view render_sdl.c @ 103:a71544cd01ea

Don't pre-emptively translate code at interrupt vectors as some PD ROMs have these pointing at junk. Need some kind of heuristic for detecting garbage if I'm going to translate them ahead of time by default.
author Mike Pavone <pavone@retrodev.com>
date Thu, 27 Dec 2012 22:48:54 -0800
parents 7a22a0e6c004
children a81c548cf353
line wrap: on
line source

#include <SDL.h>
#include <stdlib.h>
#include <stdio.h>
#include "render.h"
#include "blastem.h"

SDL_Surface *screen;
uint8_t render_dbg = 0;

uint32_t last_frame = 0;

void render_init(int width, int height)
{
	if (SDL_Init(SDL_INIT_VIDEO) < 0) {
        fprintf(stderr, "Unable to init SDL: %s\n", SDL_GetError());
        exit(1);
    }
    atexit(SDL_Quit);
    printf("width: %d, height: %d\n", width, height);
    screen = SDL_SetVideoMode(width, height, 32, SDL_SWSURFACE | SDL_ANYFORMAT);
    if (!screen) {
    	fprintf(stderr, "Unable to get SDL surface: %s\n", SDL_GetError());
        exit(1);
    }
    if (screen->format->BytesPerPixel < 2) {
    	fprintf(stderr, "BlastEm requires at least a 16-bit surface, SDL returned a %d-bit surface\n", screen->format->BytesPerPixel * 8);
    	exit(1);
    }
}

void render_context(vdp_context * context)
{
	uint8_t *buf_8;
	uint16_t *buf_16;
	uint32_t *buf_32; 
	uint8_t b,g,r;
	last_frame = SDL_GetTicks();
	if (SDL_MUSTLOCK(screen)) {
		if (SDL_LockSurface(screen) < 0) {
			return;
		}
    }
    uint16_t repeat_x = screen->clip_rect.w / 320;
    uint16_t repeat_y = screen->clip_rect.h / 240;
    if (repeat_x > repeat_y) {
    	repeat_x = repeat_y;
    } else {
    	repeat_y = repeat_x;
    }
    switch (screen->format->BytesPerPixel) {
    case 2:
        buf_16 = (uint16_t *)screen->pixels;
        for (int y = 0; y < 240; y++) {
        	for (int i = 0; i < repeat_y; i++,buf_16 += screen->pitch/2) {
        		uint16_t *line = buf_16;
		    	for (int x = 0; x < 320; x++) {
		    		uint16_t gen_color = context->framebuf[y * 320 + x];
		    		b = ((gen_color >> 8) & 0xE) * 18;
		    		g = ((gen_color >> 4) & 0xE) * 18;
		    		r = (gen_color& 0xE) * 18;
		    		for (int j = 0; j < repeat_x; j++) {
		    			*(line++) = SDL_MapRGB(screen->format, r, g, b);
		    		}
		    	}
		    }
        }
    	break;
    case 3:
        buf_8 = (uint8_t *)screen->pixels;
        for (int y = 0; y < 240; y++) {
        	for (int i = 0; i < repeat_y; i++,buf_8 += screen->pitch) {
        		uint8_t *line = buf_8;
		    	for (int x = 0; x < 320; x++) {
		    		uint16_t gen_color = context->framebuf[y * 320 + x];
		    		b = ((gen_color >> 8) & 0xE) * 18;
		    		g = ((gen_color >> 4) & 0xE) * 18;
		    		r = (gen_color& 0xE) * 18;
		    		for (int j = 0; j < repeat_x; j++) {
						*(buf_8+screen->format->Rshift/8) = r;
						*(buf_8+screen->format->Gshift/8) = g;
						*(buf_8+screen->format->Bshift/8) = b;
						buf_8 += 3;
					}
		    	}
		    }
        }
    	break;
    case 4:
        buf_32 = (uint32_t *)screen->pixels;

