mirror of https://github.com/stella-emu/stella.git
Some minor cleanups to the OpenGL class. I still need to figure out
how to integrate phosphor mode with Blargg filtering. git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@2475 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
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@ -44,13 +44,10 @@ FBSurfaceGL::FBSurfaceGL(FrameBufferGL& buffer, uInt32 width, uInt32 height)
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// Based on experimentation, the following are the fastest 16-bit
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// formats for OpenGL (on all platforms)
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myTexture = SDL_CreateRGBSurface(SDL_SWSURFACE,
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myTexWidth, myTexHeight, 16,
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#ifdef HAVE_GL_BGRA
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0x00007c00, 0x000003e0, 0x0000001f, 0x00000000);
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#else
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0x0000f800, 0x000007c0, 0x0000003e, 0x00000000);
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#endif
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myTexture = SDL_CreateRGBSurface(SDL_SWSURFACE, myTexWidth, myTexHeight, 16,
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myFB.myPixelFormat.Rmask, myFB.myPixelFormat.Gmask,
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myFB.myPixelFormat.Bmask, 0x00000000);
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myPitch = myTexture->pitch >> 1;
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// Associate the SDL surface with a GL texture object
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@ -261,11 +258,7 @@ void FBSurfaceGL::update()
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myGL.ActiveTexture(GL_TEXTURE0);
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myGL.BindTexture(GL_TEXTURE_2D, myTexID);
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myGL.TexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, myTexWidth, myTexHeight,
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#ifdef HAVE_GL_BGRA
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GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV,
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#else
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GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1,
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#endif
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myTexture->pixels);
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myGL.EnableClientState(GL_VERTEX_ARRAY);
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@ -321,13 +314,8 @@ void FBSurfaceGL::reload()
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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.TexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
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myTexWidth, myTexHeight, 0,
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#ifdef HAVE_GL_BGRA
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myGL.TexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, myTexWidth, myTexHeight, 0,
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GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV,
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#else
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GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1,
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#endif
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myTexture->pixels);
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// Cache vertex and texture coordinates using vertex buffer object
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@ -47,13 +47,10 @@ FBSurfaceTIA::FBSurfaceTIA(FrameBufferGL& buffer)
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// Based on experimentation, the following are the fastest 16-bit
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// formats for OpenGL (on all platforms)
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myTexture = SDL_CreateRGBSurface(SDL_SWSURFACE,
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myTexWidth, myTexHeight, 16,
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#ifdef HAVE_GL_BGRA
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0x00007c00, 0x000003e0, 0x0000001f, 0x00000000);
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#else
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0x0000f800, 0x000007c0, 0x0000003e, 0x00000000);
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#endif
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myTexture = SDL_CreateRGBSurface(SDL_SWSURFACE, myTexWidth, myTexHeight, 16,
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myFB.myPixelFormat.Rmask, myFB.myPixelFormat.Gmask,
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myFB.myPixelFormat.Bmask, 0x00000000);
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myPitch = myTexture->pitch >> 1;
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}
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@ -134,31 +131,22 @@ void FBSurfaceTIA::update()
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case FrameBufferGL::kBlarggNTSC:
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{
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#ifdef HAVE_GL_BGRA
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myFB.myNTSCFilter.blit_1555
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#else
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myFB.myNTSCFilter.blit_5551
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#endif
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(currentFrame, width, height, buffer, myTexture->pitch);
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break;
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}
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}
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// Texturemap complete texture to surface so we have free scaling
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// and antialiasing
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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.TexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, myTexWidth, myTexHeight,
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#ifdef HAVE_GL_BGRA
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GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV,
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#else
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GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1,
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#endif
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myTexture->pixels);
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myGL.EnableClientState(GL_VERTEX_ARRAY);
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myGL.EnableClientState(GL_TEXTURE_COORD_ARRAY);
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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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@ -238,13 +226,8 @@ void FBSurfaceTIA::reload()
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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.TexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
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myTexWidth, myTexHeight, 0,
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#ifdef HAVE_GL_BGRA
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myGL.TexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, myTexWidth, myTexHeight, 0,
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GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV,
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#else
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GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1,
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#endif
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myTexture->pixels);
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// Scanline texture (@ index 1)
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@ -254,17 +237,10 @@ void FBSurfaceTIA::reload()
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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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#ifdef HAVE_GL_BGRA
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static uInt16 const scanline[4] = { 0x0000, 0x0000, 0x8000, 0x0000 };
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myGL.TexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 2, 0,
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GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV,
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scanline);
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#else
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static uInt16 const scanline[4] = { 0x0000, 0x0000, 0x0001, 0x0000 };
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myGL.TexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 2, 0,
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GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1,
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scanline);
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#endif
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// Cache vertex and texture coordinates using vertex buffer object
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if(myFB.myVBOAvailable)
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@ -42,7 +42,6 @@ FrameBufferGL::FrameBufferGL(OSystem* osystem)
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: FrameBuffer(osystem),
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myFilterType(kNone),
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myTiaSurface(NULL),
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myFilterParamName("GL_NEAREST"),
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myDirtyFlag(true)
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{
