# HG changeset patch # User Martin Lowinski # Date 1251372836 0 # Node ID cce01ba5417438c5ddef60717ea8c0729a55392c # Parent 4ead4cef6b7b907b4b59907313793c27f1caaf91 Added comments, clean up. diff -r 4ead4cef6b7b -r cce01ba54174 src/video/ps3/SDL_ps3modes.c --- a/src/video/ps3/SDL_ps3modes.c Fri Aug 14 15:49:44 2009 +0000 +++ b/src/video/ps3/SDL_ps3modes.c Thu Aug 27 11:33:56 2009 +0000 @@ -38,7 +38,7 @@ return; } - /* Setting up the DisplayMode */ + /* Setting up the DisplayMode based on current settings */ struct ps3fb_ioctl_res res; if (ioctl(data->fbdev, PS3FB_IOCTL_SCREENINFO, &res)) { SDL_SetError("Can't get PS3FB_IOCTL_SCREENINFO"); @@ -48,7 +48,8 @@ mode.w = res.xres; mode.h = res.yres; - /* Setting up driver specific mode data */ + /* Setting up driver specific mode data, + * Get the current ps3 specific videmode number */ if (ioctl(data->fbdev, PS3FB_IOCTL_GETMODE, (unsigned long)&vid)) { SDL_SetError("Can't get PS3FB_IOCTL_GETMODE"); } @@ -56,6 +57,7 @@ modedata->mode = vid; mode.driverdata = modedata; + /* Set display's videomode and add it */ SDL_zero(display); display.desktop_mode = mode; display.current_mode = mode; @@ -64,6 +66,7 @@ deprintf(1, "-PS3_InitModes()\n"); } +/* DisplayModes available on the PS3 */ static SDL_DisplayMode ps3fb_modedb[] = { /* VESA */ {SDL_PIXELFORMAT_RGB888, 1280, 768, 0, NULL}, // WXGA @@ -75,6 +78,7 @@ {SDL_PIXELFORMAT_RGB888, 1920, 1080, 0, NULL} // 1080p }; +/* PS3 videomode number according to ps3fb_modedb */ static PS3_DisplayModeData ps3fb_data[] = { {11}, {12}, {13}, {130}, {131}, {133}, }; diff -r 4ead4cef6b7b -r cce01ba54174 src/video/ps3/SDL_ps3render.c --- a/src/video/ps3/SDL_ps3render.c Fri Aug 14 15:49:44 2009 +0000 +++ b/src/video/ps3/SDL_ps3render.c Thu Aug 27 11:33:56 2009 +0000 @@ -43,7 +43,6 @@ extern spe_program_handle_t bilin_scaler_spu; /* SDL surface based renderer implementation */ - static SDL_Renderer *SDL_PS3_CreateRenderer(SDL_Window * window, Uint32 flags); static int SDL_PS3_DisplayModeChanged(SDL_Renderer * renderer); @@ -107,7 +106,8 @@ /* size of a screen line: width * bpp/8 */ unsigned int line_length; - /* Use two buffers in fb? res < 720p */ + /* Is the kernels fb size bigger than ~12MB + * double buffering will work for 1080p */ unsigned int double_buffering; /* SPE threading stuff */ @@ -232,7 +232,7 @@ return NULL; } - /* Set up the SPEs */ + /* Set up the SPE threading data */ data->converter_thread_data = (spu_data_t *) malloc(sizeof(spu_data_t)); data->scaler_thread_data = (spu_data_t *) malloc(sizeof(spu_data_t)); if (data->converter_thread_data == NULL || data->scaler_thread_data == NULL) { @@ -377,6 +377,7 @@ dst = (Uint8 *) dstpixels + rect->y * data->pitch + rect->x * SDL_BYTESPERPIXEL(texture->format); length = rect->w * SDL_BYTESPERPIXEL(texture->format); + /* Update the texture */ for (row = 0; row < rect->h; ++row) { SDL_memcpy(dst, src, length); src += pitch; @@ -520,18 +521,6 @@ PS3_TextureData *txdata = (PS3_TextureData *) texture->driverdata; SDL_VideoData *devdata = display->device->driverdata; - /* Debug info */ - deprintf(1, "srcrect->w = %u\n", srcrect->w); - deprintf(1, "srcrect->h = %u\n", srcrect->h); - deprintf(1, "srcrect->x = %u\n", srcrect->x); - deprintf(1, "srcrect->y = %u\n", srcrect->y); - deprintf(1, "dstrect->w = %u\n", dstrect->w); - deprintf(1, "dstrect->h = %u\n", dstrect->h); - deprintf(1, "dstrect->x = %u\n", dstrect->x); - deprintf(1, "dstrect->y = %u\n", dstrect->y); - deprintf(1, "texture->w = %u\n", texture->w); - deprintf(1, "texture->h = %u\n", texture->h); - if (SDL_ISPIXELFORMAT_FOURCC(texture->format)) { deprintf(1, "Texture is in a FOURCC format\n"); if ((texture->format == SDL_PIXELFORMAT_YV12 || texture->format == SDL_PIXELFORMAT_IYUV) diff -r 4ead4cef6b7b -r cce01ba54174 src/video/ps3/SDL_ps3spe.c --- a/src/video/ps3/SDL_ps3spe.c Fri Aug 14 15:49:44 2009 +0000 +++ b/src/video/ps3/SDL_ps3spe.c Thu Aug 27 11:33:56 2009 +0000 @@ -27,31 +27,6 @@ #include "SDL_ps3video.h" #include "SDL_ps3render_c.h" - -/* This SPE API basically provides 3 ways