	    for (int y = 0; y < 240; y++) {
	    	for (int i = 0; i < repeat_y; i++,buf_32 += screen->pitch/4) {
	    		uint32_t *line = buf_32;
				for (int x = 0; x < 320; x++) {
					uint16_t gen_color = context->framebuf[y * 320 + x];
					if (render_dbg == 1) {
						r = g = b = 0;
						switch(gen_color & FBUF_SRC_MASK)
						{
						case FBUF_SRC_A:
							g = 127;
							break;
						case FBUF_SRC_W:
							g = 127;
							b = 127;
							break;
						case FBUF_SRC_B:
							b = 127;
							break;
						case FBUF_SRC_S:
							r = 127;
							break;
						case FBUF_SRC_BG:
							r = 127;
							b = 127;
						}
						if (gen_color & FBUF_BIT_PRIORITY) {
							b *= 2;
							g *= 2;
							r *= 2;
						}
					} else {
						if (render_dbg == 2) {
							gen_color = context->cram[(y/30)*8 + x/40];
						}
						b = ((gen_color >> 8) & 0xE) * 18;
						g = ((gen_color >> 4) & 0xE) * 18;
						r = (gen_color& 0xE) * 18;
					}
					for (int j = 0; j < repeat_x; j++) {
						*(line++) = SDL_MapRGB(screen->format, r, g, b);
					}
				}
	    	}
	    }
		break;
	}
    if ( SDL_MUSTLOCK(screen) ) {
        SDL_UnlockSurface(screen);
    }
    SDL_UpdateRect(screen, 0, 0, screen->clip_rect.w, screen->clip_rect.h);
}

void render_wait_quit(vdp_context * context)
{
	SDL_Event event;
	while(SDL_WaitEvent(&event)) {
		switch (event.type) {
		case SDL_KEYDOWN:
			if (event.key.keysym.sym == SDLK_LEFTBRACKET) {
				render_dbg++;
				if (render_dbg == 3) {
					render_dbg = 0;
				}
				render_context(context);
			}
			break;
		case SDL_QUIT:
			return;
		}
	}
}

#define DPAD_UP      0x01
#define BUTTON_Z     0x01
#define DPAD_DOWN    0x02
#define BUTTON_Y     0x02
#define DPAD_LEFT    0x04
#define BUTTON_X     0x04
#define DPAD_RIGHT   0x08
#define BUTTON_MODE  0x08
#define BUTTON_A     0x10
#define BUTTON_B     0x10
#define BUTTON_START 0x20
#define BUTTON_C     0x20

