Mercurial > sdl-ios-xcode
view src/video/ps2gs/SDL_gsyuv.c @ 4384:6800e2560310 SDL-1.2
Fixed bugs #882 and 865, re-opening bug #634
Ronald Lamprecht to SDL
Hi,
Sam Lantinga wrote:
The problem with that fix is that it breaks IME events again. Maybe
we can handle keyboard events differently to prevent this issue?
Spending an hour reading MSDN, analysing SDL and another hour testing the reality on XP I am really wondering how patch r4990 could have ever worked in any situation. It's main effect is to break the unicode translation and causing spurious activation events!
Why does TranslateMessage(&msg) nothing useful? Simply because it does not affect "msg" at all! All keyboard events are dispatched without the slightest change (see MSDN). TranslateMessage() just appends additional WM_CHAR, WM_DEADCHAR, WM_SYSCHAR, WM_SYSDEADCHAR event messages to the queue. But I could not find any SDL event handling routine that catches these events and transforms them to proper SDL keyevents while eliminating the corresponding WM_KEYDOWN, etc. events. Thus any IME input like the '@' generated by "Alt + 6(Numpad) + 4(Numpad)" is simply lost.
But the situation is even worse! Up to r4990 the TranslateKey()/ToUnicode() calls did evaluate dead keys and did deliver proper key events for subsequent key strokes like '´' + 'e' resulting in 'é'. ToUnicode() needs proper key state informations to be able to handle these substitutions. But unfortunatly TranslateMessage() needs the same state information and eats it up while generating the WM_CHAR messages :-( Thus the current 1.2.14 breakes the partial IME support of previous releases, too.
The key state race condition between ToUnicode() and TranslateMessage() requires to avoid any ToUnicode() usage for receiving proper WM_CHAR, etc. messages generated by TranslateMessage(). (Yes - the '@' and 'é' appear as WM_CHAR messages when unicode is switched off).
The spurious SDL activation events are *not* caused by additional WM_ACTIVATE Windows messages! Besides DIB_HandleMessage() SDL_PrivateAppActive() is called by another source which I am not yet aware of - any hints?
Thus I do strongly recommend the deletion of the TranslateMessage(&msg) call as a quick fix.
A proper support of unicode and IME requires a clean SDL keyboard input concept first. Which SDL keyboards events should be transmitted to the app when the user presses '´' + 'e' ? Within the current unicode handling the first key stroke is hidden. Even though ToUnicode() delivers the proper key SDL does ignore it in TranslateKey(). Just the composed key event is transmitted to the app. That is what you expect for text input, but the app can no longer use keys like '^' as a key button because it will never receive a key event for it!
With a given concept it seems to be necessary to regenerate SDL key events out of the WM_CHAR, etc. events and to drop all related direct WM_KEYDOWN, etc. events while the remaining basic WM_KEYDOWN, etc. events would still have to result in SDL key events.
Anyway the source of the spurious WM_ACTIVATE should be located to avoid future trouble.
Greets,
Ronald
author | Sam Lantinga <slouken@libsdl.org> |
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date | Tue, 17 Nov 2009 04:59:13 +0000 |
parents | 3aab8b57cbd1 |
children |
