ref: 46ce50a988adf43ed85367e42fe252207c61c918
parent: 72aa9744f545ee5bd07aa2a3a46cd65081e90408
author: Tanguy Fautre <tanguy@fautre.com>
date: Sun Feb 16 13:37:19 EST 2020
Update SDL2 rendering engine to hardware accelerated texture. This is slower than direct surface from window, but the fullscreen quality is much better.
--- a/Engine/src/display.c
+++ b/Engine/src/display.c
@@ -16,7 +16,6 @@
#include <stdio.h>
#include <stdlib.h>
#include <stdarg.h>
-#include <assert.h>
#include <string.h>
#include "platform.h"
@@ -37,12 +36,7 @@
#include "engine.h"
#include "network.h"
#include "sdl_util.h"
-
-#include "mmulti_unstable.h"
-#include "mmulti_stable.h"
-#include "network.h"
#include "icon.h"
-
#include "draw.h"
#include "cache.h"
@@ -70,9 +64,11 @@
int32_t buffermode, origbuffermode, linearmode;
uint8_t permanentupdate = 0, vgacompatible;
-SDL_Window* window = NULL;
-SDL_Surface* window_surface = NULL;
-SDL_Surface* surface = NULL; /* This isn't static so that we can use it elsewhere AH */
+static SDL_Window* window = NULL;
+static SDL_Renderer* renderer = NULL;
+static SDL_Texture* texture = NULL;
+static SDL_Surface* surface = NULL;
+static SDL_Surface* surface_rgba = NULL;
static uint32_t sdl_flags = 0;
static int32_t mouse_relative_x = 0;
@@ -90,9 +86,6 @@
static char *titleName = NULL;
-void restore256_palette (void);
-void set16color_palette (void);
-
#define print_tf_state(str, val) printf("%s: {%s}\n", str, (val) ? "true" : "false" )
void* get_framebuffer(void){
@@ -188,16 +181,23 @@
{
if (window != NULL)
{
+ SDL_FreeSurface(surface_rgba);
SDL_FreeSurface(surface);
+ SDL_DestroyTexture(texture);
+ SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
+ SDL_QuitSubSystem(SDL_INIT_VIDEO);
+ window = NULL;
}
-
+
+ SDL_CHECK_SUCCESS( SDL_InitSubSystem(SDL_INIT_VIDEO) );
+
window = SDL_CreateWindow(
titleName,
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
w, h,
- sdl_flags);
+ sdl_flags | SDL_WINDOW_ALLOW_HIGHDPI);
SDL_CHECK_NOT_NULL(window, "create window");
@@ -213,14 +213,28 @@
getvalidvesamodes();
SDL_ClearError();
- window_surface = SDL_GetWindowSurface(window);
+ renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
+ SDL_CHECK_NOT_NULL(renderer, "create renderer");
+
+ SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear");
+ SDL_SetHint(SDL_HINT_RENDER_VSYNC, "0");
- SDL_CHECK_NOT_NULL(window_surface, "get window surface");
+ SDL_CHECK_SUCCESS( SDL_RenderSetLogicalSize(renderer, w, h) );
- surface = SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, 8, 0, 0, 0, 0);
-
+ texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, w, h);
+ SDL_CHECK_NOT_NULL(texture, "create texture");
+
+ surface = SDL_CreateRGBSurface(0, w, h, 8, 0, 0, 0, 0);
SDL_CHECK_NOT_NULL(surface, "create palettized surface");
+ const Uint32 rmask = 0x00ff0000;
+ const Uint32 gmask = 0x0000ff00;
+ const Uint32 bmask = 0x000000ff;
+ const Uint32 amask = 0xff000000;
+
+ surface_rgba = SDL_CreateRGBSurface(0, w, h, 32, rmask, gmask, bmask, amask);
