mirror of
https://github.com/ZDoom/qzdoom.git
synced 2025-02-07 08:21:04 +00:00
561 lines
12 KiB
C++
561 lines
12 KiB
C++
/*
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** sdlvideo.cpp
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**
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**---------------------------------------------------------------------------
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** Copyright 2005-2016 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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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 "swrenderer/r_swrenderer.h"
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#include "version.h"
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#include <SDL.h>
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#ifdef __APPLE__
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#include <OpenGL/OpenGL.h>
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#endif // __APPLE__
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// MACROS ------------------------------------------------------------------
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// TYPES -------------------------------------------------------------------
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struct MiniModeInfo
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{
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uint16_t 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 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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EXTERN_CVAR (Bool, vid_vsync)
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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CVAR (Int, vid_adapter, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR (Int, vid_displaybits, 32, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR (Bool, vid_forcesurface, false, 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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static cycle_t BlitCycles;
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static cycle_t SDLFlipCycles;
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// CODE --------------------------------------------------------------------
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// FrameBuffer implementation -----------------------------------------------
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SDLFB::SDLFB (int width, int height, bool bgra, bool fullscreen, SDL_Window *oldwin)
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: SDLBaseFB (width, height, bgra)
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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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if (oldwin)
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{
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// In some cases (Mac OS X fullscreen) SDL2 doesn't like having multiple windows which
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// appears to inevitably happen while compositor animations are running. So lets try
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// to reuse the existing window.
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Screen = oldwin;
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SDL_SetWindowSize (Screen, width, height);
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SetFullscreen (fullscreen);
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}
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else
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{
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FString caption;
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caption.Format(GAMESIG " %s (%s)", GetVersionString(), GetGitTime());
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Screen = SDL_CreateWindow (caption,
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SDL_WINDOWPOS_UNDEFINED_DISPLAY(vid_adapter), SDL_WINDOWPOS_UNDEFINED_DISPLAY(vid_adapter),
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width, height, (fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0)|SDL_WINDOW_RESIZABLE);
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if (Screen == NULL)
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return;
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}
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Renderer = NULL;
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Texture = NULL;
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ResetSDLRenderer ();
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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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memcpy (SourcePalette, GPalette.BaseColors, sizeof(PalEntry)*256);
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UpdateColors ();
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#ifdef __APPLE__
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SetVSync (vid_vsync);
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#endif
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}
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SDLFB::~SDLFB ()
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{
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if (Renderer)
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{
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if (Texture)
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SDL_DestroyTexture (Texture);
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SDL_DestroyRenderer (Renderer);
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}
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if(Screen)
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{
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SDL_DestroyWindow (Screen);
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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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void *pixels;
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int pitch;
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if (UsingRenderer)
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{
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if (SDL_LockTexture (Texture, NULL, &pixels, &pitch))
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return;
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}
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else
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{
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if (SDL_LockSurface (Surface))
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return;
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pixels = Surface->pixels;
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pitch = Surface->pitch;
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}
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if (Bgra)
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{
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CopyWithGammaBgra(pixels, pitch, GammaTable[0], GammaTable[1], GammaTable[2], Flash, FlashAmount);
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}
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else if (NotPaletted)
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{
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GPfx.Convert (MemBuffer, Pitch,
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pixels, 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 (pitch == Pitch)
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{
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memcpy (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 ((uint8_t *)pixels+y*pitch, MemBuffer+y*Pitch, Width);
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}
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}
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}
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if (UsingRenderer)
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{
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SDL_UnlockTexture (Texture);
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SDLFlipCycles.Clock();
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SDL_RenderClear(Renderer);
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SDL_RenderCopy(Renderer, Texture, NULL, NULL);
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SDL_RenderPresent(Renderer);
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SDLFlipCycles.Unclock();
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}
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else
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{
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SDL_UnlockSurface (Surface);
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SDLFlipCycles.Clock();
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SDL_UpdateWindowSurface (Screen);
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SDLFlipCycles.Unclock();
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}
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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_SetPaletteColors (Surface->format->palette, 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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void SDLFB::SetFullscreen (bool fullscreen)
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{
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if (IsFullscreen() == fullscreen)
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return;
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SDL_SetWindowFullscreen (Screen, fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0);
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if (!fullscreen)
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{
