a Nintendo ds update
Frank Zago to SDL
For those interested, here's a snapshot of the current port. I did away with
most of the previous attempt which was based of the sprite engine, because the
support is limited to 128 64x64 sprites. Instead I'm using the gl engine.
The drawback is that either the frame buffer or the gl engine can be used
because there's not that much video memory on a DS.
With minimal changes to their code, it can now run the following tests: ,
testspriteminimal, testscale and testsprite2. The last 2 only run under the
emulator for some reason. The tests are not included in this patch for size
reason.
In 16 bits mode, the 16th bit indicated transparency/opacity. If 0, the color
is not displayed. So I had to patch a few core file to set that bit to 1. See
patch for src/video/SDL_RLEaccel.c and src/video/SDL_blit.h. Is that ok, or is
there a better way ?
The nds also doesn't support windowed mode, so I force the fullscreen in
src/video/SDL_video.c. Is that ok, or is there a better way ?
To get a smaller library, I also tried to not compile the software renderer
when the hardware renderer is compiled in, and define SDL_NO_COMPAT; however
the compilation eventually fails in SDL_surface.c because SDL_SRCCOLORKEY is
defined in SDL_compat.h. Is SDL_NO_COMPAT only for application and not SDL
itself ?
2011-03-06 21:12:19 -08:00
|
|
|
#---------------------------------------------------------------------------------
|
|
|
|
.SUFFIXES:
|
|
|
|
#---------------------------------------------------------------------------------
|
2008-08-27 15:10:03 +00:00
|
|
|
|
a Nintendo ds update
Frank Zago to SDL
For those interested, here's a snapshot of the current port. I did away with
most of the previous attempt which was based of the sprite engine, because the
support is limited to 128 64x64 sprites. Instead I'm using the gl engine.
The drawback is that either the frame buffer or the gl engine can be used
because there's not that much video memory on a DS.
With minimal changes to their code, it can now run the following tests: ,
testspriteminimal, testscale and testsprite2. The last 2 only run under the
emulator for some reason. The tests are not included in this patch for size
reason.
In 16 bits mode, the 16th bit indicated transparency/opacity. If 0, the color
is not displayed. So I had to patch a few core file to set that bit to 1. See
patch for src/video/SDL_RLEaccel.c and src/video/SDL_blit.h. Is that ok, or is
there a better way ?
The nds also doesn't support windowed mode, so I force the fullscreen in
src/video/SDL_video.c. Is that ok, or is there a better way ?
To get a smaller library, I also tried to not compile the software renderer
when the hardware renderer is compiled in, and define SDL_NO_COMPAT; however
the compilation eventually fails in SDL_surface.c because SDL_SRCCOLORKEY is
defined in SDL_compat.h. Is SDL_NO_COMPAT only for application and not SDL
itself ?
2011-03-06 21:12:19 -08:00
|
|
|
ifeq ($(strip $(DEVKITARM)),)
|
|
|
|
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
|
|
|
|
endif
|
|
|
|
|
|
|
|
include $(DEVKITARM)/ds_rules
|
|
|
|
|
|
|
|
#---------------------------------------------------------------------------------
|
|
|
|
# TARGET is the name of the output
|
|
|
|
# BUILD is the directory where object files & intermediate files will be placed
|
|
|
|
# SOURCES is a list of directories containing source code
|
|
|
|
# DATA is a list of directories containing data files
|
|
|
|
# INCLUDES is a list of directories containing header files
|
|
|
|
#---------------------------------------------------------------------------------
|
|
|
|
TARGET := $(shell basename $(CURDIR))
|
|
|
|
BUILD := src
|
2011-03-26 21:26:05 -07:00
|
|
|
SOURCES := src
|
a Nintendo ds update
Frank Zago to SDL
For those interested, here's a snapshot of the current port. I did away with
most of the previous attempt which was based of the sprite engine, because the
support is limited to 128 64x64 sprites. Instead I'm using the gl engine.
The drawback is that either the frame buffer or the gl engine can be used
because there's not that much video memory on a DS.
With minimal changes to their code, it can now run the following tests: ,
testspriteminimal, testscale and testsprite2. The last 2 only run under the
emulator for some reason. The tests are not included in this patch for size
reason.
In 16 bits mode, the 16th bit indicated transparency/opacity. If 0, the color
is not displayed. So I had to patch a few core file to set that bit to 1. See
patch for src/video/SDL_RLEaccel.c and src/video/SDL_blit.h. Is that ok, or is
there a better way ?
The nds also doesn't support windowed mode, so I force the fullscreen in
src/video/SDL_video.c. Is that ok, or is there a better way ?
To get a smaller library, I also tried to not compile the software renderer
when the hardware renderer is compiled in, and define SDL_NO_COMPAT; however
the compilation eventually fails in SDL_surface.c because SDL_SRCCOLORKEY is
defined in SDL_compat.h. Is SDL_NO_COMPAT only for application and not SDL
itself ?
