mirror of https://github.com/PCSX2/pcsx2.git
PS2E v2 (plugin interface) tweaks and additions.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2402 96395faa-99c1-11dd-bbfe-3dabce05a288
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@ -17,33 +17,93 @@
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#ifndef __PLUGINCALLBACKS_H__
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#define __PLUGINCALLBACKS_H__
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// --------------------------------------------------------------------------------------
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// PS2E - Version 2.xx!
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// --------------------------------------------------------------------------------------
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// This header file defines the new PS2E interface, which is laid out to be a little more
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// efficient and easy to use, and boasts significantly improved APIs over the original
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// PS2E v1.xx, which was mostly a series of hacked additions on top of PS1E. In summary:
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// this API is designed from the ground up to suit PS2 emulation, instead of being built
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// on top of a PS1 API.
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//
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// Design Philosophies:
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//
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// 1. Core APIs are established using a pair of DLL bindings (one for plugin callbacks
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// and one for emulator callbacks), which pass structures of function pointers.
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//
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// 2. Plugin instance data should be attached to the end of the plugin's callback api
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// data structure (see PS2E_ComponentAPI), and the PS2E_ComponentAPI struct is
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// passed along with every callback defined in the structure.
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//
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// 3. All plugin callbacks use __fastcall calling convention (which passes the first
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// two parameters int he ECX and EDX registers). Most compilers support this, and
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// register parameter passing is actually the standard convetion on x86/64.
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//
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// Rationale: This design improves code generation efficiency, especially when using
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// points 2 and 3 together (typically reduces 2 or 3 dereferences to 1 dereference).
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// The drawback is that not all compilers support x86/32 __fastcall, and such compilers
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// will be unable to create PS2Ev2 plugins. GCC, MSVC, Intel, and Borland (as
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// __msfastcall) do support it, and Watcom as well using #pragma aux. Anything else
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// we just don't care about. Sorry. ;)
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//
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// 4. Emulation is restricted to a single instance per-process, which means that use of
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// static/global instance variables by plugins is perfectly valid (however discouraged
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// due to efficiency reasons, see 2 and 3).
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//
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// Rationale: Due to complexities in implementing an optimized PS2 emulator (dynamic
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// recompilation, memory protection, console pipe management, thread management, etc.)
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// it's really just better this way. The drawback is that every geeks' dream of having
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// 6 different games emulating at once, with each output texture mapped to the side of
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// a rotating cube, will probably never come true. Tsk.
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//
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// --------------------------------------------------------------------------------------
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// <<< Important Notes to Plugin Authors >>>
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// --------------------------------------------------------------------------------------
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// * C++ only: Exceptions thrown by plugins may not be handled correctly if allowed to
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// escape the scope of the plugin, and could result in unexpected behavior or odd crashes.
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// For C++ plugins this means ensuring that any code that uses 'new' or STL containers
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// (string, list, vector, etc) are contained within a try{} block, since the STL can
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// throw std::bad_alloc.
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// * C++ only: C++ Exceptions must be confined to your plugin! Exceptions thrown by plugins
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// may not be handled correctly if allowed to escape the scope of the plugin, and could
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// result in unexpected behavior or odd crashes (this especially true on non-Windows
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// operating systems). For C++ plugins this means ensuring that any code that uses
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// 'new' or STL containers (string, list, vector, etc) are contained within a try{}
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// block, since the STL can throw std::bad_alloc.
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//
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// * C++ on MSW only: SEH Exceptions must not be swallowed "blindly." In simple terms this
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// means do not use these without proper re-throws, as the emulator may rely on SEH
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// for either PS2 VM cache validation or thread cancellation:
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// - catch(...)
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// - __except(EXCEPTION_EXECUTE_HANDLER)
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//
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// * Many callbacks are optional, and have been marked as such. Any optional callback can be
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// left NULL. Any callback not marked optional and left NULL will cause the emulator to
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// invalidate the plugin on either enumeration or initialization.
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//
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// --------------------------------------------------------------------------------------
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// <<< Important Notes to All Developers >>>
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// --------------------------------------------------------------------------------------
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// * Callback APIs cannot involve LIB-C or STL objects (such as FILE or std::string). The
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// internal layout of these structures can vary between versions of GLIB-C / MSVCRT.
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// internal layout of these structures can vary between versions of GLIB-C / MSVCRT, and
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// in the case of STL and other C++ objects, can vary based on seemingly mundane compiler
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// switches.
