mode switch

This commit is contained in:
Steven Dan
2026-01-11 08:53:19 +08:00
parent ef490877f4
commit 0be568acaf
6 changed files with 446 additions and 196 deletions

View File

@@ -8,8 +8,8 @@
#define CLKBLK_SPDIF_TX XS1_CLKBLK_1
#define CLKBLK_SPDIF_RX XS1_CLKBLK_1
#define CLKBLK_MCLK XS1_CLKBLK_2
#define CLKBLK_FLASHLIB XS1_CLKBLK_1 /* Clock block for use by flash lib */
#define CLKBLK_FLASHLIB XS1_CLKBLK_3 /* Clock block for use by flash lib */
#define CLKBLK_ADAT_RX XS1_CLKBLK_REF /* Use REF for ADAT_RX on x200/AI series */
#define CLKBLK_I2S_BIT XS1_CLKBLK_3
#define CLKBLK_I2S_BIT XS1_CLKBLK_1
#endif /* _UAC_HWRESOURCES_H_ */

View File

@@ -54,36 +54,65 @@ set(SW_USB_AUDIO_FLAGS ${EXTRA_BUILD_FLAGS} -O3
-DDEBUG_PRINT_ENABLE=0)
LINK_DIRECTORIES(${CMAKE_CURRENT_LIST_DIR}/../../lib_dnr/lib_dnr)
set(APP_COMPILER_FLAGS_ex3d_stereo_2k ${SW_USB_AUDIO_FLAGS} -DI2S_CHANS_DAC=2
LINK_DIRECTORIES(${CMAKE_CURRENT_LIST_DIR}/../../lib_dnr/lib_dnr)
set(APP_COMPILER_FLAGS_ex3d_UAC1 ${SW_USB_AUDIO_FLAGS} -DI2S_CHANS_DAC=2
-DI2S_CHANS_ADC=2
#-DAUDIO_CLASS=1
-DMIN_FREQ=48000
-DMAX_FREQ=48000
-DUSE_EX3D
-DAUDIO_CLASS=1
-DMIN_FREQ=48000
-DMAX_FREQ=48000
-DUSE_EX3D
-DMIXER=0
-DAIZIP_DNR=0 #-ldnr_50ms
-llib_ex3d_stereo_2k
-DNUM_USB_CHAN_OUT=2
-DNUM_USB_CHAN_IN=2
-DNUM_USB_CHAN_OUT_FS=2
-DNUM_USB_CHAN_IN=0
-DSTREAM_FORMAT_OUTPUT_1_RESOLUTION_BITS=16
-DSTREAM_FORMAT_OUTPUT_2_RESOLUTION_BITS=16
-DSTREAM_FORMAT_OUTPUT_3_RESOLUTION_BITS=16
-DSTREAM_FORMAT_INPUT_1_RESOLUTION_BITS=16
-DSTREAM_FORMAT_INPUT_2_RESOLUTION_BITS=16
-DSTREAM_FORMAT_INPUT_3_RESOLUTION_BITS=16
-DSTREAM_FORMAT_INPUT_3_RESOLUTION_BITS=16
-DNUM_EX3D_CHAN_OUT=2
-DINPUT_VOLUME_CONTROL=0
-DUAC1_MODE=1
-DEQ_EN=1
-DOUTPUT_VOLUME_CONTROL=0
-DSTEREO_2K
-DHID_CONTROLS=1)
set(APP_COMPILER_FLAGS_ex3d_stereo_8k ${SW_USB_AUDIO_FLAGS} -DI2S_CHANS_DAC=2
set(APP_COMPILER_FLAGS_ex3d_stereo_2k ${SW_USB_AUDIO_FLAGS} -DI2S_CHANS_DAC=2
-DI2S_CHANS_ADC=0
#-DAUDIO_CLASS=1
-DMIN_FREQ=48000
-DMAX_FREQ=48000
-DUSE_EX3D
-DMIXER=0
-DAIZIP_DNR=0 #-ldnr_50ms
-llib_ex3d_stereo_2k
-DNUM_USB_CHAN_OUT=2
-DNUM_USB_CHAN_IN=0
-DSTREAM_FORMAT_OUTPUT_1_RESOLUTION_BITS=16
-DSTREAM_FORMAT_OUTPUT_2_RESOLUTION_BITS=16
-DSTREAM_FORMAT_OUTPUT_3_RESOLUTION_BITS=16
-DSTREAM_FORMAT_INPUT_1_RESOLUTION_BITS=16
-DSTREAM_FORMAT_INPUT_2_RESOLUTION_BITS=16
-DSTREAM_FORMAT_INPUT_3_RESOLUTION_BITS=16
-DNUM_EX3D_CHAN_OUT=2
-DINPUT_VOLUME_CONTROL=0
-DEQ_EN=1
-DOUTPUT_VOLUME_CONTROL=0
-DSTEREO_2K
-DHID_CONTROLS=1)
set(APP_COMPILER_FLAGS_ex3d_stereo_8k ${SW_USB_AUDIO_FLAGS} -DI2S_CHANS_DAC=2
-DI2S_CHANS_ADC=2
-DAUDIO_CLASS=1
-DMIN_FREQ=48000
-DMAX_FREQ=48000
-DUSE_EX3D
-DMIN_FREQ=48000
-DMAX_FREQ=48000
-DUSE_EX3D
-DMIXER=0
-DAIZIP_DNR=0 #-ldnr_50ms
-llib_ex3d_stereo_8k
@@ -94,19 +123,19 @@ set(APP_COMPILER_FLAGS_ex3d_stereo_8k ${SW_USB_AUDIO_FLAGS} -DI2S_CHANS_DAC=2
