Commit Graph

209 Commits

Author SHA1 Message Date
gblues 04cefd27d1 Cleanup of Wii U launcher code
== DETAILS

The Wii U main entrypoints were embedded in the frontend driver,
which isn't a great place for them. Also, the `main()` method was
pretty long and monolithic. Now it's (much) less so.

Changes:

- Refactor out the main entrypoints into their own source files
  (`wiiu/main.c` and `wiiu/main.h`)
- Optimize includes in both files, so only the minimum needed to
  compile are included.
- The `main()` method is a lot easier to understand now. It's no longer
a confusing mess of ifdefs.
- There's a small amount of changes in the headers for future work, which
  is switching kpad_driver to be callback-driven. The only change here is
  to import the function that will be used, and define some data types.

Testing:
- Did local builds and confirmed build is successful
- Successfully loaded a core and switched among a few games
2018-04-30 21:56:06 -07:00
Twinaphex 6ac4032735
Merge pull request #6580 from gblues/gblues/hid
Working HID driver for Wii U [TESTING NEEDED]
2018-04-25 23:10:39 +02:00
gblues 07864aebb4 Add fault-tolerance to kpad driver
== DETAILS

So, the KPadRead function will sometimes return 0, but this doesn't mean
the wiimote is actually disconnected. It's usually something transient, like
the BT chip has nothing to send or whatever. I don't know.

So, I added a buffer so that it won't disconnect the pad without 5
consecutive 0-reads.

This is a temporary hack; a proper solution will use the Wii U's callback
mechanisms to do wiimote detection. But that's a separate project. This at
least prevents OSD spam.

== TESTING

Tested locally. Verified that connecting/disconnecting nunchuk during play
still works properly.
2018-04-24 21:46:42 -07:00
gblues f33fa3d566 Fix pad leak in kpad (wiimote) driver
== DETAILS

This is the wiimote version of the same bug I previously fixed in the HID
driver, where disconnected pads didn't actually invoke the unregister task.

This has an extra wrinkle, in that we *also* need to invoke the unregister
task when the wiimote device changes (e.g. user plugs in a nunchuk or
classic controller).

Now, there's still the problem of the "disconnect" detection being broken; so
a consequence of this commit is OSD spam. However, the actual wiimote input
is processed successfully and there's no noticeable issues in the pad
handling.

== TESTING

Using Mario 3, I played a level in which I started as bare wiimote, then
hot-plugged the nunchuk, and the input switched automatically. At  the
end of the level, I hot-unplugged the nunchuk and it automatically reverted
to horizontal layout; and the pad remained 100% responsive the entire time.
2018-04-24 21:20:08 -07:00
gblues 1d84c0eca1 Fix analog for DS3, plus some cleanups
== DETAILS

- DS3 analog wasn't working mainly because I forgot to actually declare the
  axes in input/input_autoconfig.c when declaring the pad. Whoops.
- I also moved the axis decoding logic to a more central place, because it
  clearly is not Wii U specific.
- Removed some dead commented-out code

== TESTING

Can use analog inputs on both GCA and DS3. Tested in Mario 3 on Nestopia core.

Haven't tested with any actual analog games, but I did confirm via logging
that the correct ranges are produced.
2018-04-23 23:22:27 -07:00
gblues ef36744859 Start implementing fall-back to async read
== DETAILS

The Wii U GC adapter doesn't seem to like doing async reads if it is connected
via a USB hub. It seems to be device-specific, though, because my DS3 works
just fine through the same hub.

I tried creating a fallback to synchronous reads, but it resulted in a hard
lock of the system. So, for the time being, it's going to be a known
limitation. Might be solved by using a powered USB hub.

Learned that the cache alignment is 64, not 32, so the alignment math has
been updated. Thanks, @aliaspider for that info.
2018-04-20 21:58:45 -07:00
gblues 0c92fab0b9 Fix GameCube button detection
This should fix the issue where R/L buttons didn't register when doing
input detection.

This also brings the GC pad in line with the rest of the gamepads in
input_autodetect_builtin.c.