2011-03-06 21:12:19 -08:00
|
|
|
DATA := data
|
|
|
|
INCLUDES := include
|
|
|
|
|
|
|
|
#---------------------------------------------------------------------------------
|
|
|
|
# options for code generation
|
|
|
|
#---------------------------------------------------------------------------------
|
|
|
|
ARCH := -mthumb -mthumb-interwork \
|
|
|
|
-D__NDS__ -DENABLE_NDS -DNO_SIGNAL_H -DDISABLE_THREADS -DPACKAGE=\"SDL\" \
|
2012-01-22 17:26:45 -05:00
|
|
|
-DVERSION=\"2.0\" -DHAVE_ALLOCA_H=1 -DHAVE_ALLOCA=1
|
a Nintendo ds update
Frank Zago to SDL
For those interested, here's a snapshot of the current port. I did away with
most of the previous attempt which was based of the sprite engine, because the
support is limited to 128 64x64 sprites. Instead I'm using the gl engine.
The drawback is that either the frame buffer or the gl engine can be used
because there's not that much video memory on a DS.
With minimal changes to their code, it can now run the following tests: ,
testspriteminimal, testscale and testsprite2. The last 2 only run under the
emulator for some reason. The tests are not included in this patch for size
reason.
In 16 bits mode, the 16th bit indicated transparency/opacity. If 0, the color
is not displayed. So I had to patch a few core file to set that bit to 1. See
patch for src/video/SDL_RLEaccel.c and src/video/SDL_blit.h. Is that ok, or is
there a better way ?
The nds also doesn't support windowed mode, so I force the fullscreen in
src/video/SDL_video.c. Is that ok, or is there a better way ?
To get a smaller library, I also tried to not compile the software renderer
when the hardware renderer is compiled in, and define SDL_NO_COMPAT; however
the compilation eventually fails in SDL_surface.c because SDL_SRCCOLORKEY is
defined in SDL_compat.h. Is SDL_NO_COMPAT only for application and not SDL
itself ?
2011-03-06 21:12:19 -08:00
|
|
|
|
2012-02-12 21:04:01 -05:00
|
|
|
CFLAGS := -g -Wall -Os\
|
a Nintendo ds update
Frank Zago to SDL
For those interested, here's a snapshot of the current port. I did away with
most of the previous attempt which was based of the sprite engine, because the
support is limited to 128 64x64 sprites. Instead I'm using the gl engine.
The drawback is that either the frame buffer or the gl engine can be used
because there's not that much video memory on a DS.
With minimal changes to their code, it can now run the following tests: ,
testspriteminimal, testscale and testsprite2. The last 2 only run under the
emulator for some reason. The tests are not included in this patch for size
reason.
In 16 bits mode, the 16th bit indicated transparency/opacity. If 0, the color
is not displayed. So I had to patch a few core file to set that bit to 1. See
patch for src/video/SDL_RLEaccel.c and src/video/SDL_blit.h. Is that ok, or is
there a better way ?
The nds also doesn't support windowed mode, so I force the fullscreen in
src/video/SDL_video.c. Is that ok, or is there a better way ?
To get a smaller library, I also tried to not compile the software renderer
when the hardware renderer is compiled in, and define SDL_NO_COMPAT; however
the compilation eventually fails in SDL_surface.c because SDL_SRCCOLORKEY is
defined in SDL_compat.h. Is SDL_NO_COMPAT only for application and not SDL
itself ?
2011-03-06 21:12:19 -08:00
|
|
|
-march=armv5te -mtune=arm946e-s \
|
|
|
|
-fomit-frame-pointer -ffast-math \
|
|
|
|
$(ARCH)
|
|
|
|
|
|
|
|
CFLAGS += $(INCLUDE) -DARM9
|
|
|
|
CXXFLAGS := $(CFLAGS) -fno-rtti -fno-exceptions
|
|
|
|
|
|
|
|
ASFLAGS := -g $(ARCH) -march=armv5te -mtune=arm946e-s
|
|
|
|
LDFLAGS = -specs=ds_arm9.specs -g $(ARCH) -Wl,-Map,$(notdir $*.map)
|
|
|
|
|
2012-02-12 21:04:01 -05:00
|
|
|
# Set to 0 to use a framer buffer, or 1 to use the GL like hardware
|
a Nintendo ds update
Frank Zago to SDL
For those interested, here's a snapshot of the current port. I did away with
most of the previous attempt which was based of the sprite engine, because the
support is limited to 128 64x64 sprites. Instead I'm using the gl engine.
The drawback is that either the frame buffer or the gl engine can be used
because there's not that much video memory on a DS.
With minimal changes to their code, it can now run the following tests: ,
testspriteminimal, testscale and testsprite2. The last 2 only run under the
emulator for some reason. The tests are not included in this patch for size
reason.
In 16 bits mode, the 16th bit indicated transparency/opacity. If 0, the color
is not displayed. So I had to patch a few core file to set that bit to 1. See
patch for src/video/SDL_RLEaccel.c and src/video/SDL_blit.h. Is that ok, or is
there a better way ?