-DSTREAM_FORMAT_OUTPUT_3_RESOLUTION_BITS=16
-DSTREAM_FORMAT_INPUT_1_RESOLUTION_BITS=16
-DSTREAM_FORMAT_INPUT_2_RESOLUTION_BITS=16
-DSTREAM_FORMAT_INPUT_3_RESOLUTION_BITS=16
-DSTREAM_FORMAT_INPUT_3_RESOLUTION_BITS=16
-DNUM_EX3D_CHAN_OUT=2
-DINPUT_VOLUME_CONTROL=0
-DOUTPUT_VOLUME_CONTROL=0
-DSTEREO_8K
-DHID_CONTROLS=1)
set(APP_COMPILER_FLAGS_ex3d_71_game ${SW_USB_AUDIO_FLAGS} -DI2S_CHANS_DAC=2
set(APP_COMPILER_FLAGS_ex3d_71_game ${SW_USB_AUDIO_FLAGS} -DI2S_CHANS_DAC=2
-DI2S_CHANS_ADC=2
-DMIN_FREQ=48000
-DMAX_FREQ=48000
-DMIN_FREQ=48000
-DMAX_FREQ=48000
-DUSE_EX3D
-DMIXER=0
-DMIXER=0
-DAIZIP_DNR=0 #-ldnr_50ms
-llib_ex3d_game
-DNUM_USB_CHAN_OUT=8
@@ -114,14 +143,15 @@ set(APP_COMPILER_FLAGS_ex3d_71_game ${SW_USB_AUDIO_FLAGS} -DI2S_CHANS_DAC=2
-DNUM_EX3D_CHAN_OUT=2
-DMIN_VOLUME=0xE000
-DSPATIAL_GAME
-DEQ_EN=1
-DHID_CONTROLS=1)
set(APP_COMPILER_FLAGS_ex3d_71_music ${SW_USB_AUDIO_FLAGS} -DI2S_CHANS_DAC=2
set(APP_COMPILER_FLAGS_ex3d_71_music ${SW_USB_AUDIO_FLAGS} -DI2S_CHANS_DAC=2
-DI2S_CHANS_ADC=2
-DMIN_FREQ=48000
-DMAX_FREQ=48000
-DMIN_FREQ=48000
-DMAX_FREQ=48000
-DUSE_EX3D
-DMIXER=0
-DMIXER=0
-DAIZIP_DNR=0 #-ldnr_50ms
-llib_ex3d_music
-DNUM_USB_CHAN_OUT=8
@@ -130,28 +160,29 @@ set(APP_COMPILER_FLAGS_ex3d_71_music ${SW_USB_AUDIO_FLAGS} -DI2S_CHANS_DAC=2
-DMIN_VOLUME=0xE000
-DSPATIAL_MUSIC
-DHID_CONTROLS=1)
set(APP_COMPILER_FLAGS_ex3d_71_movie ${SW_USB_AUDIO_FLAGS} -DI2S_CHANS_DAC=2
set(APP_COMPILER_FLAGS_ex3d_71_movie ${SW_USB_AUDIO_FLAGS} -DI2S_CHANS_DAC=2
-DI2S_CHANS_ADC=2
-DMIN_FREQ=48000
-DMAX_FREQ=48000
-DMIN_FREQ=48000
-DMAX_FREQ=48000
-DUSE_EX3D
-DMIXER=0
-DMIXER=0
-DAIZIP_DNR=0 #-ldnr_50ms
-llib_ex3d_movie
-DNUM_USB_CHAN_OUT=8
-DNUM_USB_CHAN_IN=2
-DNUM_EX3D_CHAN_OUT=2
-DMIN_VOLUME=0xE000
-DEQ_EN=1
-DSPATIAL_MOVIE
-DHID_CONTROLS=1)
-DHID_CONTROLS=1)
set(APP_COMPILER_FLAGS_ex3d_71_drama ${SW_USB_AUDIO_FLAGS} -DI2S_CHANS_DAC=2
set(APP_COMPILER_FLAGS_ex3d_71_drama ${SW_USB_AUDIO_FLAGS} -DI2S_CHANS_DAC=2
-DI2S_CHANS_ADC=2
-DMIN_FREQ=48000
-DMAX_FREQ=48000
-DMIN_FREQ=48000
-DMAX_FREQ=48000
-DUSE_EX3D
-DMIXER=0
-DMIXER=0
-DAIZIP_DNR=0 #-ldnr_50ms
-llib_ex3d_drama
-DNUM_USB_CHAN_OUT=8

View File

@@ -25,6 +25,12 @@
// 改动原因添加user_func.h头文件用于调用save_value和load_value函数保存/加载模式到/从flash
extern void save_value(unsigned char *path, unsigned char value);
extern unsigned char load_value(unsigned char *path);
// 改动原因添加g_host_os外部声明用于检测主机操作系统类型Windows或非Windows
extern unsigned g_host_os; // 1 -> Windows, 2 -> Others
extern void device_reboot(void);
unsigned g_windows_detect_done = 0;
unsigned g_ex3d_key_verified = 0;
enum { OS_WIN = 1, OS_OTHERS = 2 };
chanend_t uc_ex3d_to_ubm, uc_eq_data;
@@ -70,11 +76,11 @@ void SetEqDataChan (chanend_t c) {
void key_receiver(chanend_t c)
{
debug_printf("===> key_receiver\n");
// tile0
// tile0
// load the license key
// This function must be called before audio_ex3d_activate_key.
