mirror of https://github.com/mgba-emu/mgba.git
PSP2: Use GBAContext
This commit is contained in:
parent
540e1ff1e6
commit
c9b01e0aff
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@ -72,7 +72,9 @@ int main() {
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if (!selectFile(¶ms, "cache0:", path, sizeof(path), "gba")) {
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if (!selectFile(¶ms, "cache0:", path, sizeof(path), "gba")) {
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break;
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break;
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}
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}
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GBAPSP2LoadROM(path);
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if (!GBAPSP2LoadROM(path)) {
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continue;
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}
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GBAPSP2Runloop();
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GBAPSP2Runloop();
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GBAPSP2UnloadROM();
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GBAPSP2UnloadROM();
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}
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}
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@ -8,8 +8,7 @@
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#include "gba/gba.h"
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#include "gba/gba.h"
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#include "gba/input.h"
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#include "gba/input.h"
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#include "gba/audio.h"
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#include "gba/audio.h"
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#include "gba/supervisor/overrides.h"
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#include "gba/supervisor/context.h"
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#include "gba/video.h"
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#include "gba/renderers/video-software.h"
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#include "gba/renderers/video-software.h"
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#include "util/circle-buffer.h"
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#include "util/circle-buffer.h"
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@ -27,13 +26,8 @@
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#include <vita2d.h>
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#include <vita2d.h>
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static char gameName[13];
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static struct GBAContext context;
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static struct GBA* gba;
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static struct ARMCore* cpu;
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static struct VFile* rom;
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static struct VFile* save;
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static struct GBAVideoSoftwareRenderer renderer;
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static struct GBAVideoSoftwareRenderer renderer;
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static struct GBAInputMap inputMap;
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static vita2d_texture* tex;
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static vita2d_texture* tex;
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static Thread audioThread;
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static Thread audioThread;
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@ -81,82 +75,65 @@ static THREAD_ENTRY _audioThread(void* context) {
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}
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}
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void GBAPSP2Setup() {
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void GBAPSP2Setup() {
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GBAInputMapInit(&inputMap);
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GBAContextInit(&context, 0);
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_mapVitaKey(&inputMap, PSP2_CTRL_CROSS, GBA_KEY_A);
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struct GBAOptions opts = {
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_mapVitaKey(&inputMap, PSP2_CTRL_CIRCLE, GBA_KEY_B);
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.useBios = true,
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_mapVitaKey(&inputMap, PSP2_CTRL_START, GBA_KEY_START);
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.logLevel = 0,
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_mapVitaKey(&inputMap, PSP2_CTRL_SELECT, GBA_KEY_SELECT);
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.idleOptimization = IDLE_LOOP_DETECT
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_mapVitaKey(&inputMap, PSP2_CTRL_UP, GBA_KEY_UP);
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};
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_mapVitaKey(&inputMap, PSP2_CTRL_DOWN, GBA_KEY_DOWN);
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GBAConfigLoadDefaults(&context.config, &opts);
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_mapVitaKey(&inputMap, PSP2_CTRL_LEFT, GBA_KEY_LEFT);
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_mapVitaKey(&context.inputMap, PSP2_CTRL_CROSS, GBA_KEY_A);
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_mapVitaKey(&inputMap, PSP2_CTRL_RIGHT, GBA_KEY_RIGHT);
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_mapVitaKey(&context.inputMap, PSP2_CTRL_CIRCLE, GBA_KEY_B);
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_mapVitaKey(&inputMap, PSP2_CTRL_LTRIGGER, GBA_KEY_L);
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_mapVitaKey(&context.inputMap, PSP2_CTRL_START, GBA_KEY_START);
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_mapVitaKey(&inputMap, PSP2_CTRL_RTRIGGER, GBA_KEY_R);