The nds also doesn't support windowed mode, so I force the fullscreen in
src/video/SDL_video.c. Is that ok, or is there a better way ?
To get a smaller library, I also tried to not compile the software renderer
when the hardware renderer is compiled in, and define SDL_NO_COMPAT; however
the compilation eventually fails in SDL_surface.c because SDL_SRCCOLORKEY is
defined in SDL_compat.h. Is SDL_NO_COMPAT only for application and not SDL
itself ?
2011-03-06 21:12:19 -08:00
|
|
|
# renderer. Alas, both cannot be used at the same time for lack of
|
|
|
|
# display/texture memory.
|
|
|
|
USE_HW_RENDERER := 1
|
Frank Zago to SDL
On 02/12/2011 01:44 PM, Sam Lantinga wrote:
> BTW, you probably want to nuke the NDS renderer and just implement these three
> functions instead:
> int (*CreateWindowFramebuffer) (_THIS, SDL_Window * window, Uint32 *
> format, void ** pixels, int *pitch);
> int (*UpdateWindowFramebuffer) (_THIS, SDL_Window * window, int numrects,
> SDL_Rect * rects);
> void (*DestroyWindowFramebuffer) (_THIS, SDL_Window * window);
Patch attached. The renderer for the DS is not used anymore, but I left the
file in place if someone wants to finish it.
I've also added a README.ds and fixed the spinlocks.
2011-02-13 14:01:02 -08:00
|
|
|
|
a Nintendo ds update
Frank Zago to SDL
For those interested, here's a snapshot of the current port. I did away with
most of the previous attempt which was based of the sprite engine, because the
support is limited to 128 64x64 sprites. Instead I'm using the gl engine.
The drawback is that either the frame buffer or the gl engine can be used
because there's not that much video memory on a DS.
With minimal changes to their code, it can now run the following tests: ,
testspriteminimal, testscale and testsprite2. The last 2 only run under the
emulator for some reason. The tests are not included in this patch for size
reason.
In 16 bits mode, the 16th bit indicated transparency/opacity. If 0, the color
is not displayed. So I had to patch a few core file to set that bit to 1. See
patch for src/video/SDL_RLEaccel.c and src/video/SDL_blit.h. Is that ok, or is
there a better way ?
The nds also doesn't support windowed mode, so I force the fullscreen in
src/video/SDL_video.c. Is that ok, or is there a better way ?
To get a smaller library, I also tried to not compile the software renderer
when the hardware renderer is compiled in, and define SDL_NO_COMPAT; however
the compilation eventually fails in SDL_surface.c because SDL_SRCCOLORKEY is
defined in SDL_compat.h. Is SDL_NO_COMPAT only for application and not SDL
itself ?
2011-03-06 21:12:19 -08:00
|
|
|
ifeq ($(USE_HW_RENDERER),1)
|
|
|
|
CFLAGS += -DUSE_HW_RENDERER
|
|
|
|
else
|
Frank Zago to SDL
On 02/12/2011 01:44 PM, Sam Lantinga wrote:
> BTW, you probably want to nuke the NDS renderer and just implement these three
> functions instead:
> int (*CreateWindowFramebuffer) (_THIS, SDL_Window * window, Uint32 *
> format, void ** pixels, int *pitch);
> int (*UpdateWindowFramebuffer) (_THIS, SDL_Window * window, int numrects,
> SDL_Rect * rects);
> void (*DestroyWindowFramebuffer) (_THIS, SDL_Window * window);
Patch attached. The renderer for the DS is not used anymore, but I left the
file in place if someone wants to finish it.
I've also added a README.ds and fixed the spinlocks.
2011-02-13 14:01:02 -08:00
|
|
|
endif
|
a Nintendo ds update
Frank Zago to SDL
For those interested, here's a snapshot of the current port. I did away with
most of the previous attempt which was based of the sprite engine, because the
support is limited to 128 64x64 sprites. Instead I'm using the gl engine.
The drawback is that either the frame buffer or the gl engine can be used
because there's not that much video memory on a DS.
With minimal changes to their code, it can now run the following tests: ,
testspriteminimal, testscale and testsprite2. The last 2 only run under the
emulator for some reason. The tests are not included in this patch for size
reason.
In 16 bits mode, the 16th bit indicated transparency/opacity. If 0, the color
is not displayed. So I had to patch a few core file to set that bit to 1. See
patch for src/video/SDL_RLEaccel.c and src/video/SDL_blit.h. Is that ok, or is
there a better way ?
The nds also doesn't support windowed mode, so I force the fullscreen in
src/video/SDL_video.c. Is that ok, or is there a better way ?
To get a smaller library, I also tried to not compile the software renderer
when the hardware renderer is compiled in, and define SDL_NO_COMPAT; however
the compilation eventually fails in SDL_surface.c because SDL_SRCCOLORKEY is
defined in SDL_compat.h. Is SDL_NO_COMPAT only for application and not SDL
itself ?
