snes9xgx/source/ngc/video.cpp
dborth fb27030208 [Whats Was New 002 - July 21, 2008]
- added: classic and nunchuk support
- added: all controllers can now be configured
- added: GC version (untested)
- changed: mappings are no longer stored in SRAM, but in config file. 
           This means no per-game configurations, but one global 
           config per controller.
- one makefile to make all versions. (thanks to snes9x143 SVN)
2008-10-16 01:49:58 +00:00

664 lines
16 KiB
C++

/****************************************************************************
* Snes9x 1.50
*
* Nintendo Gamecube Video
*
* This is a modified renderer from the Genesis Plus Project.
* Well - you didn't expect me to write another one did ya ? -;)
*
* softdev July 2006
* crunchy2 May 2007
****************************************************************************/
#include <gccore.h>
#include <ogcsys.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <unistd.h>
#include <wiiuse/wpad.h>
#include "snes9x.h"
#include "memmap.h"
//#include "debug.h"
//#include "cpuexec.h"
//#include "ppu.h"
//#include "apu.h"
//#include "display.h"
//#include "gfx.h"
//#include "soundux.h"
//#include "spc700.h"
//#include "spc7110.h"
//#include "controls.h"
#include "aram.h"
//#include "video.h"
/*** Snes9x GFX Buffer ***/
static unsigned char snes9xgfx[1024 * 512 * 2];
/*** Memory ROM Loading ***/
extern unsigned long ARAM_ROMSIZE;
extern unsigned int SMBTimer;
/*** 2D Video ***/
unsigned int *xfb[2] = { NULL, NULL }; /*** Double buffered ***/
int whichfb = 0; /*** Switch ***/
GXRModeObj *vmode; /*** General video mode ***/
int screenheight;
extern u32* backdrop;
/*** GX ***/
#define TEX_WIDTH 512
#define TEX_HEIGHT 512
#define DEFAULT_FIFO_SIZE 256 * 1024
unsigned int copynow = GX_FALSE;
static unsigned char gp_fifo[DEFAULT_FIFO_SIZE] ATTRIBUTE_ALIGN (32);
static unsigned char texturemem[TEX_WIDTH * (TEX_HEIGHT + 8)] ATTRIBUTE_ALIGN (32);
GXTexObj texobj;
static Mtx view;
int vwidth, vheight, oldvwidth, oldvheight;
u32 FrameTimer = 0;
u8 vmode_60hz = 0;
#define HASPECT 76
#define VASPECT 54
/* New texture based scaler */
typedef struct tagcamera
{
Vector pos;
Vector up;
Vector view;
}
camera;
/*** Square Matrix
This structure controls the size of the image on the screen.
Think of the output as a -80 x 80 by -60 x 60 graph.
***/
s16 square[] ATTRIBUTE_ALIGN (32) =
{
/*
* X, Y, Z
* Values set are for roughly 4:3 aspect
*/
-HASPECT, VASPECT, 0, // 0
HASPECT, VASPECT, 0, // 1
HASPECT, -VASPECT, 0, // 2
-HASPECT, -VASPECT, 0, // 3
};
static camera cam = { {0.0F, 0.0F, 0.0F},
{0.0F, 0.5F, 0.0F},
{0.0F, 0.0F, -0.5F}
};
#ifdef VIDEO_THREADING
/****************************************************************************
* VideoThreading
****************************************************************************/
#define TSTACK 16384
lwpq_t videoblankqueue;
lwp_t vbthread;
static unsigned char vbstack[TSTACK];
/****************************************************************************
* vbgetback
*
* This callback enables the emulator to keep running while waiting for a
* vertical blank.
*
* Putting LWP to good use :)
****************************************************************************/
static void *
vbgetback (void *arg)
{
while (1)
{
VIDEO_WaitVSync (); /**< Wait for video vertical blank */
LWP_SuspendThread (vbthread);
}
return NULL;
}
/****************************************************************************
* InitVideoThread
*
* libOGC provides a nice wrapper for LWP access.
* This function sets up a new local queue and attaches the thread to it.
