pcsx2/plugins/GSdx/GSDeviceSDL.cpp

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/*
* Copyright (C) 2007-2009 Gabest
* http://www.gabest.org
*
* This Program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2, or (at your option)
* any later version.
*
* This Program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with GNU Make; see the file COPYING. If not, write to
* the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#include "stdafx.h"
#include "GSDeviceSDL.h"
GSDeviceSDL::GSDeviceSDL()
: m_free_window(false)
, m_window(NULL)
, m_renderer(NULL)
, m_texture(NULL)
{
}
GSDeviceSDL::~GSDeviceSDL()
{
if(m_texture != NULL)
{
SDL_DestroyTexture(m_texture);
}
if(m_renderer != NULL)
{
SDL_DestroyRenderer(m_renderer);
}
if(m_window != NULL && m_free_window)
{
SDL_DestroyWindow(m_window);
}
}
bool GSDeviceSDL::Create(GSWnd* wnd)
{
void* handle = wnd->GetHandle();
if(handle == wnd->GetDisplay())
{
// HACK: no SDL window
m_window = SDL_CreateWindowFrom(handle);
m_free_window = true;
}
else
{
m_window = (SDL_Window*)handle;
}
return GSDeviceSW::Create(wnd);
}
bool GSDeviceSDL::Reset(int w, int h)
{
if(!GSDeviceSW::Reset(w, h))
{
return false;
}
delete m_backbuffer;
m_backbuffer = new GSDummyTexture(w, h);
if(m_texture != NULL)
{
SDL_DestroyTexture(m_texture);
m_texture = NULL;
}
if(m_renderer != NULL)
{
SDL_DestroyRenderer(m_renderer);
m_renderer = NULL;
}
m_renderer = SDL_CreateRenderer(m_window, -1, SDL_RENDERER_ACCELERATED); // SDL_RENDERER_PRESENTVSYNC
if(m_renderer == NULL)
{
return false;
}
SDL_RenderClear(m_renderer);
SDL_RenderPresent(m_renderer);
m_format = SDL_PIXELFORMAT_ARGB8888;
SDL_RendererInfo info;
memset(&info, 0, sizeof(info));
SDL_GetRendererInfo(m_renderer, &info);
for(uint32 i = 0; i < info.num_texture_formats; i++)
{
if(info.texture_formats[i] == SDL_PIXELFORMAT_ABGR8888)
{
m_format = SDL_PIXELFORMAT_ABGR8888;
}
}
return true;
}
void GSDeviceSDL::Present(GSTexture* st, GSTexture* dt, const GSVector4& dr, int shader)
{
ASSERT(dt == m_backbuffer); // ignore m_backbuffer
GSVector2i size = st->GetSize();
if(m_texture != NULL)
{
Uint32 format;
int access;
int w, h;
if(SDL_QueryTexture(m_texture, &format, &access, &w, &h) < 0)
{
return;
}
if(w != size.x || h != size.y)
{
SDL_DestroyTexture(m_texture);
m_texture = NULL;
}
}
if(m_texture == NULL)
{
m_texture = SDL_CreateTexture(m_renderer, m_format, SDL_TEXTUREACCESS_STREAMING, size.x, size.y);
}
if(m_texture == NULL)
{
return;
}
GSTexture::GSMap sm, dm;
if(SDL_LockTexture(m_texture, NULL, (void**)&dm.bits, &dm.pitch) == 0)
{
if(st->Map(sm, NULL))
{
GSVector2i s = st->GetSize();
if(m_format == SDL_PIXELFORMAT_ARGB8888)
{
if(((int)dm.bits & 15) == 0 && (dm.pitch & 15) == 0)
{
for(int j = s.y; j > 0; j--, sm.bits += sm.pitch, dm.bits += dm.pitch)
{
GSVector4i* RESTRICT src = (GSVector4i*)sm.bits;
GSVector4i* RESTRICT dst = (GSVector4i*)dm.bits;
for(int i = s.x >> 2; i > 0; i--, dst++, src++)
{
*dst = ((*src & 0x00ff0000) >> 16) | ((*src & 0x000000ff) << 16) | (*src & 0x0000ff00);
}
uint32* RESTRICT src2 = (uint32*)src;
uint32* RESTRICT dst2 = (uint32*)dst;
for(int i = s.x & 3; i > 0; i--, dst2++, src2++)
{
*dst2 = ((*src2 & 0x00ff0000) >> 16) | ((*src2 & 0x000000ff) << 16) | (*src2 & 0x0000ff00);
}
}
}
else
{
// VirtualBox/Ubuntu does not return an aligned pointer
for(int j = s.y; j > 0; j--, sm.bits += sm.pitch, dm.bits += dm.pitch)
{
uint32* RESTRICT src = (uint32*)sm.bits;
uint32* RESTRICT dst = (uint32*)dm.bits;
for(int i = s.x; i > 0; i--, dst++, src++)
{
*dst = ((*src & 0x00ff0000) >> 16) | ((*src & 0x000000ff) << 16) | (*src & 0x0000ff00);
}
}
}
}
else
{
for(int j = s.y; j > 0; j--, sm.bits += sm.pitch, dm.bits += dm.pitch)
{
memcpy(dm.bits, sm.bits, s.x * 4);
}
}
st->Unmap();
}
SDL_UnlockTexture(m_texture);
}
GSVector4i dri(dr);
SDL_Rect r;
r.x = dri.left;
r.y = dri.top;
r.w = dri.width();
r.h = dri.height();
SDL_RenderClear(m_renderer);
SDL_RenderCopy(m_renderer, m_texture, NULL, &r);
}
void GSDeviceSDL::Flip()
{
SDL_RenderPresent(m_renderer);
}