// VIDEO.CPP: SDL/local hardware specific video routines
//
// by James L. Hammons
+// (C) 2010 Underground Software
+//
+// JLH = James L. Hammons <jlhamm@acm.org>
+//
+// Who When What
+// --- ---------- -------------------------------------------------------------
+// JLH 01/16/2010 Created this log ;-)
//
-#include "types.h"
+#include "video.h"
+
+//#include "gui.h" // For "finished"
+#include "log.h"
#include "tom.h"
#include "sdlemu_opengl.h"
#include "settings.h"
-#include "video.h"
// External global variables
//shouldn't these exist here??? Prolly.
//And now, they do! :-)
SDL_Surface * surface, * mainSurface;
+SDL_Joystick * joystick1;
Uint32 mainSurfaceFlags;
-int16 * backbuffer;
-SDL_Joystick * joystick;
+//int16 * backbuffer;
+uint32 * backbuffer;
+
+#if SDL_BYTEORDER == SDL_BIG_ENDIAN
+ #define RMASK 0xFF000000
+ #define GMASK 0x00FF0000
+ #define BMASK 0x0000FF00
+ #define AMASK 0x000000FF
+#else
+ #define RMASK 0x000000FF
+ #define GMASK 0x0000FF00
+ #define BMASK 0x00FF0000
+ #define AMASK 0xFF000000
+#endif
+
+
+// One of the reasons why OpenGL is slower then normal SDL rendering, is because
+// the data is being pumped into the buffer every frame with a overflow as result.
+// So, we going tot render every 1 frame instead of every 0 frame.
+
+// [Shamus] This isn't the case. OpenGL is slower because 60 frames a second is a
+// lot of data to pump through the system. In any case, frameskip is probably
+// a good idea for now, since most systems are probably too slow to run at
+// 60 FPS. But doing so will have some nasty side effects in some games.
+// You have been warned!
+
+int frame_ticker = 0;
//
-// Prime SDL and create surfaces
+// Create SDL/OpenGL surfaces
//
-bool InitVideo(void)
+bool VideoInit(void)
{
- // Set up SDL library
- if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_AUDIO | SDL_INIT_TIMER | SDL_INIT_NOPARACHUTE) < 0)
- {
- WriteLog("VJ: Could not initialize the SDL library: %s", SDL_GetError());
- return false;
- }
-
// Get proper info about the platform we're running on...
const SDL_VideoInfo * info = SDL_GetVideoInfo();
if (vjs.useOpenGL)
{
- mainSurfaceFlags = SDL_HWSURFACE | SDL_HWPALETTE | SDL_DOUBLEBUF | SDL_OPENGL;
+ // Initializing SDL attributes with OpenGL
+ SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
+ mainSurfaceFlags = SDL_OPENGL;
}
else
{
if (vjs.fullscreen)
mainSurfaceFlags |= SDL_FULLSCREEN;
+/* if (!vjs.useOpenGL)
+// mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH, VIRTUAL_SCREEN_HEIGHT_NTSC, 16, mainSurfaceFlags);
+ mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH,
+ (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL),
+ 16, mainSurfaceFlags);
+ else
+ // When OpenGL is used, we're going to use a standard resolution of 640x480.
+ // This way we have good scaling functionality and when the screen is resized
+ // because of the NTSC <-> PAL resize, we only have to re-create the texture
+ // instead of initializing the entire OpenGL texture en screens.
+ mainSurface = SDL_SetVideoMode(640, 480, 16, mainSurfaceFlags);//*/
+//24BPP
if (!vjs.useOpenGL)
- mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH, VIRTUAL_SCREEN_HEIGHT_NTSC, 16, mainSurfaceFlags);
+// mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH, VIRTUAL_SCREEN_HEIGHT_NTSC, 16, mainSurfaceFlags);
+ mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH,
+ (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL),
+ 32, mainSurfaceFlags);
else
- mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH * 2, VIRTUAL_SCREEN_HEIGHT_NTSC * 2, 16, mainSurfaceFlags);
+ // When OpenGL is used, we're going to use a standard resolution of 640x480.
+ // This way we have good scaling functionality and when the screen is resized
+ // because of the NTSC <-> PAL resize, we only have to re-create the texture
+ // instead of initializing the entire OpenGL texture en screens.
