An I/O controller for virtual pinball machines: accelerometer nudge sensing, analog plunger input, button input encoding, LedWiz compatible output controls, and more.

Dependencies:   mbed FastIO FastPWM USBDevice

Fork of Pinscape_Controller by Mike R

/media/uploads/mjr/pinscape_no_background_small_L7Miwr6.jpg

This is Version 2 of the Pinscape Controller, an I/O controller for virtual pinball machines. (You can find the old version 1 software here.) Pinscape is software for the KL25Z that turns the board into a full-featured I/O controller for virtual pinball, with support for accelerometer-based nudging, a real plunger, button inputs, and feedback device control.

In case you haven't heard of the concept before, a "virtual pinball machine" is basically a video pinball simulator that's built into a real pinball machine body. A TV monitor goes in place of the pinball playfield, and a second TV goes in the backbox to serve as the "backglass" display. A third smaller monitor can serve as the "DMD" (the Dot Matrix Display used for scoring on newer machines), or you can even install a real pinball plasma DMD. A computer is hidden inside the cabinet, running pinball emulation software that displays a life-sized playfield on the main TV. The cabinet has all of the usual buttons, too, so it not only looks like the real thing, but plays like it too. That's a picture of my own machine to the right. On the outside, it's built exactly like a real arcade pinball machine, with the same overall dimensions and all of the standard pinball cabinet hardware.

A few small companies build and sell complete, finished virtual pinball machines, but I think it's more fun as a DIY project. If you have some basic wood-working skills and know your way around PCs, you can build one from scratch. The computer part is just an ordinary Windows PC, and all of the pinball emulation can be built out of free, open-source software. In that spirit, the Pinscape Controller is an open-source software/hardware project that offers a no-compromises, all-in-one control center for all of the unique input/output needs of a virtual pinball cabinet. If you've been thinking about building one of these, but you're not sure how to connect a plunger, flipper buttons, lights, nudge sensor, and whatever else you can think of, this project might be just what you're looking for.

You can find much more information about DIY Pin Cab building in general in the Virtual Cabinet Forum on vpforums.org. Also visit my Pinscape Resources page for more about this project and other virtual pinball projects I'm working on.

Downloads

  • Pinscape Release Builds: This page has download links for all of the Pinscape software. To get started, install and run the Pinscape Config Tool on your Windows computer. It will lead you through the steps for installing the Pinscape firmware on the KL25Z.
  • Config Tool Source Code. The complete C# source code for the config tool. You don't need this to run the tool, but it's available if you want to customize anything or see how it works inside.

Documentation

The new Version 2 Build Guide is now complete! This new version aims to be a complete guide to building a virtual pinball machine, including not only the Pinscape elements but all of the basics, from sourcing parts to building all of the hardware.

You can also refer to the original Hardware Build Guide (PDF), but that's out of date now, since it refers to the old version 1 software, which was rather different (especially when it comes to configuration).

System Requirements

The new config tool requires a fairly up-to-date Microsoft .NET installation. If you use Windows Update to keep your system current, you should be fine. A modern version of Internet Explorer (IE) is required, even if you don't use it as your main browser, because the config tool uses some system components that Microsoft packages into the IE install set. I test with IE11, so that's known to work. IE8 doesn't work. IE9 and 10 are unknown at this point.

The Windows requirements are only for the config tool. The firmware doesn't care about anything on the Windows side, so if you can make do without the config tool, you can use almost any Windows setup.

Main Features

Plunger: The Pinscape Controller started out as a "mechanical plunger" controller: a device for attaching a real pinball plunger to the video game software so that you could launch the ball the natural way. This is still, of course, a central feature of the project. The software supports several types of sensors: a high-resolution optical sensor (which works by essentially taking pictures of the plunger as it moves); a slide potentionmeter (which determines the position via the changing electrical resistance in the pot); a quadrature sensor (which counts bars printed on a special guide rail that it moves along); and an IR distance sensor (which determines the position by sending pulses of light at the plunger and measuring the round-trip travel time). The Build Guide explains how to set up each type of sensor.

Nudging: The KL25Z (the little microcontroller that the software runs on) has a built-in accelerometer. The Pinscape software uses it to sense when you nudge the cabinet, and feeds the acceleration data to the pinball software on the PC. This turns physical nudges into virtual English on the ball. The accelerometer is quite sensitive and accurate, so we can measure the difference between little bumps and hard shoves, and everything in between. The result is natural and immersive.

