X-Git-Url: http://shamusworld.gotdns.org/cgi-bin/gitweb.cgi?a=blobdiff_plain;f=src%2Fvideo.cpp;h=b35cc1a048e50b68abad5a7dc7e8388ab26cc54d;hb=f3e5bb2807319c210d124d6150e019130c54867b;hp=4507363cf99c23dd941d0d70a1c1e05d598c272a;hpb=34eb947551354f437ed67e2f0a3b88e186f47561;p=virtualjaguar diff --git a/src/video.cpp b/src/video.cpp index 4507363..b35cc1a 100644 --- a/src/video.cpp +++ b/src/video.cpp @@ -6,10 +6,11 @@ #include "video.h" +#include "gui.h" // For "finished" +#include "log.h" #include "tom.h" #include "sdlemu_opengl.h" #include "settings.h" -#include "log.h" // External global variables @@ -31,7 +32,7 @@ uint32 * backbuffer; // 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 @@ -53,7 +54,7 @@ bool InitVideo(void) SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); mainSurfaceFlags = SDL_OPENGL; - + } else { @@ -104,14 +105,14 @@ bool InitVideo(void) (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL), 16, 0x7C00, 0x03E0, 0x001F, 0);//*/ - uint32 vsWidth = VIRTUAL_SCREEN_WIDTH; + 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; +// if (vjs.renderType == RT_TV) +// vsWidth = 1280; //24BPP // surface = SDL_CreateRGBSurface(SDL_SWSURFACE, VIRTUAL_SCREEN_WIDTH, - surface = SDL_CreateRGBSurface(SDL_SWSURFACE, vsWidth, - (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL), 32, + surface = SDL_CreateRGBSurface(SDL_SWSURFACE, vsWidth, vsHeight, 32, #if SDL_BYTEORDER == SDL_BIG_ENDIAN 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF); #else @@ -127,7 +128,7 @@ 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 */); @@ -154,16 +155,8 @@ 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)); - memset(backbuffer, 0x44, VIRTUAL_SCREEN_WIDTH * - (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL) - * sizeof(int16));//*/ -//24BPP + // To be safe, this should be 1280 * 625 * 2... backbuffer = (uint32 *)malloc(1280 * 625 * sizeof(uint32)); -// 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(uint32)); @@ -189,11 +182,22 @@ 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); +// 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) @@ -203,19 +207,12 @@ void RenderBackbuffer(void) 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 }; @@ -229,11 +226,7 @@ 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); -//24BPP surface = SDL_CreateRGBSurface(SDL_SWSURFACE, width, height, 32, #if SDL_BYTEORDER == SDL_BIG_ENDIAN 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF); @@ -246,12 +239,16 @@ void ResizeScreen(uint32 width, uint32 height) 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! + 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 @@ -261,12 +258,15 @@ void ResizeScreen(uint32 width, uint32 height) 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"); } // @@ -282,23 +282,44 @@ uint32 GetSDLScreenWidthInPixels(void) // 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; if (vjs.fullscreen) mainSurfaceFlags |= SDL_FULLSCREEN; - mainSurface = SDL_SetVideoMode(tom_width, tom_height, 32, 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; }