audio_ex3d_load_key(c);
SET_SHARED_GLOBAL(g_ex3d_key_verified, 1);
}
void key_sender(chanend_t c)
@@ -691,8 +697,6 @@ void hid_update(unsigned char hid_data) {
#define KEY_POLLING_INTERVAL 10000000L // 100ms polling interval
#define HOLD_THRESHOLD 20 // time = HOLD_THRESHOLD * KEY_POLLING_INTERVAL = 2000ms
// 改动原因添加LED闪烁相关宏定义用于长按时直接循环闪烁3次
#define BLINK_ON_INTERVAL 2 // LED闪烁亮持续时间2 * 100ms = 200ms
#define BLINK_OFF_INTERVAL 2 // LED闪烁灭持续时间2 * 100ms = 200ms
#define BLINK_COUNT 3 // LED闪烁次数3次
#endif
@@ -708,10 +712,11 @@ void hid_update(unsigned char hid_data) {
#define GREEN_LED_PIN 1 // DNR LED (绿色LED) - bit 1 of leds2_val, 0b11111101
#define BLUE_LED_PIN 0 // 3D LED (蓝色LED) - bit 0 of leds2_val, 0b11111110
// 改动原因定义模式切换标志值用于在SPATIAL_GAME、SPATIAL_MOVIE、STEREO_2K之间循环切换
#define MODE_STEREO_2K USB_IN_FLAG // STEREO_2K模式标志
#define MODE_SPATIAL_GAME COAX_IN_FLAG // SPATIAL_GAME模式标志
#define MODE_SPATIAL_MOVIE OPT_IN_FLAG // SPATIAL_MOVIE模式标志
// 改动原因定义模式切换标志值用于在SPATIAL_GAME、SPATIAL_MOVIE、STEREO_2K、UAC1之间循环切换
#define MODE_STEREO_2K UAC1_IN_FLAG //4 STEREO_2K模式标志
#define MODE_SPATIAL_GAME COAX_IN_FLAG //1 SPATIAL_GAME模式标志
#define MODE_SPATIAL_MOVIE OPT_IN_FLAG // 3 SPATIAL_MOVIE模式标志
#define MODE_UAC1 USB_IN_FLAG // 2 UAC1模式标志
//Tile 1
void hid_button_task(chanend_t cc_mic_level, chanend_t c_hidRcvData, chanend_t c_hidSendData)
@@ -732,9 +737,11 @@ void hid_button_task(chanend_t cc_mic_level, chanend_t c_hidRcvData, chanend_t c
// 改动原因添加LED闪烁相关变量用于保存原始LED状态
static uint8_t saved_leds2_val = 0; // 保存原始leds2_val状态
static uint8_t saved_leds1_val = 0; // 保存原始leds1_val状态
// 改动原因添加模式变量用于存储从button_task接收的模式值判断是否在无音效模式
static unsigned game_mode_t1 = 0; // tile1上的模式值用于判断是否在无音效模式
// 改动原因添加模式变量用于存储从button_task接收的模式值判断是否在无音效模式或UAC1模式
static unsigned game_mode_t1 = 0; // tile1上的模式值用于判断是否在无音效模式或UAC1模式
static unsigned is_no_effect_mode = 0; // 是否为无音效模式标志模式3
static unsigned is_uac1_mode = 0; // 是否为UAC1模式标志模式4
static unsigned actual_mode_for_led = 0; // UAC1模式下的实际模式值0=STEREO_2K, 1=SPATIAL_GAME, 2=SPATIAL_MOVIE用于LED闪烁
int ret = 0;
hwtimer_t timer = hwtimer_alloc();
// init mic level
@@ -749,6 +756,7 @@ void hid_button_task(chanend_t cc_mic_level, chanend_t c_hidRcvData, chanend_t c
// 初始化时先设置默认值模式值将在event_mic_vol中接收
// 这样可以避免阻塞按键轮询
is_no_effect_mode = 0;
is_uac1_mode = 0;
game_mode_t1 = 0;
debug_printf("hid_button_task init: waiting for mode value from button_task\n");
@@ -781,8 +789,10 @@ void hid_button_task(chanend_t cc_mic_level, chanend_t c_hidRcvData, chanend_t c
if (tmp == 0xFE) {
// 这是模式传输命令
game_mode_t1 = chan_in_byte(cc_mic_level);
is_no_effect_mode = (game_mode_t1 == 3) ? 1 : 0;
debug_printf("hid_button_task received game_mode: %d (NO_EFFECT=%d) in event_mic_vol\n", game_mode_t1, is_no_effect_mode);
is_no_effect_mode = (game_mode_t1 == 3) ? 1 : 0; // 模式3为无音效模式
is_uac1_mode = (game_mode_t1 == 4) ? 1 : 0; // 模式4为UAC1模式
debug_printf("hid_button_task received game_mode: %d (NO_EFFECT=%d, UAC1=%d) in event_mic_vol\n",
game_mode_t1, is_no_effect_mode, is_uac1_mode);
// 如果是无音效模式强制禁用3D算法
if (is_no_effect_mode) {
@@ -795,6 +805,41 @@ void hid_button_task(chanend_t cc_mic_level, chanend_t c_hidRcvData, chanend_t c
port_out(p_leds, leds1_val);
debug_printf("NO_EFFECT mode: 3D algorithm disabled, WHITE LED (all on)\n");
}
// 改动原因UAC1模式下的等效模式值将在下一个event_mic_vol中通过0xFD命令接收
// 模式接收完成后继续,不处理按键
} else if (tmp == 0xFD) {
// 改动原因这是UAC1模式下的等效模式值传输命令0xFD命令 + 等效模式值0-2
if (is_uac1_mode) {
actual_mode_for_led = chan_in_byte(cc_mic_level);
debug_printf("hid_button_task received actual_mode_for_led: %d (0=STEREO_2K, 1=SPATIAL_GAME, 2=SPATIAL_MOVIE)\n", actual_mode_for_led);
// 改动原因如果3D算法是开启状态根据等效模式值更新LED显示
if (is_3d_on == A3D_ON) {
if (actual_mode_for_led == 0) {
// STEREO_2K等效模式绿色LED
leds2_val &= (~(1<<GREEN_LED_PIN)); // Green LED on
leds1_val |= 1; // Red LED off
leds2_val |= (1<<BLUE_LED_PIN); // Blue LED off
} else if (actual_mode_for_led == 1) {
