mirror of https://github.com/stella-emu/stella.git
improved refresh rate code
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77f24947f0
commit
987bfaab1d
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@ -218,6 +218,10 @@ bool FrameBufferSDL2::setVideoMode(const string& title, const VideoMode& mode)
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if(SDL_WasInit(SDL_INIT_VIDEO) == 0)
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return false;
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const bool fullScreen = mode.fsIndex != -1;
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const bool shouldAdapt = fullScreen && myOSystem.settings().getBool("tia.fs_refresh")
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&& refreshRate() != gameRefreshRate();
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// TODO: On multiple displays, switching from centered mode, does not respect
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// current window's display (which many not be centered anymore)
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@ -261,8 +265,11 @@ bool FrameBufferSDL2::setVideoMode(const string& title, const VideoMode& mode)
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posX = BSPF::clamp(posX, x0 - Int32(mode.screen.w) + 50, x1 - 50);
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posY = BSPF::clamp(posY, y0 + 50, y1 - 50);
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}
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uInt32 flags = mode.fsIndex != -1 ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0;
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flags |= SDL_WINDOW_ALLOW_HIGHDPI;
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SDL_DisplayMode adaptedSdlMode;
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const bool adaptRefresh = shouldAdapt && adaptRefreshRate(displayIndex, adaptedSdlMode);
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const uInt32 flags = SDL_WINDOW_ALLOW_HIGHDPI
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| (fullScreen ? adaptRefresh ? SDL_WINDOW_FULLSCREEN : SDL_WINDOW_FULLSCREEN_DESKTOP : 0);
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// macOS seems to have issues with destroying the window, and wants to
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// keep the same handle
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@ -278,12 +285,14 @@ bool FrameBufferSDL2::setVideoMode(const string& title, const VideoMode& mode)
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int w, h;
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SDL_GetWindowSize(myWindow, &w, &h);
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if(d != displayIndex || uInt32(w) != mode.screen.w || uInt32(h) != mode.screen.h)
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if(d != displayIndex || uInt32(w) != mode.screen.w || uInt32(h) != mode.screen.h
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|| shouldAdapt)
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{
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SDL_DestroyWindow(myWindow);
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myWindow = nullptr;
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}
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}
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if(myWindow)
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{
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// Even though window size stayed the same, the title may have changed
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@ -312,8 +321,24 @@ bool FrameBufferSDL2::setVideoMode(const string& title, const VideoMode& mode)
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Logger::error(msg);
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return false;
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}
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setWindowIcon();
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}
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if(adaptRefresh)
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{
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// Switch to mode for adapted refresh rate
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if(SDL_SetWindowDisplayMode(myWindow, &adaptedSdlMode) != 0)
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{
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Logger::error("Display refresh rate change failed");
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}
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else
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{
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ostringstream msg;
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msg << "Display refresh rate changed to " << adaptedSdlMode.refresh_rate << "Hz";
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Logger::info(msg.str());
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}
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}
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uInt32 renderFlags = SDL_RENDERER_ACCELERATED;
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if(myOSystem.settings().getBool("vsync")
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@ -340,70 +365,35 @@ bool FrameBufferSDL2::setVideoMode(const string& title, const VideoMode& mode)
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if(SDL_GetRendererInfo(myRenderer, &renderinfo) >= 0)
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myOSystem.settings().setValue("video", renderinfo.name);
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adaptRefreshRate();
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return true;
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}
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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bool FrameBufferSDL2::adaptRefreshRate()
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bool FrameBufferSDL2::adaptRefreshRate(Int32 displayIndex, SDL_DisplayMode& closestSdlMode)
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{
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const bool adapt = myOSystem.settings().getBool("tia.refresh");
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SDL_DisplayMode sdlMode;
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// adapt only in emulation (and debugger?) and fullscreen mode
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// TODO: adapt while creating new window
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if(adapt && fullScreen()
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&& (myBufferType == BufferType::Emulator/* || myBufferType == BufferType::Debugger*/))
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if(SDL_GetCurrentDisplayMode(displayIndex, &sdlMode) != 0)
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{
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SDL_DisplayMode sdlMode;
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Logger::error("Display mode could not be retrieved");
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return false;
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}
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if(SDL_GetWindowDisplayMode(myWindow, &sdlMode) != 0)
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const int currentRefreshRate = sdlMode.refresh_rate;
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sdlMode.refresh_rate = gameRefreshRate();
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if(currentRefreshRate != sdlMode.refresh_rate)
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{
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// Note: Modes are scanned with size being first priority,
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// therefore the size will never change.
