Removed all traces of the OpenGL TV filters. This is due to be replaced by

Blargg NTSC filtering, but we need to revert to base functionality first.

Cleaned up the debugger API wrt converting values from integers to strings
(and vice-versa).  There is now only one method for each of these functions,
rather than several ways to do so.  In the process, convert from unsafe
sprintf functions into snprintf (eliminate potential buffer overflows).

The debugger 'print' command now indicates if any assigned label represents
a read-only location (R), a write-only location (W), or a read/write location
(R/W).

Fixed bug in DataGridWidgets (used in debugger ROM and CPU registers), where
scrolling the mouse-wheel would cause a segfault.  Scrolling the mousewheel
now changes these items as expected.


git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@2260 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
This commit is contained in:
stephena 2011-07-03 17:08:42 +00:00
parent 221aa50a5b
commit 377765f565
17 changed files with 160 additions and 1203 deletions

View File

@ -12,6 +12,17 @@
Release History
===========================================================================
3.4.1 to 4.x: (XXXX xx, 2011)
* The debugger 'print' command now indicates "special" addresses if they
are read-only (R), write-only (W) or read-write (R/W).
* Fixed a bug in scrolling the mouse-wheel in certain debugger UI items
would cause the program to crash; scrolling now works as expected.
-Have fun!
3.4 to 3.4.1: (June 11, 2011)
* Re-enabled 'grabmouse' commandline argument and associated
@ -47,8 +58,6 @@
* Zero-byte ROMs are no longer loaded and mis-detected as Supercharger
images.
-Have fun!
3.3 to 3.4: (May. 29, 2011)

