diff src/video/ps3/SDL_ps3render.c @ 3141:3df74541339b gsoc2009_ps3

Added ps3 video driver based on the dummy driver. Added spulib for copying to framebuffer. Added SPU managing functions. Added open/close and taking control of the framebuffer.
author Martin Lowinski <martin@goldtopf.org>
date Fri, 29 May 2009 09:50:21 +0000
parents
children c146645a770e
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--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/src/video/ps3/SDL_ps3render.c	Fri May 29 09:50:21 2009 +0000
@@ -0,0 +1,317 @@
+/*
+    SDL - Simple DirectMedia Layer
+    Copyright (C) 1997-2009 Sam Lantinga
+
+    This library is free software; you can redistribute it and/or
+    modify it under the terms of the GNU Lesser General Public
+    License as published by the Free Software Foundation; either
+    version 2.1 of the License, or (at your option) any later version.
+
+    This library 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
+    Lesser General Public License for more details.
+
+    You should have received a copy of the GNU Lesser General Public
+    License along with this library; if not, write to the Free Software
+    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+
+    Sam Lantinga
+    slouken@libsdl.org
+*/
+#include "SDL_config.h"
+
+#include "SDL_video.h"
+#include "../SDL_sysvideo.h"
+#include "../SDL_yuv_sw_c.h"
+#include "../SDL_renderer_sw.h"
+
+/* Debugging
+ * 0: No debug messages
+ * 1: Video debug messages
+ * 2: SPE debug messages
+ * 3: Memory adresses
+ */
+#define DEBUG_LEVEL 2
+
+#ifdef DEBUG_LEVEL
+#define deprintf( level, fmt, args... ) \
+    do \
+{ \
+    if ( (unsigned)(level) <= DEBUG_LEVEL ) \
+    { \
+        fprintf( stdout, fmt, ##args ); \
+        fflush( stdout ); \
+    } \
+} while ( 0 )
+#else
+#define deprintf( level, fmt, args... )
+#endif
+
+/* SDL surface based renderer implementation */
+
+static SDL_Renderer *SDL_PS3_CreateRenderer(SDL_Window * window,
+                                              Uint32 flags);
+static int SDL_PS3_RenderPoint(SDL_Renderer * renderer, int x, int y);
+static int SDL_PS3_RenderLine(SDL_Renderer * renderer, int x1, int y1,
+                                int x2, int y2);
+static int SDL_PS3_RenderFill(SDL_Renderer * renderer,
+                                const SDL_Rect * rect);
+static int SDL_PS3_RenderCopy(SDL_Renderer * renderer,
+                                SDL_Texture * texture,
+                                const SDL_Rect * srcrect,
+                                const SDL_Rect * dstrect);
+static void SDL_PS3_RenderPresent(SDL_Renderer * renderer);
+static void SDL_PS3_DestroyRenderer(SDL_Renderer * renderer);
+
+
+SDL_RenderDriver SDL_PS3_RenderDriver = {
+    SDL_PS3_CreateRenderer,
+    {
+     "ps3",
+     (/*SDL_RENDERER_SINGLEBUFFER | SDL_RENDERER_PRESENTCOPY |*/
+      SDL_RENDERER_PRESENTFLIP2 /*| SDL_RENDERER_PRESENTFLIP3 |
+      SDL_RENDERER_PRESENTDISCARD*/),
+     }
+};
+
+typedef struct
+{
+    int current_screen;
+    SDL_Surface *screens[3];
+} SDL_PS3_RenderData;
+
+SDL_Renderer *
+SDL_PS3_CreateRenderer(SDL_Window * window, Uint32 flags)
+{
+    deprintf(1, "SDL_PS3_CreateRenderer()\n");
+    SDL_VideoDisplay *display = SDL_GetDisplayFromWindow(window);
+    SDL_DisplayMode *displayMode = &display->current_mode;
+    SDL_Renderer *renderer;
+    SDL_PS3_RenderData *data;
+    int i, n;
+    int bpp;
+    Uint32 Rmask, Gmask, Bmask, Amask;
+
+    if (!SDL_PixelFormatEnumToMasks
+        (displayMode->format, &bpp, &Rmask, &Gmask, &Bmask, &Amask)) {
+        SDL_SetError("Unknown display format");
+        return NULL;
+    }
+
+    renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
+    if (!renderer) {
