/* ** 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 #include "i_system.h" #include "c_cvars.h" #include "x86.h" #include "i_video.h" #include "c_console.h" #include "m_argv.h" #include "v_video.h" #include "v_text.h" #include "sc_man.h" #include "c_dispatch.h" #include "cmdlib.h" #include "hardware.h" #include "m_png.h" #include "menu/menu.h" #include "r_videoscale.h" #include "i_time.h" #include "version.h" #include "filesystem.h" #include "build.h" #include "glbackend/glbackend.h" EXTERN_CVAR(Int, menu_resolution_custom_width) EXTERN_CVAR(Int, menu_resolution_custom_height) CVAR(Int, vid_aspect, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) 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) #if 0 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; } } #endif CUSTOM_CVAR(Int, vid_rendermode, 4, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL) { if (self < 0 || self > 4) { self = 4; } #if 0 if (usergame) { // [SP] Update pitch limits to the netgame/gamesim. players[consoleplayer].SendPitchLimits(); } #endif 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... EXTERN_CVAR(Bool, r_blendmethod) int active_con_scale(); #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; } void V_OutputResized (int width, int height) { V_UpdateModeSize(width, height); setsizeneeded = true; C_NewModeAdjust(); } void V_CalcCleanFacs (int designwidth, int designheight, int realwidth, int realheight, int *cleanx, int *cleany, int *_cx1, int *_cx2) { if (designheight < 240 && realheight >= 480) designheight = 240; *cleanx = *cleany = std::min(realwidth / designwidth, realheight / designheight); } 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() { palettePostLoadLookups(); twod = &twodgen; float gamma = static_cast(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(); videoSetGameMode(vid_fullscreen, SCREENWIDTH, SCREENHEIGHT, 32, 1); Polymost_Startup(); GLInterface.Init(SCREENHEIGHT); GLInterface.InitGLState(4, 4/*glmultisample*/); GLInterface.mSamplers->SetTextureFilterMode(hw_texfilter, hw_anisotropy); //setsizeneeded = true; } 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(Bool, vid_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; F2DDrawer twodpsp, twodgen; CVAR(Float, transsouls, 1, 0) CVAR(Int, uiscale, 0, CVAR_ARCHIVE)