// SPATIAL_GAME等效模式蓝色LED
leds2_val &= (~(1<<BLUE_LED_PIN)); // Blue LED on
leds2_val |= (1<<GREEN_LED_PIN); // Green LED off
leds1_val |= 1; // Red LED off
} else if (actual_mode_for_led == 2) {
// SPATIAL_MOVIE等效模式红色LED
leds1_val &= (~1); // Red LED on
leds2_val |= (1<<GREEN_LED_PIN); // Green LED off
leds2_val |= (1<<BLUE_LED_PIN); // Blue LED off
}
port_out(p_leds2, leds2_val);
port_out(p_leds, leds1_val);
debug_printf("UAC1 mode: LED updated to match equivalent mode %d\n", actual_mode_for_led);
}
} else {
// 非UAC1模式下不应该收到0xFD命令忽略
debug_printf("WARNING: received 0xFD command but not in UAC1 mode, ignoring\n");
chan_in_byte(cc_mic_level); // 读取并丢弃下一个字节
}
// 模式接收完成后继续,不处理按键
} else {
// 正常的mic level命令处理
@@ -849,8 +894,8 @@ void hid_button_task(chanend_t cc_mic_level, chanend_t c_hidRcvData, chanend_t c
hwtimer_set_trigger_time(timer, hwtimer_get_time(timer) + KEY_POLLING_INTERVAL);
//uint32_t key_in = port_in_when_pinsneq(p_keys, PORT_UNBUFFERED, last_status);
uint32_t key_in = port_in(p_keys);
debug_printf("event_polling: key_in=0x%08X, last_status=0x%08X, is_stable=%d, press_hold_cnt=%d\n",
key_in, last_status, is_stable, press_hold_cnt);
// debug_printf("event_polling: key_in=0x%08X, last_status=0x%08X, is_stable=%d, press_hold_cnt=%d\n",
// key_in, last_status, is_stable, press_hold_cnt);
if (key_in != last_status) {
if ((key_in == 0) && (is_stable)) {
//pressed
@@ -883,25 +928,55 @@ void hid_button_task(chanend_t cc_mic_level, chanend_t c_hidRcvData, chanend_t c
} else {
if (is_3d_on == A3D_OFF) {
is_3d_on = A3D_ON;
// 改动原因UAC1模式下根据actual_mode_for_led显示对应的LED颜色
if (is_uac1_mode) {
// UAC1模式根据等效模式值显示LED
if (actual_mode_for_led == 0) {
// STEREO_2K等效模式绿色LED
leds2_val &= (~(1<<GREEN_LED_PIN)); // Green LED on
leds1_val |= 1; // Red LED off
leds2_val |= (1<<BLUE_LED_PIN); // Blue LED off
debug_printf("UAC1 mode: 3D ON, STEREO_2K equivalent (GREEN LED)\n");
} else if (actual_mode_for_led == 1) {
// SPATIAL_GAME等效模式蓝色LED
leds2_val &= (~(1<<BLUE_LED_PIN)); // Blue LED on
leds2_val |= (1<<GREEN_LED_PIN); // Green LED off
leds1_val |= 1; // Red LED off
debug_printf("UAC1 mode: 3D ON, SPATIAL_GAME equivalent (BLUE LED)\n");
} else if (actual_mode_for_led == 2) {
// SPATIAL_MOVIE等效模式红色LED
leds1_val &= (~1); // Red LED on
leds2_val |= (1<<GREEN_LED_PIN); // Green LED off
leds2_val |= (1<<BLUE_LED_PIN); // Blue LED off
debug_printf("UAC1 mode: 3D ON, SPATIAL_MOVIE equivalent (RED LED)\n");
} else {
// 默认白色LED
leds2_val = 0xFC;
leds1_val = 0x0;
debug_printf("UAC1 mode: 3D ON, unknown equivalent mode, WHITE LED\n");
}
} else {
// 非UAC1模式根据编译模式显示LED
#if defined (STEREO_2K)
leds2_val &= (~(1<<GREEN_LED_PIN)); // Green LED on
leds1_val |= 1; // Red LED off
// 改动原因使用更明确的BLUE_LED_PIN宏定义
leds2_val |= (1<<BLUE_LED_PIN); // Blue LED off
leds2_val &= (~(1<<GREEN_LED_PIN)); // Green LED on
leds1_val |= 1; // Red LED off
// 改动原因使用更明确的BLUE_LED_PIN宏定义
leds2_val |= (1<<BLUE_LED_PIN); // Blue LED off
#endif
#if defined (SPATIAL_GAME)
// 改动原因使用更明确的BLUE_LED_PIN宏定义
leds2_val |= (1<<GREEN_LED_PIN); // Green LED off
leds1_val |= 1; // Red LED off
leds2_val &= (~(1<<BLUE_LED_PIN)); // Blue LED on
debug_printf("SPATIAL_GAME mode: setting BLUE LED on, leds2_val before=0x%02X\n", leds2_val | (1<<BLUE_LED_PIN));
// 改动原因使用更明确的BLUE_LED_PIN宏定义
leds2_val |= (1<<GREEN_LED_PIN); // Green LED off
leds1_val |= 1; // Red LED off
leds2_val &= (~(1<<BLUE_LED_PIN)); // Blue LED on
debug_printf("SPATIAL_GAME mode: setting BLUE LED on, leds2_val before=0x%02X\n", leds2_val | (1<<BLUE_LED_PIN));
#endif
#if defined (SPATIAL_MOVIE)
// 改动原因使用更明确的BLUE_LED_PIN宏定义
leds2_val |= (1<<GREEN_LED_PIN); // Green LED off
leds1_val &= (~1); // Red LED on
leds2_val |= (1<<BLUE_LED_PIN); // Blue LED off
// 改动原因使用更明确的BLUE_LED_PIN宏定义
leds2_val |= (1<<GREEN_LED_PIN); // Green LED off
leds1_val &= (~1); // Red LED on
leds2_val |= (1<<BLUE_LED_PIN); // Blue LED off