+        SDL_OutOfMemory();
+        return NULL;
+    }
+
+    data = (SDL_PS3_RenderData *) SDL_malloc(sizeof(*data));
+    if (!data) {
+        SDL_PS3_DestroyRenderer(renderer);
+        SDL_OutOfMemory();
+        return NULL;
+    }
+    SDL_zerop(data);
+
+    renderer->RenderPoint = SDL_PS3_RenderPoint;
+    renderer->RenderLine = SDL_PS3_RenderLine;
+    renderer->RenderFill = SDL_PS3_RenderFill;
+    renderer->RenderCopy = SDL_PS3_RenderCopy;
+    renderer->RenderPresent = SDL_PS3_RenderPresent;
+    renderer->DestroyRenderer = SDL_PS3_DestroyRenderer;
+    renderer->info.name = SDL_PS3_RenderDriver.info.name;
+    renderer->info.flags = 0;
+    renderer->window = window->id;
+    renderer->driverdata = data;
+    Setup_SoftwareRenderer(renderer);
+
+    if (flags & SDL_RENDERER_PRESENTFLIP2) {
+        renderer->info.flags |= SDL_RENDERER_PRESENTFLIP2;
+        n = 2;
+    } else if (flags & SDL_RENDERER_PRESENTFLIP3) {
+        renderer->info.flags |= SDL_RENDERER_PRESENTFLIP3;
+        n = 3;
+    } else {
+        renderer->info.flags |= SDL_RENDERER_PRESENTCOPY;
+        n = 1;
+    }
+    for (i = 0; i < n; ++i) {
+        data->screens[i] =
+            SDL_CreateRGBSurface(0, window->w, window->h, bpp, Rmask, Gmask,
+                                 Bmask, Amask);
+        if (!data->screens[i]) {
+            SDL_PS3_DestroyRenderer(renderer);
+            return NULL;
+        }
+        /* Allocate aligned memory for pixels */
+        SDL_free(data->screens[i]->pixels);
+        data->screens[i]->pixels = (void *)memalign(16, data->screens[i]->h * data->screens[i]->pitch);
+        if (!data->screens[i]->pixels) {
+            SDL_FreeSurface(data->screens[i]);
+            SDL_OutOfMemory();
+            return NULL;
+        }
+        SDL_memset(data->screens[i]->pixels, 0, data->screens[i]->h * data->screens[i]->pitch);
+        SDL_SetSurfacePalette(data->screens[i], display->palette);
+    }
+    data->current_screen = 0;
+
+    return renderer;
+}
+
+static int
+SDL_PS3_RenderPoint(SDL_Renderer * renderer, int x, int y)
+{
+    SDL_PS3_RenderData *data =
+        (SDL_PS3_RenderData *) renderer->driverdata;
+    SDL_Surface *target = data->screens[data->current_screen];
+    int status;
+
+    if (renderer->blendMode == SDL_BLENDMODE_NONE ||
+        renderer->blendMode == SDL_BLENDMODE_MASK) {
+        Uint32 color =
+            SDL_MapRGBA(target->format, renderer->r, renderer->g, renderer->b,
+                        renderer->a);
+
+        status = SDL_DrawPoint(target, x, y, color);
+    } else {
+        status =
+            SDL_BlendPoint(target, x, y, renderer->blendMode, renderer->r,
+                           renderer->g, renderer->b, renderer->a);
+    }
+    return status;
+}
+
+static int
+SDL_PS3_RenderLine(SDL_Renderer * renderer, int x1, int y1, int x2, int y2)
+{
+    SDL_PS3_RenderData *data =
+        (SDL_PS3_RenderData *) renderer->driverdata;
+    SDL_Surface *target = data->screens[data->current_screen];
+    int status;
+
+    if (renderer->blendMode == SDL_BLENDMODE_NONE ||
+        renderer->blendMode == SDL_BLENDMODE_MASK) {
+        Uint32 color =
+            SDL_MapRGBA(target->format, renderer->r, renderer->g, renderer->b,
+                        renderer->a);
+
+        status = SDL_DrawLine(target, x1, y1, x2, y2, color);
+    } else {
+        status =
+            SDL_BlendLine(target, x1, y1, x2, y2, renderer->blendMode,
+                          renderer->r, renderer->g, renderer->b, renderer->a);
+    }
+    return status;
+}
+
+static int
+SDL_PS3_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect)
+{
+    deprintf(1, "SDL_PS3_RenderFill()\n");
+    SDL_PS3_RenderData *data =
+        (SDL_PS3_RenderData *) renderer->driverdata;
