OK, second pass at FrameBufferGP2X class.

git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1168 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
This commit is contained in:
stephena 2006-12-03 01:13:45 +00:00
parent 8ef6d7032e
commit f48ea59ca6
4 changed files with 157 additions and 163 deletions

View File

@ -13,7 +13,7 @@
// See the file "license" for information on usage and redistribution of
// this file, and for a DISCLAIMER OF ALL WARRANTIES.
//
// $Id: FrameBufferSoft.hxx,v 1.36 2006-11-04 19:38:24 stephena Exp $
// $Id: FrameBufferSoft.hxx,v 1.37 2006-12-03 01:13:44 stephena Exp $
//============================================================================
#ifndef FRAMEBUFFER_SOFT_HXX
@ -35,7 +35,7 @@ class RectList;
This class implements an SDL software framebuffer.
@author Stephen Anthony
@version $Id: FrameBufferSoft.hxx,v 1.36 2006-11-04 19:38:24 stephena Exp $
@version $Id: FrameBufferSoft.hxx,v 1.37 2006-12-03 01:13:44 stephena Exp $
*/
class FrameBufferSoft : public FrameBuffer
{
@ -185,7 +185,7 @@ class FrameBufferSoft : public FrameBuffer
@param x X coordinate to translate
@param y Y coordinate to translate
*/
inline virtual void translateCoords(Int32* x, Int32* y);
virtual void translateCoords(Int32* x, Int32* y);
/**
This method adds a dirty rectangle

View File

@ -13,7 +13,7 @@
// See the file "license" for information on usage and redistribution of
// this file, and for a DISCLAIMER OF ALL WARRANTIES.
//
// $Id: FrameBuffer.cxx,v 1.102 2006-12-02 23:25:54 stephena Exp $
// $Id: FrameBuffer.cxx,v 1.103 2006-12-03 01:13:45 stephena Exp $
//============================================================================
#include <sstream>
@ -64,35 +64,35 @@ void FrameBuffer::initialize(const string& title, uInt32 width, uInt32 height,
myFrameRate = myOSystem->frameRate();
// Now (re)initialize the SDL video system
// These things only have to be done one per FrameBuffer creation
if(!isAlreadyInitialized)
{
Uint32 initflags = SDL_INIT_VIDEO | SDL_INIT_TIMER;
if(SDL_Init(initflags) < 0)
return;
// Set window title and icon
setWindowTitle(title);
setWindowIcon();
// Query the desktop size
// This is really the job of SDL
int dwidth = 0, dheight = 0;
myOSystem->getScreenDimensions(dwidth, dheight);
myDesktopDim.w = dwidth; myDesktopDim.h = dheight;
// Set fullscreen flag
mySDLFlags = myOSystem->settings().getBool("fullscreen") ? SDL_FULLSCREEN : 0;
// Get the aspect ratio for the display if it's been enabled
theAspectRatio = 1.0;
if(useAspect) setAspectRatio();
}
setWindowIcon();
// Erase old contents
cls();
// Query the desktop size
// This is really the job of SDL
int dwidth = 0, dheight = 0;
myOSystem->getScreenDimensions(dwidth, dheight);
myDesktopDim.w = dwidth; myDesktopDim.h = dheight;
// Set fullscreen flag
mySDLFlags = myOSystem->settings().getBool("fullscreen") ? SDL_FULLSCREEN : 0;
// Set window title
setWindowTitle(title);
// Get the aspect ratio for the display if it's been enabled
theAspectRatio = 1.0;
if(useAspect)
setAspectRatio();
// Set the available scalers for this framebuffer, based on current eventhandler
// state and the maximum size of a window for the current desktop
setAvailableScalers();
@ -106,14 +106,14 @@ void FrameBuffer::initialize(const string& title, uInt32 width, uInt32 height,
// And refresh the display
myOSystem->eventHandler().refreshDisplay();
// Set palette for GUI
for(int i = 0; i < kNumColors-256; i++)
myDefPalette[i+256] = mapRGB(ourGUIColors[i][0], ourGUIColors[i][1], ourGUIColors[i][2]);
// Enable unicode so we can see translated key events
// (lowercase vs. uppercase characters)
SDL_EnableUNICODE(1);
// Set palette for GUI
for(int i = 0; i < kNumColors-256; i++)
myDefPalette[i+256] = mapRGB(ourGUIColors[i][0], ourGUIColors[i][1], ourGUIColors[i][2]);
// Erase any messages from a previous run
myMessage.counter = 0;

