scummvm/backends/graphics/psp2sdl/psp2sdl-graphics.cpp

518 lines
15 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "common/scummsys.h"
#if defined(SDL_BACKEND)
#include "backends/graphics/psp2sdl/psp2sdl-graphics.h"
#include "backends/events/sdl/sdl-events.h"
#include "backends/platform/sdl/sdl.h"
#include "common/config-manager.h"
#include "common/mutex.h"
#include "common/textconsole.h"
#include "common/translation.h"
#include "common/util.h"
#include "common/frac.h"
#ifdef USE_RGB_COLOR
#include "common/list.h"
#endif
#include "graphics/font.h"
#include "graphics/fontman.h"
#include "graphics/scaler.h"
#include "graphics/scaler/aspect.h"
#include "graphics/surface.h"
#include "gui/EventRecorder.h"
#include <vita2d_fbo.h>
#include <lcd3x_v.h>
#include <lcd3x_f.h>
#include <texture_v.h>
#include <texture_f.h>
#include <advanced_aa_v.h>
#include <advanced_aa_f.h>
#include <scale2x_f.h>
#include <scale2x_v.h>
#include <sharp_bilinear_f.h>
#include <sharp_bilinear_v.h>
#include <sharp_bilinear_simple_f.h>
#include <sharp_bilinear_simple_v.h>
#define GFX_SHADER_NONE 0
#define GFX_SHADER_LCD3X 1
#define GFX_SHADER_SHARP 2
#define GFX_SHADER_SHARP_SCAN 3
#define GFX_SHADER_AAA 4
#define GFX_SHADER_SCALE2X 5
static const OSystem::GraphicsMode s_supportedShadersPSP2[] = {
{"NONE", "Normal (no shader)", GFX_SHADER_NONE},
{"LCD", "LCD", GFX_SHADER_LCD3X},
{"Sharp", "Sharp", GFX_SHADER_SHARP},
{"Scan", "Scan", GFX_SHADER_SHARP_SCAN},
{"AAA", "Super2xSAI", GFX_SHADER_AAA},
{"Scale", "Scale", GFX_SHADER_SCALE2X},
{0, 0, 0}
};
PSP2SdlGraphicsManager::PSP2SdlGraphicsManager(SdlEventSource *sdlEventSource, SdlWindow *window)
:
SurfaceSdlGraphicsManager(sdlEventSource, window),
_vitatex_hwscreen(nullptr),
_sdlpixels_hwscreen(nullptr) {
// do aspect ratio correction in hardware on the Vita
if (_videoMode.aspectRatioCorrection == true) {
_hardwareAspectRatioCorrection = true;
} else {
_hardwareAspectRatioCorrection = false;
}
_videoMode.aspectRatioCorrection = false;
// shader number 0 is the entry NONE (no shader)
const OSystem::GraphicsMode *p = s_supportedShadersPSP2;
_numShaders = 0;
while (p->name) {
_numShaders++;
p++;
}
_currentShader = ConfMan.getInt("shader");
if (_currentShader < 0 || _currentShader >= _numShaders) {
_currentShader = 0;
}
_shaders[0] = NULL;
}
PSP2SdlGraphicsManager::~PSP2SdlGraphicsManager() {
if (_vitatex_hwscreen) {
vita2d_free_texture(_vitatex_hwscreen);
for (int i = 0; i < 6; i++) {
vita2d_free_shader(_shaders[i]);
_shaders[i] = NULL;
}
_vitatex_hwscreen = NULL;
}
if (_hwScreen) {
_hwScreen->pixels = _sdlpixels_hwscreen;
}
_sdlpixels_hwscreen = nullptr;
}
OSystem::TransactionError PSP2SdlGraphicsManager::endGFXTransaction() {
OSystem::TransactionError returnValue = SurfaceSdlGraphicsManager::endGFXTransaction();
// force update of filtering on Vita
PSP2_UpdateFiltering();
return returnValue;
}
void PSP2SdlGraphicsManager::setGraphicsModeIntern() {
SurfaceSdlGraphicsManager::setGraphicsModeIntern();
PSP2_UpdateFiltering();
}
void PSP2SdlGraphicsManager::PSP2_UpdateFiltering() {
if (_vitatex_hwscreen) {
if (_videoMode.filtering) {
vita2d_texture_set_filters(_vitatex_hwscreen, SCE_GXM_TEXTURE_FILTER_LINEAR, SCE_GXM_TEXTURE_FILTER_LINEAR);
} else {
vita2d_texture_set_filters(_vitatex_hwscreen, SCE_GXM_TEXTURE_FILTER_POINT, SCE_GXM_TEXTURE_FILTER_POINT);
}
}
}
const OSystem::GraphicsMode *PSP2SdlGraphicsManager::getSupportedShaders() const {
return s_supportedShadersPSP2;
}
void PSP2SdlGraphicsManager::unloadGFXMode() {
if (_screen) {
SDL_FreeSurface(_screen);
_screen = NULL;
}
deinitializeRenderer();
if (_hwScreen) {
if (_vitatex_hwscreen) {
vita2d_free_texture(_vitatex_hwscreen);
for (int i = 0; i < 6; i++) {
vita2d_free_shader(_shaders[i]);
_shaders[i] = NULL;
}
_vitatex_hwscreen = NULL;
}
_hwScreen->pixels = _sdlpixels_hwscreen;
}
SurfaceSdlGraphicsManager::unloadGFXMode();
}
bool PSP2SdlGraphicsManager::hotswapGFXMode() {
if (!_screen)
return false;
// Release the HW screen surface
if (_hwScreen) {
if (_vitatex_hwscreen) {
vita2d_free_texture(_vitatex_hwscreen);
for (int i = 0; i < 6; i++) {
vita2d_free_shader(_shaders[i]);
_shaders[i] = NULL;
}
_vitatex_hwscreen = NULL;
}
_hwScreen->pixels = _sdlpixels_hwscreen;
}
return SurfaceSdlGraphicsManager::hotswapGFXMode();
}
void PSP2SdlGraphicsManager::updateShader() {
// shader init code goes here
// currently only used on Vita port
// the user-selected shaderID should be obtained via ConfMan.getInt("shader")
// and the corresponding shader should then be activated here
// this way the user can combine any software scaling (scalers)
// with any hardware shading (shaders). The shaders could provide
// scanline masks, overlays, but could also serve for
// hardware-based up-scaling (sharp-bilinear-simple, etc.)
