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/*
SDL - Simple DirectMedia Layer
Copyright (C) 1997-2011 Sam Lantinga
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
Sam Lantinga
slouken@libsdl.org
*/
#include "SDL_config.h"
/* SDL Nintendo DS video driver implementation */
#include <stdio.h>
#include <stdlib.h>
#include <nds.h>
#include <fat.h>
#include <gl2d.h>
#include "SDL_video.h"
#include "SDL_ndsvideo.h"
#include "SDL_ndsevents_c.h"
#include "../../render/SDL_sysrender.h"
#include "SDL_log.h"
#define NDSVID_DRIVER_NAME "nds"
static SDL_DisplayMode display_modes[] =
{
/* Only one screen */
{
.format = SDL_PIXELFORMAT_ABGR1555,
.w = SCREEN_WIDTH,
.h = SCREEN_HEIGHT,
.refresh_rate = 60,
},
/* Aggregated display (two screens) with no gap. */
{
.format = SDL_PIXELFORMAT_ABGR1555,
.w = SCREEN_WIDTH,
.h = 2*SCREEN_HEIGHT+SCREEN_GAP,
.refresh_rate = 60,
},
/* Aggregated display (two screens) with a gap. */
{
.format = SDL_PIXELFORMAT_ABGR1555,
.w = SCREEN_WIDTH,
.h = 2*SCREEN_HEIGHT,
.refresh_rate = 60,
},
/* Last entry */
{
.w = 0,
}
};
/* This function must not be optimized nor inlined, else the pointer
* to the message will be in the wrong register, and the emulator won't
* find the string. */
__attribute__ ((noinline, optimize (0)))
static void NDS_DebugOutput2(const char* message)
{
#ifdef __thumb__
asm volatile ("swi #0xfc");
#else
asm volatile ("swi #0xfc0000");
#endif
}
static void NDS_DebugOutput(void *userdata, int category, SDL_LogPriority priority, const char *message)
{
NDS_DebugOutput2(message);
}
/* SDL NDS driver bootstrap functions */
static int NDS_Available(void)
{
return 1; /* always here */
}
#ifndef USE_HW_RENDERER
static int NDS_CreateWindowFramebuffer(_THIS, SDL_Window *window,
Uint32 *format, void **pixels,
int *pitch)
{
struct NDS_WindowData *wdata;
int bpp;
Uint32 Rmask, Gmask, Bmask, Amask;
const SDL_VideoDisplay *display = SDL_GetDisplayForWindow(window);
const SDL_DisplayMode *mode = display->driverdata;
const Uint32 fmt = mode->format;
if (fmt != SDL_PIXELFORMAT_ABGR1555) {
SDL_SetError("Unsupported pixel format (%x)", fmt);
return -1;
}
if (!SDL_PixelFormatEnumToMasks
(fmt, &bpp, &Rmask, &Gmask, &Bmask, &Amask)) {
SDL_SetError("Unknown texture format");
return -1;
}
wdata = SDL_calloc(1, sizeof(struct NDS_WindowData));
if (!wdata) {
SDL_OutOfMemory();
return -1;
}
if (bpp == 8) {
wdata->pixels_length = (SCREEN_HEIGHT+SCREEN_GAP+SCREEN_HEIGHT)*SCREEN_WIDTH;
} else {
wdata->pixels_length = (SCREEN_HEIGHT+SCREEN_GAP+SCREEN_HEIGHT)*SCREEN_WIDTH*2;
}
wdata->pixels = SDL_calloc(1, wdata->pixels_length);
if (!wdata->pixels) {
SDL_free(wdata);
SDL_SetError("Not enough memory");
return -1;
}
if (bpp == 8) {
wdata->main.bg_id = bgInit(2, BgType_Bmp8, BgSize_B8_256x256, 0, 0);
wdata->sub.bg_id = bgInitSub(3, BgType_Bmp8, BgSize_B8_256x256, 0, 0);
wdata->main.length = SCREEN_HEIGHT*SCREEN_WIDTH;
wdata->main.pixels = wdata->pixels;
