Mercurial > sdl-ios-xcode
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 |
line wrap: on
line diff
--- /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: */