mirror of
https://github.com/FWGS/xash3d-fwgs
synced 2024-11-25 19:30:08 +01:00
201 lines
5.6 KiB
C
201 lines
5.6 KiB
C
/*
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sys_psvita.c - psvita backend
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Copyright (C) 2021-2023 fgsfds
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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*/
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#include "platform/platform.h"
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#include <time.h>
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#include <ctype.h>
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#include <vitasdk.h>
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#include <vitaGL.h>
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#include <vrtld.h>
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#include <sys/reent.h>
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#define DATA_PATH "data/xash3d"
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#define MAX_ARGV 5 // "" -log -dev X NULL
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// 200MB libc heap, 512K main thread stack, 40MB for loading game DLLs
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// the rest goes to vitaGL
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SceUInt32 sceUserMainThreadStackSize = 512 * 1024;
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unsigned int _pthread_stack_default_user = 512 * 1024;
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unsigned int _newlib_heap_size_user = 200 * 1024 * 1024;
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#define VGL_MEM_THRESHOLD ( 40 * 1024 * 1024 )
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// HACKHACK: create some slack at the end of the RX segment of the ELF
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// for vita-elf-create to put the generated symbol table into
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const char vitaelf_slack __attribute__ ((aligned (0x20000))) = 0xFF;
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/* HACKHACK: force-export stuff required by the dynamic libs */
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extern void *__aeabi_idiv;
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extern void *__aeabi_uidiv;
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extern void *__aeabi_idivmod;
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extern void *__aeabi_uidivmod;
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extern void *__aeabi_d2ulz;
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extern void *__aeabi_ul2d;
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static const vrtld_export_t aux_exports[] =
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{
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VRTLD_EXPORT_SYMBOL( __aeabi_d2ulz ),
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VRTLD_EXPORT_SYMBOL( __aeabi_idiv ),
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VRTLD_EXPORT_SYMBOL( __aeabi_idivmod ),
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VRTLD_EXPORT_SYMBOL( __aeabi_uidivmod ),
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VRTLD_EXPORT_SYMBOL( __aeabi_uidiv ),
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VRTLD_EXPORT_SYMBOL( __aeabi_ul2d ),
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VRTLD_EXPORT_SYMBOL( _impure_ptr ),
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VRTLD_EXPORT_SYMBOL( ctime ),
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VRTLD_EXPORT_SYMBOL( vasprintf ),
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VRTLD_EXPORT_SYMBOL( vsprintf ),
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VRTLD_EXPORT_SYMBOL( vprintf ),
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VRTLD_EXPORT_SYMBOL( printf ),
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VRTLD_EXPORT_SYMBOL( putchar ),
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VRTLD_EXPORT_SYMBOL( puts ),
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VRTLD_EXPORT_SYMBOL( tolower ),
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VRTLD_EXPORT_SYMBOL( toupper ),
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VRTLD_EXPORT_SYMBOL( isalnum ),
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VRTLD_EXPORT_SYMBOL( isalpha ),
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VRTLD_EXPORT_SYMBOL( strchrnul ),
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VRTLD_EXPORT_SYMBOL( stpcpy ),
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VRTLD_EXPORT_SYMBOL( rand ),
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VRTLD_EXPORT_SYMBOL( srand ),
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VRTLD_EXPORT_SYMBOL( sceGxmMapMemory ), // needed by vgl_shim
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VRTLD_EXPORT( "dlopen", vrtld_dlopen ),
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VRTLD_EXPORT( "dlclose", vrtld_dlclose ),
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VRTLD_EXPORT( "dlsym", vrtld_dlsym ),
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};
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const vrtld_export_t *__vrtld_exports = aux_exports;
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const size_t __vrtld_num_exports = sizeof( aux_exports ) / sizeof( *aux_exports );
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/* end of export crap */
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static const char *PSVita_GetLaunchParameter( char *outbuf )
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{
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SceAppUtilAppEventParam param;
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memset( ¶m, 0, sizeof( param ) );
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sceAppUtilReceiveAppEvent( ¶m );
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if( param.type == 0x05 )
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{
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sceAppUtilAppEventParseLiveArea( ¶m, outbuf );
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return outbuf;
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}
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return NULL;
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}
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void Platform_ShellExecute( const char *path, const char *parms )
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{
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Con_Reportf( S_WARN "Tried to shell execute ;%s; -- not supported\n", path );
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}
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/*
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===========
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PSVita_GetArgv
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On the PS Vita under normal circumstances argv is empty, so we'll construct our own
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based on which button the user pressed in the LiveArea launcher.
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===========
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*/
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int PSVita_GetArgv( int in_argc, char **in_argv, char ***out_argv )
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{
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static const char *fake_argv[MAX_ARGV] = { "app0:/eboot.bin", NULL };
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int fake_argc = 1;
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char tmp[2048] = { 0 };
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SceAppUtilInitParam initParam = { 0 };
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SceAppUtilBootParam bootParam = { 0 };
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// on the Vita under normal circumstances argv is empty, unless we're launching from Change Game
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sceAppUtilInit( &initParam, &bootParam );
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if( in_argc > 1 )
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{
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// probably coming from Change Game, in which case we just need to keep the old args
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*out_argv = in_argv;
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return in_argc;
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}
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// got empty args, which means that we're probably coming from LiveArea
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// construct argv based on which button the user pressed in the LiveArea launcher
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if( PSVita_GetLaunchParameter( tmp ))
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{
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if( !Q_strcmp( tmp, "dev" ))
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{
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// user hit the "Developer Mode" button, inject "-log" and "-dev" arguments
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fake_argv[fake_argc++] = "-log";
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fake_argv[fake_argc++] = "-dev";
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fake_argv[fake_argc++] = "2";
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}
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}
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*out_argv = (char **)fake_argv;
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return fake_argc;
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}
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void PSVita_Init( void )
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{
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char xashdir[1024] = { 0 };
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// cd to the base dir immediately for library loading to work
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if( PSVita_GetBasePath( xashdir, sizeof( xashdir )))
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{
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chdir( xashdir );
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}
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sceTouchSetSamplingState( SCE_TOUCH_PORT_BACK, SCE_TOUCH_SAMPLING_STATE_STOP );
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scePowerSetArmClockFrequency( 444 );
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scePowerSetBusClockFrequency( 222 );
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scePowerSetGpuClockFrequency( 222 );
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scePowerSetGpuXbarClockFrequency( 166 );
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sceSysmoduleLoadModule( SCE_SYSMODULE_NET );
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if( vrtld_init( 0 ) < 0 )
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{
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Sys_Error( "Could not init vrtld:\n%s\n", vrtld_dlerror() );
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}
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// init vitaGL, leaving some memory for DLL mapping
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// TODO: we don't need to do this for ref_soft
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vglUseVram( GL_TRUE );
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vglUseExtraMem( GL_TRUE );
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vglInitExtended( 0, 960, 544, VGL_MEM_THRESHOLD, 0 );
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}
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void PSVita_Shutdown( void )
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{
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vrtld_quit( );
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}
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qboolean PSVita_GetBasePath( char *buf, const size_t buflen )
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{
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// check if a xash3d folder exists on one of these drives
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// default to the last one (ux0)
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static const char *drives[] = { "uma0", "imc0", "ux0" };
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SceUID dir;
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size_t i;
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for ( i = 0; i < sizeof( drives ) / sizeof( *drives ); ++i )
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{
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Q_snprintf( buf, buflen, "%s:" DATA_PATH, drives[i] );
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dir = sceIoDopen( buf );
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if ( dir >= 0 )
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{
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sceIoDclose( dir );
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return true;
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}
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}
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return false;
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}
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