+ SDL_CHECK_NOT_NULL(surface_rgba, "create RGBA surface");
+
init_new_res_vars();
}
@@ -345,7 +359,6 @@
y = surface->h;
BFullScreen =!BFullScreen;
- SDL_QuitSubSystem(SDL_INIT_VIDEO);
_platform_init(0, NULL, "Duke Nukem 3D", "Duke3D");
_setgamemode(x,y);
//vscrn();
@@ -657,11 +670,8 @@
if (title == NULL)
title = "BUILD";
- if (iconName == NULL)
- iconName = "BUILD";
-
titleName = string_dupe(title);
- sdl_flags = BFullScreen ? SDL_WINDOW_FULLSCREEN : 0;
+ sdl_flags = BFullScreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0;
set_sdl_scancodes(scancodes, sizeof(scancodes) / sizeof(scancodes[0]));
output_sdl_versions();
@@ -787,16 +797,14 @@
}
-static void add_vesa_mode(const char *typestr, int w, int h)
+static void add_vesa_mode(int w, int h)
{
- //printf("Adding %s resolution (%dx%d).\n", typestr, w, h);
validmode[validmodecnt] = validmodecnt;
validmodexdim[validmodecnt] = w;
validmodeydim[validmodecnt] = h;
validmodecnt++;
-} /* add_vesa_mode */
+}
-
/* Let the user specify a specific mode via environment variable. */
static inline void add_user_defined_resolution(void)
{
@@ -808,7 +816,7 @@
return;
if (get_dimensions_from_str(envr, &w, &h))
- add_vesa_mode("user defined", w, h);
+ add_vesa_mode(w, h);
else
printf("User defined resolution [%s] is bogus!\n", envr);
} /* add_user_defined_resolution */
@@ -929,8 +937,16 @@
static int already_checked = 0;
int i;
int stdres[][2] = {
- {320, 240}, {640, 480},
- {800, 600}, {1024, 768}
+ {320, 240},
+ {640, 480},
+ {800, 600},
+ {1024, 768},
+ {1280, 960},
+ {1440, 1080},
+ {1600, 1200},
+ {1920, 1440},
+ {2560, 1920},
+ {2880, 2160}
};
if (already_checked)
@@ -939,22 +955,31 @@
already_checked = 1;
validmodecnt = 0;
vidoption = 1; /* !!! tmp */
-
- /* fill in the standard resolutions... */
- for (i = 0; i < sizeof (stdres) / sizeof (stdres[0]); i++)
- add_vesa_mode("standard", stdres[i][0], stdres[i][1]);
-
- /* Anything the hardware can specifically do is added now... */
- int displayIndex = 0;
- int numModes = SDL_GetNumDisplayModes(displayIndex);
+
+ // Fill in the standard 4:3 resolutions that the display supports
+ int numModes = SDL_GetNumDisplayModes(0);
+ int maxWidth = 0;
+ int maxHeight = 0;
+
for (i = 0; i < numModes; ++i)
{
SDL_DisplayMode mode;
- SDL_CHECK_SUCCESS( SDL_GetDisplayMode(displayIndex, i, &mode) );
+ SDL_CHECK_SUCCESS(SDL_GetDisplayMode(0, i, &mode));
- add_vesa_mode("physical", mode.w, mode.h);
+ maxWidth = max(maxWidth, mode.w);
+ maxHeight = max(maxHeight, mode.h);
}
-
+
+ for (i = 0; i < sizeof(stdres) / sizeof(stdres[0]); i++)
+ {
+ assert(stdres[i][0] / 4 == stdres[i][1] / 3);
+
+ if (stdres[i][0] <= maxWidth && stdres[i][1] <= maxHeight)
+ {
+ add_vesa_mode(stdres[i][0], stdres[i][1]);
+ }
+ }
+
/* Now add specific resolutions that the user wants... */
add_user_defined_resolution();
@@ -1092,8 +1117,10 @@
// tanguyf: updating the palette is not immediate with a buffered surface, screen needs updating as well.
