mirror of https://github.com/stella-emu/stella.git
Blargg effects now work, but the scanlines aren't quite right yet.
git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@2855 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
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a1ea1b0c96
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@ -31,9 +31,10 @@ FBSurfaceTIA::FBSurfaceTIA(FrameBufferSDL2& buffer)
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: myFB(buffer),
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mySurface(NULL),
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myTexture(NULL),
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myScanlinesEnabled(false)
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// myScanlineIntensityI(50),
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// myScanlineIntensityF(0.5)
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myScanlines(NULL),
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myScanlinesEnabled(false),
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myScanlineIntensityI(50),
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myScanlineIntensityF(0.5)
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{
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// Texture width is set to contain all possible sizes for a TIA image,
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// including Blargg filtering
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@ -52,7 +53,7 @@ FBSurfaceTIA::FBSurfaceTIA(FrameBufferSDL2& buffer)
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myPitch = mySurface->pitch / pf.BytesPerPixel;
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// To generate texture
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// To generate textures
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reload();
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}
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@ -143,67 +144,13 @@ void FBSurfaceTIA::update()
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}
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}
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SDL_Rect tmp;
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tmp.x = tmp.y = 0;
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tmp.w = 160; tmp.h = 210;
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SDL_UpdateTexture(myTexture, NULL, mySurface->pixels, mySurface->pitch);
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// Draw TIA image
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SDL_UpdateTexture(myTexture, &mySrc, mySurface->pixels, mySurface->pitch);
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SDL_RenderCopy(myFB.myRenderer, myTexture, &mySrc, &myDst);
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#if 0
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myGL.EnableClientState(GL_VERTEX_ARRAY);
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myGL.EnableClientState(GL_TEXTURE_COORD_ARRAY);
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// Update TIA image (texture 0), then blend scanlines (texture 1)
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myGL.ActiveTexture(GL_TEXTURE0);
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myGL.BindTexture(GL_TEXTURE_2D, myTexID[0]);
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myGL.PixelStorei(GL_UNPACK_ALIGNMENT, 1);
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myGL.PixelStorei(GL_UNPACK_ROW_LENGTH, myPitch);
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myGL.TexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, myBaseW, myBaseH,
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GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV,
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mySurface->pixels);
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if(myFB.myVBOAvailable)
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{
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myGL.BindBuffer(GL_ARRAY_BUFFER, myVBOID);
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myGL.VertexPointer(2, GL_FLOAT, 0, (const GLvoid*)0);
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myGL.TexCoordPointer(2, GL_FLOAT, 0, (const GLvoid*)(8*sizeof(GLfloat)));
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myGL.DrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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if(myScanlinesEnabled)
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{
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myGL.Enable(GL_BLEND);
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myGL.Color4f(1.0f, 1.0f, 1.0f, myScanlineIntensityF);
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myGL.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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myGL.BindTexture(GL_TEXTURE_2D, myTexID[1]);
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myGL.VertexPointer(2, GL_FLOAT, 0, (const GLvoid*)(16*sizeof(GLfloat)));
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myGL.TexCoordPointer(2, GL_FLOAT, 0, (const GLvoid*)(24*sizeof(GLfloat)));
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myGL.DrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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myGL.Disable(GL_BLEND);
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}
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}
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else
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{
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myGL.VertexPointer(2, GL_FLOAT, 0, myCoord);
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myGL.TexCoordPointer(2, GL_FLOAT, 0, myCoord+8);
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myGL.DrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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if(myScanlinesEnabled)
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{
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myGL.Enable(GL_BLEND);
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myGL.Color4f(1.0f, 1.0f, 1.0f, myScanlineIntensityF);
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myGL.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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myGL.BindTexture(GL_TEXTURE_2D, myTexID[1]);
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myGL.VertexPointer(2, GL_FLOAT, 0, myCoord+16);
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myGL.TexCoordPointer(2, GL_FLOAT, 0, myCoord+24);
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myGL.DrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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myGL.Disable(GL_BLEND);
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}
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}
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myGL.DisableClientState(GL_VERTEX_ARRAY);
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myGL.DisableClientState(GL_TEXTURE_COORD_ARRAY);
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#endif
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// Draw overlaying scanlines
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if(myScanlinesEnabled)
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SDL_RenderCopy(myFB.myRenderer, myScanlines, NULL, &myDst);
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// Let postFrameUpdate() know that a change has been made
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myFB.myDirtyFlag = true;
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@ -223,6 +170,11 @@ void FBSurfaceTIA::free()
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SDL_DestroyTexture(myTexture);
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myTexture = NULL;
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}
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if(myScanlines)
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{
