mirror of
https://github.com/libretro/scummvm.git
synced 2025-02-11 05:36:12 +00:00
some changes for the 320x256 code - the new code *might* work (can't test since it's not supported here), while the old code for it simply was bogus :-)
svn-id: r8569
This commit is contained in:
parent
f301d1fa47
commit
3014adf175
@ -30,7 +30,7 @@
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// FLAGS
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#define FB2GL_FS 1 // FULLSCREEN
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#define FB2GL_RGBA 2 // Use RGBA (else use palette)
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#define FB2GL_320 4 // 320x256 texture (else use 256x256)
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#define FB2GL_NO_320 4 // Don't use 320x256 texture, rather emulate with a 256x256 plus a 64x256 texture
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#define FB2GL_AUDIO 8 // Activate SDL Audio
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#define FB2GL_PITCH 16 // On fb2l_update, use pitch (else bytes per pixel)
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#define FB2GL_EXPAND 32 // Create a RGB fb with the color lookup table
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@ -45,14 +45,15 @@ class FB2GL {
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private:
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SDL_Surface *screen;
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// Framebuffer for 8 bpp
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unsigned char palettedFrameBuffer1[256][256];
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unsigned char palettedFrameBuffer2[256][64];
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unsigned char palettedFrameBuffer1[256*320];
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unsigned char *palettedFrameBuffer2;
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// unsigned char palettedFrameBuffer1[256][256];
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// unsigned char palettedFrameBuffer2[256][64];
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// Framebuffer for RGBA
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unsigned char RGBAFrameBuffer1[256][256][4];
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unsigned char RGBAFrameBuffer2[256][64][4];
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// Framebuffer for the blit function (SDL Blitting)
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unsigned char *blitFrameBuffer1;
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unsigned char *blitFrameBuffer2;
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unsigned char RGBAFrameBuffer1[256*320*4];
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unsigned char *RGBAFrameBuffer2;
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// unsigned char RGBAFrameBuffer1[256][256][4];
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// unsigned char RGBAFrameBuffer2[256][64][4];
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// Texture(s)
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GLuint texture1;
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GLuint texture2;
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@ -70,8 +71,9 @@ class FB2GL {
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FB2GL() {
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flags = 0;
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screen = NULL;
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blitFrameBuffer1 = (unsigned char *)RGBAFrameBuffer1;
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blitFrameBuffer2 = (unsigned char *)RGBAFrameBuffer2;
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palettedFrameBuffer2 = palettedFrameBuffer1 + 256*256;
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RGBAFrameBuffer2 = RGBAFrameBuffer1 + 256*256*4;
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}
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SDL_Surface *getScreen() {
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@ -97,7 +99,7 @@ void FB2GL::setBilinearMode(bool bilinear) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mode);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, mode);
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if (flags & FB2GL_320) {
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if (flags & FB2GL_NO_320) {
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glBindTexture(GL_TEXTURE_2D, texture2);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mode);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, mode);
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@ -114,10 +116,6 @@ void FB2GL::makeTextures() {
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// Bilinear filtering
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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/*
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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*/
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GLuint mode;
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const GLvoid *buffer1, *buffer2;
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@ -132,9 +130,9 @@ void FB2GL::makeTextures() {
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buffer2 = palettedFrameBuffer2;
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}
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glTexImage2D(GL_TEXTURE_2D, 0, mode, 256, 256, 0, mode, GL_UNSIGNED_BYTE, buffer1);
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if (flags & FB2GL_NO_320) {
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glTexImage2D(GL_TEXTURE_2D, 0, mode, 256, 256, 0, mode, GL_UNSIGNED_BYTE, buffer1);
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if (flags & FB2GL_320) {
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glGenTextures(1, &texture2);
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glBindTexture(GL_TEXTURE_2D, texture2);
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@ -144,22 +142,21 @@ void FB2GL::makeTextures() {
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// Bilinear filtering
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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/*
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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*/
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glTexImage2D(GL_TEXTURE_2D, 0, mode, 64, 256, 0, mode, GL_UNSIGNED_BYTE, buffer2);
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} else {
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glTexImage2D(GL_TEXTURE_2D, 0, mode, 320, 256, 0, mode, GL_UNSIGNED_BYTE, buffer1);
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}
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}
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void FB2GL::makeDisplayList(int xf, int yf) {
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double xfix = (double)xf / 128; // 128 = 256/2 (half texture => 0.0 to 1.0)
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double yfix = (double)yf / 128;
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// End of 256x256 (from -1.0 to 1.0)
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double texend;
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if (flags & FB2GL_320)
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if (flags & FB2GL_NO_320)
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texend = 96.0 / 160.0; // 160=320/2 (== 0.0), 256-160=96.
