]> Shamusworld >> Repos - virtualjaguar/blobdiff - src/video.cpp
Fixes to remove old (and unused) clock code
[virtualjaguar] / src / video.cpp
index bfc3097662c23d08709457eab0b8ba12b7b15844..45fd04c2af8f73e121ef49590f471f8c5ca45c0c 100644 (file)
 //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
 //
@@ -34,8 +47,11 @@ bool InitVideo(void)
 
        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
        {
@@ -49,16 +65,29 @@ bool InitVideo(void)
        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)
        {
@@ -69,9 +98,17 @@ bool InitVideo(void)
        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)
        {
@@ -80,11 +117,15 @@ bool InitVideo(void)
        }
 
        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)
@@ -107,11 +148,17 @@ bool InitVideo(void)
        // 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;
 }
@@ -138,13 +185,26 @@ void RenderBackbuffer(void)
                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 };
@@ -161,8 +221,14 @@ 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, 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)
        {
@@ -174,11 +240,8 @@ void ResizeScreen(uint32 width, uint32 height)
 
        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
        {
@@ -203,6 +266,14 @@ uint32 GetSDLScreenPitch(void)
        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
 //