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;
+
//
// Create SDL/OpenGL surfaces
//
if (vjs.useOpenGL)
{
+ // Initializing SDL attributes with OpenGL
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
-
-// mainSurfaceFlags = SDL_HWSURFACE | SDL_HWPALETTE | SDL_DOUBLEBUF | SDL_OPENGL;
mainSurfaceFlags = SDL_OPENGL;
}
(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);
if (mainSurface == NULL)
{
// Create the primary SDL display (16 BPP, 5/5/5 RGB format)
surface = SDL_CreateRGBSurface(SDL_SWSURFACE, VIRTUAL_SCREEN_WIDTH,
(vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL),
-// 16, 63488, 2016, 31, 0);
16, 0x7C00, 0x03E0, 0x001F, 0);
if (surface == NULL)
}
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)*/, NULL);
+ // 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)
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 };
char window_title[256];
SDL_FreeSurface(surface);
- surface = SDL_CreateRGBSurface(SDL_SWSURFACE, width, height,
-// 16, 63488, 2016, 31, 0);
- 16, 0x7C00, 0x03E0, 0x001F, 0);
+ surface = SDL_CreateRGBSurface(SDL_SWSURFACE, width, height, 16, 0x7C00, 0x03E0, 0x001F, 0);
if (surface == NULL)
{
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, NULL);
+ // Recreate the texture because of the NTSC <-> PAL screen resize.
+ sdlemu_create_texture( surface, mainSurface, vjs.glFilter , NULL);
}
else
{
void ToggleFullscreen(void)
{
//NOTE: This does *NOT* work with OpenGL rendering! !!! FIX !!!
-// if (vjs.useOpenGL)
-// return; // Until we can fix it...
+ if (vjs.useOpenGL)
+ return; // Until we can fix it...
vjs.fullscreen = !vjs.fullscreen;
mainSurfaceFlags &= ~SDL_FULLSCREEN;