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_mapVitaKey(&context.inputMap, PSP2_CTRL_SELECT, GBA_KEY_SELECT);
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_mapVitaKey(&context.inputMap, PSP2_CTRL_UP, GBA_KEY_UP);
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_mapVitaKey(&context.inputMap, PSP2_CTRL_DOWN, GBA_KEY_DOWN);
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_mapVitaKey(&context.inputMap, PSP2_CTRL_LEFT, GBA_KEY_LEFT);
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_mapVitaKey(&context.inputMap, PSP2_CTRL_RIGHT, GBA_KEY_RIGHT);
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_mapVitaKey(&context.inputMap, PSP2_CTRL_LTRIGGER, GBA_KEY_L);
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_mapVitaKey(&context.inputMap, PSP2_CTRL_RTRIGGER, GBA_KEY_R);
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struct GBAAxis desc = { GBA_KEY_DOWN, GBA_KEY_UP, 192, 64 };
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struct GBAAxis desc = { GBA_KEY_DOWN, GBA_KEY_UP, 192, 64 };
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GBAInputBindAxis(&inputMap, PSP2_INPUT, 0, &desc);
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GBAInputBindAxis(&context.inputMap, PSP2_INPUT, 0, &desc);
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desc = (struct GBAAxis) { GBA_KEY_RIGHT, GBA_KEY_LEFT, 192, 64 };
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desc = (struct GBAAxis) { GBA_KEY_RIGHT, GBA_KEY_LEFT, 192, 64 };
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GBAInputBindAxis(&inputMap, PSP2_INPUT, 1, &desc);
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GBAInputBindAxis(&context.inputMap, PSP2_INPUT, 1, &desc);
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tex = vita2d_create_empty_texture_format(256, 256, SCE_GXM_TEXTURE_FORMAT_X8U8U8U8_1BGR);
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tex = vita2d_create_empty_texture_format(256, 256, SCE_GXM_TEXTURE_FORMAT_X8U8U8U8_1BGR);
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GBAVideoSoftwareRendererCreate(&renderer);
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renderer.outputBuffer = vita2d_texture_get_datap(tex);
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renderer.outputBuffer = vita2d_texture_get_datap(tex);
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renderer.outputBufferStride = 256;
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renderer.outputBufferStride = 256;
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GBAVideoAssociateRenderer(&context.gba->video, &renderer.d);
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printf("%s starting", projectName);
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}
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}
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void GBAPSP2LoadROM(const char* path) {
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bool GBAPSP2LoadROM(const char* path) {
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GBAVideoSoftwareRendererCreate(&renderer);
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if (!GBAContextLoadROM(&context, path, true)) {
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printf("%s failed to load!", path);
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gba = anonymousMemoryMap(sizeof(struct GBA));
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return false;
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cpu = anonymousMemoryMap(sizeof(struct ARMCore));
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}
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printf("%s loaded, starting...", path);
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printf("GBA: %08X", gba);
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GBAContextStart(&context);
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printf("CPU: %08X", cpu);
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char gameTitle[13];
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GBAGetGameTitle(context.gba, gameTitle);
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rom = VFileOpenSce(path, PSP2_O_RDONLY, 0666);
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printf("%s started!", gameTitle);
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save = VDirOptionalOpenFile(0, path, 0, ".sav", PSP2_O_RDWR | PSP2_O_CREAT);
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printf("ROM: %08X", rom);
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printf("Save: %08X", save);
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GBACreate(gba);
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ARMSetComponents(cpu, &gba->d, 0, 0);
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ARMInit(cpu);
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printf("%s initialized.", "CPU");
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gba->sync = 0;
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GBAVideoAssociateRenderer(&gba->video, &renderer.d);
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GBALoadROM(gba, rom, save, 0);
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GBAOverrideApplyDefaults(gba);
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GBAGetGameTitle(gba, gameName);
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printf("ROM loaded: %s", gameName);
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ARMReset(cpu);
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double ratio = GBAAudioCalculateRatio(1, 60, 1);
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double ratio = GBAAudioCalculateRatio(1, 60, 1);
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blip_set_rates(gba->audio.left, GBA_ARM7TDMI_FREQUENCY, 48000 * ratio);
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blip_set_rates(context.gba->audio.left, GBA_ARM7TDMI_FREQUENCY, 48000 * ratio);
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blip_set_rates(gba->audio.right, GBA_ARM7TDMI_FREQUENCY, 48000 * ratio);
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blip_set_rates(context.gba->audio.right, GBA_ARM7TDMI_FREQUENCY, 48000 * ratio);
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CircleBufferInit(&audioContext.buffer, PSP2_AUDIO_BUFFER_SIZE * sizeof(struct GBAStereoSample));