Also fixed a really stupid bug that was part of why analog inputs aren't
being read. Analog still isn't working, mind, but it's a lot closer to
working now that it's actually getting down into the pad driver level!
2018-04-20 00:00:33 -07:00
Ash 8e1437ad86
[WiiU] Add build information to exception handler 2018-04-15 17:19:39 +10:00
gblues fb5b31faf3 Merge branch 'master' into gblues/hid 2018-04-14 14:18:03 -07:00
gblues 97e09d179f Fix deadlocks when device is unplugged
== DETAILS
TIL that it's bad to call synchronization code from callbacks.

To avoid that, I made the following changes:

- Implemented an atomic swap (see previous commit) to avoid explicit
  locking when working with the event list
- ensure locks are only acquired in either the main thread or the
  I/O polling thread
- use an explicit polling loop; we still use async reads, but the
  read doesn't immediately re-invoke itself.
- remove the sleep in the polling thread.
- remove unnecessary locking in the thread cleanup call--verified that
  the list can't be modified while it is being executed.

== TESTING
I tested locally, and was able to disconnect/reconnect USB devices several times without the worker thread getting deadlocked.
2018-04-14 13:30:34 -07:00
gblues dca36ebaf8 Add small snippet for atomic value swapping
Fortunately, the gcc port implements the builtins and, from basic
testing, they seem to work.

This is only really useful on Wii U--other platforms have more
robust atomic operations, or aren't using gcc to build.
2018-04-14 01:26:26 -07:00
twinaphex a82bb0ec94 Create special type input_bits_t 2018-04-08 20:21:12 +02:00
gblues 4433cbebc6 Get digital inputs for Sony DualShock 3 working
== DETAILS

- fix the bitshift math
- read the right bytes out of the ds3 data packet
- remove verbose logging in critical path
- stop caring about errors in the hid read loop -- seems to just
  be benign "device not ready" -- or at least, that's what I'm assuming
  given that the read eventually succeeds.

== TESTING
Played Mario 3 with the DS3 with no issues.
2018-04-05 23:03:38 -07:00
gblues af08e5015a More work on Dual Shock 3 driver
== DETAILS

- update to not try starting the read loop until after the device
  is successfully initialized
- add new HID wrapper macros needed by ds3 driver
- add some debug logging to help with troubleshooting
- add button map for DS3

== TESTING
Tested with local build. DS3 init is not working.
2018-04-02 23:16:49 -07:00
gblues 9bc5a15c2d Enable pads to register in any order
== DETAILS

Whereas the last commit had a hack (that disabled the wiimote
driver in the process), this has.. well, a *different* hack that
allows pads to register in any order.

Note that due to the initialization routines, the gamepad will still
likely always get slot 0. Not sure if this can be overridden via config
or not.

== TESTING

Tested locally with GC adapter
2018-04-01 18:52:26 -07:00
gblues 2cf89feb86 Code clean-up
== DETAILS

Now that I have a working implementation, it's time to tidy up a bit:

- there was no need for the HID subsystem's object data to have a reference
  to the global hid state (since it's global), so removed it.
- refactored the users of that member to use the global state, defining
  reusable macros.
- reorganized the information in *.h files
- removing the hid state also made the constructor changes to the hid driver
  unneeded, so I reverted those changes.

== TESTING
Confirmed clean build. Haven't tested the build yet to make sure everything
still works, though.
2018-03-31 22:25:30 -07:00
gblues 5060c2aac4 More fixes, GC pad kinda sorta works
== DETAILS

- Added a new method to the joypad_connection_t interface for
  getting a single button
- wired everything into the hidpad driver
- for testing purposes, hacking the top-level joypad driver
  so that kpad isn't used
- add a new RARCH_LOG_BUFFER method to verbosity for logging the
  contents of a binary buffer (useful for writing/debugging pad drivers)
- fix a few bugs in the wiiu GC pad driver

The button mapping isn't quite right, and I'm not sure what's
going wrong.
2018-03-29 23:37:11 -07:00
gblues 89c1ba7929 Keep HID pads from clobbering gamepad/wiimotes
== DETAILS

Trying to do weird pad math just wasn't working so I bit the bullet and just
let it allocate all 16 pads in the slot list, then just mark 0-4 as
connected so that the slot allocator would start at 5.