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if(SDL_GetClosestDisplayMode(displayIndex, &sdlMode, &closestSdlMode) == NULL)
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{
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Logger::error("Display mode could not be retrieved");
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Logger::error("Closest display mode could not be retrieved");
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return false;
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}
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const int currentRefreshRate = sdlMode.refresh_rate;
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const string format = myOSystem.console().getFormatString();
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const bool isNtsc = format == "NTSC" || format == "PAL60" || format == "SECAM60";
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sdlMode.refresh_rate = isNtsc ? 60 : 50; // TODO: check for multiples e.g. 120/100 too
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if(currentRefreshRate != sdlMode.refresh_rate)
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{
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const int display = SDL_GetWindowDisplayIndex(myWindow);
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SDL_DisplayMode closestSdlMode;
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if(SDL_GetClosestDisplayMode(display, &sdlMode, &closestSdlMode) == NULL)
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{
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Logger::error("Closest display mode could not be retrieved");
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return false;
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}
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// Note: Modes are scanned with size being first priority,
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// therefore the size will never change.
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// Only change if the display supports a better refresh rate
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if(currentRefreshRate != closestSdlMode.refresh_rate)
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{
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// Switch to new mode
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if(SDL_SetWindowDisplayMode(myWindow, &closestSdlMode) != 0)
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{
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Logger::error("Display refresh rate change failed");
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return false;
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}
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// Any change only works in real fullscreen mode!
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if(SDL_SetWindowFullscreen(myWindow, SDL_WINDOW_FULLSCREEN) != 0)
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{
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Logger::error("Display fullscreen change failed");
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return false;
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}
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ostringstream msg;
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msg << "Display refresh rate changed from " << currentRefreshRate << "Hz to "
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<< closestSdlMode.refresh_rate << "Hz";
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Logger::info(msg.str());
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return true;
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}
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}
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// Only change if the display supports a better refresh rate
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return currentRefreshRate != closestSdlMode.refresh_rate;
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}
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return false;
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}
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@ -469,6 +459,34 @@ bool FrameBufferSDL2::fullScreen() const
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#endif
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}
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int FrameBufferSDL2::refreshRate() const
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{
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ASSERT_MAIN_THREAD;
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const uInt32 displayIndex = SDL_GetWindowDisplayIndex(myWindow);
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SDL_DisplayMode sdlMode;
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if(SDL_GetCurrentDisplayMode(displayIndex, &sdlMode) == 0)
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return sdlMode.refresh_rate;
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if (myWindow != NULL)
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Logger::error("Could not retrieve current display mode");
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return 0;
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}
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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int FrameBufferSDL2::gameRefreshRate() const
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{
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if(myOSystem.hasConsole())
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{
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const string format = myOSystem.console().getFormatString();
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const bool isNtsc = format == "NTSC" || format == "PAL60" || format == "SECAM60";
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return isNtsc ? 60 : 50; // TODO: check for multiples e.g. 120/100 too
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}
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return 60;
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}
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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void FrameBufferSDL2::renderToScreen()
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{
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@ -183,11 +183,11 @@ class FrameBufferSDL2 : public FrameBuffer
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/**
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Adapt display refresh rate to game refresh rate in (real) fullscreen mode
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Checks if the display refresh rate should be adapted to game refresh rate in (real) fullscreen mode
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@return True if the refresh rate was changed
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@return True if the refresh rate should be changed
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*/
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bool adaptRefreshRate();
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bool adaptRefreshRate(Int32 displayIndex, SDL_DisplayMode& closestSdlMode);
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/**
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This method is called to create a surface with the given attributes.
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@ -241,6 +241,16 @@ class FrameBufferSDL2 : public FrameBuffer
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*/
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void determineDimensions();
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/**
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Retrieve the current display's refresh rate, or 0 if no window
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*/
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int refreshRate() const override;
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/**
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Retrieve the current game's refresh rate, or 60 if no game
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*/
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int gameRefreshRate() const;
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private:
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// The SDL video buffer
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SDL_Window* myWindow{nullptr};
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@ -993,7 +993,15 @@ void FrameBuffer::toggleFullscreen(bool toggle)
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setFullscreen(isFullscreen);
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showMessage(string("Fullscreen ") + (isFullscreen ? "enabled" : "disabled"));
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ostringstream msg;
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msg << "Fullscreen ";
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if(isFullscreen)
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msg << "enabled (" << refreshRate() << " Hz)";
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else
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msg << "disabled";
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showMessage(msg.str());
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}
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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@ -518,6 +518,11 @@ class FrameBuffer
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*/
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virtual string about() const = 0;
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/**
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Retrieve the current display's refresh rate
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*/
