experimenting with not clearing the framebuffer during emulation

added rounded bezel auto-detection and handling
This commit is contained in:
thrust26 2023-08-27 10:16:45 +02:00
parent 37422a838f
commit bd778e3c2b
11 changed files with 90 additions and 21 deletions

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@ -63,6 +63,19 @@ const string Bezel::getName(int& index) const
return "";
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
bool Bezel::checkPixel(uInt32 x, uInt32 y) const
{
uInt32 *pixels{nullptr}, pitch;
uInt8 r, g, b, a;
mySurface->basePtr(pixels, pitch);
pixels += x + y * pitch;
myFB.getRGBA(*pixels, &r, &g, &b, &a);
return a != 0; // pixel is not fully transparent
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
uInt32 Bezel::borderSize(uInt32 x, uInt32 y, uInt32 size, Int32 step) const
{
@ -136,6 +149,7 @@ bool Bezel::load()
const Int32 w = mySurface->width();
const Int32 h = mySurface->height();
uInt32 top, bottom, left, right;
bool isRounded;
if(settings.getBool("bezel.win.auto"))
{
@ -148,6 +162,12 @@ bool Bezel::load()
yCenter = (bottom + top) >> 1;
left = borderSize(0, yCenter, w, 1);
right = w - 1 - borderSize(w - 1, yCenter, w, -1);
// Check if pixels close to the borders are not fully transparent
isRounded = checkPixel(left + w / 100, top + h / 100)
|| checkPixel(right - w / 100, top + h / 100)
|| checkPixel(left + w / 100, bottom - h / 100)
|| checkPixel(right - w / 100, bottom - h / 100);
}
else
{
@ -159,14 +179,15 @@ bool Bezel::load()
right = w - 1 - std::min(w - 1, static_cast<Int32>(w * settings.getInt("bezel.win.right") / 100. + .5));
top = std::min(h - 1, static_cast<Int32>(h * settings.getInt("bezel.win.top") / 100. + .5));
bottom = h - 1 - std::min(h - 1, static_cast<Int32>(h * settings.getInt("bezel.win.bottom") / 100. + .5));
isRounded = settings.getBool("bezel.win.rounded");
}
//cerr << (int)(right - left + 1) << " x " << (int)(bottom - top + 1) << " = "
// << double((int)(right - left + 1)) / double((int)(bottom - top + 1));
// << double((int)(right - left + 1)) / double((int)(bottom - top + 1)) << endl;
// Disable bezel is no transparent window was found
if (left < right && top < bottom)
myInfo = Info(Common::Size(w, h), Common::Rect(left, top, right, bottom));
myInfo = Info(Common::Size(w, h), Common::Rect(left, top, right + 1, bottom + 1), isRounded);
else
myInfo = Info();
}
@ -188,6 +209,11 @@ void Bezel::apply()
std::min(myFB.screenSize().h,
static_cast<uInt32>(std::round(myFB.imageRect().h() * myInfo.ratioH())));
//cerr << myInfo.ratioW() << ", " << myInfo.ratioH() << endl;
//cerr << myInfo.size() << "; " << myInfo.window() << endl;
//cerr << myFB.imageRect().size() << "; " << std::round(imageW * myInfo.ratioW()) << endl;
//cerr << "dbl: " << bezelW << " x " << bezelH << endl;
// Position and scale bezel
mySurface->setDstSize(bezelW, bezelH);
mySurface->setDstPos((myFB.screenSize().w - bezelW) / 2, // center
@ -204,11 +230,22 @@ void Bezel::apply()
else
if(mySurface)
mySurface->setVisible(false);
// If the bezel window is not rounded, it has to be rendered only once for each buffer
if(mySurface && !myInfo.isRounded())
myRenderCount = 2; // double buffering
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void Bezel::render()
void Bezel::render(bool force)
{
if(mySurface)
if(myRenderCount)
{
force = true;
myRenderCount--;
}
// Only bezels with rounded windows have to be rendered each frame
if(mySurface && (myInfo.isRounded() || force))
mySurface->render();
}

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@ -65,15 +65,17 @@ class Bezel
bool _isShown{false}; // Is bezel shown?
Common::Size _size{1, 1}; // Bezel size
Common::Rect _window{1, 1}; // Area of transparent TIA window inside bezel
bool _isRounded{false}; // true, if the bezel window has rounded corners
public:
explicit Info() = default;
explicit Info(Common::Size size, Common::Rect window)
: _isShown{true}, _size{size}, _window{window} { }
explicit Info(const Common::Size& size, const Common::Rect& window, bool isRounded)
: _isShown{true}, _size{size}, _window{window}, _isRounded{isRounded} { }
bool isShown() const { return _isShown; }
Common::Size size() const { return _size; }
Common::Rect window() const { return _window; }
const Common::Size& size() const { return _size; }
const Common::Rect& window() const { return _window; }
bool isRounded() const { return _isRounded; }
// Ratios between bezel sizes and TIA window sizes
double ratioW() const { return static_cast<double>(size().w) / window().w(); }
@ -83,12 +85,20 @@ class Bezel
// Structure access methods
const Info& info() const { return myInfo; }
bool isShown() const { return myInfo.isShown(); }
Common::Size size() const { return myInfo.size(); }
Common::Rect window() const { return myInfo.window(); }
const Common::Size& size() const { return myInfo.size(); }
const Common::Rect& window() const { return myInfo.window(); }
bool isRounded() const { return myInfo.isRounded(); }
// Ratio between bezel size and TIA window size
double ratioW() const { return myInfo.ratioW(); }
double ratioH() const { return myInfo.ratioH(); }
/*
Check if a pixel is not fully transparent.
@return true, if pixel is not fully transparent
*/
bool checkPixel(uInt32 x, uInt32 y) const;
/*
Calculate size of a bezel border.
*/
@ -107,7 +117,7 @@ class Bezel
/*
Render bezel surface
*/
void render();
void render(bool force);
private:
/*
@ -125,6 +135,8 @@ class Bezel
// The bezel surface which blends over the TIA surface
shared_ptr<FBSurface> mySurface;
uInt32 myRenderCount{0};
// Bezel info structure
Info myInfo;

