PSP2: remove code duplication in psp2 graphicsmanager

This commit is contained in:
rsn8887 2018-01-09 12:05:15 -06:00
parent edef1d5076
commit 6f2a8bdbca
3 changed files with 4 additions and 228 deletions

View File

@ -214,229 +214,6 @@ void PSP2SdlGraphicsManager::updateShader() {
}
}
void PSP2SdlGraphicsManager::internUpdateScreen() {
SDL_Surface *srcSurf, *origSurf;
int height, width;
ScalerProc *scalerProc;
int scale1;
// definitions not available for non-DEBUG here. (needed this to compile in SYMBIAN32 & linux?)
#if defined(DEBUG)
assert(_hwScreen != NULL);
assert(_hwScreen->map->sw_data != NULL);
#endif
// If the shake position changed, fill the dirty area with blackness
if (_currentShakePos != _newShakePos ||
(_cursorNeedsRedraw && _mouseBackup.y <= _currentShakePos)) {
SDL_Rect blackrect = {0, 0, (Uint16)(_videoMode.screenWidth * _videoMode.scaleFactor), (Uint16)(_newShakePos * _videoMode.scaleFactor)};
if (_videoMode.aspectRatioCorrection && !_overlayVisible)
blackrect.h = real2Aspect(blackrect.h - 1) + 1;
SDL_FillRect(_hwScreen, &blackrect, 0);
_currentShakePos = _newShakePos;
_forceRedraw = true;
}
// Check whether the palette was changed in the meantime and update the
// screen surface accordingly.
if (_screen && _paletteDirtyEnd != 0) {
SDL_SetColors(_screen, _currentPalette + _paletteDirtyStart,
_paletteDirtyStart,
_paletteDirtyEnd - _paletteDirtyStart);
_paletteDirtyEnd = 0;
_forceRedraw = true;
}
if (!_overlayVisible) {
origSurf = _screen;
srcSurf = _tmpscreen;
width = _videoMode.screenWidth;
height = _videoMode.screenHeight;
scalerProc = _scalerProc;
scale1 = _videoMode.scaleFactor;
} else {
origSurf = _overlayscreen;
srcSurf = _tmpscreen2;
width = _videoMode.overlayWidth;
height = _videoMode.overlayHeight;
scalerProc = Normal1x;
scale1 = 1;
}
// Add the area covered by the mouse cursor to the list of dirty rects if
// we have to redraw the mouse.
if (_cursorNeedsRedraw)
undrawMouse();
#ifdef USE_OSD
updateOSD();
#endif
// Force a full redraw if requested
if (_forceRedraw) {
_numDirtyRects = 1;
_dirtyRectList[0].x = 0;
_dirtyRectList[0].y = 0;
_dirtyRectList[0].w = width;
_dirtyRectList[0].h = height;
}
// Only draw anything if necessary
if (_numDirtyRects > 0 || _cursorNeedsRedraw) {
SDL_Rect *r;
SDL_Rect dst;
uint32 srcPitch, dstPitch;
SDL_Rect *lastRect = _dirtyRectList + _numDirtyRects;
for (r = _dirtyRectList; r != lastRect; ++r) {
dst = *r;
dst.x++; // Shift rect by one since 2xSai needs to access the data around
dst.y++; // any pixel to scale it, and we want to avoid mem access crashes.
if (SDL_BlitSurface(origSurf, r, srcSurf, &dst) != 0)
error("SDL_BlitSurface failed: %s", SDL_GetError());
}
SDL_LockSurface(srcSurf);
srcPitch = srcSurf->pitch;
dstPitch = _hwScreen->pitch;
for (r = _dirtyRectList; r != lastRect; ++r) {
register int dst_y = r->y + _currentShakePos;
register int dst_h = 0;
#ifdef USE_SCALERS
register int orig_dst_y = 0;
#endif
register int rx1 = r->x * scale1;
if (dst_y < height) {
dst_h = r->h;
if (dst_h > height - dst_y)
dst_h = height - dst_y;
#ifdef USE_SCALERS
orig_dst_y = dst_y;
#endif
dst_y = dst_y * scale1;
if (_videoMode.aspectRatioCorrection && !_overlayVisible)
dst_y = real2Aspect(dst_y);
assert(scalerProc != NULL);
scalerProc((byte *)srcSurf->pixels + (r->x * 2 + 2) + (r->y + 1) * srcPitch, srcPitch,
(byte *)_hwScreen->pixels + rx1 * 2 + dst_y * dstPitch, dstPitch, r->w, dst_h);
}
r->x = rx1;
r->y = dst_y;
r->w = r->w * scale1;
r->h = dst_h * scale1;
#ifdef USE_SCALERS
if (_videoMode.aspectRatioCorrection && orig_dst_y < height && !_overlayVisible)
r->h = stretch200To240((uint8 *) _hwScreen->pixels, dstPitch, r->w, r->h, r->x, r->y, orig_dst_y * scale1);
#endif
}
SDL_UnlockSurface(srcSurf);
// Readjust the dirty rect list in case we are doing a full update.
// This is necessary if shaking is active.