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CircleBufferInit(&audioContext.buffer, PSP2_AUDIO_BUFFER_SIZE * sizeof(struct GBAStereoSample));
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MutexInit(&audioContext.mutex);
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MutexInit(&audioContext.mutex);
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ConditionInit(&audioContext.cond);
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ConditionInit(&audioContext.cond);
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audioContext.running = true;
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audioContext.running = true;
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ThreadCreate(&audioThread, _audioThread, &audioContext);
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ThreadCreate(&audioThread, _audioThread, &audioContext);
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return true;
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printf("%s all set and ready to roll.", projectName);
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}
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}
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void GBAPSP2Runloop(void) {
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void GBAPSP2Runloop(void) {
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int activeKeys = 0;
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int activeKeys = 0;
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gba->keySource = &activeKeys;
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bool fsToggle = false;
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bool fsToggle = false;
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int frameCounter = 0;
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while (true) {
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while (true) {
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ARMRunLoop(cpu);
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if (frameCounter != gba->video.frameCounter) {
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SceCtrlData pad;
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SceCtrlData pad;
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sceCtrlPeekBufferPositive(0, &pad, 1);
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sceCtrlPeekBufferPositive(0, &pad, 1);
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if (pad.buttons & PSP2_CTRL_TRIANGLE) {
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if (pad.buttons & PSP2_CTRL_TRIANGLE) {
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@ -171,32 +148,34 @@ void GBAPSP2Runloop(void) {
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fsToggle = false;
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fsToggle = false;
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}
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}
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activeKeys = GBAInputMapKeyBits(&inputMap, PSP2_INPUT, pad.buttons, 0);
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activeKeys = GBAInputMapKeyBits(&context.inputMap, PSP2_INPUT, pad.buttons, 0);
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enum GBAKey angles = GBAInputMapAxis(&inputMap, PSP2_INPUT, 0, pad.ly);
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enum GBAKey angles = GBAInputMapAxis(&context.inputMap, PSP2_INPUT, 0, pad.ly);
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if (angles != GBA_KEY_NONE) {
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if (angles != GBA_KEY_NONE) {
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activeKeys |= 1 << angles;
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activeKeys |= 1 << angles;
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}
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}
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angles = GBAInputMapAxis(&inputMap, PSP2_INPUT, 1, pad.lx);
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angles = GBAInputMapAxis(&context.inputMap, PSP2_INPUT, 1, pad.lx);
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if (angles != GBA_KEY_NONE) {
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if (angles != GBA_KEY_NONE) {
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activeKeys |= 1 << angles;
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activeKeys |= 1 << angles;
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}
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}
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angles = GBAInputMapAxis(&inputMap, PSP2_INPUT, 2, pad.ry);
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angles = GBAInputMapAxis(&context.inputMap, PSP2_INPUT, 2, pad.ry);
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if (angles != GBA_KEY_NONE) {
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if (angles != GBA_KEY_NONE) {
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activeKeys |= 1 << angles;
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activeKeys |= 1 << angles;
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}
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}
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angles = GBAInputMapAxis(&inputMap, PSP2_INPUT, 3, pad.rx);
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angles = GBAInputMapAxis(&context.inputMap, PSP2_INPUT, 3, pad.rx);
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if (angles != GBA_KEY_NONE) {
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if (angles != GBA_KEY_NONE) {
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activeKeys |= 1 << angles;
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activeKeys |= 1 << angles;
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}
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}
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GBAContextFrame(&context, activeKeys);
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MutexLock(&audioContext.mutex);
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MutexLock(&audioContext.mutex);
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while (blip_samples_avail(gba->audio.left) >= PSP2_SAMPLES) {