****************************************************************************/
void
InitVideoThread ()
{
/*** Initialise a new queue ***/
LWP_InitQueue (&videoblankqueue);
/*** Create the thread on this queue ***/
LWP_CreateThread (&vbthread, vbgetback, NULL, vbstack, TSTACK, 80);
}
#endif
/****************************************************************************
* copy_to_xfb
*
* Stock code to copy the GX buffer to the current display mode.
* Also increments the frameticker, as it's called for each vb.
****************************************************************************/
static void
copy_to_xfb (u32 arg)
{
if (copynow == GX_TRUE)
{
GX_SetZMode (GX_TRUE, GX_LEQUAL, GX_TRUE);
GX_SetColorUpdate (GX_TRUE);
GX_CopyDisp (xfb[whichfb], GX_TRUE);
GX_Flush ();
copynow = GX_FALSE;
}
FrameTimer++;
SMBTimer++;
}
/****************************************************************************
* WIP3 - Scaler Support Functions
****************************************************************************/
static void
draw_init ()
{
GX_ClearVtxDesc ();
GX_SetVtxDesc (GX_VA_POS, GX_INDEX8);
GX_SetVtxDesc (GX_VA_CLR0, GX_INDEX8);
GX_SetVtxDesc (GX_VA_TEX0, GX_DIRECT);
GX_SetVtxAttrFmt (GX_VTXFMT0, GX_VA_POS, GX_POS_XYZ, GX_S16, 0);
GX_SetVtxAttrFmt (GX_VTXFMT0, GX_VA_CLR0, GX_CLR_RGBA, GX_RGBA8, 0);
GX_SetVtxAttrFmt (GX_VTXFMT0, GX_VA_TEX0, GX_TEX_ST, GX_F32, 0);
GX_SetArray (GX_VA_POS, square, 3 * sizeof (s16));
GX_SetNumTexGens (1);
GX_SetTexCoordGen (GX_TEXCOORD0, GX_TG_MTX2x4, GX_TG_TEX0, GX_IDENTITY);
GX_InvalidateTexAll ();
GX_InitTexObj (&texobj, texturemem, vwidth, vheight, GX_TF_RGB565,
GX_CLAMP, GX_CLAMP, GX_FALSE);
}
static void
draw_vert (u8 pos, u8 c, f32 s, f32 t)
{
GX_Position1x8 (pos);
GX_Color1x8 (c);
GX_TexCoord2f32 (s, t);
}
static void
draw_square (Mtx v)
{
Mtx m; // model matrix.
Mtx mv; // modelview matrix.
/*
* Use C functions!
* Calling the faster asm ones cause reboot!
*/
guMtxIdentity (m);
guMtxTransApply (m, m, 0, 0, -100);
guMtxConcat (v, m, mv);
GX_LoadPosMtxImm (mv, GX_PNMTX0);
GX_Begin (GX_QUADS, GX_VTXFMT0, 4);
draw_vert (0, 0, 0.0, 0.0);
draw_vert (1, 0, 1.0, 0.0);
draw_vert (2, 0, 1.0, 1.0);
draw_vert (3, 0, 0.0, 1.0);
GX_End ();
}
/****************************************************************************
* StartGX
*
* This function initialises the GX.
* WIP3 - Based on texturetest from libOGC examples.
