mirror of https://github.com/stella-emu/stella.git
OK, second pass at FrameBufferGP2X class.
git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1168 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
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@ -13,7 +13,7 @@
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// See the file "license" for information on usage and redistribution of
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// this file, and for a DISCLAIMER OF ALL WARRANTIES.
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//
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// $Id: FrameBufferSoft.hxx,v 1.36 2006-11-04 19:38:24 stephena Exp $
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// $Id: FrameBufferSoft.hxx,v 1.37 2006-12-03 01:13:44 stephena Exp $
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//============================================================================
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#ifndef FRAMEBUFFER_SOFT_HXX
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@ -35,7 +35,7 @@ class RectList;
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This class implements an SDL software framebuffer.
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@author Stephen Anthony
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@version $Id: FrameBufferSoft.hxx,v 1.36 2006-11-04 19:38:24 stephena Exp $
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@version $Id: FrameBufferSoft.hxx,v 1.37 2006-12-03 01:13:44 stephena Exp $
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*/
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class FrameBufferSoft : public FrameBuffer
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{
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@ -185,7 +185,7 @@ class FrameBufferSoft : public FrameBuffer
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@param x X coordinate to translate
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@param y Y coordinate to translate
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*/
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inline virtual void translateCoords(Int32* x, Int32* y);
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virtual void translateCoords(Int32* x, Int32* y);
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/**
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This method adds a dirty rectangle
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@ -13,7 +13,7 @@
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// See the file "license" for information on usage and redistribution of
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// this file, and for a DISCLAIMER OF ALL WARRANTIES.
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//
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// $Id: FrameBuffer.cxx,v 1.102 2006-12-02 23:25:54 stephena Exp $
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// $Id: FrameBuffer.cxx,v 1.103 2006-12-03 01:13:45 stephena Exp $
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//============================================================================
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#include <sstream>
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@ -64,35 +64,35 @@ void FrameBuffer::initialize(const string& title, uInt32 width, uInt32 height,
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myFrameRate = myOSystem->frameRate();
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// Now (re)initialize the SDL video system
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// These things only have to be done one per FrameBuffer creation
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if(!isAlreadyInitialized)
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{
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Uint32 initflags = SDL_INIT_VIDEO | SDL_INIT_TIMER;
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if(SDL_Init(initflags) < 0)
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return;
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// Set window title and icon
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setWindowTitle(title);
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setWindowIcon();
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// Query the desktop size
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// This is really the job of SDL
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int dwidth = 0, dheight = 0;
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myOSystem->getScreenDimensions(dwidth, dheight);
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myDesktopDim.w = dwidth; myDesktopDim.h = dheight;
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// Set fullscreen flag
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mySDLFlags = myOSystem->settings().getBool("fullscreen") ? SDL_FULLSCREEN : 0;
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// Get the aspect ratio for the display if it's been enabled
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theAspectRatio = 1.0;
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if(useAspect) setAspectRatio();
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}
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setWindowIcon();
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// Erase old contents
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cls();
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// Query the desktop size
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// This is really the job of SDL
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int dwidth = 0, dheight = 0;
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myOSystem->getScreenDimensions(dwidth, dheight);
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myDesktopDim.w = dwidth; myDesktopDim.h = dheight;
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// Set fullscreen flag
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mySDLFlags = myOSystem->settings().getBool("fullscreen") ? SDL_FULLSCREEN : 0;
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// Set window title
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setWindowTitle(title);
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// Get the aspect ratio for the display if it's been enabled
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theAspectRatio = 1.0;
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if(useAspect)
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setAspectRatio();
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// Set the available scalers for this framebuffer, based on current eventhandler
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// state and the maximum size of a window for the current desktop
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setAvailableScalers();
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@ -106,14 +106,14 @@ void FrameBuffer::initialize(const string& title, uInt32 width, uInt32 height,
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// And refresh the display
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myOSystem->eventHandler().refreshDisplay();
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// Set palette for GUI
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for(int i = 0; i < kNumColors-256; i++)
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myDefPalette[i+256] = mapRGB(ourGUIColors[i][0], ourGUIColors[i][1], ourGUIColors[i][2]);
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// Enable unicode so we can see translated key events
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// (lowercase vs. uppercase characters)
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SDL_EnableUNICODE(1);
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// Set palette for GUI
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for(int i = 0; i < kNumColors-256; i++)
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myDefPalette[i+256] = mapRGB(ourGUIColors[i][0], ourGUIColors[i][1], ourGUIColors[i][2]);
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// Erase any messages from a previous run
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myMessage.counter = 0;
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// See the file "license" for information on usage and redistribution of
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// this file, and for a DISCLAIMER OF ALL WARRANTIES.
