mirror of
https://github.com/libretro/scummvm.git
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518 lines
15 KiB
C++
518 lines
15 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "common/scummsys.h"
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#if defined(SDL_BACKEND)
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#include "backends/graphics/psp2sdl/psp2sdl-graphics.h"
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#include "backends/events/sdl/sdl-events.h"
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#include "backends/platform/sdl/sdl.h"
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#include "common/config-manager.h"
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#include "common/mutex.h"
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#include "common/textconsole.h"
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#include "common/translation.h"
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#include "common/util.h"
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#include "common/frac.h"
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#ifdef USE_RGB_COLOR
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#include "common/list.h"
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#endif
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#include "graphics/font.h"
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#include "graphics/fontman.h"
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#include "graphics/scaler.h"
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#include "graphics/scaler/aspect.h"
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#include "graphics/surface.h"
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#include "gui/EventRecorder.h"
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#include <vita2d_fbo.h>
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#include <lcd3x_v.h>
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#include <lcd3x_f.h>
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#include <texture_v.h>
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#include <texture_f.h>
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#include <advanced_aa_v.h>
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#include <advanced_aa_f.h>
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#include <scale2x_f.h>
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#include <scale2x_v.h>
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#include <sharp_bilinear_f.h>
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#include <sharp_bilinear_v.h>
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#include <sharp_bilinear_simple_f.h>
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#include <sharp_bilinear_simple_v.h>
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#define GFX_SHADER_NONE 0
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#define GFX_SHADER_LCD3X 1
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#define GFX_SHADER_SHARP 2
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#define GFX_SHADER_SHARP_SCAN 3
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#define GFX_SHADER_AAA 4
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#define GFX_SHADER_SCALE2X 5
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static const OSystem::GraphicsMode s_supportedShadersPSP2[] = {
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{"NONE", "Normal (no shader)", GFX_SHADER_NONE},
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{"LCD", "LCD", GFX_SHADER_LCD3X},
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{"Sharp", "Sharp", GFX_SHADER_SHARP},
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{"Scan", "Scan", GFX_SHADER_SHARP_SCAN},
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{"AAA", "Super2xSAI", GFX_SHADER_AAA},
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{"Scale", "Scale", GFX_SHADER_SCALE2X},
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{0, 0, 0}
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};
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PSP2SdlGraphicsManager::PSP2SdlGraphicsManager(SdlEventSource *sdlEventSource, SdlWindow *window)
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:
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SurfaceSdlGraphicsManager(sdlEventSource, window),
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_vitatex_hwscreen(nullptr),
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_sdlpixels_hwscreen(nullptr) {
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// do aspect ratio correction in hardware on the Vita
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if (_videoMode.aspectRatioCorrection == true) {
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_hardwareAspectRatioCorrection = true;
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} else {
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_hardwareAspectRatioCorrection = false;
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}
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_videoMode.aspectRatioCorrection = false;
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// shader number 0 is the entry NONE (no shader)
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const OSystem::GraphicsMode *p = s_supportedShadersPSP2;
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_numShaders = 0;
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while (p->name) {
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_numShaders++;
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p++;
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}
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_currentShader = ConfMan.getInt("shader");
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if (_currentShader < 0 || _currentShader >= _numShaders) {
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_currentShader = 0;
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}
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_shaders[0] = NULL;
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}
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PSP2SdlGraphicsManager::~PSP2SdlGraphicsManager() {
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if (_vitatex_hwscreen) {
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vita2d_free_texture(_vitatex_hwscreen);
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for (int i = 0; i < 6; i++) {
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vita2d_free_shader(_shaders[i]);
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_shaders[i] = NULL;
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}
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_vitatex_hwscreen = NULL;
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}
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if (_hwScreen) {
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_hwScreen->pixels = _sdlpixels_hwscreen;
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}
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_sdlpixels_hwscreen = nullptr;
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}
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OSystem::TransactionError PSP2SdlGraphicsManager::endGFXTransaction() {
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OSystem::TransactionError returnValue = SurfaceSdlGraphicsManager::endGFXTransaction();
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// force update of filtering on Vita
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PSP2_UpdateFiltering();
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return returnValue;
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}