View File

@ -13,7 +13,7 @@
// See the file "license" for information on usage and redistribution of
// this file, and for a DISCLAIMER OF ALL WARRANTIES.
//
// $Id: FrameBufferGP2X.cxx,v 1.1 2006-12-02 23:25:54 stephena Exp $
// $Id: FrameBufferGP2X.cxx,v 1.2 2006-12-03 01:13:45 stephena Exp $
//============================================================================
#include <SDL.h>
@ -93,6 +93,7 @@ bool FrameBufferGP2X::createScreen()
cerr << "ERROR: Unable to open SDL window: " << SDL_GetError() << endl;
return false;
}
myPitch = myScreen->pitch/2;
// Erase old rects, since they've probably been scaled for
// a different sized screen
@ -114,115 +115,94 @@ void FrameBufferGP2X::drawMediaSource()
uInt32 width = mediasrc.width();
uInt32 height = mediasrc.height();
// switch((int)myRenderType) // use switch/case, since we'll eventually have filters
// {
if(!myUsePhosphor)
if(!myUsePhosphor)
{
struct Rectangle
{
struct Rectangle
uInt8 color;
uInt16 x, y, width, height;
} rectangles[2][160];
// This array represents the rectangles that need displaying
// on the current scanline we're processing
Rectangle* currentRectangles = rectangles[0];
// This array represents the rectangles that are still active
// from the previous scanlines we have processed
Rectangle* activeRectangles = rectangles[1];
// Indicates the number of active rectangles
uInt16 activeCount = 0;
// This update procedure requires theWidth to be a multiple of four.
// This is validated when the properties are loaded.
for(uInt16 y = 0; y < height; ++y)
{
// Indicates the number of current rectangles
uInt16 currentCount = 0;
// Look at four pixels at a time to see if anything has changed
uInt32* current = (uInt32*)(currentFrame);
uInt32* previous = (uInt32*)(previousFrame);
for(uInt16 x = 0; x < width; x += 4, ++current, ++previous)
{
uInt8 color;
uInt16 x, y, width, height;
} rectangles[2][160];
// This array represents the rectangles that need displaying
// on the current scanline we're processing
Rectangle* currentRectangles = rectangles[0];
// This array represents the rectangles that are still active
// from the previous scanlines we have processed
Rectangle* activeRectangles = rectangles[1];
// Indicates the number of active rectangles
uInt16 activeCount = 0;
// This update procedure requires theWidth to be a multiple of four.
// This is validated when the properties are loaded.
for(uInt16 y = 0; y < height; ++y)
{
// Indicates the number of current rectangles
uInt16 currentCount = 0;
// Look at four pixels at a time to see if anything has changed
uInt32* current = (uInt32*)(currentFrame);
uInt32* previous = (uInt32*)(previousFrame);
for(uInt16 x = 0; x < width; x += 4, ++current, ++previous)
// Has something changed in this set of four pixels?
if((*current != *previous) || theRedrawTIAIndicator)
{
// Has something changed in this set of four pixels?
if((*current != *previous) || theRedrawTIAIndicator)
{
uInt8* c = (uInt8*)current;
uInt8* p = (uInt8*)previous;
uInt8* c = (uInt8*)current;
uInt8* p = (uInt8*)previous;
// Look at each of the bytes that make up the uInt32
for(uInt16 i = 0; i < 4; ++i, ++c, ++p)
// Look at each of the bytes that make up the uInt32
for(uInt16 i = 0; i < 4; ++i, ++c, ++p)
{
// See if this pixel has changed
if((*c != *p) || theRedrawTIAIndicator)
{
// See if this pixel has changed
if((*c != *p) || theRedrawTIAIndicator)
// Can we extend a rectangle or do we have to create a new one?
