X-Git-Url: http://shamusworld.gotdns.org/cgi-bin/gitweb.cgi?a=blobdiff_plain;f=src%2Fvideo.cpp;h=cbf1ffe473b777ac075f0c58850af8912c6642ea;hb=21010310cfb50e9bd58f55ebecbf26b990c785bd;hp=bfc3097662c23d08709457eab0b8ba12b7b15844;hpb=ca2bc5872c6879c7d54ebf8913248de0bbf0a74e;p=virtualjaguar diff --git a/src/video.cpp b/src/video.cpp index bfc3097..cbf1ffe 100644 --- a/src/video.cpp +++ b/src/video.cpp @@ -14,9 +14,22 @@ //shouldn't these exist here??? Prolly. //And now, they do! :-) SDL_Surface * surface, * mainSurface; -Uint32 mainSurfaceFlags; -int16 * backbuffer; 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 = vjs.frameSkip; // // Create SDL/OpenGL surfaces @@ -34,8 +47,11 @@ 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 { @@ -49,16 +65,29 @@ 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), 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);//*/ +//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) { @@ -69,9 +98,23 @@ 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, +/* 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 = VIRTUAL_SCREEN_WIDTH; + + 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, +#if SDL_BYTEORDER == SDL_BIG_ENDIAN + 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF); +#else + 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000); +#endif//*/ if (surface == NULL) { @@ -80,11 +123,15 @@ 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)*/); + // 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) @@ -107,11 +154,17 @@ 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)); +/* 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 + 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(int16)); + * sizeof(uint32)); return true; } @@ -138,13 +191,29 @@ void RenderBackbuffer(void) 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); + 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) - 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 }; @@ -161,8 +230,14 @@ 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); +//24BPP + 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) { @@ -174,15 +249,12 @@ 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); + // Recreate the texture because of the NTSC <-> PAL screen resize. + 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) { @@ -196,11 +268,11 @@ void ResizeScreen(uint32 width, uint32 height) } // -// 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 } // @@ -218,7 +290,7 @@ void ToggleFullscreen(void) if (vjs.fullscreen) mainSurfaceFlags |= SDL_FULLSCREEN; - mainSurface = SDL_SetVideoMode(tom_width, tom_height, 16, mainSurfaceFlags); + mainSurface = SDL_SetVideoMode(tom_width, tom_height, 32, mainSurfaceFlags); if (mainSurface == NULL) {