I can see it detect the pad, but no idea if it works. Out of time for
today.
2018-03-29 23:37:11 -07:00
gblues 1eea48d0c8 Fix crash on exit bug
== DETAILS

Turns out freeing memory that's already been freed is.. bad.

Fix two double-free instances; one due to over-freeing and the other
due to wrong order-of-operations causing a double free.

Also updated logging a little.

== TESTING

The GC adapter still clobbers slot 0, but the "emergency exit" sequence
works to quit RA cleanly.
2018-03-29 23:37:11 -07:00
gblues 6b43defc98 Less verbose logging 2018-03-29 23:37:11 -07:00
gblues 8a4c5086fb Finish HID implementation for WiiU GCA adapter
== DETAILS

(I think)

- Uncomment the call in the read loop to start feeding packets to the
  driver
- implement the GCA packet driver
- implement the pad interface
- fix indentations in GCA driver

== TESTING
Compiles. Haven't tested yet.
2018-03-29 23:37:11 -07:00
gblues 180d6a28bf Fix up HID device driver initialization
== DETAILS
Turns out the cause of the crash was a bad cast, resulting in a
function call to nowhere.

Also, I think the DSI exception handler only works on the primary core;
when this was happening in the background thread, I got a black
screen error instead.

Next up: finishing up the GCA driver.
2018-03-29 23:37:11 -07:00
gblues dc6f4c23ed Rename hid_driver_instance members for clarity 2018-03-29 23:37:11 -07:00
gblues 4b9d5c0ab7 Start implementing "detach" code path
== DETAILS
We're at a point where we need to do more than just
clean up a local data structure, so I've started
implementing the "detach" part of the code so that
everything gets cleaned up properly.

Also, added error handling inside the polling
thread.

== TESTING

Have not tested yet.
2018-03-29 23:37:11 -07:00
gblues 0100d58ffb WIP: evolve driver implementation
== DETAILS

I've created the concept of a hid_driver_instance_t which is basically
a central place to store the hid pad driver, hid subsystem driver,
the pad list, and the instance data for the above in a central location.

The HID pad device drivers can use it to perform HID operations in a
generic manner.

This is more-or-less a pause point so I can catch up with upstream.

== TESTING

Haven't tested this yet. Compiles without warnings though!
2018-03-29 23:37:11 -07:00
gblues 41ce8853d7 Add name for hid device; implement detect
== DETAILS

- detect() methods in device_* files now check for VID/PID
  instead of just returning false
- add "name" field on hid device, mainly for logging purposes

== TESTING
Verified my WiiU GC adapter detected properly
2018-03-29 23:37:11 -07:00
gblues ae19eed00f implement hid device search 2018-03-29 23:37:11 -07:00
not6 af8559bc19
Update imports.h
add OSGetCurrentThread and OSExitThread.
2018-02-25 13:53:57 +00:00
twinaphex 4f7f237644 (Wiiu) uniquely name global variable 'pos' to prevent collissions with
variables in other cores (like freeintv)
2018-02-03 15:40:54 +01:00
Ash af37d3780a
[WiiU] Fix indentation, for real this time
-_-
2018-01-30 17:43:45 +11:00
Ash 68f7aeadb2
[WiiU] Reformat line indents
Not sure what happened there. Do we need a squash merge now?
2018-01-30 17:38:16 +11:00
Ash 3a442af6be
[WiiU] Add missing time/clock libc functions
Add some timing functions so that we can know the time (woo-hoo?)
I use errno here, which worries me a bit. I wouldn't put it past
devkitPPC to have it as a null pointer or something.

