X-Git-Url: http://shamusworld.gotdns.org/cgi-bin/gitweb.cgi?a=blobdiff_plain;f=src%2Fvideo.cpp;h=aa694451f1f5b26a37664b7292e09f091db01787;hb=73ca0f1c81b606de50838deb1e464cc95a1e15cc;hp=cd214e069d9d26c0bda4b94a194caa2d7d6cadc6;hpb=59ca39a29be645918de45bd144865ba6487f4009;p=virtualjaguar diff --git a/src/video.cpp b/src/video.cpp index cd214e0..aa69445 100644 --- a/src/video.cpp +++ b/src/video.cpp @@ -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, 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 * 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, + 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) @@ -81,8 +89,13 @@ bool InitVideo(void) } if (vjs.useOpenGL) -//Should make another setting here, for either linear or nearest (instead of just picking one) - 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) @@ -108,7 +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 * 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; } @@ -123,9 +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); } @@ -143,8 +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 }; @@ -161,18 +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); @@ -186,10 +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); } // @@ -203,9 +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;