SDL_CHECK_SUCCESS( SDL_SetPaletteColors(surface->format->palette, fmt_swap, 0, 256) );
- SDL_CHECK_SUCCESS( SDL_BlitSurface(surface, NULL, window_surface, NULL) );
- SDL_CHECK_SUCCESS( SDL_UpdateWindowSurface(window) );
+ SDL_CHECK_SUCCESS( SDL_BlitSurface(surface, NULL, surface_rgba, NULL) );
+ SDL_CHECK_SUCCESS( SDL_UpdateTexture(texture, NULL, surface_rgba->pixels, surface_rgba->pitch) );
+ SDL_CHECK_SUCCESS( SDL_RenderCopy(renderer, texture, NULL, NULL) );
+ SDL_RenderPresent(renderer);
}
void VBE_getPalette(int32_t start, int32_t num, uint8_t *palettebuffer)
@@ -1172,9 +1199,11 @@
void _updateScreenRect(int32_t x, int32_t y, int32_t w, int32_t h)
{
SDL_Rect rect = { x, y, w, h };
-
- SDL_CHECK_SUCCESS( SDL_BlitSurface(surface, &rect, window_surface, &rect) );
- SDL_CHECK_SUCCESS( SDL_UpdateWindowSurface(window) );
+
+ SDL_CHECK_SUCCESS(SDL_BlitSurface(surface, &rect, surface_rgba, &rect));
+ SDL_CHECK_SUCCESS(SDL_UpdateTexture(texture, &rect, surface_rgba->pixels, surface_rgba->pitch));
+ SDL_CHECK_SUCCESS(SDL_RenderCopy(renderer, texture, &rect, &rect));
+ SDL_RenderPresent(renderer);
}
//int counter= 0 ;
@@ -1185,8 +1214,10 @@
_handle_events();
- SDL_CHECK_SUCCESS( SDL_BlitSurface(surface, NULL, window_surface, NULL) );
- SDL_CHECK_SUCCESS( SDL_UpdateWindowSurface(window) );
+ SDL_CHECK_SUCCESS( SDL_BlitSurface(surface, NULL, surface_rgba, NULL) );
+ SDL_CHECK_SUCCESS( SDL_UpdateTexture(texture, NULL, surface_rgba->pixels, surface_rgba->pitch) );
+ SDL_CHECK_SUCCESS( SDL_RenderCopy(renderer, texture, NULL, NULL) );
+ SDL_RenderPresent(renderer);
//sprintf(bmpName,"%d.bmp",counter++);
//SDL_SaveBMP(surface,bmpName);
--- a/Engine/src/sdl_util.h
+++ b/Engine/src/sdl_util.h
@@ -23,10 +23,10 @@
if (result != 0)
{
Error(EXIT_FAILURE,
- "BUILDSDL: %s failed!\n"
- "BUILDSDL: SDL_Error: %s.\n"
- "BUILDSDL: FILE: %s\n"
- "BUILDSDL: LINE: %d",
+ "SDL: %s failed!\n"
+ "SDL: SDL_Error: %s.\n"
+ "SDL: FILE: %s\n"
+ "SDL: LINE: %d",
func,
SDL_GetError(),
file,
@@ -39,10 +39,10 @@
if (handle == NULL)
{
Error(EXIT_FAILURE,
- "BUILDSDL: Failed to %s!\n"
- "BUILDSDL: SDL_Error: %s.\n"
- "BUILDSDL: FILE: %s\n"
- "BUILDSDL: LINE: %d",
+ "SDL: Failed to %s!\n"
+ "SDL: SDL_Error: %s.\n"
+ "SDL: FILE: %s\n"
+ "SDL: LINE: %d",
msg,
SDL_GetError(),
file,
--- a/Game/src/menues.c
+++ b/Game/src/menues.c
@@ -3189,7 +3189,6 @@
case 1:
BFullScreen = !BFullScreen;
- SDL_QuitSubSystem(SDL_INIT_VIDEO);
_platform_init(0, NULL, "Duke Nukem 3D", "Duke3D");
_setgamemode(validmodexdim[current_resolution],validmodeydim[current_resolution]);
break;