+    SDL_Surface *target = data->screens[data->current_screen];
+    SDL_Rect real_rect = *rect;
+    int status;
+
+    if (renderer->blendMode == SDL_BLENDMODE_NONE) {
+        Uint32 color =
+            SDL_MapRGBA(target->format, renderer->r, renderer->g, renderer->b,
+                        renderer->a);
+
+        status = SDL_FillRect(target, &real_rect, color);
+    } else {
+        status =
+            SDL_BlendRect(target, &real_rect, renderer->blendMode,
+                          renderer->r, renderer->g, renderer->b, renderer->a);
+    }
+    return status;
+}
+
+static int
+SDL_PS3_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
+                     const SDL_Rect * srcrect, const SDL_Rect * dstrect)
+{
+    deprintf(1, "SDL_PS3_RenderCopy()\n");
+    SDL_PS3_RenderData *data =
+        (SDL_PS3_RenderData *) renderer->driverdata;
+    SDL_Window *window = SDL_GetWindowFromID(renderer->window);
+    SDL_VideoDisplay *display = SDL_GetDisplayFromWindow(window);
+
+    if (SDL_ISPIXELFORMAT_FOURCC(texture->format)) {
+        SDL_Surface *target = data->screens[data->current_screen];
+        void *pixels =
+            (Uint8 *) target->pixels + dstrect->y * target->pitch +
+            dstrect->x * target->format->BytesPerPixel;
+        return SDL_SW_CopyYUVToRGB((SDL_SW_YUVTexture *) texture->driverdata,
+                                   srcrect, display->current_mode.format,
+                                   dstrect->w, dstrect->h, pixels,
+                                   target->pitch);
+    } else {
+        SDL_Surface *surface = (SDL_Surface *) texture->driverdata;
+        SDL_Surface *target = data->screens[data->current_screen];
+        SDL_Rect real_srcrect = *srcrect;
+        SDL_Rect real_dstrect = *dstrect;
+
+        return SDL_LowerBlit(surface, &real_srcrect, target, &real_dstrect);
+    }
+}
+
+static void
+SDL_PS3_RenderPresent(SDL_Renderer * renderer)
+{
+    deprintf(1, "SDL_PS3_RenderPresent()\n");
+    static int frame_number;
+    SDL_PS3_RenderData *data =
+        (SDL_PS3_RenderData *) renderer->driverdata;
+
+    /* Send the data to the display */
+    if (SDL_getenv("SDL_VIDEO_PS3_SAVE_FRAMES")) {
+        char file[128];
+        SDL_snprintf(file, sizeof(file), "SDL_window%d-%8.8d.bmp",
+                     renderer->window, ++frame_number);
+        SDL_SaveBMP(data->screens[data->current_screen], file);
+    }
+
+    /* Update the flipping chain, if any */
+    if (renderer->info.flags & SDL_RENDERER_PRESENTFLIP2) {
+        data->current_screen = (data->current_screen + 1) % 2;
+    } else if (renderer->info.flags & SDL_RENDERER_PRESENTFLIP3) {
+        data->current_screen = (data->current_screen + 1) % 3;
+    }
+
+    /* How to access the framebuffer from here? 
+    unsigned long crt = 0;
+    unsigned int s_center_index = 0;
+    unsigned int * s_center[2];
+    s_center[0] = frame_buffer;
+    // Wait for vsync
+    deprintf(1, "[PS3] Wait for vsync\n");
+    ioctl(fbdev, FBIO_WAITFORVSYNC, &crt);
+    // Page flip
+    deprintf(1, "[PS3] Page flip to buffer #%u 0x%x\n", s_center_index, s_center[s_center_index]);
+    ioctl(fbdev, PS3FB_IOCTL_FSEL, (unsigned long)&s_center_index);
+    */
+}
+
+static void
+SDL_PS3_DestroyRenderer(SDL_Renderer * renderer)
+{
+    deprintf(1, "SDL_PS3_DestroyRenderer()\n");
+    SDL_PS3_RenderData *data =
+        (SDL_PS3_RenderData *) renderer->driverdata;
+    int i;
+
+    if (data) {
+        for (i = 0; i < SDL_arraysize(data->screens); ++i) {
+            if (data->screens[i]) {
+                SDL_FreeSurface(data->screens[i]);
+            }
+        }
+        SDL_free(data);
+    }
+    SDL_free(renderer);
+}
+
+/* vi: set ts=4 sw=4 expandtab: */