X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Flibgame%2Fsdl.c;h=d1406e8bcb5dff7fdfab840cd8d2346e7dd92949;hb=766384cc29e6d22af67fe3329069291efc0f681a;hp=08aec8dcbd0f5a9309a508d0d705c2e01560c359;hpb=a1ded46c84f346effacb50e979fabc0ea9d0fcbd;p=rocksndiamonds.git diff --git a/src/libgame/sdl.c b/src/libgame/sdl.c index 08aec8dc..d1406e8b 100644 --- a/src/libgame/sdl.c +++ b/src/libgame/sdl.c @@ -24,17 +24,10 @@ /* SDL internal variables */ #if defined(TARGET_SDL2) -#define USE_TARGET_TEXTURE TRUE -#define USE_TARGET_TEXTURE_ONLY FALSE - static SDL_Window *sdl_window = NULL; static SDL_Renderer *sdl_renderer = NULL; -#if USE_TARGET_TEXTURE static SDL_Texture *sdl_texture_stream = NULL; static SDL_Texture *sdl_texture_target = NULL; -#else -static SDL_Texture *sdl_texture = NULL; -#endif static boolean fullscreen_enabled = FALSE; #endif @@ -49,7 +42,22 @@ void SDLLimitScreenUpdates(boolean enable) limit_screen_updates = enable; } -static void UpdateScreen(SDL_Rect *rect) +static void FinalizeScreen() +{ + // copy global animations to render target buffer, if defined (below border) + if (gfx.draw_global_anim_function != NULL) + gfx.draw_global_anim_function(DRAW_GLOBAL_ANIM_STAGE_1); + + // copy global masked border to render target buffer, if defined + if (gfx.draw_global_border_function != NULL) + gfx.draw_global_border_function(DRAW_BORDER_TO_SCREEN); + + // copy global animations to render target buffer, if defined (above border) + if (gfx.draw_global_anim_function != NULL) + gfx.draw_global_anim_function(DRAW_GLOBAL_ANIM_STAGE_2); +} + +static void UpdateScreenExt(SDL_Rect *rect, boolean with_frame_delay) { static unsigned int update_screen_delay = 0; unsigned int update_screen_delay_value = 50; /* (milliseconds) */ @@ -78,44 +86,29 @@ static void UpdateScreen(SDL_Rect *rect) } #endif -#if USE_FINAL_SCREEN_BITMAP - if (gfx.final_screen_bitmap != NULL) // may not be initialized yet + if (video.screen_rendering_mode == SPECIAL_RENDERING_BITMAP && + gfx.final_screen_bitmap != NULL) // may not be initialized yet { - // !!! TEST !!! // draw global animations using bitmaps instead of using textures // to prevent texture scaling artefacts (this is potentially slower) BlitBitmap(backbuffer, gfx.final_screen_bitmap, 0, 0, gfx.win_xsize, gfx.win_ysize, 0, 0); - // copy global animations to render target buffer, if defined (below border) - if (gfx.draw_global_anim_function != NULL) - gfx.draw_global_anim_function(DRAW_GLOBAL_ANIM_STAGE_1); - - // copy global masked border to render target buffer, if defined - if (gfx.draw_global_border_function != NULL) - gfx.draw_global_border_function(DRAW_BORDER_TO_SCREEN); - - // copy global animations to render target buffer, if defined (above border) - if (gfx.draw_global_anim_function != NULL) - gfx.draw_global_anim_function(DRAW_GLOBAL_ANIM_STAGE_2); + FinalizeScreen(); screen = gfx.final_screen_bitmap->surface; // force full window redraw rect = NULL; } -#endif -#if USE_TARGET_TEXTURE -#if USE_TARGET_TEXTURE_ONLY - SDL_Texture *sdl_texture = sdl_texture_target; -#else +#if defined(TARGET_SDL2) SDL_Texture *sdl_texture = sdl_texture_stream; -#endif -#endif -#if defined(TARGET_SDL2) + if (video.screen_rendering_mode == SPECIAL_RENDERING_TARGET) + sdl_texture = sdl_texture_target; + if (rect) { int bytes_x = screen->pitch / video.width; @@ -133,39 +126,34 @@ static void UpdateScreen(SDL_Rect *rect) // clear render target buffer SDL_RenderClear(sdl_renderer); -#if USE_TARGET_TEXTURE - SDL_SetRenderTarget(sdl_renderer, sdl_texture_target); + // set renderer to use target texture for rendering + if (video.screen_rendering_mode == SPECIAL_RENDERING_TARGET || + video.screen_rendering_mode == SPECIAL_RENDERING_DOUBLE) + SDL_SetRenderTarget(sdl_renderer, sdl_texture_target); - // copy backbuffer to render target buffer - if (sdl_texture != sdl_texture_target) - SDL_RenderCopy(sdl_renderer, sdl_texture, NULL, NULL); -#else - // copy backbuffer to render target buffer - SDL_RenderCopy(sdl_renderer, sdl_texture, NULL, NULL); -#endif - -#if !USE_FINAL_SCREEN_BITMAP - // copy global animations to render target buffer, if defined (below border) - if (gfx.draw_global_anim_function != NULL) - gfx.draw_global_anim_function(DRAW_GLOBAL_ANIM_STAGE_1); + // copy backbuffer texture to render target buffer + if (video.screen_rendering_mode != SPECIAL_RENDERING_TARGET) + SDL_RenderCopy(sdl_renderer, sdl_texture_stream, NULL, NULL); - // copy global masked border to render target buffer, if defined - if (gfx.draw_global_border_function != NULL) - gfx.draw_global_border_function(DRAW_BORDER_TO_SCREEN); + if (video.screen_rendering_mode != SPECIAL_RENDERING_BITMAP) + FinalizeScreen(); - // copy global animations to render target buffer, if defined (above border) - if (gfx.draw_global_anim_function != NULL) - gfx.draw_global_anim_function(DRAW_GLOBAL_ANIM_STAGE_2); + // when using target texture, copy it to screen buffer + if (video.screen_rendering_mode == SPECIAL_RENDERING_TARGET || + video.screen_rendering_mode == SPECIAL_RENDERING_DOUBLE) + { + SDL_SetRenderTarget(sdl_renderer, NULL); + SDL_RenderCopy(sdl_renderer, sdl_texture_target, NULL, NULL); + } #endif -#if USE_TARGET_TEXTURE - SDL_SetRenderTarget(sdl_renderer, NULL); - SDL_RenderCopy(sdl_renderer, sdl_texture_target, NULL, NULL); -#endif + // global synchronization point of the game to align video frame delay + if (with_frame_delay) + WaitUntilDelayReached(&video.frame_delay, video.frame_delay_value); - // show render target buffer on screen +#if defined(TARGET_SDL2) + // show render target buffer on screen SDL_RenderPresent(sdl_renderer); - #else // TARGET_SDL if (rect) SDL_UpdateRects(screen, 1, rect); @@ -174,6 +162,16 @@ static void UpdateScreen(SDL_Rect *rect) #endif } +static void UpdateScreen_WithFrameDelay(SDL_Rect *rect) +{ + UpdateScreenExt(rect, TRUE); +} + +static void UpdateScreen_WithoutFrameDelay(SDL_Rect *rect) +{ + UpdateScreenExt(rect, FALSE); +} + static void SDLSetWindowIcon(char *basename) { /* (setting the window icon on Mac OS X would replace the high-quality @@ -388,6 +386,8 @@ void SDLInitVideoBuffer(boolean fullscreen) video.window_scaling_percent = setup.window_scaling_percent; video.window_scaling_quality = setup.window_scaling_quality; + SDLSetScreenRenderingMode(setup.screen_rendering_mode); + #if defined(TARGET_SDL2) // SDL 2.0: support for (desktop) fullscreen mode available video.fullscreen_available = TRUE; @@ -459,7 +459,6 @@ static boolean SDLCreateScreen(boolean fullscreen) video.window_width = window_scaling_factor * width; video.window_height = window_scaling_factor * height; -#if USE_TARGET_TEXTURE if (sdl_texture_stream) { SDL_DestroyTexture(sdl_texture_stream); @@ -471,13 +470,6 @@ static boolean SDLCreateScreen(boolean fullscreen) SDL_DestroyTexture(sdl_texture_target); sdl_texture_target = NULL; } -#else - if (sdl_texture) - { - SDL_DestroyTexture(sdl_texture); - sdl_texture = NULL; - } -#endif if (!(fullscreen && fullscreen_enabled)) { @@ -522,7 +514,6 @@ static boolean SDLCreateScreen(boolean fullscreen) // SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear"); SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, setup.window_scaling_quality); -#if USE_TARGET_TEXTURE sdl_texture_stream = SDL_CreateTexture(sdl_renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, @@ -532,19 +523,9 @@ static boolean SDLCreateScreen(boolean fullscreen) SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, width, height); -#else - sdl_texture = SDL_CreateTexture(sdl_renderer, - SDL_PIXELFORMAT_ARGB8888, - SDL_TEXTUREACCESS_STREAMING, - width, height); -#endif -#if USE_TARGET_TEXTURE if (sdl_texture_stream != NULL && sdl_texture_target != NULL) -#else - if (sdl_texture != NULL) -#endif { // use SDL default values