Can confirm this makes XMB's clock work, much to @cucholix's delight;
I'm sure ;D
2018-01-30 17:14:58 +11:00
Twinaphex 0c3a684e2c
Merge pull request #6192 from gblues/master
Fix memory management bugs
2018-01-28 08:48:21 +01:00
gblues f2ea5dde11 Fix memory management bugs
== DETAILS

 * Fix double-free in hidpad shutdown code
 * Fix possible double-free in hidpad error handling code
 * Fix memory leak in adapter delete method
2018-01-27 22:54:59 -08:00
Twinaphex a3757cea70
Merge pull request #6165 from gblues/master
Fix wiimote detection
2018-01-24 06:38:19 +01:00
gblues 9e2d53dc99 Fix wiimote detection
== DETAILS
When I split out wiiu_gamepad into multiple sub-drivers, I missed a spot.

The code expects the device type to be initialized to a magic number
(0xfd), and instead it was getting initalized to zero, which meant it
never triggered the detection process.

I re-added the initialization, and now it works.

== TESTING

Tested with nestopia core to confirm autodetect and game response works.
2018-01-23 19:57:51 -08:00
aliaspider c8027ebe1d (tools) add the tool used to generate the d3d headers. 2018-01-21 04:28:06 +01:00
gblues 86ac651edf Fix disabled HID code, add defensive programming
== DETAILS

1. Noticed that the HID driver wasn't loading after setting WIIU_HID=1. Found
   that the HID driver init was ifdef'd out. Removed that.

2. Current theory around "System Memory Error 160-2203" is in-memory
   corruption. So, to try to identify it:

   - Created a routine that does a hex dump of the RPX over the logger. (I
     have a python3 script that can extract the hex dump back into a binary
     file). If a SME occurs with this routine enabled, we can see if the
     corruption is happening at read-time, or somewhere between when we send
     the RPX to the loader and try to execute it.

   - I noticed that we allocate slightly more memory than the RPX actually
     needs, and we don't zero the memory, which means there's a handful of
     bytes at the end that could be anything. I added a call to memset() to
     zero out the memory prior to loading the RPX off the SD card.

And, of course, after adding those, I haven't been able to reproduce the
System Memory Error, so maybe the uninitialized memory was the problem?

Here's hoping.
2018-01-18 19:57:19 -08:00
gblues 1515bd8c1b Minor cleanups
== DETAILS
- Add *.swp to gitignore so editor swap files don't get committed
- Remove unneeded commented-out defines from WiiU build
- Start on fix for DSI when switching cores on WiiU

== TESTING
Sigh. I'm back at "System Memory error", which makes me think the problem
might be the SD card. (On the plus side, I manually verified the hash so
at least the copy process is working).

So, that's to say that I can't actually test to see if the DSI error is
fixed.
2018-01-13 12:16:37 -08:00
aliaspider 24cb240079 (WIIU) add remaining menu shaders.
- move some files around.
2018-01-12 02:54:45 +01:00
aliaspider eac088696a (WIIU) add ribbon shader. fix menu bg gradient. 2018-01-11 02:09:03 +01:00
Twinaphex ae9e13324d
Merge pull request #6073 from aliaspider/master
(WIIU) improve support for custom shaders.
2018-01-09 03:22:49 +01:00
aliaspider dc7c0a570f (WIIU) revert changes to net_listen.sh 2018-01-09 03:07:41 +01:00
aliaspider 42905d9bbb (WIIU) add a better converter for slang shaders. 2018-01-09 03:05:29 +01:00
gblues 5894d0ef86 Remove all HID code from WiiU build via ifdef
== DETAILS
We're trying to track down the source of crashes when switching cores.
To rule out the HID code, this commit does the following:

- Wraps the library imports in an ifdef
- Wraps the object files in conditionals in Makefile.wiiu
- In wiiu_joypad, calls into the hidpad driver are wrapped in ifdef

== TESTING
This didn't solve the "System memory error" crash I've been experiencing.
But, maybe it will impact the other flavors of crashes others are seeing.
2018-01-07 20:26:24 -08:00
aliaspider 6b24663dd9 (WIIU) add more NULL check to *_free functions. 2018-01-07 03:45:41 +01:00
aliaspider 7cc34302f4 (WIIU) check for NULL in gfd_free 2018-01-07 03:40:03 +01:00
aliaspider 517a3f801f (WIIU) add a tool to convert slang shaders. 2018-01-07 03:26:14 +01:00
Alfredo Monclus bbd9a6566c WiiU: C89 style comments 2018-01-06 09:44:03 -03:00
twinaphex 8c20206afa Update 2018-01-06 12:35:00 +01:00
gblues 560a5f0a4f Fix the blocking call to HIDRead()
== DETAILS

TIL that the "max_packet_size_*" fields in the HIDDevice struct
are actually requirements, not maximums.