View File

@ -32,7 +32,6 @@
#include "OSystem.hxx"
#include "Settings.hxx"
#include "TIA.hxx"
#include "GLShaderProgs.hxx"
#include "FrameBufferGL.hxx"
@ -264,28 +263,6 @@ bool FrameBufferGL::setVidMode(VideoMode& mode)
uInt32 baseWidth = mode.image_w / mode.gfxmode.zoom;
uInt32 baseHeight = mode.image_h / mode.gfxmode.zoom;
// Update the graphics filter options
myUseTexture = true; myTextureStag = false;
const string& tv_tex = myOSystem->settings().getString("tv_tex");
if(tv_tex == "stag") myTextureStag = true;
else if(tv_tex != "normal") myUseTexture = false;
myUseBleed = true;
const string& tv_bleed = myOSystem->settings().getString("tv_bleed");
if(tv_bleed == "low") myBleedQuality = 0;
else if(tv_bleed == "medium") myBleedQuality = 1;
else if(tv_bleed == "high") myBleedQuality = 2;
else myUseBleed = false;
myUseNoise = true;
const string& tv_noise = myOSystem->settings().getString("tv_noise");
if(tv_noise == "low") myNoiseQuality = 5;
else if(tv_noise == "medium") myNoiseQuality = 15;
else if(tv_noise == "high") myNoiseQuality = 25;
else myUseNoise = false;
myUseGLPhosphor = myOSystem->settings().getBool("tv_phos");
// Set the zoom level
myZoomLevel = mode.gfxmode.zoom;
@ -577,23 +554,10 @@ FBSurfaceGL::FBSurfaceGL(FrameBufferGL& buffer,
: myFB(buffer),
myTexture(NULL),
myTexID(0),
myFilterTexID(0),
mySubMaskTexID(0),
myNoiseMaskTexID(NULL),
myPhosphorTexID(0),
mySubpixelTexture(NULL),
myNoiseTexture(NULL),
myXOrig(0),
myYOrig(0),
myWidth(scaleWidth),
myHeight(scaleHeight),
myBleedProgram(0),
myTextureProgram(0),
myNoiseProgram(0),
myPhosphorProgram(0),
myTextureNoiseProgram(0),
myNoiseNum(0),
myTvFiltersEnabled(false)
myHeight(scaleHeight)
{
// Fill buffer struct with valid data
// This changes depending on the texturing used
@ -606,9 +570,6 @@ FBSurfaceGL::FBSurfaceGL(FrameBufferGL& buffer,
myTexTarget = GL_TEXTURE_RECTANGLE_ARB;
myTexCoord[2] = (GLfloat) myTexWidth;
myTexCoord[3] = (GLfloat) myTexHeight;
// This is a quick fix, a better one will come later
myTvFiltersEnabled = false;
}
else
{
@ -626,218 +587,6 @@ FBSurfaceGL::FBSurfaceGL(FrameBufferGL& buffer,
0x00007c00, 0x000003e0, 0x0000001f, 0x00000000);
myPitch = myTexture->pitch >> 1;
// The 'allowFiltering' boolean is only a hint that filtering is allowed
// on this surface
// We still need to check if the functionality exists to do it
if(allowFiltering)
{
// It's only enabled if we use one of the filters *AND* GLSL is available
myTvFiltersEnabled = myFB.myGLSLAvailable &&
(myFB.myUseTexture || myFB.myUseNoise ||
myFB.myUseBleed || myFB.myUseGLPhosphor);
}
else
myTvFiltersEnabled = false;
// Only do this if TV filters enabled, otherwise it won't be used anyway
if(myTvFiltersEnabled)
{
// For a reason that hasn't been investigated yet, some of the filter and mask
// texture coordinates need to be swapped in order for it not to render upside down
myFilterTexCoord[0] = 0.0f;
myFilterTexCoord[3] = 0.0f;
if(myFB.myHaveTexRectEXT)
{
myFilterTexWidth = scaleWidth;
myFilterTexHeight = scaleHeight;
myFilterTexCoord[2] = (GLfloat) myFilterTexWidth;
myFilterTexCoord[1] = (GLfloat) myFilterTexHeight;
}
else
{
myFilterTexWidth = power_of_two(scaleWidth);
myFilterTexHeight = power_of_two(scaleHeight);
myFilterTexCoord[2] = (GLfloat) scaleWidth / myFilterTexWidth;
myFilterTexCoord[1] = (GLfloat) scaleHeight / myFilterTexHeight;
}
// Only do this if TV and color bleed filters are enabled
// This filer applies a color averaging of surrounding pixels for each pixel
if(myFB.myUseBleed)
{
// Load shader programs. If it fails, don't use this filter.
myBleedProgram = genShader(SHADER_BLEED);
if(myBleedProgram == 0)
{
myFB.myUseBleed = false;
cout << "ERROR: Failed to make bleed programs" << endl;
}
}
// If the texture and noise filters are enabled together, we can use a single shader
// Make sure we can use three textures at once first
GLint texUnits;
p_glGetIntegerv(GL_MAX_TEXTURE_UNITS, &texUnits);
if(texUnits >= 3 && myFB.myUseTexture && myFB.myUseNoise)
{
// Load shader program. If it fails, don't use this shader.
myTextureNoiseProgram = genShader(SHADER_TEXNOISE);
if(myTextureNoiseProgram == 0)
{
cout << "ERROR: Failed to make texture/noise program" << endl;
// Load shader program. If it fails, don't use this filter.
myTextureProgram = genShader(SHADER_TEX);
if(myTextureProgram == 0)
{
myFB.myUseTexture = false;
cout << "ERROR: Failed to make texture program" << endl;
}
// Load shader program. If it fails, don't use this filter.
myNoiseProgram = genShader(SHADER_NOISE);
if(myNoiseProgram == 0)
{
myFB.myUseNoise = false;
cout << "ERROR: Failed to make noise program" << endl;
}
}
}
// Else, detect individual settings
else
{
if(myFB.myUseTexture)
{
// Load shader program. If it fails, don't use this filter.
myTextureProgram = genShader(SHADER_TEX);
if(myTextureProgram == 0)
{
myFB.myUseTexture = false;
cout << "ERROR: Failed to make texture program" << endl;
}
}
if(myFB.myUseNoise)
{
// Load shader program. If it fails, don't use this filter.
myNoiseProgram = genShader(SHADER_NOISE);
if(myNoiseProgram == 0)
{
myFB.myUseNoise = false;
cout << "ERROR: Failed to make noise program" << endl;
}
}
}
// Only do this if TV and color texture filters are enabled
// This filter applies an RGB color pixel mask as well as a blackspace mask
if(myFB.myUseTexture)
{
// Prepare subpixel texture
mySubpixelTexture = SDL_CreateRGBSurface(SDL_SWSURFACE,
myFilterTexWidth, myFilterTexHeight, 16,
0x00007c00, 0x000003e0, 0x0000001f, 0x00000000);
uInt32 pCounter = 0;
for (uInt32 y = 0; y < (uInt32)myFilterTexHeight; y++)
{
for (uInt32 x = 0; x < (uInt32)myFilterTexWidth; x++)
{
// Cause vertical offset for every other black row if enabled
uInt32 offsetY;
if (!myFB.myTextureStag || x % 6 < 3)
offsetY = y;
else
offsetY = y + 2;
// Make a row of black for the mask every so often
if (offsetY % 4 == 0)
{
((uInt16*)mySubpixelTexture->pixels)[pCounter] = 0x0000;
}
// Apply the coorect color mask
else
{
((uInt16*)mySubpixelTexture->pixels)[pCounter] = 0x7c00 >> ((x % 3) * 5);
}
pCounter++;
}
}
}
// Only do this if TV and noise filters are enabled
// This filter applies a texture filled with gray pixel of random intensities
if(myFB.myUseNoise)
{
// Get the current number of nose textures to use
myNoiseNum = myFB.myNoiseQuality;
// Allocate space for noise textures
myNoiseTexture = new SDL_Surface*[myNoiseNum];
myNoiseMaskTexID = new GLuint[myNoiseNum];
// Prepare noise textures
for(int i = 0; i < myNoiseNum; i++)
{
myNoiseTexture[i] = SDL_CreateRGBSurface(SDL_SWSURFACE,
myFilterTexWidth, myFilterTexHeight, 16,
0x00007c00, 0x000003e0, 0x0000001f, 0x00000000);
}
uInt32 pCounter = 0;
for(int i = 0; i < myNoiseNum; i++)
{
pCounter = 0;
// Attempt to make the numbers as random as possible
int temp = (unsigned)time(0) + rand()/4;
srand(temp);
for (uInt32 y = 0; y < (uInt32)myFilterTexHeight; y++)
{
for (uInt32 x = 0; x < (uInt32)myFilterTexWidth; x++)
{
// choose random 0 - 2
// 0 = 0x0000
// 1 = 0x0421
// 2 = 0x0842
int num = rand() % 3;
if (num == 0)
((uInt16*)myNoiseTexture[i]->pixels)[pCounter] = 0x0000;
else if (num == 1)
((uInt16*)myNoiseTexture[i]->pixels)[pCounter] = 0x0421;
else if (num == 2)
((uInt16*)myNoiseTexture[i]->pixels)[pCounter] = 0x0842;
pCounter++;
}
}
}
}
// Only do this if TV and phosphor filters are enabled
// This filter merges the past screen with the current one, to give a phosphor burn-off effect
if(myFB.myUseGLPhosphor)
{
// Load shader program. If it fails, don't use this filter.
myPhosphorProgram = genShader(SHADER_PHOS);
if(myPhosphorProgram == 0)
{
myFB.myUseGLPhosphor = false;
cout << "ERROR: Failed to make phosphor program" << endl;
}
}
}
// Check to see if filters should still be used
// Filtering must have been previously enabled, and GLSL must still be
// available
myTvFiltersEnabled = myTvFiltersEnabled && myFB.myGLSLAvailable &&
(myFB.myUseTexture || myFB.myUseNoise ||
myFB.myUseBleed || myFB.myUseGLPhosphor);
// Associate the SDL surface with a GL texture object
reload();
}
@ -848,13 +597,6 @@ FBSurfaceGL::~FBSurfaceGL()
if(myTexture)
SDL_FreeSurface(myTexture);
if(mySubpixelTexture)
SDL_FreeSurface(mySubpixelTexture);
if(myNoiseTexture)
for(int i = 0; i < myNoiseNum; i++)
SDL_FreeSurface(myNoiseTexture[i]);
free();
}
@ -1043,198 +785,27 @@ void FBSurfaceGL::update()
{
if(mySurfaceIsDirty)
{
GLint loc;
// Texturemap complete texture to surface so we have free scaling
// and antialiasing
p_glActiveTexture(GL_TEXTURE0);
p_glBindTexture(myTexTarget, myTexID);
p_glTexSubImage2D(myTexTarget, 0, 0, 0, myTexWidth, myTexHeight,
GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, myTexture->pixels);
// Set a boolean to tell which filter is a first render (if any are applied).
// Being a first render means using the Atari frame buffer instead of the
// previous rendered data.
bool firstRender = true;
// Pass in texture as a variable
p_glBegin(GL_QUADS);
p_glTexCoord2f(myTexCoord[0], myTexCoord[1]);
p_glVertex2i(myXOrig, myYOrig);
// Render as usual if no filters are used
if(!myTvFiltersEnabled)
{
// Texturemap complete texture to surface so we have free scaling
// and antialiasing
p_glActiveTexture(GL_TEXTURE0);
p_glBindTexture(myTexTarget, myTexID);
p_glTexSubImage2D(myTexTarget, 0, 0, 0, myTexWidth, myTexHeight,
GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, myTexture->pixels);
p_glTexCoord2f(myTexCoord[2], myTexCoord[1]);
