct GBAPSP2AudioContext {
 47	struct CircleBuffer buffer;
 48	Mutex mutex;
 49	Condition cond;
 50	bool running;
 51} audioContext;
 52
 53static void _mapVitaKey(struct GBAInputMap* map, int pspKey, enum GBAKey key) {
 54	GBAInputBindKey(map, PSP2_INPUT, __builtin_ctz(pspKey), key);
 55}
 56
 57static THREAD_ENTRY _audioThread(void* context) {
 58	struct GBAPSP2AudioContext* audio = (struct GBAPSP2AudioContext*) context;
 59	struct GBAStereoSample buffer[PSP2_AUDIO_BUFFER_SIZE];
 60	int audioPort = sceAudioOutOpenPort(PSP2_AUDIO_OUT_PORT_TYPE_MAIN, PSP2_AUDIO_BUFFER_SIZE, 48000, PSP2_AUDIO_OUT_MODE_STEREO);
 61	while (audio->running) {
 62		MutexLock(&audio->mutex);
 63		int len = CircleBufferSize(&audio->buffer);
 64		len /= sizeof(buffer[0]);
 65		if (len > PSP2_AUDIO_BUFFER_SIZE) {
 66			len = PSP2_AUDIO_BUFFER_SIZE;
 67		}
 68		if (len > 0) {
 69			len &= ~(PSP2_AUDIO_MIN_LEN - 1);
 70			CircleBufferRead(&audio->buffer, buffer, len * sizeof(buffer[0]));
 71			MutexUnlock(&audio->mutex);
 72			sceAudioOutSetConfig(audioPort, len, -1, -1);
 73			sceAudioOutOutput(audioPort, buffer);
 74			MutexLock(&audio->mutex);
 75		}
 76		ConditionWait(&audio->cond, &audio->mutex);
 77		MutexUnlock(&audio->mutex);
 78	}
 79	sceAudioOutReleasePort(audioPort);
 80	return 0;
 81}
 82
 83void GBAPSP2Setup() {
 84	GBAInputMapInit(&inputMap);
 85	_mapVitaKey(&inputMap, PSP2_CTRL_CROSS, GBA_KEY_A);
 86	_mapVitaKey(&inputMap, PSP2_CTRL_CIRCLE, GBA_KEY_B);
 87	_mapVitaKey(&inputMap, PSP2_CTRL_START, GBA_KEY_START);
 88	_mapVitaKey(&inputMap, PSP2_CTRL_SELECT, GBA_KEY_SELECT);
 89	_mapVitaKey(&inputMap, PSP2_CTRL_UP, GBA_KEY_UP);
 90	_mapVitaKey(&inputMap, PSP2_CTRL_DOWN, GBA_KEY_DOWN);
 91	_mapVitaKey(&inputMap, PSP2_CTRL_LEFT, GBA_KEY_LEFT);
 92	_mapVitaKey(&inputMap, PSP2_CTRL_RIGHT, GBA_KEY_RIGHT);
 93	_mapVitaKey(&inputMap, PSP2_CTRL_LTRIGGER, GBA_KEY_L);
 94	_mapVitaKey(&inputMap, PSP2_CTRL_RTRIGGER, GBA_KEY_R);
 95
 96	struct GBAAxis desc = { GBA_KEY_DOWN, GBA_KEY_UP, 192, 64 };
 97	GBAInputBindAxis(&inputMap, PSP2_INPUT, 0, &desc);
 98	desc = (struct GBAAxis) { GBA_KEY_RIGHT, GBA_KEY_LEFT, 192, 64 };
 99	GBAInputBindAxis(&inputMap, PSP2_INPUT, 1, &desc);
100
101	tex = vita2d_create_empty_texture_format(256, 256, SCE_GXM_TEXTURE_FORMAT_X8U8U8U8_1BGR);
102
103	renderer.outputBuffer = vita2d_texture_get_datap(tex);
104	renderer.outputBufferStride = 256;
105}
106
107void GBAPSP2LoadROM(const char* path) {
108	GBAVideoSoftwareRendererCreate(&renderer);
109
110	gba = anonymousMemoryMap(sizeof(struct GBA));
111	cpu = anonymousMemoryMap(sizeof(struct ARMCore));
112
113	printf("GBA: %08X", gba);
114	printf("CPU: %08X", cpu);
115
116	rom = VFileOpenSce(path, PSP2_O_RDONLY, 0666);
117	save = VDirOptionalOpenFile(0, path, 0, ".sav", PSP2_O_RDWR | PSP2_O_CREAT);
118
119	printf("ROM: %08X", rom);
120	printf("Save: %08X", save);
121
122	GBACreate(gba);
123	ARMSetComponents(cpu, &gba->d, 0, 0);
124	ARMInit(cpu);
125	printf("%s initialized.", "CPU");
126
127	gba->sync = 0;
128
129	GBAVideoAssociateRenderer(&gba->video, &renderer.d);
130
131	GBALoadROM(gba, rom, save, 0);
132	GBAOverrideApplyDefaults(gba);
133	GBAGetGameTitle(gba, gameName);
134	printf("ROM loaded: %s", gameName);
135
136	ARMReset(cpu);
137	double ratio = GBAAudioCalculateRatio(1, 60, 1);
138	blip_set_rates(gba->audio.left, GBA_ARM7TDMI_FREQUENCY, 48000 * ratio);
139	blip_set_rates(gba->audio.right, GBA_ARM7TDMI_FREQUENCY, 48000 * ratio);
140