****************************************************************************/
static void
StartGX ()
{
Mtx p;
GXColor background = { 0, 0, 0, 0xff };
/*** Clear out FIFO area ***/
memset (&gp_fifo, 0, DEFAULT_FIFO_SIZE);
/*** Initialise GX ***/
GX_Init (&gp_fifo, DEFAULT_FIFO_SIZE);
GX_SetCopyClear (background, 0x00ffffff);
GX_SetViewport (0, 0, vmode->fbWidth, vmode->efbHeight, 0, 1);
GX_SetDispCopyYScale ((f32) vmode->xfbHeight / (f32) vmode->efbHeight);
GX_SetScissor (0, 0, vmode->fbWidth, vmode->efbHeight);
GX_SetDispCopySrc (0, 0, vmode->fbWidth, vmode->efbHeight);
GX_SetDispCopyDst (vmode->fbWidth, vmode->xfbHeight);
GX_SetCopyFilter (vmode->aa, vmode->sample_pattern, GX_TRUE,
vmode->vfilter);
GX_SetFieldMode (vmode->field_rendering,
((vmode->viHeight ==
2 * vmode->xfbHeight) ? GX_ENABLE : GX_DISABLE));
GX_SetPixelFmt (GX_PF_RGB8_Z24, GX_ZC_LINEAR);
GX_SetCullMode (GX_CULL_NONE);
GX_CopyDisp (xfb[whichfb], GX_TRUE);
GX_SetDispCopyGamma (GX_GM_1_0);
guPerspective (p, 60, 1.33F, 10.0F, 1000.0F);
GX_LoadProjectionMtx (p, GX_PERSPECTIVE);
vwidth = 100;
vheight = 100;
}
/****************************************************************************
* UpdatePads
*
* called by postRetraceCallback in InitGCVideo - scans gcpad and wpad
****************************************************************************/
void UpdatePadsCB()
{
#ifdef HW_RVL
WPAD_ScanPads();
#endif
PAD_ScanPads();
}
/****************************************************************************
* InitGCVideo
*
* This function MUST be called at startup.
****************************************************************************/
void
InitGCVideo ()
{
/*
* Before doing anything else under libogc,
* Call VIDEO_Init
*/
int *romptr = (int *) 0x81000000;
VIDEO_Init ();
PAD_Init ();
//DVD_Init ();
/*** Check to see if this is a GC or a Wii ***/
// int driveid = dvd_driveid();
// bool8 isWii = !((driveid == 4) || (driveid == 6) || (driveid == 8));
AUDIO_Init (NULL);
AR_Init (NULL, 0);
/* Before going any further, let's copy any attached ROM image ** */
if (memcmp ((char *) romptr, "SNESROM0", 8) == 0)
{
ARAM_ROMSIZE = romptr[2];
romptr = (int *) 0x81000020;
ARAMPut ((char *) romptr, (char *) AR_SNESROM, ARAM_ROMSIZE);
}
/*
* Always use NTSC mode - this works on NTSC and PAL, GC and Wii
vmode = &TVNtsc480IntDf;
*/
vmode = VIDEO_GetPreferredMode(NULL);
switch(vmode->viTVMode)
{
case VI_TVMODE_PAL_DS:
case VI_TVMODE_PAL_INT:
vmode_60hz = 0;
break;
case VI_TVMODE_EURGB60_PROG:
case VI_TVMODE_EURGB60_DS:
case VI_TVMODE_NTSC_DS:
case VI_TVMODE_NTSC_INT:
case VI_TVMODE_NTSC_PROG:
case VI_TVMODE_MPAL_INT:
default:
vmode_60hz = 1;
break;
}
VIDEO_Configure (vmode);
screenheight = vmode->xfbHeight;
/*
* Allocate the video buffers
*/
xfb[0] = (u32 *) MEM_K0_TO_K1 (SYS_AllocateFramebuffer (vmode));
xfb[1] = (u32 *) MEM_K0_TO_K1 (SYS_AllocateFramebuffer (vmode));
/*
* A console is always useful while debugging.
*/
console_init (xfb[0], 20, 64, vmode->fbWidth, vmode->xfbHeight, vmode->fbWidth * 2);
/*
* Clear framebuffers etc.