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//
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// $Id: FrameBufferGP2X.cxx,v 1.1 2006-12-02 23:25:54 stephena Exp $
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// $Id: FrameBufferGP2X.cxx,v 1.2 2006-12-03 01:13:45 stephena Exp $
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//============================================================================
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#include <SDL.h>
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@ -93,6 +93,7 @@ bool FrameBufferGP2X::createScreen()
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cerr << "ERROR: Unable to open SDL window: " << SDL_GetError() << endl;
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return false;
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}
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myPitch = myScreen->pitch/2;
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// Erase old rects, since they've probably been scaled for
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// a different sized screen
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@ -114,115 +115,94 @@ void FrameBufferGP2X::drawMediaSource()
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uInt32 width = mediasrc.width();
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uInt32 height = mediasrc.height();
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// switch((int)myRenderType) // use switch/case, since we'll eventually have filters
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// {
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if(!myUsePhosphor)
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if(!myUsePhosphor)
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{
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struct Rectangle
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{
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struct Rectangle
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uInt8 color;
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uInt16 x, y, width, height;
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} rectangles[2][160];
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// This array represents the rectangles that need displaying
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// on the current scanline we're processing
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Rectangle* currentRectangles = rectangles[0];
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// This array represents the rectangles that are still active
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// from the previous scanlines we have processed
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Rectangle* activeRectangles = rectangles[1];
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// Indicates the number of active rectangles
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uInt16 activeCount = 0;
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// This update procedure requires theWidth to be a multiple of four.
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// This is validated when the properties are loaded.
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for(uInt16 y = 0; y < height; ++y)
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{
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// Indicates the number of current rectangles
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uInt16 currentCount = 0;
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// Look at four pixels at a time to see if anything has changed
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uInt32* current = (uInt32*)(currentFrame);
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uInt32* previous = (uInt32*)(previousFrame);
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for(uInt16 x = 0; x < width; x += 4, ++current, ++previous)
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{
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uInt8 color;
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uInt16 x, y, width, height;
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} rectangles[2][160];
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// This array represents the rectangles that need displaying
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// on the current scanline we're processing
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Rectangle* currentRectangles = rectangles[0];
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// This array represents the rectangles that are still active
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// from the previous scanlines we have processed
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Rectangle* activeRectangles = rectangles[1];
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// Indicates the number of active rectangles
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uInt16 activeCount = 0;
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// This update procedure requires theWidth to be a multiple of four.
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// This is validated when the properties are loaded.
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for(uInt16 y = 0; y < height; ++y)
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{
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// Indicates the number of current rectangles
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uInt16 currentCount = 0;
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// Look at four pixels at a time to see if anything has changed
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uInt32* current = (uInt32*)(currentFrame);
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uInt32* previous = (uInt32*)(previousFrame);
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for(uInt16 x = 0; x < width; x += 4, ++current, ++previous)
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// Has something changed in this set of four pixels?
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if((*current != *previous) || theRedrawTIAIndicator)
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{
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// Has something changed in this set of four pixels?
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if((*current != *previous) || theRedrawTIAIndicator)
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{
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uInt8* c = (uInt8*)current;
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uInt8* p = (uInt8*)previous;
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uInt8* c = (uInt8*)current;
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uInt8* p = (uInt8*)previous;
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// Look at each of the bytes that make up the uInt32
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for(uInt16 i = 0; i < 4; ++i, ++c, ++p)
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// Look at each of the bytes that make up the uInt32
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for(uInt16 i = 0; i < 4; ++i, ++c, ++p)
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{
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// See if this pixel has changed
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if((*c != *p) || theRedrawTIAIndicator)
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{
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// See if this pixel has changed
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if((*c != *p) || theRedrawTIAIndicator)
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// Can we extend a rectangle or do we have to create a new one?
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if((currentCount != 0) &&
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(currentRectangles[currentCount - 1].color == *c) &&
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((currentRectangles[currentCount - 1].x +
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currentRectangles[currentCount - 1].width) == (x + i)))
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{
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// Can we extend a rectangle or do we have to create a new one?
