// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // Copyright (C) 1993-1996 by id Software, Inc. // Portions Copyright (C) 1998-2000 by DooM Legacy Team. // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // as published by the Free Software Foundation; either version 2 // of the License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. //----------------------------------------------------------------------------- /// \file /// \brief hardware and software level, screen and video i/o, refresh, /// setup ... a big mess. Got to clean that up! #include #include #include #include #include //#include #include //#include #include #include #include #include #include #include #include "../doomdef.h" #include "../i_system.h" #include "../v_video.h" #include "../m_argv.h" #include "vid_vesa.h" #include "../i_video.h" //dosstuff -newly added static unsigned long dascreen; static int gfx_use_vesa1; boolean highcolor; #define SCREENDEPTH 1 // bytes per pixel, do NOT change. rendermode_t rendermode=render_soft; // // I_OsPolling // void I_OsPolling(void) { I_GetEvent(); //i dont think i have to do anything else here } // // I_UpdateNoBlit // void I_UpdateNoBlit (void) { // what is this? } //profile stuff --------------------------------------------------------- //added:16-01-98:wanted to profile the VID_BlitLinearScreen() asm code. //#define TIMING //uncomment this to enable profiling #ifdef TIMING #include "../p5prof.h" static INT64 mycount; static INT64 mytotal = 0; static unsigned long nombre = NEWTICRATE*10; //static char runtest[10][80]; #endif //profile stuff --------------------------------------------------------- // // I_FinishUpdate // static void I_BlitScreenVesa1(void); //see later void I_FinishUpdate (void) { // draw captions if enabled if (cv_closedcaptioning.value) SCR_ClosedCaptions(); // draw FPS if enabled if (cv_ticrate.value) SCR_DisplayTicRate(); if (cv_showping.value && netgame && consoleplayer != serverplayer) SCR_DisplayLocalPing(); //blast it to the screen // this code sucks //memcpy(dascreen,screens[0],screenwidth*screenheight); //added:03-01-98: I tried to I_WaitVBL(1) here, but it slows down // the game when the view becomes complicated, it looses ticks if (cv_vidwait.value) I_WaitVBL(1); //added:16-01-98:profile screen blit. #ifdef TIMING ProfZeroTimer(); #endif //added:08-01-98: support vesa1 bank change, without Allegro's BITMAP screen. if ( gfx_use_vesa1 ) { I_Error("Banked screen update not finished for dynamic res\n"); I_BlitScreenVesa1(); //blast virtual to physical screen. } else { //added:16-01-98:use quickie asm routine, last 2 args are // src and dest rowbytes // (memcpy is as fast as this one...) VID_BlitLinearScreen(screens[0], vid.direct, vid.width*vid.bpp, vid.height, vid.width*vid.bpp, vid.rowbytes ); } #ifdef TIMING RDMSR(0x10,&mycount); mytotal += mycount; //64bit add if (nombre--==0) I_Error("ScreenBlit CPU Spy reports: 0x%d %d\n", *((int *)&mytotal+1), (int)mytotal ); #endif } // // I_UpdateNoVsync // void I_UpdateNoVsync(void) { int real_vidwait = cv_vidwait.value; cv_vidwait.value = 0; I_FinishUpdate(); cv_vidwait.value = real_vidwait; } // // I_ReadScreen // void I_ReadScreen (UINT8 *scr) { VID_BlitLinearScreen(screens[0], scr, vid.width*vid.bpp, vid.height, vid.width*vid.bpp, vid.rowbytes ); } void I_SetPalette (RGBA_t *palette) { int i; outportb(0x3c8,0); for (i=0;i<256;i++,palette++) { outportb(0x3c9,palette->s.red>>2); outportb(0x3c9,palette->s.green>>2); outportb(0x3c9,palette->s.blue>>2); } } //added 29-12-1997 /*==========================================================================*/ // I_BlastScreen : copy the virtual screen buffer to the physical screen mem // using bank switching if needed. /*==========================================================================*/ static void I_BlitScreenVesa1(void) { #define VIDBANKSIZE (1<<16) #define VIDBANKSIZEMASK (VIDBANKSIZE-1) // defines ahoy! __dpmi_regs r; UINT8 *p_src; long i; long virtualsize; // virtual screen buffer size virtualsize = vid.rowbytes * vid.height * SCREENDEPTH; p_src = screens[0]; for (i=0; virtualsize > 0; i++ ) { r.x.ax = 0x4f05; r.x.bx = 0x0; r.x.cx = 0x0; r.x.dx = i; __dpmi_int(0x10,&r); //set bank M_Memcpy((UINT8 *)dascreen,p_src,(virtualsize < VIDBANKSIZE) ? virtualsize : VIDBANKSIZE ); p_src += VIDBANKSIZE; virtualsize -= VIDBANKSIZE; } } //added:08-01-98: now we use Allegro's set_gfx_mode, but we want to // restore the exact text mode that was before. static INT16 myOldVideoMode; static inline void I_SaveOldVideoMode(void) { __dpmi_regs r; r.x.ax = 0x4f03; // Return current video mode __dpmi_int(0x10,&r); if ( r.x.ax != 0x4f ) myOldVideoMode = -1; else myOldVideoMode = r.x.bx; } // // Close the screen, restore previous video mode. // void I_ShutdownGraphics (void) { __dpmi_regs r; rendermode = render_none; if ( !graphics_started ) return; // free the last video mode screen buffers if (vid.buffer) free (vid.buffer); /* Restore old video mode */ if (myOldVideoMode!=-1) { /* Restore old video mode */ r.x.ax = 0x4f02; // Set Super VGA video mode r.x.bx = myOldVideoMode; __dpmi_int(0x10,&r); // Boris: my s3 don't do a cls because "win95" :< clrscr(); } else // no vesa put the normal video mode { r.x.ax = 0x03; __dpmi_int(0x10,&r); } graphics_started = false; } //added:08-01-98: // Set VESA1 video mode, coz Allegro set_gfx_mode a larger screenwidth... // #if 0 int set_vesa1_mode( int width, int height ) { __dpmi_regs r; // setup video mode. r.x.ax = 0x4f02; if ( ( width==320 )&&( height==200 ) && ( SCREENDEPTH==1 ) ) r.x.bx = 0x13; // 320x 200x1 (256 colors) else if ( ( width==320 )&&( height==240 ) && ( SCREENDEPTH==1 ) ) r.x.bx = 0x154; // 320x 240x1 (256 colors) else if ( ( width==320 )&&( height==400 ) && ( SCREENDEPTH==1 ) ) r.x.bx = 0x155; // 320x 400x1 (256 colors) else if ( ( width==640 )&&( height==400 ) && ( SCREENDEPTH==1 ) ) r.x.bx = 0x100; // 640x 400x1 (256 colors) else if ( ( width==640 )&&( height==480 ) && ( SCREENDEPTH==1 ) ) r.x.bx = 0x101; // 640x 480x1 (256 colors) else if ( ( width==800 )&&( height==600 ) && ( SCREENDEPTH==1 ) ) r.x.bx = 0x103; // 800x 600x1 (256 colors) else if ( ( width==1024)&&( height==768 ) && ( SCREENDEPTH==1 ) ) r.x.bx = 0x105; //1024x 768x1 (256 colors) else I_Error("I_SetVesa1Mode: video mode not supported."); // enter graphics mode. __dpmi_int(0x10,&r); if ( r.x.ax != 0x4f ) I_Error("I_SetVesa1Mode: init video mode failed !"); return 0; } #endif //added:08-01-98: now uses Allegro to setup Linear Frame Buffer video modes. // // Initialize video mode, setup dynamic screen size variables, // and allocate screens. // void I_StartupGraphics(void) { //added:26-01-98: VID_Init() must be done only once, // use VID_SetMode() to change vid mode while in the game. if ( graphics_started ) return; // remember the exact screen mode we were... I_SaveOldVideoMode(); CONS_Printf("Vid_Init..."); // 0 for 256 color, else use highcolor modes highcolor = M_CheckParm ("-highcolor"); VID_Init(); //gfx_use_vesa1 = false; //added:03-01-98: register exit code for graphics I_AddExitFunc(I_ShutdownGraphics); graphics_started = true; }