wdata->sub.length = SCREEN_HEIGHT*SCREEN_WIDTH;
wdata->sub.pixels = (u8 *)wdata->pixels + wdata->main.length; /* or ...+SCREEN_GAP */
} else {
wdata->main.bg_id = bgInit(2, BgType_Bmp16, BgSize_B16_256x256, 0, 0);
wdata->sub.bg_id = bgInitSub(3, BgType_Bmp16, BgSize_B16_256x256, 0, 0);
wdata->main.length = SCREEN_HEIGHT*SCREEN_WIDTH*2;
wdata->main.pixels = wdata->pixels;
wdata->sub.length = SCREEN_HEIGHT*SCREEN_WIDTH*2;
wdata->sub.pixels = (u8 *)wdata->pixels + wdata->main.length; /* or ...+SCREEN_GAP */
}
wdata->pitch = (window->w) * ((bpp+1) / 8);
wdata->bpp = bpp;
wdata->rotate = 0;
wdata->scale.x = 0x100;
wdata->scale.y = 0x100;
wdata->scroll.x = 0;
wdata->scroll.y = 0;
wdata->main.vram_pixels = bgGetGfxPtr(wdata->main.bg_id);
wdata->sub.vram_pixels = bgGetGfxPtr(wdata->sub.bg_id);
#if 0
bgSetCenter(wdata->main.bg_id, 0, 0);
bgSetRotateScale(wdata->main.bg_id, wdata->rotate, wdata->scale.x,
wdata->scale.y);
bgSetScroll(wdata->main.bg_id, wdata->scroll.x, wdata->scroll.y);
#endif
#if 0
bgSetCenter(wdata->sub.bg_id, 0, 0);
bgSetRotateScale(wdata->sub.bg_id, wdata->rotate, wdata->scale.x,
wdata->scale.y);
bgSetScroll(wdata->sub.bg_id, wdata->scroll.x, wdata->scroll.y);
#endif
bgUpdate();
*format = fmt;
*pixels = wdata->pixels;
*pitch = wdata->pitch;
window->driverdata = wdata;
return 0;
}
static int NDS_UpdateWindowFramebuffer(_THIS, SDL_Window * window,
SDL_Rect * rects, int numrects)
{
struct NDS_WindowData *wdata = window->driverdata;
/* Copy everything. TODO: use rects/numrects. */
DC_FlushRange(wdata->pixels, wdata->pixels_length);
swiWaitForVBlank();
dmaCopy(wdata->main.pixels, wdata->main.vram_pixels, wdata->main.length);
dmaCopy(wdata->sub.pixels, wdata->sub.vram_pixels, wdata->sub.length);
return 0;
}
static void NDS_DestroyWindowFramebuffer(_THIS, SDL_Window *window)
{
struct NDS_WindowData *wdata = window->driverdata;
SDL_free(wdata->pixels);
SDL_free(wdata);
}
#endif
#ifdef USE_HW_RENDERER
/* Set up a 2D layer construced of bitmap sprites. This holds the
* image when rendering to the top screen. From libnds example.
*/
static void initSubSprites(void)
{
oamInit(&oamSub, SpriteMapping_Bmp_2D_256, false);
int x = 0;
int y = 0;
int id = 0;
//set up a 4x3 grid of 64x64 sprites to cover the screen
for(y = 0; y < 3; y++)
for(x = 0; x < 4; x++)
{
oamSub.oamMemory[id].attribute[0] = ATTR0_BMP | ATTR0_SQUARE | (64 * y);
oamSub.oamMemory[id].attribute[1] = ATTR1_SIZE_64 | (64 * x);
oamSub.oamMemory[id].attribute[2] = ATTR2_ALPHA(1) | (8 * 32 * y) | (8 * x);
id++;
}
swiWaitForVBlank();
oamUpdate(&oamSub);
}
#endif
static int NDS_SetDisplayMode(_THIS, SDL_VideoDisplay *display, SDL_DisplayMode *mode)
{
display->driverdata = mode->driverdata;
powerOn(POWER_ALL_2D);
#ifdef USE_HW_RENDERER
videoSetMode(MODE_5_3D);
videoSetModeSub(MODE_5_2D);
/* initialize gl2d */
glScreen2D();
glBegin2D();
vramSetBankA(VRAM_A_TEXTURE);
vramSetBankB(VRAM_B_TEXTURE );
vramSetBankC(VRAM_C_SUB_BG_0x06200000);