*/
VIDEO_ClearFrameBuffer (vmode, xfb[0], COLOR_BLACK);
VIDEO_ClearFrameBuffer (vmode, xfb[1], COLOR_BLACK);
VIDEO_SetNextFramebuffer (xfb[0]);
/*
* Let libogc populate manage the PADs for us
*/
//VIDEO_SetPostRetraceCallback ((VIRetraceCallback)PAD_ScanPads);
VIDEO_SetPostRetraceCallback ((VIRetraceCallback)UpdatePadsCB);
VIDEO_SetPreRetraceCallback ((VIRetraceCallback)copy_to_xfb);
VIDEO_SetBlack (FALSE);
VIDEO_Flush ();
VIDEO_WaitVSync ();
if (vmode->viTVMode & VI_NON_INTERLACE)
VIDEO_WaitVSync ();
copynow = GX_FALSE;
StartGX ();
#ifdef VIDEO_THREADING
InitVideoThread ();
#endif
/*
* Finally, the video is up and ready for use :)
*/
}
/****************************************************************************
* Drawing screen
****************************************************************************/
void
clearscreen (int colour)
{
whichfb ^= 1;
VIDEO_ClearFrameBuffer (vmode, xfb[whichfb], colour);
#ifdef HW_RVL
// on wii copy from memory
//memcpy ((char *) xfb[whichfb], (char *) backdrop, 640 * screenheight * 2);
#else
// on gc copy from aram
//ARAMFetch ((char *) xfb[whichfb], (char *) AR_BACKDROP, 640 * screenheight * 2); // FIX
#endif
}
void
showscreen ()
{
copynow = GX_FALSE;
VIDEO_SetNextFramebuffer (xfb[whichfb]);
VIDEO_Flush ();
VIDEO_WaitVSync ();
}
/****************************************************************************
* setGFX
*
* Setup the global GFX information for Snes9x
****************************************************************************/
void
setGFX ()
{
GFX.Screen = (unsigned short *) snes9xgfx;
GFX.Pitch = 1024;
}
#ifndef NGCC
#if 0
/****************************************************************************
* MakeTexture
*
* GC requires RGB565 colour tiles of 4 x 4 pixels.
* Ok, apparently the pipeline stalls waiting for the indexed register to update.
* Solution : Use R9 to mirror R4
*
* THIS IS NOW UNUSED, BUT LEFT HERE SO I CAN TINKER -;)
****************************************************************************/
void
MakeTexture (char *src, /*** R3 Pointer to source ***/
char *dst, /*** R4 Pointer to output ***/
int width, /*** R5 Width ***/
int height, /*** R6 Height ***/
int w1, /*** R7 Worker ***/
int w2, /*** R8 Worker ***/
int w3, /*** R9 Worker ***/
int w4) /*** R10 Worker ***/
{
/*** How many tiles per row ***/
asm ("srwi 5,5,2"); /*** Width / 4 == Tiles ***/
asm ("srwi 6,6,2"); /*** Height / 4 == Tiles ***/
asm ("mr 9,4"); /*** Mirror R4 ***/
asm ("subi 4,4,8"); /*** Adjust R4 for index update ***/
asm ("subi 9,9,4"); /*** Adjust R9 for index update ***/
/*** Outer loop ***/
asm ("DoAllTiles:");
asm ("mtctr 5"); /*** Will loop for this number of tiles across ***/
asm ("mr 8,3"); /*** Preserve current source position ***/
asm ("DoOneTile:");
/*** Store 4 Horizontal Pixels - ROW 1 ***/
asm ("lwz 7,0(3)");
asm ("stwu 7,8(4)");
asm ("lwz 10,4(3)");
asm ("stwu 10,8(9)");
/*** Store 4 Horizontal Pixels - ROW 2 ***/
asm ("lwz 7,1024(3)");
asm ("stwu 7,8(4)");
asm ("lwz 10,1028(3)");
asm ("stwu 10,8(9)");
/*** Store 4 Horizontal Pixels - ROW 3 ***/
asm ("lwz 7,2048(3)");
asm ("stwu 7,8(4)");
asm ("lwz 10,2052(3)");
asm ("stwu 10,8(9)");
/*** Store 4 Horizontal Pixels - ROW 4 ***/
asm ("lwz 7,3072(3)");
asm ("stwu 7,8(4)");
asm ("lwz 10,3076(3)");
asm ("stwu 10,8(9)");
/*** Move along 4 pixels ***/
asm ("addi 3,3,8");
/*** Repeat for next tile ***/
asm ("bdnz DoOneTile");
/*** Update R3 to be 4 rows down ***/
asm ("mr 3,8");
asm ("addi 3,3,4096");
/*** Decrement Outer Tile loop ***/
asm ("subi 6,6,1");
asm ("cmpwi 6,0");
asm ("bne DoAllTiles");
}
#endif
/****************************************************************************
* MakeTexture
*
* Proper GNU Asm rendition of the above, converted by shagkur. - Thanks!