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// We need a pixel format for palette value calculations
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@ -50,11 +49,8 @@ FrameBufferGL::FrameBufferGL(OSystem* osystem)
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// since the structure may be needed before any FBSurface's have
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// been created
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SDL_Surface* s = SDL_CreateRGBSurface(SDL_SWSURFACE, 1, 1, 16,
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#ifdef HAVE_GL_BGRA
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0x00007c00, 0x000003e0, 0x0000001f, 0x00000000);
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#else
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0x0000f800, 0x000007c0, 0x0000003e, 0x00000000);
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#endif
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myPixelFormat = *(s->format);
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SDL_FreeSurface(s);
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}
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@ -168,10 +164,10 @@ bool FrameBufferGL::initSubsystem(VideoMode& mode)
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return false;
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// Now check to see what color components were actually created
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SDL_GL_GetAttribute( SDL_GL_RED_SIZE, (int*)&myRGB[0] );
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SDL_GL_GetAttribute( SDL_GL_GREEN_SIZE, (int*)&myRGB[1] );
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SDL_GL_GetAttribute( SDL_GL_BLUE_SIZE, (int*)&myRGB[2] );
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SDL_GL_GetAttribute( SDL_GL_ALPHA_SIZE, (int*)&myRGB[3] );
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SDL_GL_GetAttribute( SDL_GL_RED_SIZE, &myRGB[0] );
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SDL_GL_GetAttribute( SDL_GL_GREEN_SIZE, &myRGB[1] );
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SDL_GL_GetAttribute( SDL_GL_BLUE_SIZE, &myRGB[2] );
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SDL_GL_GetAttribute( SDL_GL_ALPHA_SIZE, &myRGB[3] );
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return true;
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}
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@ -186,15 +182,9 @@ string FrameBufferGL::about() const
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<< " Version: " << p_gl.GetString(GL_VERSION) << endl
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<< " Color: " << myDepth << " bit, " << myRGB[0] << "-"
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<< myRGB[1] << "-" << myRGB[2] << "-" << myRGB[3] << ", "
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#ifdef HAVE_GL_BGRA
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<< "GL_BGRA" << endl
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#else
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<< "GL_RGBA" << endl
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#endif
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<< " Filter: " << myFilterParamName << endl
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<< " Extensions: ";
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if(myVBOAvailable) out << "VBO ";
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out << endl;
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<< " Extensions: VBO " << (myVBOAvailable ? "enabled" : "disabled")
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<< endl;
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return out.str();
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}
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@ -286,13 +276,7 @@ bool FrameBufferGL::setVidMode(VideoMode& mode)
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// Load OpenGL function pointers
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if(loadFuncs(kGL_BASIC))
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{
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// Grab OpenGL version number
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string version((const char *)p_gl.GetString(GL_VERSION));
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myGLVersion = atof(version.substr(0, 3).c_str());
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myVBOAvailable = myOSystem->settings().getBool("gl_vbo") && loadFuncs(kGL_VBO);
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}
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else
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return false;
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@ -311,7 +295,7 @@ bool FrameBufferGL::setVidMode(VideoMode& mode)
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p_gl.Ortho(0.0, mode.screen_w, mode.screen_h, 0.0, -1.0, 1.0);
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p_gl.MatrixMode(GL_MODELVIEW);
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p_gl.LoadIdentity();
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p_gl.Translatef(0.375, 0.375, 0.0);
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p_gl.Translatef(0.375, 0.375, 0.0); // fix scanline mis-draw issues
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//cerr << "dimensions: " << (fullScreen() ? "(full)" : "") << endl << mode << endl;
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@ -426,8 +410,8 @@ void FrameBufferGL::enableScanlineInterpolation(bool enable)
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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void FrameBufferGL::setTIAPalette(const uInt32* palette)
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{
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myTiaSurface->setTIAPalette(palette);
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FrameBuffer::setTIAPalette(palette);
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myTiaSurface->setTIAPalette(palette);
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}
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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@ -454,9 +438,6 @@ void FrameBufferGL::scanline(uInt32 row, uInt8* data) const
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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bool FrameBufferGL::myLibraryLoaded = false;
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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float FrameBufferGL::myGLVersion = 0.0;
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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bool FrameBufferGL::myVBOAvailable = false;
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@ -34,12 +34,6 @@ class TIA;
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#include "bspf.hxx"
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#include "FrameBuffer.hxx"
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// Make sure we have access to the most common pixel format
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// (it isn't available in certain versions of OpenGL ES
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#if defined(GL_BGRA) && defined(GL_UNSIGNED_SHORT_1_5_5_5_REV)
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#define HAVE_GL_BGRA
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#endif
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/**
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This class implements an SDL OpenGL framebuffer.
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*/
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static bool loadLibrary(const string& library);
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/**
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Return version of the OpenGL library found by the OSystem
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(0 indicates that the libary was not loaded successfully).
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This will not return a valid version number until setVidMode()
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has been called at least once.
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*/
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static float glVersion() { return myGLVersion; }
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//////////////////////////////////////////////////////////////////////
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// The following are derived from public methods in FrameBuffer.hxx
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//////////////////////////////////////////////////////////////////////
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uInt32 myDepth;
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// The size of color components for OpenGL
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uInt32 myRGB[4];
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// The name of the texture filtering to use
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string myFilterParamName;
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Int32 myRGB[4];
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// Indicates that the texture has been modified, and should be redrawn
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bool myDirtyFlag;
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@ -245,9 +228,6 @@ class FrameBufferGL : public FrameBuffer
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// Indicates if the OpenGL library has been properly loaded
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static bool myLibraryLoaded;
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// Indicates the OpenGL version found (0 indicates none)
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static float myGLVersion;
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// Indicates whether Vertex Buffer Objects (VBO) are available
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static bool myVBOAvailable;
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