if (_vitatex_hwscreen) {
if (_shaders[0] == NULL) {
// load shaders
_shaders[GFX_SHADER_NONE] = vita2d_create_shader((const SceGxmProgram *)texture_v, (const SceGxmProgram *)texture_f);
_shaders[GFX_SHADER_LCD3X] = vita2d_create_shader((const SceGxmProgram *)lcd3x_v, (const SceGxmProgram *)lcd3x_f);
_shaders[GFX_SHADER_SHARP] = vita2d_create_shader((const SceGxmProgram *)sharp_bilinear_simple_v, (const SceGxmProgram *)sharp_bilinear_simple_f);
_shaders[GFX_SHADER_SHARP_SCAN] = vita2d_create_shader((const SceGxmProgram *)sharp_bilinear_v, (const SceGxmProgram *)sharp_bilinear_f);
_shaders[GFX_SHADER_AAA] = vita2d_create_shader((const SceGxmProgram *)advanced_aa_v, (const SceGxmProgram *)advanced_aa_f);
_shaders[GFX_SHADER_SCALE2X] = vita2d_create_shader((const SceGxmProgram *)scale2x_v, (const SceGxmProgram *)scale2x_f);
}
if (_currentShader >= 0 && _currentShader < _numShaders) {
vita2d_texture_set_program(_shaders[_currentShader]->vertexProgram, _shaders[_currentShader]->fragmentProgram);
vita2d_texture_set_wvp(_shaders[_currentShader]->wvpParam);
vita2d_texture_set_vertexInput(&_shaders[_currentShader]->vertexInput);
vita2d_texture_set_fragmentInput(&_shaders[_currentShader]->fragmentInput);
}
}
}
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);
if (_oldVideoMode.setup && _hardwareAspectRatioCorrection == enable)
return;
if (_transactionMode == kTransactionActive) {
_videoMode.aspectRatioCorrection = false;
_hardwareAspectRatioCorrection = enable;
// erase the screen for both buffers
if (_vitatex_hwscreen) {
for (int i = 0; i <= 10; i++) {
vita2d_start_drawing();
vita2d_clear_screen();
vita2d_end_drawing();
vita2d_swap_buffers();
}
}
}
}
SDL_Surface *PSP2SdlGraphicsManager::SDL_SetVideoMode(int width, int height, int bpp, Uint32 flags) {
SDL_Surface *screen = SurfaceSdlGraphicsManager::SDL_SetVideoMode(width, height, bpp, flags);
if (screen != nullptr) {
vita2d_set_vblank_wait(true);
_vitatex_hwscreen = vita2d_create_empty_texture_format(width, height, SCE_GXM_TEXTURE_FORMAT_R5G6B5);
_sdlpixels_hwscreen = screen->pixels; // for SDL_FreeSurface...
screen->pixels = vita2d_texture_get_datap(_vitatex_hwscreen);
updateShader();
}
return screen;
}
void PSP2SdlGraphicsManager::PSP2_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;
if ((_videoMode.screenHeight == 200 || _videoMode.screenHeight == 400) && _hardwareAspectRatioCorrection) {
ratio = ratio * (200.0f / 240.0f);
}
if (_videoMode.fullscreen || screen->h >= 544) {
h = 544;
w = h * ratio;
} else {
if (screen->h <= 277 && screen->w <= 480) {
// Use Vita hardware 2x scaling if the picture is really small
// this uses the current shader and filtering mode
h = screen->h * 2;
w = screen->w * 2;
} else {
h = screen->h;
w = screen->w;
}
if ((_videoMode.screenHeight == 200 || _videoMode.screenHeight == 400) && _hardwareAspectRatioCorrection) {
// stretch the height only if it fits, otherwise make the width smaller
if (((float)w * (1.0f / ratio)) <= 544.0f) {
h = w * (1.0f / ratio);
} else {
w = h * ratio;
}
}
}
x = (960 - w) / 2; y = (544 - h) / 2;
sx = (float)w / (float)screen->w;
sy = (float)h / (float)screen->h;
if (_vitatex_hwscreen) {
vita2d_start_drawing();
vita2d_draw_texture_scale(_vitatex_hwscreen, x, y, sx, sy);
vita2d_end_drawing();
vita2d_swap_buffers();
}
}
#endif