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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" /* This is the Playstation 2 implementation of YUV video overlays */ #include <fcntl.h> #include <unistd.h> #include <sys/ioctl.h> #include <sys/mman.h> #include <asm/page.h> /* For definition of PAGE_SIZE */ #include "SDL_video.h" #include "SDL_gsyuv_c.h" #include "../SDL_yuvfuncs.h" /* The maximum number of 16x16 pixel block converted at once */ #define MAX_MACROBLOCKS 1024 /* 2^10 macroblocks at once */ /* The functions used to manipulate video overlays */ static struct private_yuvhwfuncs gs_yuvfuncs = { GS_LockYUVOverlay, GS_UnlockYUVOverlay, GS_DisplayYUVOverlay, GS_FreeYUVOverlay }; struct private_yuvhwdata { int ipu_fd; Uint8 *pixels; int macroblocks; int dma_len; caddr_t dma_mem; caddr_t ipu_imem; caddr_t ipu_omem; caddr_t dma_tags; unsigned long long *stretch_x1y1; unsigned long long *stretch_x2y2; struct ps2_plist plist; /* These are just so we don't have to allocate them separately */ Uint16 pitches[3]; Uint8 *planes[3]; }; static int power_of_2(int value) { int shift; for ( shift = 0; (1<<shift) < value; ++shift ) { /* Keep looking */ ; } return(shift); } SDL_Overlay *GS_CreateYUVOverlay(_THIS, int width, int height, Uint32 format, SDL_Surface *display) { SDL_Overlay *overlay; struct private_yuvhwdata *hwdata; int map_offset; unsigned long long *tags; caddr_t base; int bpp; int fbp, fbw, psm; int x, y, w, h; int pnum; struct ps2_packet *packet; struct ps2_packet tex_packet; /* We can only decode blocks of 16x16 pixels */ if ( (width & 15) || (height & 15) ) { SDL_SetError("Overlay width/height must be multiples of 16"); return(NULL); } /* Make sure the image isn't too large for a single DMA transfer */ if ( ((width/16) * (height/16)) > MAX_MACROBLOCKS ) { SDL_SetError("Overlay too large (maximum size: %d pixels)", MAX_MACROBLOCKS * 16 * 16); return(NULL); } /* Double-check the requested format. For simplicity, we'll only support planar YUV formats. */ switch (format) { case SDL_YV12_OVERLAY: case SDL_IYUV_OVERLAY: /* Supported planar YUV format */ break; default: SDL_SetError("Unsupported YUV format"); return(NULL); } /* Create the overlay structure */ overlay = (SDL_Overlay *)SDL_malloc(sizeof *overlay); if ( overlay == NULL ) { SDL_OutOfMemory(); return(NULL); } SDL_memset(overlay, 0, (sizeof *overlay)); /* Fill in the basic members */ overlay->format = format; overlay->w = width; overlay->h = height; /* Set up the YUV surface function structure */ overlay->hwfuncs = &gs_yuvfuncs; overlay->hw_overlay = 1; /* Create the pixel data */ hwdata = (struct private_yuvhwdata *)SDL_malloc(sizeof *hwdata); overlay->hwdata = hwdata; if ( hwdata == NULL ) { SDL_FreeYUVOverlay(overlay); SDL_OutOfMemory(); return(NULL); } hwdata->ipu_fd = -1; hwdata->pixels = (Uint8 *)SDL_malloc(width*height*2); if ( hwdata->pixels == NULL ) { SDL_FreeYUVOverlay(overlay); SDL_OutOfMemory(); return(NULL); } hwdata->macroblocks = (width/16) * (height/16); /* Find the pitch and offset values for the overlay */ overlay->pitches = hwdata->pitches; overlay->pixels = hwdata->planes; switch (format) { case SDL_YV12_OVERLAY: case SDL_IYUV_OVERLAY: overlay->pitches[0] = overlay->w; overlay->pitches[1] = overlay->pitches[0] / 2; overlay->pitches[2] = overlay->pitches[0] / 2; overlay->pixels[0] = hwdata->pixels; overlay->pixels[1] = overlay->pixels[0] + overlay->pitches[0] * overlay->h; overlay->pixels[2] = overlay->pixels[1] + overlay->pitches[1] * overlay->h / 2; overlay->planes = 3; break; default: /* We should never get here (caught above) */ break; } /* Theoretically we could support several concurrent decode streams queueing up on the same file descriptor, but for simplicity we'll support only one. Opening the IPU more than once will fail with EBUSY. */ hwdata->ipu_fd = open("/dev/ps2ipu", O_RDWR); if ( hwdata->ipu_fd < 0 ) { SDL_FreeYUVOverlay(overlay); SDL_SetError("Playstation 2 IPU busy"); return(NULL); } /* Allocate a DMA