view src/video/ps3/SDL_ps3yuv.c @ 4167:a6f635e5eaa6 SDL-1.2

Fixed bug #611 From Tim Angus 2008-08-12 11:18:06 I'm one of the maintainers of ioquake3.org, an updated version of the Quake 3 engine. Relatively recently, we moved ioq3 to use SDL as a replacement for 95% of the platform specific code that was there. On the whole it's doing a great job but unfortunately since the move we've been getting complaints about the quality of the mouse input on the Windows platform to the point where for many the game is unplayable. Put in other terms, the current stable SDL 1.2 is basically not fit for purpose if you need high quality mouse input as you do in a first person shooter. Over the weekend I decided to pull my finger out and actually figure out what's going on. There are basically two major problems. Firstly, when using the "windib" driver, mouse input is gathered via the WM_MOUSEMOVE message. Googling for this indicates that often this is known to result in "spurious" and/or "missing" mouse movement events; this is the primary cause of the poor mouse input. The second problem is that the "directx" driver does not work at all in combination with OpenGL meaning that you can't use DirectInput if your application also uses OpenGL. In other words you're locked into using the "windib" driver and its poor mouse input. In order to address these problems I've done the following: * Remove WM_MOUSEMOVE based motion event generation and replace with calls to GetCursorPos which seems much more reliable. In order to achieve this I've moved mouse motion out into a separate function that is called once per DIB_PumpEvents. * Remove the restriction on the "directx" driver being inoperable in combination with OpenGL. There is a bug for this issues that I've hijacked to a certain extent (http://bugzilla.libsdl.org/show_bug.cgi?id=265). I'm the first to admit I don't really understand why this restriction is there in the first place. The commit message for the bug fix that introduced this restriction (r581) isn't very elaborate and I couldn't see any other bug tracking the issue. If anyone has more information on the bug that was avoided by r581 it would be helpful as I/someone could then look into addressing the problem without disabling the "directx" driver. * I've also removed the restriction on not being allowed to use DirectInput in windowed mode. I couldn't see any reason for this, at least not from our perspective. I have my suspicions that it'll be something like matching up the cursor with the mouse coordinates... * I bumped up the DirectInput API used to version 7 in order to get access to mouse buttons 4-7. I've had to inject a little bit of the DX7 headers into SDL there as the MinGW ones aren't up to date in this respect.
author Sam Lantinga <slouken@libsdl.org>
date Thu, 02 Apr 2009 04:43:36 +0000
parents 3b8ac3d311a2
children
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/*
 * SDL - Simple DirectMedia Layer
 * CELL BE Support for PS3 Framebuffer
 * Copyright (C) 2008, 2009 International Business Machines Corporation
 *
 * 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
 *
 *  Martin Lowinski  <lowinski [at] de [dot] ibm [ibm] com>
 *  Dirk Herrendoerfer <d.herrendoerfer [at] de [dot] ibm [dot] com>
 *  SPE code based on research by:
 *  Rene Becker
 *  Thimo Emmerich
 */

#include "SDL_config.h"

#include "SDL_video.h"
#include "SDL_ps3video.h"
#include "SDL_ps3yuv_c.h"
#include "../SDL_yuvfuncs.h"
#include "spulibs/spu_common.h"

/* Stores the executable name */
extern spe_program_handle_t yuv2rgb_spu;
extern spe_program_handle_t bilin_scaler_spu;

int SPE_Start(_THIS, spu_data_t * spe_data);
int SPE_Stop(_THIS, spu_data_t * spe_data);
int SPE_Boot(_THIS, spu_data_t * spe_data);
int SPE_Shutdown(_THIS, spu_data_t * spe_data);
int SPE_SendMsg(_THIS, spu_data_t * spe_data, unsigned int msg);
int SPE_WaitForMsg(_THIS, spu_data_t * spe_data, unsigned int msg);
void SPE_RunContext(void *thread_argp);


/* The functions used to manipulate software video overlays */
static struct private_yuvhwfuncs ps3_yuvfuncs = {
  PS3_LockYUVOverlay,
  PS3_UnlockYUVOverlay,
  PS3_DisplayYUVOverlay,
  PS3_FreeYUVOverlay
};


struct private_yuvhwdata {
	SDL_Surface *display;
	SDL_Surface *stretch;
    volatile void * pixels __attribute__((aligned(128)));

	/* These are just so we don't have to allocate them separately */
	Uint16 pitches[3];
	Uint8 * planes[3];

	unsigned int scale;