2011-03-06 21:12:19 -08:00
|
|
|
|
|
|
|
#---------------------------------------------------------------------------------
|
|
|
|
# list of directories containing libraries, this must be the top level containing
|
|
|
|
# include and lib
|
|
|
|
#---------------------------------------------------------------------------------
|
2011-03-26 21:26:05 -07:00
|
|
|
LIBDIRS := $(LIBNDS) $(PORTLIBS)
|
a Nintendo ds update
Frank Zago to SDL
For those interested, here's a snapshot of the current port. I did away with
most of the previous attempt which was based of the sprite engine, because the
support is limited to 128 64x64 sprites. Instead I'm using the gl engine.
The drawback is that either the frame buffer or the gl engine can be used
because there's not that much video memory on a DS.
With minimal changes to their code, it can now run the following tests: ,
testspriteminimal, testscale and testsprite2. The last 2 only run under the
emulator for some reason. The tests are not included in this patch for size
reason.
In 16 bits mode, the 16th bit indicated transparency/opacity. If 0, the color
is not displayed. So I had to patch a few core file to set that bit to 1. See
patch for src/video/SDL_RLEaccel.c and src/video/SDL_blit.h. Is that ok, or is
there a better way ?
The nds also doesn't support windowed mode, so I force the fullscreen in
src/video/SDL_video.c. Is that ok, or is there a better way ?
To get a smaller library, I also tried to not compile the software renderer
when the hardware renderer is compiled in, and define SDL_NO_COMPAT; however
the compilation eventually fails in SDL_surface.c because SDL_SRCCOLORKEY is
defined in SDL_compat.h. Is SDL_NO_COMPAT only for application and not SDL
itself ?
2011-03-06 21:12:19 -08:00
|
|
|
|
|
|
|
#---------------------------------------------------------------------------------
|
|
|
|
# no real need to edit anything past this point unless you need to add additional
|
|
|
|
# rules for different file extensions
|
|
|
|
#---------------------------------------------------------------------------------
|
|
|
|
ifneq ($(BUILD),$(notdir $(CURDIR)))
|
|
|
|
#---------------------------------------------------------------------------------
|
|
|
|
|
|
|
|
export OUTPUT := $(CURDIR)/lib/lib$(TARGET).a
|
|
|
|
|
|
|
|
export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \
|
|
|
|
$(foreach dir,$(DATA),$(CURDIR)/$(dir))
|
|
|
|
|
|
|
|
export DEPSDIR := $(CURDIR)/$(BUILD)
|
|
|
|
|
|
|
|
CFILES := \
|
|
|
|
SDL.c \
|
|
|
|
SDL_assert.c \
|
|
|
|
SDL_error.c \
|
|
|
|
SDL_fatal.c \
|
|
|
|
SDL_hints.c \
|
|
|
|
SDL_log.c \
|
|
|
|
atomic/SDL_atomic.c \
|
|
|
|
atomic/SDL_spinlock.arm.c \
|
|
|
|
audio/SDL_audio.c \
|
|
|
|
audio/SDL_audiocvt.c \
|
|
|
|
audio/SDL_audiodev.c \
|
|
|
|
audio/SDL_audiotypecvt.c \
|
|
|
|
audio/SDL_mixer.c \
|
|
|
|
audio/SDL_wave.c \
|
|
|
|
audio/nds/SDL_ndsaudio.c \
|
|
|
|
cpuinfo/SDL_cpuinfo.c \
|
|
|
|
events/SDL_events.c \
|
|
|
|
events/SDL_keyboard.c \
|
|
|
|
events/SDL_mouse.c \
|
|
|
|
events/SDL_quit.c \
|
|
|
|
events/SDL_touch.c \
|
|
|
|
events/SDL_windowevents.c \
|
|
|
|
events/nds/SDL_ndsgesture.c \
|
|
|
|
file/SDL_rwops.c \
|
|
|
|
haptic/SDL_haptic.c \
|
|
|
|
haptic/nds/SDL_syshaptic.c \
|
|
|
|
joystick/SDL_joystick.c \
|
|
|
|
joystick/nds/SDL_sysjoystick.c \
|
|
|
|
power/SDL_power.c \
|
|
|
|
power/nds/SDL_syspower.c \
|
|
|
|
render/SDL_render.c \
|
|
|
|
render/SDL_yuv_sw.c \
|
2011-03-06 21:18:36 -08:00
|
|
|
render/nds/SDL_ndsrender.c \
|
2012-02-12 21:04:01 -05:00
|
|
|
render/nds/SDL_libgl2D.c \
|
a Nintendo ds update
Frank Zago to SDL
For those interested, here's a snapshot of the current port. I did away with
most of the previous attempt which was based of the sprite engine, because the
support is limited to 128 64x64 sprites. Instead I'm using the gl engine.
The drawback is that either the frame buffer or the gl engine can be used
because there's not that much video memory on a DS.
With minimal changes to their code, it can now run the following tests: ,
testspriteminimal, testscale and testsprite2. The last 2 only run under the
emulator for some reason. The tests are not included in this patch for size
reason.