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else
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texend = 1.0;
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@ -185,7 +182,7 @@ void FB2GL::makeDisplayList(int xf, int yf) {
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glTexCoord2f(1.0, 1.0); glVertex2f(texend + xfix, -1.0 - yfix);
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glEnd();
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if (flags & FB2GL_320) {
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if (flags & FB2GL_NO_320) {
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// 64x256
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glBindTexture(GL_TEXTURE_2D, texture2);
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@ -256,11 +253,12 @@ void FB2GL::display()
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void FB2GL::update(void *fb, int w, int h, int pitch, int xskip, int yskip) {
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unsigned char *tempFrameBuffer = (unsigned char *)fb;
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int x, y, scr_pitch, byte = 0;
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int x, y, scr_pitch, byte;
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if (flags & FB2GL_PITCH)
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if (flags & FB2GL_PITCH) {
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scr_pitch = pitch;
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else {
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byte = 0;
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} else {
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scr_pitch = w * pitch;
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byte = pitch; // Bytes perl pixel (for RGBA mode)
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}
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@ -271,16 +269,21 @@ void FB2GL::update(void *fb, int w, int h, int pitch, int xskip, int yskip) {
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for (y = yskip; y < h; y++) {
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for (x = xskip; x < w; x++) {
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if (x < 256) {
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RGBAFrameBuffer1[y][x][0] = colorTable[*(tempFrameBuffer+x)][0];
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RGBAFrameBuffer1[y][x][1] = colorTable[*(tempFrameBuffer+x)][1];
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RGBAFrameBuffer1[y][x][2] = colorTable[*(tempFrameBuffer+x)][2];
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RGBAFrameBuffer1[y][x][3] = 255;
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if (!(flags & FB2GL_NO_320)) {
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RGBAFrameBuffer1[y*320*4 + x*4 + 0] = colorTable[*(tempFrameBuffer+x)][0];
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RGBAFrameBuffer1[y*320*4 + x*4 + 1] = colorTable[*(tempFrameBuffer+x)][1];
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RGBAFrameBuffer1[y*320*4 + x*4 + 2] = colorTable[*(tempFrameBuffer+x)][2];
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RGBAFrameBuffer1[y*320*4 + x*4 + 3] = 255;
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} else if (x < 256) {
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RGBAFrameBuffer1[y*256*4 + x*4 + 0] = colorTable[*(tempFrameBuffer+x)][0];
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RGBAFrameBuffer1[y*256*4 + x*4 + 1] = colorTable[*(tempFrameBuffer+x)][1];
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RGBAFrameBuffer1[y*256*4 + x*4 + 2] = colorTable[*(tempFrameBuffer+x)][2];
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RGBAFrameBuffer1[y*256*4 + x*4 + 3] = 255;
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} else {
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RGBAFrameBuffer2[y][x-256][0] = colorTable[*(tempFrameBuffer+x)][0];
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RGBAFrameBuffer2[y][x-256][1] = colorTable[*(tempFrameBuffer+x)][1];
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RGBAFrameBuffer2[y][x-256][2] = colorTable[*(tempFrameBuffer+x)][2];
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RGBAFrameBuffer2[y][x-256][3] = 255;
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RGBAFrameBuffer2[y*64*4 + (x-256)*4 + 0] = colorTable[*(tempFrameBuffer+x)][0];
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RGBAFrameBuffer2[y*64*4 + (x-256)*4 + 1] = colorTable[*(tempFrameBuffer+x)][1];
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RGBAFrameBuffer2[y*64*4 + (x-256)*4 + 2] = colorTable[*(tempFrameBuffer+x)][2];
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RGBAFrameBuffer2[y*64*4 + (x-256)*4 + 3] = 255;
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}
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}
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tempFrameBuffer += scr_pitch; // Next row (like y++)
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@ -288,59 +291,78 @@ void FB2GL::update(void *fb, int w, int h, int pitch, int xskip, int yskip) {
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} else { // No expansion
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for (y = yskip; y < h; y++) {
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for (x = xskip; x < w; x++) {
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if (x < 256) {
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RGBAFrameBuffer1[y-yskip][x-xskip][0] = *(tempFrameBuffer+(x*byte));
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RGBAFrameBuffer1[y-yskip][x-xskip][1] = *(tempFrameBuffer+(x*byte)+1);
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RGBAFrameBuffer1[y-yskip][x-xskip][2] = *(tempFrameBuffer+(x*byte)+2);
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if (!(flags & FB2GL_NO_320)) {
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RGBAFrameBuffer1[(y-yskip)*320*4 + (x-xskip)*4 + 0] = *(tempFrameBuffer+(x*byte));
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RGBAFrameBuffer1[(y-yskip)*320*4 + (x-xskip)*4 + 1] = *(tempFrameBuffer+(x*byte)+1);
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RGBAFrameBuffer1[(y-yskip)*320*4 + (x-xskip)*4 + 2] = *(tempFrameBuffer+(x*byte)+2);
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} else if (x < 256) {
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RGBAFrameBuffer1[(y-yskip)*256*4 + (x-xskip)*4 + 0] = *(tempFrameBuffer+(x*byte));
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RGBAFrameBuffer1[(y-yskip)*256*4 + (x-xskip)*4 + 1] = *(tempFrameBuffer+(x*byte)+1);