	/* Scaled YUV picture */
	Uint8 * scaler_out __attribute__((aligned(128)));

	/* YUV2RGB converter data */
    volatile struct yuv2rgb_parms_t * converter_parms __attribute__((aligned(128)));

	/* Scaler data */
    volatile struct scale_parms_t * scaler_parms __attribute__((aligned(128)));

	Uint8 locked;
};


SDL_Overlay *PS3_CreateYUVOverlay(_THIS, int width, int height, Uint32 format, SDL_Surface *display) {
	/* Only RGB packed pixel conversion supported */
	if ((display->format->BytesPerPixel != 2) &&
			(display->format->BytesPerPixel != 3) &&
			(display->format->BytesPerPixel != 4))
	{
		SDL_SetError ("Can't use YUV data on non 16/24/32 bit surfaces");
		return NULL;
	}

	/* Double-check the requested format. We'll only support YV12 */
	switch (format) {
	    case SDL_IYUV_OVERLAY:
		case SDL_YV12_OVERLAY:
			/* Supported YUV format */
			break;
		default:
			SDL_SetError("Unsupported YUV format");
			return NULL;
	}

	SDL_Overlay* overlay;
	struct private_yuvhwdata* hwdata;

	/* Create the overlay structure */
	overlay = (SDL_Overlay *) SDL_calloc(1, sizeof(SDL_Overlay));
	if (overlay == NULL) {
		SDL_OutOfMemory();
		return NULL;
	}
	SDL_memset(overlay, 0, (sizeof *overlay));

	/* Set the basic attributes */
	overlay->format = format;
	overlay->w = width;
	overlay->h = height;
	overlay->hwdata = NULL;

	/* Set up the PS3 YUV surface function structure */
	overlay->hwfuncs = &ps3_yuvfuncs;

	/* Create the pixel data and lookup tables */
	hwdata = (struct private_yuvhwdata *) SDL_calloc(1, sizeof(struct private_yuvhwdata));
	if (hwdata == NULL) {
		SDL_OutOfMemory();
		SDL_FreeYUVOverlay(overlay);
		return NULL;
	}
	overlay->hwdata = hwdata;

	hwdata->stretch = NULL;
	hwdata->display = display;

	/* Create SPU parms structure */
	hwdata->converter_parms = (struct yuv2rgb_parms_t *) memalign(16, sizeof(struct yuv2rgb_parms_t));
	hwdata->scaler_parms = (struct scale_parms_t *) memalign(16, sizeof(struct scale_parms_t));
	if (hwdata->converter_parms == NULL || hwdata->scaler_parms == NULL) {
		SDL_FreeYUVOverlay(overlay);
		SDL_OutOfMemory();
		return(NULL);
	}

	/* Set up the SPEs */
	scaler_thread_data = (spu_data_t *) malloc(sizeof(spu_data_t));
	converter_thread_data = (spu_data_t *) malloc(sizeof(spu_data_t));
	if (converter_thread_data == NULL || scaler_thread_data == NULL) {
		SDL_FreeYUVOverlay(overlay);
		SDL_OutOfMemory();
		return(NULL);
	}

	scaler_thread_data->program = bilin_scaler_spu;
	scaler_thread_data->program_name = "bilin_scaler_spu";
	scaler_thread_data->keepalive = 0;
	scaler_thread_data->booted = 0;

	converter_thread_data->program = yuv2rgb_spu;
	converter_thread_data->program_name = "yuv2rgb_spu";
	converter_thread_data->keepalive = 1;
	converter_thread_data->booted = 0;

	SPE_Start(this, converter_thread_data);

	hwdata->pixels = (Uint8 *) memalign(16, width * height + ((width * height) >> 1));
	if (hwdata->pixels == NULL) {
		SDL_FreeYUVOverlay(overlay);
		SDL_OutOfMemory();
		return(NULL);
	}

	/* 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] = (Uint8 *)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;
	}

	/* We're all done.. */
	return overlay;
}


int PS3_LockYUVOverlay(_THIS, SDL_Overlay *overlay) {
	if (overlay == NULL) {
		return -1;
	}
	overlay->hwdata->locked = 1;

	return 0;
}


void PS3_UnlockYUVOverlay(_THIS, SDL_Overlay *overlay) {
	if (overlay == NULL) {
		return;
	}
	overlay->hwdata->locked = 0;

	return;
}


int PS3_DisplayYUVOverlay(_THIS, SDL_Overlay *overlay, SDL_Rect *src, SDL_Rect *dst) {
	if ((overlay == NULL) || (overlay->hwdata == NULL)) {
		return -1;
	}