+ mainSurface = SDL_SetVideoMode(640, 480, 32, mainSurfaceFlags);//*/
if (mainSurface == NULL)
{
SDL_WM_SetCaption("Virtual Jaguar", "Virtual Jaguar");
// Create the primary SDL display (16 BPP, 5/5/5 RGB format)
- surface = SDL_CreateRGBSurface(SDL_SWSURFACE, VIRTUAL_SCREEN_WIDTH, VIRTUAL_SCREEN_HEIGHT_NTSC,
- 16, 0x7C00, 0x03E0, 0x001F, 0);
+/* surface = SDL_CreateRGBSurface(SDL_SWSURFACE, VIRTUAL_SCREEN_WIDTH,
+ (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL),
+ 16, 0x7C00, 0x03E0, 0x001F, 0);//*/
+
+ uint32 vsWidth = (vjs.renderType == RT_TV ? 1280 : VIRTUAL_SCREEN_WIDTH),
+ vsHeight = (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL);
+
+// if (vjs.renderType == RT_TV)
+// vsWidth = 1280;
+//24BPP
+// surface = SDL_CreateRGBSurface(SDL_SWSURFACE, VIRTUAL_SCREEN_WIDTH,
+ surface = SDL_CreateRGBSurface(SDL_SWSURFACE, vsWidth, vsHeight, 32, RMASK, GMASK, BMASK, AMASK);
if (surface == NULL)
{
}
if (vjs.useOpenGL)
-//Should make another setting here, for either linear or nearest (instead of just picking one)
-//And we have! ;-)
- sdlemu_init_opengl(surface, 1/*method*/, 2/*size*/, vjs.glFilter/*texture type (linear, nearest)*/);
+ // Let us setup OpenGL and our rendering texture. We give the src (surface) and the
+ // dst (mainSurface) display as well as the automatic bpp selection as options so that
+ // our texture is automatically created :)
+ sdlemu_init_opengl(surface, mainSurface, 1 /*method*/,
+ vjs.glFilter /*texture type (linear, nearest)*/,
+ 0 /* Automatic bpp selection based upon src */);
// Initialize Joystick support under SDL
+
if (vjs.useJoystick)
{
if (SDL_NumJoysticks() <= 0)
}
else
{
- if ((joystick = SDL_JoystickOpen(vjs.joyport)) == 0)
+ if ((joystick1 = SDL_JoystickOpen(vjs.joyport)) == 0)
{
vjs.useJoystick = false;
printf("VJ: Unable to open a Joystick on port: %d\n", (int)vjs.joyport);
}
// Set up the backbuffer
-//To be safe, this should be 1280 * 625 * 2...
-// backbuffer = (int16 *)malloc(845 * 525 * sizeof(int16));
- backbuffer = (int16 *)malloc(1280 * 625 * sizeof(int16));
- memset(backbuffer, 0x44, VIRTUAL_SCREEN_WIDTH * VIRTUAL_SCREEN_HEIGHT_NTSC * sizeof(int16));
+ // To be safe, this should be 1280 * 625 * 2...
+ backbuffer = (uint32 *)malloc(1280 * 625 * sizeof(uint32));
+ memset(backbuffer, 0x44, VIRTUAL_SCREEN_WIDTH *
+ (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL)
+ * sizeof(uint32));
return true;
}
if (vjs.useOpenGL)
sdlemu_close_opengl();
- SDL_JoystickClose(joystick);
+ SDL_JoystickClose(joystick1);
SDL_FreeSurface(surface);
- SDL_QuitSubSystem(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_AUDIO | SDL_INIT_TIMER);
- SDL_Quit();
-
free(backbuffer);
}
//
void RenderBackbuffer(void)
{
+ // Handle frameskip *before* we do any heavy lifting here...
+
+ if (frame_ticker > 0)
+ {
+ frame_ticker--;
+ return;
+ }
+
+ frame_ticker = vjs.frameSkip; // Reset frame_ticker
+
if (SDL_MUSTLOCK(surface))
while (SDL_LockSurface(surface) < 0)
SDL_Delay(10);
- memcpy(surface->pixels, backbuffer, tom_getVideoModeWidth() * tom_getVideoModeHeight() * 2);
+// memcpy(surface->pixels, backbuffer, tom_getVideoModeWidth() * tom_getVideoModeHeight() * 2);
+// This memcpy is expensive--do some profiling to see what the impact is!
+ if (vjs.renderType == RT_NORMAL)
+ memcpy(surface->pixels, backbuffer, TOMGetVideoModeWidth() * TOMGetVideoModeHeight() * 4);
+ else if (vjs.renderType == RT_TV)
+ memcpy(surface->pixels, backbuffer, 1280 * TOMGetVideoModeHeight() * 4);
if (SDL_MUSTLOCK(surface))
SDL_UnlockSurface(surface);
if (vjs.useOpenGL)
+ // One of the reasons why OpenGL is slower then normal SDL rendering, is because
+ // the data is being pumped into the buffer every frame with a overflow as result.
+ // So, we going to render every 1 fps instead of every 0 fps.
+ // [Shamus] This is isn't why it's slower--see top of file for explanation... ;-)
+//The problem lies in this function...
sdlemu_draw_texture(mainSurface, surface, 1/*1=GL_QUADS*/);
else
{
//
void ResizeScreen(uint32 width, uint32 height)
{
- char window_title[256];
-
SDL_FreeSurface(surface);
- surface = SDL_CreateRGBSurface(SDL_SWSURFACE, width, height, 16,
- 0x7C00, 0x03E0, 0x001F, 0);
+ surface = SDL_CreateRGBSurface(SDL_SWSURFACE, width, height, 32, RMASK, GMASK, BMASK, AMASK);
if (surface == NULL)
{
WriteLog("Video: Could not create primary SDL surface: %s", SDL_GetError());
- exit(1);
+//This is just crappy. We shouldn't exit this way--it leaves all kinds of memory leaks
+//as well as screwing up SDL... !!! FIX !!!
