//And now, they do! :-)
SDL_Surface * surface, * mainSurface;
Uint32 mainSurfaceFlags;
-int16 * backbuffer;
+//int16 * backbuffer;
+uint32 * backbuffer;
SDL_Joystick * joystick;
+// 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 = vjs.frameSkip;
+
//
// Create SDL/OpenGL surfaces
//
if (vjs.useOpenGL)
{
- mainSurfaceFlags = SDL_HWSURFACE | SDL_HWPALETTE | SDL_DOUBLEBUF | SDL_OPENGL;
- SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
+ // 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)
+/* 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
-// mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH * 2, VIRTUAL_SCREEN_HEIGHT_NTSC * 2, 16, mainSurfaceFlags);
- mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH * 2,
- (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL) * 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, 16, mainSurfaceFlags);//*/
+//24BPP
+ 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),
+ 32, 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, 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,
+/* surface = SDL_CreateRGBSurface(SDL_SWSURFACE, VIRTUAL_SCREEN_WIDTH,
(vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL),
- 16, 0x7C00, 0x03E0, 0x001F, 0);
+ 16, 0x7C00, 0x03E0, 0x001F, 0);//*/
+//24BPP
+ surface = SDL_CreateRGBSurface(SDL_SWSURFACE, VIRTUAL_SCREEN_WIDTH,
+ (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL), 32,
+#if SDL_BYTEORDER == SDL_BIG_ENDIAN
+ 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF);
+#else
+ 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000);
+#endif//*/
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 automaticly 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)
// 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));
+/* backbuffer = (int16 *)malloc(1280 * 625 * sizeof(int16));
// memset(backbuffer, 0x44, VIRTUAL_SCREEN_WIDTH * VIRTUAL_SCREEN_HEIGHT_NTSC * sizeof(int16));
memset(backbuffer, 0x44, VIRTUAL_SCREEN_WIDTH *
(vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL)
- * sizeof(int16));
+ * sizeof(int16));//*/
+//24BPP
+ backbuffer = (uint32 *)malloc(1280 * 625 * sizeof(uint32));
+// memset(backbuffer, 0x44, VIRTUAL_SCREEN_WIDTH * VIRTUAL_SCREEN_HEIGHT_NTSC * sizeof(int16));
+ memset(backbuffer, 0x44, VIRTUAL_SCREEN_WIDTH *
+ (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL)
+ * sizeof(uint32));
return true;
}
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);
+ memcpy(surface->pixels, backbuffer, tom_getVideoModeWidth() * tom_getVideoModeHeight() * 4);
if (SDL_MUSTLOCK(surface))
SDL_UnlockSurface(surface);
if (vjs.useOpenGL)
- sdlemu_draw_texture(mainSurface, surface, 1/*1=GL_QUADS*/);
+ {
+ // 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... ;-)
+ if (frame_ticker == 0)
+ {
+ sdlemu_draw_texture(mainSurface, surface, 1/*1=GL_QUADS*/);
+ frame_ticker = vjs.frameSkip; // Reset frame_ticker
+ }
+ else
+ frame_ticker--;
+ }
else
{
SDL_Rect rect = { 0, 0, surface->w, surface->h };
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, 16, 0x7C00, 0x03E0, 0x001F, 0);
+//24BPP
+ surface = SDL_CreateRGBSurface(SDL_SWSURFACE, width, height, 32,
+#if SDL_BYTEORDER == SDL_BIG_ENDIAN
+ 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF);
+#else
+ 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000);
+#endif//*/
if (surface == NULL)
{
if (vjs.useOpenGL)
{
-//Need to really resize the window height--no pixel height shenanigans!
-//Err, we should only do this *if* we changed from PAL to NTSC or vice versa... !!! FIX !!!
- mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH * 2, height * 2, 16, mainSurfaceFlags);
- // 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.
+ sdlemu_create_texture(surface, mainSurface, vjs.glFilter, 0);
}
else
{
return surface->pitch;
}
+//
+// Return the screen's width in pixels
+//
+uint32 GetSDLScreenWidthInPixels(void)
+{
+ return surface->pitch / 4; // Pitch / 4 since we're in 32BPP mode
+}
+
//
// Fullscreen <-> window switching
//