to run and control a program - * on the SPE: - * - Start and stop the program (keepalive=0). - * SPE_Start() will implicitly boot up the program, create a thread and run - * the context. - * SPE_Stop() will join the (terminated) thread (may block) and return. - * - Boot the program and run it (keepalive=0). - * SPE_Boot() will create a context and load the program and finally start - * the context with SPE_Start(). - * SPE_Stop() will savely end the program. - * - Boot, Run and send messages to the program (keepalive=1). - * Start the program by using one of the methods described above. When - * received the READY-message the program is in its infinite loop waiting - * for new messages. - * Every time you run the program, send SPU_START and the address of the - * according struct using SPE_SendMsg(). - * SPE_WaitForMsg() will than wait for SPU_FIN and is blocking. - * SPE_Shutdown() sends SPU_EXIT and finally stops the program. - * - * Therefor the SPE program - * - either runs once and returns - * - or runs in an infinite loop and is controlled by messages. - */ - /* Start the SPE thread */ int SPE_Start(spu_data_t * spe_data) { diff -r 4ead4cef6b7b -r cce01ba54174 src/video/ps3/SDL_ps3spe_c.h --- a/src/video/ps3/SDL_ps3spe_c.h Fri Aug 14 15:49:44 2009 +0000 +++ b/src/video/ps3/SDL_ps3spe_c.h Thu Aug 27 11:33:56 2009 +0000 @@ -19,6 +19,31 @@ Sam Lantinga slouken@libsdl.org */ + +/* This SPE API basically provides 3 ways to run and control a program + * on the SPE: + * - Start and stop the program (keepalive=0). + * SPE_Start() will implicitly boot up the program, create a thread and run + * the context. + * SPE_Stop() will join the (terminated) thread (may block) and return. + * - Boot the program and run it (keepalive=0). + * SPE_Boot() will create a context and load the program and finally start + * the context with SPE_Start(). + * SPE_Stop() will savely end the program. + * - Boot, Run and send messages to the program (keepalive=1). + * Start the program by using one of the methods described above. When + * received the READY-message the program is in its infinite loop waiting + * for new messages. + * Every time you run the program, send SPU_START and the address of the + * according struct using SPE_SendMsg(). + * SPE_WaitForMsg() will than wait for SPU_FIN and is blocking. + * SPE_Shutdown() sends SPU_EXIT and finally stops the program. + * + * Therefor the SPE program + * - either runs once and returns + * - or runs in an infinite loop and is controlled by messages. + */ + #include "SDL_config.h" #include "spulibs/spu_common.h" diff -r 4ead4cef6b7b -r cce01ba54174 src/video/ps3/SDL_ps3video.c --- a/src/video/ps3/SDL_ps3video.c Fri Aug 14 15:49:44 2009 +0000 +++ b/src/video/ps3/SDL_ps3video.c Thu Aug 27 11:33:56 2009 +0000 @@ -129,26 +129,6 @@ SDL_VideoData *data = (SDL_VideoData *) _this->driverdata; SDL_DisplayMode mode; -#if 0 - /* Use a fake 32-bpp desktop mode */ - mode.format = SDL_PIXELFORMAT_RGB888; - mode.w = 1920; - mode.h = 1080; - mode.refresh_rate = 0; - mode.driverdata = NULL; - SDL_AddBasicVideoDisplay(&mode); - SDL_AddRenderDriver(0, &SDL_PS3_RenderDriver); - - //SDL_zero(mode); - SDL_AddDisplayMode(0, &mode); - //display.desktop_mode = mode; - //display.current_mode = mode; -#endif - - /* - *PS3 stuff - */ - /* Create SPU fb_parms and thread structure */ data->fb_parms = (struct fb_writer_parms_t *) memalign(16, sizeof(struct fb_writer_parms_t)); @@ -200,11 +180,8 @@ /* Blank screen */ memset(data->frame_buffer, 0x00, fb_finfo.smem_len); -#if 1 PS3_InitModes(_this); - SDL_AddRenderDriver(0, &SDL_PS3_RenderDriver); -#endif /* We're done! */ return 0; diff -r 4ead4cef6b7b -r cce01ba54174 src/video/ps3/spulibs/yuv2rgb.c --- a/src/video/ps3/spulibs/yuv2rgb.c Fri Aug 14 15:49:44 2009 +0000 +++ b/src/video/ps3/spulibs/yuv2rgb.c Thu Aug 27 11:33:56 2009 +0000 @@ -31,10 +31,10 @@ #include // Debugging -#define DEBUG +//#define DEBUG // Test environment for /2 resolutions -#define TESTING +//#define TESTING #ifdef DEBUG #define deprintf(fmt, args... ) \