mirror of https://github.com/stella-emu/stella.git
The OpenGL code now uses 32-bit textures. This is required for
blending in conjunction with phosphor effect. For the Chetiry scheme, when loading or saving the 64 byte score table, we now ignore the first 4 bytes (as specified by the documentation). These 4 bytes/addresses are actually a type of hotspot. git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@2489 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
This commit is contained in:
parent
4281ac2436
commit
ad8dd1d27e
|
@ -66,18 +66,18 @@ FBSurfaceGL::~FBSurfaceGL()
|
|||
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
||||
void FBSurfaceGL::hLine(uInt32 x, uInt32 y, uInt32 x2, uInt32 color)
|
||||
{
|
||||
uInt16* buffer = (uInt16*) myTexture->pixels + y * myPitch + x;
|
||||
uInt32* buffer = (uInt32*) myTexture->pixels + y * myPitch + x;
|
||||
while(x++ <= x2)
|
||||
*buffer++ = (uInt16) myFB.myDefPalette[color];
|
||||
*buffer++ = (uInt32) myFB.myDefPalette[color];
|
||||
}
|
||||
|
||||
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
||||
void FBSurfaceGL::vLine(uInt32 x, uInt32 y, uInt32 y2, uInt32 color)
|
||||
{
|
||||
uInt16* buffer = (uInt16*) myTexture->pixels + y * myPitch + x;
|
||||
uInt32* buffer = (uInt32*) myTexture->pixels + y * myPitch + x;
|
||||
while(y++ <= y2)
|
||||
{
|
||||
*buffer = (uInt16) myFB.myDefPalette[color];
|
||||
*buffer = (uInt32) myFB.myDefPalette[color];
|
||||
buffer += myPitch;
|
||||
}
|
||||
}
|
||||
|
@ -126,7 +126,7 @@ void FBSurfaceGL::drawChar(const GUI::Font& font, uInt8 chr,
|
|||
}
|
||||
|
||||
const uInt16* tmp = desc.bits + (desc.offset ? desc.offset[chr] : (chr * desc.fbbh));
|
||||
uInt16* buffer = (uInt16*) myTexture->pixels +
|
||||
uInt32* buffer = (uInt32*) myTexture->pixels +
|
||||
(ty + desc.ascent - bby - bbh) * myPitch +
|
||||
tx + bbx;
|
||||
|
||||
|
@ -137,7 +137,7 @@ void FBSurfaceGL::drawChar(const GUI::Font& font, uInt8 chr,
|
|||
|
||||
for(int x = 0; x < bbw; x++, mask >>= 1)
|
||||
if(ptr & mask)
|
||||
buffer[x] = (uInt16) myFB.myDefPalette[color];
|
||||
buffer[x] = (uInt32) myFB.myDefPalette[color];
|
||||
|
||||
buffer += myPitch;
|
||||
}
|
||||
|
@ -147,14 +147,14 @@ void FBSurfaceGL::drawChar(const GUI::Font& font, uInt8 chr,
|
|||
void FBSurfaceGL::drawBitmap(uInt32* bitmap, uInt32 tx, uInt32 ty,
|
||||
uInt32 color, uInt32 h)
|
||||
{
|
||||
uInt16* buffer = (uInt16*) myTexture->pixels + ty * myPitch + tx;
|
||||
uInt32* buffer = (uInt32*) myTexture->pixels + ty * myPitch + tx;
|
||||
|
||||
for(uInt32 y = 0; y < h; ++y)
|
||||
{
|
||||
uInt32 mask = 0xF0000000;
|
||||
for(uInt32 x = 0; x < 8; ++x, mask >>= 4)
|
||||
if(bitmap[y] & mask)
|
||||
buffer[x] = (uInt16) myFB.myDefPalette[color];
|
||||
buffer[x] = (uInt32) myFB.myDefPalette[color];
|
||||
|
||||
buffer += myPitch;
|
||||
}
|
||||
|
@ -163,10 +163,10 @@ void FBSurfaceGL::drawBitmap(uInt32* bitmap, uInt32 tx, uInt32 ty,
|
|||
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
||||
void FBSurfaceGL::drawPixels(uInt32* data, uInt32 tx, uInt32 ty, uInt32 numpixels)
|
||||
{
|
||||
uInt16* buffer = (uInt16*) myTexture->pixels + ty * myPitch + tx;
|
||||
uInt32* buffer = (uInt32*) myTexture->pixels + ty * myPitch + tx;
|
||||
|
||||
for(uInt32 i = 0; i < numpixels; ++i)
|
||||
*buffer++ = (uInt16) data[i];
|
||||
*buffer++ = (uInt32) data[i];
|
||||
}
|
||||
|
||||
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
||||
|
@ -257,7 +257,7 @@ void FBSurfaceGL::update()
|
|||
myGL.ActiveTexture(GL_TEXTURE0);
|
||||
myGL.BindTexture(GL_TEXTURE_2D, myTexID);
|
||||
myGL.TexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, myTexWidth, myTexHeight,
|
||||
GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV,
|
||||
GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV,
|
||||
myTexture->pixels);
|
||||
|
||||
myGL.EnableClientState(GL_VERTEX_ARRAY);
|
||||
|
@ -313,8 +313,8 @@ void FBSurfaceGL::reload()
|
|||
myGL.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
|
||||
// Create the texture in the most optimal format
|
||||
myGL.TexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, myTexWidth, myTexHeight, 0,
|
||||
GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV,
|
||||
myGL.TexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, myTexWidth, myTexHeight, 0,
|
||||
GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV,
|
||||
myTexture->pixels);
|
||||
|
||||
// Cache vertex and texture coordinates using vertex buffer object
|
||||
|
|
|
@ -87,7 +87,7 @@ void FBSurfaceTIA::update()
|
|||
uInt8* previousFrame = myTIA->previousFrameBuffer();
|
||||
uInt32 width = myTIA->width();
|
||||
uInt32 height = myTIA->height();
|
||||
uInt16* buffer = (uInt16*) myTexture->pixels;
|
||||
uInt32* buffer = (uInt32*) myTexture->pixels;
|
||||
|
||||
// TODO - Eventually 'phosphor' won't be a separate mode, and will become
|
||||
// a post-processing filter by blending several frames.
