]> Shamusworld >> Repos - virtualjaguar/blobdiff - src/video.cpp
Formalized the frameskip support started by Niels ;-)
[virtualjaguar] / src / video.cpp
index 4d3ffea6578a719dc3845a638b502d478adbba58..cd2a844a95bb068e88723e158795a7649f56d8d6 100644 (file)
@@ -18,6 +18,18 @@ 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.
+
+// [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
 //
@@ -34,10 +46,9 @@ bool InitVideo(void)
 
        if (vjs.useOpenGL)
        {
+           // Initializing SDL attributes with OpenGL
            SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
         SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
-
-//             mainSurfaceFlags = SDL_HWSURFACE | SDL_HWPALETTE | SDL_DOUBLEBUF | SDL_OPENGL;
                mainSurfaceFlags = SDL_OPENGL;
                
        }
@@ -59,10 +70,11 @@ bool InitVideo(void)
                        (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);
 
        if (mainSurface == NULL)
        {
@@ -75,7 +87,6 @@ bool InitVideo(void)
        // Create the primary SDL display (16 BPP, 5/5/5 RGB format)
        surface = SDL_CreateRGBSurface(SDL_SWSURFACE, VIRTUAL_SCREEN_WIDTH,
                (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL),
-//             16, 63488, 2016, 31, 0);
                16, 0x7C00, 0x03E0, 0x001F, 0);
 
        if (surface == NULL)
@@ -85,11 +96,15 @@ 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)*/, NULL);
+               // 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)
@@ -149,7 +164,19 @@ void RenderBackbuffer(void)
                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 };
@@ -166,9 +193,7 @@ void ResizeScreen(uint32 width, uint32 height)
        char window_title[256];
 
        SDL_FreeSurface(surface);
-       surface = SDL_CreateRGBSurface(SDL_SWSURFACE, width, height, 
-//             16, 63488, 2016, 31, 0);
-        16, 0x7C00, 0x03E0, 0x001F, 0);
+       surface = SDL_CreateRGBSurface(SDL_SWSURFACE, width, height, 16, 0x7C00, 0x03E0, 0x001F, 0);
 
        if (surface == NULL)
        {
@@ -180,11 +205,8 @@ 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, NULL);
+               // Recreate the texture because of the NTSC <-> PAL screen resize.
+               sdlemu_create_texture(surface, mainSurface, vjs.glFilter, 0);
        }
        else
        {
@@ -215,8 +237,8 @@ uint32 GetSDLScreenPitch(void)
 void ToggleFullscreen(void)
 {
 //NOTE: This does *NOT* work with OpenGL rendering! !!! FIX !!!
-//     if (vjs.useOpenGL)
-//             return;                                                                         // Until we can fix it...
+       if (vjs.useOpenGL)
+               return;                                                                         // Until we can fix it...
 
        vjs.fullscreen = !vjs.fullscreen;
        mainSurfaceFlags &= ~SDL_FULLSCREEN;