p_glVertex2i(myXOrig + myWidth, myYOrig);
// Pass in texture as a variable
p_glBegin(GL_QUADS);
p_glTexCoord2f(myTexCoord[0], myTexCoord[1]);
p_glVertex2i(myXOrig, myYOrig);
p_glTexCoord2f(myTexCoord[2], myTexCoord[3]);
p_glVertex2i(myXOrig + myWidth, myYOrig + myHeight);
p_glTexCoord2f(myTexCoord[2], myTexCoord[1]);
p_glVertex2i(myXOrig + myWidth, myYOrig);
p_glTexCoord2f(myTexCoord[2], myTexCoord[3]);
p_glVertex2i(myXOrig + myWidth, myYOrig + myHeight);
p_glTexCoord2f(myTexCoord[0], myTexCoord[3]);
p_glVertex2i(myXOrig, myYOrig + myHeight);
p_glEnd();
}
// If TV filters are enabled
// TODO - check if this IF is necessary, or can it be chained by else to above
if(myTvFiltersEnabled)
{
// If combined texture/noise program exists,
// use the combined one; else do them separately
if(myTextureNoiseProgram != 0)
{
p_glUseProgram(myTextureNoiseProgram);
// Pass in subpixel mask texture
p_glActiveTexture(GL_TEXTURE1);
p_glBindTexture(myTexTarget, mySubMaskTexID);
loc = p_glGetUniformLocation(myTextureNoiseProgram, "texMask");
p_glUniform1i(loc, 1);
// Choose random mask texture
int num = rand() % myNoiseNum;
// Pass in noise mask texture
p_glActiveTexture(GL_TEXTURE2);
p_glBindTexture(myTexTarget, myNoiseMaskTexID[num]);
loc = p_glGetUniformLocation(myTextureNoiseProgram, "noiseMask");
p_glUniform1i(loc, 2);
renderThreeTexture(myTextureNoiseProgram, firstRender);
// We have rendered, set firstRender to false
firstRender = false;
}
else
{
// Check if texture filter is enabled
if(myFB.myUseTexture)
{
p_glUseProgram(myTextureProgram);
// Pass in subpixel mask texture
p_glActiveTexture(GL_TEXTURE1);
p_glBindTexture(myTexTarget, mySubMaskTexID);
loc = p_glGetUniformLocation(myTextureProgram, "mask");
p_glUniform1i(loc, 1);
renderTwoTexture(myTextureProgram, firstRender);
// We have rendered, set firstRender to false
firstRender = false;
}
if(myFB.myUseNoise)
{
p_glUseProgram(myNoiseProgram);
// Choose random mask texture
int num = rand() % myNoiseNum;
// Pass in noise mask texture
p_glActiveTexture(GL_TEXTURE1);
p_glBindTexture(myTexTarget, myNoiseMaskTexID[num]);
loc = p_glGetUniformLocation(myNoiseProgram, "mask");
p_glUniform1i(loc, 1);
renderTwoTexture(myNoiseProgram, firstRender);
// We have rendered, set firstRender to false
firstRender = false;
}
}
// Check if bleed filter is enabled
if(myFB.myUseBleed)
{
p_glUseProgram(myBleedProgram);
// Set some values based on high, medium, or low quality bleed. The high quality
// scales by applying additional passes, the low and medium quality scales by using
// a width and height based on the zoom level
int passes;
// High quality
if(myFB.myBleedQuality == 2)
{
// Precalculate pixel shifts
GLfloat pH = 1.0 / myHeight;
GLfloat pW = 1.0 / myWidth;
GLfloat pWx2 = pW * 2.0;
loc = p_glGetUniformLocation(myBleedProgram, "pH");
p_glUniform1f(loc, pH);
loc = p_glGetUniformLocation(myBleedProgram, "pW");
p_glUniform1f(loc, pW);
loc = p_glGetUniformLocation(myBleedProgram, "pWx2");
p_glUniform1f(loc, pWx2);
// Set the number of passes based on zoom level
passes = myFB.getZoomLevel();
}
// Medium and low quality
else
{
// The scaling formula was produced through trial and error
// Precalculate pixel shifts
GLfloat pH = 1.0 / (myHeight / (0.35 * myFB.getZoomLevel()));
GLfloat pW = 1.0 / (myWidth / (0.35 * myFB.getZoomLevel()));
GLfloat pWx2 = pW * 2.0;
loc = p_glGetUniformLocation(myBleedProgram, "pH");
p_glUniform1f(loc, pH);
loc = p_glGetUniformLocation(myBleedProgram, "pW");
p_glUniform1f(loc, pW);
loc = p_glGetUniformLocation(myBleedProgram, "pWx2");
p_glUniform1f(loc, pWx2);
// Medium quality
if(myFB.myBleedQuality == 1)
passes = 2;
// Low quality
else
passes = 1;
}
// If we are using a texture effect, we need more bleed
if (myFB.myUseTexture)
passes <<= 1;
for (int i = 0; i < passes; i++)
{
renderTexture(myBleedProgram, firstRender);
// We have rendered, set firstRender to false
firstRender = false;
}
}
// Check if phosphor burn-off filter is enabled
if(myFB.myUseGLPhosphor)
{
p_glUseProgram(myPhosphorProgram);
// Pass in subpixel mask texture
p_glActiveTexture(GL_TEXTURE1);
p_glBindTexture(myTexTarget, myPhosphorTexID);
loc = p_glGetUniformLocation(myPhosphorProgram, "mask");
p_glUniform1i(loc, 1);
renderTwoTexture(myPhosphorProgram, firstRender);
p_glActiveTexture(GL_TEXTURE1);
p_glBindTexture(myTexTarget, myPhosphorTexID);
// We only need to copy the scaled size, which may be smaller than the texture width
p_glCopyTexSubImage2D(myTexTarget, 0, 0, 0, myXOrig, myYOrig, myWidth, myHeight);
// We have rendered, set firstRender to false
firstRender = false;
}
// Disable all shader programs for the next rendering pass
// This is placed here since it's a GLSL 2.0-specific function, and
// doesn't exist (and isn't required) for base OpenGL functionality
p_glUseProgram(0);
}
p_glTexCoord2f(myTexCoord[0], myTexCoord[3]);
p_glVertex2i(myXOrig, myYOrig + myHeight);
p_glEnd();
mySurfaceIsDirty = false;
@ -1243,223 +814,10 @@ void FBSurfaceGL::update()
}
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void FBSurfaceGL::renderTexture(GLuint program, bool firstRender)
{
GLint loc;
GLfloat texCoord[4];
p_glActiveTexture(GL_TEXTURE0);
// If this is a first render, use the Atari frame buffer
if(firstRender)
{
// Pass in Atari frame
p_glBindTexture(myTexTarget, myTexID);
p_glTexSubImage2D(myTexTarget, 0, 0, 0, myTexWidth, myTexHeight,
GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, myTexture->pixels);
// Set the texture coord appropriately
texCoord[0] = myTexCoord[0];
texCoord[1] = myTexCoord[1];
texCoord[2] = myTexCoord[2];
texCoord[3] = myTexCoord[3];
}
else
{
// Copy frame buffer to texture, this isn't the fastest way to do it, but it's simple
// (rendering directly to texture instead of copying may be faster)
p_glBindTexture(myTexTarget, myFilterTexID);
// We only need to copy the scaled size, which may be smaller than the texture width
p_glCopyTexSubImage2D(myTexTarget, 0, 0, 0, myXOrig, myYOrig, myWidth, myHeight);
// Set the texture coord appropriately
texCoord[0] = myFilterTexCoord[0];
texCoord[1] = myFilterTexCoord[1];
texCoord[2] = myFilterTexCoord[2];
texCoord[3] = myFilterTexCoord[3];
}
// Pass the texture to the program
loc = p_glGetUniformLocation(program, "tex");
p_glUniform1i(loc, 0);
// Pass in texture as a variable
p_glBegin(GL_QUADS);
p_glTexCoord2f(texCoord[0], texCoord[1]);
p_glVertex2i(myXOrig, myYOrig);
p_glTexCoord2f(texCoord[2], texCoord[1]);
p_glVertex2i(myXOrig + myWidth, myYOrig);
p_glTexCoord2f(texCoord[2], texCoord[3]);
p_glVertex2i(myXOrig + myWidth, myYOrig + myHeight);
p_glTexCoord2f(texCoord[0], texCoord[3]);
p_glVertex2i(myXOrig, myYOrig + myHeight);
p_glEnd();
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void FBSurfaceGL::renderTwoTexture(GLuint program, bool firstRender)
{
GLint loc;
GLfloat texCoord[4];
p_glActiveTexture(GL_TEXTURE0);
// If this is a first render, use the Atari frame buffer
if(firstRender)
{
// Pass in Atari frame
p_glBindTexture(myTexTarget, myTexID);
p_glTexSubImage2D(myTexTarget, 0, 0, 0, myTexWidth, myTexHeight,
GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, myTexture->pixels);
// Set the texture coord appropriately
texCoord[0] = myTexCoord[0];
texCoord[1] = myTexCoord[1];
texCoord[2] = myTexCoord[2];
texCoord[3] = myTexCoord[3];
}
else
{
// Copy frame buffer to texture, this isn't the fastest way to do it, but it's simple
// (rendering directly to texture instead of copying may be faster)
p_glBindTexture(myTexTarget, myFilterTexID);
// We only need to copy the scaled size, which may be smaller than the texture width
p_glCopyTexSubImage2D(myTexTarget, 0, 0, 0, myXOrig, myYOrig, myWidth, myHeight);
// Set the filter texture coord appropriately
texCoord[0] = myFilterTexCoord[0];
texCoord[1] = myFilterTexCoord[1];
texCoord[2] = myFilterTexCoord[2];
texCoord[3] = myFilterTexCoord[3];
}
// Pass the texture to the program
loc = p_glGetUniformLocation(program, "tex");
p_glUniform1i(loc, 0);
// Pass in textures as variables
p_glBegin(GL_QUADS);
p_glMultiTexCoord2f(GL_TEXTURE0, texCoord[0], texCoord[1]);
p_glMultiTexCoord2f(GL_TEXTURE1, myFilterTexCoord[0], myFilterTexCoord[1]);
p_glVertex2i(myXOrig, myYOrig);
p_glMultiTexCoord2f(GL_TEXTURE0, texCoord[2], texCoord[1]);
p_glMultiTexCoord2f(GL_TEXTURE1, myFilterTexCoord[2], myFilterTexCoord[1]);
p_glVertex2i(myXOrig + myWidth, myYOrig);
p_glMultiTexCoord2f(GL_TEXTURE0, texCoord[2], texCoord[3]);
p_glMultiTexCoord2f(GL_TEXTURE1, myFilterTexCoord[2], myFilterTexCoord[3]);
p_glVertex2i(myXOrig + myWidth, myYOrig + myHeight);
p_glMultiTexCoord2f(GL_TEXTURE0, texCoord[0], texCoord[3]);
p_glMultiTexCoord2f(GL_TEXTURE1, myFilterTexCoord[0], myFilterTexCoord[3]);
p_glVertex2i(myXOrig, myYOrig + myHeight);
p_glEnd();
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void FBSurfaceGL::renderThreeTexture(GLuint program, bool firstRender)
{
GLint loc;
GLfloat texCoord[4];
p_glActiveTexture(GL_TEXTURE0);
// If this is a first render, use the Atari frame buffer
if(firstRender)
{
// Pass in Atari frame
p_glBindTexture(myTexTarget, myTexID);
p_glTexSubImage2D(myTexTarget, 0, 0, 0, myTexWidth, myTexHeight,
GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, myTexture->pixels);
// Set the texture coord appropriately
texCoord[0] = myTexCoord[0];
texCoord[1] = myTexCoord[1];
texCoord[2] = myTexCoord[2];
texCoord[3] = myTexCoord[3];
}
else
{
