mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-08 22:11:09 +00:00
544 lines
11 KiB
C++
544 lines
11 KiB
C++
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// HEADER FILES ------------------------------------------------------------
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#include "doomtype.h"
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#include "templates.h"
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#include "i_system.h"
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#include "i_video.h"
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#include "v_video.h"
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#include "v_pfx.h"
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#include "stats.h"
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#include "v_palette.h"
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#include "sdlvideo.h"
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#include "r_swrenderer.h"
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#include <SDL.h>
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// MACROS ------------------------------------------------------------------
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// TYPES -------------------------------------------------------------------
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class SDLFB : public DFrameBuffer
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{
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DECLARE_CLASS(SDLFB, DFrameBuffer)
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public:
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SDLFB (int width, int height, bool fullscreen);
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~SDLFB ();
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bool Lock (bool buffer);
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void Unlock ();
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bool Relock ();
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void ForceBuffering (bool force);
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bool IsValid ();
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void Update ();
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PalEntry *GetPalette ();
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void GetFlashedPalette (PalEntry pal[256]);
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void UpdatePalette ();
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bool SetGamma (float gamma);
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bool SetFlash (PalEntry rgb, int amount);
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void GetFlash (PalEntry &rgb, int &amount);
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int GetPageCount ();
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bool IsFullscreen ();
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friend class SDLVideo;
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private:
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PalEntry SourcePalette[256];
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BYTE GammaTable[3][256];
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PalEntry Flash;
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int FlashAmount;
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float Gamma;
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bool UpdatePending;
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SDL_Surface *Screen;
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bool NeedPalUpdate;
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bool NeedGammaUpdate;
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bool NotPaletted;
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void UpdateColors ();
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SDLFB () {}
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};
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IMPLEMENT_CLASS(SDLFB)
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struct MiniModeInfo
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{
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WORD Width, Height;
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};
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// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
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// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
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// EXTERNAL DATA DECLARATIONS ----------------------------------------------
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extern IVideo *Video;
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extern SDL_Surface *cursorSurface;
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extern SDL_Rect cursorBlit;
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extern bool GUICapture;
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EXTERN_CVAR (Float, Gamma)
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EXTERN_CVAR (Int, vid_maxfps)
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EXTERN_CVAR (Bool, cl_capfps)
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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CVAR (Int, vid_displaybits, 8, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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// vid_asyncblit needs a restart to work. SDL doesn't seem to change if the
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// frame buffer is changed at run time.
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CVAR (Bool, vid_asyncblit, 1, CVAR_NOINITCALL|CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CUSTOM_CVAR (Float, rgamma, 1.f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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{
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if (screen != NULL)
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{
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screen->SetGamma (Gamma);
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}
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}
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CUSTOM_CVAR (Float, ggamma, 1.f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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{
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if (screen != NULL)
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{
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screen->SetGamma (Gamma);
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}
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}
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CUSTOM_CVAR (Float, bgamma, 1.f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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{
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if (screen != NULL)
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{
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screen->SetGamma (Gamma);
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}
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}
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
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// Dummy screen sizes to pass when windowed
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static MiniModeInfo WinModes[] =
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{
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{ 320, 200 },
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{ 320, 240 },
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{ 400, 225 }, // 16:9
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{ 400, 300 },
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{ 480, 270 }, // 16:9
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{ 480, 360 },
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{ 512, 288 }, // 16:9
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{ 512, 384 },
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{ 640, 360 }, // 16:9
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{ 640, 400 },
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{ 640, 480 },
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{ 720, 480 }, // 16:10
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{ 720, 540 },
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{ 800, 450 }, // 16:9
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{ 800, 500 }, // 16:10
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{ 800, 600 },
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{ 848, 480 }, // 16:9
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{ 960, 600 }, // 16:10
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{ 960, 720 },
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{ 1024, 576 }, // 16:9
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{ 1024, 640 }, // 16:10
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{ 1024, 768 },
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{ 1088, 612 }, // 16:9
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{ 1152, 648 }, // 16:9
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{ 1152, 720 }, // 16:10
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{ 1152, 864 },
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{ 1280, 720 }, // 16:9
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{ 1280, 800 }, // 16:10
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{ 1280, 960 },
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{ 1360, 768 }, // 16:9
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{ 1400, 787 }, // 16:9
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{ 1400, 875 }, // 16:10
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{ 1400, 1050 },
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{ 1600, 900 }, // 16:9
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{ 1600, 1000 }, // 16:10
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{ 1600, 1200 },
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{ 1920, 1080 },
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};
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static cycle_t BlitCycles;
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static cycle_t SDLFlipCycles;
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// CODE --------------------------------------------------------------------
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SDLVideo::SDLVideo (int parm)
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{
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IteratorBits = 0;
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IteratorFS = false;
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}
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SDLVideo::~SDLVideo ()
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{
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}
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void SDLVideo::StartModeIterator (int bits, bool fs)
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{
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IteratorMode = 0;
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IteratorBits = bits;
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IteratorFS = fs;
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}
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bool SDLVideo::NextMode (int *width, int *height, bool *letterbox)
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{
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if (IteratorBits != 8)
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return false;
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if (!IteratorFS)
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{
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if ((unsigned)IteratorMode < sizeof(WinModes)/sizeof(WinModes[0]))
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{
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*width = WinModes[IteratorMode].Width;
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*height = WinModes[IteratorMode].Height;
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++IteratorMode;
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return true;
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}
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}
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else
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{
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SDL_Rect **modes = SDL_ListModes (NULL, SDL_FULLSCREEN|SDL_HWSURFACE);
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if (modes != NULL && modes[IteratorMode] != NULL)
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{
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*width = modes[IteratorMode]->w;
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*height = modes[IteratorMode]->h;
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++IteratorMode;
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return true;
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}
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}
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return false;
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}
