Add PS Vita backend.

This commit is contained in:
David Reid
2026-03-01 07:53:00 +10:00
parent d7ce0506f6
commit bc52a82903
5 changed files with 569 additions and 0 deletions
+37
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@@ -0,0 +1,37 @@
cmake_minimum_required(VERSION 3.16)
if(NOT DEFINED CMAKE_TOOLCHAIN_FILE)
if(DEFINED ENV{VITASDK})
set(CMAKE_TOOLCHAIN_FILE "$ENV{VITASDK}/share/vita.toolchain.cmake" CACHE PATH "toolchain file")
else()
message(FATAL_ERROR "Please define VITASDK to point to your SDK path!")
endif()
endif()
project(miniaudio_vita)
include("${VITASDK}/share/vita.cmake" REQUIRED)
set(VITA_APP_NAME "miniaudio_vita")
set(VITA_TITLEID "MINIAUDIO00001")
set(VITA_VERSION "01.00")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -std=gnu11")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++11")
add_executable(${PROJECT_NAME}
miniaudio_vita.c
)
target_link_libraries(${PROJECT_NAME}
m
SceAudio_stub
SceDisplay_stub
SceCtrl_stub
)
vita_create_self(${PROJECT_NAME}.self ${PROJECT_NAME})
vita_create_vpk(${PROJECT_NAME}.vpk ${VITA_TITLEID} ${PROJECT_NAME}.self
VERSION ${VITA_VERSION}
NAME ${VITA_APP_NAME}
)
+114
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@@ -0,0 +1,114 @@
/* Uncomment this and update the path to enable the debug screen. */
/*#include "/opt/toolchains/vitasdk/samples/common/debugScreen.c"*/
#if defined(DEBUG_SCREEN_H)
#define HAS_DEBUG_SCREEN
#endif
#ifdef HAS_DEBUG_SCREEN
#define printf psvDebugScreenPrintf
#endif
#define MA_DEBUG_OUTPUT
#include "../../miniaudio.c"
#include <psp2/ctrl.h>
static void data_callback(ma_device* pDevice, void* pFramesOut, const void* pFramesIn, ma_uint32 frameCount)
{
static int c = 0;
ma_data_source* pDataSource = (ma_data_source*)ma_device_get_user_data(pDevice);
ma_data_source_read_pcm_frames(pDataSource, pFramesOut, frameCount, NULL);
(void)pFramesIn;
(void)pDevice;
}
int main()
{
ma_result result;
ma_device_config deviceConfig;
ma_device device;
ma_waveform waveform;
ma_decoder decoder;
SceCtrlData ctrlPeek, ctrlPress;
#ifdef HAS_DEBUG_SCREEN
psvDebugScreenInit();
#endif
deviceConfig = ma_device_config_init(ma_device_type_playback);
//deviceConfig.threadingMode = MA_THREADING_MODE_SINGLE_THREADED;
deviceConfig.playback.format = ma_format_s16;
deviceConfig.playback.channels = 2;
deviceConfig.sampleRate = 48000;
deviceConfig.dataCallback = data_callback;
deviceConfig.pUserData = &waveform;
deviceConfig.periodSizeInFrames = 1024;
#if 0
ma_device_backend_config backend = ma_device_backend_config_init(ma_device_backend_vita, NULL);
result = ma_device_init_ex(&backend, 1, NULL, &deviceConfig, &device);
#else
result = ma_device_init(NULL, &deviceConfig, &device);
#endif
if (result != MA_SUCCESS) {
return 1;
}
/* Initialize the waveform before starting the device. */
{
ma_waveform_config waveformConfig = ma_waveform_config_init(device.playback.format, device.playback.channels, device.sampleRate, ma_waveform_type_sine, 0.1f, 400);
ma_waveform_init(&waveformConfig, &waveform);
}
/* Decoder. */
#if 0
{
ma_decoder_config decoderConfig = ma_decoder_config_init(device.playback.format, device.playback.channels, device.sampleRate);
ma_decoder_init_file("test.mp3", &decoderConfig, &decoder);
}
#endif
result = ma_device_start(&device);
if (result != MA_SUCCESS) {
return 1;
}
for (;;) {
ctrlPress = ctrlPeek;
sceCtrlPeekBufferPositive(0, &ctrlPeek, 1);
ctrlPress.buttons = ctrlPeek.buttons & ~ctrlPress.buttons;
if(ctrlPress.buttons == SCE_CTRL_SQUARE) {
if (ma_device_is_started(&device)) {
printf("STOPPING\n");
ma_device_stop(&device);
} else {
printf("STARTING\n");
ma_device_start(&device);
}
}
if(ctrlPress.buttons == SCE_CTRL_CROSS) {
break;
}
if (ma_device_get_threading_mode(&device) == MA_THREADING_MODE_SINGLE_THREADED) {
ma_device_step(&device, MA_BLOCKING_MODE_NON_BLOCKING);
/*
I found that if I don't relax the CPU a bit I'll get glitching when running in vita3k. Maybe the loop is pinning the CPU
at 100% and starving the audio system?
*/
ma_sleep(1);
} else {
ma_sleep(1);
}
}
ma_waveform_uninit(&waveform);
ma_device_uninit(&device);
return 0;
}