Silences the clang warning: static data member specialization of '_singleton' must originally be declared in namespace 'Common'; accepted as a C++0x extension [-Wc++0x-extensions] Wrapping "namespace Common {}" around the macro assignment causes clang to complain about a spurious semicolon, and removing the semicolon at the end of the macro causes some editors to misbehave. Changing the requirement of using the macro in one namespace (the global) to another (Common) seems a small price to pay to silence a warning.
482 lines
14 KiB
C++
482 lines
14 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#define FORBIDDEN_SYMBOL_ALLOW_ALL
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#include <pspgu.h>
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#include <pspdisplay.h>
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#include <pspthreadman.h>
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#include "common/scummsys.h"
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#include "backends/base-backend.h"
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#include "backends/platform/psp/psppixelformat.h"
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#include "backends/platform/psp/display_client.h"
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#include "backends/platform/psp/default_display_client.h"
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#include "backends/platform/psp/cursor.h"
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#include "backends/platform/psp/pspkeyboard.h"
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#include "backends/platform/psp/image_viewer.h"
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#define USE_DISPLAY_CALLBACK // to use callback for finishing the render
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#include "backends/platform/psp/display_manager.h"
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#define PSP_BUFFER_WIDTH (512)
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#define PSP_SCREEN_WIDTH 480
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#define PSP_SCREEN_HEIGHT 272
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#define PSP_FRAME_SIZE (PSP_BUFFER_WIDTH * PSP_SCREEN_HEIGHT)
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//#define ENABLE_RENDER_MEASURE /* how long it takes to render a frame */
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//#define __PSP_DEBUG_FUNCS__ /* For debugging function calls */
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//#define __PSP_DEBUG_PRINT__ /* For debug printouts */
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#include "backends/platform/psp/trace.h"
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uint32 __attribute__((aligned(16))) MasterGuRenderer::_displayList[2048];
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const OSystem::GraphicsMode DisplayManager::_supportedModes[] = {
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{ "Original Resolution", "Original Resolution", ORIGINAL_RESOLUTION },
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{ "Keep Aspect Ratio", "Keep Aspect Ratio", KEEP_ASPECT_RATIO },
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{ "Full Screen", "Full Screen", STRETCHED_FULL_SCREEN },
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{0, 0, 0}
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};
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// Class VramAllocator -----------------------------------
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namespace Common {
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DECLARE_SINGLETON(VramAllocator);
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}
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//#define __PSP_DEBUG_FUNCS__ /* For debugging the stack */
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//#define __PSP_DEBUG_PRINT__
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#include "backends/platform/psp/trace.h"
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void *VramAllocator::allocate(int32 size, bool smallAllocation /* = false */) {
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DEBUG_ENTER_FUNC();
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assert(size > 0);
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byte *lastAddress = smallAllocation ? (byte *)VRAM_SMALL_ADDRESS : (byte *)VRAM_START_ADDRESS;
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Common::List<Allocation>::iterator i;
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// Find a block that fits, starting from the beginning
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for (i = _allocList.begin(); i != _allocList.end(); ++i) {
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byte *currAddress = (*i).address;
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if (currAddress - lastAddress >= size) // We found a match
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break;
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if ((*i).getEnd() > lastAddress)
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lastAddress = (byte *)(*i).getEnd();
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}
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if (lastAddress + size > (byte *)VRAM_END_ADDRESS) {
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PSP_DEBUG_PRINT("No space for allocation of %d bytes. %d bytes already allocated.\n",
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size, _bytesAllocated);
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return NULL;
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}
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_allocList.insert(i, Allocation(lastAddress, size));
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_bytesAllocated += size;
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PSP_DEBUG_PRINT("Allocated in VRAM, size %u at %p.\n", size, lastAddress);
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PSP_DEBUG_PRINT("Total allocated %u, remaining %u.\n", _bytesAllocated, (2 * 1024 * 1024) - _bytesAllocated);
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return lastAddress;
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}
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// Deallocate a block from VRAM
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void VramAllocator::deallocate(void *address) {
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DEBUG_ENTER_FUNC();
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address = (byte *)CACHED(address); // Make sure all addresses are the same
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Common::List<Allocation>::iterator i;
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// Find the Allocator to deallocate
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for (i = _allocList.begin(); i != _allocList.end(); ++i) {
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if ((*i).address == address) {
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_bytesAllocated -= (*i).size;
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_allocList.erase(i);
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PSP_DEBUG_PRINT("Deallocated address[%p], size[%u]\n", (*i).address, (*i).size);
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return;
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}
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}
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PSP_DEBUG_PRINT("Address[%p] not allocated.\n", address);
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}
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// Class MasterGuRenderer ----------------------------------------------
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void MasterGuRenderer::setupCallbackThread() {
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DEBUG_ENTER_FUNC();
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// start the thread that updates the display