In 16 bits mode, the 16th bit indicated transparency/opacity. If 0, the color
is not displayed. So I had to patch a few core file to set that bit to 1. See
patch for src/video/SDL_RLEaccel.c and src/video/SDL_blit.h. Is that ok, or is
there a better way ?
The nds also doesn't support windowed mode, so I force the fullscreen in
src/video/SDL_video.c. Is that ok, or is there a better way ?
To get a smaller library, I also tried to not compile the software renderer
when the hardware renderer is compiled in, and define SDL_NO_COMPAT; however
the compilation eventually fails in SDL_surface.c because SDL_SRCCOLORKEY is
defined in SDL_compat.h. Is SDL_NO_COMPAT only for application and not SDL
itself ?
2011-03-06 21:12:19 -08:00
|
|
|
render/software/SDL_blendfillrect.c \
|
|
|
|
render/software/SDL_blendline.c \
|
|
|
|
render/software/SDL_blendpoint.c \
|
|
|
|
render/software/SDL_drawline.c \
|
|
|
|
render/software/SDL_drawpoint.c \
|
|
|
|
render/software/SDL_render_sw.c \
|
|
|
|
stdlib/SDL_getenv.c \
|
|
|
|
stdlib/SDL_iconv.c \
|
|
|
|
stdlib/SDL_malloc.c \
|
|
|
|
stdlib/SDL_qsort.c \
|
|
|
|
stdlib/SDL_stdlib.c \
|
|
|
|
stdlib/SDL_string.c \
|
|
|
|
thread/SDL_thread.c \
|
|
|
|
thread/nds/SDL_syscond.c \
|
|
|
|
thread/nds/SDL_sysmutex.c \
|
|
|
|
thread/nds/SDL_syssem.c \
|
|
|
|
thread/nds/SDL_systhread.c \
|
|
|
|
timer/SDL_timer.c \
|
|
|
|
timer/nds/SDL_systimer.c \
|
|
|
|
video/SDL_RLEaccel.c \
|
|
|
|
video/SDL_blit.c \
|
|
|
|
video/SDL_blit_0.c \
|
|
|
|
video/SDL_blit_1.c \
|
|
|
|
video/SDL_blit_A.c \
|
|
|
|
video/SDL_blit_N.c \
|
|
|
|
video/SDL_blit_auto.c \
|
|
|
|
video/SDL_blit_copy.c \
|
|
|
|
video/SDL_blit_slow.c \
|
|
|
|
video/SDL_bmp.c \
|
|
|
|
video/SDL_clipboard.c \
|
|
|
|
video/SDL_fillrect.c \
|
|
|
|
video/SDL_pixels.c \
|
|
|
|
video/SDL_rect.c \
|
|
|
|
video/SDL_stretch.c \
|
|
|
|
video/SDL_surface.c \
|
|
|
|
video/SDL_video.c \
|
|
|
|
video/nds/SDL_ndsevents.c \
|
2011-03-06 21:18:36 -08:00
|
|
|
video/nds/SDL_ndsvideo.c \
|
|
|
|
video/nds/SDL_ndswindow.c
|
a Nintendo ds update
Frank Zago to SDL
For those interested, here's a snapshot of the current port. I did away with
most of the previous attempt which was based of the sprite engine, because the
support is limited to 128 64x64 sprites. Instead I'm using the gl engine.
The drawback is that either the frame buffer or the gl engine can be used
because there's not that much video memory on a DS.
With minimal changes to their code, it can now run the following tests: ,
testspriteminimal, testscale and testsprite2. The last 2 only run under the
emulator for some reason. The tests are not included in this patch for size
reason.
In 16 bits mode, the 16th bit indicated transparency/opacity. If 0, the color
is not displayed. So I had to patch a few core file to set that bit to 1. See
patch for src/video/SDL_RLEaccel.c and src/video/SDL_blit.h. Is that ok, or is
there a better way ?
The nds also doesn't support windowed mode, so I force the fullscreen in
src/video/SDL_video.c. Is that ok, or is there a better way ?
To get a smaller library, I also tried to not compile the software renderer
when the hardware renderer is compiled in, and define SDL_NO_COMPAT; however
the compilation eventually fails in SDL_surface.c because SDL_SRCCOLORKEY is
defined in SDL_compat.h. Is SDL_NO_COMPAT only for application and not SDL
itself ?
2011-03-06 21:12:19 -08:00
|
|
|
|
|
|
|
|
|
|
|
#CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
|
|
|
|
#SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
|
|
|
|
#BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
|
|
|
|
|
|
|
|
#---------------------------------------------------------------------------------
|
|
|
|
# use CXX for linking C++ projects, CC for standard C
|
|
|
|
#---------------------------------------------------------------------------------
|
|
|
|
ifeq ($(strip $(CPPFILES)),)
|
|
|
|
#---------------------------------------------------------------------------------
|
|
|
|
export LD := $(CC)
|
|
|
|
#---------------------------------------------------------------------------------
|
|
|
|
else
|
|
|
|
#---------------------------------------------------------------------------------
|
|
|
|
export LD := $(CXX)
|
|
|
|
#---------------------------------------------------------------------------------
|
Frank Zago to SDL
On 02/12/2011 01:44 PM, Sam Lantinga wrote:
> BTW, you probably want to nuke the NDS renderer and just implement these three
> functions instead:
> int (*CreateWindowFramebuffer) (_THIS, SDL_Window * window, Uint32 *
> format, void ** pixels, int *pitch);
> int (*UpdateWindowFramebuffer) (_THIS, SDL_Window * window, int numrects,
> SDL_Rect * rects);
> void (*DestroyWindowFramebuffer) (_THIS, SDL_Window * window);
Patch attached. The renderer for the DS is not used anymore, but I left the
file in place if someone wants to finish it.