if((currentCount != 0) &&
(currentRectangles[currentCount - 1].color == *c) &&
((currentRectangles[currentCount - 1].x +
currentRectangles[currentCount - 1].width) == (x + i)))
{
// Can we extend a rectangle or do we have to create a new one?
if((currentCount != 0) &&
(currentRectangles[currentCount - 1].color == *c) &&
((currentRectangles[currentCount - 1].x +
currentRectangles[currentCount - 1].width) == (x + i)))
{
currentRectangles[currentCount - 1].width += 1;
}
else
{
currentRectangles[currentCount].x = x + i;
currentRectangles[currentCount].y = y;
currentRectangles[currentCount].width = 1;
currentRectangles[currentCount].height = 1;
currentRectangles[currentCount].color = *c;
currentCount++;
}
currentRectangles[currentCount - 1].width += 1;
}
else
{
currentRectangles[currentCount].x = x + i;
currentRectangles[currentCount].y = y;
currentRectangles[currentCount].width = 1;
currentRectangles[currentCount].height = 1;
currentRectangles[currentCount].color = *c;
currentCount++;
}
}
}
}
}
// Merge the active and current rectangles flushing any that are of no use
uInt16 activeIndex = 0;
// Merge the active and current rectangles flushing any that are of no use
uInt16 activeIndex = 0;
for(uInt16 t = 0; (t < currentCount) && (activeIndex < activeCount); ++t)
for(uInt16 t = 0; (t < currentCount) && (activeIndex < activeCount); ++t)
{
Rectangle& current = currentRectangles[t];
Rectangle& active = activeRectangles[activeIndex];
// Can we merge the current rectangle with an active one?
if((current.x == active.x) && (current.width == active.width) &&
(current.color == active.color))
{
Rectangle& current = currentRectangles[t];
Rectangle& active = activeRectangles[activeIndex];
// Can we merge the current rectangle with an active one?
if((current.x == active.x) && (current.width == active.width) &&
(current.color == active.color))
{
current.y = active.y;
current.height = active.height + 1;
++activeIndex;
}
// Is it impossible for this active rectangle to be merged?
else if(current.x >= active.x)
{
// Flush the active rectangle
SDL_Rect temp;
temp.x = active.x * screenMultiple << 1;
temp.y = active.y * screenMultiple;
temp.w = active.width * screenMultiple << 1;
temp.h = active.height * screenMultiple;
myRectList->add(&temp);
SDL_FillRect(myScreen, &temp, myDefPalette[active.color]);
++activeIndex;
}
current.y = active.y;
current.height = active.height + 1;
++activeIndex;
}
// Flush any remaining active rectangles
for(uInt16 s = activeIndex; s < activeCount; ++s)
// Is it impossible for this active rectangle to be merged?
else if(current.x >= active.x)
{
Rectangle& active = activeRectangles[s];
// Flush the active rectangle
SDL_Rect temp;
temp.x = active.x * screenMultiple << 1;
temp.y = active.y * screenMultiple;
temp.w = active.width * screenMultiple << 1;
@ -230,23 +210,15 @@ void FrameBufferGP2X::drawMediaSource()
myRectList->add(&temp);
SDL_FillRect(myScreen, &temp, myDefPalette[active.color]);
++activeIndex;
}
// We can now make the current rectangles into the active rectangles
Rectangle* tmp = currentRectangles;
currentRectangles = activeRectangles;
activeRectangles = tmp;
activeCount = currentCount;
currentFrame += width;
previousFrame += width;
}
// Flush any rectangles that are still active
for(uInt16 t = 0; t < activeCount; ++t)
// Flush any remaining active rectangles
for(uInt16 s = activeIndex; s < activeCount; ++s)
{
Rectangle& active = activeRectangles[t];
