qzdoom/src/rendering/v_video.cpp
2020-04-21 21:23:04 +02:00

557 lines
14 KiB
C++

/*
** Video basics and init code.
**
**---------------------------------------------------------------------------
** Copyright 1999-2016 Randy Heit
** Copyright 2005-2016 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include <stdio.h>
#include "i_system.h"
#include "c_cvars.h"
#include "x86.h"
#include "i_video.h"
#include "r_state.h"
#include "am_map.h"
#include "doomstat.h"
#include "c_console.h"
#include "hu_stuff.h"
#include "m_argv.h"
#include "v_video.h"
#include "v_text.h"
#include "sc_man.h"
#include "filesystem.h"
#include "c_dispatch.h"
#include "cmdlib.h"
#include "sbar.h"
#include "hardware.h"
#include "m_png.h"
#include "r_utility.h"
#include "swrenderer/r_renderer.h"
#include "menu/menu.h"
#include "vm.h"
#include "r_videoscale.h"
#include "i_time.h"
#include "version.h"
#include "g_levellocals.h"
#include "am_map.h"
#include "texturemanager.h"
#include "v_palette.h"
EXTERN_CVAR(Int, menu_resolution_custom_width)
EXTERN_CVAR(Int, menu_resolution_custom_height)
CVAR(Int, win_x, -1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Int, win_y, -1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Int, win_w, -1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Int, win_h, -1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Bool, win_maximized, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
CUSTOM_CVAR(Int, vid_maxfps, 200, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
{
if (vid_maxfps < TICRATE && vid_maxfps != 0)
{
vid_maxfps = TICRATE;
}
else if (vid_maxfps > 1000)
{
vid_maxfps = 1000;
}
}
CUSTOM_CVAR(Int, vid_rendermode, 4, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
{
if (self < 0 || self > 4)
{
self = 4;
}
else if (self == 2 || self == 3)
{
self = self - 2; // softpoly to software
}
if (usergame)
{
// [SP] Update pitch limits to the netgame/gamesim.
players[consoleplayer].SendPitchLimits();
}
screen->SetTextureFilterMode();
// No further checks needed. All this changes now is which scene drawer the render backend calls.
}
CUSTOM_CVAR(Int, vid_preferbackend, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
{
// [SP] This may seem pointless - but I don't want to implement live switching just
// yet - I'm pretty sure it's going to require a lot of reinits and destructions to
// do it right without memory leaks
switch(self)
{
case 2:
Printf("Selecting SoftPoly backend...\n");
break;
#ifdef HAVE_VULKAN
case 1:
Printf("Selecting Vulkan backend...\n");
break;
#endif
default:
Printf("Selecting OpenGL backend...\n");
}
Printf("Changing the video backend requires a restart for " GAMENAME ".\n");
}
CVAR(Int, vid_renderer, 1, 0) // for some stupid mods which threw caution out of the window...
CUSTOM_CVAR(Int, uiscale, 0, CVAR_ARCHIVE | CVAR_NOINITCALL)
{
if (self < 0)
{
self = 0;
return;
}
if (StatusBar != NULL)
{
StatusBar->CallScreenSizeChanged();
}
setsizeneeded = true;
}
EXTERN_CVAR(Bool, r_blendmethod)
int active_con_scale();
FRenderer *SWRenderer;
#define DBGBREAK assert(0)
class DDummyFrameBuffer : public DFrameBuffer
{
typedef DFrameBuffer Super;
public:
DDummyFrameBuffer (int width, int height)
: DFrameBuffer (0, 0)
{
SetVirtualSize(width, height);
}
// These methods should never be called.
void Update() override { DBGBREAK; }
bool IsFullscreen() override { DBGBREAK; return 0; }
int GetClientWidth() override { DBGBREAK; return 0; }
int GetClientHeight() override { DBGBREAK; return 0; }
void InitializeState() override {}
float Gamma;
};
int DisplayWidth, DisplayHeight;
// [RH] The framebuffer is no longer a mere byte array.
// There's also only one, not four.
DFrameBuffer *screen;
CVAR (Int, vid_defwidth, 640, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (Int, vid_defheight, 480, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (Bool, ticker, false, 0)
CUSTOM_CVAR (Bool, vid_vsync, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
{
if (screen != NULL)
{
screen->SetVSync (*self);
}
}
// [RH] Set true when vid_setmode command has been executed
bool setmodeneeded = false;
//==========================================================================
//
// DCanvas Constructor
//
//==========================================================================
DCanvas::DCanvas (int _width, int _height, bool _bgra)
{
// Init member vars
Width = _width;
Height = _height;
Bgra = _bgra;
Resize(_width, _height);
}
//==========================================================================
//
// DCanvas Destructor
//
//==========================================================================
DCanvas::~DCanvas ()
{
}
//==========================================================================
//
//
//
//==========================================================================
void DCanvas::Resize(int width, int height, bool optimizepitch)
{
Width = width;
Height = height;
// Making the pitch a power of 2 is very bad for performance
// Try to maximize the number of cache lines that can be filled
// for each column drawing operation by making the pitch slightly
// longer than the width. The values used here are all based on
// empirical evidence.
if (width <= 640 || !optimizepitch)
{
// For low resolutions, just keep the pitch the same as the width.
