]> Shamusworld >> Repos - virtualjaguar/blobdiff - src/video.cpp
Added frameskip support
[virtualjaguar] / src / video.cpp
index ffeee21d0e70139820954f489fc358fad5f46a58..aa694451f1f5b26a37664b7292e09f091db01787 100644 (file)
@@ -4,7 +4,6 @@
 // by James L. Hammons
 //
 
-#include "types.h"
 #include "tom.h"
 #include "sdlemu_opengl.h"
 #include "settings.h"
@@ -19,18 +18,16 @@ Uint32 mainSurfaceFlags;
 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;
+
 //
-// Prime SDL and create surfaces
+// Create SDL/OpenGL surfaces
 //
 bool InitVideo(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();
 
@@ -42,8 +39,11 @@ 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
        {
@@ -58,9 +58,16 @@ bool InitVideo(void)
                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)
        {
@@ -71,7 +78,8 @@ 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, 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)
@@ -81,9 +89,13 @@ 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)*/, 
+                           NULL /* Automatic bpp selection based upon src */);
+               
 
        // Initialize Joystick support under SDL
        if (vjs.useJoystick)
@@ -109,7 +121,10 @@ bool InitVideo(void)
 //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;
 }
@@ -124,9 +139,6 @@ void VideoDone(void)
 
        SDL_JoystickClose(joystick);
        SDL_FreeSurface(surface);
-       SDL_QuitSubSystem(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_AUDIO | SDL_INIT_TIMER);
-       SDL_Quit();
-
        free(backbuffer);
 }
 
@@ -144,8 +156,17 @@ void RenderBackbuffer(void)
        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 };
@@ -162,18 +183,21 @@ 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);
 
        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);
@@ -187,10 +211,6 @@ void ResizeScreen(uint32 width, uint32 height)
 
        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);
 }
 
 //
@@ -204,9 +224,12 @@ uint32 GetSDLScreenPitch(void)
 //
 // 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;