Code reviewed and added SPE API documentation.
--- a/src/video/ps3/SDL_ps3render.c Sun Jun 21 03:55:21 2009 +0000
+++ b/src/video/ps3/SDL_ps3render.c Sun Jul 19 11:31:47 2009 +0000
@@ -74,7 +74,12 @@
"ps3",
(SDL_RENDERER_SINGLEBUFFER | SDL_RENDERER_PRESENTVSYNC |
SDL_RENDERER_PRESENTFLIP2 | SDL_RENDERER_PRESENTDISCARD |
- SDL_RENDERER_ACCELERATED)
+ SDL_RENDERER_ACCELERATED),
+ (SDL_TEXTUREMODULATE_NONE),
+ (SDL_BLENDMODE_NONE),
+ /* We use bilinear scaling on the SPE for YV12 & IYUV
+ * (width and height % 8 = 0) */
+ (SDL_TEXTURESCALEMODE_SLOW)
}
};
@@ -83,6 +88,7 @@
int current_screen;
SDL_Surface *screen;
SDL_VideoDisplay *display;
+ /* adress of the centered image in the framebuffer (double buffered) */
uint8_t *center[2];
/* width of input (bounded by writeable width) */
@@ -115,9 +121,10 @@
typedef struct
{
- //SDL_PixelFormat * format;
int pitch;
- volatile void *pixels;// __attribute__((aligned(128))); we don't need alignment here
+ /* Image data */
+ volatile void *pixels;
+ /* Use software renderer for not supported formats */
SDL_SW_YUVTexture *yuv;
/* Can we use the SPE to process this texture? */
unsigned int accelerated;
@@ -155,14 +162,12 @@
}
SDL_zerop(data);
-#if 1
renderer->CreateTexture = PS3_CreateTexture;
renderer->DestroyTexture = PS3_DestroyTexture;
renderer->QueryTexturePixels = PS3_QueryTexturePixels;
renderer->UpdateTexture = PS3_UpdateTexture;
renderer->LockTexture = PS3_LockTexture;
renderer->UnlockTexture = PS3_UnlockTexture;
-#endif
renderer->ActivateRenderer = SDL_PS3_ActivateRenderer;
renderer->RenderPoint = SDL_PS3_RenderPoint;
renderer->RenderLine = SDL_PS3_RenderLine;
@@ -228,11 +233,13 @@
return NULL;
}
+ /* Set up the SPE scaler */
data->scaler_thread_data->program = bilin_scaler_spu;
data->scaler_thread_data->program_name = "bilin_scaler_spu";
data->scaler_thread_data->keepalive = 0;
data->scaler_thread_data->booted = 0;
+ /* Set up the SPE converter */
data->converter_thread_data->program = yuv2rgb_spu;
data->converter_thread_data->program_name = "yuv2rgb_spu";
data->converter_thread_data->keepalive = 1;
@@ -277,6 +284,10 @@
/* but align pixels */
SDL_free(data->yuv->pixels);
data->yuv->pixels = (Uint8 *)memalign(16, texture->w * texture->h * 2);
+ if (!data->yuv->pixels) {
+ SDL_OutOfMemory();
+ return -1;
+ }
/* Redo: Find the pitch and offset values for the overlay */
SDL_SW_YUVTexture *swdata = (SDL_SW_YUVTexture *) data->yuv;
@@ -497,6 +508,7 @@
PS3_TextureData *txdata = (PS3_TextureData *) texture->driverdata;
SDL_VideoData *devdata = display->device->driverdata;
+ /* Debug info */
deprintf(1, "srcrect->w = %u\n", srcrect->w);
deprintf(1, "srcrect->h = %u\n", srcrect->h);
deprintf(1, "srcrect->x = %u\n", srcrect->x);
@@ -505,7 +517,6 @@
deprintf(1, "dstrect->h = %u\n", dstrect->h);
deprintf(1, "dstrect->x = %u\n", dstrect->x);
deprintf(1, "dstrect->y = %u\n", dstrect->y);
-
deprintf(1, "texture->w = %u\n", texture->w);
deprintf(1, "texture->h = %u\n", texture->h);
@@ -577,6 +588,7 @@
SPE_SendMsg(data->converter_thread_data, SPU_START);
SPE_SendMsg(data->converter_thread_data, (unsigned int)data->converter_thread_data->argp);
+ /* We can probably move that to RenderPresent() */
SPE_WaitForMsg(data->converter_thread_data, SPU_FIN);
if (scaler_out) {
free(scaler_out);
@@ -625,16 +637,6 @@
SDL_VideoDisplay *display = SDL_GetDisplayFromWindow(window);
SDL_VideoData *devdata = display->device->driverdata;
-#if 0
- /* Send the data to the display */
- if (SDL_getenv("SDL_VIDEO_PS3_SAVE_FRAMES")) {
- char file[128];
- SDL_snprintf(file, sizeof(file), "SDL_window%d-%8.8d.bmp",
- renderer->window, ++frame_number);
- SDL_SaveBMP(data->screen[data->current_screen], file);
- }
-#endif
-
/* Send the data to the screen */
/* Get screeninfo */
struct fb_fix_screeninfo fb_finfo;
@@ -645,6 +647,7 @@
if (ioctl(devdata->fbdev, FBIOGET_VSCREENINFO, &fb_vinfo)) {
SDL_SetError("[PS3] Can't get VSCREENINFO");
}
+
/* 16 and 15 bpp is reported as 16 bpp */
//txdata->bpp = fb_vinfo.bits_per_pixel;
//if (txdata->bpp == 16)
@@ -673,11 +676,11 @@
devdata->fb_parms->fb_pixel_size = 4;//SDL_BYTESPERPIXEL(window->format);
deprintf(3, "[PS3->SPU] fb_thread_data->argp = 0x%x\n", devdata->fb_thread_data->argp);
-
+
/* Copying.. */
SPE_SendMsg(devdata->fb_thread_data, SPU_START);
SPE_SendMsg(devdata->fb_thread_data, (unsigned int)devdata->fb_thread_data->argp);
-
+
SPE_WaitForMsg(devdata->fb_thread_data, SPU_FIN);
/* Wait for vsync */
@@ -713,7 +716,7 @@
}
}
- /* Shutdown SPE and related resources */
+ /* Shutdown SPE and release related resources */
if (data->scaler_thread_data) {
free((void *)data->scaler_thread_data);
}
--- a/src/video/ps3/SDL_ps3spe.c Sun Jun 21 03:55:21 2009 +0000
+++ b/src/video/ps3/SDL_ps3spe.c Sun Jul 19 11:31:47 2009 +0000
@@ -28,6 +28,30 @@
#include "SDL_ps3render_c.h"
+/* This SPE API basically provides 3 ways to run and control a program
+ * on the SPE:
+ * - Start and stop the program (keepalive=0).