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void PSP2SdlGraphicsManager::setGraphicsModeIntern() {
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SurfaceSdlGraphicsManager::setGraphicsModeIntern();
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PSP2_UpdateFiltering();
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}
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void PSP2SdlGraphicsManager::PSP2_UpdateFiltering() {
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if (_vitatex_hwscreen) {
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if (_videoMode.filtering) {
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vita2d_texture_set_filters(_vitatex_hwscreen, SCE_GXM_TEXTURE_FILTER_LINEAR, SCE_GXM_TEXTURE_FILTER_LINEAR);
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} else {
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vita2d_texture_set_filters(_vitatex_hwscreen, SCE_GXM_TEXTURE_FILTER_POINT, SCE_GXM_TEXTURE_FILTER_POINT);
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}
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}
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}
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const OSystem::GraphicsMode *PSP2SdlGraphicsManager::getSupportedShaders() const {
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return s_supportedShadersPSP2;
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}
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void PSP2SdlGraphicsManager::unloadGFXMode() {
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if (_screen) {
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SDL_FreeSurface(_screen);
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_screen = NULL;
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}
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deinitializeRenderer();
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if (_hwScreen) {
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if (_vitatex_hwscreen) {
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vita2d_free_texture(_vitatex_hwscreen);
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for (int i = 0; i < 6; i++) {
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vita2d_free_shader(_shaders[i]);
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_shaders[i] = NULL;
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}
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_vitatex_hwscreen = NULL;
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}
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_hwScreen->pixels = _sdlpixels_hwscreen;
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}
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SurfaceSdlGraphicsManager::unloadGFXMode();
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}
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bool PSP2SdlGraphicsManager::hotswapGFXMode() {
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if (!_screen)
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return false;
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// Release the HW screen surface
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if (_hwScreen) {
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if (_vitatex_hwscreen) {
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vita2d_free_texture(_vitatex_hwscreen);
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for (int i = 0; i < 6; i++) {
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vita2d_free_shader(_shaders[i]);
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_shaders[i] = NULL;
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}
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_vitatex_hwscreen = NULL;
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}
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_hwScreen->pixels = _sdlpixels_hwscreen;
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}
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return SurfaceSdlGraphicsManager::hotswapGFXMode();
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}
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void PSP2SdlGraphicsManager::updateShader() {
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// shader init code goes here
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// currently only used on Vita port
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// the user-selected shaderID should be obtained via ConfMan.getInt("shader")
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// and the corresponding shader should then be activated here
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// this way the user can combine any software scaling (scalers)
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// with any hardware shading (shaders). The shaders could provide
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// scanline masks, overlays, but could also serve for
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// hardware-based up-scaling (sharp-bilinear-simple, etc.)
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if (_vitatex_hwscreen) {
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if (_shaders[0] == NULL) {
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// load shaders
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_shaders[GFX_SHADER_NONE] = vita2d_create_shader((const SceGxmProgram *)texture_v, (const SceGxmProgram *)texture_f);
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_shaders[GFX_SHADER_LCD3X] = vita2d_create_shader((const SceGxmProgram *)lcd3x_v, (const SceGxmProgram *)lcd3x_f);
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_shaders[GFX_SHADER_SHARP] = vita2d_create_shader((const SceGxmProgram *)sharp_bilinear_simple_v, (const SceGxmProgram *)sharp_bilinear_simple_f);
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_shaders[GFX_SHADER_SHARP_SCAN] = vita2d_create_shader((const SceGxmProgram *)sharp_bilinear_v, (const SceGxmProgram *)sharp_bilinear_f);
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_shaders[GFX_SHADER_AAA] = vita2d_create_shader((const SceGxmProgram *)advanced_aa_v, (const SceGxmProgram *)advanced_aa_f);
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_shaders[GFX_SHADER_SCALE2X] = vita2d_create_shader((const SceGxmProgram *)scale2x_v, (const SceGxmProgram *)scale2x_f);
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}
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if (_currentShader >= 0 && _currentShader < _numShaders) {
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vita2d_texture_set_program(_shaders[_currentShader]->vertexProgram, _shaders[_currentShader]->fragmentProgram);
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vita2d_texture_set_wvp(_shaders[_currentShader]->wvpParam);
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vita2d_texture_set_vertexInput(&_shaders[_currentShader]->vertexInput);
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vita2d_texture_set_fragmentInput(&_shaders[_currentShader]->fragmentInput);
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}
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}
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}
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void PSP2SdlGraphicsManager::internUpdateScreen() {
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SDL_Surface *srcSurf, *origSurf;
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int height, width;
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ScalerProc *scalerProc;
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int scale1;
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// definitions not available for non-DEBUG here. (needed this to compile in SYMBIAN32 & linux?)