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RGBAFrameBuffer1[(y-yskip)*256*4 + (x-xskip)*4 + 2] = *(tempFrameBuffer+(x*byte)+2);
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} else {
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RGBAFrameBuffer2[y-yskip][x-256][0] = *(tempFrameBuffer+(x*byte));
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RGBAFrameBuffer2[y-yskip][x-256][1] = *(tempFrameBuffer+(x*byte)+1);
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RGBAFrameBuffer2[y-yskip][x-256][2] = *(tempFrameBuffer+(x*byte)+2);
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RGBAFrameBuffer2[(y-yskip)*64*4 + (x-256)*4 + 0] = *(tempFrameBuffer+(x*byte));
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RGBAFrameBuffer2[(y-yskip)*64*4 + (x-256)*4 + 1] = *(tempFrameBuffer+(x*byte)+1);
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RGBAFrameBuffer2[(y-yskip)*64*4 + (x-256)*4 + 2] = *(tempFrameBuffer+(x*byte)+2);
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}
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}
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tempFrameBuffer += scr_pitch; // Next row (like y++)
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}
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}
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// Update 256x256 texture
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glBindTexture(GL_TEXTURE_2D, texture1);
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glFlush();
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glTexSubImage2D(GL_TEXTURE_2D, 0, xskip, yskip,
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256-xskip, 256-yskip, GL_RGBA,
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GL_UNSIGNED_BYTE, RGBAFrameBuffer1);
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if (flags & FB2GL_NO_320) {
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// Update 256x256 texture
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glBindTexture(GL_TEXTURE_2D, texture1);
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glFlush();
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glTexSubImage2D(GL_TEXTURE_2D, 0, xskip, yskip,
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256-xskip, 256-yskip, GL_RGBA,
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GL_UNSIGNED_BYTE, RGBAFrameBuffer1);
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if (flags & FB2GL_320) {
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// Update 64x256 texture
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glBindTexture(GL_TEXTURE_2D, texture2);
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glFlush();
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glTexSubImage2D(GL_TEXTURE_2D, 0, xskip, yskip,
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64-xskip, 256-yskip, GL_RGBA,
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GL_UNSIGNED_BYTE, RGBAFrameBuffer2);
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} else {
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// Update 320x256 texture
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glBindTexture(GL_TEXTURE_2D, texture1);
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glFlush();
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glTexSubImage2D(GL_TEXTURE_2D, 0, xskip, yskip,
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320-xskip, 256-yskip, GL_RGBA,
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GL_UNSIGNED_BYTE, RGBAFrameBuffer1);
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}
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} else { // non RGBA (paletted)
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for (y=0; y<h; y++)
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for (x=0; x<w; x++) {
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if (x<256) {
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palettedFrameBuffer1[ y ][ x ] = *(tempFrameBuffer + (y)*scr_pitch + x);
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if (!(flags & FB2GL_NO_320)) {
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palettedFrameBuffer1[y * 320 + x] = *(tempFrameBuffer + y*scr_pitch + x);
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} else if (x<256) {
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palettedFrameBuffer1[y * 256 + x] = *(tempFrameBuffer + y*scr_pitch + x);
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} else {
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palettedFrameBuffer2[ y ][ x - 256 ] = *(tempFrameBuffer + y*scr_pitch + x);
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palettedFrameBuffer2[y * 64 + (x - 256)] = *(tempFrameBuffer + y*scr_pitch + x);
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}
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}
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// Update 256x256 texture
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glBindTexture(GL_TEXTURE_2D, texture1);
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glTexSubImage2D(GL_TEXTURE_2D, 0, xskip, yskip,
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256-xskip, 256-yskip, GL_COLOR_INDEX,
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GL_UNSIGNED_BYTE, palettedFrameBuffer1);
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if (flags & FB2GL_320) {
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if (flags & FB2GL_NO_320) {
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// Update 256x256 texture
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glBindTexture(GL_TEXTURE_2D, texture1);
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glTexSubImage2D(GL_TEXTURE_2D, 0, xskip, yskip,
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256-xskip, 256-yskip, GL_COLOR_INDEX,
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GL_UNSIGNED_BYTE, palettedFrameBuffer1);
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// Update 64x256 texture
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glBindTexture(GL_TEXTURE_2D, texture2);
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glTexSubImage2D(GL_TEXTURE_2D, 0, xskip, yskip,
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64-xskip, 256-yskip, GL_COLOR_INDEX,
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GL_UNSIGNED_BYTE, palettedFrameBuffer2);
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} else {
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// Update 320x256 texture
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glBindTexture(GL_TEXTURE_2D, texture1);
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glTexSubImage2D(GL_TEXTURE_2D, 0, xskip, yskip,