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threadCreateAndStart("DisplayCbThread", PRIORITY_DISPLAY_THREAD, STACK_DISPLAY_THREAD);
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}
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// this function gets called by PspThread when starting the new thread
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void MasterGuRenderer::threadFunction() {
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DEBUG_ENTER_FUNC();
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// Create the callback. It should always get the pointer to MasterGuRenderer
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_callbackId = sceKernelCreateCallback("Display Callback", guCallback, this);
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if (_callbackId < 0) {
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PSP_ERROR("failed to create display callback\n");
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}
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PSP_DEBUG_PRINT("created callback. Going to sleep\n");
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sceKernelSleepThreadCB(); // sleep until we get a callback
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}
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// Sleep on the render mutex if the rendering thread hasn't finished its work
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//
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void MasterGuRenderer::sleepUntilRenderFinished() {
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if (!isRenderFinished()) {
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_renderSema.take(); // sleep on the semaphore
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_renderSema.give();
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PSP_DEBUG_PRINT("slept on the rendering semaphore\n");
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}
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}
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// This callback is called when the render is finished. It swaps the buffers
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int MasterGuRenderer::guCallback(int, int, void *__this) {
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MasterGuRenderer *_this = (MasterGuRenderer *)__this;
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sceGuSync(0, 0); // make sure we wait for GU to finish
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sceDisplayWaitVblankStartCB(); // wait for v-blank without eating main thread cycles
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sceGuSwapBuffers(); // swap the back and front buffers
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_this->_renderFinished = true; // Only this thread can set the variable to true
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_this->_renderSema.give(); // Release render semaphore
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return 0;
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}
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void MasterGuRenderer::guInit() {
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DEBUG_ENTER_FUNC();
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sceGuInit();
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sceGuStart(0, _displayList);
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guProgramDisplayBufferSizes();
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sceGuOffset(2048 - (PSP_SCREEN_WIDTH / 2), 2048 - (PSP_SCREEN_HEIGHT / 2));
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sceGuViewport(2048, 2048, PSP_SCREEN_WIDTH, PSP_SCREEN_HEIGHT);
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sceGuDepthRange(0xC350, 0x2710);
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sceGuDisable(GU_DEPTH_TEST); // We'll use depth buffer area
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sceGuDepthMask(GU_TRUE); // Prevent writes to depth buffer
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sceGuScissor(0, 0, PSP_SCREEN_WIDTH, PSP_SCREEN_HEIGHT);
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sceGuEnable(GU_SCISSOR_TEST);
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sceGuFrontFace(GU_CW);
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sceGuEnable(GU_TEXTURE_2D);
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sceGuClear(GU_COLOR_BUFFER_BIT | GU_DEPTH_BUFFER_BIT);
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sceGuFinish();
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sceGuSync(0, 0);
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sceDisplayWaitVblankStart();
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sceGuDisplay(1);
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}
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void MasterGuRenderer::guProgramDisplayBufferSizes() {
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DEBUG_ENTER_FUNC();
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PSP_DEBUG_PRINT("Outputbits[%u]\n", GuRenderer::_displayManager->getOutputBitsPerPixel());
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switch (GuRenderer::_displayManager->getOutputBitsPerPixel()) {
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case 16:
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sceGuDrawBuffer(GU_PSM_4444, (void *)0, PSP_BUFFER_WIDTH);
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sceGuDispBuffer(PSP_SCREEN_WIDTH, PSP_SCREEN_HEIGHT, (void*)(PSP_FRAME_SIZE * sizeof(uint16)), PSP_BUFFER_WIDTH);
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sceGuDepthBuffer((void*)(PSP_FRAME_SIZE * sizeof(uint16) * 2), PSP_BUFFER_WIDTH);
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VramAllocator::instance().allocate(PSP_FRAME_SIZE * sizeof(uint16) * 2);
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break;
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case 32:
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sceGuDrawBuffer(GU_PSM_8888, (void *)0, PSP_BUFFER_WIDTH);
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sceGuDispBuffer(PSP_SCREEN_WIDTH, PSP_SCREEN_HEIGHT, (void*)(PSP_FRAME_SIZE * sizeof(uint32)), PSP_BUFFER_WIDTH);
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sceGuDepthBuffer((void*)(PSP_FRAME_SIZE * sizeof(uint32) * 2), PSP_BUFFER_WIDTH);
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VramAllocator::instance().allocate(PSP_FRAME_SIZE * sizeof(uint32) * 2);
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break;
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}
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}
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// These are GU commands that should always stay the same
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inline void MasterGuRenderer::guPreRender() {
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DEBUG_ENTER_FUNC();
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#ifdef USE_DISPLAY_CALLBACK
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_renderSema.take(); // Take the semaphore to prevent writes
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// to the palette/screen before we're done
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_renderFinished = false; // set to synchronize with callback thread
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#endif
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#ifdef ENABLE_RENDER_MEASURE
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_lastRenderTime = g_system->getMillis();
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#endif /* ENABLE_RENDER_MEASURE */
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sceGuStart(0, _displayList);
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sceGuClearColor(0xFF000000);
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sceGuClear(GU_COLOR_BUFFER_BIT);
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sceGuAmbientColor(0xFFFFFFFF);