Buttons: You can wire real pinball buttons to the KL25Z, and the software will translate the buttons into PC input. You have the option to map each button to a keyboard key or joystick button. You can wire up your flipper buttons, Magna Save buttons, Start button, coin slots, operator buttons, and whatever else you need.

Feedback devices: You can also attach "feedback devices" to the KL25Z. Feedback devices are things that create tactile, sound, and lighting effects in sync with the game action. The most popular PC pinball emulators know how to address a wide variety of these devices, and know how to match them to on-screen action in each virtual table. You just need an I/O controller that translates commands from the PC into electrical signals that turn the devices on and off. The Pinscape Controller can do that for you.

Expansion Boards

There are two main ways to run the Pinscape Controller: standalone, or using the "expansion boards".

In the basic standalone setup, you just need the KL25Z, plus whatever buttons, sensors, and feedback devices you want to attach to it. This mode lets you take advantage of everything the software can do, but for some features, you'll have to build some ad hoc external circuitry to interface external devices with the KL25Z. The Build Guide has detailed plans for exactly what you need to build.

The other option is the Pinscape Expansion Boards. The expansion boards are a companion project, which is also totally free and open-source, that provides Printed Circuit Board (PCB) layouts that are designed specifically to work with the Pinscape software. The PCB designs are in the widely used EAGLE format, which many PCB manufacturers can turn directly into physical boards for you. The expansion boards organize all of the external connections more neatly than on the standalone KL25Z, and they add all of the interface circuitry needed for all of the advanced software functions. The big thing they bring to the table is lots of high-power outputs. The boards provide a modular system that lets you add boards to add more outputs. If you opt for the basic core setup, you'll have enough outputs for all of the toys in a really well-equipped cabinet. If your ambitions go beyond merely well-equipped and run to the ridiculously extravagant, just add an extra board or two. The modular design also means that you can add to the system over time.

Expansion Board project page

Update notes

If you have a Pinscape V1 setup already installed, you should be able to switch to the new version pretty seamlessly. There are just a couple of things to be aware of.

First, the "configuration" procedure is completely different in the new version. Way better and way easier, but it's not what you're used to from V1. In V1, you had to edit the project source code and compile your own custom version of the program. No more! With V2, you simply install the standard, pre-compiled .bin file, and select options using the Pinscape Config Tool on Windows.

Second, if you're using the TSL1410R optical sensor for your plunger, there's a chance you'll need to boost your light source's brightness a little bit. The "shutter speed" is faster in this version, which means that it doesn't spend as much time collecting light per frame as before. The software actually does "auto exposure" adaptation on every frame, so the increased shutter speed really shouldn't bother it, but it does require a certain minimum level of contrast, which requires a certain minimal level of lighting. Check the plunger viewer in the setup tool if you have any problems; if the image looks totally dark, try increasing the light level to see if that helps.

New Features

V2 has numerous new features. Here are some of the highlights...

Dynamic configuration: as explained above, configuration is now handled through the Config Tool on Windows. It's no longer necessary to edit the source code or compile your own modified binary.

Improved plunger sensing: the software now reads the TSL1410R optical sensor about 15x faster than it did before. This allows reading the sensor at full resolution (400dpi), about 400 times per second. The faster frame rate makes a big difference in how accurately we can read the plunger position during the fast motion of a release, which allows for more precise position sensing and faster response. The differences aren't dramatic, since the sensing was already pretty good even with the slower V1 scan rate, but you might notice a little better precision in tricky skill shots.

Keyboard keys: button inputs can now be mapped to keyboard keys. The joystick button option is still available as well, of course. Keyboard keys have the advantage of being closer to universal for PC pinball software: some pinball software can be set up to take joystick input, but nearly all PC pinball emulators can take keyboard input, and nearly all of them use the same key mappings.

Local shift button: one physical button can be designed as the local shift button. This works like a Shift button on a keyboard, but with cabinet buttons. It allows each physical button on the cabinet to have two PC keys assigned, one normal and one shifted. Hold down the local shift button, then press another key, and the other key's shifted key mapping is sent to the PC. The shift button can have a regular key mapping of its own as well, so it can do double duty. The shift feature lets you access more functions without cluttering your cabinet with extra buttons. It's especially nice for less frequently used functions like adjusting the volume or activating night mode.