#endif
}
audio_ex3d_onoff(1);
debug_printf("3d on: leds2_val=0x%02X, leds1_val=0x%02X\n", leds2_val, leds1_val);
@@ -917,58 +992,150 @@ void hid_button_task(chanend_t cc_mic_level, chanend_t c_hidRcvData, chanend_t c
if ((is_stable == 0) && (press_hold_cnt > 0)) {
press_hold_cnt--;
if (press_hold_cnt == 0) {
// 改动原因:长按检测到时,根据不同宏定义直接执行LED闪烁3次循环
// 改动原因:长按检测到时,在UAC1模式下切换等效模式并保存其他模式切换固件模式
// 保存当前LED状态
saved_leds2_val = leds2_val;
saved_leds1_val = leds1_val;
debug_printf("Long press detected, start LED blink\n");
debug_printf("Long press detected\n");
// 直接在这里循环闪烁3次
for (int i = 0; i < BLINK_COUNT; i++) {
// LED亮
#if defined (STEREO_2K)
// STEREO_2K模式绿色LED闪烁3次
leds2_val &= (~(1<<GREEN_LED_PIN)); // Green LED on
leds1_val |= 1; // Red LED off
leds2_val |= (1<<BLUE_LED_PIN); // Blue LED off
#elif defined (SPATIAL_GAME)
// SPATIAL_GAME模式蓝色LED闪烁3次
leds2_val &= (~(1<<BLUE_LED_PIN)); // Blue LED on
leds2_val |= (1<<GREEN_LED_PIN); // Green LED off
leds1_val |= 1; // Red LED off
#elif defined (SPATIAL_MOVIE)
// SPATIAL_MOVIE模式红色LED闪烁3次
leds1_val &= (~1); // Red LED on
leds2_val |= (1<<GREEN_LED_PIN); // Green LED off
leds2_val |= (1<<BLUE_LED_PIN); // Blue LED off
#else
// 默认蓝色LED闪烁3次
leds2_val &= (~(1<<BLUE_LED_PIN)); // Blue LED on
leds1_val |= 1; // Red LED off
leds2_val |= (1<<GREEN_LED_PIN); // Green LED off
#endif
port_out(p_leds2, leds2_val);
port_out(p_leds, leds1_val);
// 改动原因在UAC1模式下长按键切换等效模式0→1→2→0不重启设备
#if UAC1_MODE == 1
{
// UAC1模式循环切换等效模式 0→1→2→0
// 0=STEREO_2K等效, 1=SPATIAL_GAME等效, 2=SPATIAL_MOVIE等效
unsigned old_actual_mode = actual_mode_for_led; // 保存旧值用于日志
unsigned new_actual_mode = (actual_mode_for_led + 1) % 3; // 循环切换 0→1→2→0
actual_mode_for_led = new_actual_mode;
delay_milliseconds(200);
// LED灭
leds2_val |= (1<<BLUE_LED_PIN); // Blue LED off
leds2_val |= (1<<GREEN_LED_PIN); // Green LED off
leds1_val |= 1; // Red LED off
port_out(p_leds2, leds2_val);
port_out(p_leds, leds1_val);
debug_printf("UAC1 mode: switching equivalent mode from %d to %d (0=STEREO_2K, 1=SPATIAL_GAME, 2=SPATIAL_MOVIE)\n",
old_actual_mode, new_actual_mode);
delay_milliseconds(200);
// 改动原因保存新的等效模式值到flash的 "uac1_mode" 文件
unsigned char path_uac1[] = "uac1_mode";
save_value(path_uac1, (unsigned char)new_actual_mode);
printf("Saved uac1_mode %d to flash\n", new_actual_mode);
// 根据新的等效模式值闪烁对应的LED颜色
for (int i = 0; i < BLINK_COUNT; i++) {
// LED亮 - 根据新的等效模式值选择颜色
if (new_actual_mode == 0) {
// STEREO_2K等效模式绿色LED闪烁
leds2_val &= (~(1<<GREEN_LED_PIN)); // Green LED on
leds1_val |= 1; // Red LED off
leds2_val |= (1<<BLUE_LED_PIN); // Blue LED off
} else if (new_actual_mode == 1) {
// SPATIAL_GAME等效模式蓝色LED闪烁
leds2_val &= (~(1<<BLUE_LED_PIN)); // Blue LED on
leds2_val |= (1<<GREEN_LED_PIN); // Green LED off
leds1_val |= 1; // Red LED off
} else if (new_actual_mode == 2) {
// SPATIAL_MOVIE等效模式红色LED闪烁
leds1_val &= (~1); // Red LED on
leds2_val |= (1<<GREEN_LED_PIN); // Green LED off
leds2_val |= (1<<BLUE_LED_PIN); // Blue LED off
} else {
// 默认白色LED所有LED都亮
leds2_val = 0xFC; // 0b11111100: bit 0=0(蓝色LED on), bit 1=0(绿色LED on)
leds1_val = 0x0; // 0b00000000: bit 0=0(红色LED on)
}
port_out(p_leds2, leds2_val);
port_out(p_leds, leds1_val);
delay_milliseconds(200);
// LED灭
leds2_val |= (1<<BLUE_LED_PIN); // Blue LED off
leds2_val |= (1<<GREEN_LED_PIN); // Green LED off
leds1_val |= 1; // Red LED off
port_out(p_leds2, leds2_val);
port_out(p_leds, leds1_val);
delay_milliseconds(200);
}
// 改动原因UAC1模式下根据新的等效模式值更新LED显示如果3D开启
// 如果3D算法是开启状态根据新的等效模式值显示对应的LED颜色
if (is_3d_on == A3D_ON) {
if (new_actual_mode == 0) {
// STEREO_2K等效模式绿色LED
leds2_val &= (~(1<<GREEN_LED_PIN)); // Green LED on
leds1_val |= 1; // Red LED off
leds2_val |= (1<<BLUE_LED_PIN); // Blue LED off
} else if (new_actual_mode == 1) {
// SPATIAL_GAME等效模式蓝色LED
leds2_val &= (~(1<<BLUE_LED_PIN)); // Blue LED on
leds2_val |= (1<<GREEN_LED_PIN); // Green LED off