// Copy frame buffer to texture, this isn't the fastest way to do it, but it's simple
// (rendering directly to texture instead of copying may be faster)
p_glBindTexture(myTexTarget, myFilterTexID);
// We only need to copy the scaled size, which may be smaller than the texture width
p_glCopyTexSubImage2D(myTexTarget, 0, 0, 0, myXOrig, myYOrig, myWidth, myHeight);
// Set the filter texture coord appropriately
texCoord[0] = myFilterTexCoord[0];
texCoord[1] = myFilterTexCoord[1];
texCoord[2] = myFilterTexCoord[2];
texCoord[3] = myFilterTexCoord[3];
}
// Pass the texture to the program
loc = p_glGetUniformLocation(program, "tex");
p_glUniform1i(loc, 0);
// Pass in textures as variables
p_glBegin(GL_QUADS);
p_glMultiTexCoord2f(GL_TEXTURE0, texCoord[0], texCoord[1]);
p_glMultiTexCoord2f(GL_TEXTURE1, myFilterTexCoord[0], myFilterTexCoord[1]);
p_glMultiTexCoord2f(GL_TEXTURE2, myFilterTexCoord[0], myFilterTexCoord[1]);
p_glVertex2i(myXOrig, myYOrig);
p_glMultiTexCoord2f(GL_TEXTURE0, texCoord[2], texCoord[1]);
p_glMultiTexCoord2f(GL_TEXTURE1, myFilterTexCoord[2], myFilterTexCoord[1]);
p_glMultiTexCoord2f(GL_TEXTURE2, myFilterTexCoord[2], myFilterTexCoord[1]);
p_glVertex2i(myXOrig + myWidth, myYOrig);
p_glMultiTexCoord2f(GL_TEXTURE0, texCoord[2], texCoord[3]);
p_glMultiTexCoord2f(GL_TEXTURE1, myFilterTexCoord[2], myFilterTexCoord[3]);
p_glMultiTexCoord2f(GL_TEXTURE2, myFilterTexCoord[2], myFilterTexCoord[3]);
p_glVertex2i(myXOrig + myWidth, myYOrig + myHeight);
p_glMultiTexCoord2f(GL_TEXTURE0, texCoord[0], texCoord[3]);
p_glMultiTexCoord2f(GL_TEXTURE1, myFilterTexCoord[0], myFilterTexCoord[3]);
p_glMultiTexCoord2f(GL_TEXTURE2, myFilterTexCoord[0], myFilterTexCoord[3]);
p_glVertex2i(myXOrig, myYOrig + myHeight);
p_glEnd();
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void FBSurfaceGL::free()
{
p_glDeleteTextures(1, &myTexID);
// The below is borken up a bit because of the possible combined texture/noise shader
if(myFilterTexID)
p_glDeleteTextures(1, &myFilterTexID);
if(mySubMaskTexID)
p_glDeleteTextures(1, &mySubMaskTexID);
if(myTextureProgram)
p_glDeleteProgram(myTextureProgram);
if(myNoiseMaskTexID)
{
delete[] myNoiseTexture;
p_glDeleteTextures(myNoiseNum, myNoiseMaskTexID);
delete[] myNoiseMaskTexID;
}
if(myNoiseProgram)
p_glDeleteProgram(myNoiseProgram);
if(myPhosphorTexID)
{
p_glDeleteTextures(1, &myPhosphorTexID);
p_glDeleteProgram(myPhosphorProgram);
}
if(myTextureNoiseProgram)
p_glDeleteProgram(myTextureNoiseProgram);
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
@ -1488,70 +846,6 @@ void FBSurfaceGL::reload()
p_glTexImage2D(myTexTarget, 0, GL_RGB5,
myTexWidth, myTexHeight, 0,
GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, myTexture->pixels);
// Do the same for the TV filter textures
// Only do this if TV filters are enabled
if(myTvFiltersEnabled)
{
// Generate the generic filter texture
p_glGenTextures(1, &myFilterTexID);
p_glBindTexture(myTexTarget, myFilterTexID);
p_glTexParameteri(myTexTarget, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
p_glTexParameteri(myTexTarget, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
p_glTexParameteri(myTexTarget, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
p_glTexParameteri(myTexTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Make the initial texture, this will get overwritten later
p_glCopyTexImage2D(myTexTarget, 0, GL_RGB5, 0, 0, myFilterTexWidth, myFilterTexHeight, 0);
// Only do this if TV and color texture filters are enabled
if(myFB.myUseTexture)
{
// Generate the subpixel mask texture
p_glGenTextures(1, &mySubMaskTexID);
p_glBindTexture(myTexTarget, mySubMaskTexID);
p_glTexParameteri(myTexTarget, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
p_glTexParameteri(myTexTarget, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
p_glTexParameteri(myTexTarget, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
p_glTexParameteri(myTexTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Write the data
p_glTexImage2D(myTexTarget, 0, GL_RGB5,
myFilterTexWidth, myFilterTexHeight, 0,
GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, mySubpixelTexture->pixels);
}
// Only do this if TV and noise filters are enabled
if(myFB.myUseNoise)
{
// Generate the noise mask textures
p_glGenTextures(myNoiseNum, myNoiseMaskTexID);
for(int i = 0; i < myNoiseNum; i++)
{
p_glBindTexture(myTexTarget, myNoiseMaskTexID[i]);
p_glTexParameteri(myTexTarget, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
p_glTexParameteri(myTexTarget, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
p_glTexParameteri(myTexTarget, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
p_glTexParameteri(myTexTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Write the data
p_glTexImage2D(myTexTarget, 0, GL_RGB5,
myFilterTexWidth, myFilterTexHeight, 0,
GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, myNoiseTexture[i]->pixels);
}
}
// Only do this if TV and phosphor filters are enabled
if(myFB.myUseGLPhosphor)
{
// Generate the noise mask textures
p_glGenTextures(1, &myPhosphorTexID);
p_glBindTexture(myTexTarget, myPhosphorTexID);
p_glTexParameteri(myTexTarget, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
p_glTexParameteri(myTexTarget, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
p_glTexParameteri(myTexTarget, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
p_glTexParameteri(myTexTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Make the initial texture, this will get overwritten later
p_glCopyTexImage2D(myTexTarget, 0, GL_RGB5, 0, 0, myFilterTexWidth, myFilterTexHeight, 0);
}
}
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
@ -1568,127 +862,10 @@ void FBSurfaceGL::setFilter(const string& name)
p_glTexParameteri(myTexTarget, GL_TEXTURE_MIN_FILTER, filter);
p_glTexParameteri(myTexTarget, GL_TEXTURE_MAG_FILTER, filter);
// Do the same for the filter textures
// Only do this if TV filters are enabled
if(myTvFiltersEnabled)
{
p_glBindTexture(myTexTarget, myFilterTexID);
p_glTexParameteri(myTexTarget, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
p_glTexParameteri(myTexTarget, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
p_glTexParameteri(myTexTarget, GL_TEXTURE_MIN_FILTER, filter);
p_glTexParameteri(myTexTarget, GL_TEXTURE_MAG_FILTER, filter);
// Only do this if TV and color texture filters are enabled
if(myFB.myUseTexture)
{
p_glBindTexture(myTexTarget, mySubMaskTexID);
p_glTexParameteri(myTexTarget, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
p_glTexParameteri(myTexTarget, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
p_glTexParameteri(myTexTarget, GL_TEXTURE_MIN_FILTER, filter);
p_glTexParameteri(myTexTarget, GL_TEXTURE_MAG_FILTER, filter);
}
// Only do this if TV and noise filters are enabled
if(myFB.myUseNoise)
{
for(int i = 0; i < myNoiseNum; i++)
{
p_glBindTexture(myTexTarget, myNoiseMaskTexID[i]);
p_glTexParameteri(myTexTarget, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
p_glTexParameteri(myTexTarget, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
p_glTexParameteri(myTexTarget, GL_TEXTURE_MIN_FILTER, filter);
p_glTexParameteri(myTexTarget, GL_TEXTURE_MAG_FILTER, filter);
}
}
// Only do this if TV and phosphor filters are enabled
if(myFB.myUseGLPhosphor)
{
p_glBindTexture(myTexTarget, myPhosphorTexID);
p_glTexParameteri(myTexTarget, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
p_glTexParameteri(myTexTarget, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
p_glTexParameteri(myTexTarget, GL_TEXTURE_MIN_FILTER, filter);
p_glTexParameteri(myTexTarget, GL_TEXTURE_MAG_FILTER, filter);
}
}
// The filtering has changed, so redraw the entire screen
mySurfaceIsDirty = true;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
GLuint FBSurfaceGL::genShader(ShaderType type)
{
string fFile = "";
char* fCode = NULL;
switch(type)
{
case SHADER_BLEED:
fFile = "bleed.frag";
fCode = (char*)GLShader::bleed_frag[0];
break;
case SHADER_TEX:
fFile = "texture.frag";
fCode = (char*)GLShader::texture_frag[0];
break;
case SHADER_NOISE:
fFile = "noise.frag";
fCode = (char*)GLShader::noise_frag[0];
break;
case SHADER_PHOS:
fFile = "phosphor.frag";
fCode = (char*)GLShader::phosphor_frag[0];
break;
case SHADER_TEXNOISE:
fFile = "texture_noise.frag";
fCode = (char*)GLShader::texture_noise_frag[0];
break;
}
// First try opening an external fragment file
// These shader files are stored in 'BASEDIR/shaders/'
char* buffer = NULL;
const string& filename =
myFB.myOSystem->baseDir() + "shaders" +
BSPF_PATH_SEPARATOR + fFile;
ifstream in(filename.c_str());
if(in && in.is_open())
{
// Get file size
in.seekg(0, std::ios::end);
streampos size = in.tellg();
// Reset position
in.seekg(0);
// Make buffer of proper size;
buffer = new char[size+(streampos)1]; // +1 for '\0'
// Read in file
in.read(buffer, size);
buffer[in.gcount()] = '\0';
in.close();
fCode = buffer;
}
// Make the shader program
GLuint fShader = p_glCreateShader(GL_FRAGMENT_SHADER);
GLuint program = p_glCreateProgram();
p_glShaderSource(fShader, 1, (const char**)&fCode, NULL);
p_glCompileShader(fShader);
p_glAttachShader(program, fShader);
p_glLinkProgram(program);
// Go ahead and flag the shader for deletion so it is deleted once the program is
p_glDeleteShader(fShader);
// Clean up
delete[] buffer;
return program;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
bool FrameBufferGL::myLibraryLoaded = false;