+// exit(1);
+ // OK, this is cleaner. We can't continue if there is no surface created!
+#warning "!!! FIX !!! (finished = true)"
+// finished = true;
}
if (vjs.useOpenGL)
- // This seems to work well for resizing (i.e., changes in the pixel width)...
- sdlemu_resize_texture(surface, mainSurface, vjs.glFilter);
+ {
+ // Recreate the texture because of the NTSC <-> PAL screen resize.
+//Not sure why this is here...
+//Is it because of the resized surface up above?
+ sdlemu_create_texture(surface, mainSurface, vjs.glFilter, 0);
+ }
else
{
- mainSurface = SDL_SetVideoMode(width, height, 16, mainSurfaceFlags);
+ mainSurface = SDL_SetVideoMode(width, height, 32, mainSurfaceFlags);
if (mainSurface == NULL)
{
WriteLog("Video: SDL is unable to set the video mode: %s\n", SDL_GetError());
- exit(1);
+// Don't exit because we can't resize!
+// exit(1);
}
}
- sprintf(window_title, "Virtual Jaguar (%i x %i)", (int)width, (int)height);
- SDL_WM_SetCaption(window_title, window_title);
+ char window_title[64];
- // This seems to work well for resizing (i.e., changes in the pixel width)...
-// if (vjs.useOpenGL)
-// sdlemu_resize_texture(surface, mainSurface);
+ sprintf(window_title, "Virtual Jaguar (%i x %i)", (int)width, (int)height);
+ SDL_WM_SetCaption((vjs.useOpenGL ? "Virtual Jaguar (OpenGL)" : window_title), "Virtual Jaguar");
}
//
-// Return the screen's pitch
+// Return the screen's width in pixels
//
-uint32 GetSDLScreenPitch(void)
+uint32 GetSDLScreenWidthInPixels(void)
{
- return surface->pitch;
+ return surface->pitch / 4; // Pitch / 4 since we're in 32BPP mode
}
//
// Fullscreen <-> window switching
//
-//NOTE: This does *NOT* work with OpenGL rendering! !!! FIX !!!
void ToggleFullscreen(void)
{
+ // Set our internal variable, then toggle the SDL flag
vjs.fullscreen = !vjs.fullscreen;
- mainSurfaceFlags &= ~SDL_FULLSCREEN;
+ mainSurfaceFlags ^= SDL_FULLSCREEN;
+// mainSurfaceFlags = (vjs.fullscreen ? mainSurfaceFlags | SDL_FULLSCREEN :
+// mainSurfaceFlags & ~SDL_FULLSCREEN);
- if (vjs.fullscreen)
- mainSurfaceFlags |= SDL_FULLSCREEN;
+// mainSurfaceFlags &= ~SDL_FULLSCREEN;
+
+// if (vjs.fullscreen)
+// mainSurfaceFlags |= SDL_FULLSCREEN;
- mainSurface = SDL_SetVideoMode(tom_width, tom_height, 16, mainSurfaceFlags);
+ if (vjs.useOpenGL)
+ {
+ // When OpenGL is used, we're going to use a standard resolution of 640x480.
+ // This way we have good scaling functionality and when the screen is resized
+ // because of the NTSC <-> PAL resize, we only have to re-create the texture
+ // instead of initializing the entire OpenGL texture en screens.
+ mainSurface = SDL_SetVideoMode(640, 480, 32, mainSurfaceFlags);
+
+ // Reset viewport, etc.
+ glViewport(0, 0, mainSurface->w, mainSurface->h);
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glOrtho(0.0, (GLdouble)mainSurface->w, (GLdouble)mainSurface->h, 0.0, 0.0, 1.0);
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+ }
+ else
+ mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH,
+ (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL),
+ 32, mainSurfaceFlags);
if (mainSurface == NULL)
{
- WriteLog("Video: SDL is unable to set the video mode: %s\n", SDL_GetError());
- exit(1);
+ WriteLog("Video: SDL was unable to switch the video to %s: %s\n", (vjs.fullscreen ? "fullscreen" : "windowed"), SDL_GetError());
+// Shouldn't exit because we can't switch! BAD!!!
+// exit(1);
+ return;
}
- SDL_WM_SetCaption("Virtual Jaguar", "Virtual Jaguar");
+ SDL_WM_SetCaption((vjs.useOpenGL ? "Virtual Jaguar (OpenGL)" : "Virtual Jaguar"), "Virtual Jaguar");
+
+ return;
}