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// Restore proper window size
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SDL_SetWindowSize (Screen, Width, Height);
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}
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ResetSDLRenderer ();
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}
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bool SDLFB::IsFullscreen ()
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{
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return (SDL_GetWindowFlags (Screen) & SDL_WINDOW_FULLSCREEN_DESKTOP) != 0;
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}
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void SDLFB::ResetSDLRenderer ()
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{
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if (Renderer)
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{
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if (Texture)
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SDL_DestroyTexture (Texture);
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SDL_DestroyRenderer (Renderer);
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}
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UsingRenderer = !vid_forcesurface;
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if (UsingRenderer)
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{
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Renderer = SDL_CreateRenderer (Screen, -1,SDL_RENDERER_ACCELERATED|SDL_RENDERER_TARGETTEXTURE|
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(vid_vsync ? SDL_RENDERER_PRESENTVSYNC : 0));
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if (!Renderer)
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return;
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SDL_SetRenderDrawColor(Renderer, 0, 0, 0, 255);
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Uint32 fmt;
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if (Bgra)
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{
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fmt = SDL_PIXELFORMAT_ARGB8888;
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}
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else
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{
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switch (vid_displaybits)
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{
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default: fmt = SDL_PIXELFORMAT_ARGB8888; break;
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case 30: fmt = SDL_PIXELFORMAT_ARGB2101010; break;
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case 24: fmt = SDL_PIXELFORMAT_RGB888; break;
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case 16: fmt = SDL_PIXELFORMAT_RGB565; break;
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case 15: fmt = SDL_PIXELFORMAT_ARGB1555; break;
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}
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}
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Texture = SDL_CreateTexture (Renderer, fmt, SDL_TEXTUREACCESS_STREAMING, Width, Height);
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{
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NotPaletted = true;
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Uint32 format;
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SDL_QueryTexture(Texture, &format, NULL, NULL, NULL);
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Uint32 Rmask, Gmask, Bmask, Amask;
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int bpp;
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SDL_PixelFormatEnumToMasks(format, &bpp, &Rmask, &Gmask, &Bmask, &Amask);
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GPfx.SetFormat (bpp, Rmask, Gmask, Bmask);
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}
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}
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else
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{
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Surface = SDL_GetWindowSurface (Screen);
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if (Surface->format->palette == NULL)
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{
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NotPaletted = true;
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GPfx.SetFormat (Surface->format->BitsPerPixel, Surface->format->Rmask, Surface->format->Gmask, Surface->format->Bmask);
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}
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else
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NotPaletted = false;
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}
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// In fullscreen, set logical size according to animorphic ratio.
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// Windowed modes are rendered to fill the window (usually 1:1)
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if (IsFullscreen ())
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{
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int w, h;
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SDL_GetWindowSize (Screen, &w, &h);
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ScaleWithAspect (w, h, Width, Height);
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SDL_RenderSetLogicalSize (Renderer, w, h);
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}
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}
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void SDLFB::SetVSync (bool vsync)
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{
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#ifdef __APPLE__
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if (CGLContextObj context = CGLGetCurrentContext())
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{
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// Apply vsync for native backend only (where OpenGL context is set)
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#if MAC_OS_X_VERSION_MAX_ALLOWED < 1050
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// Inconsistency between 10.4 and 10.5 SDKs:
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// third argument of CGLSetParameter() is const long* on 10.4 and const GLint* on 10.5
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// So, GLint typedef'ed to long instead of int to workaround this issue
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typedef long GLint;
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#endif // prior to 10.5
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const GLint value = vsync ? 1 : 0;
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CGLSetParameter(context, kCGLCPSwapInterval, &value);
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}
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#else
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ResetSDLRenderer ();
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#endif // __APPLE__
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}
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void SDLFB::ScaleCoordsFromWindow(int16_t &x, int16_t &y)
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{
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int w, h;
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SDL_GetWindowSize (Screen, &w, &h);
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// Detect if we're doing scaling in the Window and adjust the mouse
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// coordinates accordingly. This could be more efficent, but I
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// don't think performance is an issue in the menus.
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if(IsFullscreen())
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{
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int realw = w, realh = h;
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ScaleWithAspect (realw, realh, SCREENWIDTH, SCREENHEIGHT);
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if (realw != SCREENWIDTH || realh != SCREENHEIGHT)
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{
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double xratio = (double)SCREENWIDTH/realw;
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double yratio = (double)SCREENHEIGHT/realh;
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if (realw < w)
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{
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x = (x - (w - realw)/2)*xratio;
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y *= yratio;
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}
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else
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{
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y = (y - (h - realh)/2)*yratio;
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x *= xratio;
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}
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}
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}
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else
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{
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x = (int16_t)(x*Width/w);
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y = (int16_t)(y*Height/h);
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}
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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.TimeMS(), SDLFlipCycles.TimeMS());
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return out;
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}
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