Mercurial > repos > blastem
view render_sdl.c @ 217:acd29e2664c6
Added testcases file. Some fixes to test generator for dealing with indexed mode with base and index reg the same. Added support for blastem headless mode in test runner.
author | Mike Pavone <pavone@retrodev.com> |
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date | Sat, 20 Apr 2013 00:29:14 -0700 |
parents | 209a37eed3e7 |
children | d60837a7d18a |
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#include <SDL.h> #include <stdlib.h> #include <stdio.h> #include "render.h" #include "blastem.h" SDL_Surface *screen; uint8_t render_dbg = 0; uint8_t debug_pal = 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]; } else if(render_dbg == 3) { if (x & 1) { gen_color = context->cram[ (debug_pal << 4) | (context->vdpmem[(x/8)*32 + (y/8)*32*40 + (x%8)/2 + (y%8)*4] & 0xF) ]; } else { gen_color = context->cram[ (debug_pal << 4) | (context->vdpmem[(x/8)*32 + (y/8)*32*40 + (x%8)/2 + (y%8)*4] >> 4) ]; } } 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 == 4) { render_dbg = 0; } render_context(context); } else if(event.key.keysym.sym == SDLK_RIGHTBRACKET) { debug_pal++; if (debug_pal == 4) { debug_pal = 0; } } 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; int wait_render_frame(vdp_context * context) { FILE * outfile; SDL_Event event; int ret = 0; while(SDL_PollEvent(&event)) { switch (event.type) { case SDL_KEYDOWN: switch(event.key.keysym.sym) { case SDLK_LEFTBRACKET: render_dbg++; if (render_dbg == 4) { render_dbg = 0; } break; case SDLK_RIGHTBRACKET: debug_pal++; if (debug_pal == 4) { debug_pal = 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_u: ret = 1; 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; }*/ return ret; }