The reason HIDRead() was blocking was because the HIDWrite() that
sent the activation command was silently failing.

The reason HIDWrite() was silently failing was because I was using too
small of a buffer for the device.

In this case: the Wii U GC adapter, which has a "max" tx packet size of 5.

"max" is misleading. You actually have to write all 5 bytes.

Which means: copying the 1-byte buffer to the 5-byte buffer, and writing
the 5-byte buffer via HIDWrite().

So, in summary:

- Use correct semantics for HIDWrite() so that HIDRead() can work.
- Update the OSThread struct to reflect the current knowledge over at
  WUT. It's unlikely this was actually causing a problem, but never
  hurts to be more correct.

== TESTING
I temporarily enabled the call to log_buffer() and confirmed that the
GC adapter's state is successfully being read.
2018-01-05 23:12:42 -08:00
gblues 5b13f85967 Use the right value for BIT256_GET macro
== DETAILS

The BIT256_GET() macro expects a bit number (from 0-255), and we're giving it
a 32-bit mask (0x000080000).

Solution:

- Define VPAD_BUTTON_xxx_BIT macros using the bit number
- Use said macro in wiiu_input.c
- organizational cleanup:

  * put VPAD_BUTTON_TOUCH into the enum in stead of as a hokey define
  * put the touch bits in the right order
  * put in placeholder enums for (currently) unused bits
2018-01-05 20:03:10 -08:00
Andrés dedcd26495
Merge pull request #6053 from aliaspider/master
(WIIU) add preliminary multi-pass shader support.
2018-01-05 21:48:30 -05:00
aliaspider 55d262f5d8 (WIIU) add preliminary multi-pass shader support.
can load *.slangp and *.slang files. since there is no runtime compiler,
precompiled shaders (*.gsh) need to be present next to each *.slang
source file.
2018-01-06 03:39:53 +01:00
Twinaphex 3dff396ff4
Merge pull request #6050 from aliaspider/master
(WIIU) add a frame shader to match the shaders used by gl/vulkan
2018-01-05 13:49:10 +01:00
aliaspider 8e095164e0 (WIIU) add a frame shader to match the shaders used by the gl/vulkan
drivers.
2018-01-05 13:18:55 +01:00
twinaphex cf8e7cd362 (wiiu) small style nits; declare variables at top; C comments 2018-01-05 13:09:05 +01:00
Twinaphex af9911df8a
Merge pull request #6048 from gblues/master
Fix RETRO_DEVICE_ID_POINTER_PRESSED handling
2018-01-05 12:39:52 +01:00
gblues 34b120c269 Fix unfreed memory bug
== DETAILS
This should fix #6025.

After confirming that dummying out the init block of the HID subsystem
driver eliminated the crash, I narrowed it down to the event loop.

And that's when I noticed that, when the thread consumes the event,
it doesn't free it.

Oops.

Updated the event loop to free the event after it has been processed.

== TESTING
Local build, was able to load multiple ROMs in succession where prior
I was getting the system memory errors.

I've #if 0'd out a call to HIDRead that is still getting deadlocked,
because it slows down the startup/shutdown process.
2018-01-05 00:16:59 -08:00
gblues 3a0468523a Fix RETRO_DEVICE_ID_POINTER_PRESSED handling
== DETAILS

The joypad driver was only copying the first 16 bits when executing
get_buttons(). The touchpad button is bit 19, so as a result
RETRO_DEVICE_ID_POINTER_PRESSED would never fire.

We fix this for now by copying 32 bits.