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//
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// * Callback APIs cannot alloc/free memory across dynamic library boundaries. An object
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// allocated by a plugin must be freed by that plugin.
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// allocated by a plugin must be freed by that plugin, and cannot be freed by the emu.
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//
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// * C++ exception handling cannot be used by either plugin callbacks or emulator callbacks.
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// This includes the emulator's Console callbacks, for example, since the nature of C++
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// ID-based RTTI could cause a C++ plugin with its own catch handlers to catch exceptions
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// of mismatched types from the emulator.
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//
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// * Addendum to Exception Handling: On most OS's, pthreads relies on C++ exceptions to
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// cancel threads. On Windows, this uses SEH so it works safely even across plugin stack
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// frames. On all other non-MSW platforms pthreads cancelation *must* be disabled in
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// both emulator and plugin except for a single explicit cancelation point (usually
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// provided during vsync).
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//
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// * If following all these rules, then it shouldn't matter if you mix debug/release builds
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// of plugins, SEH options (however it's recommended to ALWAYS have SEH enabled, as it
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// hardly has any impact on performance on modern CPUs), compile with different versions
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// of your MSVC/GCC compiler, or use different versions of LibC or MSVCRT. :)
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#ifndef BOOL
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@ -101,7 +161,8 @@
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#endif
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// Use fastcall by default, since under most circumstances the object-model approach of the
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// API will benefit considerably from it.
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// API will benefit considerably from it. (Yes, this means that compilers that do not
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// support fastcall are basically unusable for plugin creation. Too bad. :p
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#define PS2E_CALLBACK __fastcall
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@ -429,7 +490,7 @@ typedef struct _PS2E_EmulatorInfo
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// brief name of the emulator (ex: "PCSX2") [required]
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// Depending on the design of the emulator, this string may optionally include version
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// information, however that is not recommended since it can inhibit backward support.
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const char* EmuName;
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const char* EmuName;
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// Version information. All fields besides the emulator's name are optional.
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PS2E_VersionInfo EmuVersion;
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//
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// Typically a plugin author should only use the OSD for infrequent notices that are
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// potentially useful to users playing games (particularly at fullscreen). Trouble-
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// shooting and debug information is best dumped to console or to disk log.
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// shooting and debug information is best dumped to console or to disk log, or displayed
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// using a native popup window managed by the plugin.
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//
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// Parameters:
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// icon - an icon identifier, typically from the PS2E_OSDIconTypes enumeration. Specific
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@ -827,7 +889,7 @@ typedef struct _PS2E_LibraryAPI
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// PS2E_ComponentAPI_GS
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// --------------------------------------------------------------------------------------
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// Thread Safety:
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// All GS callbacks are issued from the GS thread only, and are always called synchronously
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// Most GS callbacks are issued from the GS thread only, and are always called synchronously
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// with all other component API functions. No locks are needed, and DirectX-based GS
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// plugins can safely disable DX multithreading support for speedup (unless the plugin
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// utilizes multiple threads of its own internally).
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// or any user-specified location).
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//
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// Thread Safety:
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// This function is only called from the GUI thread, however other threads are not
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// suspended.
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//
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// This function may be called from either GUI thread or GS thread. Emulators calling
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// it from non-GS threads must ensure mutex locking with TakeSnapshot (meaning the
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// plugin should be free to disregard threading concerns).
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void (PS2E_CALLBACK* SetSnapshotsFolder)( PS2E_THISPTR thisptr, const char* folder );
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// TakeSnapshot
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// are considered indeterminate and will be ignored by the emu).
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BOOL (PS2E_CALLBACK* TakeSnapshot)( PS2E_THISPTR thisptr, PS2E_Image* dest );
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// OSD_SetTexture
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// Uploads a new OSD texture to the GS. Display of the OSD should be performed at
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// the next soonest possible vsync.
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void (PS2E_CALLBACK* OSD_SetTexture)( PS2E_THISPTR thisptr, PS2E_Image* src );
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// OSD_SetAlpha
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// OSD_QueueMessage
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// Queues a message to the GS for display to the user. The GS can print the message
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// where-ever it pleases, though it's suggested that the messages be printed either
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// near the top or the bottom of the window (and in the black/empty area if the
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// game's display is letterboxed).
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//
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// Parameters:
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// alphOverall - Specifies the 'full' opacity of the OSD. The alphaFade setting
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// effectively slides from alphaOverall to 0.0.
