X-Git-Url: http://shamusworld.gotdns.org/cgi-bin/gitweb.cgi?a=blobdiff_plain;f=src%2Fvideo.cpp;h=1d86f18b83e61dfa725cfd4b5806a0400c7fc4d1;hb=b79146c85ed8f85acc80fe56534f72cd777f0b02;hp=cd2a844a95bb068e88723e158795a7649f56d8d6;hpb=1466987267e57708e1ae711549931eeef9c0532e;p=virtualjaguar diff --git a/src/video.cpp b/src/video.cpp index cd2a844..1d86f18 100644 --- a/src/video.cpp +++ b/src/video.cpp @@ -2,21 +2,45 @@ // VIDEO.CPP: SDL/local hardware specific video routines // // by James L. Hammons +// (C) 2010 Underground Software // +// JLH = James L. Hammons +// +// Who When What +// --- ---------- ------------------------------------------------------------- +// JLH 01/16/2010 Created this log ;-) +// + +#include "video.h" +//#include "gui.h" // For "finished" +#include "log.h" #include "tom.h" #include "sdlemu_opengl.h" #include "settings.h" -#include "video.h" // External global variables //shouldn't these exist here??? Prolly. //And now, they do! :-) SDL_Surface * surface, * mainSurface; +SDL_Joystick * joystick1; Uint32 mainSurfaceFlags; -int16 * backbuffer; -SDL_Joystick * joystick; +//int16 * backbuffer; +uint32 * backbuffer; + +#if SDL_BYTEORDER == SDL_BIG_ENDIAN + #define RMASK 0xFF000000 + #define GMASK 0x00FF0000 + #define BMASK 0x0000FF00 + #define AMASK 0x000000FF +#else + #define RMASK 0x000000FF + #define GMASK 0x0000FF00 + #define BMASK 0x00FF0000 + #define AMASK 0xFF000000 +#endif + // 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. @@ -25,15 +49,15 @@ SDL_Joystick * joystick; // [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. +// 60 FPS. But doing so will have some nasty side effects in some games. // You have been warned! -int frame_ticker = vjs.frameSkip; +int frame_ticker = 0; // // Create SDL/OpenGL surfaces // -bool InitVideo(void) +bool VideoInit(void) { // Get proper info about the platform we're running on... const SDL_VideoInfo * info = SDL_GetVideoInfo(); @@ -46,11 +70,10 @@ 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); + // Initializing SDL attributes with OpenGL + SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0); + SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); mainSurfaceFlags = SDL_OPENGL; - } else { @@ -64,7 +87,7 @@ 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), @@ -74,7 +97,19 @@ bool InitVideo(void) // 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); + 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) { @@ -85,9 +120,18 @@ 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);//*/ + + uint32 vsWidth = (vjs.renderType == RT_TV ? 1280 : VIRTUAL_SCREEN_WIDTH), + vsHeight = (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL); + +// if (vjs.renderType == RT_TV) +// vsWidth = 1280; +//24BPP +// surface = SDL_CreateRGBSurface(SDL_SWSURFACE, VIRTUAL_SCREEN_WIDTH, + surface = SDL_CreateRGBSurface(SDL_SWSURFACE, vsWidth, vsHeight, 32, RMASK, GMASK, BMASK, AMASK); if (surface == NULL) { @@ -98,7 +142,7 @@ bool InitVideo(void) if (vjs.useOpenGL) // 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 :) + // our texture is automatically created :) sdlemu_init_opengl(surface, mainSurface, 1 /*method*/, vjs.glFilter /*texture type (linear, nearest)*/, 0 /* Automatic bpp selection based upon src */); @@ -114,7 +158,7 @@ bool InitVideo(void) } else { - if ((joystick = SDL_JoystickOpen(vjs.joyport)) == 0) + if ((joystick1 = SDL_JoystickOpen(vjs.joyport)) == 0) { vjs.useJoystick = false; printf("VJ: Unable to open a Joystick on port: %d\n", (int)vjs.joyport); @@ -125,13 +169,11 @@ 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)); -// memset(backbuffer, 0x44, VIRTUAL_SCREEN_WIDTH * VIRTUAL_SCREEN_HEIGHT_NTSC * sizeof(int16)); + // To be safe, this should be 1280 * 625 * 2... + backbuffer = (uint32 *)malloc(1280 * 625 * sizeof(uint32)); memset(backbuffer, 0x44, VIRTUAL_SCREEN_WIDTH * (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL) - * sizeof(int16)); + * sizeof(uint32)); return true; } @@ -144,7 +186,7 @@ void VideoDone(void) if (vjs.useOpenGL) sdlemu_close_opengl(); - SDL_JoystickClose(joystick); + SDL_JoystickClose(joystick1); SDL_FreeSurface(surface); free(backbuffer); } @@ -154,29 +196,37 @@ void VideoDone(void) // void RenderBackbuffer(void) { + // Handle frameskip *before* we do any heavy lifting here... + + if (frame_ticker > 0) + { + frame_ticker--; + return; + } + + frame_ticker = vjs.frameSkip; // Reset frame_ticker + if (SDL_MUSTLOCK(surface)) 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); +// This memcpy is expensive--do some profiling to see what the impact is! + if (vjs.renderType == RT_NORMAL) + memcpy(surface->pixels, backbuffer, TOMGetVideoModeWidth() * TOMGetVideoModeHeight() * 4); + else if (vjs.renderType == RT_TV) + memcpy(surface->pixels, backbuffer, 1280 * TOMGetVideoModeHeight() * 4); if (SDL_MUSTLOCK(surface)) SDL_UnlockSurface(surface); 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 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--; - } +//The problem lies in this function... + sdlemu_draw_texture(mainSurface, surface, 1/*1=GL_QUADS*/); else { SDL_Rect rect = { 0, 0, surface->w, surface->h }; @@ -190,45 +240,51 @@ void RenderBackbuffer(void) // 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, 32, RMASK, GMASK, BMASK, AMASK); 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); +// exit(1); + // OK, this is cleaner. We can't continue if there is no surface created! +#warning "!!! FIX !!! (finished = true)" +// finished = true; } if (vjs.useOpenGL) { // Recreate the texture because of the NTSC <-> PAL screen resize. +//Not sure why this is here... +//Is it because of the resized surface up above? sdlemu_create_texture(surface, mainSurface, vjs.glFilter, 0); } else { - mainSurface = SDL_SetVideoMode(width, height, 16, mainSurfaceFlags); + mainSurface = SDL_SetVideoMode(width, height, 32, mainSurfaceFlags); if (mainSurface == NULL) { WriteLog("Video: SDL is unable to set the video mode: %s\n", SDL_GetError()); - exit(1); +// Don't exit because we can't resize! +// exit(1); } } + char window_title[64]; + sprintf(window_title, "Virtual Jaguar (%i x %i)", (int)width, (int)height); - SDL_WM_SetCaption(window_title, window_title); + SDL_WM_SetCaption((vjs.useOpenGL ? "Virtual Jaguar (OpenGL)" : window_title), "Virtual Jaguar"); } // -// Return the screen's pitch +// Return the screen's width in pixels // -uint32 GetSDLScreenPitch(void) +uint32 GetSDLScreenWidthInPixels(void) { - return surface->pitch; + return surface->pitch / 4; // Pitch / 4 since we're in 32BPP mode } // @@ -236,23 +292,49 @@ uint32 GetSDLScreenPitch(void) // void ToggleFullscreen(void) { -//NOTE: This does *NOT* work with OpenGL rendering! !!! FIX !!! - if (vjs.useOpenGL) - return; // Until we can fix it... - + // Set our internal variable, then toggle the SDL flag vjs.fullscreen = !vjs.fullscreen; - mainSurfaceFlags &= ~SDL_FULLSCREEN; + mainSurfaceFlags ^= SDL_FULLSCREEN; +// mainSurfaceFlags = (vjs.fullscreen ? mainSurfaceFlags | SDL_FULLSCREEN : +// mainSurfaceFlags & ~SDL_FULLSCREEN); - if (vjs.fullscreen) - mainSurfaceFlags |= SDL_FULLSCREEN; +// mainSurfaceFlags &= ~SDL_FULLSCREEN; - mainSurface = SDL_SetVideoMode(tom_width, tom_height, 16, mainSurfaceFlags); +// if (vjs.fullscreen) +// mainSurfaceFlags |= SDL_FULLSCREEN; + + if (vjs.useOpenGL) + { + // 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); + + // Reset viewport, etc. + glViewport(0, 0, mainSurface->w, mainSurface->h); + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + glOrtho(0.0, (GLdouble)mainSurface->w, (GLdouble)mainSurface->h, 0.0, 0.0, 1.0); + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); + } + else + mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH, + (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL), + 32, mainSurfaceFlags); if (mainSurface == NULL) { - WriteLog("Video: SDL is unable to set the video mode: %s\n", SDL_GetError()); - exit(1); + WriteLog("Video: SDL was unable to switch the video to %s: %s\n", (vjs.fullscreen ? "fullscreen" : "windowed"), SDL_GetError()); +// Shouldn't exit because we can't switch! BAD!!! +// exit(1); + return; } - SDL_WM_SetCaption("Virtual Jaguar", "Virtual Jaguar"); + SDL_WM_SetCaption((vjs.useOpenGL ? "Virtual Jaguar (OpenGL)" : "Virtual Jaguar"), "Virtual Jaguar"); + + return; }