int16 * 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.
+int frame_ticker = 0;
+
//
// 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
{
mainSurfaceFlags |= SDL_FULLSCREEN;
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),
+ 16, 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, 16, 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,
+ surface = SDL_CreateRGBSurface(SDL_SWSURFACE, VIRTUAL_SCREEN_WIDTH,
+ (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL),
16, 0x7C00, 0x03E0, 0x001F, 0);
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)*/,
+ NULL /* Automatic bpp selection based upon src */);
+
// Initialize Joystick support under SDL
if (vjs.useJoystick)
//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));
+// 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));
return true;
}
if (SDL_MUSTLOCK(surface))
SDL_UnlockSurface(surface);
- if (vjs.useOpenGL)
- sdlemu_draw_texture(mainSurface, surface, 1/*1=GL_QUADS*/);
+ 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 tot render every 1 fps instead of every 0 fps.
+ if ( frame_ticker != 0 ) {
+ sdlemu_draw_texture(mainSurface, surface, 1/*1=GL_QUADS*/);
+ frame_ticker = 0; // Reset frame_ticker to 0 otherwise we won't get
+ // backrendering "frameskip".
+ } else
+ frame_ticker = frame_ticker + 1;
+ }
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);
if (surface == NULL)
{
WriteLog("Video: Could not create primary SDL surface: %s", SDL_GetError());
+//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);
}
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.
+ sdlemu_create_texture( surface, mainSurface, vjs.glFilter , NULL);
+ }
else
{
mainSurface = SDL_SetVideoMode(width, height, 16, mainSurfaceFlags);
sprintf(window_title, "Virtual Jaguar (%i x %i)", (int)width, (int)height);
SDL_WM_SetCaption(window_title, window_title);
-
- // This seems to work well for resizing (i.e., changes in the pixel width)...
-// if (vjs.useOpenGL)
-// sdlemu_resize_texture(surface, mainSurface);
}
//
//
// Fullscreen <-> window switching
//
-//NOTE: This does *NOT* work with OpenGL rendering! !!! FIX !!!
void ToggleFullscreen(void)
{
+//NOTE: This does *NOT* work with OpenGL rendering! !!! FIX !!!
+ if (vjs.useOpenGL)
+ return; // Until we can fix it...
+
vjs.fullscreen = !vjs.fullscreen;
mainSurfaceFlags &= ~SDL_FULLSCREEN;