Night mode: the output controller has a new "night mode" option, which lets you turn off all of your noisy devices with a single button, switch, or PC command. You can designate individual ports as noisy or not. Night mode only disables the noisemakers, so you still get the benefit of your flashers, button lights, and other quiet devices. This lets you play late into the night without disturbing your housemates or neighbors.

Gamma correction: you can designate individual output ports for gamma correction. This adjusts the intensity level of an output to make it match the way the human eye perceives brightness, so that fades and color mixes look more natural in lighting devices. You can apply this to individual ports, so that it only affects ports that actually have lights of some kind attached.

IR Remote Control: the controller software can transmit and/or receive IR remote control commands if you attach appropriate parts (an IR LED to send, an IR sensor chip to receive). This can be used to turn on your TV(s) when the system powers on, if they don't turn on automatically, and for any other functions you can think of requiring IR send/receive capabilities. You can assign IR commands to cabinet buttons, so that pressing a button on your cabinet sends a remote control command from the attached IR LED, and you can have the controller generate virtual key presses on your PC in response to received IR commands. If you have the IR sensor attached, the system can use it to learn commands from your existing remotes.

Yet more USB fixes: I've been gradually finding and fixing USB bugs in the mbed library for months now. This version has all of the fixes of the last couple of releases, of course, plus some new ones. It also has a new "last resort" feature, since there always seems to be "just one more" USB bug. The last resort is that you can tell the device to automatically reboot itself if it loses the USB connection and can't restore it within a given time limit.

More Downloads

  • Custom VP builds: I created modified versions of Visual Pinball 9.9 and Physmod5 that you might want to use in combination with this controller. The modified versions have special handling for plunger calibration specific to the Pinscape Controller, as well as some enhancements to the nudge physics. If you're not using the plunger, you might still want it for the nudge improvements. The modified version also works with any other input controller, so you can get the enhanced nudging effects even if you're using a different plunger/nudge kit. The big change in the modified versions is a "filter" for accelerometer input that's designed to make the response to cabinet nudges more realistic. It also makes the response more subdued than in the standard VP, so it's not to everyone's taste. The downloads include both the updated executables and the source code changes, in case you want to merge the changes into your own custom version(s).

    Note! These features are now standard in the official VP releases, so you don't need my custom builds if you're using 9.9.1 or later and/or VP 10. I don't think there's any reason to use my versions instead of the latest official ones, and in fact I'd encourage you to use the official releases since they're more up to date, but I'm leaving my builds available just in case. In the official versions, look for the checkbox "Enable Nudge Filter" in the Keys preferences dialog. My custom versions don't include that checkbox; they just enable the filter unconditionally.
  • Output circuit shopping list: This is a saved shopping cart at mouser.com with the parts needed to build one copy of the high-power output circuit for the LedWiz emulator feature, for use with the standalone KL25Z (that is, without the expansion boards). The quantities in the cart are for one output channel, so if you want N outputs, simply multiply the quantities by the N, with one exception: you only need one ULN2803 transistor array chip for each eight output circuits. If you're using the expansion boards, you won't need any of this, since the boards provide their own high-power outputs.
  • Cary Owens' optical sensor housing: A 3D-printable design for a housing/mounting bracket for the optical plunger sensor, designed by Cary Owens. This makes it easy to mount the sensor.
  • Lemming77's potentiometer mounting bracket and shooter rod connecter: Sketchup designs for 3D-printable parts for mounting a slide potentiometer as the plunger sensor. These were designed for a particular slide potentiometer that used to be available from an Aliexpress.com seller but is no longer listed. You can probably use this design as a starting point for other similar devices; just check the dimensions before committing the design to plastic.

Copyright and License

The Pinscape firmware is copyright 2014, 2021 by Michael J Roberts. It's released under an MIT open-source license. See License.

Warning to VirtuaPin Kit Owners

This software isn't designed as a replacement for the VirtuaPin plunger kit's firmware. If you bought the VirtuaPin kit, I recommend that you don't install this software. The VirtuaPin kit uses the same KL25Z microcontroller that Pinscape uses, but the rest of its hardware is different and incompatible. In particular, the Pinscape firmware doesn't include support for the IR proximity sensor used in the VirtuaPin plunger kit, so you won't be able to use your plunger device with the Pinscape firmware. In addition, the VirtuaPin setup uses a different set of GPIO pins for the button inputs from the Pinscape defaults, so if you do install the Pinscape firmware, you'll have to go into the Config Tool and reassign all of the buttons to match the VirtuaPin wiring.

