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-rw-r--r--backends/graphics/psp2sdl/psp2sdl-graphics.cpp522
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diff --git a/backends/graphics/psp2sdl/psp2sdl-graphics.cpp b/backends/graphics/psp2sdl/psp2sdl-graphics.cpp
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+++ b/backends/graphics/psp2sdl/psp2sdl-graphics.cpp
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+/* 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;
+
+ if (g_system->hasFeature(OSystem::kFeatureShader)) {
+ // 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;
+ }
+ } else {
+ _numShaders = 1;
+ _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 ||
+ (_mouseNeedsRedraw && _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;
+
+ _forceFull = 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;
+
+ _forceFull = 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 (_mouseNeedsRedraw)
+ undrawMouse();
+
+#ifdef USE_OSD
+ updateOSD();
+#endif
+
+ // Force a full redraw if requested
+ if (_forceFull) {
+ _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 || _mouseNeedsRedraw) {
+ 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 (_forceFull) {
+ _dirtyRectList[0].y = 0;
+ _dirtyRectList[0].h = effectiveScreenHeight();
+ }
+
+ 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;
+ _forceFull = false;
+ _mouseNeedsRedraw = 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