+ * SPE_Start() will implicitly boot up the program, create a thread and run
+ * the context.
+ * SPE_Stop() will join the (terminated) thread (may block) and return.
+ * - Boot the program and run it (keepalive=0).
+ * SPE_Boot() will create a context and load the program and finally start
+ * the context with SPE_Start().
+ * SPE_Stop() will savely end the program.
+ * - Boot, Run and send messages to the program (keepalive=1).
+ * Start the program by using one of the methods described above. When
+ * received the READY-message the program is in its infinite loop waiting
+ * for new messages.
+ * Every time you run the program, send SPU_START and the address of the
+ * according struct using SPE_SendMsg().
+ * SPE_WaitForMsg() will than wait for SPU_FIN and is blocking.
+ * SPE_Shutdown() sends SPU_EXIT and finally stops the program.
+ *
+ * Therefor the SPE program
+ * - either runs once and returns
+ * - or runs in an infinite loop and is controlled by messages.
+ */
+
/* Start the SPE thread */
int SPE_Start(spu_data_t * spe_data)
{
@@ -146,11 +170,11 @@
/* Re-runnable invocation of the spe_context_run call */
void SPE_RunContext(void *thread_argp)
-{
+{
/* argp is the pointer to argument to be passed to the SPE program */
spu_data_t *args = (spu_data_t *) thread_argp;
deprintf(3, "[PS3->SPU] void* argp=0x%x\n", (unsigned int)args->argp);
-
+
/* Run it.. */
deprintf(2, "[PS3->SPU] Run SPE program: %s\n", args->program_name);
if (spe_context_run
--- a/src/video/ps3/SDL_ps3spe_c.h Sun Jun 21 03:55:21 2009 +0000
+++ b/src/video/ps3/SDL_ps3spe_c.h Sun Jul 19 11:31:47 2009 +0000
@@ -28,20 +28,27 @@
#ifndef _SDL_ps3spe_h
#define _SDL_ps3spe_h
-/* SPU thread data */
+/* SPU handling data */
typedef struct spu_data {
+ /* Context to be executed */
spe_context_ptr_t ctx;
spe_program_handle_t program;
+ /* Thread running the context */
pthread_t thread;
+ /* For debugging */
char * program_name;
+ /* SPE_Start() or SPE_Boot() called */
unsigned int booted;
+ /* Runs the program in an infinite loop? */
unsigned int keepalive;
unsigned int entry;
+ /* Exit code of the program */
int error_code;
+ /* Arguments passed to the program */
void * argp;
} spu_data_t;
-/* SPU specific functions */
+/* SPU specific API functions */
int SPE_Start(spu_data_t * spe_data);
int SPE_Stop(spu_data_t * spe_data);
int SPE_Boot(spu_data_t * spe_data);
--- a/src/video/ps3/SDL_ps3video.c Sun Jun 21 03:55:21 2009 +0000
+++ b/src/video/ps3/SDL_ps3video.c Sun Jul 19 11:31:47 2009 +0000
@@ -144,8 +144,8 @@
//display.current_mode = mode;
#endif
- /*
- *PS3 stuff
+ /*
+ *PS3 stuff
*/
/* Create SPU fb_parms and thread structure */
--- a/src/video/ps3/SDL_ps3video.h Sun Jun 21 03:55:21 2009 +0000
+++ b/src/video/ps3/SDL_ps3video.h Sun Jul 19 11:31:47 2009 +0000
@@ -61,8 +61,8 @@
/* Framebuffer device descriptor */
int fbdev;
/* mmap'd access to fbdev */
- uint8_t * frame_buffer;
- /* SPE threading stuff */
+ uint8_t * frame_buffer;
+ /* SPE threading stuff of the framebuffer */
spu_data_t * fb_thread_data;
/* Framebuffer transfer data */
volatile struct fb_writer_parms_t * fb_parms __attribute__((aligned(128)));