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329-xskip, 256-yskip, GL_COLOR_INDEX,
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GL_UNSIGNED_BYTE, palettedFrameBuffer1);
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}
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}
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@ -396,9 +418,9 @@ void FB2GL::blit16(SDL_Surface *fb, int num_rect, SDL_Rect *rect, int xskip, int
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SDL_GetRGB(
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((Uint16 *)fb->pixels)[x+y*(pitch)],
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fb->format,
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&blitFrameBuffer1[pos],
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&blitFrameBuffer1[pos+1],
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&blitFrameBuffer1[pos+2]
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&RGBAFrameBuffer1[pos],
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&RGBAFrameBuffer1[pos+1],
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&RGBAFrameBuffer1[pos+2]
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);
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} else if (x >= 256 && tex2_w) {
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int rx2 = rx < 256? 256: rx;
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@ -406,9 +428,9 @@ void FB2GL::blit16(SDL_Surface *fb, int num_rect, SDL_Rect *rect, int xskip, int
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SDL_GetRGB(
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((Uint16 *)fb->pixels)[x+y*(pitch)],
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fb->format,
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&blitFrameBuffer2[pos],
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&blitFrameBuffer2[pos+1],
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&blitFrameBuffer2[pos+2]
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&RGBAFrameBuffer2[pos],
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&RGBAFrameBuffer2[pos+1],
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&RGBAFrameBuffer2[pos+2]
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);
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}
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}
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@ -422,7 +444,7 @@ void FB2GL::blit16(SDL_Surface *fb, int num_rect, SDL_Rect *rect, int xskip, int
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rx + xskip,
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ry + yskip,
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tex1_w, rh, GL_RGBA,
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GL_UNSIGNED_BYTE, blitFrameBuffer1);
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GL_UNSIGNED_BYTE, RGBAFrameBuffer1);
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}
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if (tex2_w > 0) { // What was left for this texture
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// Update 64x256 texture
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@ -432,7 +454,7 @@ void FB2GL::blit16(SDL_Surface *fb, int num_rect, SDL_Rect *rect, int xskip, int
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tex2_x + xskip,
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ry + yskip,
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tex2_w, rh, GL_RGBA,
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GL_UNSIGNED_BYTE,blitFrameBuffer2);
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GL_UNSIGNED_BYTE, RGBAFrameBuffer2);
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}
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}
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}
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@ -472,7 +494,7 @@ void FB2GL::setPalette(int first, int n) {
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glColorTable(GL_TEXTURE_2D, GL_RGB, 256, GL_RGB,
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GL_UNSIGNED_BYTE, &temp);
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if (flags & FB2GL_320) {
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if (flags & FB2GL_NO_320) {
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glBindTexture(GL_TEXTURE_2D, texture2);
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glColorTable(GL_TEXTURE_2D, GL_RGB, 256, GL_RGB,
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GL_UNSIGNED_BYTE, &temp);
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@ -190,9 +190,9 @@ normal_mode:;
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//
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if (_usingOpenGL) {
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_glFlags = FB2GL_320 | FB2GL_RGBA | FB2GL_16BIT;
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_glFlags = FB2GL_NO_320 | FB2GL_RGBA | FB2GL_16BIT;
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if (_full_screen) {
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_glFlags |= (FB2GL_FS);
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_glFlags |= FB2GL_FS;
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_glScreenStart = 0;
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}
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// _glWindow defines the resolution
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@ -303,12 +303,12 @@ void OSystem_SDL_OpenGL::hotswap_gfx_mode() {
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// Release the HW screen surface
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if (fb2gl.getScreen()) { // _usingOpenGL was true
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SDL_FreeSurface(fb2gl.getScreen());
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fb2gl.setScreen(NULL);
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SDL_FreeSurface(fb2gl.getScreen());
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fb2gl.setScreen(NULL);
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}
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if (_hwscreen) {
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SDL_FreeSurface(_hwscreen);
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_hwscreen = NULL;
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SDL_FreeSurface(_hwscreen);
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_hwscreen = NULL;
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}
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// Setup the new GFX mode
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