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#if defined(DEBUG)
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assert(_hwScreen != NULL);
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assert(_hwScreen->map->sw_data != NULL);
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#endif
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// If the shake position changed, fill the dirty area with blackness
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if (_currentShakePos != _newShakePos ||
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(_cursorNeedsRedraw && _mouseBackup.y <= _currentShakePos)) {
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SDL_Rect blackrect = {0, 0, (Uint16)(_videoMode.screenWidth * _videoMode.scaleFactor), (Uint16)(_newShakePos * _videoMode.scaleFactor)};
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if (_videoMode.aspectRatioCorrection && !_overlayVisible)
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blackrect.h = real2Aspect(blackrect.h - 1) + 1;
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SDL_FillRect(_hwScreen, &blackrect, 0);
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_currentShakePos = _newShakePos;
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_forceRedraw = true;
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}
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// Check whether the palette was changed in the meantime and update the
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// screen surface accordingly.
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if (_screen && _paletteDirtyEnd != 0) {
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SDL_SetColors(_screen, _currentPalette + _paletteDirtyStart,
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_paletteDirtyStart,
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_paletteDirtyEnd - _paletteDirtyStart);
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_paletteDirtyEnd = 0;
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_forceRedraw = true;
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}
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if (!_overlayVisible) {
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origSurf = _screen;
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srcSurf = _tmpscreen;
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width = _videoMode.screenWidth;
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height = _videoMode.screenHeight;
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scalerProc = _scalerProc;
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scale1 = _videoMode.scaleFactor;
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} else {
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origSurf = _overlayscreen;
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srcSurf = _tmpscreen2;
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width = _videoMode.overlayWidth;
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height = _videoMode.overlayHeight;
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scalerProc = Normal1x;
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scale1 = 1;
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}
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// Add the area covered by the mouse cursor to the list of dirty rects if
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// we have to redraw the mouse.
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if (_cursorNeedsRedraw)
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undrawMouse();
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#ifdef USE_OSD
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updateOSD();
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#endif
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// Force a full redraw if requested
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if (_forceRedraw) {
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_numDirtyRects = 1;
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_dirtyRectList[0].x = 0;
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_dirtyRectList[0].y = 0;
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_dirtyRectList[0].w = width;
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_dirtyRectList[0].h = height;
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}
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// Only draw anything if necessary
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if (_numDirtyRects > 0 || _cursorNeedsRedraw) {
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SDL_Rect *r;
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SDL_Rect dst;
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uint32 srcPitch, dstPitch;
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SDL_Rect *lastRect = _dirtyRectList + _numDirtyRects;
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for (r = _dirtyRectList; r != lastRect; ++r) {
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dst = *r;
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dst.x++; // Shift rect by one since 2xSai needs to access the data around
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dst.y++; // any pixel to scale it, and we want to avoid mem access crashes.
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if (SDL_BlitSurface(origSurf, r, srcSurf, &dst) != 0)
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error("SDL_BlitSurface failed: %s", SDL_GetError());
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}
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SDL_LockSurface(srcSurf);
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srcPitch = srcSurf->pitch;
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dstPitch = _hwScreen->pitch;
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for (r = _dirtyRectList; r != lastRect; ++r) {
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register int dst_y = r->y + _currentShakePos;
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register int dst_h = 0;
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#ifdef USE_SCALERS
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register int orig_dst_y = 0;
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#endif
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register int rx1 = r->x * scale1;
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if (dst_y < height) {
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dst_h = r->h;
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if (dst_h > height - dst_y)
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dst_h = height - dst_y;
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#ifdef USE_SCALERS
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orig_dst_y = dst_y;
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#endif
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dst_y = dst_y * scale1;
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if (_videoMode.aspectRatioCorrection && !_overlayVisible)
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dst_y = real2Aspect(dst_y);
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assert(scalerProc != NULL);
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scalerProc((byte *)srcSurf->pixels + (r->x * 2 + 2) + (r->y + 1) * srcPitch, srcPitch,
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(byte *)_hwScreen->pixels + rx1 * 2 + dst_y * dstPitch, dstPitch, r->w, dst_h);
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}
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r->x = rx1;
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r->y = dst_y;
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r->w = r->w * scale1;
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r->h = dst_h * scale1;
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#ifdef USE_SCALERS
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if (_videoMode.aspectRatioCorrection && orig_dst_y < height && !_overlayVisible)
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r->h = stretch200To240((uint8 *) _hwScreen->pixels, dstPitch, r->w, r->h, r->x, r->y, orig_dst_y * scale1);
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#endif
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}
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SDL_UnlockSurface(srcSurf);
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// Readjust the dirty rect list in case we are doing a full update.
