This matches the behavior of codecs, which define CODEC,
and is needed to get an accurate definition of USE_IRAM
out of config.h.
Change-Id: I84855ba88d01495bb63c609b3e4d67922b908440
pcm_play_data -> mixer_channel_play_data
pcm_set_frequeny -> mixer_set_frequency
pcm_play_stop -> audio_stop at startup / mixer_channel_stop at shutdown
pcm_is_playing -> mixer_channel_status
All of these have been removed from the plugin API. Updated API docs to
clarify role of audio_stop() vs mixer_channel_stop()
Todo: get rid of pcm_play_[un]lock().
Change-Id: I8800c131b51f064ee923a4c6e42aa405d33851fc
Looks like I forgot to test the hosted builds and for some
reason thought that make would expand objcopy recursively...
Change-Id: I61264eadcb1235660566f6a9f19f8718ebe14583
This reverts commit 91ec6f1e1e.
Reason for revert: Massive sea of red, looks like hosted + sim builds.
Change-Id: I98a3954d68ad2cc521e13c3683bf4a6f45f88b36
From what I can see the Creative Zen Vision ports, which
were the only ones to set USE_ELF prior to the Echo R1 port,
do not work except for a bootloader and never even got to
the point of booting Rockbox. This explains why they build
codecs and plugins as ELF binaries, yet there is no code to
load ELF format codecs or plugins.
Anyhow, add a new setting, PLUGIN_USE_ELF, which controls
whether plugins & codecs are left as ELF or converted to
flat binaries. This makes it possible for the Echo R1 to
use the flat binary .rock format, and makes it possible to
have ELF plugins/codecs on targets with non-ELF main binaries.
Seeing as nothing needs ELF plugins/codecs right now, the
new default is to generate them as flat binaries unless
the target requests otherwise.
Change-Id: I9ffae669978de5cc7ad214cd50d97ad6e8938394
This commit does the following changes:
- Fix mkdir implementation not reporting EEXIST error.
- Fix database build feature.
- Small speed-up when parsing directories and files.
- Fix buffering thread hogging cpu and preventing other threads to run.
- Fix sdl plugins not compiling by re-adding ctru specific cflags in sdl.make.
Change-Id: I507c0dcc85cdbcc607ab9c9c6d0b42e6a80caa5a
Multiple plugins carry their own strstr() implementation because
the in-core version wasn't exported to the plugin API.
Change-Id: Ib57a9b63754c89fb3447ec1d3958963d23145105
These were lifted from the lua plugin.
sdl, doom, puzzles updated to use the exported version
todo: lua, maybe?
also: convert uses of atoi [back] to strtol
Change-Id: I5a1ebbe8d8c99349e594ab9bbbce474e7645b4e9
All toolchain dependencies are circa the GCC 10.5.0 release:
GCC 10.5.0, binutils 2.40, gmp 6.2.1, mpfr 4.1.1, mpc 1.3.1, isl 0.24
Native:
* arm - mini2g, nano2g works
- ipod6g hangs at logo display
* mips - xduoox3 works
* m68k - binaries untested
Hosted:
* arm - samsungypr0 works
* mips - xduoox3ii works
* Android NDK - unchanged at GCC 4.9.4
Change-Id: Ic157255d76030e66325719e64331f553cb7c4363
All toolchain dependencies are circa the GCC 10.5.0 release:
GCC 10.5.0, binutils 2.40, gmp 6.2.1, mpfr 4.1.1, mpc 1.3.1, isl 0.24
Native:
* arm - mini2g, nano2g works
- ipod6g hangs at logo display
* mips - xduoox3 works
* m68k - binaries untested
Hosted:
* arm - samsungypr0 works
* mips - xduoox3ii works
* Android NDK - unchanged at GCC 4.9.4
Change-Id: Ic9c4ad487927d2ad4247c140f1a7db2740e5f316
In direct mode, the statically allocated Rockbox LCD framebuffer is used and should never be freed. Otherwise, ROCKBOX_VideoQuit takes care of freeing the dynamically allocated hidden buffer, used for scaling.
This fixed hanging of Rockbox when quitting an SDL app.
Change-Id: Ib9cd8c04cc0d2d6ccedaa582a5a85ef211d0273c
Comments are converted to UTF-8.