Committer:
mjr
Date:
Sat Apr 18 19:08:55 2020 +0000
Revision:
109:310ac82cbbee
Parent:
100:1ff35c07217c
TCD1103 DMA setup time padding to fix sporadic missed first pixel in transfer; fix TV ON so that the TV ON IR commands don't have to be grouped in the IR command first slots

Who changed what in which revision?

UserRevisionLine numberNew contents of line
mjr 45:c42166b2878c 1 #if defined TARGET_KL25Z || defined TARGET_KL46Z
mjr 45:c42166b2878c 2 #include "SimpleDMA.h"
mjr 45:c42166b2878c 3
mjr 76:7f5912b6340e 4 // DMA - Register Layout Typedef (from mbed MKL25Z4.h)
mjr 76:7f5912b6340e 5 // Break out the DMA[n] register array as a named struct,
mjr 76:7f5912b6340e 6 // so that we can create pointers to it.
mjr 76:7f5912b6340e 7 typedef struct {
mjr 76:7f5912b6340e 8 __IO uint32_t SAR; /**< Source Address Register, array offset: 0x100, array step: 0x10 */
mjr 76:7f5912b6340e 9 __IO uint32_t DAR; /**< Destination Address Register, array offset: 0x104, array step: 0x10 */
mjr 76:7f5912b6340e 10 union { /* offset: 0x108, array step: 0x10 */
mjr 76:7f5912b6340e 11 __IO uint32_t DSR_BCR; /**< DMA Status Register / Byte Count Register, array offset: 0x108, array step: 0x10 */
mjr 76:7f5912b6340e 12 struct { /* offset: 0x108, array step: 0x10 */
mjr 76:7f5912b6340e 13 uint8_t RESERVED_0[3];
mjr 76:7f5912b6340e 14 __IO uint8_t DSR; /**< DMA_DSR0 register...DMA_DSR3 register., array offset: 0x10B, array step: 0x10 */
mjr 76:7f5912b6340e 15 } DMA_DSR_ACCESS8BIT;
mjr 76:7f5912b6340e 16 };
mjr 76:7f5912b6340e 17 __IO uint32_t DCR; /**< DMA Control Register, array offset: 0x10C, array step: 0x10 */
mjr 76:7f5912b6340e 18 } DMA_Reg_Type;
mjr 76:7f5912b6340e 19 typedef struct {
mjr 76:7f5912b6340e 20 union { /* offset: 0x0 */
mjr 76:7f5912b6340e 21 __IO uint8_t REQC_ARR[4]; /**< DMA_REQC0 register...DMA_REQC3 register., array offset: 0x0, array step: 0x1 */
mjr 76:7f5912b6340e 22 };
mjr 76:7f5912b6340e 23 uint8_t RESERVED_0[252];
mjr 76:7f5912b6340e 24 DMA_Reg_Type DMA[4];
mjr 76:7f5912b6340e 25 } MyDMA_Type;
mjr 45:c42166b2878c 26
mjr 45:c42166b2878c 27
mjr 45:c42166b2878c 28 SimpleDMA *SimpleDMA::irq_owner[4] = {NULL};
mjr 45:c42166b2878c 29
mjr 48:058ace2aed1d 30 void SimpleDMA::class_init()
mjr 48:058ace2aed1d 31 {
mjr 48:058ace2aed1d 32 static bool inited = false;
mjr 48:058ace2aed1d 33 if (!inited)
mjr 48:058ace2aed1d 34 {
mjr 48:058ace2aed1d 35 NVIC_SetVector(DMA0_IRQn, (uint32_t)&irq_handler0);
mjr 48:058ace2aed1d 36 NVIC_SetVector(DMA1_IRQn, (uint32_t)&irq_handler1);
mjr 48:058ace2aed1d 37 NVIC_SetVector(DMA2_IRQn, (uint32_t)&irq_handler2);
mjr 48:058ace2aed1d 38 NVIC_SetVector(DMA3_IRQn, (uint32_t)&irq_handler3);
mjr 48:058ace2aed1d 39 NVIC_EnableIRQ(DMA0_IRQn);