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DFrameBuffer *SDLVideo::CreateFrameBuffer (int width, int height, bool fullscreen, DFrameBuffer *old)
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{
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static int retry = 0;
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static int owidth, oheight;
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PalEntry flashColor;
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int flashAmount;
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if (old != NULL)
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{ // Reuse the old framebuffer if its attributes are the same
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SDLFB *fb = static_cast<SDLFB *> (old);
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if (fb->Width == width &&
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fb->Height == height)
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{
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bool fsnow = (fb->Screen->flags & SDL_FULLSCREEN) != 0;
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if (fsnow != fullscreen)
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{
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SDL_WM_ToggleFullScreen (fb->Screen);
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}
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return old;
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}
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old->GetFlash (flashColor, flashAmount);
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old->ObjectFlags |= OF_YesReallyDelete;
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if (screen == old) screen = NULL;
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delete old;
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}
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else
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{
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flashColor = 0;
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flashAmount = 0;
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}
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SDLFB *fb = new SDLFB (width, height, fullscreen);
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retry = 0;
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// If we could not create the framebuffer, try again with slightly
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// different parameters in this order:
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// 1. Try with the closest size
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// 2. Try in the opposite screen mode with the original size
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// 3. Try in the opposite screen mode with the closest size
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// This is a somewhat confusing mass of recursion here.
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while (fb == NULL || !fb->IsValid ())
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{
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if (fb != NULL)
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{
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delete fb;
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}
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switch (retry)
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{
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case 0:
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owidth = width;
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oheight = height;
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case 2:
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// Try a different resolution. Hopefully that will work.
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I_ClosestResolution (&width, &height, 8);
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break;
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case 1:
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// Try changing fullscreen mode. Maybe that will work.
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width = owidth;
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height = oheight;
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fullscreen = !fullscreen;
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break;
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default:
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// I give up!
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I_FatalError ("Could not create new screen (%d x %d)", owidth, oheight);
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}
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++retry;
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fb = static_cast<SDLFB *>(CreateFrameBuffer (width, height, fullscreen, NULL));
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}
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fb->SetFlash (flashColor, flashAmount);
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return fb;
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}
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void SDLVideo::SetWindowedScale (float scale)
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{
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}
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// FrameBuffer implementation -----------------------------------------------
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SDLFB::SDLFB (int width, int height, bool fullscreen)
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: DFrameBuffer (width, height)
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{
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int i;
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NeedPalUpdate = false;
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NeedGammaUpdate = false;
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UpdatePending = false;
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NotPaletted = false;
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FlashAmount = 0;
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Screen = SDL_SetVideoMode (width, height, vid_displaybits,
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(vid_asyncblit ? SDL_ASYNCBLIT : 0)|SDL_HWSURFACE|SDL_HWPALETTE|SDL_DOUBLEBUF|SDL_ANYFORMAT|
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(fullscreen ? SDL_FULLSCREEN : 0));
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if (Screen == NULL)
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return;
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for (i = 0; i < 256; i++)
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{
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GammaTable[0][i] = GammaTable[1][i] = GammaTable[2][i] = i;
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}
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if (Screen->format->palette == NULL)
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{
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NotPaletted = true;
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GPfx.SetFormat (Screen->format->BitsPerPixel,
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Screen->format->Rmask,
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Screen->format->Gmask,
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Screen->format->Bmask);
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}
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memcpy (SourcePalette, GPalette.BaseColors, sizeof(PalEntry)*256);
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UpdateColors ();
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}
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SDLFB::~SDLFB ()
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{
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}
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bool SDLFB::IsValid ()
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{
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return DFrameBuffer::IsValid() && Screen != NULL;
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}
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int SDLFB::GetPageCount ()
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{
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return 1;
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}
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bool SDLFB::Lock (bool buffered)
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{
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return DSimpleCanvas::Lock ();
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}
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bool SDLFB::Relock ()
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{
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return DSimpleCanvas::Lock ();
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}
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void SDLFB::Unlock ()
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{
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if (UpdatePending && LockCount == 1)
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{
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Update ();
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}
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else if (--LockCount <= 0)
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{
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Buffer = NULL;
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LockCount = 0;
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}
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}
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void SDLFB::Update ()
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{
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if (LockCount != 1)
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{
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if (LockCount > 0)
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{
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UpdatePending = true;
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--LockCount;
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}
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return;
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}
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DrawRateStuff ();
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#ifndef __APPLE__
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if(vid_maxfps && !cl_capfps)
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{
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SEMAPHORE_WAIT(FPSLimitSemaphore)
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}
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#endif
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Buffer = NULL;
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LockCount = 0;
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UpdatePending = false;
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BlitCycles.Reset();
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SDLFlipCycles.Reset();
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BlitCycles.Clock();
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if (SDL_LockSurface (Screen) == -1)
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return;
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if (NotPaletted)
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{
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GPfx.Convert (MemBuffer, Pitch,
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Screen->pixels, Screen->pitch, Width, Height,
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FRACUNIT, FRACUNIT, 0, 0);
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}
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else
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{
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if (Screen->pitch == Pitch)
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{
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memcpy (Screen->pixels, MemBuffer, Width*Height);
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}
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else
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{
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for (int y = 0; y < Height; ++y)
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{
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memcpy ((BYTE *)Screen->pixels+y*Screen->pitch, MemBuffer+y*Pitch, Width);
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}
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}
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}
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SDL_UnlockSurface (Screen);
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if (cursorSurface != NULL && GUICapture)
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{
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// SDL requires us to draw a surface to get true color cursors.