I've also added a README.ds and fixed the spinlocks.
2011-02-13 14:01:02 -08:00
|
|
|
endif
|
a Nintendo ds update
Frank Zago to SDL
For those interested, here's a snapshot of the current port. I did away with
most of the previous attempt which was based of the sprite engine, because the
support is limited to 128 64x64 sprites. Instead I'm using the gl engine.
The drawback is that either the frame buffer or the gl engine can be used
because there's not that much video memory on a DS.
With minimal changes to their code, it can now run the following tests: ,
testspriteminimal, testscale and testsprite2. The last 2 only run under the
emulator for some reason. The tests are not included in this patch for size
reason.
In 16 bits mode, the 16th bit indicated transparency/opacity. If 0, the color
is not displayed. So I had to patch a few core file to set that bit to 1. See
patch for src/video/SDL_RLEaccel.c and src/video/SDL_blit.h. Is that ok, or is
there a better way ?
The nds also doesn't support windowed mode, so I force the fullscreen in
src/video/SDL_video.c. Is that ok, or is there a better way ?
To get a smaller library, I also tried to not compile the software renderer
when the hardware renderer is compiled in, and define SDL_NO_COMPAT; however
the compilation eventually fails in SDL_surface.c because SDL_SRCCOLORKEY is
defined in SDL_compat.h. Is SDL_NO_COMPAT only for application and not SDL
itself ?
2011-03-06 21:12:19 -08:00
|
|
|
#---------------------------------------------------------------------------------
|
2008-08-27 15:10:03 +00:00
|
|
|
|
a Nintendo ds update
Frank Zago to SDL
For those interested, here's a snapshot of the current port. I did away with
most of the previous attempt which was based of the sprite engine, because the
support is limited to 128 64x64 sprites. Instead I'm using the gl engine.
The drawback is that either the frame buffer or the gl engine can be used
because there's not that much video memory on a DS.
With minimal changes to their code, it can now run the following tests: ,
testspriteminimal, testscale and testsprite2. The last 2 only run under the
emulator for some reason. The tests are not included in this patch for size
reason.
In 16 bits mode, the 16th bit indicated transparency/opacity. If 0, the color
is not displayed. So I had to patch a few core file to set that bit to 1. See
patch for src/video/SDL_RLEaccel.c and src/video/SDL_blit.h. Is that ok, or is
there a better way ?
The nds also doesn't support windowed mode, so I force the fullscreen in
src/video/SDL_video.c. Is that ok, or is there a better way ?
To get a smaller library, I also tried to not compile the software renderer
when the hardware renderer is compiled in, and define SDL_NO_COMPAT; however
the compilation eventually fails in SDL_surface.c because SDL_SRCCOLORKEY is
defined in SDL_compat.h. Is SDL_NO_COMPAT only for application and not SDL
itself ?
2011-03-06 21:12:19 -08:00
|
|
|
export OFILES := $(addsuffix .o,$(BINFILES)) \
|
|
|
|
$(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o)
|
2008-08-27 15:10:03 +00:00
|
|
|
|
a Nintendo ds update
Frank Zago to SDL
For those interested, here's a snapshot of the current port. I did away with
most of the previous attempt which was based of the sprite engine, because the
support is limited to 128 64x64 sprites. Instead I'm using the gl engine.
The drawback is that either the frame buffer or the gl engine can be used
because there's not that much video memory on a DS.
With minimal changes to their code, it can now run the following tests: ,
testspriteminimal, testscale and testsprite2. The last 2 only run under the
emulator for some reason. The tests are not included in this patch for size
reason.
In 16 bits mode, the 16th bit indicated transparency/opacity. If 0, the color
is not displayed. So I had to patch a few core file to set that bit to 1. See
patch for src/video/SDL_RLEaccel.c and src/video/SDL_blit.h. Is that ok, or is
there a better way ?
The nds also doesn't support windowed mode, so I force the fullscreen in
src/video/SDL_video.c. Is that ok, or is there a better way ?
To get a smaller library, I also tried to not compile the software renderer
when the hardware renderer is compiled in, and define SDL_NO_COMPAT; however
the compilation eventually fails in SDL_surface.c because SDL_SRCCOLORKEY is
defined in SDL_compat.h. Is SDL_NO_COMPAT only for application and not SDL
itself ?