mjr 48:058ace2aed1d 40 NVIC_EnableIRQ(DMA1_IRQn);
mjr 48:058ace2aed1d 41 NVIC_EnableIRQ(DMA2_IRQn);
mjr 48:058ace2aed1d 42 NVIC_EnableIRQ(DMA3_IRQn);
mjr 48:058ace2aed1d 43 inited = true;
mjr 48:058ace2aed1d 44 }
mjr 48:058ace2aed1d 45 }
mjr 48:058ace2aed1d 46
mjr 47:df7a88cd249c 47 SimpleDMA::SimpleDMA(int channel)
mjr 47:df7a88cd249c 48 {
mjr 48:058ace2aed1d 49 class_init();
mjr 54:fd77a6b2f76c 50
mjr 54:fd77a6b2f76c 51 // remember the channel (-1 means we automatically select on start())
mjr 45:c42166b2878c 52 this->channel(channel);
mjr 45:c42166b2878c 53
mjr 54:fd77a6b2f76c 54 // Enable DMA
mjr 54:fd77a6b2f76c 55 SIM->SCGC6 |= 1<<1; // Enable clock to DMA mux
mjr 54:fd77a6b2f76c 56 SIM->SCGC7 |= 1<<8; // Enable clock to DMA
mjr 45:c42166b2878c 57
mjr 54:fd77a6b2f76c 58 // use the "always" software trigger by default
mjr 45:c42166b2878c 59 trigger(Trigger_ALWAYS);
mjr 45:c42166b2878c 60
mjr 47:df7a88cd249c 61 // presume no link channels
mjr 47:df7a88cd249c 62 linkMode = 0;
mjr 47:df7a88cd249c 63 linkChannel1 = 0;
mjr 47:df7a88cd249c 64 linkChannel2 = 0;
mjr 45:c42166b2878c 65 }
mjr 45:c42166b2878c 66
mjr 54:fd77a6b2f76c 67 int SimpleDMA::start(uint32_t length, bool wait)
mjr 48:058ace2aed1d 68 {
mjr 100:1ff35c07217c 69 // prepare the transfer
mjr 100:1ff35c07217c 70 volatile uint8_t *chcfg = prepare(length, wait);
mjr 100:1ff35c07217c 71
mjr 100:1ff35c07217c 72 // check for errors
mjr 100:1ff35c07217c 73 if (chcfg == NULL)
mjr 100:1ff35c07217c 74 return -1;
mjr 100:1ff35c07217c 75
mjr 100:1ff35c07217c 76 // ready to go - set the ENBL bit in the DMAMUX channel config register
mjr 100:1ff35c07217c 77 // to start the trnasfer
mjr 100:1ff35c07217c 78 *chcfg |= DMAMUX_CHCFG_ENBL_MASK;
mjr 100:1ff35c07217c 79
mjr 100:1ff35c07217c 80 // return success
mjr 100:1ff35c07217c 81 return 0;
mjr 100:1ff35c07217c 82 }
mjr 100:1ff35c07217c 83
mjr 100:1ff35c07217c 84 volatile uint8_t *SimpleDMA::prepare(uint32_t length, bool wait)
mjr 100:1ff35c07217c 85 {
mjr 45:c42166b2878c 86 if (auto_channel)
mjr 45:c42166b2878c 87 _channel = getFreeChannel();
mjr 54:fd77a6b2f76c 88 else if (!wait && isBusy())
mjr 100:1ff35c07217c 89 return NULL;
mjr 54:fd77a6b2f76c 90 else {
mjr 54:fd77a6b2f76c 91 while (isBusy());
mjr 54:fd77a6b2f76c 92 }
mjr 45:c42166b2878c 93
mjr 45:c42166b2878c 94 if (length > DMA_DSR_BCR_BCR_MASK)
mjr 100:1ff35c07217c 95 return NULL;
mjr 45:c42166b2878c 96
mjr 45:c42166b2878c 97 irq_owner[_channel] = this;
mjr 76:7f5912b6340e 98
mjr 76:7f5912b6340e 99 // get pointers to the register locations
mjr 76:7f5912b6340e 100 volatile uint8_t *chcfg = &DMAMUX0->CHCFG[_channel];
mjr 76:7f5912b6340e 101 volatile DMA_Reg_Type *dmareg = (volatile DMA_Reg_Type *)&DMA0->DMA[_channel];