// Some speedup can be seen using the technique below, but the speedup
// is so marginal that I don't consider it worthwhile.
Pitch = width;
}
else
{
// If we couldn't figure out the CPU's L1 cache line size, assume
// it's 32 bytes wide.
if (CPU.DataL1LineSize == 0)
{
CPU.DataL1LineSize = 32;
}
// The Athlon and P3 have very different caches, apparently.
// I am going to generalize the Athlon's performance to all AMD
// processors and the P3's to all non-AMD processors. I don't know
// how smart that is, but I don't have a vast plethora of
// processors to test with.
if (CPU.bIsAMD)
{
Pitch = width + CPU.DataL1LineSize;
}
else
{
Pitch = width + MAX(0, CPU.DataL1LineSize - 8);
}
}
int bytes_per_pixel = Bgra ? 4 : 1;
Pixels.Resize(Pitch * height * bytes_per_pixel);
memset (Pixels.Data(), 0, Pixels.Size());
}
CCMD(clean)
{
Printf ("CleanXfac: %d\nCleanYfac: %d\n", CleanXfac, CleanYfac);
}
void V_UpdateModeSize (int width, int height)
{
// This calculates the menu scale.
// The optimal scale will always be to fit a virtual 640 pixel wide display onto the screen.
// Exceptions are made for a few ranges where the available virtual width is > 480.
// This reference size is being used so that on 800x450 (small 16:9) a scale of 2 gets used.
CleanXfac = std::max(std::min(screen->GetWidth() / 400, screen->GetHeight() / 240), 1);
if (CleanXfac >= 4) CleanXfac--; // Otherwise we do not have enough space for the episode/skill menus in some languages.
CleanYfac = CleanXfac;
CleanWidth = screen->GetWidth() / CleanXfac;
CleanHeight = screen->GetHeight() / CleanYfac;
int w = screen->GetWidth();
int factor;
if (w < 640) factor = 1;
else if (w >= 1024 && w < 1280) factor = 2;
else if (w >= 1600 && w < 1920) factor = 3;
else factor = w / 640;
if (w < 1360) factor = 1;
else if (w < 1920) factor = 2;
else factor = int(factor * 0.7);
CleanYfac_1 = CleanXfac_1 = factor;// MAX(1, int(factor * 0.7));
CleanWidth_1 = width / CleanXfac_1;
CleanHeight_1 = height / CleanYfac_1;
DisplayWidth = width;
DisplayHeight = height;
R_OldBlend = ~0;
}
void V_OutputResized (int width, int height)
{
V_UpdateModeSize(width, height);
setsizeneeded = true;
if (StatusBar != NULL)
{
StatusBar->CallScreenSizeChanged();
}
C_NewModeAdjust();
// Reload crosshair if transitioned to a different size
ST_LoadCrosshair(true);
if (primaryLevel && primaryLevel->automap)
primaryLevel->automap->NewResolution();
}
bool IVideo::SetResolution ()
{
DFrameBuffer *buff = CreateFrameBuffer();
if (buff == NULL) // this cannot really happen
{
return false;
}
screen = buff;
screen->InitializeState();
screen->SetGamma();
V_UpdateModeSize(screen->GetWidth(), screen->GetHeight());
return true;
}
//
// V_Init
//
void V_InitScreenSize ()
{
const char *i;
int width, height, bits;
width = height = bits = 0;
if ( (i = Args->CheckValue ("-width")) )
width = atoi (i);
if ( (i = Args->CheckValue ("-height")) )
height = atoi (i);
if (width == 0)
{
if (height == 0)
{
width = vid_defwidth;
height = vid_defheight;
}
else
{
width = (height * 8) / 6;
}
}
else if (height == 0)
{
height = (width * 6) / 8;
}
// Remember the passed arguments for the next time the game starts up windowed.
vid_defwidth = width;
vid_defheight = height;
}
void V_InitScreen()
{
screen = new DDummyFrameBuffer (vid_defwidth, vid_defheight);
}
void V_Init2()
{
float gamma = static_cast<DDummyFrameBuffer *>(screen)->Gamma;
{
DFrameBuffer *s = screen;
screen = NULL;
delete s;
}
UCVarValue val;
val.Bool = !!Args->CheckParm("-devparm");
ticker.SetGenericRepDefault(val, CVAR_Bool);
I_InitGraphics();
Video->SetResolution(); // this only fails via exceptions.