area for pixel conversion */ bpp = this->screen->format->BytesPerPixel; map_offset = (mapped_len + (sysconf(_SC_PAGESIZE) - 1)) & ~(sysconf(_SC_PAGESIZE) - 1); hwdata->dma_len = hwdata->macroblocks * (16 * 16 + 8 * 8 + 8 * 8) + width * height * bpp + hwdata->macroblocks * (16 * sizeof(long long)) + 12 * sizeof(long long); hwdata->dma_mem = mmap(0, hwdata->dma_len, PROT_READ|PROT_WRITE, MAP_SHARED, memory_fd, map_offset); if ( hwdata->dma_mem == MAP_FAILED ) { hwdata->ipu_imem = (caddr_t)0; SDL_FreeYUVOverlay(overlay); SDL_SetError("Unable to map %d bytes for DMA", hwdata->dma_len); return(NULL); } hwdata->ipu_imem = hwdata->dma_mem; hwdata->ipu_omem = hwdata->ipu_imem + hwdata->macroblocks * (16 * 16 + 8 * 8 + 8 * 8); hwdata->dma_tags = hwdata->ipu_omem + width * height * bpp; /* Allocate memory for the DMA packets */ hwdata->plist.num = hwdata->macroblocks * 4 + 1; hwdata->plist.packet = (struct ps2_packet *)SDL_malloc( hwdata->plist.num*sizeof(struct ps2_packet)); if ( ! hwdata->plist.packet ) { SDL_FreeYUVOverlay(overlay); SDL_OutOfMemory(); return(NULL); } pnum = 0; packet = hwdata->plist.packet; /* Set up the tags to send the image to the screen */ tags = (unsigned long long *)hwdata->dma_tags; base = hwdata->ipu_omem; fbp = screen_image.fbp; fbw = screen_image.fbw; psm = screen_image.psm; y = screen_image.y + screen_image.h; /* Offscreen video memory */ for ( h=height/16; h; --h ) { x = 0; /* Visible video memory */ for ( w=width/16; w; --w ) { /* The head tag */ packet[pnum].ptr = &tags[0]; packet[pnum].len = 10 * sizeof(*tags); ++pnum; tags[0] = 4 | (1LL << 60); /* GIFtag */ tags[1] = 0x0e; /* A+D */ tags[2] = ((unsigned long long)fbp << 32) | ((unsigned long long)fbw << 48) | ((unsigned long long)psm << 56); tags[3] = PS2_GS_BITBLTBUF; tags[4] = ((unsigned long long)x << 32) | ((unsigned long long)y << 48); tags[5] = PS2_GS_TRXPOS; tags[6] = (unsigned long long)16 | ((unsigned long long)16 << 32); tags[7] = PS2_GS_TRXREG; tags[8] = 0; tags[9] = PS2_GS_TRXDIR; /* Now the actual image data */ packet[pnum].ptr = &tags[10]; packet[pnum].len = 2 * sizeof(*tags); ++pnum; tags[10] = ((16*16*bpp) >> 4) | (2LL << 58); tags[11] = 0; packet[pnum].ptr = (void *)base; packet[pnum].len = 16 * 16 * bpp; ++pnum; packet[pnum].ptr = &tags[12]; packet[pnum].len = 2 * sizeof(*tags); ++pnum; tags[12] = (0 >> 4) | (1 << 15) | (2LL << 58); tags[13] = 0; tags += 16; base += 16 * 16 * bpp; x += 16; } y += 16; } /* Set up the texture memory area for the video */ tex_packet.ptr = tags; tex_packet.len = 8 * sizeof(*tags); tags[0] = 3 | (1LL << 60); /* GIFtag */ tags[1] = 0x0e; /* A+D */ tags[2] = ((screen_image.y + screen_image.h) * screen_image.w) / 64 + ((unsigned long long)fbw << 14) + ((unsigned long long)psm << 20) + ((unsigned long long)power_of_2(width) << 26) + ((unsigned long long)power_of_2(height) << 30) + ((unsigned long long)1 << 34) + ((unsigned long long)1 << 35); tags[3] = PS2_GS_TEX0_1; tags[4] = (1 << 5) + (1 << 6); tags[5] = PS2_GS_TEX1_1; tags[6] = 0; tags[7] = PS2_GS_TEXFLUSH; ioctl(console_fd, PS2IOC_SEND, &tex_packet); /* Set up the tags for scaling the image */ packet[pnum].ptr = tags; packet[pnum].len = 12 * sizeof(*tags); ++pnum; tags[0] = 5 | (1LL << 60); /* GIFtag */ tags[1] = 0x0e; /* A+D */ tags[2] = 6 + (1 << 4) + (1 << 8); tags[3] = PS2_GS_PRIM; tags[4] = ((unsigned long long)0 * 16) + (((unsigned long long)0 * 16) << 16); tags[5] = PS2_GS_UV; tags[6] = 0; /* X1, Y1 */ tags[7] = PS2_GS_XYZ2; hwdata->stretch_x1y1 = &tags[6]; tags[8] = ((unsigned long long)overlay->w * 16) + (((unsigned long long)overlay->h * 16) << 16); tags[9] = PS2_GS_UV; tags[10] = 0; /* X2, Y2 */ tags[11] = PS2_GS_XYZ2; hwdata->stretch_x2y2 = &tags[10]; /* We're all done.. */ return(overlay); } int GS_LockYUVOverlay(_THIS, SDL_Overlay *overlay) { return(0); } void GS_UnlockYUVOverlay(_THIS, SDL_Overlay *overlay) { return; } int GS_DisplayYUVOverlay(_THIS, SDL_Overlay *overlay, SDL_Rect *src, SDL_Rect *dst) { struct private_yuvhwdata *hwdata; __u32 cmd; struct ps2_packet packet; int h, w, i; Uint32 *lum, *Cr, *Cb; int lum_pitch; int crb_pitch; Uint32 *lum_src, *Cr_src, *Cb_src; Uint32 *srcp, *dstp; unsigned int x, y; SDL_Surface *screen; /* Find out where the various portions of the image are */ hwdata = overlay->hwdata; switch (overlay->format) { case SDL_YV12_OVERLAY: lum = (Uint32 *)overlay->pixels[0]; Cr = (Uint32 *)overlay->pixels[1]; Cb = (Uint32 *)overlay->pixels[2]; break; case SDL_IYUV_OVERLAY: lum = (Uint32 *)overlay->pixels[0]; Cr = (Uint32 *)overlay->pixels[2]; Cb = (Uint32 *)overlay->pixels[1]; default: SDL_SetError("Unsupported YUV format in blit (?)"); return(-1); } dstp = (Uint32 *)hwdata->ipu_imem; lum_pitch = overlay->w/4; crb_pitch = (overlay->w/2)/4; /* Copy blocks of 16x16 pixels to the DMA area */ for ( h=overlay->h/16; h; --h ) { lum_src = lum; Cr_src = Cr; Cb_src = Cb; for ( w=overlay->w/16; w; --w ) { srcp = lum_src; for ( i=0; i<16; ++i ) { dstp[0] = srcp[0]; dstp[1] = srcp[1]; dstp[2] = srcp[2]; dstp[3] = srcp[3]; srcp += lum_pitch; dstp += 4; } srcp = Cb_src; for ( i=0; i<8; ++i ) { dstp[0] = srcp[0]; dstp[1] = srcp[1]; srcp += crb_pitch; dstp += 2; } srcp = Cr_src; for ( i=0; i<8; ++i ) { dstp[0] = srcp[0]; dstp[1] = srcp[1]; srcp += crb_pitch; dstp += 2; } lum_src += 16 / 4; Cb_src += 8 / 4; Cr_src += 8 / 4; } lum += lum_pitch * 16; Cr += crb_pitch * 8; Cb += crb_pitch * 8; } /* Send the macroblock data to the IPU */ #ifdef DEBUG_YUV fprintf(stderr, "Sending data to IPU..\n"); #endif packet.ptr = hwdata->ipu_imem; packet.len = hwdata->macroblocks * (16 * 16 + 8 * 8 + 8 * 8); ioctl(hwdata->ipu_fd, PS2IOC_SENDA, &packet); /* Trigger the DMA to the IPU for conversion */ #ifdef DEBUG_YUV fprintf(stderr, "Trigging conversion command\n"); #endif cmd = (7 << 28) + hwdata->macroblocks; if ( screen_image.psm == PS2_GS_PSMCT16 ) { cmd += (1 << 27) + /* Output RGB 555 */ (1 << 26); /* Dither output */ } ioctl(hwdata->ipu_fd, PS2IOC_SIPUCMD, &cmd); /* Retrieve the converted image from the IPU */ #ifdef DEBUG_YUV fprintf(stderr, "Retrieving data from IPU..\n"); #endif packet.ptr = hwdata->ipu_omem; packet.len = overlay->w * overlay->h * this->screen->format->BytesPerPixel; ioctl(hwdata->ipu_fd, PS2IOC_RECV, &packet); #ifdef DEBUG_YUV fprintf(stderr, "Copying image to screen..\n"); #endif /* Wait for previous DMA to complete */ ioctl(console_fd, PS2IOC_SENDQCT, 1); /* Send the current image to the screen and scale it */ screen = this->screen; x = (unsigned int)dst->x; y = (unsigned int)dst->y; if ( screen->offset ) { x += (screen->offset % screen->pitch) / screen->format->BytesPerPixel; y += (screen->offset / screen->pitch); } y += screen_image.y; *hwdata->stretch_x1y1 = (x * 16) + ((y * 16) << 16); x += (unsigned int)dst->w; y += (unsigned int)dst->h; *hwdata->stretch_x2y2 = (x * 16) + ((y * 16) << 16); return ioctl(console_fd, PS2IOC_SENDL, &hwdata->plist); } void GS_FreeYUVOverlay(_THIS, SDL_Overlay *overlay) { struct private_yuvhwdata *hwdata; hwdata = overlay->hwdata; if ( hwdata ) { if ( hwdata->ipu_fd >= 0 ) { close(hwdata->ipu_fd); } if ( hwdata->dma_mem ) { munmap(hwdata->dma_mem, hwdata->dma_len); } if ( hwdata->plist.packet ) { SDL_free(hwdata->plist.packet); } if ( hwdata->pixels ) { SDL_free(hwdata->pixels); } SDL_free(hwdata); } }