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while (blip_samples_avail(context.gba->audio.left) >= PSP2_SAMPLES) {
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if (CircleBufferSize(&audioContext.buffer) + PSP2_SAMPLES * sizeof(struct GBAStereoSample) > CircleBufferCapacity(&audioContext.buffer)) {
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if (CircleBufferSize(&audioContext.buffer) + PSP2_SAMPLES * sizeof(struct GBAStereoSample) > CircleBufferCapacity(&audioContext.buffer)) {
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break;
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break;
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}
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}
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struct GBAStereoSample samples[PSP2_SAMPLES];
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struct GBAStereoSample samples[PSP2_SAMPLES];
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blip_read_samples(gba->audio.left, &samples[0].left, PSP2_SAMPLES, true);
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blip_read_samples(context.gba->audio.left, &samples[0].left, PSP2_SAMPLES, true);
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blip_read_samples(gba->audio.right, &samples[0].right, PSP2_SAMPLES, true);
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blip_read_samples(context.gba->audio.right, &samples[0].right, PSP2_SAMPLES, true);
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int i;
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int i;
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for (i = 0; i < PSP2_SAMPLES; ++i) {
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for (i = 0; i < PSP2_SAMPLES; ++i) {
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CircleBufferWrite16(&audioContext.buffer, samples[i].left);
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CircleBufferWrite16(&audioContext.buffer, samples[i].left);
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@ -211,42 +190,15 @@ void GBAPSP2Runloop(void) {
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GBAPSP2Draw();
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GBAPSP2Draw();
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vita2d_end_drawing();
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vita2d_end_drawing();
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vita2d_swap_buffers();
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vita2d_swap_buffers();
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frameCounter = gba->video.frameCounter;
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}
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}
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}
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}
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}
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void GBAPSP2UnloadROM(void) {
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void GBAPSP2UnloadROM(void) {
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printf("%s shutting down...", projectName);
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GBAContextStop(&context);
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ARMDeinit(cpu);
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GBADestroy(gba);
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rom->close(rom);
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save->close(save);
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MutexLock(&audioContext.mutex);
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audioContext.running = false;
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ConditionWake(&audioContext.cond);
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MutexUnlock(&audioContext.mutex);
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ThreadJoin(audioThread);
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CircleBufferDeinit(&audioContext.buffer);
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MutexDeinit(&audioContext.mutex);
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ConditionDeinit(&audioContext.cond);
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mappedMemoryFree(gba, 0);
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mappedMemoryFree(cpu, 0);
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gba = 0;
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cpu = 0;
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rom = 0;
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save = 0;
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}
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}
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void GBAPSP2Teardown(void) {
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void GBAPSP2Teardown(void) {
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GBAInputMapDeinit(&inputMap);
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GBAContextDeinit(&context);
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vita2d_free_texture(tex);
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vita2d_free_texture(tex);
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}
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}
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@ -11,7 +11,7 @@
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void GBAPSP2Setup(void);
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void GBAPSP2Setup(void);
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void GBAPSP2Teardown(void);
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void GBAPSP2Teardown(void);
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void GBAPSP2LoadROM(const char* path);
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bool GBAPSP2LoadROM(const char* path);
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void GBAPSP2Runloop(void);
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void GBAPSP2Runloop(void);
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void GBAPSP2UnloadROM(void);
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void GBAPSP2UnloadROM(void);
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