Printf ("Resolution: %d x %d\n", SCREENWIDTH, SCREENHEIGHT);
// init these for the scaling menu
menu_resolution_custom_width = SCREENWIDTH;
menu_resolution_custom_height = SCREENHEIGHT;
screen->SetVSync(vid_vsync);
screen->SetGamma ();
FBaseCVar::ResetColors ();
C_NewModeAdjust();
setsizeneeded = true;
}
CUSTOM_CVAR (Int, vid_aspect, 0, CVAR_GLOBALCONFIG|CVAR_ARCHIVE)
{
setsizeneeded = true;
if (StatusBar != NULL)
{
StatusBar->CallScreenSizeChanged();
}
}
DEFINE_ACTION_FUNCTION(_Screen, GetAspectRatio)
{
ACTION_RETURN_FLOAT(ActiveRatio(screen->GetWidth(), screen->GetHeight(), nullptr));
}
CCMD(vid_setsize)
{
if (argv.argc() < 3)
{
Printf("Usage: vid_setsize width height\n");
}
else
{
screen->SetWindowSize((int)strtol(argv[1], nullptr, 0), (int)strtol(argv[2], nullptr, 0));
V_OutputResized(screen->GetClientWidth(), screen->GetClientHeight());
}
}
void IVideo::DumpAdapters ()
{
Printf("Multi-monitor support unavailable.\n");
}
CUSTOM_CVAR_NAMED(Bool, vid_fullscreen, fullscreen, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
{
setmodeneeded = true;
}
CUSTOM_CVAR(Bool, vid_hdr, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
{
Printf("This won't take effect until " GAMENAME " is restarted.\n");
}
CCMD(vid_listadapters)
{
if (Video != NULL)
Video->DumpAdapters();
}
bool vid_hdr_active = false;
DEFINE_GLOBAL(SmallFont)
DEFINE_GLOBAL(SmallFont2)
DEFINE_GLOBAL(BigFont)
DEFINE_GLOBAL(ConFont)
DEFINE_GLOBAL(NewConsoleFont)
DEFINE_GLOBAL(NewSmallFont)
DEFINE_GLOBAL(AlternativeSmallFont)
DEFINE_GLOBAL(OriginalSmallFont)
DEFINE_GLOBAL(OriginalBigFont)
DEFINE_GLOBAL(IntermissionFont)
DEFINE_GLOBAL(CleanXfac)
DEFINE_GLOBAL(CleanYfac)
DEFINE_GLOBAL(CleanWidth)
DEFINE_GLOBAL(CleanHeight)
DEFINE_GLOBAL(CleanXfac_1)
DEFINE_GLOBAL(CleanYfac_1)
DEFINE_GLOBAL(CleanWidth_1)
DEFINE_GLOBAL(CleanHeight_1)
DEFINE_GLOBAL(generic_ui)
IHardwareTexture* CreateHardwareTexture()
{
return screen->CreateHardwareTexture();
}
//==========================================================================
//
// V_DrawFrame
//
// Draw a frame around the specified area using the view border
// frame graphics. The border is drawn outside the area, not in it.
//
//==========================================================================
void DrawFrame(F2DDrawer* drawer, int left, int top, int width, int height)
{
FGameTexture* p;
const gameborder_t* border = &gameinfo.Border;
// Sanity check for incomplete gameinfo
if (border == NULL)
return;
int offset = border->offset;
int right = left + width;
int bottom = top + height;
// Draw top and bottom sides.
p = TexMan.GetGameTextureByName(border->t);
drawer->AddFlatFill(left, top - (int)p->GetDisplayHeight(), right, top, p, true);
p = TexMan.GetGameTextureByName(border->b);
drawer->AddFlatFill(left, bottom, right, bottom + (int)p->GetDisplayHeight(), p, true);
// Draw left and right sides.
p = TexMan.GetGameTextureByName(border->l);
drawer->AddFlatFill(left - (int)p->GetDisplayWidth(), top, left, bottom, p, true);
p = TexMan.GetGameTextureByName(border->r);
drawer->AddFlatFill(right, top, right + (int)p->GetDisplayWidth(), bottom, p, true);
// Draw beveled corners.
DrawTexture(drawer, TexMan.GetGameTextureByName(border->tl), left - offset, top - offset, TAG_DONE);
DrawTexture(drawer, TexMan.GetGameTextureByName(border->tr), left + width, top - offset, TAG_DONE);
DrawTexture(drawer, TexMan.GetGameTextureByName(border->bl), left - offset, top + height, TAG_DONE);
DrawTexture(drawer, TexMan.GetGameTextureByName(border->br), left + width, top + height, TAG_DONE);
}
DEFINE_ACTION_FUNCTION(_Screen, DrawFrame)
{
PARAM_PROLOGUE;
PARAM_INT(x);
PARAM_INT(y);
PARAM_INT(w);
PARAM_INT(h);
if (!twod->HasBegun2D()) ThrowAbortException(X_OTHER, "Attempt to draw to screen outside a draw function");
DrawFrame(twod, x, y, w, h);
return 0;
}