leds1_val |= 1; // Red LED off
} else if (new_actual_mode == 2) {
// SPATIAL_MOVIE等效模式红色LED
leds1_val &= (~1); // Red LED on
leds2_val |= (1<<GREEN_LED_PIN); // Green LED off
leds2_val |= (1<<BLUE_LED_PIN); // Blue LED off
}
port_out(p_leds2, leds2_val);
port_out(p_leds, leds1_val);
debug_printf("UAC1 mode: LED updated to match equivalent mode %d\n", new_actual_mode);
} else {
// 3D关闭状态恢复白灯
leds2_val = 0xFC; // 0b11111100: bit 0=0(蓝色LED on), bit 1=0(绿色LED on)
leds1_val = 0x0; // 0b00000000: bit 0=0(红色LED on)
port_out(p_leds2, leds2_val);
port_out(p_leds, leds1_val);
}
debug_printf("UAC1 mode: equivalent mode switched to %d, saved to flash, no firmware restart\n", new_actual_mode);
// UAC1模式下不发送0xffffffff不切换固件模式
}
// 恢复原始LED状态
leds2_val = saved_leds2_val;
leds1_val = saved_leds1_val;
port_out(p_leds2, leds2_val);
port_out(p_leds, leds1_val);
debug_printf("LED blink completed\n");
unsigned endData[1] = {0xffffffff};
chan_out_word(c_hidSendData, endData[0]);
#else
{
// 非UAC1模式正常切换模式原有逻辑
// 直接在这里循环闪烁3次
for (int i = 0; i < BLINK_COUNT; i++) {
// LED亮
#if defined (STEREO_2K)
// STEREO_2K模式绿色LED闪烁3次
leds2_val &= (~(1<<GREEN_LED_PIN)); // Green LED on
leds1_val |= 1; // Red LED off
leds2_val |= (1<<BLUE_LED_PIN); // Blue LED off
#elif defined (SPATIAL_GAME)
// SPATIAL_GAME模式蓝色LED闪烁3次
leds2_val &= (~(1<<BLUE_LED_PIN)); // Blue LED on
leds2_val |= (1<<GREEN_LED_PIN); // Green LED off
leds1_val |= 1; // Red LED off
#elif defined (SPATIAL_MOVIE)
// SPATIAL_MOVIE模式红色LED闪烁3次
leds1_val &= (~1); // Red LED on
leds2_val |= (1<<GREEN_LED_PIN); // Green LED off
leds2_val |= (1<<BLUE_LED_PIN); // Blue LED off
#else
// 默认蓝色LED闪烁3次
leds2_val &= (~(1<<BLUE_LED_PIN)); // Blue LED on
leds1_val |= 1; // Red LED off
leds2_val |= (1<<GREEN_LED_PIN); // Green LED off
#endif
port_out(p_leds2, leds2_val);
port_out(p_leds, leds1_val);
delay_milliseconds(100);
// LED灭
leds2_val |= (1<<BLUE_LED_PIN); // Blue LED off
leds2_val |= (1<<GREEN_LED_PIN); // Green LED off
leds1_val |= 1; // Red LED off
port_out(p_leds2, leds2_val);
port_out(p_leds, leds1_val);
delay_milliseconds(200);
}
// 恢复原始LED状态
leds2_val = saved_leds2_val;
leds1_val = saved_leds1_val;
port_out(p_leds2, leds2_val);
port_out(p_leds, leds1_val);
debug_printf("LED blink completed, mode switch will happen\n");
unsigned endData[1] = {0xffffffff};
chan_out_word(c_hidSendData, endData[0]);
}
#endif
}
}
}
@@ -993,101 +1160,135 @@ void button_task(chanend_t c_hidSendData, chanend_t cc_mic_level)
int debounce_cnt = 0;
static unsigned isMute = 0;
uint8_t tmp = 0;
#if (HID_CONTROLS == 1)
unsigned hidData0;
#endif
// 改动原因在button_task初始化时从flash加载保存的模式检测当前模式是否匹配如不匹配则切换
unsigned ex3d_key_verified;
delay_milliseconds(300);
#if 0
GET_SHARED_GLOBAL(ex3d_key_verified, g_ex3d_key_verified);
while (ex3d_key_verified == 0) {
delay_milliseconds(1);
GET_SHARED_GLOBAL(ex3d_key_verified, g_ex3d_key_verified);
}
#endif
printf("button task start\n");
// 改动原因区分Windows模式和UAC1模式分别从不同的flash文件加载
// Windows模式从 "game_mode" 加载(模式值 0-3
// UAC1模式从 "uac1_mode" 加载(等效模式值 0-2
unsigned char saved_mode;
unsigned char saved_uac1_mode = 0;
unsigned char path[] = "game_mode";
unsigned char saved_mode = load_value(path);
// 检测当前编译时的模式(通过编译宏)
unsigned char current_compiled_mode;
#if defined(STEREO_2K)
current_compiled_mode = 0; // STEREO_2K
debug_printf("Current compiled mode: STEREO_2K (0)\n");
#elif defined(SPATIAL_GAME)
current_compiled_mode = 1; // SPATIAL_GAME
debug_printf("Current compiled mode: SPATIAL_GAME (1)\n");
#elif defined(SPATIAL_MOVIE)
current_compiled_mode = 2; // SPATIAL_MOVIE
debug_printf("Current compiled mode: SPATIAL_MOVIE (2)\n");
unsigned host_os;
GET_SHARED_GLOBAL(host_os, g_host_os);
#if defined(UAC1_MODE)
// 改动原因UAC1模式下从 "uac1_mode" 加载等效模式值0-2并设置为模式4
unsigned char path_uac1[] = "uac1_mode";
saved_uac1_mode = load_value(path_uac1);
if (saved_uac1_mode == 255) {
saved_uac1_mode = 0; // 默认STEREO_2K等效模式
