Add patch #723308 - SDL/GL with SDL scalers

svn-id: r7015
This commit is contained in:
Travis Howell 2003-04-18 01:19:30 +00:00
parent dc64134a74
commit 1d1e111214
2 changed files with 306 additions and 67 deletions

View file

@ -34,11 +34,7 @@ int glGetColorTable(int, int, int, void *) { return 0; }
class OSystem_SDL_OpenGL : public OSystem_SDL_Common {
public:
OSystem_SDL_OpenGL() {
_glScreenStart = 0;
_glBilinearFilter = true;
_glBottomOfTexture = 256; // height is always 256
}
OSystem_SDL_OpenGL();
// Set colors of the palette
void set_palette(const byte *colors, uint start, uint num);
@ -49,14 +45,24 @@ public:
// Set a parameter
uint32 property(int param, Property *value);
// Get the next event.
// Returns true if an event was retrieved.
// bool poll_event(Event *event);
protected:
FB2GL fb2gl;
int _glFlags;
int _glScreenStart;
bool _glBilinearFilter;
bool _usingOpenGL;
SDL_Surface *tmpSurface; // Used for black rectangles blitting
SDL_Rect tmpBlackRect; // Black rectangle at end of the GL screen
SDL_Rect tmpBlackRect; // Black rectangle at end of the GL screen
SDL_Rect _glWindow; // Only uses w and h (for window resizing)
int _glBottomOfTexture;
SDL_Surface *_hwscreen; // hardware screen (=> _usingOpenGL == false)
ScalerProc *_scaler_proc;
virtual void load_gfx_mode();
virtual void unload_gfx_mode();
@ -67,6 +73,18 @@ OSystem_SDL_Common *OSystem_SDL_Common::create() {
return new OSystem_SDL_OpenGL();
}
OSystem_SDL_OpenGL::OSystem_SDL_OpenGL()
: _hwscreen(0), _scaler_proc(0)
{
_glScreenStart = 0;
_glBilinearFilter = true;
_usingOpenGL = true; // false => Switch to filters used in the sdl.cpp version
_glBottomOfTexture = 256; // height is always 256
// 640x480 resolution
_glWindow.w = 640;
_glWindow.h = 480;
}
void OSystem_SDL_OpenGL::set_palette(const byte *colors, uint start, uint num) {
const byte *b = colors;
uint i;
@ -93,13 +111,51 @@ void OSystem_SDL_OpenGL::load_gfx_mode() {
Gmask = 0x07E0; // 6
Bmask = 0x001F; // 5
Amask = 0;
_forceFull = true;
_mode_flags = DF_UPDATE_EXPAND_1_PIXEL;
_scaleFactor = 2;
_tmpscreen = NULL;
_tmpScreenWidth = (_screenWidth + 3);
switch(_mode) {
case GFX_2XSAI:
_scaleFactor = 2;
_scaler_proc = _2xSaI;
break;
case GFX_SUPER2XSAI:
_scaleFactor = 2;
_scaler_proc = Super2xSaI;
break;
case GFX_SUPEREAGLE:
_scaleFactor = 2;
_scaler_proc = SuperEagle;
break;
case GFX_ADVMAME2X:
_scaleFactor = 2;
_scaler_proc = AdvMame2x;
break;
case GFX_TV2X:
_scaleFactor = 2;
_scaler_proc = TV2x;
break;
case GFX_DOTMATRIX:
_scaleFactor = 2;
_scaler_proc = DotMatrix;
break;
case GFX_NORMAL:
_scaleFactor = 1;
_scaler_proc = Normal1x;
break;
default:
// error("unknown gfx mode");
_mode = GFX_NORMAL;
_scaleFactor = 1;
_scaler_proc = Normal1x;
}
if (_mode != GFX_NORMAL)
_usingOpenGL = false;
//
// Create the surface that contains the 8 bit game data
@ -108,21 +164,37 @@ void OSystem_SDL_OpenGL::load_gfx_mode() {
if (_screen == NULL)
error("_screen failed");
//
// Create the surface that contains the scaled graphics in 16 bit mode
//
_glFlags = FB2GL_320 | FB2GL_RGBA | FB2GL_16BIT;
if (_full_screen) {
_glFlags |= (FB2GL_FS);
_glScreenStart = 0;
if (_usingOpenGL) {
_glFlags = FB2GL_320 | FB2GL_RGBA | FB2GL_16BIT;
if (_full_screen) {
_glFlags |= (FB2GL_FS);
_glScreenStart = 0;
}
// _glWindow defines the resolution
fb2gl.init(_glWindow.w, _glWindow.h, 0, _glScreenStart? 15: 70,
_glFlags);
}
else { // SDL backend