#define FRAME_DELAY 16
#define MIN_DELAY 10
uint32_t frame_counter = 0;
uint32_t start = 0;
void wait_render_frame(vdp_context * context)
{
	FILE * outfile;
	SDL_Event event;
	while(SDL_PollEvent(&event)) {
		switch (event.type) {
		case SDL_KEYDOWN:
			switch(event.key.keysym.sym)
			{
			case SDLK_LEFTBRACKET:
				render_dbg++;
				if (render_dbg == 3) {
					render_dbg = 0;
				}
				break;
			case SDLK_t:
				outfile = fopen("state.gst", "wb");
				fwrite("GST\0\0\0\xE0\x40", 1, 8, outfile);
				vdp_save_state(context, outfile);
				fclose(outfile);
				puts("state saved to state.gst");
				break;
			case SDLK_RETURN:
				gamepad_1.input[GAMEPAD_TH0] |= BUTTON_START;
				break;
			case SDLK_UP:
				gamepad_1.input[GAMEPAD_TH0] |= DPAD_UP;
				gamepad_1.input[GAMEPAD_TH1] |= DPAD_UP;
				break;
			case SDLK_DOWN:
				gamepad_1.input[GAMEPAD_TH0] |= DPAD_DOWN;
				gamepad_1.input[GAMEPAD_TH1] |= DPAD_DOWN;
				break;
			case SDLK_LEFT:
				gamepad_1.input[GAMEPAD_TH1] |= DPAD_LEFT;
				break;
			case SDLK_RIGHT:
				gamepad_1.input[GAMEPAD_TH1] |= DPAD_RIGHT;
				break;
			case SDLK_a:
				gamepad_1.input[GAMEPAD_TH0] |= BUTTON_A;
				//printf("BUTTON_A Dn | GAMEPAD_TH0: %X\n", gamepad_1.input[GAMEPAD_TH0]);
				break;
			case SDLK_s:
				gamepad_1.input[GAMEPAD_TH1] |= BUTTON_B;
				gamepad_1.input[GAMEPAD_EXTRA] |= BUTTON_B;
				break;
			case SDLK_d:
				gamepad_1.input[GAMEPAD_TH1] |= BUTTON_C;
				gamepad_1.input[GAMEPAD_EXTRA] |= BUTTON_C;
				break;
			case SDLK_q:
				gamepad_1.input[GAMEPAD_EXTRA] |= BUTTON_X;
				break;
			case SDLK_w:
				gamepad_1.input[GAMEPAD_EXTRA] |= BUTTON_Y;
				break;
			case SDLK_e:
				gamepad_1.input[GAMEPAD_EXTRA] |= BUTTON_Z;
				break;
			case SDLK_f:
				gamepad_1.input[GAMEPAD_EXTRA] |= BUTTON_MODE;
				break;
			}
			break;
		case SDL_KEYUP:
			switch(event.key.keysym.sym)
			{
			case SDLK_RETURN:
				gamepad_1.input[GAMEPAD_TH0] &= ~BUTTON_START;
				break;
			case SDLK_UP:
				gamepad_1.input[GAMEPAD_TH0] &= ~DPAD_UP;
				gamepad_1.input[GAMEPAD_TH1] &= ~DPAD_UP;
				break;
			case SDLK_DOWN:
				gamepad_1.input[GAMEPAD_TH0] &= ~DPAD_DOWN;
				gamepad_1.input[GAMEPAD_TH1] &= ~DPAD_DOWN;
				break;
			case SDLK_LEFT:
				gamepad_1.input[GAMEPAD_TH1] &= ~DPAD_LEFT;
				break;
			case SDLK_RIGHT:
				gamepad_1.input[GAMEPAD_TH1] &= ~DPAD_RIGHT;
				break;
			case SDLK_a:
				gamepad_1.input[GAMEPAD_TH0] &= ~BUTTON_A;
				//printf("BUTTON_A Up | GAMEPAD_TH0: %X\n", gamepad_1.input[GAMEPAD_TH0]);
				break;
			case SDLK_s:
				gamepad_1.input[GAMEPAD_TH1] &= ~BUTTON_B;
				gamepad_1.input[GAMEPAD_EXTRA] &= ~BUTTON_B;
				break;
			case SDLK_d:
				gamepad_1.input[GAMEPAD_TH1] &= ~BUTTON_C;
				gamepad_1.input[GAMEPAD_EXTRA] &= ~BUTTON_C;
				break;
			case SDLK_q:
				gamepad_1.input[GAMEPAD_EXTRA] &= ~BUTTON_X;
				break;
			case SDLK_w:
				gamepad_1.input[GAMEPAD_EXTRA] &= ~BUTTON_Y;
				break;
			case SDLK_e:
				gamepad_1.input[GAMEPAD_EXTRA] &= ~BUTTON_Z;
				break;
			case SDLK_f:
				gamepad_1.input[GAMEPAD_EXTRA] &= ~BUTTON_MODE;
				break;
			}
			break;
		case SDL_QUIT:
			puts("");
			exit(0);
		}
	}
	//TODO: Adjust frame delay so we actually get 60 FPS rather than 62.5 FPS
	uint32_t current = SDL_GetTicks();
	uint32_t desired = last_frame + FRAME_DELAY;
	if (current < desired) {
		uint32_t delay = last_frame + FRAME_DELAY - current;
		//TODO: Calculate MIN_DELAY at runtime
		if (delay > MIN_DELAY) {
			SDL_Delay((delay/MIN_DELAY)*MIN_DELAY);
		}
		while ((desired) < SDL_GetTicks()) {
		}
	}
	render_context(context);
	/*
	//TODO: Figure out why this causes segfaults
	frame_counter++;
	if ((last_frame - start) > 1000) {
		if (start) {
			printf("\r%f fps", ((float)frame_counter) / (((float)(last_frame-start)) / 1000.0));
			fflush(stdout);
		}
		start = last_frame;
		frame_counter = 0;
	}*/
}