all repos — mgba @ d690d3b1fbd3c108a0b1b160f59869ba33d49ad0

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
 27#include <vita2d.h>
 28
 29static struct GBAContext context;
 30static struct GBAVideoSoftwareRenderer renderer;
 31static vita2d_texture* tex;
 32static Thread audioThread;
 33
 34static bool fullscreen = false;
 35
 36#define PSP2_INPUT 0x50535032
 37#define PSP2_SAMPLES 64
 38#define PSP2_AUDIO_BUFFER_SIZE (PSP2_SAMPLES * 19)
 39
 40static struct GBAPSP2AudioContext {
 41	struct CircleBuffer buffer;
 42	Mutex mutex;
 43	Condition cond;
 44	bool running;
 45} audioContext;
 46
 47static void _mapVitaKey(struct GBAInputMap* map, int pspKey, enum GBAKey key) {
 48	GBAInputBindKey(map, PSP2_INPUT, __builtin_ctz(pspKey), key);
 49}
 50
 51static THREAD_ENTRY _audioThread(void* context) {
 52	struct GBAPSP2AudioContext* audio = (struct GBAPSP2AudioContext*) context;
 53	struct GBAStereoSample buffer[PSP2_AUDIO_BUFFER_SIZE];
 54	int audioPort = sceAudioOutOpenPort(PSP2_AUDIO_OUT_PORT_TYPE_MAIN, PSP2_AUDIO_BUFFER_SIZE, 48000, PSP2_AUDIO_OUT_MODE_STEREO);
 55	while (audio->running) {
 56		MutexLock(&audio->mutex);
 57		int len = CircleBufferSize(&audio->buffer);
 58		len /= sizeof(buffer[0]);
 59		if (len > PSP2_AUDIO_BUFFER_SIZE) {
 60			len = PSP2_AUDIO_BUFFER_SIZE;
 61		}
 62		if (len > 0) {
 63			len &= ~(PSP2_AUDIO_MIN_LEN - 1);
 64			CircleBufferRead(&audio->buffer, buffer, len * sizeof(buffer[0]));
 65			MutexUnlock(&audio->mutex);
 66			sceAudioOutSetConfig(audioPort, len, -1, -1);
 67			sceAudioOutOutput(audioPort, buffer);
 68			MutexLock(&audio->mutex);
 69		}
 70		ConditionWait(&audio->cond, &audio->mutex);
 71		MutexUnlock(&audio->mutex);
 72	}
 73	sceAudioOutReleasePort(audioPort);
 74	return 0;
 75}
 76
 77void GBAPSP2Setup() {
 78	GBAContextInit(&context, 0);
 79	struct GBAOptions opts = {
 80		.useBios = true,
 81		.logLevel = 0,
 82		.idleOptimization = IDLE_LOOP_DETECT
 83	};
 84	GBAConfigLoadDefaults(&context.config, &opts);
 85	_mapVitaKey(&context.inputMap, PSP2_CTRL_CROSS, GBA_KEY_A);
 86	_mapVitaKey(&context.inputMap, PSP2_CTRL_CIRCLE, GBA_KEY_B);
 87	_mapVitaKey(&context.inputMap, PSP2_CTRL_START, GBA_KEY_START);
 88	_mapVitaKey(&context.inputMap, PSP2_CTRL_SELECT, GBA_KEY_SELECT);
 89	_mapVitaKey(&context.inputMap, PSP2_CTRL_UP, GBA_KEY_UP);
 90	_mapVitaKey(&context.inputMap, PSP2_CTRL_DOWN, GBA_KEY_DOWN);
 91	_mapVitaKey(&context.inputMap, PSP2_CTRL_LEFT, GBA_KEY_LEFT);
 92	_mapVitaKey(&context.inputMap, PSP2_CTRL_RIGHT, GBA_KEY_RIGHT);
 93	_mapVitaKey(&context.inputMap, PSP2_CTRL_LTRIGGER, GBA_KEY_L);
 94	_mapVitaKey(&context.inputMap, PSP2_CTRL_RTRIGGER, GBA_KEY_R);
 95
 96	struct GBAAxis desc = { GBA_KEY_DOWN, GBA_KEY_UP, 192, 64 };
 97	GBAInputBindAxis(&context.inputMap, PSP2_INPUT, 0, &desc);
 98	desc = (struct GBAAxis) { GBA_KEY_RIGHT, GBA_KEY_LEFT, 192, 64 };
 99	GBAInputBindAxis(&context.inputMap, PSP2_INPUT, 1, &desc);
100
101	tex = vita2d_create_empty_texture_format(256, 256, SCE_GXM_TEXTURE_FORMAT_X8U8U8U8_1BGR);
102
103	GBAVideoSoftwareRendererCreate(&renderer);
104	renderer.outputBuffer = vita2d_texture_get_datap(tex);
105	renderer.outputBufferStride = 256;
106	context.renderer = &renderer.d;
107	printf("%s starting", projectName);
108}
109
110bool GBAPSP2LoadROM(const char* path) {
111	if (!GBAContextLoadROM(&context, path, true)) {
112		printf("%s failed to load!", path);
113		return false;
