Add PSP support

This commit is contained in:
Captain Lex 2013-03-17 20:07:02 +08:00
parent f227d45db9
commit 47dac69dc7
37 changed files with 3792 additions and 1 deletions

View file

@ -66,7 +66,7 @@ extern AudioBootStrap DART_bootstrap;
extern AudioBootStrap NDSAUD_bootstrap;
extern AudioBootStrap FUSIONSOUND_bootstrap;
extern AudioBootStrap ANDROIDAUD_bootstrap;
extern AudioBootStrap PSPAUD_bootstrap;
/* Available audio drivers */
static const AudioBootStrap *const bootstrap[] = {
@ -129,6 +129,9 @@ static const AudioBootStrap *const bootstrap[] = {
#endif
#if SDL_AUDIO_DRIVER_ANDROID
&ANDROIDAUD_bootstrap,
#endif
#if SDL_AUDIO_DRIVER_PSP
&PSPAUD_bootstrap,
#endif
NULL
};

View file

@ -0,0 +1,199 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2013 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <malloc.h>
#include "SDL_audio.h"
#include "SDL_error.h"
#include "SDL_timer.h"
#include "../SDL_audiomem.h"
#include "../SDL_audio_c.h"
#include "../SDL_audiodev_c.h"
#include "../SDL_sysaudio.h"
#include "SDL_pspaudio.h"
#include <pspaudio.h>
#include <pspthreadman.h>
/* The tag name used by PSP audio */
#define PSPAUD_DRIVER_NAME "psp"
static int
PSPAUD_OpenDevice(_THIS, const char *devname, int iscapture)
{
int format, mixlen, i;
this->hidden = (struct SDL_PrivateAudioData *)
SDL_malloc(sizeof(*this->hidden));
if (this->hidden == NULL) {
SDL_OutOfMemory();
return 0;
}
SDL_memset(this->hidden, 0, sizeof(*this->hidden));
switch (this->spec.format & 0xff) {
case 8:
case 16:
this->spec.format = AUDIO_S16LSB;
break;
default:
SDL_SetError("Unsupported audio format");
return 0;
}
/* The sample count must be a multiple of 64. */
this->spec.samples = PSP_AUDIO_SAMPLE_ALIGN(this->spec.samples);
this->spec.freq = 44100;
/* Update the fragment size as size in bytes. */
// SDL_CalculateAudioSpec(this->spec); MOD
switch (this->spec.format) {
case AUDIO_U8:
this->spec.silence = 0x80;
break;
default:
this->spec.silence = 0x00;
break;
}
this->spec.size = SDL_AUDIO_BITSIZE(this->spec.format) / 8;
this->spec.size *= this->spec.channels;
this->spec.size *= this->spec.samples;
//==========================================
/* Allocate the mixing buffer. Its size and starting address must
be a multiple of 64 bytes. Our sample count is already a multiple of
64, so spec->size should be a multiple of 64 as well. */
mixlen = this->spec.size * NUM_BUFFERS;
this->hidden->rawbuf = (Uint8 *) memalign(64, mixlen);
if (this->hidden->rawbuf == NULL) {
SDL_SetError("Couldn't allocate mixing buffer");
return 0;
}
/* Setup the hardware channel. */
if (this->spec.channels == 1) {
format = PSP_AUDIO_FORMAT_MONO;
} else {
format = PSP_AUDIO_FORMAT_STEREO;
}
this->hidden->channel = sceAudioChReserve(PSP_AUDIO_NEXT_CHANNEL, this->spec.samples, format);
if (this->hidden->channel < 0) {
SDL_SetError("Couldn't reserve hardware channel");
free(this->hidden->rawbuf);
this->hidden->rawbuf = NULL;
return 0;
}
memset(this->hidden->rawbuf, 0, mixlen);
for (i = 0; i < NUM_BUFFERS; i++) {
this->hidden->mixbufs[i] = &this->hidden->rawbuf[i * this->spec.size];
}
this->hidden->next_buffer = 0;
return 1;
}
static void PSPAUD_PlayDevice(_THIS)
{
Uint8 *mixbuf = this->hidden->mixbufs[this->hidden->next_buffer];
if (this->spec.channels == 1) {
sceAudioOutputBlocking(this->hidden->channel, PSP_AUDIO_VOLUME_MAX, mixbuf);
} else {
sceAudioOutputPannedBlocking(this->hidden->channel, PSP_AUDIO_VOLUME_MAX, PSP_AUDIO_VOLUME_MAX, mixbuf);
}
this->hidden->next_buffer = (this->hidden->next_buffer + 1) % NUM_BUFFERS;
}
/* This function waits until it is possible to write a full sound buffer */
static void PSPAUD_WaitDevice(_THIS)
{
/* Because we block when sending audio, there's no need for this function to do anything. */
}
static Uint8 *PSPAUD_GetDeviceBuf(_THIS)
{
return this->hidden->mixbufs[this->hidden->next_buffer];
}
static void PSPAUD_CloseDevice(_THIS)
{
if (this->hidden->channel >= 0) {
sceAudioChRelease(this->hidden->channel);
this->hidden->channel = -1;
}
if (this->hidden->rawbuf != NULL) {
free(this->hidden->rawbuf);
this->hidden->rawbuf = NULL;
}
}
static void PSPAUD_ThreadInit(_THIS)
{
/* Increase the priority of this audio thread by 1 to put it
ahead of other SDL threads. */
SceUID thid;
SceKernelThreadInfo status;
thid = sceKernelGetThreadId();
status.size = sizeof(SceKernelThreadInfo);
if (sceKernelReferThreadStatus(thid, &status) == 0) {
sceKernelChangeThreadPriority(thid, status.currentPriority - 1);
}
}
static int
PSPAUD_Init(SDL_AudioDriverImpl * impl)
{
// Set the function pointers
impl->OpenDevice = PSPAUD_OpenDevice;
impl->PlayDevice = PSPAUD_PlayDevice;
impl->WaitDevice = PSPAUD_WaitDevice;
impl->GetDeviceBuf = PSPAUD_GetDeviceBuf;
impl->WaitDone = PSPAUD_WaitDevice;
impl->CloseDevice = PSPAUD_CloseDevice;
impl->ThreadInit = PSPAUD_ThreadInit;
//PSP audio device
impl->OnlyHasDefaultOutputDevice = 1;
/*
impl->HasCaptureSupport = 1;
impl->OnlyHasDefaultInputDevice = 1;
*/
/*
impl->DetectDevices = DSOUND_DetectDevices;
impl->Deinitialize = DSOUND_Deinitialize;
*/
return 1; /* this audio target is available. */
}
AudioBootStrap PSPAUD_bootstrap = {
"psp", "PSP audio driver", PSPAUD_Init, 0
};
/* SDL_AUDI*/

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@ -0,0 +1,45 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2013 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef _SDL_pspaudio_h
#define _SDL_pspaudio_h
#include "../SDL_sysaudio.h"
/* Hidden "this" pointer for the video functions */
#define _THIS SDL_AudioDevice *this
#define NUM_BUFFERS 2
struct SDL_PrivateAudioData {
/* The hardware output channel. */
int channel;
/* The raw allocated mixing buffer. */
Uint8 *rawbuf;
/* Individual mixing buffers. */
Uint8 *mixbufs[NUM_BUFFERS];
/* Index of the next available mixing buffer. */
int next_buffer;
};
#endif /* _SDL_pspaudio_h */
/* vim: ts=4 sw=4
*/