141	CircleBufferInit(&audioContext.buffer, PSP2_AUDIO_BUFFER_SIZE * sizeof(struct GBAStereoSample));
142	MutexInit(&audioContext.mutex);
143	ConditionInit(&audioContext.cond);
144	audioContext.running = true;
145	ThreadCreate(&audioThread, _audioThread, &audioContext);
146
147	printf("%s all set and ready to roll.", projectName);
148}
149
150void GBAPSP2Runloop(void) {
151	int activeKeys = 0;
152	gba->keySource = &activeKeys;
153
154	bool fsToggle = false;
155	int frameCounter = 0;
156	while (true) {
157		ARMRunLoop(cpu);
158
159		if (frameCounter != gba->video.frameCounter) {
160			SceCtrlData pad;
161			sceCtrlPeekBufferPositive(0, &pad, 1);
162			if (pad.buttons & PSP2_CTRL_TRIANGLE) {
163				break;
164			}
165			if (pad.buttons & PSP2_CTRL_SQUARE) {
166				if (!fsToggle) {
167					fullscreen = !fullscreen;
168				}
169				fsToggle = true;
170			} else {
171				fsToggle = false;
172			}
173
174			activeKeys = GBAInputMapKeyBits(&inputMap, PSP2_INPUT, pad.buttons, 0);
175			enum GBAKey angles = GBAInputMapAxis(&inputMap, PSP2_INPUT, 0, pad.ly);
176			if (angles != GBA_KEY_NONE) {
177				activeKeys |= 1 << angles;
178			}
179			angles = GBAInputMapAxis(&inputMap, PSP2_INPUT, 1, pad.lx);
180			if (angles != GBA_KEY_NONE) {
181				activeKeys |= 1 << angles;
182			}
183			angles = GBAInputMapAxis(&inputMap, PSP2_INPUT, 2, pad.ry);
184			if (angles != GBA_KEY_NONE) {
185				activeKeys |= 1 << angles;
186			}
187			angles = GBAInputMapAxis(&inputMap, PSP2_INPUT, 3, pad.rx);
188			if (angles != GBA_KEY_NONE) {
189				activeKeys |= 1 << angles;
190			}
191
192			MutexLock(&audioContext.mutex);
193			while (blip_samples_avail(gba->audio.left) >= PSP2_SAMPLES) {
194				if (CircleBufferSize(&audioContext.buffer) + PSP2_SAMPLES * sizeof(struct GBAStereoSample) > CircleBufferCapacity(&audioContext.buffer)) {
195					break;
196				}
197				struct GBAStereoSample samples[PSP2_SAMPLES];
198				blip_read_samples(gba->audio.left, &samples[0].left, PSP2_SAMPLES, true);
199				blip_read_samples(gba->audio.right, &samples[0].right, PSP2_SAMPLES, true);
200				int i;
201				for (i = 0; i < PSP2_SAMPLES; ++i) {
202					CircleBufferWrite16(&audioContext.buffer, samples[i].left);
203					CircleBufferWrite16(&audioContext.buffer, samples[i].right);
204				}
205			}
206			ConditionWake(&audioContext.cond);
207			MutexUnlock(&audioContext.mutex);
208
209			vita2d_start_drawing();
210			vita2d_clear_screen();
211			GBAPSP2Draw();
212			vita2d_end_drawing();
213			vita2d_swap_buffers();
214
215			frameCounter = gba->video.frameCounter;
216		}
217	}
218}
219
220void GBAPSP2UnloadROM(void) {
221	printf("%s shutting down...", projectName);
222
223	ARMDeinit(cpu);
224	GBADestroy(gba);
225
226	rom->close(rom);
227	save->close(save);
228
229	MutexLock(&audioContext.mutex);
230	audioContext.running = false;
231	ConditionWake(&audioContext.cond);
232	MutexUnlock(&audioContext.mutex);
233	ThreadJoin(audioThread);
234	CircleBufferDeinit(&audioContext.buffer);
235	MutexDeinit(&audioContext.mutex);
236	ConditionDeinit(&audioContext.cond);
237
238	mappedMemoryFree(gba, 0);
239	mappedMemoryFree(cpu, 0);
240
241	gba = 0;
242	cpu = 0;
243	rom = 0;
244	save = 0;
245}
246
247void GBAPSP2Teardown(void) {
248	GBAInputMapDeinit(&inputMap);
249
250	vita2d_free_texture(tex);
251}
252
253void GBAPSP2Draw(void) {
254	if (fullscreen) {
255		vita2d_draw_texture_scale(tex, 0, 0, 960.0f / 240.0f, 544.0f / 160.0f);
256	} else {
257		vita2d_draw_texture_scale(tex, 120, 32, 3.0f, 3.0f);
258	}
259}