/*---------------------------------------------------------------------------* Project: Horizon File: main.cpp Copyright 2009-2011 Nintendo. All rights reserved. These coded instructions, statements, and computer programs contain proprietary information of Nintendo of America Inc. and/or Nintendo Company Ltd., and are protected by Federal copyright law. They may not be disclosed to third parties or copied or duplicated in any form, in whole or in part, without the prior written consent of Nintendo. $Rev$ *---------------------------------------------------------------------------*/ #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "demo.h" #define HANDLE_ERROR(result) \ if(result.IsFailure()) \ { \ DrawError(result, __LINE__); \ } \ namespace { nn::drivers::cal::CTR::LcdFlickerInfo s_LcdFlickerInfo; bool s_LcdFlickerInfoIsValid = false; u8 s_SerialNo[nn::cfg::CTR::CFG_SECURE_INFO_SERIAL_NO_LEN]; bit64 s_TranferableId; bool s_CanReadSerialNumber = false; u32 s_CalVersion = 0; void* heapForGx; nn::fnd::ExpHeap s_AppHeap; demo::RenderSystemDrawing s_RenderSystem; } void DrawError(nn::Result result, s32 line) { s_RenderSystem.SetColor(1, 0, 0); for(;;) { s_RenderSystem.SetRenderTarget(NN_GX_DISPLAY0); s_RenderSystem.SetClearColor(NN_GX_DISPLAY0, 0, 0, 0, 1); s_RenderSystem.Clear(); s_RenderSystem.DrawText(0, 0, "line %d: Error = %X", line, result.GetPrintableBits()); s_RenderSystem.SwapBuffers(); s_RenderSystem.SetRenderTarget(NN_GX_DISPLAY1); s_RenderSystem.SetClearColor(NN_GX_DISPLAY1, 1, 0, 0, 1); s_RenderSystem.Clear(); s_RenderSystem.SwapBuffers(); nngxWaitVSync(NN_GX_DISPLAY_BOTH); } } void Finalize() { s_RenderSystem.Finalize(); s_AppHeap.Free(heapForGx); s_AppHeap.Finalize(); nn::applet::DisableSleep(); nn::hid::Finalize(); nn::cfg::init::Finalize(); nn::fs::Finalize(); nn::applet::PrepareToCloseApplication(); nn::applet::CloseApplication(); } extern "C" void nnMain() { nn::Result result; // os の初期化 nn::os::Initialize(); // ServiceManagerプロセスの初期化 result = nn::srv::Initialize(); HANDLE_ERROR(result); nn::applet::Enable(); NN_LOG("FlickerCalCollector start\n"); const u32 s_GxHeapSize = 0x800000; // ヒープの確保 s_AppHeap.Initialize(nn::os::GetDeviceMemoryAddress(), nn::os::GetDeviceMemorySize(), nn::os::ALLOCATE_OPTION_LINEAR); // RenderSystem の準備 heapForGx = s_AppHeap.Allocate(s_GxHeapSize); s_RenderSystem.Initialize(reinterpret_cast(heapForGx), s_GxHeapSize); s_RenderSystem.SetClearColor(NN_GX_DISPLAY0, 0, 0, 0, 1); s_RenderSystem.SetColor(1, 1, 1); // fs の初期化 nn::fs::Initialize(); // NAND マウント // nand:/ro/ のマウント result = nn::fs::MountSpecialArchive("nandro:", nn::fs::CTR::ARCHIVE_TYPE_CTR_NAND_RO); if ( result.IsFailure() ) { NN_LOG_WARN("[CFG] Mount nand:/ro failed.\n"); nn::dbg::PrintResult(result); } NN_LOG("Before %d, %d\n", s_LcdFlickerInfo.vcomTop, s_LcdFlickerInfo.vcomBottom); // cal の情報取得 { nn::drivers::cal::CTR::Calibration calibration; nn::drivers::cal::CTR::Type currentCalType; // Cal の初期化 calibration.Initialize(); //----- バージョンを取得 s_CalVersion = calibration.GetVersion(); //----- LCD FLICKER currentCalType = nn::drivers::cal::CTR::CAL_DATA_LCD_FLICKER; s_LcdFlickerInfoIsValid = calibration.Get(&s_LcdFlickerInfo, currentCalType); if(!s_LcdFlickerInfoIsValid) { DrawError(nn::ResultSuccess(), __LINE__); } } result = nn::fs::Unmount("nandro"); HANDLE_ERROR(result); // cfg の初期化 nn::cfg::CTR::init::Initialize(); // シリアルナンバーの取得 