_hwscreen = SDL_SetVideoMode(_screenWidth * _scaleFactor, _screenHeight * _scaleFactor, 16,
_full_screen ? (SDL_FULLSCREEN|SDL_SWSURFACE) : SDL_SWSURFACE
);
if (_hwscreen == NULL)
error("_hwscreen failed");
// Distinguish 555 and 565 mode
if (_hwscreen->format->Rmask == 0x7C00)
Init_2xSaI(555);
else
Init_2xSaI(565);
}
// 640x480 screen resolution
fb2gl.init(640, 480, 0,_glScreenStart? 15: 70,_glFlags);
SDL_SetGamma(1.25, 1.25, 1.25);
//
// Create the surface used for the graphics in 16 bit before scaling, and also the overlay
@ -130,12 +202,29 @@ void OSystem_SDL_OpenGL::load_gfx_mode() {
// Need some extra bytes around when using 2xSaI
uint16 *tmp_screen = (uint16 *)calloc(_tmpScreenWidth * (_screenHeight + 3),sizeof(uint16));
_tmpscreen = SDL_CreateRGBSurfaceFrom(tmp_screen,
_tmpScreenWidth, _screenHeight + 3, 16, _tmpScreenWidth * 2,
if (_usingOpenGL) {
_tmpscreen = SDL_CreateRGBSurfaceFrom(tmp_screen,
_tmpScreenWidth,
_screenHeight + 3,
16,
_tmpScreenWidth * 2,
Rmask,
Gmask,
Bmask,
Amask);
}
else { // SDL backend
_tmpscreen = SDL_CreateRGBSurfaceFrom(tmp_screen,
_tmpScreenWidth,
_screenHeight + 3,
16,
_tmpScreenWidth * 2,
_hwscreen->format->Rmask,
_hwscreen->format->Gmask,
_hwscreen->format->Bmask,
_hwscreen->format->Amask);
}
tmpSurface = SDL_CreateRGBSurface(SDL_SWSURFACE, _screenWidth,
// 320x256 texture (black end)
@ -162,12 +251,17 @@ void OSystem_SDL_OpenGL::load_gfx_mode() {
}
void OSystem_SDL_OpenGL::unload_gfx_mode() {
SDL_SetGamma(1.0, 1.0, 1.0);
if (_screen) {
SDL_FreeSurface(_screen);
_screen = NULL;
}
if (_hwscreen) {
SDL_FreeSurface(_hwscreen);
_hwscreen = NULL;
}
if (_tmpscreen) {
free((uint16 *)_tmpscreen->pixels);
SDL_FreeSurface(_tmpscreen);
@ -185,8 +279,14 @@ void OSystem_SDL_OpenGL::hotswap_gfx_mode() {
SDL_Surface *old_tmpscreen = _tmpscreen;
// Release the HW screen surface
SDL_FreeSurface(fb2gl.getScreen());
fb2gl.setScreen(NULL);
if (fb2gl.getScreen()) { // _usingOpenGL was true
SDL_FreeSurface(fb2gl.getScreen());
fb2gl.setScreen(NULL);
}
if (_hwscreen) {
SDL_FreeSurface(_hwscreen);
_hwscreen = NULL;
}
// Setup the new GFX mode
load_gfx_mode();
@ -210,10 +310,21 @@ void OSystem_SDL_OpenGL::hotswap_gfx_mode() {
void OSystem_SDL_OpenGL::update_screen() {
// If the shake position changed, fill the dirty area with blackness
if (_currentShakePos != _newShakePos) {
SDL_Rect blackrect = {0, _glScreenStart, _screenWidth, _newShakePos+_glScreenStart};
if (_usingOpenGL) {
SDL_Rect blackrect = {
0,
_glScreenStart,
_screenWidth,
_newShakePos + _glScreenStart
};
SDL_FillRect(tmpSurface, &blackrect, 0);
fb2gl.blit16(tmpSurface, 1, &blackrect, 0, 0);
SDL_FillRect(tmpSurface, &blackrect, 0);
fb2gl.blit16(tmpSurface, 1, &blackrect, 0, 0);
}
else { // SDL backend
SDL_Rect blackrect = {0, 0, _screenWidth * _scaleFactor, _newShakePos * _scaleFactor};
SDL_FillRect(_hwscreen, &blackrect, 0);
}
_currentShakePos = _newShakePos;
@ -249,45 +360,141 @@ void OSystem_SDL_OpenGL::update_screen() {
if (_num_dirty_rects > 0) {
SDL_Rect *r;
uint32 srcPitch, dstPitch;
SDL_Rect *last_rect = _dirty_rect_list + _num_dirty_rects;
// Convert appropriate parts of the 8bpp image into 16bpp
SDL_Rect dst;
if (!_overlayVisible) {
SDL_Rect dst;
for(r = _dirty_rect_list; r != last_rect; ++r) {
dst = *r;
// dst.x++; // Shift rect by one since 2xSai needs to acces the data around
// dst.y++; // any pixel to scale it, and we want to avoid mem access crashes.