vramSetBankE(VRAM_E_TEX_PALETTE);
// sub sprites hold the bottom image when 3D directed to top
initSubSprites();
// sub background holds the top image when 3D directed to bottom
bgInitSub(3, BgType_Bmp16, BgSize_B16_256x256, 0, 0);
#else
/* Select mode 5 for both screens. Can do Extended Rotation
* Background on both (BG 2 and 3). */
videoSetMode(MODE_5_2D);
videoSetModeSub(MODE_5_2D);
vramSetBankA(VRAM_A_MAIN_BG_0x06000000);
vramSetBankB(VRAM_B_TEXTURE );
vramSetBankC(VRAM_C_SUB_BG_0x06200000);
vramSetBankE(VRAM_E_TEX_PALETTE);
#endif
return 0;
}
void NDS_GetDisplayModes(_THIS, SDL_VideoDisplay * display)
{
SDL_DisplayMode *mode;
for (mode = display_modes; mode->w; mode++) {
mode->driverdata = mode; /* point back to self */
SDL_AddDisplayMode(display, mode);
}
}
static int NDS_VideoInit(_THIS)
{
SDL_VideoDisplay display;
SDL_DisplayMode mode;
SDL_zero(mode);
mode.format = SDL_PIXELFORMAT_UNKNOWN; // should be SDL_PIXELFORMAT_ABGR1555;
mode.w = SCREEN_WIDTH;
mode.h = 2*SCREEN_HEIGHT+SCREEN_GAP;
mode.refresh_rate = 60;
SDL_zero(display);
display.desktop_mode = mode;
SDL_AddVideoDisplay(&display);
return 0;
}
static void NDS_VideoQuit(_THIS)
{
videoSetMode(DISPLAY_SCREEN_OFF);
videoSetModeSub(DISPLAY_SCREEN_OFF);
vramSetBankA(VRAM_A_LCD);
vramSetBankB(VRAM_B_LCD);
vramSetBankC(VRAM_C_LCD);
vramSetBankD(VRAM_D_LCD);
vramSetBankE(VRAM_E_LCD);
vramSetBankF(VRAM_F_LCD);
vramSetBankG(VRAM_G_LCD);
vramSetBankH(VRAM_H_LCD);
vramSetBankI(VRAM_I_LCD);
}
static void NDS_DeleteDevice(SDL_VideoDevice * device)
{
SDL_free(device);
}
static SDL_VideoDevice *NDS_CreateDevice(int devindex)
{
SDL_VideoDevice *device;
fatInitDefault();
/* Initialize all variables that we clean on shutdown */
device = SDL_calloc(1, sizeof(SDL_VideoDevice));
if (!device) {
SDL_OutOfMemory();
return NULL;
}
device->driverdata = SDL_calloc(1, sizeof(SDL_VideoDevice));
if (!device) {
SDL_free(device);
SDL_OutOfMemory();
return NULL;
}
/* Set the function pointers */
device->VideoInit = NDS_VideoInit;
device->VideoQuit = NDS_VideoQuit;
device->GetDisplayModes = NDS_GetDisplayModes;
device->SetDisplayMode = NDS_SetDisplayMode;
device->CreateWindow = NDS_CreateWindow;
#ifndef USE_HW_RENDERER
device->CreateWindowFramebuffer = NDS_CreateWindowFramebuffer;
device->UpdateWindowFramebuffer = NDS_UpdateWindowFramebuffer;
device->DestroyWindowFramebuffer = NDS_DestroyWindowFramebuffer;
#endif
device->PumpEvents = NDS_PumpEvents;
device->free = NDS_DeleteDevice;
/* Set the debug output. Use only under an emulator. Will crash the DS. */
#if 0
SDL_LogSetOutputFunction(NDS_DebugOutput, NULL);
#endif
return device;
}
VideoBootStrap NDS_bootstrap = {
NDSVID_DRIVER_NAME, "SDL NDS video driver",
NDS_Available, NDS_CreateDevice
};
double SDLCALL SDL_pow(double x, double y)
{
static int once = 1;
if (once) {
SDL_Log("SDL_pow called but not supported on this platform");
once = 0;
}
return 0;
}
/* vi: set ts=4 sw=4 expandtab: */