View File

@ -213,24 +213,6 @@ class FrameBufferGL : public FrameBuffer
// Indicates that the texture has been modified, and should be redrawn
bool myDirtyFlag;
// Indicates whether or not color bleed filter is enabled
bool myUseBleed;
// Indicates the quality of the color bleed filter to use
int myBleedQuality;
// Indicates whether or not color texture filter is enabled
bool myUseTexture;
// Indicates whetehr or not color texture filter is staggered
bool myTextureStag;
// Indicates whether or not the noise filter is enabled
bool myUseNoise;
// Indicates the quality of the noise filter to use
int myNoiseQuality;
// Indicates whether or not the phosphor filter is enabled
bool myUseGLPhosphor;
@ -286,54 +268,6 @@ class FBSurfaceGL : public FBSurface
private:
void setFilter(const string& name);
/**
This method generates an OpenGL shader program from a fragment shader.
@param fragment The filename of the fragment shader (not including location)
@return The generated shader program
*/
enum ShaderType {
SHADER_BLEED, SHADER_TEX, SHADER_NOISE, SHADER_PHOS, SHADER_TEXNOISE
};
GLuint genShader(ShaderType type);
/**
This method performs the final steps of rendering a single texture filter:
passing the previously rendered screen to the given program and drawing
to the screen. It does not include setting the program through
p_glUseProgram() because this needs to be done before the custom program
variables are set.
@param program The program to use to render the filter
@param firstRender True if this is the first render for this frame, false if not
*/
void renderTexture(GLuint program, bool firstRender);
/**
This method performs the final steps of rendering a two-texture filter:
passing the previously rendered screen to the given program and drawing
the previous texture and mask texture to the screen. It does not include
setting the program through p_glUseProgram() because this needs to be
done before the mask texture and custom program variables are set.
@param program The program to use to render the filter
@param firstRender True if this is the first render for this frame, false if not
*/
void renderTwoTexture(GLuint program, bool firstRender);
/**
This method performs the final steps of rendering a three-texture filter:
passing the previously rendered screen to the given program and drawing
the previous texture and two mask textures to the screen. It does not include
setting the program through p_glUseProgram() because this needs to be
done before the mask texture and custom program variables are set.
@param program The program to use to render the filter
@param firstRender True if this is the first render for this frame, false if not
*/
void renderThreeTexture(GLuint program, bool firstRender);
void* pixels() const { return myTexture->pixels; }
uInt32 pitch() const { return myPitch; }
@ -355,43 +289,9 @@ class FBSurfaceGL : public FBSurface
GLsizei myTexHeight;
GLfloat myTexCoord[4];
// The filter texture is what is used to hold data from screen after one
// filter has been used. Needed since more than one filter is being used.
// The size and texture coordinates are also used for the other filter
// textures: mySubMaskTexID and myNoiseTexID
GLuint myFilterTexID;
GLsizei myFilterTexWidth;
GLsizei myFilterTexHeight;
GLfloat myFilterTexCoord[4];
// The subpixel texture used for the texture filter
GLuint mySubMaskTexID;
// The noise textures used for the noise filter
GLuint* myNoiseMaskTexID;
// The past texture used for the phosphor filter
GLuint myPhosphorTexID;
// Surface for the subpixel texture filter mask
SDL_Surface* mySubpixelTexture;
// Surfaces for noise filter mask (array of pointers)
SDL_Surface** myNoiseTexture;
uInt32 myXOrig, myYOrig, myWidth, myHeight;
bool mySurfaceIsDirty;
uInt32 myPitch;
// OpenGL shader programs
GLuint myBleedProgram; // Shader for color bleed filter
GLuint myTextureProgram; // Shader for color texture filter
GLuint myNoiseProgram; // Shader for noise filter
GLuint myPhosphorProgram; // Shader for the phosphor filter
GLuint myTextureNoiseProgram; // Shader for both color texture and noise filters
// Used to save the number of noise textures to use at game launch
int myNoiseNum;
// Specifies whether the TV filters can be applied to this surface
bool myTvFiltersEnabled;
};
#endif // DISPLAY_OPENGL

View File

@ -38,17 +38,16 @@ SoundNull::~SoundNull()
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
bool SoundNull::load(Serializer& in)
{
const string& soundDevice = "TIASound";
if(in.getString() != soundDevice)
if(in.getString() != "TIASound")
return false;
uInt8 reg;
reg = (uInt8) in.getByte();
reg = (uInt8) in.getByte();
reg = (uInt8) in.getByte();
reg = (uInt8) in.getByte();
reg = (uInt8) in.getByte();
reg = (uInt8) in.getByte();
// Read sound registers and discard
in.getByte();
in.getByte();
in.getByte();
in.getByte();
in.getByte();
in.getByte();
// myLastRegisterSetCycle
in.getInt();
@ -61,13 +60,12 @@ bool SoundNull::save(Serializer& out) const
{
out.putString("TIASound");
uInt8 reg = 0;
out.putByte((char)reg);
out.putByte((char)reg);
out.putByte((char)reg);
out.putByte((char)reg);
out.putByte((char)reg);
out.putByte((char)reg);
out.putByte(0);
out.putByte(0);
out.putByte(0);
out.putByte(0);
out.putByte(0);
out.putByte(0);
// myLastRegisterSetCycle
out.putInt(0);

