- Enabled vid_vsync for SDL2 although just turning it on doesn't perform right.

- Improved fullscreen a bit.
This commit is contained in:
Braden Obrzut 2014-12-08 22:47:40 -05:00
parent d625caf03c
commit 4aef696007

View file

@ -43,6 +43,7 @@ public:
bool SetGamma (float gamma); bool SetGamma (float gamma);
bool SetFlash (PalEntry rgb, int amount); bool SetFlash (PalEntry rgb, int amount);
void GetFlash (PalEntry &rgb, int &amount); void GetFlash (PalEntry &rgb, int &amount);
void SetFullscreen (bool fullscreen);
int GetPageCount (); int GetPageCount ();
bool IsFullscreen (); bool IsFullscreen ();
@ -61,12 +62,14 @@ private:
SDL_Window *Screen; SDL_Window *Screen;
SDL_Renderer *Renderer; SDL_Renderer *Renderer;
SDL_Texture *Texture; SDL_Texture *Texture;
SDL_Rect UpdateRect;
bool NeedPalUpdate; bool NeedPalUpdate;
bool NeedGammaUpdate; bool NeedGammaUpdate;
bool NotPaletted; bool NotPaletted;
void UpdateColors (); void UpdateColors ();
void ResetSDLRenderer ();
SDLFB () {} SDLFB () {}
}; };
@ -241,7 +244,7 @@ DFrameBuffer *SDLVideo::CreateFrameBuffer (int width, int height, bool fullscree
if (fsnow != fullscreen) if (fsnow != fullscreen)
{ {
SDL_SetWindowFullscreen (fb->Screen, fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0); fb->SetFullscreen (fullscreen);
} }
return old; return old;
} }
@ -323,6 +326,7 @@ SDLFB::SDLFB (int width, int height, bool fullscreen)
FString caption; FString caption;
caption.Format(GAMESIG " %s (%s)", GetVersionString(), GetGitTime()); caption.Format(GAMESIG " %s (%s)", GetVersionString(), GetGitTime());
Screen = SDL_CreateWindow (caption, Screen = SDL_CreateWindow (caption,
SDL_WINDOWPOS_UNDEFINED_DISPLAY(vid_adapter), SDL_WINDOWPOS_UNDEFINED_DISPLAY(vid_adapter), SDL_WINDOWPOS_UNDEFINED_DISPLAY(vid_adapter), SDL_WINDOWPOS_UNDEFINED_DISPLAY(vid_adapter),
width, height, (fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0)); width, height, (fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0));
@ -330,33 +334,24 @@ SDLFB::SDLFB (int width, int height, bool fullscreen)
if (Screen == NULL) if (Screen == NULL)
return; return;
Renderer = SDL_CreateRenderer (Screen, -1, SDL_RENDERER_ACCELERATED|SDL_RENDERER_TARGETTEXTURE); Renderer = NULL;
if (Renderer == NULL) Texture = NULL;
return; ResetSDLRenderer ();
Texture = SDL_CreateTexture (Renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, width, height);
for (i = 0; i < 256; i++) for (i = 0; i < 256; i++)
{ {
GammaTable[0][i] = GammaTable[1][i] = GammaTable[2][i] = i; GammaTable[0][i] = GammaTable[1][i] = GammaTable[2][i] = i;
} }
//if (Screen->format->palette == NULL)
{
NotPaletted = true;
Uint32 format;
SDL_QueryTexture(Texture, &format, NULL, NULL, NULL);
Uint32 Rmask, Gmask, Bmask, Amask;
int bpp;
SDL_PixelFormatEnumToMasks(format, &bpp, &Rmask, &Gmask, &Bmask, &Amask);
GPfx.SetFormat (bpp, Rmask, Gmask, Bmask);
}
memcpy (SourcePalette, GPalette.BaseColors, sizeof(PalEntry)*256); memcpy (SourcePalette, GPalette.BaseColors, sizeof(PalEntry)*256);
UpdateColors (); UpdateColors ();
#ifdef __APPLE__
SetVSync (vid_vsync); SetVSync (vid_vsync);
#endif
} }
SDLFB::~SDLFB () SDLFB::~SDLFB ()
{ {
if(Screen) if(Screen)
@ -464,7 +459,7 @@ void SDLFB::Update ()
SDL_UnlockTexture (Texture); SDL_UnlockTexture (Texture);
SDLFlipCycles.Clock(); SDLFlipCycles.Clock();
SDL_RenderCopy(Renderer, Texture, NULL, NULL); SDL_RenderCopy(Renderer, Texture, NULL, &UpdateRect);
SDL_RenderPresent(Renderer); SDL_RenderPresent(Renderer);
SDLFlipCycles.Unclock(); SDLFlipCycles.Unclock();
@ -570,11 +565,72 @@ void SDLFB::GetFlashedPalette (PalEntry pal[256])
} }
} }
void SDLFB::SetFullscreen (bool fullscreen)
{
SDL_SetWindowFullscreen (Screen, fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0);
if (!fullscreen)
{
// Restore proper window size
SDL_SetWindowSize (Screen, Width, Height);
}
ResetSDLRenderer ();
}
bool SDLFB::IsFullscreen () bool SDLFB::IsFullscreen ()
{ {
return (SDL_GetWindowFlags (Screen) & SDL_WINDOW_FULLSCREEN_DESKTOP) != 0; return (SDL_GetWindowFlags (Screen) & SDL_WINDOW_FULLSCREEN_DESKTOP) != 0;
} }
void SDLFB::ResetSDLRenderer ()
{
if (Renderer)
{
if (Texture)
SDL_DestroyTexture (Texture);
SDL_DestroyRenderer (Renderer);
}
Renderer = SDL_CreateRenderer (Screen, -1,SDL_RENDERER_ACCELERATED|SDL_RENDERER_TARGETTEXTURE|
(vid_vsync ? SDL_RENDERER_PRESENTVSYNC : 0));
if (!Renderer)
return;
Texture = SDL_CreateTexture (Renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, Width, Height);
//if (Screen->format->palette == NULL)
{
NotPaletted = true;
Uint32 format;
SDL_QueryTexture(Texture, &format, NULL, NULL, NULL);
Uint32 Rmask, Gmask, Bmask, Amask;
int bpp;
SDL_PixelFormatEnumToMasks(format, &bpp, &Rmask, &Gmask, &Bmask, &Amask);
GPfx.SetFormat (bpp, Rmask, Gmask, Bmask);
}
// Calculate update rectangle
if (IsFullscreen ())
{
int w, h;
SDL_GetWindowSize (Screen, &w, &h);
UpdateRect.w = w;
UpdateRect.h = w*Height/Width;
UpdateRect.x = 0;
UpdateRect.y = (h - UpdateRect.h)/2;
}
else
{
// In windowed mode we just update the whole window.
UpdateRect.x = 0;
UpdateRect.y = 0;
UpdateRect.w = Width;
UpdateRect.h = Height;
}
}
void SDLFB::SetVSync (bool vsync) void SDLFB::SetVSync (bool vsync)
{ {
#ifdef __APPLE__ #ifdef __APPLE__
@ -592,6 +648,8 @@ void SDLFB::SetVSync (bool vsync)
const GLint value = vsync ? 1 : 0; const GLint value = vsync ? 1 : 0;
CGLSetParameter(context, kCGLCPSwapInterval, &value); CGLSetParameter(context, kCGLCPSwapInterval, &value);
} }
#else
ResetSDLRenderer ();
#endif // __APPLE__ #endif // __APPLE__
} }