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This patch contains no code changes.
Change-Id: Ia511ab84936cb2495ac17309493a9b98727a7902
First was an off-by-one bug in the loop over buffers. The condition was
`i < this->hidden->n_buffers', but should have been <=, not <. This wasn't
a critical issue, because the last iteration would check the currently
playing buffer - an unlikely situation.
The second logic bug would make the code always think it had found an empty
buffer, even when it had not, since `idx' was being unconditionally set
every loop, rendering it unusable for a sentinel value. Fix that.
Change-Id: I137330965d699acf827e59b6aa5c5f9ddf2ca617
This fixes a mysterious, long-standing crash that's been bothering me on
ipod6g for ages: a silent stack overflow in the sound mixing thread (which
is triggered upon loading a new sound, apparently) will thrash the memory
which is located directly before it in the address space.
In this case, it was the SDL_ButtonState variable which stores the mouse
button state that was being trashed. This was manifesting itself by making
the player always run forward, since MOUSE2 is mapped to +forward by
default.
Fix this by quadrupling the stack size of SDL-spawned threads (not the main
thread) from 1 KB to 4 KB.
Change-Id: I2d7901b7cee1e3ceb1ccdebb38d4ac5b7ea730e1
I'm currently running up against the limitations of the lcd_draw functions
I want these functions to be able to be used on any size buffer not
just buffers with a stride matching the underlying device
[DONE] allow the framebuffer to be decoupled from the device framebuffer
[DONE need examples] allow for some simple blit like transformations
[DONE] remove the device framebuffer from the plugin api
[DONE}ditto remote framebuffer
[DONE] remove _viewport_get_framebuffer you can call struct *vp = lcd_set_viewport(NULL) and vp->buffer->fb_ptr
while remote lcds may compile (and work in the sim) its not been tested on targets
[FIXED] backdrops need work to be screen agnostic
[FIXED] screen statusbar is not being combined into the main viewport correctly yet
[FIXED] screen elements are displayed incorrectly after switch to void*
[FIXED] core didn't restore proper viewport on splash etc.
[NEEDS TESTING] remote lcd garbled data
[FIXED] osd lib garbled screen on bmp_part
[FIXED] grey_set_vp needs to return old viewport like lcd_set_viewport
[FIXED] Viewport update now handles viewports with differing buffers/strides by copying to the main buffer
[FIXED] splash on top of WPS leaves old framebuffer data (doesn't redraw)
[UPDATE] refined this a bit more to have clear_viewport set the clean bit and have skin_render do its own screen clear
scrolling viewports no longer trigger wps refresh
also fixed a bug where guisyncyesno was displaying and then disappearing
[ADDED!] New LCD macros that allow you to create properly size frame buffers in you desired size without wasting bytes
(LCD_ and LCD_REMOTE_)
LCD_STRIDE(w, h) same as STRIDE_MAIN
LCD_FBSTRIDE(w, h) returns target specific stride for a buffer W x H
LCD_NBELEMS(w, h) returns the number of fb_data sized elemenst needed for a buffer W x H
LCD_NATIVE_STRIDE(s) conversion between rockbox native vertical and lcd native stride (2bitH)
test_viewports.c has an example of usage
[FIXED!!] 2bit targets don't respect non-native strides
[FIXED] Few define snags
Change-Id: I0d04c3834e464eca84a5a715743a297a0cefd0af
The quake commit tried to optimize lcd updates but inadvertently broke
wolf3d (which always uses a 320x200 screen size). This fixes that and also
lets direct mode truly exit early to hopefully save some cycles.
Change-Id: I41d96cd584257fe25e791c7f615812849f348e4f
This ports id Software's Quake to run on the SDL plugin runtime. The
source code originated from id under the GPLv2 license. I used
https://github.com/ahefner/sdlquake as the base of my port.
Performance is, unsurprisingly, not on par with what you're probably
used to on PC. I average about 10FPS on ipod6g, but it's still
playable.
Sound works well enough, but in-game music is not supported. I've
written ARM assembly routines for the inner sound loop. Make sure you
turn the "brightness" all the way down, or colors will look funky.
To run, extract Quake's data files to /.rockbox/quake. Have fun!
Change-Id: I4285036e967d7f0722802d43cf2096c808ca5799
Prevents system SDL from interfering with thread driver selection. Also
adds test code for alignment faults.
Change-Id: I8bc181922c4a9e764429897dbbaa1ffaabd01126
The simulator build will pull in the host SDL headers, which we can't
filter out easily. A simple workaround is to simply remove the pthread
include from our SDL.
Change-Id: I09de0f2e85b891aa88958e21426ab450af516e76
This prevents a (highly improbable) race condition when exiting, and uses
pcm_set_frequency() instead of mixer_set_frequency(), since that seems like
the Right Thing to Do (TM).
Change-Id: Icb6a4597843215f08b3835490ac63f67c9a04736
This allows CPU load to drop below 100%, which is good for anything
that scales frequency and voltage based on CPU load. Also conserves
some energy by letting the core go idle if there aren't any available
buffers.
Change-Id: I9385ac9e030f97010b12eb825875a900463ab0ac
Using the coprocessor was a good idea in theory, but didn't actually work.
This moves all SDL threads to the main core, which isn't ideal, but at
least works. Additionally, this also adds some good-practice stuff such as
setting the default sample rate on exit.
Change-Id: If1636b33d439000ec7c4e50f46e8d002708d3121