****************************************************************************/
void
MakeTexture (const void *src, void *dst, s32 width, s32 height)
{
register u32 tmp0 = 0, tmp1 = 0, tmp2 = 0, tmp3 = 0;
__asm__ __volatile__ (" srwi %6,%6,2\n"
" srwi %7,%7,2\n"
" subi %3,%4,4\n"
" mr %4,%3\n"
" subi %4,%4,4\n"
"2: mtctr %6\n"
" mr %0,%5\n"
//
"1: lwz %1,0(%5)\n"
" stwu %1,8(%4)\n"
" lwz %2,4(%5)\n"
" stwu %2,8(%3)\n"
" lwz %1,1024(%5)\n"
" stwu %1,8(%4)\n"
" lwz %2,1028(%5)\n"
" stwu %2,8(%3)\n"
" lwz %1,2048(%5)\n"
" stwu %1,8(%4)\n"
" lwz %2,2052(%5)\n"
" stwu %2,8(%3)\n"
" lwz %1,3072(%5)\n"
" stwu %1,8(%4)\n"
" lwz %2,3076(%5)\n"
" stwu %2,8(%3)\n"
" addi %5,%5,8\n"
" bdnz 1b\n"
" addi %5,%0,4096\n"
" subic. %7,%7,1\n"
" bne 2b"
// 0 1 2 3 4 5 6 7
:"=&r" (tmp0), "=&r" (tmp1), "=&r" (tmp2),
"=&r" (tmp3), "+r" (dst):"r" (src), "r" (width),
"r" (height));
}
#endif
/****************************************************************************
* Update Video
****************************************************************************/
void
update_video (int width, int height)
{
vwidth = width;
vheight = height;
#ifdef VIDEO_THREADING
/* Ensure previous vb has complete */
while ((LWP_ThreadIsSuspended (vbthread) == 0) || (copynow == GX_TRUE))
#else
while (copynow == GX_TRUE)
#endif
{
usleep (50);
}
whichfb ^= 1;
if ((oldvheight != vheight) || (oldvwidth != vwidth))
{
/** Update scaling **/
oldvwidth = vwidth;
oldvheight = vheight;
draw_init ();
memset (&view, 0, sizeof (Mtx));
guLookAt(view, &cam.pos, &cam.up, &cam.view);
GX_SetViewport (0, 0, vmode->fbWidth, vmode->efbHeight, 0, 1);
}
GX_InvVtxCache ();
GX_InvalidateTexAll ();
GX_SetTevOp (GX_TEVSTAGE0, GX_DECAL);
GX_SetTevOrder (GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR0A0);
#ifdef NGCC
int h, w;
int *dst = (int *) texturemem;
int *src = (int *) GFX.Screen;
int hpos;
/*** Pitch for screen, regardless of size is always the same ***/
for (h = 0; h < vheight; h += 4)
{
for (w = 0; w < (vwidth >> 1); w += 2)
{
hpos = w;
*dst++ = src[hpos++];
*dst++ = src[hpos];
hpos = w + 256;
*dst++ = src[hpos++];
*dst++ = src[hpos];
hpos = w + 512;
*dst++ = src[hpos++];
*dst++ = src[hpos];
hpos = w + 768;
*dst++ = src[hpos++];
*dst++ = src[hpos];
}
src += GFX.Pitch;
}
#else
MakeTexture ((char *) GFX.Screen, (char *) texturemem, vwidth, vheight);
#endif
DCFlushRange (texturemem, TEX_WIDTH * TEX_HEIGHT * 2);
GX_SetNumChans (1);
GX_LoadTexObj (&texobj, GX_TEXMAP0);
draw_square (view);
GX_DrawDone ();
VIDEO_SetNextFramebuffer (xfb[whichfb]);
VIDEO_Flush ();
copynow = GX_TRUE;
#ifdef VIDEO_THREADING
/* Return to caller, don't waste time waiting for vb */
LWP_ResumeThread (vbthread);
#endif
}
void
zoom (float speed)
{
Vector v;
v.x = cam.view.x - cam.pos.x;
v.y = cam.view.y - cam.pos.y;
v.z = cam.view.z - cam.pos.z;
cam.pos.x += v.x * speed;
cam.pos.z += v.z * speed;
cam.view.x += v.x * speed;
cam.view.z += v.z * speed;
oldvheight = 0;
}