2011-03-06 21:12:19 -08:00
|
|
|
export INCLUDE := $(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir)) \
|
|
|
|
$(foreach dir,$(LIBDIRS),-I$(dir)/include) \
|
2011-03-26 21:26:05 -07:00
|
|
|
-I$(CURDIR)/$(BUILD) \
|
|
|
|
-I$(PORTLIBS)/include/SDL
|
2008-08-27 15:10:03 +00:00
|
|
|
|
a Nintendo ds update
Frank Zago to SDL
For those interested, here's a snapshot of the current port. I did away with
most of the previous attempt which was based of the sprite engine, because the
support is limited to 128 64x64 sprites. Instead I'm using the gl engine.
The drawback is that either the frame buffer or the gl engine can be used
because there's not that much video memory on a DS.
With minimal changes to their code, it can now run the following tests: ,
testspriteminimal, testscale and testsprite2. The last 2 only run under the
emulator for some reason. The tests are not included in this patch for size
reason.
In 16 bits mode, the 16th bit indicated transparency/opacity. If 0, the color
is not displayed. So I had to patch a few core file to set that bit to 1. See
patch for src/video/SDL_RLEaccel.c and src/video/SDL_blit.h. Is that ok, or is
there a better way ?
The nds also doesn't support windowed mode, so I force the fullscreen in
src/video/SDL_video.c. Is that ok, or is there a better way ?
To get a smaller library, I also tried to not compile the software renderer
when the hardware renderer is compiled in, and define SDL_NO_COMPAT; however
the compilation eventually fails in SDL_surface.c because SDL_SRCCOLORKEY is
defined in SDL_compat.h. Is SDL_NO_COMPAT only for application and not SDL
itself ?
2011-03-06 21:12:19 -08:00
|
|
|
.PHONY: $(BUILD) clean all
|
|
|
|
|
|
|
|
#---------------------------------------------------------------------------------
|
|
|
|
all: arm_only $(BUILD) install nds_test
|
|
|
|
|
|
|
|
lib:
|
|
|
|
@[ -d $@ ] || mkdir -p $@
|
|
|
|
|
|
|
|
$(BUILD): lib
|
|
|
|
@[ -d $@ ] || mkdir -p $@
|
|
|
|
@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile.ds -s
|
|
|
|
|
|
|
|
install: $(BUILD)
|
2011-03-26 21:26:05 -07:00
|
|
|
@mkdir -p $(PORTLIBS)/include/SDL/
|
|
|
|
@rsync -a $(OUTPUT) $(PORTLIBS)/lib/
|
|
|
|
@rsync -a include/*.h $(PORTLIBS)/include/SDL/
|
2008-08-27 15:10:03 +00:00
|
|
|
|
|
|
|
nds_test:
|
2011-03-26 21:26:05 -07:00
|
|
|
$(MAKE) -C test/nds-test-progs -s
|
a Nintendo ds update
Frank Zago to SDL
For those interested, here's a snapshot of the current port. I did away with
most of the previous attempt which was based of the sprite engine, because the
support is limited to 128 64x64 sprites. Instead I'm using the gl engine.
The drawback is that either the frame buffer or the gl engine can be used
because there's not that much video memory on a DS.
With minimal changes to their code, it can now run the following tests: ,
testspriteminimal, testscale and testsprite2. The last 2 only run under the
emulator for some reason. The tests are not included in this patch for size
reason.
In 16 bits mode, the 16th bit indicated transparency/opacity. If 0, the color
is not displayed. So I had to patch a few core file to set that bit to 1. See
patch for src/video/SDL_RLEaccel.c and src/video/SDL_blit.h. Is that ok, or is
there a better way ?
The nds also doesn't support windowed mode, so I force the fullscreen in
src/video/SDL_video.c. Is that ok, or is there a better way ?
To get a smaller library, I also tried to not compile the software renderer
when the hardware renderer is compiled in, and define SDL_NO_COMPAT; however
the compilation eventually fails in SDL_surface.c because SDL_SRCCOLORKEY is
defined in SDL_compat.h. Is SDL_NO_COMPAT only for application and not SDL
itself ?
2011-03-06 21:12:19 -08:00
|
|
|
|
|
|
|
tags:
|
2011-03-26 21:26:05 -07:00
|
|
|
cd $(SOURCES); etags $(CFILES)
|
2008-08-27 15:10:03 +00:00
|
|
|
|
a Nintendo ds update
Frank Zago to SDL
For those interested, here's a snapshot of the current port. I did away with
most of the previous attempt which was based of the sprite engine, because the
support is limited to 128 64x64 sprites. Instead I'm using the gl engine.
The drawback is that either the frame buffer or the gl engine can be used
because there's not that much video memory on a DS.
With minimal changes to their code, it can now run the following tests: ,
testspriteminimal, testscale and testsprite2. The last 2 only run under the
emulator for some reason. The tests are not included in this patch for size
reason.
In 16 bits mode, the 16th bit indicated transparency/opacity. If 0, the color
is not displayed. So I had to patch a few core file to set that bit to 1. See
patch for src/video/SDL_RLEaccel.c and src/video/SDL_blit.h. Is that ok, or is
there a better way ?