|
||||
|
@ -101,7 +101,7 @@ void FBSurfaceTIA::update()
|
|||
{
|
||||
uInt32 pos = screenofsY;
|
||||
for(uInt32 x = 0; x < width; ++x)
|
||||
buffer[pos++] = (uInt16) myFB.myDefPalette[currentFrame[bufofsY + x]];
|
||||
buffer[pos++] = (uInt32) myFB.myDefPalette[currentFrame[bufofsY + x]];
|
||||
|
||||
bufofsY += width;
|
||||
screenofsY += myPitch;
|
||||
|
@ -119,7 +119,7 @@ void FBSurfaceTIA::update()
|
|||
for(uInt32 x = 0; x < width; ++x)
|
||||
{
|
||||
const uInt32 bufofs = bufofsY + x;
|
||||
buffer[pos++] = (uInt16)
|
||||
buffer[pos++] = (uInt32)
|
||||
myFB.myAvgPalette[currentFrame[bufofs]][previousFrame[bufofs]];
|
||||
}
|
||||
bufofsY += width;
|
||||
|
@ -130,7 +130,7 @@ void FBSurfaceTIA::update()
|
|||
|
||||
case FrameBufferGL::kBlarggNTSC:
|
||||
{
|
||||
myFB.myNTSCFilter.blit_1555
|
||||
myFB.myNTSCFilter.blit_8888
|
||||
(currentFrame, width, height, buffer, myTexture->pitch);
|
||||
break;
|
||||
}
|
||||
|
@ -143,7 +143,7 @@ void FBSurfaceTIA::update()
|
|||
myGL.ActiveTexture(GL_TEXTURE0);
|
||||
myGL.BindTexture(GL_TEXTURE_2D, myTexID[0]);
|
||||
myGL.TexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, myTexWidth, myTexHeight,
|
||||
GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV,
|
||||
GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV,
|
||||
myTexture->pixels);
|
||||
|
||||
if(myFB.myVBOAvailable)
|
||||
|
@ -225,8 +225,8 @@ void FBSurfaceTIA::reload()
|
|||
myGL.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
|
||||
// Create the texture in the most optimal format
|
||||
myGL.TexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, myTexWidth, myTexHeight, 0,
|
||||
GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV,
|
||||
myGL.TexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, myTexWidth, myTexHeight, 0,
|
||||
GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV,
|
||||
myTexture->pixels);
|
||||
|
||||
// Scanline texture (@ index 1)
|
||||
|
@ -236,9 +236,9 @@ void FBSurfaceTIA::reload()
|
|||
myGL.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
myGL.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
|
||||
static uInt16 const scanline[4] = { 0x0000, 0x0000, 0x8000, 0x0000 };
|
||||
myGL.TexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 2, 0,
|
||||
GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV,
|
||||
static uInt32 const scanline[2] = { 0x00000000, 0xff000000 };
|
||||
myGL.TexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 2, 0,
|
||||
GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV,
|
||||
scanline);
|
||||
|
||||
// Cache vertex and texture coordinates using vertex buffer object
|
||||
|
|
|
@ -48,8 +48,8 @@ FrameBufferGL::FrameBufferGL(OSystem* osystem)
|
|||
// It's done this way (vs directly accessing a FBSurfaceGL object)
|
||||
// since the structure may be needed before any FBSurface's have
|
||||
// been created
|
||||
SDL_Surface* s = SDL_CreateRGBSurface(SDL_SWSURFACE, 1, 1, 16,
|
||||
0x00007c00, 0x000003e0, 0x0000001f, 0x00000000);
|
||||
SDL_Surface* s = SDL_CreateRGBSurface(SDL_SWSURFACE, 1, 1, 32,
|
||||
0x00ff0000, 0x0000ff00, 0x000000ff, 0xff000000);
|
||||
|
||||
myPixelFormat = *(s->format);
|
||||
SDL_FreeSurface(s);
|
||||
|
|
|
@ -423,8 +423,8 @@ void CartridgeCTY::loadScore(uInt8 index)
|
|||
{
|
||||
memset(scoreRAM, 0, 256);
|
||||
}
|
||||
// Grab 64B slice @ given index
|
||||
memcpy(myRAM, scoreRAM + (index << 6), 64);
|
||||
// Grab 60B slice @ given index (first 4 bytes are ignored)
|
||||
memcpy(myRAM+4, scoreRAM + (index << 6) + 4, 60);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -445,8 +445,8 @@ void CartridgeCTY::saveScore(uInt8 index)
|
|||
memset(scoreRAM, 0, 256);
|
||||
}
|
||||
|
||||
// Add 64B RAM to score table @ given index
|
||||
memcpy(scoreRAM + (index << 6), myRAM, 64);
|
||||
// Add 60B RAM to score table @ given index (first 4 bytes are ignored)
|
||||
memcpy(scoreRAM + (index << 6) + 4, myRAM+4, 60);
|
||||
|
||||
// Save score RAM
|
||||
serializer.reset();
|
||||
|
|
Loading…
Reference in New Issue