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SDL_DestroyTexture(myScanlines);
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myScanlines = NULL;
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}
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}
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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@ -232,67 +184,21 @@ void FBSurfaceTIA::reload()
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myTexture = SDL_CreateTexture(myFB.myRenderer,
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SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING,
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mySurface->w, mySurface->h);
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#if 0
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// This does a 'soft' reset of the surface
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// It seems that on some system (notably, OSX), creating a new SDL window
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// destroys the GL context, requiring a reload of all textures
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// However, destroying the entire FBSurfaceGL object is wasteful, since
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// it will also regenerate SDL software surfaces (which are not required
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// to be regenerated)
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// Basically, all that needs to be done is to re-call glTexImage2D with a
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// new texture ID, so that's what we do here
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myGL.ActiveTexture(GL_TEXTURE0);
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myGL.Enable(GL_TEXTURE_2D);
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// TIA surfaces also use a scanline texture
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myGL.GenTextures(2, myTexID);
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// Base texture (@ index 0)
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myGL.BindTexture(GL_TEXTURE_2D, myTexID[0]);
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myGL.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, myTexFilter[0]);
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myGL.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, myTexFilter[0]);
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myGL.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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myGL.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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// Create the texture in the most optimal format
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myGL.PixelStorei(GL_UNPACK_ALIGNMENT, 1);
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myGL.PixelStorei(GL_UNPACK_ROW_LENGTH, myPitch);
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myGL.TexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, myTexWidth, myTexHeight, 0,
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GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV,
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mySurface->pixels);
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// Scanline texture (@ index 1)
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myGL.BindTexture(GL_TEXTURE_2D, myTexID[1]);
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myGL.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, myTexFilter[1]);
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myGL.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, myTexFilter[1]);
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myGL.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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myGL.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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static uInt32 const scanline[2] = { 0x00000000, 0xff000000 };
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myGL.PixelStorei(GL_UNPACK_ALIGNMENT, 1);
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myGL.PixelStorei(GL_UNPACK_ROW_LENGTH, 1);
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myGL.TexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 2, 0,
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GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV,
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scanline);
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// Cache vertex and texture coordinates using vertex buffer object
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if(myFB.myVBOAvailable)
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{
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myGL.GenBuffers(1, &myVBOID);
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myGL.BindBuffer(GL_ARRAY_BUFFER, myVBOID);
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myGL.BufferData(GL_ARRAY_BUFFER, 32*sizeof(GLfloat), myCoord, GL_STATIC_DRAW);
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}
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#endif
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// Re-create scanline texture (contents don't change)
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myScanlines = SDL_CreateTexture(myFB.myRenderer,
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SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STATIC,
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1, 2);
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SDL_SetTextureBlendMode(myScanlines, SDL_BLENDMODE_BLEND);
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SDL_SetTextureAlphaMod(myScanlines, myScanlineIntensityF*255);
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SDL_UpdateTexture(myScanlines, NULL, ourScanData, 1);
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}
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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void FBSurfaceTIA::setScanIntensity(uInt32 intensity)
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{
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#if 0
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myScanlineIntensityI = (GLuint)intensity;
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myScanlineIntensityF = (GLfloat)intensity / 100;
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#endif
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myScanlineIntensityI = intensity;
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myScanlineIntensityF = intensity / 100.0;
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}
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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@ -325,29 +231,19 @@ void FBSurfaceTIA::setScanInterpolation(bool enable)
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void FBSurfaceTIA::updateCoords(uInt32 baseH,
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uInt32 imgX, uInt32 imgY, uInt32 imgW, uInt32 imgH)
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{
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//cerr << "baseH=" << baseH << ", x=" << imgX << ", y=" << imgY << ", w=" << imgW << ", h=" << imgH << endl;
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mySrc.w = myFB.ntscEnabled() ? ATARI_NTSC_OUT_WIDTH(160) : 160;
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mySrc.h = baseH;
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myDst.w = imgW;
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myDst.h = imgH;
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//cerr << "src: x=" << mySrc.x << ", y=" << mySrc.y << ", w=" << mySrc.w << ", h=" << mySrc.h << endl;
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//cerr << "dst: x=" << myDst.x << ", y=" << myDst.y << ", w=" << myDst.w << ", h=" << myDst.h << endl;
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#if 0
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myBaseH = baseH;