save_value(path_uac1, saved_uac1_mode);
}
saved_mode = 4; // UAC1模式固定为4
debug_printf("UAC1 mode: loaded uac1_mode=%d from flash\n", saved_uac1_mode);
#else
current_compiled_mode = 255; // 未知模式
debug_printf("Current compiled mode: UNKNOWN\n");
// 改动原因Windows模式下从 "game_mode" 加载模式值0-3
saved_mode = load_value(path);
if (saved_mode == 255) {
// 如果文件不存在,根据编译模式设置默认值
#if defined(STEREO_2K)
saved_mode = 0;
#elif defined(SPATIAL_GAME)
saved_mode = 1;
#elif defined(SPATIAL_MOVIE)
saved_mode = 2;
#else
saved_mode = 0;
#endif
save_value(path, saved_mode);
}
#endif
// 如果加载的模式值无效255表示文件不存在或读取失败使用当前编译模式
if (saved_mode == 255) {
saved_mode = current_compiled_mode;
// 保存当前编译模式到flash
SET_SHARED_GLOBAL(g_game_mode, saved_mode);
save_value(path, saved_mode);
debug_printf("No saved mode found, using current compiled mode %d\n", saved_mode);
} else {
debug_printf("Loaded saved mode from flash: %d\n", saved_mode);
// 更新g_game_mode为保存的模式
SET_SHARED_GLOBAL(g_game_mode, saved_mode);
if (host_os == OS_OTHERS) {
// 改动原因检测到非Windows系统切换到UAC1模式
debug_printf("Detected non-Windows OS (OS_OTHERS), switching to UAC1 mode\n");
SetRoleSwitchFlag(MODE_UAC1);
debug_printf("Set role switch flag: 0x%04X (UAC1), device will restart\n", MODE_UAC1);
// 设备会重启,退出函数
return;
}
// 改动原因模式3是无音效模式使用STEREO_2K固件但算法始终无效
// 检查保存的模式是否为无音效模式模式3如果是且当前不是STEREO_2K需要切换到STEREO_2K
if (saved_mode == 3) {
// 无音效模式需要使用STEREO_2K固件
if (current_compiled_mode != 0) {
debug_printf("Saved mode is NO_EFFECT(3), need STEREO_2K firmware, switching...\n");
SetRoleSwitchFlag(MODE_STEREO_2K);
debug_printf("Set role switch flag: 0x%04X, device will restart\n", MODE_STEREO_2K);
// 设备会重启,退出函数
} else {
// 已经在STEREO_2K模式继续运行会在hid_button_task中禁用算法
debug_printf("Saved mode is NO_EFFECT(3), already in STEREO_2K firmware\n");
else {
printf("Detected Windows OS (OS_WIN)\n");
#if UAC1_MODE == 1
// 改动原因Windows模式下检查当前编译模式是否与保存的模式匹配
unsigned need_reboot = 0;
#if defined(STEREO_2K)
if ((saved_mode != 255) && (saved_mode != 0) && (saved_mode != 3)) {
need_reboot = 1;
}
} else if (current_compiled_mode != saved_mode && current_compiled_mode != 255) {
// 其他模式不匹配的情况
debug_printf("Mode mismatch! Compiled: %d, Saved: %d, switching to saved mode\n",
current_compiled_mode, saved_mode);
// 确定要切换到的模式标志
unsigned mode_flag;
if (saved_mode == 0) {
mode_flag = MODE_STEREO_2K;
debug_printf("Switching to STEREO_2K\n");
} else if (saved_mode == 1) {
mode_flag = MODE_SPATIAL_GAME;
debug_printf("Switching to SPATIAL_GAME\n");
} else if (saved_mode == 2) {
mode_flag = MODE_SPATIAL_MOVIE;
debug_printf("Switching to SPATIAL_MOVIE\n");
} else {
// 无效模式,不切换
debug_printf("Invalid saved mode %d, keeping current mode\n", saved_mode);
mode_flag = 0;
#endif
#if defined(SPATIAL_GAME)
if ((saved_mode != 255) && (saved_mode != 1)) {
need_reboot = 1;
}
if (mode_flag != 0) {
// 设置角色切换标志,触发模式切换
SetRoleSwitchFlag(mode_flag);
debug_printf("Set role switch flag: 0x%04X, device will restart\n", mode_flag);
// 注意:设置标志后设备会重启,所以这里会退出当前函数
#endif
#if defined(SPATIAL_MOVIE)
if ((saved_mode != 255) && (saved_mode != 2)) {
need_reboot = 1;
}
} else {
debug_printf("Mode match! Current: %d, Saved: %d, no switch needed\n",
current_compiled_mode, saved_mode);
#endif
if (need_reboot) {
switch (saved_mode) {
case 0:
SetRoleSwitchFlag(MODE_STEREO_2K);
break;
case 1:
SetRoleSwitchFlag(MODE_SPATIAL_GAME);
break;
case 2:
SetRoleSwitchFlag(MODE_SPATIAL_MOVIE);
break;
case 3:
SetRoleSwitchFlag(MODE_STEREO_2K);
break;
default:
SetRoleSwitchFlag(MODE_STEREO_2K);
break;
}
printf("Switch to saved mode: %d, device will restart.\n", saved_mode);
delay_milliseconds(5);
device_reboot();
while (1);
return;
}
#endif
}
g_windows_detect_done = 1;
// 改动原因:通过cc_mic_level channel将模式值发送到hid_button_task运行在tile1
// 使用特殊命令值来传输模式值避免干扰HID数据流
// 使用一个特殊命令0xFE表示模式传输然后是模式值
// cc_mic_level是byte channel,所以需要分字节发送
// 或者我们可以使用一个特殊的mic level命令值
// 让我查看mic level命令的定义...