View File

@ -1014,15 +1014,11 @@ void CartDebug::addressTypeAsString(ostream& buf, uInt16 addr) const
debugger = myDebugger.getAccessFlags(addr) & 0xFC,
label = myDisLabels[addr & 0xFFF];
string s1 = Debugger::to_bin_8(directive),
s2 = Debugger::to_bin_8(debugger),
s3 = Debugger::to_bin_8(label);
buf << endl << "directive: " << s1 << " ";
buf << endl << "directive: " << myDebugger.valueToString(directive, kBASE_2_8) << " ";
disasmTypeAsString(buf, directive);
buf << endl << "emulation: " << s2 << " ";
buf << endl << "emulation: " << myDebugger.valueToString(debugger, kBASE_2_8) << " ";
disasmTypeAsString(buf, debugger);
buf << endl << "tentative: " << s3 << " ";
buf << endl << "tentative: " << myDebugger.valueToString(label, kBASE_2_8) << " ";
disasmTypeAsString(buf, label);
buf << endl;
}

View File

@ -293,45 +293,60 @@ const string Debugger::run(const string& command)
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
string Debugger::valueToString(int value, BaseFormat outputBase)
string Debugger::valueToString(int value, BaseFormat outputBase) const
{
char buf[32];
static char vToS_buf[32];
if(outputBase == kBASE_DEFAULT)
outputBase = myParser->base();
switch(outputBase)
{
case kBASE_2:
case kBASE_2: // base 2: 8 or 16 bits (depending on value)
case kBASE_2_8: // base 2: 1 byte (8 bits) wide
case kBASE_2_16: // base 2: 2 bytes (16 bits) wide
{
int places = (outputBase == kBASE_2_8 ||
(outputBase == kBASE_2 && value < 0x100)) ? 8 : 16;
vToS_buf[places] = '\0';
int bit = 1;
while(--places >= 0) {
if(value & bit) vToS_buf[places] = '1';
else vToS_buf[places] = '0';
bit <<= 1;
}
break;
}
case kBASE_10: // base 10: 3 or 5 bytes (depending on value)
if(value < 0x100)
Debugger::to_bin(value, 8, buf);
snprintf(vToS_buf, 4, "%3d", value);
else
Debugger::to_bin(value, 16, buf);
snprintf(vToS_buf, 6, "%5d", value);
break;
case kBASE_10:
if(value < 0x100)
sprintf(buf, "%3d", value);
else
sprintf(buf, "%5d", value);
case kBASE_16_1: // base 16: 1 byte wide
snprintf(vToS_buf, 2, "%1X", value);
break;
case kBASE_16_2: // base 16: 2 bytes wide
snprintf(vToS_buf, 3, "%02X", value);
break;
case kBASE_16_4: // base 16: 4 bytes wide
snprintf(vToS_buf, 5, "%04X", value);
break;
case kBASE_16_4:
strcpy(buf, Debugger::to_hex_4(value));
break;
case kBASE_16:
case kBASE_16: // base 16: 2, 4, 8 bytes (depending on value)
default:
if(value < 0x100)
sprintf(buf, "%02X", value);
snprintf(vToS_buf, 3, "%02X", value);
else if(value < 0x10000)
sprintf(buf, "%04X", value);
snprintf(vToS_buf, 5, "%04X", value);
else
sprintf(buf, "%08X", value);
snprintf(vToS_buf, 9, "%08X", value);
break;
}
return string(buf);
return string(vToS_buf);
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

View File

@ -182,51 +182,7 @@ class Debugger : public DialogContainer
*/
int stringToValue(const string& stringval)
{ return myParser->decipher_arg(stringval); }
string valueToString(int value, BaseFormat outputBase = kBASE_DEFAULT);
/** Convenience methods to convert to/from base values */
static char* to_hex_4(int i)
{
static char out[2];
sprintf(out, "%1X", i);
return out;
}
static char* to_hex_8(int i)
{
static char out[3];
sprintf(out, "%02X", i);
return out;
}
static char* to_hex_16(int i)
{
static char out[5];
sprintf(out, "%04X", i);
return out;
}
static char* to_bin(int dec, int places, char *buf) {
int bit = 1;
buf[places] = '\0';
while(--places >= 0) {
if(dec & bit) buf[places] = '1';
else buf[places] = '0';
bit <<= 1;
}
return buf;
}
static char* to_bin_8(int dec) {
static char buf[9];
return to_bin(dec, 8, buf);
}
static char* to_bin_16(int dec) {
static char buf[17];
return to_bin(dec, 16, buf);
}
static int conv_hex_digit(char d) {
if(d >= '0' && d <= '9') return d - '0';
else if(d >= 'a' && d <= 'f') return d - 'a' + 10;
else if(d >= 'A' && d <= 'F') return d - 'A' + 10;
else return -1;
}
string valueToString(int value, BaseFormat outputBase = kBASE_DEFAULT) const;
/* Convenience methods to get/set bit(s) in an 8-bit register */
static uInt8 set_bit(uInt8 input, uInt8 bit, bool on)

View File

@ -265,7 +265,11 @@ int DebuggerParser::decipher_arg(const string &str)
} else { // must be hex.
result = 0;
while(*a != '\0') {
int hex = Debugger::conv_hex_digit(*a++);
int hex = -1;
char d = *a++;
if(d >= '0' && d <= '9') hex = d - '0';
else if(d >= 'a' && d <= 'f') hex = d - 'a' + 10;
else if(d >= 'A' && d <= 'F') hex = d - 'A' + 10;
if(hex < 0)
return -1;
@ -525,30 +529,38 @@ cerr << "curCount = " << curCount << endl
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
string DebuggerParser::eval()
{
char buf[50];
string ret;
for(int i=0; i<argCount; i++) {
// TODO - technically, we should determine if the label is read or write
const string& label = debugger->cartDebug().getLabel(args[i], true);
if(label != "") {
ret += label;
ret += ": ";
ostringstream buf;
for(int i = 0; i < argCount; ++i)
{
string rlabel = debugger->cartDebug().getLabel(args[i], true);
string wlabel = debugger->cartDebug().getLabel(args[i], false);
bool validR = rlabel != "" && rlabel[0] != '$',
validW = wlabel != "" && wlabel[0] != '$';
if(validR && validW)
{
if(rlabel == wlabel)
buf << rlabel << "(R/W): ";
else
buf << rlabel << "(R) / " << wlabel << "(W): ";
}
ret += "$";
if(args[i] < 0x100) {
ret += Debugger::to_hex_8(args[i]);
ret += " %";
ret += Debugger::to_bin_8(args[i]);
} else {
ret += Debugger::to_hex_16(args[i]);
ret += " %";
ret += Debugger::to_bin_16(args[i]);
}
sprintf(buf, " #%d", args[i]);
ret += buf;
if(i != argCount - 1) ret += "\n";
else if(validR)
buf << rlabel << "(R): ";
else if(validW)
buf << wlabel << "(W): ";
if(args[i] < 0x100)
buf << "$" << debugger->valueToString(args[i], kBASE_16_2)
<< " %" << debugger->valueToString(args[i], kBASE_2_8);
else
buf << "$" << debugger->valueToString(args[i], kBASE_16_4)
<< " %" << debugger->valueToString(args[i], kBASE_2_16);
buf << " #" << (int) args[i];
if(i != argCount - 1)
buf << endl;
}
return ret;
return buf.str();
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

View File

@ -30,12 +30,19 @@ struct Command;
#include "Array.hxx"
#include "FrameBuffer.hxx"
// The base to use for conversion from integers to strings
// Note that the actual number of places will be determined by
// the magnitude of the value itself in the general case
typedef enum {
kBASE_16,
kBASE_16_4,
kBASE_10,
kBASE_2,
kBASE_DEFAULT
kBASE_16, // base 16: 2, 4, 8 bytes (depending on value)
kBASE_16_1, // base 16: 1 byte wide
kBASE_16_2, // base 16: 2 bytes wide
kBASE_16_4, // base 16: 4 bytes wide
kBASE_10, // base 10: 3 or 5 bytes (depending on value)
kBASE_2, // base 2: 8 or 16 bits (depending on value)
kBASE_2_8, // base 2: 1 byte (8 bits) wide
kBASE_2_16, // base 2: 2 bytes (16 bits) wide
kBASE_DEFAULT
} BaseFormat;
class DebuggerParser
@ -62,7 +69,7 @@ class DebuggerParser
/** Get/set the number base when parsing numeric values */
void setBase(BaseFormat base) { defaultBase = base; }
BaseFormat base() { return defaultBase; }
BaseFormat base() const { return defaultBase; }
static inline string red(const string& msg = "")
{