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sceGuColor(0xFFFFFFFF);
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sceGuTexOffset(0, 0);
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sceGuTexFilter(GU_LINEAR, GU_LINEAR);
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sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGBA); // Also good enough for all purposes
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sceGuAlphaFunc(GU_GREATER, 0, 0xFF); // Also good enough for all purposes
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}
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inline void MasterGuRenderer::guPostRender() {
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DEBUG_ENTER_FUNC();
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sceGuFinish();
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#ifdef USE_DISPLAY_CALLBACK
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if (_callbackId < 0)
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PSP_ERROR("bad callbackId[%d]\n", _callbackId);
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else
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sceKernelNotifyCallback(_callbackId, 0); // notify the callback. Nothing extra to pass
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#else
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sceGuSync(0, 0);
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#ifdef ENABLE_RENDER_MEASURE
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uint32 now = g_system->getMillis();
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PSP_INFO_PRINT("Render took %d milliseconds\n", now - _lastRenderTime);
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#endif /* ENABLE_RENDER_MEASURE */
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sceDisplayWaitVblankStart();
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sceGuSwapBuffers();
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_renderFinished = true;
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#endif /* !USE_DISPLAY_CALLBACK */
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}
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void MasterGuRenderer::guShutDown() {
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sceGuTerm();
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}
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// Class DisplayManager -----------------------------------------------------
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DisplayManager::~DisplayManager() {
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_masterGuRenderer.guShutDown();
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}
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void DisplayManager::init() {
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DEBUG_ENTER_FUNC();
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_displayParams.outputBitsPerPixel = 32; // can be changed to produce 16-bit output
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GuRenderer::setDisplayManager(this);
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_screen->init();
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_overlay->init();
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_cursor->init();
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_masterGuRenderer.guInit(); // start up the renderer
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#ifdef USE_DISPLAY_CALLBACK
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_masterGuRenderer.setupCallbackThread();
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#endif
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// Init overlay since we never change the size
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_overlay->deallocate();
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_overlay->setBytesPerPixel(sizeof(OverlayColor));
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_overlay->setSize(PSP_SCREEN_WIDTH, PSP_SCREEN_HEIGHT);
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_overlay->allocate();
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}
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void DisplayManager::setSizeAndPixelFormat(uint width, uint height, const Graphics::PixelFormat *format) {
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DEBUG_ENTER_FUNC();
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PSP_DEBUG_PRINT("w[%u], h[%u], pformat[%p]\n", width, height, format);
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_screen->deallocate();
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_screen->setScummvmPixelFormat(format);
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_screen->setSize(width, height);
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_screen->allocate();
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_cursor->setScreenPaletteScummvmPixelFormat(format);
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_displayParams.screenSource.width = width;
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_displayParams.screenSource.height = height;
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calculateScaleParams();
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}
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bool DisplayManager::setGraphicsMode(const char *name) {
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DEBUG_ENTER_FUNC();
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int i = 0;
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while (_supportedModes[i].name) {
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if (!strcmpi(_supportedModes[i].name, name)) {
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setGraphicsMode(_supportedModes[i].id);
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return true;
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}
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i++;
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}
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return false;
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}
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bool DisplayManager::setGraphicsMode(int mode) {
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DEBUG_ENTER_FUNC();
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_graphicsMode = mode;
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calculateScaleParams();
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return true;
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}
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void DisplayManager::calculateScaleParams() {
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if (!_displayParams.screenSource.width || !_displayParams.screenSource.height)
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return; // we can't calculate anything without these
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switch (_graphicsMode) {
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case ORIGINAL_RESOLUTION:
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// check if we can fit the original resolution inside the screen
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if ((_displayParams.screenSource.width < PSP_SCREEN_WIDTH) &&
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(_displayParams.screenSource.height < PSP_SCREEN_HEIGHT)) {
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_displayParams.screenOutput.width = _displayParams.screenSource.width;
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_displayParams.screenOutput.height = _displayParams.screenSource.height;
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} else { // revert to stretch to fit
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_displayParams.screenOutput.width = PSP_SCREEN_WIDTH;
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_displayParams.screenOutput.height = PSP_SCREEN_HEIGHT;
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}