114	}
115	printf("%s loaded, starting...", path);
116	GBAContextStart(&context);
117	char gameTitle[13];
118	GBAGetGameTitle(context.gba, gameTitle);
119	printf("%s started!", gameTitle);
120	double ratio = GBAAudioCalculateRatio(1, 60, 1);
121	blip_set_rates(context.gba->audio.left, GBA_ARM7TDMI_FREQUENCY, 48000 * ratio);
122	blip_set_rates(context.gba->audio.right, GBA_ARM7TDMI_FREQUENCY, 48000 * ratio);
123
124	CircleBufferInit(&audioContext.buffer, PSP2_AUDIO_BUFFER_SIZE * sizeof(struct GBAStereoSample));
125	MutexInit(&audioContext.mutex);
126	ConditionInit(&audioContext.cond);
127	audioContext.running = true;
128	ThreadCreate(&audioThread, _audioThread, &audioContext);
129	return true;
130}
131
132void GBAPSP2Runloop(void) {
133	int activeKeys = 0;
134
135	bool fsToggle = false;
136	while (true) {
137		SceCtrlData pad;
138		sceCtrlPeekBufferPositive(0, &pad, 1);
139		if (pad.buttons & PSP2_CTRL_TRIANGLE) {
140			break;
141		}
142		if (pad.buttons & PSP2_CTRL_SQUARE) {
143			if (!fsToggle) {
144				fullscreen = !fullscreen;
145			}
146			fsToggle = true;
147		} else {
148			fsToggle = false;
149		}
150
151		activeKeys = GBAInputMapKeyBits(&context.inputMap, PSP2_INPUT, pad.buttons, 0);
152		enum GBAKey angles = GBAInputMapAxis(&context.inputMap, PSP2_INPUT, 0, pad.ly);
153		if (angles != GBA_KEY_NONE) {
154			activeKeys |= 1 << angles;
155		}
156		angles = GBAInputMapAxis(&context.inputMap, PSP2_INPUT, 1, pad.lx);
157		if (angles != GBA_KEY_NONE) {
158			activeKeys |= 1 << angles;
159		}
160		angles = GBAInputMapAxis(&context.inputMap, PSP2_INPUT, 2, pad.ry);
161		if (angles != GBA_KEY_NONE) {
162			activeKeys |= 1 << angles;
163		}
164		angles = GBAInputMapAxis(&context.inputMap, PSP2_INPUT, 3, pad.rx);
165		if (angles != GBA_KEY_NONE) {
166			activeKeys |= 1 << angles;
167		}
168
169		GBAContextFrame(&context, activeKeys);
170
171		MutexLock(&audioContext.mutex);
172		while (blip_samples_avail(context.gba->audio.left) >= PSP2_SAMPLES) {
173			if (CircleBufferSize(&audioContext.buffer) + PSP2_SAMPLES * sizeof(struct GBAStereoSample) > CircleBufferCapacity(&audioContext.buffer)) {
174				break;
175			}
176			struct GBAStereoSample samples[PSP2_SAMPLES];
177			blip_read_samples(context.gba->audio.left, &samples[0].left, PSP2_SAMPLES, true);
178			blip_read_samples(context.gba->audio.right, &samples[0].right, PSP2_SAMPLES, true);
179			int i;
180			for (i = 0; i < PSP2_SAMPLES; ++i) {
181				CircleBufferWrite16(&audioContext.buffer, samples[i].left);
182				CircleBufferWrite16(&audioContext.buffer, samples[i].right);
183			}
184		}
185		ConditionWake(&audioContext.cond);
186		MutexUnlock(&audioContext.mutex);
187
188		vita2d_start_drawing();
189		vita2d_clear_screen();
190		GBAPSP2Draw();
191		vita2d_end_drawing();
192		vita2d_swap_buffers();
193	}
194}
195
196void GBAPSP2UnloadROM(void) {
197	GBAContextStop(&context);
198}
199
200void GBAPSP2Teardown(void) {
201	GBAContextDeinit(&context);
202	vita2d_free_texture(tex);
203}
204
205void GBAPSP2Draw(void) {
206	if (fullscreen) {
207		vita2d_draw_texture_scale(tex, 0, 0, 960.0f / 240.0f, 544.0f / 160.0f);
208	} else {
209		vita2d_draw_texture_scale(tex, 120, 32, 3.0f, 3.0f);
210	}
211}
212
213__attribute__((noreturn, weak)) void __assert_func(const char* file, int line, const char* func, const char* expr) {
214	printf("ASSERT FAILED: %s in %s at %s:%i\n", expr, func, file, line);
215	exit(1);
216}