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SDL_BlitSurface(cursorSurface, NULL, Screen, &cursorBlit);
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}
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SDLFlipCycles.Clock();
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SDL_Flip (Screen);
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SDLFlipCycles.Unclock();
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BlitCycles.Unclock();
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if (NeedGammaUpdate)
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{
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bool Windowed = false;
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NeedGammaUpdate = false;
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CalcGamma ((Windowed || rgamma == 0.f) ? Gamma : (Gamma * rgamma), GammaTable[0]);
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CalcGamma ((Windowed || ggamma == 0.f) ? Gamma : (Gamma * ggamma), GammaTable[1]);
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CalcGamma ((Windowed || bgamma == 0.f) ? Gamma : (Gamma * bgamma), GammaTable[2]);
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NeedPalUpdate = true;
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}
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if (NeedPalUpdate)
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{
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NeedPalUpdate = false;
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UpdateColors ();
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}
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}
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void SDLFB::UpdateColors ()
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{
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if (NotPaletted)
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{
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PalEntry palette[256];
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for (int i = 0; i < 256; ++i)
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{
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palette[i].r = GammaTable[0][SourcePalette[i].r];
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palette[i].g = GammaTable[1][SourcePalette[i].g];
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palette[i].b = GammaTable[2][SourcePalette[i].b];
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}
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if (FlashAmount)
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{
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DoBlending (palette, palette,
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256, GammaTable[0][Flash.r], GammaTable[1][Flash.g], GammaTable[2][Flash.b],
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FlashAmount);
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}
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GPfx.SetPalette (palette);
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}
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else
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{
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SDL_Color colors[256];
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for (int i = 0; i < 256; ++i)
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{
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colors[i].r = GammaTable[0][SourcePalette[i].r];
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colors[i].g = GammaTable[1][SourcePalette[i].g];
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colors[i].b = GammaTable[2][SourcePalette[i].b];
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}
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if (FlashAmount)
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{
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DoBlending ((PalEntry *)colors, (PalEntry *)colors,
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256, GammaTable[2][Flash.b], GammaTable[1][Flash.g], GammaTable[0][Flash.r],
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FlashAmount);
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}
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SDL_SetPalette (Screen, SDL_LOGPAL|SDL_PHYSPAL, colors, 0, 256);
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}
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}
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PalEntry *SDLFB::GetPalette ()
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{
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return SourcePalette;
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}
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void SDLFB::UpdatePalette ()
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{
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NeedPalUpdate = true;
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}
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bool SDLFB::SetGamma (float gamma)
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{
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Gamma = gamma;
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NeedGammaUpdate = true;
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return true;
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}
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bool SDLFB::SetFlash (PalEntry rgb, int amount)
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{
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Flash = rgb;
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FlashAmount = amount;
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NeedPalUpdate = true;
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return true;
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}
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void SDLFB::GetFlash (PalEntry &rgb, int &amount)
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{
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rgb = Flash;
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amount = FlashAmount;
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}
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// Q: Should I gamma adjust the returned palette?
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void SDLFB::GetFlashedPalette (PalEntry pal[256])
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{
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memcpy (pal, SourcePalette, 256*sizeof(PalEntry));
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if (FlashAmount)
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{
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DoBlending (pal, pal, 256, Flash.r, Flash.g, Flash.b, FlashAmount);
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}
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}
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bool SDLFB::IsFullscreen ()
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{
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return (Screen->flags & SDL_FULLSCREEN) != 0;
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}
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ADD_STAT (blit)
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{
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FString out;
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out.Format ("blit=%04.1f ms flip=%04.1f ms",
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BlitCycles.Time() * 1e-3, SDLFlipCycles.TimeMS());
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return out;
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}
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