== TESTING

Will need someone to verify. I don't  have a core handy that leverages
the pointer device state functionality.
2018-01-04 22:13:30 -08:00
aliaspider 3979d03cb3 (WIIU) add a gfd shader file reader. 2018-01-04 23:03:11 +01:00
aliaspider a7632620da (WIIU) add a sprite shader. 2018-01-04 17:38:04 +01:00
aliaspider e63697dca7 (WIIU) fix net logger. 2018-01-04 17:21:16 +01:00
gblues 80cdb92154 Re-re-fix wpad scaling. For real this time.
== DETAILS

@r-type got me the link to the fixed-fixed version.

Which was actually closer to where I was originally!

So:

- Revert the previous commit
- Apply the actual changes needed to fix the problem
- Bring in and fix the logging code from the previous implementation

== TESTING
- Verified that top-left is -0x7fff,-0x7fff and that bottom-right is
  0x7fff, 0x7fff.

== REVIEW
@QuarkTheAwesome @r-type @twinaphex
2018-01-03 21:32:00 -08:00
gblues c1ef5c5497 Revert "Fix wiiu touchpad scaling"
This reverts commit 1d933a6b52.
2018-01-03 19:57:38 -08:00
gblues 1d933a6b52 Fix wiiu touchpad scaling
== DETAILS

Apparently when I refactored this code, I missed out on the fix for
touchpad coordinates that @QuarkTheAwesome had committed.

Oops.

- Fix the touchpad coordinates
- Remove unneeded references to video driver in wpad_driver.c
- Remove unneeded video driver include in pad_driver.h
- Add logging in wpad_driver to verify the fix (#ifdef'd out by default)

== TESTING

Verified fix manually.
2018-01-02 23:25:03 -08:00
aliaspider 0a32642f17 (WIIU) shader: use a single attribute stream. 2017-12-31 14:06:49 +01:00
gblues c2d2fe971e Add timeout for HID thread shutdown
== DETAILS
If a call to HIDRead() ends up blocking indefinitely, it will
cause the shutdown process to wait forever.

To avoid a deadlock, I've put in a retry counter so that it will
give up after 5s and print a warning to the log.
2017-12-30 20:59:07 -08:00
Twinaphex d9c0f769c7
Merge pull request #6006 from aliaspider/master
(WIIU) update shader and add alpha blending to menu + overlays.
2017-12-31 00:21:53 +01:00
aliaspider b371f4bb32 (WIIU) add a color attribute to tex_shader.
+ some fixes to overlay and menu display code.
2017-12-30 23:21:32 +01:00
aliaspider f6fdd421c6 (WIIU) shaders: use bitfields for GPU register values. 2017-12-30 16:39:23 +01:00
twinaphex 136fb6e3c9 (WIIU) Cleanup 2017-12-30 15:35:32 +01:00
gblues ec45df79f4 Dummy out calls into HID driver
== DETAILS

Got system memory error. Probably because the calls aren't properly
implemented. So  dummy them out for now.
2017-12-30 04:43:46 +01:00
gblues 65c177a0ee Move HID driver into wiiu/ code
== DETAILS

RetroArch's general HID drivers are intended as a full-on substitute for
other input drivers such as XInput, DInput, SDL, etc. The Wii U port is,
to my knowledge, the first case of heterogenous input drivers working
concurrently.

As such, I've moved things around:

- The HID driver source is moved into the wiiu/input/ directory alongside
  the joypad subdrivers.
- We no longer use the input_hid_init_first() method to instantiate; instead
  we just init the wiiu HID driver directly.
- The HID pad driver and HID subsystem driver enjoy a tighter coupling,
  mainly having to do with the initialization of the joypad connections
  list, because there's no way to inform the HID driver's init() method
  how many slots to allocate.

== TESTING
Will test in a moment, but at  least it compiles cleanly. ;)
2017-12-30 04:43:38 +01:00
gblues 704cc61fd8 Fix bug in autodetect macro, gamepad now works properly
== DETAILS
The gamepad didn't work because I had tried to rename the pad from
'WIIU Gamepad' to 'WiiU Gamepad'.