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@ -63,6 +63,8 @@ const VideoModeHandler::Mode&
// First calculate maximum zoom that keeps aspect ratio
const double scaleX = static_cast<double>(myImage.w) / (myDisplay.w / bezelInfo.ratioW()),
scaleY = static_cast<double>(myImage.h) / (myDisplay.h / bezelInfo.ratioH());
// Note: Since the scale value may differ, the bezel may not be scaled to fully size.
// One value might be tiny bit smaller.
double zoom = 1. / std::max(scaleX, scaleY);
// When aspect ratio correction is off, we want pixel-exact images,
@ -114,7 +116,7 @@ VideoModeHandler::Mode::Mode(uInt32 iw, uInt32 ih, uInt32 sw, uInt32 sh,
: screenS{sw, sh},
stretch{smode},
description{desc},
zoom{zoomLevel}, //hZoom{zoomLevel}, vZoom{zoomLevel},
zoom{zoomLevel},
fsIndex{fsindex}
{
// Now resize based on windowed/fullscreen mode and stretch factor

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@ -588,7 +588,7 @@ void FrameBuffer::updateInEmulationMode(float framesPerSecond)
// We don't worry about selective rendering here; the rendering
// always happens at the full framerate
renderTIA();
renderTIA(false);
// Show frame statistics
if(myStatsMsg.enabled)
@ -967,7 +967,7 @@ void FrameBuffer::renderTIA(bool doClear, bool shade)
myTIASurface->render(shade);
if(myBezel)
myBezel->render();
myBezel->render(doClear); // force rendering if framebuffer was cleared
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

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@ -69,6 +69,7 @@ Settings::Settings()
setPermanent("bezel.win.right", "12");
setPermanent("bezel.win.top", "0");
setPermanent("bezel.win.bottom", "0");
setPermanent("bezel.win.rounded", "false");
// TIA specific options
setPermanent("tia.inter", "false");
setPermanent("tia.zoom", "3");
@ -554,6 +555,7 @@ void Settings::usage()
<< " -bezel.win.right <0-40> Set right bezel window position [%]\n"
<< " -bezel.win.top <0-40> Set top bezel window position [%]\n"
<< " -bezel.win.bottom <0-40> Set bottom bezel window position [%]\n"
<< " -bezel.win.rounded <1|0> Set if the bezel window has rounded borders\n"
<< endl
#ifdef SOUND_SUPPORT
<< " -audio.enabled <1|0> Enable audio\n"

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@ -519,6 +519,13 @@ void VideoAudioDialog::addBezelTab()
myWinBottomSlider->setTickmarkIntervals(4);
wid.push_back(myWinBottomSlider);
// Mark bezel windows as rounded (requires rendering each frame)
ypos += lineHeight + VGAP;
myBezelWinRounded = new CheckboxWidget(myTab, _font, xpos, ypos,
"Rounded borders");
myBezelWinRounded->setToolTip("Enable if the bezel window has rounded borders");
wid.push_back(myBezelWinRounded);
// Add items for tab 4
addToFocusList(wid, myTab, tabID);
@ -775,6 +782,7 @@ void VideoAudioDialog::loadConfig()
myWinRightSlider->setValue(settings.getInt("bezel.win.right"));
myWinTopSlider->setValue(settings.getInt("bezel.win.top"));
myWinBottomSlider->setValue(settings.getInt("bezel.win.bottom"));
myBezelWinRounded->setState(settings.getBool("bezel.win.rounded"));
handleBezelChange();
/////////////////////////////////////////////////////////////////////////////
@ -910,6 +918,7 @@ void VideoAudioDialog::saveConfig()
settings.setValue("bezel.win.right", myWinRightSlider->getValueLabel());
settings.setValue("bezel.win.top", myWinTopSlider->getValueLabel());
settings.setValue("bezel.win.bottom", myWinBottomSlider->getValueLabel());
settings.setValue("bezel.win.rounded", myBezelWinRounded->getState());
// Note: The following has to happen after all video related setting have been saved
if(instance().hasConsole())
@ -1228,6 +1237,7 @@ void VideoAudioDialog::handleBezelChange()
myWinRightSlider->setEnabled(enable && nonAuto);
myWinTopSlider->setEnabled(enable && nonAuto);
myWinBottomSlider->setEnabled(enable && nonAuto);
myBezelWinRounded->setEnabled(enable && nonAuto);
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

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@ -140,6 +140,7 @@ class VideoAudioDialog : public Dialog
SliderWidget* myWinRightSlider{nullptr};
SliderWidget* myWinTopSlider{nullptr};
SliderWidget* myWinBottomSlider{nullptr};
CheckboxWidget* myBezelWinRounded{nullptr};
// Audio
CheckboxWidget* mySoundEnableCheckbox{nullptr};

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5
test/bezels/readme.txt Normal file
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@ -0,0 +1,5 @@
The bezels test some features of Stella's bezel code:
- Combat uses a rounded bezel, this should be autodetected and the bezel rendered each frame
- River Raid uses a non-rounded bezel, this should be autodetected and the bezel rendered only when loading it
- default should be used a fallback for all games, it has wide borders and tests the correct window position and the scaling