std::memset(s_SerialNo, '\0', nn::cfg::CTR::CFG_SECURE_INFO_SERIAL_NO_LEN); result = nn::cfg::CTR::init::GetSerialNo(s_SerialNo); HANDLE_ERROR(result); if(result.IsSuccess()) { s_CanReadSerialNumber = true; } // 移行可能IDの取得 s_TranferableId = nn::cfg::CTR::GetTransferableId(0); nn::hid::InitializeWithPrivilege(); u32 count = 0; s32 flushCount = -1; nn::hid::PadReader padReader; nn::hid::PadStatus padStatus; using namespace nn::cfg::CTR::detail; LcdFlickerCfgData flicker; // 現在のcfg値の取得 result = nn::cfg::CTR::init::GetConfig(&flicker, sizeof(LcdFlickerCfgData), GET_CFG_KEY(NN_CFG_LCD, NN_CFG_LCD_CAL_FLICKER)); HANDLE_ERROR(result); for (;;) { padReader.ReadLatest(&padStatus); // キーの反映 if(padStatus.trigger & nn::hid::BUTTON_A || padStatus.hold & nn::hid::BUTTON_X) { flicker.vcomTop++; } if(padStatus.trigger & nn::hid::BUTTON_B || padStatus.hold & nn::hid::BUTTON_Y) { flicker.vcomTop--; } if(padStatus.trigger & nn::hid::BUTTON_RIGHT || padStatus.hold & nn::hid::BUTTON_R) { flicker.vcomBottom++; } if(padStatus.trigger & nn::hid::BUTTON_LEFT || padStatus.hold & nn::hid::BUTTON_L) { flicker.vcomBottom--; } if(padStatus.trigger & nn::hid::BUTTON_START) { NN_LOG("update\n"); // 書き込み result = nn::cfg::CTR::init::SetConfig(GET_CFG_KEY(NN_CFG_LCD, NN_CFG_LCD_CAL_FLICKER), &flicker, sizeof(LcdFlickerCfgData)); HANDLE_ERROR(result); result = nn::cfg::CTR::init::FlushConfig(); HANDLE_ERROR(result); flushCount = count; // 現在のcfg値の取得 result = nn::cfg::CTR::init::GetConfig(&flicker, sizeof(LcdFlickerCfgData), GET_CFG_KEY(NN_CFG_LCD, NN_CFG_LCD_CAL_FLICKER)); HANDLE_ERROR(result); } s_RenderSystem.SetRenderTarget(NN_GX_DISPLAY0); s_RenderSystem.SetClearColor(NN_GX_DISPLAY0, 0, 0, 0, 1); s_RenderSystem.Clear(); s_RenderSystem.DrawText(0, 0, "count = %d", count++); if(s_CanReadSerialNumber) { s_RenderSystem.DrawText(0, 10, "serial = %s", s_SerialNo); } s_RenderSystem.DrawText(0, 20, "TransferableId = %llx\n", s_TranferableId); s_RenderSystem.DrawText(0, 30, "calVersion = %d\n", s_CalVersion); s_RenderSystem.DrawText(0, 40, "Flicker = %0x, %0x", s_LcdFlickerInfo.vcomTop, s_LcdFlickerInfo.vcomBottom); s_RenderSystem.DrawText(0, 50, "cfg = %0x, %0x", flicker.vcomTop, flicker.vcomBottom); s_RenderSystem.DrawText(0, 60, "flush = %d", flushCount); s_RenderSystem.DrawText(0, 80, "A : VcomTop++"); s_RenderSystem.DrawText(0, 90, "B : VcomTop--"); s_RenderSystem.DrawText(0, 100, "Right: VcomBottom++"); s_RenderSystem.DrawText(0, 110, "Left : VcomBottom--"); s_RenderSystem.DrawText(0, 120, "Start: Flush data to Nand"); s_RenderSystem.SwapBuffers(); s_RenderSystem.SetRenderTarget(NN_GX_DISPLAY1); s_RenderSystem.SetClearColor(NN_GX_DISPLAY1, 0, 0, 0, 1); s_RenderSystem.Clear(); s_RenderSystem.SwapBuffers(); nngxWaitVSync(NN_GX_DISPLAY_BOTH); // Homeボタン if (nn::applet::IsExpectedToProcessHomeButton()) { nn::applet::ProcessHomeButton(); nn::applet::WaitForStarting(); // 待ちうけからの戻り終了チェック if (nn::applet::IsExpectedToCloseApplication()) { break; } // GPU レジスタ設定の復帰 nngxUpdateState(NN_GX_STATE_ALL); nngxValidateState(NN_GX_STATE_ALL, GL_TRUE); } // 電源ボタン if (nn::applet::IsExpectedToProcessPowerButton()) { nn::applet::ProcessPowerButton(); nn::applet::WaitForStarting(); // 待ちうけからの戻り終了チェック if (nn::applet::IsExpectedToCloseApplication()) { break; } // GPU レジスタ設定の復帰 nngxUpdateState(NN_GX_STATE_ALL); nngxValidateState(NN_GX_STATE_ALL, GL_TRUE); } if (nn::applet::IsExpectedToCloseApplication()) { break; } } Finalize(); }