Xash3D FWGS engine.
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/*
sys_psvita.c - psvita backend
Copyright (C) 2021-2023 fgsfds
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program 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 General Public License for more details.
*/
#include "platform/platform.h"
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
#include <ctype.h>
#include <vitasdk.h>
#include <vitaGL.h>
#include <vrtld.h>
#define DATA_PATH "data/xash3d"
#define MAX_ARGV 5 // "" -log -dev X NULL
// 200MB libc heap, 512K main thread stack, 40MB for loading game DLLs
// the rest goes to vitaGL
SceUInt32 sceUserMainThreadStackSize = 512 * 1024;
unsigned int _pthread_stack_default_user = 512 * 1024;
unsigned int _newlib_heap_size_user = 200 * 1024 * 1024;
#define VGL_MEM_THRESHOLD ( 40 * 1024 * 1024 )
/* HACKHACK: force-export stuff required by the dynamic libs */
extern void *__aeabi_idiv;
extern void *__aeabi_uidiv;
extern void *__aeabi_idivmod;
extern void *__aeabi_uidivmod;
extern void *__aeabi_d2ulz;
extern void *__aeabi_ul2d;
static const vrtld_export_t aux_exports[] =
{
VRTLD_EXPORT_SYMBOL( __aeabi_d2ulz ),
VRTLD_EXPORT_SYMBOL( __aeabi_idiv ),
VRTLD_EXPORT_SYMBOL( __aeabi_idivmod ),
VRTLD_EXPORT_SYMBOL( __aeabi_uidivmod ),
VRTLD_EXPORT_SYMBOL( __aeabi_uidiv ),
VRTLD_EXPORT_SYMBOL( __aeabi_ul2d ),
VRTLD_EXPORT_SYMBOL( ctime ),
VRTLD_EXPORT_SYMBOL( vasprintf ),
VRTLD_EXPORT_SYMBOL( vsprintf ),
VRTLD_EXPORT_SYMBOL( vprintf ),
VRTLD_EXPORT_SYMBOL( printf ),
VRTLD_EXPORT_SYMBOL( putchar ),
VRTLD_EXPORT_SYMBOL( puts ),
VRTLD_EXPORT_SYMBOL( tolower ),
VRTLD_EXPORT_SYMBOL( toupper ),
VRTLD_EXPORT_SYMBOL( isalnum ),
VRTLD_EXPORT_SYMBOL( isalpha ),
VRTLD_EXPORT_SYMBOL( strchrnul ),
VRTLD_EXPORT_SYMBOL( stpcpy ),
VRTLD_EXPORT_SYMBOL( rand ),
VRTLD_EXPORT_SYMBOL( srand ),
VRTLD_EXPORT_SYMBOL( sceGxmMapMemory ), // needed by vgl_shim
VRTLD_EXPORT( "dlopen", vrtld_dlopen ),
VRTLD_EXPORT( "dlclose", vrtld_dlclose ),
VRTLD_EXPORT( "dlsym", vrtld_dlsym ),
};
const vrtld_export_t *__vrtld_exports = aux_exports;
const size_t __vrtld_num_exports = sizeof( aux_exports ) / sizeof( *aux_exports );
/* end of export crap */
static const char *PSVita_GetLaunchParameter( char *outbuf )
{
SceAppUtilAppEventParam param;
memset( &param, 0, sizeof( param ) );
sceAppUtilReceiveAppEvent( &param );
if( param.type == 0x05 )
{
sceAppUtilAppEventParseLiveArea( &param, outbuf );
return outbuf;
}
return NULL;
}
void Platform_ShellExecute( const char *path, const char *parms )
{
Con_Reportf( S_WARN "Tried to shell execute ;%s; -- not supported\n", path );
}
/*
===========
PSVita_GetArgv
On the PS Vita under normal circumstances argv is empty, so we'll construct our own
based on which button the user pressed in the LiveArea launcher.
===========
*/
int PSVita_GetArgv( int in_argc, char **in_argv, char ***out_argv )
{
static const char *fake_argv[MAX_ARGV] = { "app0:/eboot.bin", NULL };
int fake_argc = 1;
char tmp[2048] = { 0 };
SceAppUtilInitParam initParam = { 0 };
SceAppUtilBootParam bootParam = { 0 };
// on the Vita under normal circumstances argv is empty, unless we're launching from Change Game
sceAppUtilInit( &initParam, &bootParam );
if( in_argc > 1 )
{
// probably coming from Change Game, in which case we just need to keep the old args
*out_argv = in_argv;
return in_argc;
}
// got empty args, which means that we're probably coming from LiveArea
// construct argv based on which button the user pressed in the LiveArea launcher
if( PSVita_GetLaunchParameter( tmp ))
{
if( !Q_strcmp( tmp, "dev" ))
{
// user hit the "Developer Mode" button, inject "-log" and "-dev" arguments
fake_argv[fake_argc++] = "-log";
fake_argv[fake_argc++] = "-dev";
fake_argv[fake_argc++] = "2";
}
}
*out_argv = (char **)fake_argv;
return fake_argc;
}
void PSVita_Init( void )
{
char xashdir[1024] = { 0 };
// cd to the base dir immediately for library loading to work
if( PSVita_GetBasePath( xashdir, sizeof( xashdir )))
{
chdir( xashdir );
}
sceTouchSetSamplingState( SCE_TOUCH_PORT_BACK, SCE_TOUCH_SAMPLING_STATE_STOP );
scePowerSetArmClockFrequency( 444 );
scePowerSetBusClockFrequency( 222 );
scePowerSetGpuClockFrequency( 222 );
scePowerSetGpuXbarClockFrequency( 166 );
sceSysmoduleLoadModule( SCE_SYSMODULE_NET );
if( vrtld_init( 0 ) < 0 )
{
Sys_Error( "Could not init vrtld: %s\n", vrtld_dlerror( ) );
}
// init vitaGL, leaving some memory for DLL mapping
// TODO: we don't need to do this for ref_soft
vglUseVram( GL_TRUE );
vglUseExtraMem( GL_TRUE );
vglInitExtended( 0, 960, 544, VGL_MEM_THRESHOLD, 0 );
}
void PSVita_Shutdown( void )
{
vrtld_quit( );
}
qboolean PSVita_GetBasePath( char *buf, const size_t buflen )
{
// check if a xash3d folder exists on one of these drives
// default to the last one (ux0)
static const char *drives[] = { "uma0", "imc0", "ux0" };
SceUID dir;
size_t i;
for ( i = 0; i < sizeof( drives ) / sizeof( *drives ); ++i )
{
Q_snprintf( buf, buflen, "%s:" DATA_PATH, drives[i] );
dir = sceIoDopen( buf );
if ( dir >= 0 )
{
sceIoDclose( dir );
return true;
}
}
return false;
}