I added some debug logging and (to cut out a lot of trial-and-error)
discovered that the reason it didn't work was because a bug in a macro
was  using the define literally instead of substituting it (so e.g.
the autodetect handler was trying to match 'WiiU Gamepad' against the
literal string 'PAD_NAME_WIIU_GAMEPAD').

- Fixed the macro bug
- Left a minimal amount of the debug logging in place; may come in
  handy for someone else.
- Updated wpad/kpad/hidpad to use the define constants

== TESTING
Did a test build and confirmed the gamepad responded.
2017-12-30 04:43:33 +01:00
gblues 0ae7ffe0d3 Clean up dumb compile warnings, fix crash bug
== DETAILS

- the free() method of the hid_driver_t interface needs its
  parameter defined as const in order for the compiler to stop
  complaining about losing const-ness.
- if a joypad list is created with <MAX_USERS slots in it, the
  destroy() function will crash because it assumes there are MAX_USERS
  entries.

  To do this, the allocate function creates n+1 slots, and gives the
  last slot a canary value that the destroy() method can then watch for
  when iterating through the list.
2017-12-30 04:43:27 +01:00
gblues 52c754cfa8 Split wiiu_gamepad into three sub-drivers
== DETAILS
Well, after a lot of code analysis, this seems like the
best way to handle things on the Wii U without also completely
re-architecting the I/O handling in RetroArch.

How it works:

- the top-level wiiu_joypad driver is now nothing more than a
  delegator.
- the wiiu-specific drivers live in `wiiu/input/`
- wpad_driver.c handles the WiiU gamepad
- kpad_driver.c handles the wiimotes
- hidpad_driver.c will handle HID devices like the GC adapter, DS3/DS4, etc.

  (I say "will" because this isn't implemented yet)

== TESTING
Haven't actually tried the build to see if it works, but it does
compile.
2017-12-30 04:43:18 +01:00
gblues 7954dab835 Progress on I/O handling
== DETAILS

Starting to implement the I/O handling on the HID driver.

The old implementation basically had a never-ending HIDRead() callback
set up, so that callback N would start the read process for invocation
N+1.

We will take the same approach here; but now that the I/O thread is
happenning on its own core, we should be able to let it run full-
throttle without impacting emulator performance.

Of course, this hinges on the callback actually running on the same
core as the syscall was initiated on.

== TESTING
Can confirm that the read_loop_callback gets invoked on the same core
that the HIDRead() was invoked on.
2017-12-30 04:41:25 +01:00
gblues 661e5bf50b Implement new functions in hid_driver_t in WiiU driver
== DETAILS

This implements the WiiU-specific functions.

Since the wiiu_hid_t data structure contains the handle and interface
index, the method signatures can be simplified quite a bit. And since
(at least for now) we want these to be synchronous, we don't need to
expose the callback parameters.
2017-12-30 04:41:19 +01:00
gblues 678c4093c1 Start adapting the dual shock 3 driver to use the new driver format.
== DETAILS

The handshake stuff is derived from the old HID2VPAD, just in knowing
what data goes in what report.

- Added the HID_REPORT_ flags to syshid.h
- Renamed the generic "REPORT_TYPE" flags to be meaningful
- also fixed incorrect parameter list for set_protocol
== TESTING
The functions aren't implemented in wiiu_hid.c just yet,
so this is gonna crash if you try to run it.
2017-12-30 04:41:12 +01:00
gblues 192f5875b9 Simplify, add logging, revert some of the changes
== DETAILS
The old code was crashing; I did a minimalized branch and the crash
went away, so I'm bringing that over here. Meaning I'll have to
redo some of the other work I'd put in, but oh well.

(now watch it start crashing again)

== TESTING
Can confirm it builds. Wii U is busy ATM so I can't test.
2017-12-30 04:40:23 +01:00
gblues d0368124e6 Add OSFastMutex WiiU calls to list of imports 2017-12-30 04:40:10 +01:00
Nathan Strong e80d99dbae Delete controller_patcher; start on proper HID driver
== DETAILS

We discovered that the controller_patcher code was causing
the WiiU to intermittently crash when switching ROMs.