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break;
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case KEEP_ASPECT_RATIO: { // maximize the height while keeping aspect ratio
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float aspectRatio = (float)_displayParams.screenSource.width / (float)_displayParams.screenSource.height;
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_displayParams.screenOutput.height = PSP_SCREEN_HEIGHT; // always full height
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_displayParams.screenOutput.width = (uint32)(PSP_SCREEN_HEIGHT * aspectRatio);
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if (_displayParams.screenOutput.width > PSP_SCREEN_WIDTH) // we can't have wider than the screen
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_displayParams.screenOutput.width = PSP_SCREEN_WIDTH;
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}
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break;
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case STRETCHED_FULL_SCREEN: // we simply stretch to the whole screen
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_displayParams.screenOutput.width = PSP_SCREEN_WIDTH;
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_displayParams.screenOutput.height = PSP_SCREEN_HEIGHT;
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break;
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default:
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PSP_ERROR("Unsupported graphics mode[%d].\n", _graphicsMode);
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}
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// calculate scale factors for X and Y
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_displayParams.scaleX = ((float)_displayParams.screenOutput.width) / _displayParams.screenSource.width;
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_displayParams.scaleY = ((float)_displayParams.screenOutput.height) / _displayParams.screenSource.height;
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}
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void DisplayManager::waitUntilRenderFinished() {
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#ifdef USE_DISPLAY_CALLBACK
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_masterGuRenderer.sleepUntilRenderFinished();
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#endif /* USE_DISPLAY_CALLBACK */
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}
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// return true if we really rendered or no dirty. False otherwise
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bool DisplayManager::renderAll() {
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DEBUG_ENTER_FUNC();
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#ifdef USE_DISPLAY_CALLBACK
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if (!_masterGuRenderer.isRenderFinished()) {
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PSP_DEBUG_PRINT("Callback render not finished.\n");
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return false; // didn't render
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}
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#endif /* USE_DISPLAY_CALLBACK */
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// This is cheaper than checking time, so we do it first
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// Any one of these being dirty causes everything to draw
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if (!_screen->isDirty() &&
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!_overlay->isDirty() &&
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!_cursor->isDirty() &&
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!_keyboard->isDirty() &&
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!_imageViewer->isDirty()) {
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PSP_DEBUG_PRINT("Nothing dirty\n");
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return true; // nothing to render
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}
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if (!isTimeToUpdate())
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return false; // didn't render
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PSP_DEBUG_PRINT("dirty: screen[%s], overlay[%s], cursor[%s], keyboard[%s], imageViewer[%s]\n",
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_screen->isDirty() ? "true" : "false",
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_overlay->isDirty() ? "true" : "false",
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_cursor->isDirty() ? "true" : "false",
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_keyboard->isDirty() ? "true" : "false",
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_imageViewer->isDirty() ? "true" : "false",
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);
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_masterGuRenderer.guPreRender(); // Set up rendering
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_screen->render();
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_screen->setClean(); // clean out dirty bit
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if (_imageViewer->isVisible())
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_imageViewer->render();
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_imageViewer->setClean();
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if (_overlay->isVisible())
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_overlay->render();
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_overlay->setClean();
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if (_cursor->isVisible())
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_cursor->render();
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_cursor->setClean();
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if (_keyboard->isVisible())
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_keyboard->render();
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_keyboard->setClean();
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_masterGuRenderer.guPostRender();
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return true; // rendered successfully
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}
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inline bool DisplayManager::isTimeToUpdate() {
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#define MAX_FPS 30
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uint32 now = g_system->getMillis();
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if (now - _lastUpdateTime < (1000 / MAX_FPS))
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return false;
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_lastUpdateTime = now;
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return true;
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}
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Common::List<Graphics::PixelFormat> DisplayManager::getSupportedPixelFormats() const {
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Common::List<Graphics::PixelFormat> list;
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// In order of preference
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list.push_back(PSPPixelFormat::convertToScummvmPixelFormat(PSPPixelFormat::Type_5650));
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list.push_back(PSPPixelFormat::convertToScummvmPixelFormat(PSPPixelFormat::Type_5551));
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list.push_back(PSPPixelFormat::convertToScummvmPixelFormat(PSPPixelFormat::Type_4444));
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list.push_back(Graphics::PixelFormat::createFormatCLUT8());
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return list;
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}
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