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@ -229,7 +229,7 @@ void DiStella::disasm(uInt32 distart, int pass)
myDisasmBuf << ((c > 127) ? bit_string : " ");
myDisasmBuf << "| $" << HEX4 << myPC+myOffset << "'";
if(settings.gfx_format == kBASE_2)
myDisasmBuf << Debugger::to_bin_8(byte);
myDisasmBuf << Debugger::debugger().valueToString(byte, kBASE_2_8);
else
myDisasmBuf << HEX2 << (int)byte;
addEntry(isPGfx ? CartDebug::PGFX : CartDebug::GFX);

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@ -774,14 +774,14 @@ string TIADebug::toString()
<< "BK=" << myDebugger.valueToString(state.coluRegs[3]) << "/"
<< colorSwatch(state.coluRegs[3])
<< endl
<< "P0: GR=" << string(Debugger::to_bin_8(state.gr[P0]))
<< "P0: GR=" << myDebugger.valueToString(state.gr[P0], kBASE_2_8)
<< " pos=" << myDebugger.valueToString(state.pos[P0])
<< " HM=" << myDebugger.valueToString(state.hm[P0]) << " "
<< nusizP0String() << " "
<< booleanWithLabel("refl", refP0()) << " "
<< booleanWithLabel("delay", vdelP0())
<< endl
<< "P1: GR=" << string(Debugger::to_bin_8(state.gr[P1]))
<< "P1: GR=" << myDebugger.valueToString(state.gr[P1], kBASE_2_8)
<< " pos=" << myDebugger.valueToString(state.pos[P1])
<< " HM=" << myDebugger.valueToString(state.hm[P1]) << " "
<< nusizP1String() << " "
@ -806,11 +806,11 @@ string TIADebug::toString()
<< " size=" << myDebugger.valueToString(state.size[BL]) << " "
<< booleanWithLabel("delay", vdelBL())
<< endl
<< "PF0: " << string(Debugger::to_bin_8(state.pf[0])) << "/"
<< "PF0: " << myDebugger.valueToString(state.pf[0], kBASE_2_8) << "/"
<< myDebugger.valueToString(state.pf[0])
<< " PF1: " << string(Debugger::to_bin_8(state.pf[1])) << "/"
<< " PF1: " << myDebugger.valueToString(state.pf[1], kBASE_2_8) << "/"
<< myDebugger.valueToString(state.pf[1])
<< " PF2: " << string(Debugger::to_bin_8(state.pf[2])) << "/"
<< " PF2: " << myDebugger.valueToString(state.pf[2], kBASE_2_8) << "/"
<< myDebugger.valueToString(state.pf[2])
<< endl << " "
<< booleanWithLabel("reflect", refPF()) << " "

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@ -66,7 +66,8 @@ AudioWidget::AudioWidget(GuiObject* boss, const GUI::Font& font,
{
new StaticTextWidget(boss, font, xpos + col*myAudF->colWidth() + 7,
ypos - lineHeight, fontWidth, fontHeight,
Debugger::to_hex_4(col), kTextAlignLeft);
instance().debugger().valueToString(col, kBASE_16_1),
kTextAlignLeft);
}
// AudC registers

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@ -244,7 +244,15 @@ void DataGridWidget::handleMouseUp(int x, int y, int button, int clickCount)
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void DataGridWidget::handleMouseWheel(int x, int y, int direction)
{
_scrollBar->handleMouseWheel(x, y, direction);
if(_scrollBar)
_scrollBar->handleMouseWheel(x, y, direction);
else if(_editable)
{
if(direction > 0)
decrementCell();
else if(direction < 0)
incrementCell();
}
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

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@ -96,7 +96,7 @@ RamWidget::RamWidget(GuiObject* boss, const GUI::Font& font, int x, int y)
new StaticTextWidget(boss, font, xpos + col*myRamGrid->colWidth() + lwidth + 8,
ypos - lineHeight,
fontWidth, fontHeight,
Debugger::to_hex_4(col),
instance().debugger().valueToString(col, kBASE_16_1),
kTextAlignLeft);
}
for(int row = 0; row < 8; ++row)

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@ -70,7 +70,7 @@ TiaWidget::TiaWidget(GuiObject* boss, const GUI::Font& font,
t = new StaticTextWidget(boss, font, xpos + col*myRamGrid->colWidth() + lwidth + 7,
ypos - lineHeight,
fontWidth, fontHeight,
Debugger::to_hex_4(col),
instance().debugger().valueToString(col, kBASE_16_1),
kTextAlignLeft);
}
@ -267,7 +267,7 @@ TiaWidget::TiaWidget(GuiObject* boss, const GUI::Font& font,
"HM:", kTextAlignLeft);
xpos += 3*fontWidth + 5;
myHMP0 = new DataGridWidget(boss, font, xpos, ypos,
1, 1, 1, 4, kBASE_16_4);
1, 1, 1, 4, kBASE_16_1);
myHMP0->setTarget(this);
myHMP0->setID(kHMP0ID);
addFocusWidget(myHMP0);
@ -294,7 +294,7 @@ TiaWidget::TiaWidget(GuiObject* boss, const GUI::Font& font,
"NusizP0:", kTextAlignLeft);
xpos += 8*fontWidth + 5;
myNusizP0 = new DataGridWidget(boss, font, xpos, ypos,
1, 1, 1, 3, kBASE_16_4);
1, 1, 1, 3, kBASE_16_1);
myNusizP0->setTarget(this);
myNusizP0->setID(kNusizP0ID);
addFocusWidget(myNusizP0);
@ -334,7 +334,7 @@ TiaWidget::TiaWidget(GuiObject* boss, const GUI::Font& font,
"HM:", kTextAlignLeft);
xpos += 3*fontWidth + 5;
myHMP1 = new DataGridWidget(boss, font, xpos, ypos,
1, 1, 1, 4, kBASE_16_4);
1, 1, 1, 4, kBASE_16_1);
myHMP1->setTarget(this);
myHMP1->setID(kHMP1ID);
addFocusWidget(myHMP1);
@ -360,7 +360,7 @@ TiaWidget::TiaWidget(GuiObject* boss, const GUI::Font& font,
"NusizP1:", kTextAlignLeft);
xpos += 8*fontWidth + 5;
myNusizP1 = new DataGridWidget(boss, font, xpos, ypos,
1, 1, 1, 3, kBASE_16_4);
1, 1, 1, 3, kBASE_16_1);
myNusizP1->setTarget(this);
myNusizP1->setID(kNusizP1ID);
addFocusWidget(myNusizP1);
@ -401,7 +401,7 @@ TiaWidget::TiaWidget(GuiObject* boss, const GUI::Font& font,
"HM:", kTextAlignLeft);
xpos += 3*fontWidth + 5;
myHMM0 = new DataGridWidget(boss, font, xpos, ypos,
1, 1, 1, 4, kBASE_16_4);
1, 1, 1, 4, kBASE_16_1);
myHMM0->setTarget(this);
myHMM0->setID(kHMM0ID);
addFocusWidget(myHMM0);
@ -412,7 +412,7 @@ TiaWidget::TiaWidget(GuiObject* boss, const GUI::Font& font,
"Size:", kTextAlignLeft);
xpos += 5*fontWidth + 5;
myNusizM0 = new DataGridWidget(boss, font, xpos, ypos,
1, 1, 1, 2, kBASE_16_4);
1, 1, 1, 2, kBASE_16_1);
myNusizM0->setTarget(this);
myNusizM0->setID(kNusizM0ID);
addFocusWidget(myNusizM0);
@ -456,7 +456,7 @@ TiaWidget::TiaWidget(GuiObject* boss, const GUI::Font& font,
"HM:", kTextAlignLeft);
xpos += 3*fontWidth + 5;
myHMM1 = new DataGridWidget(boss, font, xpos, ypos,
1, 1, 1, 4, kBASE_16_4);
1, 1, 1, 4, kBASE_16_1);
myHMM1->setTarget(this);
myHMM1->setID(kHMM1ID);
addFocusWidget(myHMM1);
@ -467,7 +467,7 @@ TiaWidget::TiaWidget(GuiObject* boss, const GUI::Font& font,
"Size:", kTextAlignLeft);
xpos += 5*fontWidth + 5;
myNusizM1 = new DataGridWidget(boss, font, xpos, ypos,
1, 1, 1, 2, kBASE_16_4);
1, 1, 1, 2, kBASE_16_1);
myNusizM1->setTarget(this);
myNusizM1->setID(kNusizM1ID);
addFocusWidget(myNusizM1);
@ -511,7 +511,7 @@ TiaWidget::TiaWidget(GuiObject* boss, const GUI::Font& font,
"HM:", kTextAlignLeft);
xpos += 3*fontWidth + 5;
myHMBL = new DataGridWidget(boss, font, xpos, ypos,
1, 1, 1, 4, kBASE_16_4);
1, 1, 1, 4, kBASE_16_1);
myHMBL->setTarget(this);
myHMBL->setID(kHMBLID);
addFocusWidget(myHMBL);
@ -522,7 +522,7 @@ TiaWidget::TiaWidget(GuiObject* boss, const GUI::Font& font,
"Size:", kTextAlignLeft);
xpos += 5*fontWidth + 5;
mySizeBL = new DataGridWidget(boss, font, xpos, ypos,
1, 1, 1, 2, kBASE_16_4);
1, 1, 1, 2, kBASE_16_1);
mySizeBL->setTarget(this);
mySizeBL->setID(kSizeBLID);
addFocusWidget(mySizeBL);

