Mercurial > sdl-ios-xcode
view src/video/ps2gs/SDL_gsyuv.c @ 4157:baf615f9f2a0 SDL-1.2
Date: Thu, 16 Oct 2008 20:27:34 +0400
From: "Ilya Kasnacheev" <ilya.kasnacheev@gmail.com>
To: sdl@lists.libsdl.org
Subject: [SDL] SDL for Windows CE: a few GAPI patches
Hi *!
I've just ported a POWDER roguelike ( http://www.zincland.com/powder/ ) to
Windows CE (PDAs, Windows Mobile/Pocket PC). To do that, I had to get libsdl
working. Thanks for the awesome project files, it built without a hitch.
Nevertheless, I've found quite a few bugs in Windows CE (GAPI) SDL
implementation, which I've solved and now present as a serie of patches.
I'll try carefully annotate them. Please annotate them so I can work
toward accepting
them into the main source tree since without them SDL isn't really working on
Windows CE (I wonder why nobody fixed them before, btw: why isn't SDL popular as
a way to develop Windows CE games? Where are no ports?)
These changes can't be considered flawless, but they can be considered working
because I've yet to hear complains about things I fixed and POWDER build for
Windows CE is now considered stable.
Note: my comments start with !!, delete them before applying.
diff -bru SDL-1.2.13/src/video/gapi/SDL_gapivideo.c
SDL-1.2.13-new/src/video/gapi/SDL_gapivideo.c
--- SDL-1.2.13/src/video/gapi/SDL_gapivideo.c 2007-12-31
07:48:00.000000000 +0300
+++ SDL-1.2.13-new/src/video/gapi/SDL_gapivideo.c 2008-10-16
20:02:11.000000000 +0400
@@ -643,6 +643,7 @@
}
gapi->userOrientation = SDL_ORIENTATION_UP;
+ gapi->systemOrientation = SDL_ORIENTATION_UP;
video->flags = SDL_FULLSCREEN; /* Clear flags, GAPI supports
fullscreen only */
/* GAPI or VGA? */
@@ -661,18 +662,21 @@
}
/* detect user landscape mode */
- if( (width > height) && (GetSystemMetrics(SM_CXSCREEN) <
GetSystemMetrics(SM_CYSCREEN)))
+ if( (width > height) && (gapi->gxProperties.cxWidth <
gapi->gxProperties.cyHeight))
gapi->userOrientation = SDL_ORIENTATION_RIGHT;
+ if(GetSystemMetrics(SM_CYSCREEN) < GetSystemMetrics(SM_CXSCREEN))
+ gapi->systemOrientation = SDL_ORIENTATION_RIGHT;
+
/* shall we apply hires fix? for example when we do not use
hires resource */
gapi->hiresFix = 0;
- if( gapi->userOrientation == SDL_ORIENTATION_RIGHT )
+ if( gapi->systemOrientation == gapi->userOrientation )
{
- if( (width > GetSystemMetrics(SM_CYSCREEN)) || (height
> GetSystemMetrics(SM_CXSCREEN)))
+ if( (width > GetSystemMetrics(SM_CXSCREEN)) || (height
> GetSystemMetrics(SM_CYSCREEN)))
gapi->hiresFix = 1;
} else
- if( (width > GetSystemMetrics(SM_CXSCREEN)) || (height
> GetSystemMetrics(SM_CYSCREEN)))
- if( !((width == GetSystemMetrics(SM_CYSCREEN))
&& (height == GetSystemMetrics(SM_CXSCREEN)))) // user portrait,
device landscape
+ if( (width > GetSystemMetrics(SM_CYSCREEN)) || (height
> GetSystemMetrics(SM_CXSCREEN)))
+// if( !((width == gapi->gxProperties.cyHeight)
&& (height == gapi->gxProperties.cxWidth))) // user portrait, device
landscape
gapi->hiresFix = 1;
switch( gapi->userOrientation )
!! It used to query system metrics which return dimensions according to screen
!! orientation, which can really be portrait, left landscape or right landscape.
!! This is presumably incorrect because we couldn't care less about user mode
!! dimensions - all we want are the GAPI framebuffer dimensions, which
only match
!! user dimensions in one of possible orientations.