if (SDL_BlitSurface(_screen, r, _tmpscreen, &dst) != 0)
dst.x++; // Shift rect by one since 2xSai needs to acces the data around
dst.y++; // any pixel to scale it, and we want to avoid mem access crashes.
if (_scaler_proc == Normal1x) {
if (_usingOpenGL) {
if (SDL_BlitSurface(_screen, r, _tmpscreen, &dst) != 0)
error("SDL_BlitSurface failed: %s", SDL_GetError());
}
else { // SDL backend
if (SDL_BlitSurface(_screen, r, _hwscreen, &dst) != 0)
error("SDL_BlitSurface failed: %s", SDL_GetError());
}
} else { // _scaler_proc != Normal1x
if (SDL_BlitSurface(_screen, r, _tmpscreen, &dst) != 0)
error("SDL_BlitSurface failed: %s", SDL_GetError());
}
}
} else {
if (!_usingOpenGL) {
for(r = _dirty_rect_list; r != last_rect; ++r) {
dst = *r;
if (SDL_BlitSurface(_tmpscreen, r, _hwscreen, &dst) != 0)
error("SDL_BlitSurface failed: %s", SDL_GetError());
}
}
}
// Almost the same thing as SDL_UpdateRects
fb2gl.blit16(_tmpscreen, _num_dirty_rects, _dirty_rect_list, 0,
_currentShakePos+_glScreenStart);
int _glBottomOfGameScreen = _screenHeight + _glScreenStart + _currentShakePos;
// Bottom black border height
tmpBlackRect.h = _glBottomOfTexture - _glBottomOfGameScreen;
if (!(_full_screen) && (tmpBlackRect.h > 0)) {
SDL_FillRect(tmpSurface, &tmpBlackRect, 0);
fb2gl.blit16(tmpSurface, 1, &tmpBlackRect, 0,
_glBottomOfGameScreen);
}
if (_usingOpenGL) {
// Almost the same thing as SDL_UpdateRects
fb2gl.blit16(
_tmpscreen,
_num_dirty_rects,
_dirty_rect_list,
0,
_currentShakePos + _glScreenStart
);
fb2gl.display();
}
int _glBottomOfGameScreen = _screenHeight +
_glScreenStart + _currentShakePos;
// Bottom black border height
tmpBlackRect.h = _glBottomOfTexture - _glBottomOfGameScreen;
if (!(_full_screen) && (tmpBlackRect.h > 0)) {
SDL_FillRect(tmpSurface, &tmpBlackRect, 0);
fb2gl.blit16(tmpSurface, 1, &tmpBlackRect, 0,
_glBottomOfGameScreen);
}
fb2gl.display();
}
else { // SDL backend
if (_scaler_proc != Normal1x) {
SDL_LockSurface(_tmpscreen);
SDL_LockSurface(_hwscreen);
srcPitch = _tmpscreen->pitch;
dstPitch = _hwscreen->pitch;
for(r = _dirty_rect_list; r != last_rect; ++r) {
register int dst_y = r->y + _currentShakePos;
register int dst_h = 0;
if (dst_y < _screenHeight) {
dst_h = r->h;
if (dst_h > _screenHeight - dst_y)
dst_h = _screenHeight - dst_y;
dst_y *= _scaleFactor;
_scaler_proc((byte *)_tmpscreen->pixels + (r->x * 2 + 2) + (r->y + 1) * srcPitch, srcPitch, NULL,
(byte *)_hwscreen->pixels + r->x * 2 * _scaleFactor + dst_y * dstPitch, dstPitch, r->w, dst_h);
}
r->x *= _scaleFactor;
r->y = dst_y;
r->w *= _scaleFactor;
r->h = dst_h * _scaleFactor;
}
SDL_UnlockSurface(_tmpscreen);
SDL_UnlockSurface(_hwscreen);
}
// Readjust the dirty rect list in case we are doing a full update.
// This is necessary if shaking is active.
if (_forceFull) {
_dirty_rect_list[0].y = 0;
_dirty_rect_list[0].h = _screenHeight * _scaleFactor;
}
// Finally, blit all our changes to the screen
SDL_UpdateRects(_hwscreen, _num_dirty_rects, _dirty_rect_list);
} // END OF "SDL backend"
} // if (num_dirty_rects > 0) ...
