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Diffstat (limited to 'backends/sdl/sdl_gl.cpp')
-rw-r--r--backends/sdl/sdl_gl.cpp62
1 files changed, 32 insertions, 30 deletions
diff --git a/backends/sdl/sdl_gl.cpp b/backends/sdl/sdl_gl.cpp
index 2fd551a1a0..daff660dd7 100644
--- a/backends/sdl/sdl_gl.cpp
+++ b/backends/sdl/sdl_gl.cpp
@@ -55,8 +55,8 @@ public:
protected:
FB2GL fb2gl;
- SDL_Surface *glEnd; // Black rectangle at end of the GL screen
- SDL_Rect blackrect2; // Needed for blitting the above surface
+ SDL_Surface *tmpSurface; // Used for black rectangles blitting
+ SDL_Rect tmpBlackRect; // Black rectangle at end of the GL screen
typedef void ScalerProc(uint8 *srcPtr, uint32 srcPitch, uint8 *deltaPtr,
uint8 *dstPtr, uint32 dstPitch, int width, int height);
@@ -208,6 +208,14 @@ void OSystem_SDL_Normal::undraw_mouse() {
}
void OSystem_SDL_Normal::load_gfx_mode() {
+ uint32 Rmask, Gmask, Bmask, Amask;
+ // I have to force 16 bit color depth with 565 ordering
+ // SDL_SetVideoMode sometimes doesn't accept your color depth definition
+ Rmask = 0xF800; // 5
+ Gmask = 0x07E0; // 6
+ Bmask = 0x001F; // 5
+ Amask = 0;
+
_forceFull = true;
_mode_flags = DF_WANT_RECT_OPTIM | DF_UPDATE_EXPAND_1_PIXEL;
_scaleFactor = 2;
@@ -228,15 +236,7 @@ void OSystem_SDL_Normal::load_gfx_mode() {
// Create the surface that contains the scaled graphics in 16 bit mode
//
-// SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 5 );
-// if (fb2gl.screen->format->Rmask == 0x7C00)
-// SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 5 );
-// else
-// SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 6 );
-// SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 5 );
-// SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 );
-
- int gl_flags = FB2GL_320 | FB2GL_RGBA | FB2GL_EXPAND;
+ int gl_flags = FB2GL_320 | FB2GL_RGBA | FB2GL_16BIT;
if (_full_screen) gl_flags |= (FB2GL_FS);
// 640x480 screen resolution
fb2gl.init(640,480,0,_screenStart? 15: 70,gl_flags);
@@ -252,24 +252,26 @@ void OSystem_SDL_Normal::load_gfx_mode() {
uint16 *tmp_screen = (uint16*)calloc(TMP_SCREEN_WIDTH*(_screenHeight+3),sizeof(uint16));
sdl_tmpscreen = SDL_CreateRGBSurfaceFrom(tmp_screen,
TMP_SCREEN_WIDTH, _screenHeight + 3, 16, TMP_SCREEN_WIDTH*2,
- fb2gl.screen->format->Rmask,
- fb2gl.screen->format->Gmask,
- fb2gl.screen->format->Bmask,
- fb2gl.screen->format->Amask);
+ Rmask,
+ Gmask,
+ Bmask,
+ Amask);
- glEnd = SDL_CreateRGBSurface(SDL_SWSURFACE, _screenWidth,
+ fprintf(stderr,"bits: %d\n",sdl_tmpscreen->format->BitsPerPixel);
+
+ tmpSurface = SDL_CreateRGBSurface(SDL_SWSURFACE, _screenWidth,
// 320x256 texture (black end)
256-_screenHeight-_screenStart,
16,
- fb2gl.screen->format->Rmask,
- fb2gl.screen->format->Gmask,
- fb2gl.screen->format->Bmask,
- fb2gl.screen->format->Amask);
-
- blackrect2.x = 0;
- blackrect2.y = 0;
- blackrect2.w = _screenWidth;
- blackrect2.h = 256-_screenHeight-_screenStart;
+ Rmask,
+ Gmask,
+ Bmask,
+ Amask);
+
+ tmpBlackRect.x = 0;
+ tmpBlackRect.y = 0;
+ tmpBlackRect.w = _screenWidth;
+ tmpBlackRect.h = 256-_screenHeight-_screenStart;
if (sdl_tmpscreen == NULL)
error("sdl_tmpscreen failed");
@@ -305,9 +307,9 @@ void OSystem_SDL_Normal::update_screen() {
// If the shake position changed, fill the dirty area with blackness
if (_currentShakePos != _newShakePos) {
SDL_Rect blackrect = {0, _screenStart, _screenWidth, _newShakePos+_screenStart};
- SDL_FillRect(sdl_tmpscreen, &blackrect, 0);
-
- fb2gl.blit16(sdl_tmpscreen,1,&blackrect,0,0);
+
+ SDL_FillRect(tmpSurface, &blackrect, 0);
+ fb2gl.blit16(tmpSurface,1,&blackrect,0,0);
_currentShakePos = _newShakePos;
@@ -362,8 +364,8 @@ void OSystem_SDL_Normal::update_screen() {
_currentShakePos+_screenStart);
- SDL_FillRect(glEnd, &blackrect2, 0);
- fb2gl.blit16(glEnd,1,&blackrect2,0,_screenHeight+_screenStart);
+ SDL_FillRect(tmpSurface, &tmpBlackRect, 0);
+ fb2gl.blit16(tmpSurface,1,&tmpBlackRect,0,_screenHeight+_screenStart);
fb2gl.display();
}