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myImageX = imgX; myImageY = imgY;
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myImageW = imgW; myImageH = imgH;
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updateCoords();
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#endif
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}
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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void FBSurfaceTIA::updateCoords()
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{
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// For a TIA surface, only the width can possibly change
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mySrc.w = myFB.ntscEnabled() ? ATARI_NTSC_OUT_WIDTH(160) : 160;
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#if 0
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// Normal TIA rendering and TV effects use different widths
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// We use the same buffer, and only pick the width we need
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@ -430,3 +326,6 @@ void FBSurfaceTIA::setTIAPalette(const uInt32* palette)
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{
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myFB.myNTSCFilter.setTIAPalette(myFB, palette);
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}
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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uInt32 const FBSurfaceTIA::ourScanData[2] = { 0x00000000, 0xff000000 };
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@ -67,10 +67,15 @@ class FBSurfaceTIA : public FBSurface
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SDL_Surface* mySurface;
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SDL_Texture* myTexture;
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SDL_Texture* myScanlines;
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SDL_Rect mySrc, myDst;
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uInt32 myPitch;
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bool myScanlinesEnabled;
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uInt32 myScanlineIntensityI;
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float myScanlineIntensityF;
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static uInt32 const ourScanData[2];
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};
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#endif
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@ -69,8 +69,16 @@ FrameBufferSDL2::FrameBufferSDL2(OSystem* osystem)
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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FrameBufferSDL2::~FrameBufferSDL2()
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{
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// if(myWindow)
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// SDL_DestroyWindow(myWindow);
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if(myRenderer)
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{
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SDL_DestroyRenderer(myRenderer);
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myRenderer = NULL;
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}
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if(myWindow)
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{
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SDL_DestroyWindow(myWindow);
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myWindow = NULL;
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}
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// We're taking responsibility for this surface
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delete myTiaSurface;
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@ -469,7 +477,7 @@ void FrameBufferSDL2::enableNTSC(bool enable)
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if(myTiaSurface)
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{
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myFilterType = FilterType(enable ? myFilterType | 0x10 : myFilterType & 0x01);
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//FIXSDL myTiaSurface->updateCoords();
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myTiaSurface->updateCoords();
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myTiaSurface->enableScanlines(ntscEnabled());
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myTiaSurface->setScanIntensity(myOSystem->settings().getInt("tv_scanlines"));
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@ -483,7 +491,6 @@ void FrameBufferSDL2::enableNTSC(bool enable)
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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uInt32 FrameBufferSDL2::enableScanlines(int relative, int absolute)
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{
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#if 0//FIXSDL
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int intensity = myTiaSurface->myScanlineIntensityI;
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if(myTiaSurface)
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{
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@ -496,8 +503,6 @@ uInt32 FrameBufferSDL2::enableScanlines(int relative, int absolute)
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myRedrawEntireFrame = true;
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}
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return intensity;
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#endif
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return 0;
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}
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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@ -529,7 +534,7 @@ FBSurface* FrameBufferSDL2::createSurface(int w, int h, bool isBase) const
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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void FrameBufferSDL2::scanline(uInt32 row, uInt8* data) const
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{
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#if 0
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#if 0 //FIXSDL
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// Invert the row, since OpenGL rows start at the bottom
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// of the framebuffer
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const GUI::Rect& image = imageRect();
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@ -554,16 +559,16 @@ string FrameBufferSDL2::effectsInfo() const
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break;
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case kBlarggNormal:
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buf << myNTSCFilter.getPreset() << ", scanlines="
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#if 0
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<< myTiaSurface->myScanlineIntensityI << "/"
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#if 0
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<< (myTiaSurface->myTexFilter[1] == GL_LINEAR ? "inter" : "nointer");
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#endif
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;
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break;
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case kBlarggPhosphor:
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buf << myNTSCFilter.getPreset() << ", phosphor, scanlines="
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#if 0
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<< myTiaSurface->myScanlineIntensityI << "/"
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#if 0
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<< (myTiaSurface->myTexFilter[1] == GL_LINEAR ? "inter" : "nointer");
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#endif
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;
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