!! There's a fair dose of cargo cult programming involved in this fix, but it
!! used to work only in one orientation (portrait for PDAs, where frame-buffer
!! have same orientation as user screen), and now it works on all orientations.
@@ -742,21 +746,30 @@
WIN_FlushMessageQueue();
/* Open GAPI display */
- if( !gapi->useVga && this->hidden->useGXOpenDisplay )
+ if( !gapi->useVga && this->hidden->useGXOpenDisplay &&
!this->hidden->alreadyGXOpened )
+ {
+ this->hidden->alreadyGXOpened = 1;
if( !gapi->gxFunc.GXOpenDisplay(SDL_Window, GX_FULLSCREEN) )
{
SDL_SetError("Couldn't initialize GAPI");
return(NULL);
}
+ }
#if REPORT_VIDEO_INFO
printf("Video properties:\n");
printf("display bpp: %d\n", gapi->gxProperties.cBPP);
printf("display width: %d\n", gapi->gxProperties.cxWidth);
printf("display height: %d\n", gapi->gxProperties.cyHeight);
+ printf("system display width: %d\n", GetSystemMetrics(SM_CXSCREEN));
+ printf("system display height: %d\n", GetSystemMetrics(SM_CYSCREEN));
printf("x pitch: %d\n", gapi->gxProperties.cbxPitch);
printf("y pitch: %d\n", gapi->gxProperties.cbyPitch);
printf("gapi flags: 0x%x\n", gapi->gxProperties.ffFormat);
+ printf("user orientation: %d\n", gapi->userOrientation);
+ printf("system orientation: %d\n", gapi->userOrientation);
+ printf("gapi orientation: %d\n", gapi->gapiOrientation);
+
if( !gapi->useVga && this->hidden->useGXOpenDisplay && gapi->needUpdate)
{
!! Previous version used to call gapi->gxFunc.GXOpenDisplay each time the video
!! mode would be changed. You shouldn't, because this call has a
meaning "Lock the
!! GAPI framebuffer, designate it as busy", so the second call will fail (it is
!! already locked/busy).
!! Testing might not find that because most programs set up the video mode only
!! once, but POWDER does this once in a while, so it crashed when in
320x240 mode
!! (640x480 mode doesn't use that code, it worked fine).
diff -bru SDL-1.2.13/src/video/gapi/SDL_gapivideo.h
SDL-1.2.13-new/src/video/gapi/SDL_gapivideo.h
--- SDL-1.2.13/src/video/gapi/SDL_gapivideo.h 2007-12-31
07:48:00.000000000 +0300
+++ SDL-1.2.13-new/src/video/gapi/SDL_gapivideo.h 2008-10-16
20:02:11.000000000 +0400
@@ -132,12 +132,17 @@
#define NUM_MODELISTS 4 /* 8, 16, 24, and 32 bits-per-pixel */
int SDL_nummodes[NUM_MODELISTS];
SDL_Rect **SDL_modelist[NUM_MODELISTS];
+ // The orientation of the video mode user wants to get
+ // Probably restricted to UP and RIGHT
enum SDL_ScreenOrientation userOrientation;
int invert;
char hiresFix; // using hires mode without defining hires resource
// --------------
int useGXOpenDisplay; /* use GXOpenDispplay */
+ int alreadyGXOpened;
int w, h;
+ // The orientation of GAPI framebuffer.
+ // Never changes on the same device.
enum SDL_ScreenOrientation gapiOrientation;
void *buffer; // may be 8, 16, 24, 32 bpp
@@ -153,6 +158,10 @@
int startOffset; // in bytes
int useVga;
int suspended; // do not pu anything into video memory
+ // The orientation of the system, as defined by SM_CXSCREEN
and SM_CYSCREEN
+ // User can change it by using 'screen layout' in system options
+ // Restricted to UP or RIGHT
+ enum SDL_ScreenOrientation systemOrientation;
};
!! This is a flag variable, see the previous comment
!! And yet another orientation: now we have to keep three of them in mind.