if (_forceRedraw) {
_dirtyRectList[0].y = 0;
_dirtyRectList[0].h = _videoMode.hardwareHeight;
}
drawMouse();
#ifdef USE_OSD
drawOSD();
#endif
#ifdef USE_SDL_DEBUG_FOCUSRECT
// We draw the focus rectangle on top of everything, to assure it's easily visible.
// Of course when the overlay is visible we do not show it, since it is only for game
// specific focus.
if (_enableFocusRect && !_overlayVisible) {
int y = _focusRect.top + _currentShakePos;
int h = 0;
int x = _focusRect.left * scale1;
int w = _focusRect.width() * scale1;
if (y < height) {
h = _focusRect.height();
if (h > height - y)
h = height - y;
y *= scale1;
if (_videoMode.aspectRatioCorrection && !_overlayVisible)
y = real2Aspect(y);
if (h > 0 && w > 0) {
// Use white as color for now.
Uint32 rectColor = SDL_MapRGB(_hwScreen->format, 0xFF, 0xFF, 0xFF);
// First draw the top and bottom lines
// then draw the left and right lines
if (_hwScreen->format->BytesPerPixel == 2) {
uint16 *top = (uint16 *)((byte *)_hwScreen->pixels + y * _hwScreen->pitch + x * 2);
uint16 *bottom = (uint16 *)((byte *)_hwScreen->pixels + (y + h) * _hwScreen->pitch + x * 2);
byte *left = ((byte *)_hwScreen->pixels + y * _hwScreen->pitch + x * 2);
byte *right = ((byte *)_hwScreen->pixels + y * _hwScreen->pitch + (x + w - 1) * 2);
while (w--) {
*top++ = rectColor;
*bottom++ = rectColor;
}
while (h--) {
*(uint16 *)left = rectColor;
*(uint16 *)right = rectColor;
left += _hwScreen->pitch;
right += _hwScreen->pitch;
}
} else if (_hwScreen->format->BytesPerPixel == 4) {
uint32 *top = (uint32 *)((byte *)_hwScreen->pixels + y * _hwScreen->pitch + x * 4);
uint32 *bottom = (uint32 *)((byte *)_hwScreen->pixels + (y + h) * _hwScreen->pitch + x * 4);
byte *left = ((byte *)_hwScreen->pixels + y * _hwScreen->pitch + x * 4);
byte *right = ((byte *)_hwScreen->pixels + y * _hwScreen->pitch + (x + w - 1) * 4);
while (w--) {
*top++ = rectColor;
*bottom++ = rectColor;
}
while (h--) {
*(uint32 *)left = rectColor;
*(uint32 *)right = rectColor;
left += _hwScreen->pitch;
right += _hwScreen->pitch;
}
}
}
}
}
#endif
// Finally, blit all our changes to the screen
if (!_displayDisabled) {
PSP2_UpdateRects(_hwScreen, _numDirtyRects, _dirtyRectList);
}
}
_numDirtyRects = 0;
_forceRedraw = false;
_cursorNeedsRedraw = false;
}
void PSP2SdlGraphicsManager::setAspectRatioCorrection(bool enable) {
Common::StackLock lock(_graphicsMutex);
@ -473,7 +250,7 @@ SDL_Surface *PSP2SdlGraphicsManager::SDL_SetVideoMode(int width, int height, int
return screen;
}
void PSP2SdlGraphicsManager::PSP2_UpdateRects(SDL_Surface *screen, int numrects, SDL_Rect *rects) {
void PSP2SdlGraphicsManager::SDL_UpdateRects(SDL_Surface *screen, int numrects, SDL_Rect *rects) {
int x, y, w, h;
float sx, sy;
float ratio = (float)screen->w / (float)screen->h;

View File

@ -39,11 +39,10 @@ protected:
virtual void unloadGFXMode() override;
virtual bool hotswapGFXMode() override;
virtual void internUpdateScreen() override;
virtual void updateShader() override;
virtual void setAspectRatioCorrection(bool enable) override;
virtual SDL_Surface *SDL_SetVideoMode(int width, int height, int bpp, Uint32 flags) override;
void PSP2_UpdateRects(SDL_Surface *screen, int numrects, SDL_Rect *rects);
virtual void SDL_UpdateRects(SDL_Surface *screen, int numrects, SDL_Rect *rects) override;
void PSP2_UpdateFiltering();
bool _hardwareAspectRatioCorrection;

View File

@ -187,8 +187,8 @@ protected:
void deinitializeRenderer();
void recreateScreenTexture();
virtual SDL_Surface *SDL_SetVideoMode(int width, int height, int bpp, Uint32 flags);
void SDL_UpdateRects(SDL_Surface *screen, int numrects, SDL_Rect *rects);
virtual SDL_Surface *SDL_SetVideoMode(int width, int height, int bpp, Uint32 flags) override;
virtual void SDL_UpdateRects(SDL_Surface *screen, int numrects, SDL_Rect *rects) override;
#endif
/** Unseen game screen */