some fixes for the GL backend - but there are still many things broken, e.g. Ctrl-B only acts on the second (of two) GL textures (which makes the black vertical line stand out even more)

svn-id: r8560
This commit is contained in:
Max Horn 2003-06-19 16:16:35 +00:00
parent 440100606c
commit ed43323597
2 changed files with 77 additions and 78 deletions

View file

@ -61,7 +61,7 @@ void OSystem_SDL::set_palette(const byte *colors, uint start, uint num) {
const byte *b = colors;
uint i;
SDL_Color *base = _currentPalette + start;
for(i = 0; i < num; i++) {
for (i = 0; i < num; i++) {
base[i].r = b[0];
base[i].g = b[1];
base[i].b = b[2];
@ -283,7 +283,7 @@ void OSystem_SDL::update_screen() {
if (_scaler_proc == Normal1x) {
SDL_Surface *target = _overlayVisible ? _tmpscreen : _screen;
for(r = _dirty_rect_list; r != last_rect; ++r) {
for (r = _dirty_rect_list; r != last_rect; ++r) {
dst = *r;
if (_overlayVisible) {
@ -296,7 +296,7 @@ void OSystem_SDL::update_screen() {
}
} else {
if (!_overlayVisible) {
for(r = _dirty_rect_list; r != last_rect; ++r) {
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.
@ -311,7 +311,7 @@ void OSystem_SDL::update_screen() {
srcPitch = _tmpscreen->pitch;
dstPitch = _hwscreen->pitch;
for(r = _dirty_rect_list; r != last_rect; ++r) {
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) {

View file

@ -91,7 +91,7 @@ void OSystem_SDL_OpenGL::set_palette(const byte *colors, uint start, uint num) {
const byte *b = colors;
uint i;
SDL_Color *base = _currentPalette + start;
for(i = 0; i < num; i++) {
for (i = 0; i < num; i++) {
base[i].r = b[0];
base[i].g = b[1];
base[i].b = b[2];
@ -386,46 +386,23 @@ void OSystem_SDL_OpenGL::update_screen() {
if (_num_dirty_rects > 0) {
SDL_Rect *r;
SDL_Rect dst;
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) {
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 (_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 (_usingOpenGL) {
if (!_overlayVisible) {
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)
error("SDL_BlitSurface failed: %s", SDL_GetError());
}
}
} else {
if (!_usingOpenGL) {
SDL_Surface *target = _overlayVisible ? _tmpscreen : _screen;
for(r = _dirty_rect_list; r != last_rect; ++r) {
dst = *r;
// FIXME: I don't understand why this is necessary...
dst.x--;
dst.y--;
if (SDL_BlitSurface(target, r, _hwscreen, &dst) != 0)
error("SDL_BlitSurface failed: %s", SDL_GetError());
}
}
}
if (_usingOpenGL) {
// Almost the same thing as SDL_UpdateRects
fb2gl.blit16(
_tmpscreen,
@ -447,49 +424,71 @@ void OSystem_SDL_OpenGL::update_screen() {
}
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,
(byte *)_hwscreen->pixels + r->x * 2 * _scaleFactor + dst_y * dstPitch, dstPitch, r->w, dst_h);
} else { // SDL backend
if (_scaler_proc == Normal1x) {
SDL_Surface *target = _overlayVisible ? _tmpscreen : _screen;
for (r = _dirty_rect_list; r != last_rect; ++r) {
dst = *r;
if (_overlayVisible) {
// FIXME: I don't understand why this is necessary...
dst.x--;
dst.y--;
}
if (SDL_BlitSurface(target, r, _hwscreen, &dst) != 0)
error("SDL_BlitSurface failed: %s", SDL_GetError());
}
} else {
if (!_overlayVisible) {
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)
error("SDL_BlitSurface failed: %s", SDL_GetError());
}
}
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,
(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;
}
r->x *= _scaleFactor;
r->y = dst_y;
r->w *= _scaleFactor;
r->h = dst_h * _scaleFactor;
SDL_UnlockSurface(_tmpscreen);
SDL_UnlockSurface(_hwscreen);
}
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);
// 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) ...