Mercurial > sdl-ios-xcode
view 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> |
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date | Fri, 29 May 2009 09:50:21 +0000 |
parents | |
children | c146645a770e |
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/* 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: */