View File

@ -240,71 +240,7 @@ VideoDialog::VideoDialog(OSystem* osystem, DialogContainer* parent,
wid.clear();
tabID = myTab->addTab(" TV Effects ");
xpos = ypos = 8;
lwidth = font.getStringWidth("TV Color Texture: ");
pwidth = font.getStringWidth("Staggered");
// Use TV color texture effect
items.clear();
items.push_back("Off", "off");
items.push_back("Normal", "normal");
items.push_back("Staggered", "stag");
myTexturePopup =
new PopUpWidget(myTab, font, xpos, ypos, pwidth, lineHeight, items,
"TV Color Texture: ", lwidth);
wid.push_back(myTexturePopup);
ypos += lineHeight + 4;
// Use color bleed effect
items.clear();
items.push_back("Off", "off");
items.push_back("Low", "low");
items.push_back("Medium", "medium");
items.push_back("High", "high");
myBleedPopup =
new PopUpWidget(myTab, font, xpos, ypos, pwidth, lineHeight, items,
"TV Color Bleed: ", lwidth);
wid.push_back(myBleedPopup);
ypos += lineHeight + 4;
// Use image noise effect
items.clear();
items.push_back("Off", "off");
items.push_back("Low", "low");
items.push_back("Medium", "medium");
items.push_back("High", "high");
myNoisePopup =
new PopUpWidget(myTab, font, xpos, ypos, pwidth, lineHeight, items,
"TV Image Noise: ", lwidth);
wid.push_back(myNoisePopup);
ypos += lineHeight + 4;
// Use phosphor burn-off effect
ypos += 4;
myPhosphorCheckbox =
new CheckboxWidget(myTab, font, xpos, ypos, "TV Phosphor Burn-off");
wid.push_back(myPhosphorCheckbox);
ypos += lineHeight + 4;
// OpenGL information
// Add message concerning GLSL requirement
ypos += lineHeight + 4;
lwidth = font.getStringWidth("(*) TV effects require OpenGL 2.0+ & GLSL");
new StaticTextWidget(myTab, font, 10, ypos, lwidth, fontHeight,
"(*) TV effects require OpenGL 2.0+ & GLSL",
kTextAlignLeft);
ypos += lineHeight + 4;
new StaticTextWidget(myTab, font, 10+font.getStringWidth("(*) "), ypos,
lwidth, fontHeight, "\'gl_texrect\' must be disabled",
kTextAlignLeft);
ypos += lineHeight + 10;
myGLVersionInfo =
new StaticTextWidget(myTab, font, 10+font.getStringWidth("(*) "), ypos,
lwidth, fontHeight, "", kTextAlignLeft);
ypos += lineHeight + 4;
myGLTexRectInfo =
new StaticTextWidget(myTab, font, 10+font.getStringWidth("(*) "), ypos,
lwidth, fontHeight, "", kTextAlignLeft);
// TODO ...
// Add items for tab 2
addToFocusList(wid, tabID);
@ -427,41 +363,6 @@ void VideoDialog::loadConfig()
// Fast loading of Supercharger BIOS
myFastSCBiosCheckbox->setState(instance().settings().getBool("fastscbios"));
#ifdef DISPLAY_OPENGL
//////////////////////////////////////////////////////////////////////
// TV effects are only enabled in OpenGL mode, and only if GLSL is
// available; for now, 'gl_texrect' must also be disabled
bool tv = gl && FrameBufferGL::isGLSLAvailable() &&
!instance().settings().getBool("gl_texrect");
//////////////////////////////////////////////////////////////////////
// TV color texture effect
myTexturePopup->setSelected(instance().settings().getString("tv_tex"), "off");
myTexturePopup->setEnabled(tv);
// TV color bleed effect
myBleedPopup->setSelected(instance().settings().getString("tv_bleed"), "off");
myBleedPopup->setEnabled(tv);
// TV random noise effect
myNoisePopup->setSelected(instance().settings().getString("tv_noise"), "off");
myNoisePopup->setEnabled(tv);
// TV phosphor burn-off effect
myPhosphorCheckbox->setState(instance().settings().getBool("tv_phos"));
myPhosphorCheckbox->setEnabled(tv);
char buf[30];
if(gl) sprintf(buf, "OpenGL version detected: %3.1f", FrameBufferGL::glVersion());
else sprintf(buf, "OpenGL version detected: None");
myGLVersionInfo->setLabel(buf);
sprintf(buf, "OpenGL texrect enabled: %s",
instance().settings().getBool("gl_texrect") ? "Yes" : "No");
myGLTexRectInfo->setLabel(buf);
#else
myGLVersionInfo->setLabel("OpenGL mode not supported");
#endif
myTab->loadConfig();
}
@ -521,18 +422,6 @@ void VideoDialog::saveConfig()
// Fast loading of Supercharger BIOS
instance().settings().setBool("fastscbios", myFastSCBiosCheckbox->getState());
// TV color texture effect
instance().settings().setString("tv_tex", myTexturePopup->getSelectedTag());
// TV color bleed effect
instance().settings().setString("tv_bleed", myBleedPopup->getSelectedTag());
// TV image noise effect
instance().settings().setString("tv_noise", myNoisePopup->getSelectedTag());
// TV phosphor burn-off effect
instance().settings().setBool("tv_phos", myPhosphorCheckbox->getState());
// Finally, issue a complete framebuffer re-initialization
instance().createFrameBuffer();
}
@ -562,11 +451,6 @@ void VideoDialog::setDefaults()
myCenterCheckbox->setState(false);
myFastSCBiosCheckbox->setState(false);
myTexturePopup->setSelected("off", "");
myBleedPopup->setSelected("off", "");
myNoisePopup->setSelected("off", "");
myPhosphorCheckbox->setState(false);
// Make sure that mutually-exclusive items are not enabled at the same time
handleFullscreenChange(true);
}

View File

@ -78,13 +78,7 @@ class VideoDialog : public Dialog
CheckboxWidget* myFastSCBiosCheckbox;
// TV effects options
PopUpWidget* myTexturePopup;
PopUpWidget* myBleedPopup;
PopUpWidget* myNoisePopup;
CheckboxWidget* myPhosphorCheckbox;
StaticTextWidget* myGLVersionInfo;
StaticTextWidget* myGLTexRectInfo;
// TODO ...
enum {
kNAspectRatioChanged = 'VDan',