	Uint8 *lum, *Cr, *Cb;
	struct private_yuvhwdata *hwdata;
	SDL_Surface *display;

	hwdata = overlay->hwdata;
	display = hwdata->display;

	/* Do we have to scale? */
	if ((src->w != dst->w) || (src->h != dst->h) ) {
		hwdata->scale = 1;
		deprintf(1, "[PS3] We need to scale\n");
	} else {
		hwdata->scale = 0;
		deprintf(1, "[PS3] No scaling\n");
	}

	/* Find out where the various portions of the image are */
	switch (overlay->format) {
		case SDL_YV12_OVERLAY:
			lum = (Uint8 *)overlay->pixels[0];
			Cr =  (Uint8 *)overlay->pixels[1];
			Cb =  (Uint8 *)overlay->pixels[2];
			break;
		case SDL_IYUV_OVERLAY:
			lum = (Uint8 *)overlay->pixels[0];
			Cr =  (Uint8 *)overlay->pixels[2];
			Cb =  (Uint8 *)overlay->pixels[1];
			break;
		default:
			SDL_SetError("Unsupported YUV format in blit");
			return -1;
	}

	if (hwdata->scale) {
		/* Alloc mem for scaled YUV picture */
		hwdata->scaler_out = (Uint8 *) memalign(16, dst->w * dst->h + ((dst->w * dst->h) >> 1));
		if (hwdata->scaler_out == NULL) {
			SDL_FreeYUVOverlay(overlay);
			SDL_OutOfMemory();
			return -1;
		}

		/* Set parms for scaling */
		hwdata->scaler_parms->src_pixel_width = src->w;
		hwdata->scaler_parms->src_pixel_height = src->h;
		hwdata->scaler_parms->dst_pixel_width = dst->w;
		hwdata->scaler_parms->dst_pixel_height = dst->h;
		hwdata->scaler_parms->y_plane = lum;
		hwdata->scaler_parms->v_plane = Cr;
		hwdata->scaler_parms->u_plane = Cb;
		hwdata->scaler_parms->dstBuffer = hwdata->scaler_out;
		scaler_thread_data->argp = (void *)hwdata->scaler_parms;

		/* Scale the YUV overlay to given size */
		SPE_Start(this, scaler_thread_data);
		SPE_Stop(this, scaler_thread_data);

		/* Set parms for converting after scaling */
		hwdata->converter_parms->y_plane = hwdata->scaler_out;
		hwdata->converter_parms->v_plane = hwdata->scaler_out + dst->w * dst->h;
		hwdata->converter_parms->u_plane = hwdata->scaler_out + dst->w * dst->h + ((dst->w * dst->h) >> 2);
	} else {
		/* Set parms for converting */
		hwdata->converter_parms->y_plane = lum;
		hwdata->converter_parms->v_plane = Cr;
		hwdata->converter_parms->u_plane = Cb;
	}

	hwdata->converter_parms->src_pixel_width = dst->w;
	hwdata->converter_parms->src_pixel_height = dst->h;
	hwdata->converter_parms->dstBuffer = (Uint8 *) s_pixels;
	converter_thread_data->argp = (void *)hwdata->converter_parms;

	/* Convert YUV overlay to RGB */
	SPE_SendMsg(this, converter_thread_data, SPU_START);
	SPE_SendMsg(this, converter_thread_data, (unsigned int)converter_thread_data->argp);

	/* Centering */
	s_bounded_input_width = dst->w;
	s_bounded_input_height = dst->h;

	/* UpdateRects() will do the rest.. */
	SDL_UpdateRects(display, 1, dst);

	if (hwdata->scale)
		SDL_free((void *)hwdata->scaler_out);

	return 0;
}


void PS3_FreeYUVOverlay(_THIS, SDL_Overlay *overlay) {
	if (overlay == NULL) {
		return;
	}

	if (overlay->hwdata == NULL) {
		return;
	}

	struct private_yuvhwdata * hwdata;
	hwdata = overlay->hwdata;

	if (scaler_thread_data)
		SDL_free(scaler_thread_data);
	if (converter_thread_data) {
		SPE_Shutdown(this, converter_thread_data);
		SDL_free(converter_thread_data);
	}

	if (hwdata) {
		if (hwdata->pixels)
			SDL_free((void *)hwdata->pixels);
		SDL_free(hwdata);
	}
	return;
}