diff -bru SDL-1.2.13/src/video/wincommon/SDL_sysevents.c
SDL-1.2.13-new/src/video/wincommon/SDL_sysevents.c
--- SDL-1.2.13/src/video/wincommon/SDL_sysevents.c 2007-12-31
07:48:02.000000000 +0300
+++ SDL-1.2.13-new/src/video/wincommon/SDL_sysevents.c 2008-10-16
20:02:12.000000000 +0400
@@ -160,10 +160,22 @@
#endif */
}
break;
+ // FIXME: Older version used just SDL_VideoSurface->(w, h)
+ // w and h are "clipped" while x and y are "raw", which caused
+ // x in former and y in latter case to be clipped in a
wrong direction,
+ // thus offsetting the coordinate on 2 x clip pixels
+ // (like, 128 for 640 -> 512 clipping).
+ // We will now try to extract and use raw values.
+ // The way to do that RIGHT is do
(orientation-dependent) clipping before
+ // doing this transform, but it's hardly possible.
+
+ // SEE SDL_mouse.c /ClipOffset to understand these calculations.
case SDL_ORIENTATION_RIGHT:
if (!SDL_VideoSurface)
break;
- rotatedX = SDL_VideoSurface->w - *y;
+ rotatedX = (2 *
((SDL_VideoSurface->offset%SDL_VideoSurface->pitch)/
+ SDL_VideoSurface->format->BytesPerPixel))
+ + SDL_VideoSurface->w - *y;
rotatedY = *x;
*x = rotatedX;
*y = rotatedY;
@@ -172,7 +184,8 @@
if (!SDL_VideoSurface)
break;
rotatedX = *y;
- rotatedY = SDL_VideoSurface->h - *x;
+ rotatedY = (2 *
(SDL_VideoSurface->offset/SDL_VideoSurface->pitch))
+ + SDL_VideoSurface->h - *x;
*x = rotatedX;
*y = rotatedY;
break;
!! That's the trickest part, hence the long comment.
!! GAPI would really support only 320x240 or 640x480 mode, if application
!! requested the different screen size (as POWDER did, wishing
256x192), then SDL
!! is going to grab the first mode that fits the requested, and pad the screen
!! with black bars (as they do with wide-screen films).
!! It would also get, say, 240x320 mode, and to turn it into 256x192 it would
!! need to rotate mouse clicks.
!! It worked, but one bug slipped through: it would receive mouse clicks
!! unpadded, then rotate them, and then pad the black bars. The
problem is: rotate
!! is done by GAPI driver while padding is done by SDL core. SDL core
doesn't know
!! anything about rotating, so it would pad one of dimensions incorrectly.
I understand that some of my claims (or code) might seem unbacked, but you can
always grab the POWDER binary, compile your own libsdl with one or more of
those fixes turned off, and see how weird it would misbehave. I can even supply
you with those custom builds of libsdl if you don't want to set up the build
environment for windows ce, you'll just need a PDA or a smartphone with it.
I plan to take care of SDL on Windows CE as long as I maintain the POWDER port.
POWDER is good for that because it:
Employs both padded (with centered image, black bars) and unpadded
(image occupies full screen) graphics; initializes video more than
once; uses both 320x240 and 640x480 video; uses both stylus and
buttons.
There's still a list of unresolved issues which I'm planning to fix:
1) Arrow buttons on PDA return weird scancodes compared to PC, this
caused the game to misbehave before I've fixed that. You can see it on
those diagrams:
http://wrar.name/upload/powder-htc.png
http://wrar.name/upload/powder-pda.png
2) SDL (or underlying windows) doesn't care to rotate arrow presses
when we're in a low-res GAPI mode, but it will rotate them in VGA mode
(because of different screen orientations, the same arrow buttons can
suddently mean different directions). Solution: we should stick to
GAPI user orientation (the orientation the program supposedly wants)
and rotate the keys on our own.
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SDL mailing list
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author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Fri, 07 Nov 2008 04:15:36 +0000 |
parents | 3d138844ceab |
children | 782fd950bd46 c121d94672cb a1b03ba2fcd0 |
line wrap: on
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2006 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 + (PAGE_SIZE - 1)) & ~(PAGE_SIZE - 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); } }