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// message - text to queue (UTF8 format); will always be a single line (emulator
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// is responsible for pre-processing linebreaks into multiple messages). The pointer
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// will become invalid after this call retunrs, so be sure to make a local copy of the
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// text.
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//
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// alphaFade - Specifies the fadeout status of the OSD. This value can be loosely
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// interpreted by the GS plugin. The only requirement is that the GS plugin
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// honor the fade value of 0.0 (OSD is not displayed).
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void (PS2E_CALLBACK* OSD_SetAlpha)( PS2E_THISPTR thisptr, float alphaOverall, float alphaFade );
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// timeout - Suggested timeout period, in milliseconds. This is a hint and need
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// not be strictly adhered to by the GS.
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//
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void (PS2E_CALLBACK* OSD_QueueMessage)( PS2E_THISPTR thisptr, const char* msg, int timeout );
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// OSD_SetPosition
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// Self-explanatory.
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void (PS2E_CALLBACK* OSD_SetPosition)( PS2E_THISPTR thisptr, int xpos, int ypos );
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// OSD_IconStatus
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// Sets the visibility status of an icon. Icon placement can be determined by the GS,
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// although it's recommended that the icon be displayed near a corner of the screen, and
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// be displayed in the empty/black areas if present (letterboxing).
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//
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// Parameters:
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// iconId - Icon status to change
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// alpha - 0.0 is hdden, 1.0 is visible. Other alpha values may be used as either
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// transparency or as a scrolling factor (ie, to scroll the icon in and out of view, in
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// any way the GS plugin sees fit).
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void (PS2E_CALLBACK* OSD_IconStatus)( PS2E_THISPTR thisptr, OSDIconTypes iconId, float alpha );
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// GSvsync
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//
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//
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BOOL (PS2E_CALLBACK* GSvsync)(int field);
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// GSwriteRegs
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// Sends a GIFtag and associated register data. This is the main transfer method for all
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// GIF register data. REGLIST mode is unpacked into the forat described below.
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//
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//
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void (PS2E_CALLBACK* GSreadFIFO)(u128 *pMem, int qwc);
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// GStransferTag
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// Sends a set of GIFtags. Note that SIGNAL, FINISH, and LABEL tags are handled
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// internally by the emulator in a thread-safe manner -- the GS plugin can safely
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// ignore the tags (and there is no guarantee the emulator will even bother to
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// pass the tags onto the GS).
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//
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// Note that SIGNAL, FINISH, and LABEL tags are handled internally by the emulator in a
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// thread-safe manner -- the GS plugin should ignore those tags when processing.
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//
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// Returns FALSE if the plugin encountered a critical error while setting texture;
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// indicating a device failure.
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void (PS2E_CALLBACK* GStransferTags)(u128 *pMem, int tagcnt);
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// GStransferPackedTag
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// Sends a set of packed GIFtags. Note that SIGNAL, FINISH, and LABEL tags are handled
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// internally by the emulator in a thread-safe manner -- the GS plugin can safely
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// ignore the tags (and there is no guarantee the emulator will even bother to
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// pass the tags onto the GS).
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void (PS2E_CALLBACK* GStransferPackedTags)(u128 *pMem, int tagcnt);
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// GStransferImage
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// Uploads GIFtag image data.
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//
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// fixme: Make sure this is designed sufficiently to account for emulator-side texture
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// caching.
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void (PS2E_CALLBACK* GStransferImage)(u128 *pMem, u32 len_qwc);
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// Parameters:
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// pMem - pointer to source memory for the register descriptors and register data.
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// The first 128 bits (1 qwc) is the descriptors unrolled into 16x8 format. The
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// following data is (regcnt x tagcnt) QWCs in length.
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//
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// regcnt - number of registers per loop packet (register descriptors are filled
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// low->high). Valid range is 1->16, and will never be zero.
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//
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// nloop - number of loops of register data. Valid range is 1->32767 (upper 17
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// bits are always zero). This value will never be zero.
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void (PS2E_CALLBACK* GSwriteRegs)(const u128 *pMem, int regcnt, int nloop);
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// GSwritePrim
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// Starts a new prim by sending the specified value to the PRIM register. The emulator
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// only posts this data to the GS s per the rules of GIFpath processing (note however
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// that packed register data can also contain PRIM writes).
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//
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// Parameters:
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// primData - value to write to the PRIM register. Only the bottom 10 bits are
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// valid. Upper bits are always zero.