for RGB masks and no alpha channel new_surface = SDL_CreateRGBSurface(0, width, height, 32, 0,0,0, 0); @@ -654,6 +635,8 @@ boolean SDLSetVideoMode(boolean fullscreen) video.fullscreen_enabled = FALSE; video.window_scaling_percent = setup.window_scaling_percent; video.window_scaling_quality = setup.window_scaling_quality; + + SDLSetScreenRenderingMode(setup.screen_rendering_mode); } } @@ -727,7 +710,6 @@ void SDLSetWindowScaling(int window_scaling_percent) void SDLSetWindowScalingQuality(char *window_scaling_quality) { -#if USE_TARGET_TEXTURE SDL_Texture *new_texture; if (sdl_texture_stream == NULL || @@ -762,27 +744,6 @@ void SDLSetWindowScalingQuality(char *window_scaling_quality) SDLRedrawWindow(); -#else - if (sdl_texture == NULL) - return; - - SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, window_scaling_quality); - - SDL_Texture *new_texture = SDL_CreateTexture(sdl_renderer, - SDL_PIXELFORMAT_ARGB8888, - SDL_TEXTUREACCESS_STREAMING, - video.width, video.height); - - if (new_texture != NULL) - { - SDL_DestroyTexture(sdl_texture); - - sdl_texture = new_texture; - - SDLRedrawWindow(); - } -#endif - video.window_scaling_quality = window_scaling_quality; } @@ -806,12 +767,27 @@ void SDLSetWindowFullscreen(boolean fullscreen) video.fullscreen_initial = FALSE; } } +#endif + +void SDLSetScreenRenderingMode(char *screen_rendering_mode) +{ +#if defined(TARGET_SDL2) + video.screen_rendering_mode = + (strEqual(screen_rendering_mode, STR_SPECIAL_RENDERING_BITMAP) ? + SPECIAL_RENDERING_BITMAP : + strEqual(screen_rendering_mode, STR_SPECIAL_RENDERING_TARGET) ? + SPECIAL_RENDERING_TARGET: + strEqual(screen_rendering_mode, STR_SPECIAL_RENDERING_DOUBLE) ? + SPECIAL_RENDERING_DOUBLE : SPECIAL_RENDERING_OFF); +#else + video.screen_rendering_mode = SPECIAL_RENDERING_BITMAP; +#endif +} void SDLRedrawWindow() { - UpdateScreen(NULL); + UpdateScreen_WithoutFrameDelay(NULL); } -#endif void SDLCreateBitmapContent(Bitmap *bitmap, int width, int height, int depth) @@ -872,7 +848,7 @@ void SDLCopyArea(Bitmap *src_bitmap, Bitmap *dst_bitmap, &src_rect, real_dst_bitmap->surface, &dst_rect); if (dst_bitmap == window) - UpdateScreen(&dst_rect); + UpdateScreen_WithFrameDelay(&dst_rect); } void SDLBlitTexture(Bitmap *bitmap, @@ -918,7 +894,7 @@ void SDLFillRectangle(Bitmap *dst_bitmap, int x, int y, int width, int height, SDL_FillRect(real_dst_bitmap->surface, &rect, color); if (dst_bitmap == window) - UpdateScreen(&rect); + UpdateScreen_WithFrameDelay(&rect); } void SDLFadeRectangle(Bitmap *bitmap_cross, int x, int y, int width, int height, @@ -1099,7 +1075,7 @@ void SDLFadeRectangle(Bitmap *bitmap_cross, int x, int y, int width, int height, if (draw_border_function != NULL) draw_border_function(); - UpdateScreen(&dst_rect2); + UpdateScreen_WithFrameDelay(&dst_rect2); } } } @@ -1158,7 +1134,7 @@ void SDLFadeRectangle(Bitmap *bitmap_cross, int x, int y, int width, int height, draw_border_function(); /* only update the region of the screen that is affected from fading */ - UpdateScreen(&dst_rect2); + UpdateScreen_WithFrameDelay(&dst_rect2); } } else /* fading in, fading out or cross-fading */ @@ -1189,7 +1165,7 @@ void SDLFadeRectangle(Bitmap *bitmap_cross, int x, int y, int width, int height, draw_border_function(); /* only update the region of the screen that is affected from fading */ - UpdateScreen(&dst_rect); + UpdateScreen_WithFrameDelay(&dst_rect); } } @@ -1202,11 +1178,8 @@ void SDLFadeRectangle(Bitmap *bitmap_cross, int x, int y, int width, int height, while (time_current < time_post_delay) { - // do not wait longer than 10 ms at a time to be able to ... - Delay(MIN(10, time_post_delay - time_current)); - - // ... continue drawing global animations during post delay - UpdateScreen(NULL); + // updating the screen contains waiting for frame delay (non-busy) + UpdateScreen_WithFrameDelay(NULL); time_current = SDL_GetTicks(); }