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// This is necessary if shaking is active.
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if (_forceRedraw) {
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_dirtyRectList[0].y = 0;
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_dirtyRectList[0].h = _videoMode.hardwareHeight;
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}
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drawMouse();
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#ifdef USE_OSD
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drawOSD();
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#endif
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#ifdef USE_SDL_DEBUG_FOCUSRECT
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// We draw the focus rectangle on top of everything, to assure it's easily visible.
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// Of course when the overlay is visible we do not show it, since it is only for game
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// specific focus.
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if (_enableFocusRect && !_overlayVisible) {
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int y = _focusRect.top + _currentShakePos;
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int h = 0;
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int x = _focusRect.left * scale1;
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int w = _focusRect.width() * scale1;
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if (y < height) {
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h = _focusRect.height();
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if (h > height - y)
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h = height - y;
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y *= scale1;
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if (_videoMode.aspectRatioCorrection && !_overlayVisible)
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y = real2Aspect(y);
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if (h > 0 && w > 0) {
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// Use white as color for now.
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Uint32 rectColor = SDL_MapRGB(_hwScreen->format, 0xFF, 0xFF, 0xFF);
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// First draw the top and bottom lines
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// then draw the left and right lines
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if (_hwScreen->format->BytesPerPixel == 2) {
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uint16 *top = (uint16 *)((byte *)_hwScreen->pixels + y * _hwScreen->pitch + x * 2);
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uint16 *bottom = (uint16 *)((byte *)_hwScreen->pixels + (y + h) * _hwScreen->pitch + x * 2);
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byte *left = ((byte *)_hwScreen->pixels + y * _hwScreen->pitch + x * 2);
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byte *right = ((byte *)_hwScreen->pixels + y * _hwScreen->pitch + (x + w - 1) * 2);
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while (w--) {
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*top++ = rectColor;
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*bottom++ = rectColor;
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}
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while (h--) {
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*(uint16 *)left = rectColor;
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*(uint16 *)right = rectColor;
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left += _hwScreen->pitch;
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right += _hwScreen->pitch;
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}
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} else if (_hwScreen->format->BytesPerPixel == 4) {
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uint32 *top = (uint32 *)((byte *)_hwScreen->pixels + y * _hwScreen->pitch + x * 4);
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uint32 *bottom = (uint32 *)((byte *)_hwScreen->pixels + (y + h) * _hwScreen->pitch + x * 4);
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byte *left = ((byte *)_hwScreen->pixels + y * _hwScreen->pitch + x * 4);
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byte *right = ((byte *)_hwScreen->pixels + y * _hwScreen->pitch + (x + w - 1) * 4);
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while (w--) {
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*top++ = rectColor;
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*bottom++ = rectColor;
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}
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while (h--) {
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*(uint32 *)left = rectColor;
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*(uint32 *)right = rectColor;
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left += _hwScreen->pitch;
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right += _hwScreen->pitch;
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}
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}
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}
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}
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}
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#endif
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// Finally, blit all our changes to the screen
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if (!_displayDisabled) {
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PSP2_UpdateRects(_hwScreen, _numDirtyRects, _dirtyRectList);
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}
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}
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_numDirtyRects = 0;
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_forceRedraw = false;
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_cursorNeedsRedraw = false;
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}
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void PSP2SdlGraphicsManager::setAspectRatioCorrection(bool enable) {
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Common::StackLock lock(_graphicsMutex);
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if (_oldVideoMode.setup && _hardwareAspectRatioCorrection == enable)
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return;
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if (_transactionMode == kTransactionActive) {
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_videoMode.aspectRatioCorrection = false;
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_hardwareAspectRatioCorrection = enable;
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// erase the screen for both buffers
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if (_vitatex_hwscreen) {
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for (int i = 0; i <= 10; i++) {
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vita2d_start_drawing();
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vita2d_clear_screen();
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vita2d_end_drawing();
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vita2d_swap_buffers();
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}
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}
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}
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}
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SDL_Surface *PSP2SdlGraphicsManager::SDL_SetVideoMode(int width, int height, int bpp, Uint32 flags) {
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SDL_Surface *screen = SurfaceSdlGraphicsManager::SDL_SetVideoMode(width, height, bpp, flags);
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if (screen != nullptr) {
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vita2d_set_vblank_wait(true);
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_vitatex_hwscreen = vita2d_create_empty_texture_format(width, height, SCE_GXM_TEXTURE_FORMAT_R5G6B5);
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_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
|