_num_dirty_rects = 0;
_forceFull = false;
}
/*
bool OSystem_SDL_OpenGL::poll_event(Event *event) {
SDL_Event ev;
ev.type = 0;
SDL_PeepEvents(&ev, 1, SDL_GETEVENT, SDL_VIDEORESIZEMASK);
if (ev.type == SDL_VIDEORESIZE) {
int w = ev.resize.w;
int h = ev.resize.h;
glViewport(0, 0, (GLsizei)w, (GLsizei)h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-1.0,1.0,-1.0,1.0,-1.0,1.0);
_glWindow.w = w;
_glWindow.h = h;
}
return OSystem_SDL_Common::poll_event(event);
}
*/
uint32 OSystem_SDL_OpenGL::property(int param, Property *value) {
int i;
if (param == PROP_TOGGLE_FULLSCREEN) {
if (!_usingOpenGL)
assert(_hwscreen != 0);
_full_screen ^= true;
#ifdef MACOSX
// On OS X, SDL_WM_ToggleFullScreen is currently not implemented. Worse,
@ -295,7 +502,15 @@ uint32 OSystem_SDL_OpenGL::property(int param, Property *value) {
// use hotswap_gfx_mode() directly to switch to fullscreen mode.
hotswap_gfx_mode();
#else
if (!SDL_WM_ToggleFullScreen(fb2gl.getScreen())) {
SDL_Surface *_tmpScreen;
if (_usingOpenGL) {
_tmpScreen = fb2gl.getScreen();
}
else { // SDL backend
_tmpScreen = _hwscreen;
}
if (!SDL_WM_ToggleFullScreen(_tmpScreen)) {
// if ToggleFullScreen fails, achieve the same effect with hotswap gfx mode
hotswap_gfx_mode();
}
@ -305,23 +520,46 @@ uint32 OSystem_SDL_OpenGL::property(int param, Property *value) {
}
else if (param == PROP_SET_GFX_MODE) {
SDL_Rect full = {0, 0, _screenWidth, _screenHeight};
glPopMatrix();
if (value->gfx_mode < 3) { // OpenGL modes
if (!_usingOpenGL) {
_usingOpenGL = true;
_mode = GFX_NORMAL;
hotswap_gfx_mode();
}
}
switch(value->gfx_mode) {
case 0: // Bilinear Filtering (on/off)
_glBilinearFilter ^= true;
for (i = 0; i < 2; i++) {
glBindTexture(GL_TEXTURE_2D, i);
if (_glBilinearFilter) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(
GL_TEXTURE_2D,
GL_TEXTURE_MAG_FILTER,
GL_LINEAR
);
glTexParameteri(
GL_TEXTURE_2D,
GL_TEXTURE_MIN_FILTER,
GL_LINEAR
);
} else {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(
GL_TEXTURE_2D,
GL_TEXTURE_MAG_FILTER,
GL_NEAREST
);
glTexParameteri(
GL_TEXTURE_2D,
GL_TEXTURE_MIN_FILTER,
GL_NEAREST
);
}
}
break;
case 1: // Don't use the whole screen
case 1: // Don't use the whole screen (black borders)
fb2gl.init(0, 0, 0, 15, _glFlags);
_glScreenStart = 20;
SDL_FillRect(tmpSurface, &tmpBlackRect, 0);
@ -331,25 +569,26 @@ uint32 OSystem_SDL_OpenGL::property(int param, Property *value) {
fb2gl.init(0, 0, 0, 70, _glFlags);
_glScreenStart = 0;
break;
default: // Zooming
glPushMatrix();
/* SDL_FillRect(tmpSurface, &full, 0);
fb2gl.blit16(tmpSurface, 1, &full,0, _glScreenStart);
fb2gl.display();
double x = (double)((_mouseCurState.x)
- (_screenWidth / 2)) / (_screenWidth / 2);
double y = (double)((_mouseCurState.y)
- (_screenHeight / 2)) / (_screenHeight / 2);
glTranslatef(-x, y, 0);
*/
glScalef(1.0 + (double)(value->gfx_mode - 1) / 10,
1.0 + (double)(value->gfx_mode - 1) / 10, 0);
default: // SDL backend
if (value->gfx_mode >= 9)
return 0;
_mode = value->gfx_mode;
if (_usingOpenGL)
_usingOpenGL = false;
hotswap_gfx_mode();
};
fb2gl.blit16(_tmpscreen, 1, &full, 0, _glScreenStart);
fb2gl.display();
if (_usingOpenGL) {
fb2gl.blit16(_tmpscreen, 1, &full, 0, _glScreenStart);
fb2gl.display();
}
return 1;
}
return OSystem_SDL_Common::property(param, value);
}