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void (PS2E_CALLBACK* GSwritePrim)(int primData);
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// GSwriteImage
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// Uploads new image data. Data uploaded may be in any number of partial chunks, for
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// which the GS is responsible for managing the state machine for writes to GS memory.
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//
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// Plugin authors: Note that it is valid for games to only modify a small portion of a
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// larger texture buffer, or for games to modify several portions of a single large
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// buffer, by using mid-transfer writes to TRXPOS and TRXDIR (TRXPOS writes only become
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// effective once TRXDIR has been written).
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void (PS2E_CALLBACK* GSwriteImage)(const u128 *pMem, int qwc_cnt);
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// GSreadImage
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// This special callback is for implementing the Read mode direction of the GIFpath.
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// The GS plugin writes the texture data as requested by it's internally managed state
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// values for TRXPOS/TRXREG to the buffer provided by pMem. The buffer size is qwc_cnt
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// and the GS must not write more than that.
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void (PS2E_CALLBACK* GSreadImage)(u128 *pMem, int qwc_cnt);
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void* reserved[8];
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//
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BOOL (PS2E_CALLBACK* McdSave)( PS2E_THISPTR thisptr, uint port, uint slot, const u8 *src, u32 adr, int size );
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// McdErase
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// McdEraseBlock
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// Saves "cleared" data to the memorycard at the specified seek address. Cleared data
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// is a series of 0xff values (all bits set to 1).
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// Writes *must* be performed synchronously (function cannot return until the write op
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// Returns:
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// First byte in response to the poll (Typically 0xff).
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//
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// Threading:
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// Called from the EEcore thread. The emulator performs no locking of its own, so
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// calls to this may occur concurrently with calls to PadUpdate.
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//
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u8 (PS2E_CALLBACK* PadStartPoll)( PS2E_THISPTR thisptr, uint port, uint slot );
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// PadPoll
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// Returns:
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// Next byte in response to the poll.
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//
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// Threading:
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// Called from the EEcore thread. The emulator performs no locking of its own, so
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// calls to this may occur concurrently with calls to PadUpdate.
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//
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u8 (PS2E_CALLBACK* PadPoll)( PS2E_THISPTR thisptr, u8 value );
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// PadKeyEvent
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// PS2E_KeyEvent: Key being pressed or released. Should stay valid until next call to
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// PadKeyEvent or plugin is closed with EmuClose.
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//
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typedef PS2E_KeyEvent* (CALLBACK* PadGetKeyEvent)();
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// Threading:
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// May be called from any thread. The emulator performs no locking of its own, so
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// calls to this may occur concurrently with calls to PadUpdate.
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//
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PS2E_KeyEvent* (PS2E_CALLBACK* PadGetKeyEvent)( PS2E_THISPTR thisptr );
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// PadUpdate
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// This callback is issued from the thread that owns the GSwindow, at roughly 50/60hz,
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// allowing the Pad plugin to use it for update logic that expects thread affinity with
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// the GSwindow.
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//
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// Threading:
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// Called from the same thread that owns the GSwindow (typically either a GUI thread
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// or an MTGS thread). The emulator performs no locking of its own, so calls to this
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// may occur concurrently with calls to PadKeyEvent and PadPoll.
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//
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void (PS2E_CALLBACK* PadUpdate)( PS2E_THISPTR thisptr );
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void* reserved[8];
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@ -52,7 +52,7 @@ namespace Threading
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extern PersistentThread* pxGetCurrentThread();
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extern wxString pxGetCurrentThreadName();
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// Yields the current thread and provides cancelation points if the thread is managed by
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// Yields the current thread and provides cancellation points if the thread is managed by
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// PersistentThread. Unmanaged threads use standard Sleep.
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extern void pxYield( int ms );
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}
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#ifndef x86EMIT_MULTITHREADED
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# define x86EMIT_MULTITHREADED 0
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#else
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# if !PCSX2_THREAD_LOCAL
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// No TLS support? Force-clear the MT flag:
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# pragma message("x86emitter: TLS not available, multithreaded emitter disabled.")
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# undef x86EMIT_MULTITHREADED
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# define x86EMIT_MULTITHREADED 0
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# endif
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#endif
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#ifndef __tls_emit
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# if x86EMIT_MULTITHREADED && PCSX2_THREAD_LOCAL
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# if x86EMIT_MULTITHREADED
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# define __tls_emit __threadlocal
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# else
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// Using TlsVariable is sub-optimal and could result in huge executables, so we
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