X-Git-Url: http://shamusworld.gotdns.org/cgi-bin/gitweb.cgi?a=blobdiff_plain;f=src%2Fvideo.cpp;h=b35cc1a048e50b68abad5a7dc7e8388ab26cc54d;hb=f3e5bb2807319c210d124d6150e019130c54867b;hp=1df9fca1e15627bfd619bfb8fb77dbf810729130;hpb=824222a5bc2a86fdef6763104fc0f48b8972cfbe;p=virtualjaguar diff --git a/src/video.cpp b/src/video.cpp index 1df9fca..b35cc1a 100644 --- a/src/video.cpp +++ b/src/video.cpp @@ -4,32 +4,41 @@ // by James L. Hammons // -#include "types.h" +#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. -extern SDL_Surface * surface, * mainSurface; -extern Uint32 mainSurfaceFlags; -extern int16 * backbuffer; -extern SDL_Joystick * joystick; +//And now, they do! :-) +SDL_Surface * surface, * mainSurface; +SDL_Joystick * joystick; +Uint32 mainSurfaceFlags; +//int16 * backbuffer; +uint32 * backbuffer; + +// 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 = 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(); @@ -41,8 +50,11 @@ 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 { @@ -56,10 +68,29 @@ bool InitVideo(void) if (vjs.fullscreen) mainSurfaceFlags |= SDL_FULLSCREEN; +/* 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), + 16, 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, 16, mainSurfaceFlags);//*/ +//24BPP 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), + 32, 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, 32, mainSurfaceFlags);//*/ if (mainSurface == NULL) { @@ -70,8 +101,23 @@ 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, - 16, 0x7C00, 0x03E0, 0x001F, 0); +/* surface = SDL_CreateRGBSurface(SDL_SWSURFACE, VIRTUAL_SCREEN_WIDTH, + (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL), + 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, +#if SDL_BYTEORDER == SDL_BIG_ENDIAN + 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF); +#else + 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000); +#endif//*/ if (surface == NULL) { @@ -80,9 +126,15 @@ bool InitVideo(void) } if (vjs.useOpenGL) - sdlemu_init_opengl(surface, 1/*method*/, 2/*size*/, 0/*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 automatically 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) @@ -102,6 +154,13 @@ bool InitVideo(void) } } + // Set up the backbuffer + // 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(uint32)); + return true; } @@ -115,8 +174,7 @@ 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); } // @@ -124,16 +182,36 @@ 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, tom_getVideoModeWidth() * tom_getVideoModeHeight() * 4); + else if (vjs.renderType == RT_TV) + memcpy(surface->pixels, backbuffer, 1280 * tom_getVideoModeHeight() * 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... ;-) +//The problem lies in this function... sdlemu_draw_texture(mainSurface, surface, 1/*1=GL_QUADS*/); else { @@ -148,50 +226,60 @@ 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, +#if SDL_BYTEORDER == SDL_BIG_ENDIAN + 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF); +#else + 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000); +#endif//*/ if (surface == NULL) { WriteLog("Video: Could not create primary SDL surface: %s", SDL_GetError()); - exit(1); +//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); + // OK, this is cleaner. We can't continue if there is no surface created! + finished = true; } - sprintf(window_title, "Virtual Jaguar (%i x %i)", (int)width, (int)height); - - if (!vjs.useOpenGL) + 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); } } - SDL_WM_SetCaption(window_title, window_title); + char window_title[64]; - // This seems to work well for resizing (i.e., changes in the pixel width)... - if (vjs.useOpenGL) - sdlemu_resize_texture(surface, mainSurface); + sprintf(window_title, "Virtual Jaguar (%i x %i)", (int)width, (int)height); + 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 } // // Fullscreen <-> window switching // -//NOTE: This does *NOT* work with OpenGL rendering! !!! FIX !!! void ToggleFullscreen(void) { vjs.fullscreen = !vjs.fullscreen; @@ -200,13 +288,38 @@ void ToggleFullscreen(void) if (vjs.fullscreen) mainSurfaceFlags |= SDL_FULLSCREEN; - mainSurface = SDL_SetVideoMode(tom_width, tom_height, 16, mainSurfaceFlags); + 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; }