scummvm/backends/platform/psp/display_manager.cpp
Ori Avtalion aa0f307e06 ALL: Require DECLARE_SINGLETON to be used in the Common namepsace
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.
2011-06-30 22:41:41 +03:00

482 lines
14 KiB
C++

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