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if((currentCount != 0) &&
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(currentRectangles[currentCount - 1].color == *c) &&
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((currentRectangles[currentCount - 1].x +
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currentRectangles[currentCount - 1].width) == (x + i)))
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{
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currentRectangles[currentCount - 1].width += 1;
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}
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else
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{
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currentRectangles[currentCount].x = x + i;
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currentRectangles[currentCount].y = y;
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currentRectangles[currentCount].width = 1;
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currentRectangles[currentCount].height = 1;
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currentRectangles[currentCount].color = *c;
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currentCount++;
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}
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currentRectangles[currentCount - 1].width += 1;
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}
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else
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{
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currentRectangles[currentCount].x = x + i;
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currentRectangles[currentCount].y = y;
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currentRectangles[currentCount].width = 1;
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currentRectangles[currentCount].height = 1;
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currentRectangles[currentCount].color = *c;
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currentCount++;
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}
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}
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}
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}
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}
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// Merge the active and current rectangles flushing any that are of no use
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uInt16 activeIndex = 0;
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// Merge the active and current rectangles flushing any that are of no use
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uInt16 activeIndex = 0;
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for(uInt16 t = 0; (t < currentCount) && (activeIndex < activeCount); ++t)
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for(uInt16 t = 0; (t < currentCount) && (activeIndex < activeCount); ++t)
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{
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Rectangle& current = currentRectangles[t];
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Rectangle& active = activeRectangles[activeIndex];
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// Can we merge the current rectangle with an active one?
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if((current.x == active.x) && (current.width == active.width) &&
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(current.color == active.color))
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{
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Rectangle& current = currentRectangles[t];
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Rectangle& active = activeRectangles[activeIndex];
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// Can we merge the current rectangle with an active one?
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if((current.x == active.x) && (current.width == active.width) &&
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(current.color == active.color))
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{
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current.y = active.y;
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current.height = active.height + 1;
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++activeIndex;
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}
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// Is it impossible for this active rectangle to be merged?
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else if(current.x >= active.x)
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{
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// Flush the active rectangle
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SDL_Rect temp;
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temp.x = active.x * screenMultiple << 1;
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temp.y = active.y * screenMultiple;
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temp.w = active.width * screenMultiple << 1;
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temp.h = active.height * screenMultiple;
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myRectList->add(&temp);
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SDL_FillRect(myScreen, &temp, myDefPalette[active.color]);
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++activeIndex;
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}
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current.y = active.y;
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current.height = active.height + 1;
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++activeIndex;
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}
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// Flush any remaining active rectangles
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for(uInt16 s = activeIndex; s < activeCount; ++s)
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// Is it impossible for this active rectangle to be merged?
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else if(current.x >= active.x)
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{
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Rectangle& active = activeRectangles[s];
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// Flush the active rectangle
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SDL_Rect temp;
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temp.x = active.x * screenMultiple << 1;
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temp.y = active.y * screenMultiple;
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temp.w = active.width * screenMultiple << 1;
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@ -230,23 +210,15 @@ void FrameBufferGP2X::drawMediaSource()
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myRectList->add(&temp);
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SDL_FillRect(myScreen, &temp, myDefPalette[active.color]);
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++activeIndex;
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}
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// We can now make the current rectangles into the active rectangles
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Rectangle* tmp = currentRectangles;
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currentRectangles = activeRectangles;
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activeRectangles = tmp;
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activeCount = currentCount;
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currentFrame += width;
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previousFrame += width;
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}
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// Flush any rectangles that are still active
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for(uInt16 t = 0; t < activeCount; ++t)
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// Flush any remaining active rectangles
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for(uInt16 s = activeIndex; s < activeCount; ++s)
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{
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Rectangle& active = activeRectangles[t];
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Rectangle& active = activeRectangles[s];
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SDL_Rect temp;
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temp.x = active.x * screenMultiple << 1;
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temp.y = active.y * screenMultiple;
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@ -256,44 +228,66 @@ void FrameBufferGP2X::drawMediaSource()
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myRectList->add(&temp);