mjr 48:058ace2aed1d 102
mjr 48:058ace2aed1d 103 // disable the channel while we're setting it up
mjr 76:7f5912b6340e 104 *chcfg = 0;
mjr 54:fd77a6b2f76c 105
mjr 54:fd77a6b2f76c 106 // set the DONE flag on the channel
mjr 76:7f5912b6340e 107 dmareg->DSR_BCR = DMA_DSR_BCR_DONE_MASK;
mjr 48:058ace2aed1d 108
mjr 45:c42166b2878c 109 uint32_t config =
mjr 45:c42166b2878c 110 DMA_DCR_EINT_MASK
mjr 45:c42166b2878c 111 | DMA_DCR_ERQ_MASK
mjr 48:058ace2aed1d 112 | DMA_DCR_CS_MASK
mjr 54:fd77a6b2f76c 113 | ((source_inc & 0x01) << DMA_DCR_SINC_SHIFT)
mjr 54:fd77a6b2f76c 114 | ((destination_inc & 0x01) << DMA_DCR_DINC_SHIFT)
mjr 54:fd77a6b2f76c 115 | ((linkChannel1 & 0x03) << DMA_DCR_LCH1_SHIFT)
mjr 54:fd77a6b2f76c 116 | ((linkChannel2 & 0x03) << DMA_DCR_LCH2_SHIFT)
mjr 54:fd77a6b2f76c 117 | ((linkMode & 0x03) << DMA_DCR_LINKCC_SHIFT);
mjr 47:df7a88cd249c 118
mjr 54:fd77a6b2f76c 119 switch (source_size)
mjr 54:fd77a6b2f76c 120 {
mjr 54:fd77a6b2f76c 121 case 8:
mjr 54:fd77a6b2f76c 122 config |= 1 << DMA_DCR_SSIZE_SHIFT;
mjr 54:fd77a6b2f76c 123 break;
mjr 54:fd77a6b2f76c 124
mjr 54:fd77a6b2f76c 125 case 16:
mjr 54:fd77a6b2f76c 126 config |= 2 << DMA_DCR_SSIZE_SHIFT;
mjr 54:fd77a6b2f76c 127 break;
mjr 45:c42166b2878c 128 }
mjr 54:fd77a6b2f76c 129
mjr 54:fd77a6b2f76c 130 switch (destination_size)
mjr 54:fd77a6b2f76c 131 {
mjr 54:fd77a6b2f76c 132 case 8:
mjr 54:fd77a6b2f76c 133 config |= 1 << DMA_DCR_DSIZE_SHIFT;
mjr 54:fd77a6b2f76c 134 break;
mjr 54:fd77a6b2f76c 135
mjr 54:fd77a6b2f76c 136 case 16:
mjr 54:fd77a6b2f76c 137 config |= 2 << DMA_DCR_DSIZE_SHIFT;
mjr 54:fd77a6b2f76c 138 break;
mjr 45:c42166b2878c 139 }
mjr 45:c42166b2878c 140
mjr 76:7f5912b6340e 141 dmareg->SAR = _source;
mjr 76:7f5912b6340e 142 dmareg->DAR = _destination;
mjr 76:7f5912b6340e 143 *chcfg = _trigger;
mjr 76:7f5912b6340e 144 dmareg->DCR = config;
mjr 76:7f5912b6340e 145 dmareg->DSR_BCR = length;
mjr 47:df7a88cd249c 146
mjr 100:1ff35c07217c 147 // success - return the channel config register
mjr 100:1ff35c07217c 148 return chcfg;
mjr 45:c42166b2878c 149 }
mjr 45:c42166b2878c 150
mjr 47:df7a88cd249c 151 void SimpleDMA::link(SimpleDMA &dest, bool all)
mjr 47:df7a88cd249c 152 {
mjr 47:df7a88cd249c 153 linkChannel1 = dest._channel;
mjr 47:df7a88cd249c 154 linkChannel2 = 0;
mjr 47:df7a88cd249c 155 linkMode = all ? 3 : 2;
mjr 47:df7a88cd249c 156 }
mjr 47:df7a88cd249c 157
mjr 47:df7a88cd249c 158 void SimpleDMA::link(SimpleDMA &dest1, SimpleDMA &dest2)
mjr 47:df7a88cd249c 159 {
mjr 47:df7a88cd249c 160 linkChannel1 = dest1._channel;
mjr 47:df7a88cd249c 161 linkChannel2 = dest2._channel;
mjr 47:df7a88cd249c 162 linkMode = 1;
mjr 47:df7a88cd249c 163 }