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virtual int refreshRate() const { return 0; }
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protected:
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// The parent system for the framebuffer
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OSystem& myOSystem;
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@ -52,9 +52,9 @@ Settings::Settings()
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setPermanent("tia.zoom", "3");
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setPermanent("fullscreen", "false");
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setPermanent("tia.fs_stretch", "false");
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setPermanent("tia.fs_refresh", "false");
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setPermanent("tia.fs_overscan", "0");
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setPermanent("tia.vsizeadjust", 0);
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setPermanent("tia.refresh", "false");
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setPermanent("tia.dbgcolors", "roygpb");
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// Palette options
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setPermanent("palette", PaletteHandler::SETTING_STANDARD);
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@ -442,6 +442,7 @@ void Settings::usage() const
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<< " -tia.inter <1|0> Enable interpolated (smooth) scaling for TIA\n"
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<< " image\n"
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<< " -tia.fs_stretch <1|0> Stretch TIA image to fill fullscreen mode\n"
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<< " -tia.fs_refresh <1|0> Try to adapt display refresh rate to game\n"
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<< " -tia.fs_overscan <0-10> Add overscan to TIA image in fullscreen mode\n"
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<< " -tia.dbgcolors <string> Debug colors to use for each object (see manual\n"
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<< " for description)\n"
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@ -149,29 +149,23 @@ void VideoAudioDialog::addDisplayTab()
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wid.push_back(myFullscreen);
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ypos += lineHeight + VGAP;
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/*pwidth = font.getStringWidth("0: 3840x2860@120Hz");
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myFullScreenMode = new PopUpWidget(myTab, font, xpos + INDENT + 2, ypos, pwidth, lineHeight,
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instance().frameBuffer().supportedScreenModes(), "Mode ");
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wid.push_back(myFullScreenMode);
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ypos += lineHeight + VGAP;*/
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// FS stretch
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myUseStretch = new CheckboxWidget(myTab, _font, xpos + INDENT, ypos + 1, "Stretch");
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wid.push_back(myUseStretch);
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// Adapt refresh rate
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ypos += lineHeight + VGAP;
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myRefreshAdapt = new CheckboxWidget(myTab, _font, xpos + INDENT, ypos + 1, "Adapt display refresh rate");
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wid.push_back(myRefreshAdapt);
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// FS overscan
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ypos += lineHeight + VGAP;
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myTVOverscan = new SliderWidget(myTab, _font, xpos + INDENT, ypos - 1, swidth, lineHeight,
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"Overscan", lwidth - INDENT, kOverscanChanged, fontWidth * 3, "%");
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myTVOverscan->setMinValue(0); myTVOverscan->setMaxValue(10);
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myTVOverscan->setTickmarkIntervals(2);
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wid.push_back(myTVOverscan);
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// Adapt refresh rate
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ypos += lineHeight + VGAP;
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myRefreshAdjust = new CheckboxWidget(myTab, _font, xpos + INDENT, ypos + 1, "Adapt refresh rate");
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wid.push_back(myRefreshAdjust);
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// Vertical size
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ypos += lineHeight + VGAP;
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myVSizeAdjust =
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@ -490,10 +484,10 @@ void VideoAudioDialog::loadConfig()
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myFullScreenMode->setSelected(mode);*/
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// Fullscreen stretch setting
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myUseStretch->setState(instance().settings().getBool("tia.fs_stretch"));
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// Adapt refresh rate
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myRefreshAdapt->setState(instance().settings().getBool("tia.fs_refresh"));
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// Fullscreen overscan setting
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myTVOverscan->setValue(instance().settings().getInt("tia.fs_overscan"));
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// Adapt refresh rate
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myRefreshAdjust->setState(instance().settings().getBool("tia.refresh"));
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handleFullScreenChange();
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// Aspect ratio setting (NTSC and PAL)
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@ -603,10 +597,10 @@ void VideoAudioDialog::saveConfig()
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instance().settings().setValue("fullscreen", myFullscreen->getState());
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// Fullscreen stretch setting
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instance().settings().setValue("tia.fs_stretch", myUseStretch->getState());
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// Adapt refresh rate
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instance().settings().setValue("tia.fs_refresh", myRefreshAdapt->getState());
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// Fullscreen overscan
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instance().settings().setValue("tia.fs_overscan", myTVOverscan->getValueLabel());
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// Adapt refresh rate
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instance().settings().setValue("tia.refresh", myRefreshAdjust->getState());
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// TIA zoom levels
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instance().settings().setValue("tia.zoom", myTIAZoom->getValue() / 100.0);
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@ -718,8 +712,8 @@ void VideoAudioDialog::setDefaults()
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myFullscreen->setState(false);
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//myFullScreenMode->setSelectedIndex(0);
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myUseStretch->setState(false);
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myRefreshAdapt->setState(false);
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myTVOverscan->setValue(0);
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myRefreshAdjust->setState(false);
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myTIAZoom->setValue(300);
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myVSizeAdjust->setValue(0);
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@ -844,8 +838,8 @@ void VideoAudioDialog::handleFullScreenChange()
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{
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bool enable = myFullscreen->getState();
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myUseStretch->setEnabled(enable);
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myRefreshAdapt->setEnabled(enable);
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myTVOverscan->setEnabled(enable);
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myRefreshAdjust->setEnabled(enable);
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}
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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@ -71,10 +71,9 @@ class VideoAudioDialog : public Dialog
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PopUpWidget* myRenderer{nullptr};
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CheckboxWidget* myTIAInterpolate{nullptr};
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CheckboxWidget* myFullscreen{nullptr};
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//PopUpWidget* myFullScreenMode;
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CheckboxWidget* myUseStretch{nullptr};
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SliderWidget* myTVOverscan{nullptr};
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CheckboxWidget* myRefreshAdjust{nullptr};
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CheckboxWidget* myRefreshAdapt{nullptr};
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SliderWidget* myTIAZoom{nullptr};
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SliderWidget* myVSizeAdjust{nullptr};
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