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SDL_FillRect(myScreen, &temp, myDefPalette[active.color]);
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}
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// We can now make the current rectangles into the active rectangles
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Rectangle* tmp = currentRectangles;
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currentRectangles = activeRectangles;
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activeRectangles = tmp;
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activeCount = currentCount;
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currentFrame += width;
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previousFrame += width;
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}
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else
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// case kPhosphor_16:
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// Flush any rectangles that are still active
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for(uInt16 t = 0; t < activeCount; ++t)
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{
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// Since phosphor mode updates the whole screen,
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// we might as well use SDL_Flip (see postFrameUpdate)
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myUseDirtyRects = false;
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Rectangle& active = activeRectangles[t];
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SDL_Rect temp;
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temp.x = temp.y = temp.w = temp.h = 0;
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temp.x = active.x * screenMultiple << 1;
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temp.y = active.y * screenMultiple;
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temp.w = active.width * screenMultiple << 1;
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temp.h = active.height * screenMultiple;
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myRectList->add(&temp);
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SDL_FillRect(myScreen, &temp, myDefPalette[active.color]);
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}
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}
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else
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{
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// Since phosphor mode updates the whole screen,
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// we might as well use SDL_Flip (see postFrameUpdate)
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myUseDirtyRects = false;
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SDL_Rect temp;
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temp.x = temp.y = temp.w = temp.h = 0;
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myRectList->add(&temp);
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uInt16* buffer = (uInt16*)myScreen->pixels;
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uInt32 bufofsY = 0;
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uInt32 screenofsY = 0;
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for(uInt32 y = 0; y < height; ++y )
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uInt16* buffer = (uInt16*)myScreen->pixels;
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uInt32 bufofsY = 0;
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uInt32 screenofsY = 0;
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for(uInt32 y = 0; y < height; ++y )
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{
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uInt32 ystride = 1; // optimize this away
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while(ystride--)
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{
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uInt32 ystride = 1; // optimize this away
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while(ystride--)
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uInt32 pos = screenofsY;
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for(uInt32 x = 0; x < width; ++x )
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{
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uInt32 pos = screenofsY;
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for(uInt32 x = 0; x < width; ++x )
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const uInt32 bufofs = bufofsY + x;
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uInt32 xstride = 1; // optimize this away
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uInt8 v = currentFrame[bufofs];
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uInt8 w = previousFrame[bufofs];
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while(xstride--)
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{
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const uInt32 bufofs = bufofsY + x;
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uInt32 xstride = 1; // optimize this away
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uInt8 v = currentFrame[bufofs];
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uInt8 w = previousFrame[bufofs];
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while(xstride--)
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{
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buffer[pos++] = (uInt16) myAvgPalette[v][w];
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buffer[pos++] = (uInt16) myAvgPalette[v][w];
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}
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buffer[pos++] = (uInt16) myAvgPalette[v][w];
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buffer[pos++] = (uInt16) myAvgPalette[v][w];
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}
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screenofsY += myPitch;
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}
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bufofsY += width;
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screenofsY += myPitch;
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}
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bufofsY += width;
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}
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}
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}
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@ -13,7 +13,7 @@
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// See the file "license" for information on usage and redistribution of
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// this file, and for a DISCLAIMER OF ALL WARRANTIES.
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||||
//
|
||||
// $Id: FrameBufferGP2X.hxx,v 1.1 2006-12-02 23:25:55 stephena Exp $
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// $Id: FrameBufferGP2X.hxx,v 1.2 2006-12-03 01:13:45 stephena Exp $
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//============================================================================
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||||
#ifndef FRAMEBUFFER_GP2X_HXX
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|
@ -35,7 +35,7 @@ class RectList;
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This class implements an SDL hardware framebuffer.
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||||
|
||||
@author Stephen Anthony
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@version $Id: FrameBufferGP2X.hxx,v 1.1 2006-12-02 23:25:55 stephena Exp $
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@version $Id: FrameBufferGP2X.hxx,v 1.2 2006-12-03 01:13:45 stephena Exp $
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*/
|
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class FrameBufferGP2X : public FrameBuffer
|
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{
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|
@ -185,7 +185,7 @@ class FrameBufferGP2X : public FrameBuffer
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@param x X coordinate to translate
|
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@param y Y coordinate to translate
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*/
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inline virtual void translateCoords(Int32* x, Int32* y);
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virtual void translateCoords(Int32* x, Int32* y);
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|
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/**
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This method adds a dirty rectangle
|
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|
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Loading…
Reference in New Issue