mjr 47:df7a88cd249c 164
mjr 47:df7a88cd249c 165
mjr 47:df7a88cd249c 166 bool SimpleDMA::isBusy( int channel )
mjr 47:df7a88cd249c 167 {
mjr 45:c42166b2878c 168 if (channel == -1)
mjr 45:c42166b2878c 169 channel = _channel;
mjr 54:fd77a6b2f76c 170
mjr 54:fd77a6b2f76c 171 // The busy bit doesn't seem to work as expected. Just check if
mjr 54:fd77a6b2f76c 172 // counter is at zero - if not, treat it as busy.
mjr 54:fd77a6b2f76c 173 //return (DMA0->DMA[_channel].DSR_BCR & (1<<25) == 1<<25);
mjr 45:c42166b2878c 174 return (DMA0->DMA[channel].DSR_BCR & 0xFFFFF);
mjr 45:c42166b2878c 175 }
mjr 45:c42166b2878c 176
mjr 45:c42166b2878c 177 /*****************************************************************/
mjr 45:c42166b2878c 178 uint32_t SimpleDMA::remaining(int channel)
mjr 45:c42166b2878c 179 {
mjr 45:c42166b2878c 180 // note that the BCR register always reads with binary 1110
mjr 45:c42166b2878c 181 // (if the configuration is correct) or 1111 (if there's an
mjr 45:c42166b2878c 182 // error in the configuration) in bits 23-20, so we need
mjr 45:c42166b2878c 183 // to mask these out - only keep bits 19-0 (low-order 20
mjr 45:c42166b2878c 184 // bits = 0xFFFFF)
mjr 45:c42166b2878c 185 return (DMA0->DMA[channel < 0 ? _channel : channel].DSR_BCR & 0xFFFFF);
mjr 45:c42166b2878c 186 }
mjr 45:c42166b2878c 187
mjr 45:c42166b2878c 188 /*****************************************************************/
mjr 47:df7a88cd249c 189 void SimpleDMA::irq_handler(void)
mjr 47:df7a88cd249c 190 {
mjr 45:c42166b2878c 191 DMAMUX0->CHCFG[_channel] = 0;
mjr 54:fd77a6b2f76c 192 DMA0->DMA[_channel].DSR_BCR |= DMA_DSR_BCR_DONE_MASK;
mjr 45:c42166b2878c 193 _callback.call();
mjr 45:c42166b2878c 194 }
mjr 45:c42166b2878c 195
mjr 47:df7a88cd249c 196 void SimpleDMA::irq_handler0( void )
mjr 47:df7a88cd249c 197 {
mjr 54:fd77a6b2f76c 198 if (irq_owner[0] != NULL)
mjr 45:c42166b2878c 199 irq_owner[0]->irq_handler();
mjr 45:c42166b2878c 200 }
mjr 45:c42166b2878c 201
mjr 47:df7a88cd249c 202 void SimpleDMA::irq_handler1( void )
mjr 47:df7a88cd249c 203 {
mjr 54:fd77a6b2f76c 204 if (irq_owner[1] != NULL)
mjr 45:c42166b2878c 205 irq_owner[1]->irq_handler();
mjr 45:c42166b2878c 206 }
mjr 45:c42166b2878c 207
mjr 47:df7a88cd249c 208 void SimpleDMA::irq_handler2( void )
mjr 47:df7a88cd249c 209 {
mjr 54:fd77a6b2f76c 210 if (irq_owner[2] != NULL)
mjr 45:c42166b2878c 211 irq_owner[2]->irq_handler();
mjr 45:c42166b2878c 212 }
mjr 45:c42166b2878c 213
mjr 47:df7a88cd249c 214 void SimpleDMA::irq_handler3( void )
mjr 47:df7a88cd249c 215 {
mjr 54:fd77a6b2f76c 216 if (irq_owner[3] != NULL)
mjr 45:c42166b2878c 217 irq_owner[3]->irq_handler();
mjr 45:c42166b2878c 218 }
mjr 54:fd77a6b2f76c 219 #endif