Strings which are part of executable code are converted using C-string hex literals. A comment with the intended UTF-8 character is appended to such lines.
The "c"-looking character in mpa.c was actually a small cyrillic "s" (i.e. "с").
Change-Id: If3a889080ef60b8bf756ad9ada38baede93ce35b
Comments and notes are converted to UTF-8. Already broken multibyte characters are fixed using common sense.
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
The perceived loudness change of a change in volume depends
on the listening volume: at high volumes a 1 dB increment is
noticeable, but at low volumes a larger increment is needed
to get a comparable change in loudness.
Perceptual volume adjustment accounts for this fact, and
divides the hardware volume range into a number of steps.
Each step changes the dB volume by a variable amount, with
most of the steps concentrated at higher volumes. This
makes it possible to sweep over the entire hardware volume
range quickly, without losing the ability to finely adjust
the volume at normal listening levels.
Use "Volume Adjustment Mode" in the system settings menu
to select perceptual volume mode. The number of steps used
is controlled by "Number of Volume Steps". (Number of steps
has no effect in direct adjustment mode.)
It's still possible to set a specific dB volume level from
the sound settings menu when perceptual volume is enabled,
and perceptual volume does not affect the volume displayed
by themes.
Change-Id: I6f91fd3f7c5e2d323a914e47b5653033e92b4b3b
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
This codec requires floating point.
Original author: Peter Sovietov
Ported to Rockbox: Roman Skylarov
Further integration and bugfixes: Solomon Peachy
Change-Id: I781ecd3592dfcdbbc694063334350342534f1d6c
I'd overlooked this code path earlier. In the case of an unknown GRP, the
game would poll SDL for keyboard input, which it never received. Remove
that, and just warn the user instead.
Change-Id: Ibbabc0f8d43cb1276ed2fcfc3c6138517582e936
rb core allows you to load custom keyboard layouts
this patch adds the ability to load a keyboard layout in a buffer
the custom layout is temporary and does not overwrite the current layout
use like so:
unsigned short kbd[64];
unsigned short *kbd_p = kbd;
if (!kbd_create_layout("ABCD1234\n", kbd, sizeof(kbd)))
kbd_p = NULL;
rb->kbd_input(buf,sizeof(buf), kbd_p);
Change-Id: I7be2bd4a1b4797a147fa70228a9749dc56ac052a
This makes wolf3d work with the shareware files available on the wiki. This
will make things work out-of-the-box with Rockbox Utility.
Change-Id: I9118ecf8715c688565982fc4feb29a8641d68b6a
This boosts performance to 13.0FPS on ipod6g for `timedemo demo1'. That's a
+34% increase from baseline.
Change-Id: I50bae7783ff2fce46e8257c251c6b639c069e7cb
I didn't do _OPT3 because it's disabled in the PQ source.
This gives as +0.2FPS boost over the last commit.
Change-Id: I9c3c8fb7bd23262beb810da6e9469d6b6c4b2a81
The PocketQuake project, available below, has some nice fixed-point code:
https://web.archive.org/web/20150412233306/http://quake.pocketmatrix.com/PocketQuake0062_src.zip
I'd like to see most of them merged into our Quake port. This commit
gives +0.9FPS on ipod6g. (A big change given that it was running at
only 9.7FPS to begin with!)
Change-Id: I91931bdd5c22f14fb28616de938a03b4e7d7b076
Gives us the lowest HW sample rate that's >= 22KHz.
Needed because some targets that don't support 22K support 11K or 8K, so
HW_SAMPR_MIN will give us much lower quality than is acceptable.
Take advantage of this new macro in the SDL, MIDI, and MIKMOD plugins,
and implement a crude "fast enough" test to enable higher sample rates
on more capable targets.
Change-Id: I6ad38026fb3410c62da028e78512e027729bb851
This is not a very pretty fix, but code that doesn't crash is better than
code that crashes... "If it runs, it's done."
Change-Id: Ia1d0c537e5e5e60fb80cf7d7de2332e1c712806f
Forgot a return statement in Sys_FileRead (which slipped by since I've made
the questionable decision to disable all warnings...)
Change-Id: Ia0f3da52b43765b8e0e9953893ac7957ec2f6c2e