Changes:

- Completely extricates the controller_patcher code
- Create a skeleton wiiu_hid driver
- Wire up the build system to build/link it successfully

== TESTING

Has not been tested. Probably doesn't crash, since the
skeleton driver is just a copy of the null driver.
2017-12-30 04:38:57 +01:00
gblues 6904101c44 Clean up trailing whitespace
== DETAILS

Really simple code cleanup, because my editor flags trailing whitespaces
and it's pretty annoying.
2017-12-12 00:24:18 -08:00
Ash 52fb8276d7
[WiiU] Exception handler: minor comment tweak 2017-12-01 11:03:09 +11:00
Ash 469662345f
[WiiU] Exception handler: remove opcodes; fix strcmp misuse
Thanks for @gblues for finding the strcmp bug.
I've removed the opcode display since it's a bit unsafe - if the
exception handler causes a DSI; Cafe OS will take over and freeze up the
console. This is obviously not a good thing. There are possible
situations where memory is executable and not readable; so this is just
about covering all bases until a better solution can be implemented.
Maybe we can experiment a bit more once this handler isn't being used so
often ;)
2017-12-01 10:56:54 +11:00
Ash a79d3aa8aa
[WiiU] Exception handler: fix coreinit handles, add opcode to DSIs
Coreinit seems to get special handles, so adding a special case should
make its relative addresses actually become helpful again. Let's just
hope __PPCExit stays at 0x180!
Also added the violating opcode to the DSI message; may have to move it
in case it pushes stuff off the end of the screen.

Untested at time of commit. Hopefully this should make debugging #5357 a
bit easier...
2017-12-01 10:54:21 +11:00
Ash 5f00e2f6bb
[WiiU] Reformat fs_utils.c
Was getting warnings around misleading indentation when there
was none, so just redid the whole file.
2017-11-04 20:37:30 +11:00
Ash 0d38612f4a
[WiiU] Various warning/format string fixes
All things from unsigned comparisons to missing initializers; we got it
here.
2017-11-04 20:37:30 +11:00
Ash b49268a9e9
[WiiU] Redo exception handler format strings
Deals with the infamous devkitPPC "int32_t = long int" thing, and
future-proofs in case they ever change it back.
2017-11-04 20:37:30 +11:00
Maschell 6fa80376e0 [Wii U]Added some more checks while parsing the configuration files for the HID controller
This hopefully fixes the crashes when starting retroarch with (faulty)
.ini files
2017-10-25 21:16:31 +02:00
Brad Parker 19af87214a wiiu: only one dash for gcc -std 2017-10-20 23:43:33 -04:00
Maschell 05ef63fd08 [WII U] Fix for Issue #5556
This hopefully fixes the issues when you try to use 2 Controllers with
the same vid/pid at the same time.

Tested with 2 DS4 controller via the Hid to VPAD Network Client.
Adapters with multiple ports (like the official GC-Adapter) are still
working
2017-10-17 21:38:42 +02:00
Ash 6b5aef09a1
[WiiU] DRC touch support as pointer device
Allow using the Gamepad's touch screen as a RETRO_DEVICE_POINTER.
Methodology could use some work, had to add an extra axis to
joypad in order to get the data transferred into the input driver.
Feel free to change this.
Needs to emulate RETRO_DEVICE_LIGHTGUN to really be useful.
Potential for Wiimote IR in future.

Partially addresses libretro/RetroArch#5294
2017-08-19 17:40:56 +10:00
not6 10492c1ee7 Update imports.h
add additional imports  (semaphore)
2017-08-07 23:25:05 +02:00
Ash 40a4a5a733
[WiiU] Rewrite exception handler 2017-08-04 21:30:49 +10:00
Ash 2492f3d6b3 Add missing_libc_functions.c (for DOSBox) 2017-06-15 15:21:38 +10:00
Ash 7f5986e1d5 Rename Wii U log functions (conflict in DOSBox) 2017-06-15 15:20:58 +10:00
aliaspider f589c50043 (WiiU) misc. 2017-05-28 12:42:19 +01:00
aliaspider 5a92ec15cf (WiiU) fix netplay. 2017-05-26 12:32:45 +01:00