Rectangle& active = activeRectangles[s];
SDL_Rect temp;
temp.x = active.x * screenMultiple << 1;
temp.y = active.y * screenMultiple;
@ -256,44 +228,66 @@ void FrameBufferGP2X::drawMediaSource()
myRectList->add(&temp);
SDL_FillRect(myScreen, &temp, myDefPalette[active.color]);
}
// We can now make the current rectangles into the active rectangles
Rectangle* tmp = currentRectangles;
currentRectangles = activeRectangles;
activeRectangles = tmp;
activeCount = currentCount;
currentFrame += width;
previousFrame += width;
}
else
// case kPhosphor_16:
// Flush any rectangles that are still active
for(uInt16 t = 0; t < activeCount; ++t)
{
// Since phosphor mode updates the whole screen,
// we might as well use SDL_Flip (see postFrameUpdate)
myUseDirtyRects = false;
Rectangle& active = activeRectangles[t];
SDL_Rect temp;
temp.x = temp.y = temp.w = temp.h = 0;
temp.x = active.x * screenMultiple << 1;
temp.y = active.y * screenMultiple;
temp.w = active.width * screenMultiple << 1;
temp.h = active.height * screenMultiple;
myRectList->add(&temp);
SDL_FillRect(myScreen, &temp, myDefPalette[active.color]);
}
}
else
{
// Since phosphor mode updates the whole screen,
// we might as well use SDL_Flip (see postFrameUpdate)
myUseDirtyRects = false;
SDL_Rect temp;
temp.x = temp.y = temp.w = temp.h = 0;
myRectList->add(&temp);
uInt16* buffer = (uInt16*)myScreen->pixels;
uInt32 bufofsY = 0;
uInt32 screenofsY = 0;
for(uInt32 y = 0; y < height; ++y )
uInt16* buffer = (uInt16*)myScreen->pixels;
uInt32 bufofsY = 0;
uInt32 screenofsY = 0;
for(uInt32 y = 0; y < height; ++y )
{
uInt32 ystride = 1; // optimize this away
while(ystride--)
{
uInt32 ystride = 1; // optimize this away
while(ystride--)
uInt32 pos = screenofsY;
for(uInt32 x = 0; x < width; ++x )
{
uInt32 pos = screenofsY;
for(uInt32 x = 0; x < width; ++x )
const uInt32 bufofs = bufofsY + x;
uInt32 xstride = 1; // optimize this away
uInt8 v = currentFrame[bufofs];
uInt8 w = previousFrame[bufofs];
while(xstride--)
{
const uInt32 bufofs = bufofsY + x;
uInt32 xstride = 1; // optimize this away
uInt8 v = currentFrame[bufofs];
uInt8 w = previousFrame[bufofs];
while(xstride--)
{
buffer[pos++] = (uInt16) myAvgPalette[v][w];
buffer[pos++] = (uInt16) myAvgPalette[v][w];
}
buffer[pos++] = (uInt16) myAvgPalette[v][w];
buffer[pos++] = (uInt16) myAvgPalette[v][w];
}
screenofsY += myPitch;
}
bufofsY += width;
screenofsY += myPitch;
}
bufofsY += width;
}
}
}

View File

@ -13,7 +13,7 @@
// See the file "license" for information on usage and redistribution of
// this file, and for a DISCLAIMER OF ALL WARRANTIES.
//
// $Id: FrameBufferGP2X.hxx,v 1.1 2006-12-02 23:25:55 stephena Exp $
// $Id: FrameBufferGP2X.hxx,v 1.2 2006-12-03 01:13:45 stephena Exp $
//============================================================================
#ifndef FRAMEBUFFER_GP2X_HXX
@ -35,7 +35,7 @@ class RectList;
This class implements an SDL hardware framebuffer.
@author Stephen Anthony
@version $Id: FrameBufferGP2X.hxx,v 1.1 2006-12-02 23:25:55 stephena Exp $
@version $Id: FrameBufferGP2X.hxx,v 1.2 2006-12-03 01:13:45 stephena Exp $
*/
class FrameBufferGP2X : public FrameBuffer
{
@ -185,7 +185,7 @@ class FrameBufferGP2X : public FrameBuffer
@param x X coordinate to translate
@param y Y coordinate to translate
*/
inline virtual void translateCoords(Int32* x, Int32* y);
virtual void translateCoords(Int32* x, Int32* y);
/**
This method adds a dirty rectangle