// 实际上我们可以使用一个保留的命令值比如0xFE
// 但由于这是byte channel我们发送0xFE命令+ saved_mode
// 改动原因:更新全局变量g_game_mode为保存的模式值
SET_SHARED_GLOBAL(g_game_mode, saved_mode);
// 改动原因:通过cc_mic_level channel发送模式值到hid_button_task
// 发送格式0xFE命令 + mode_value模式值
chan_out_byte(cc_mic_level, 0xFE); // 模式传输命令
chan_out_byte(cc_mic_level, saved_mode); // 模式值
chan_out_byte(cc_mic_level, saved_mode); // 模式值Windows: 0-3, UAC1: 4
debug_printf("Sent game_mode %d to hid_button_task via cc_mic_level channel\n", saved_mode);
#if defined(UAC1_MODE)
// 改动原因UAC1模式下还需要发送等效模式值0-2给hid_button_task用于LED显示
chan_out_byte(cc_mic_level, 0xFD); // UAC1等效模式传输命令
chan_out_byte(cc_mic_level, saved_uac1_mode); // UAC1等效模式值0=STEREO_2K, 1=SPATIAL_GAME, 2=SPATIAL_MOVIE
debug_printf("Sent uac1_mode %d to hid_button_task via cc_mic_level channel\n", saved_uac1_mode);
#endif
port_enable(p_ctrl_keys);
port_ctrl_keys = port_in(p_ctrl_keys);
@@ -1117,40 +1318,47 @@ void button_task(chanend_t c_hidSendData, chanend_t cc_mic_level)
if (hidData0 == 0xffffffff) {
printf("receive end data\n");
// 改动原因收到0xffffffff后循环切换模式并保存到flash然后设置切换标志
// 注意UAC1模式下不会收到此命令hid_button_task不发送
// 读取当前g_game_mode值
unsigned current_mode;
GET_SHARED_GLOBAL(current_mode, g_game_mode);
// 改动原因:添加无音效模式模式3到循环切换中
// 改动原因:Windows模式下只循环切换0→1→2→3→0不包括UAC1模式4
// 循环切换模式0(STEREO_2K) -> 1(SPATIAL_GAME) -> 2(SPATIAL_MOVIE) -> 3(无音效) -> 0
unsigned new_mode;
unsigned mode_flag;
#if UAC1_MODE != 1
if (current_mode == 0) {
// 当前是STEREO_2K切换到SPATIAL_GAME
new_mode = 1;
mode_flag = MODE_SPATIAL_GAME;
printf("Switching from STEREO_2K to SPATIAL_GAME\n");
printf("Switching from STEREO_2K (0) to SPATIAL_GAME (1)\n");
} else if (current_mode == 1) {
// 当前是SPATIAL_GAME切换到SPATIAL_MOVIE
new_mode = 2;
mode_flag = MODE_SPATIAL_MOVIE;
printf("Switching from SPATIAL_GAME to SPATIAL_MOVIE\n");
printf("Switching from SPATIAL_GAME (1) to SPATIAL_MOVIE (2)\n");
} else if (current_mode == 2) {
// 当前是SPATIAL_MOVIE切换到无音效模式
new_mode = 3;
mode_flag = MODE_STEREO_2K; // 无音效模式使用STEREO_2K固件
printf("Switching from SPATIAL_MOVIE to NO_EFFECT (3)\n");
} else {
// 当前是无音效模式(3)或其他,切换STEREO_2K
printf("Switching from SPATIAL_MOVIE (2) to NO_EFFECT (3)\n");
} else if (current_mode == 3) {
// 当前是无音效模式,切换STEREO_2K(完成循环)
new_mode = 0;
mode_flag = MODE_STEREO_2K;
printf("Switching to STEREO_2K\n");
printf("Switching from NO_EFFECT (3) to STEREO_2K (0)\n");
} else {
// 其他模式值如4=UAC1不应该在这里处理但为了安全重置为0
new_mode = 0;
mode_flag = MODE_STEREO_2K;
printf("Unknown mode %d, resetting to STEREO_2K (0)\n", current_mode);
}
// 更新g_game_mode
SET_SHARED_GLOBAL(g_game_mode, new_mode);
// 保存新的模式值到flash
// 改动原因:保存新的模式值到flash的 "game_mode" 文件Windows模式专用
unsigned char path[] = "game_mode";
save_value(path, (unsigned char)new_mode);
printf("Saved game_mode %d to flash\n", new_mode);
@@ -1158,7 +1366,10 @@ void button_task(chanend_t c_hidSendData, chanend_t cc_mic_level)
// 设置角色切换标志,触发模式切换
SetRoleSwitchFlag(mode_flag);
printf("Set role switch flag: 0x%04X\n", mode_flag);
delay_milliseconds(5);
device_reboot();
while (1);
#endif
break;
}
for (int i=1; i<(HID_MAX_DATA_BYTES/4); i++) {

View File

@@ -34,6 +34,7 @@ extern unsigned int g_saved_eq_mode; // 改动原因:添加保存模式外部
extern void debug_print_eq_params(unsigned sample_freq);
extern uint32_t get_reference_time(void);
extern void update_eq_post_gain(void);
extern unsigned g_windows_detect_done;
#pragma unsafe arrays
void dsp_core0(void)
@@ -53,6 +54,12 @@ void dsp_core0(void)
// EQ Flash存储初始化标志
delay_milliseconds(100);
unsigned windows_detect_done;
GET_SHARED_GLOBAL(windows_detect_done, g_windows_detect_done);
while (windows_detect_done == 0) {
asm("nop");
GET_SHARED_GLOBAL(windows_detect_done, g_windows_detect_done);
}
#if EQ_EN

View File

@@ -11,7 +11,7 @@ lfs_file_t file;
swlock_t lfs_lock = SWLOCK_INITIAL_VALUE;
static rtos_qspi_flash_t qspi_flash_ctx_s;
#define FLASH_CLKBLK XS1_CLKBLK_1
#define FLASH_CLKBLK XS1_CLKBLK_3
#ifndef FS_BASE_ADDR
#define FS_BASE_ADDR 0x180000
#endif
@@ -102,7 +102,7 @@ void lfs_deinit(void) {
swlock_release(&lfs_lock);
}
#pragma stackfunction 10480
#pragma stackfunction 5480
void lfs_read_config(unsigned char * config, unsigned char * buffer, unsigned size)
{
swlock_acquire(&lfs_lock);
@@ -130,7 +130,7 @@ void lfs_read_config(unsigned char * config, unsigned char * buffer, unsigned si
}
#pragma stackfunction 10480
#pragma stackfunction 5480
void lfs_write_config(unsigned char * config, unsigned char * buffer, unsigned size)
{
swlock_acquire(&lfs_lock);

View File

@@ -10,6 +10,7 @@ set(APP_DEPENDENT_MODULES "lib_xua(5.0.0)"
"lib_i2s(5.1.0)"
"lib_audio_dsp(1.4.0)"
"lib_agc"
"lib_roleswitch"
)
include_directories("${CMAKE_CURRENT_LIST_DIR}/../lib_ex3d/lib_ex3d/api")