The nds also doesn't support windowed mode, so I force the fullscreen in
src/video/SDL_video.c. Is that ok, or is there a better way ?
To get a smaller library, I also tried to not compile the software renderer
when the hardware renderer is compiled in, and define SDL_NO_COMPAT; however
the compilation eventually fails in SDL_surface.c because SDL_SRCCOLORKEY is
defined in SDL_compat.h. Is SDL_NO_COMPAT only for application and not SDL
itself ?
2011-03-06 21:12:19 -08:00
|
|
|
# This file must be compiled with the ARM instruction set, not
|
|
|
|
# thumb. Use devkitpro way of doing things.
|
|
|
|
arm_only: src/atomic/SDL_spinlock.arm.c
|
|
|
|
src/atomic/SDL_spinlock.arm.c: src/atomic/SDL_spinlock.c
|
|
|
|
@cp $< $@
|
|
|
|
|
|
|
|
#---------------------------------------------------------------------------------
|
2008-08-27 15:10:03 +00:00
|
|
|
clean:
|
a Nintendo ds update
Frank Zago to SDL
For those interested, here's a snapshot of the current port. I did away with
most of the previous attempt which was based of the sprite engine, because the
support is limited to 128 64x64 sprites. Instead I'm using the gl engine.
The drawback is that either the frame buffer or the gl engine can be used
because there's not that much video memory on a DS.
With minimal changes to their code, it can now run the following tests: ,
testspriteminimal, testscale and testsprite2. The last 2 only run under the
emulator for some reason. The tests are not included in this patch for size
reason.
In 16 bits mode, the 16th bit indicated transparency/opacity. If 0, the color
is not displayed. So I had to patch a few core file to set that bit to 1. See
patch for src/video/SDL_RLEaccel.c and src/video/SDL_blit.h. Is that ok, or is
there a better way ?
The nds also doesn't support windowed mode, so I force the fullscreen in
src/video/SDL_video.c. Is that ok, or is there a better way ?
To get a smaller library, I also tried to not compile the software renderer
when the hardware renderer is compiled in, and define SDL_NO_COMPAT; however
the compilation eventually fails in SDL_surface.c because SDL_SRCCOLORKEY is
defined in SDL_compat.h. Is SDL_NO_COMPAT only for application and not SDL
itself ?
2011-03-06 21:12:19 -08:00
|
|
|
@echo clean ...
|
|
|
|
@cd src; rm -fr $(OFILES) $(OFILES:.o=.d) lib
|
2011-03-26 21:26:05 -07:00
|
|
|
@rm -f $(OUTPUT)
|
|
|
|
@make -C test/nds-test-progs -s clean
|
a Nintendo ds update
Frank Zago to SDL
For those interested, here's a snapshot of the current port. I did away with
most of the previous attempt which was based of the sprite engine, because the
support is limited to 128 64x64 sprites. Instead I'm using the gl engine.
The drawback is that either the frame buffer or the gl engine can be used
because there's not that much video memory on a DS.
With minimal changes to their code, it can now run the following tests: ,
testspriteminimal, testscale and testsprite2. The last 2 only run under the
emulator for some reason. The tests are not included in this patch for size
reason.
In 16 bits mode, the 16th bit indicated transparency/opacity. If 0, the color
is not displayed. So I had to patch a few core file to set that bit to 1. See
patch for src/video/SDL_RLEaccel.c and src/video/SDL_blit.h. Is that ok, or is
there a better way ?
The nds also doesn't support windowed mode, so I force the fullscreen in
src/video/SDL_video.c. Is that ok, or is there a better way ?
To get a smaller library, I also tried to not compile the software renderer
when the hardware renderer is compiled in, and define SDL_NO_COMPAT; however
the compilation eventually fails in SDL_surface.c because SDL_SRCCOLORKEY is
defined in SDL_compat.h. Is SDL_NO_COMPAT only for application and not SDL
itself ?
2011-03-06 21:12:19 -08:00
|
|
|
|
|
|
|
#---------------------------------------------------------------------------------
|
|
|
|
else
|
|
|
|
|
|
|
|
DEPENDS := $(OFILES:.o=.d)
|
|
|
|
|
|
|
|
#---------------------------------------------------------------------------------
|
|
|
|
# main targets
|
|
|
|
#---------------------------------------------------------------------------------
|
|
|
|
$(OUTPUT) : $(OFILES)
|
|
|
|
|
|
|
|
#---------------------------------------------------------------------------------
|
|
|
|
%.bin.o : %.bin
|
|
|
|
#---------------------------------------------------------------------------------
|
|
|
|
@echo $(notdir $<)
|
|
|
|
@$(bin2o)
|
|
|
|
|
|
|
|
|
|
|
|
-include $(DEPENDS)
|
|
|
|
|
|
|
|
#---------------------------------------------------------------------------------------
|
|
|
|
endif
|
|
|
|
#---------------------------------------------------------------------------------------
|