From 0f6e231356305043bc7f66ae1cbe2c3a0607c68a Mon Sep 17 00:00:00 2001 From: Johannes Schickel Date: Thu, 11 Aug 2011 04:25:46 +0200 Subject: SDL: Implement a hellish workaround to fix bug #3368143. The bug in question is "SDL/OpenGL: Crash when switching renderer backend". To fix it I added a stupid graphics state copying to the SDL backend, in case the graphics manager is switched. The implementation of this is considered a pure workaround, no one should ever do it like this in reality... I just want to die when looking at this... Not sure why I actually committed it. Anyway it at least makes the OpenGL backend testable for those who do not want to fiddle with the config file directly. --- backends/graphics/surfacesdl/surfacesdl-graphics.cpp | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) (limited to 'backends/graphics') diff --git a/backends/graphics/surfacesdl/surfacesdl-graphics.cpp b/backends/graphics/surfacesdl/surfacesdl-graphics.cpp index 81c439e7e2..146200148a 100644 --- a/backends/graphics/surfacesdl/surfacesdl-graphics.cpp +++ b/backends/graphics/surfacesdl/surfacesdl-graphics.cpp @@ -249,7 +249,10 @@ void SurfaceSdlGraphicsManager::setFeatureState(OSystem::Feature f, bool enable) } bool SurfaceSdlGraphicsManager::getFeatureState(OSystem::Feature f) { - assert(_transactionMode == kTransactionNone); + // We need to allow this to be called from within a transaction, since we + // currently use it to retreive the graphics state, when switching from + // SDL->OpenGL mode for example. + //assert(_transactionMode == kTransactionNone); switch (f) { case OSystem::kFeatureFullscreenMode: -- cgit v1.2.3 From a77c29327e8e4c06c3b45dac16b96198a120fefe Mon Sep 17 00:00:00 2001 From: Johannes Schickel Date: Fri, 12 Aug 2011 03:46:32 +0200 Subject: OPENGLSDL: Do not change requested window size on resize. This should help fix a lock up on window managers, which will try to force the ScummVM window to a certain size, by just requesting the same size over and over again. Now we get black borders even in windowed mode when the aspect of the window does not match the aspect of the game screen (and we are not in "normal" mode), but that is usually the same in video players too, so shouldn't be too bad. --- backends/graphics/openglsdl/openglsdl-graphics.cpp | 9 +-------- 1 file changed, 1 insertion(+), 8 deletions(-) (limited to 'backends/graphics') diff --git a/backends/graphics/openglsdl/openglsdl-graphics.cpp b/backends/graphics/openglsdl/openglsdl-graphics.cpp index 8ea95768df..d2810818e7 100644 --- a/backends/graphics/openglsdl/openglsdl-graphics.cpp +++ b/backends/graphics/openglsdl/openglsdl-graphics.cpp @@ -640,10 +640,7 @@ void OpenGLSdlGraphicsManager::notifyResize(const uint width, const uint height) _videoMode.hardwareWidth = width; _videoMode.hardwareHeight = height; - if (_videoMode.mode != OpenGL::GFX_ORIGINAL) { - _screenResized = true; - calculateDisplaySize(_videoMode.hardwareWidth, _videoMode.hardwareHeight); - } + _screenResized = true; int scale = MIN(_videoMode.hardwareWidth / _videoMode.screenWidth, _videoMode.hardwareHeight / _videoMode.screenHeight); @@ -653,10 +650,6 @@ void OpenGLSdlGraphicsManager::notifyResize(const uint width, const uint height) setScale(MAX(MIN(scale, 3), 1)); } - if (_videoMode.mode == OpenGL::GFX_ORIGINAL) { - calculateDisplaySize(_videoMode.hardwareWidth, _videoMode.hardwareHeight); - } - _transactionDetails.sizeChanged = true; endGFXTransaction(); #ifdef USE_OSD -- cgit v1.2.3 From b8dcd9a25eb27ef40aa5535fc83879d20db7e10c Mon Sep 17 00:00:00 2001 From: Johannes Schickel Date: Fri, 12 Aug 2011 04:06:54 +0200 Subject: OPENGL: Fix aspect ratio correction behavior. Now only 320x200 and 640x400 will result in aspect ratio correction to be used if the user requested it. This should fix some strechting in Myst/Riven. --- backends/graphics/opengl/opengl-graphics.cpp | 8 ++++++-- backends/graphics/opengl/opengl-graphics.h | 5 +---- backends/graphics/openglsdl/openglsdl-graphics.cpp | 19 +++++++++++-------- 3 files changed, 18 insertions(+), 14 deletions(-) (limited to 'backends/graphics') diff --git a/backends/graphics/opengl/opengl-graphics.cpp b/backends/graphics/opengl/opengl-graphics.cpp index 57c2378649..40ef17e477 100644 --- a/backends/graphics/opengl/opengl-graphics.cpp +++ b/backends/graphics/opengl/opengl-graphics.cpp @@ -1245,12 +1245,16 @@ void OpenGLGraphicsManager::toggleAntialiasing() { _transactionDetails.filterChanged = true; } -uint OpenGLGraphicsManager::getAspectRatio() { +uint OpenGLGraphicsManager::getAspectRatio() const { // In case we enable aspect ratio correction we force a 4/3 ratio. + // But just for 320x200 and 640x400 games, since other games do not need + // this. // TODO: This makes OpenGL Normal behave like OpenGL Conserve, when aspect // ratio correction is enabled, but it's better than the previous 4/3 mode // mess at least... - if (_videoMode.aspectRatioCorrection) + if (_videoMode.aspectRatioCorrection + && ((_videoMode.screenWidth == 320 && _videoMode.screenHeight == 200) + || (_videoMode.screenWidth == 640 && _videoMode.screenHeight == 400))) return 13333; else if (_videoMode.mode == OpenGL::GFX_NORMAL) return _videoMode.hardwareWidth * 10000 / _videoMode.hardwareHeight; diff --git a/backends/graphics/opengl/opengl-graphics.h b/backends/graphics/opengl/opengl-graphics.h index 8a110b2d5f..42cfbacc85 100644 --- a/backends/graphics/opengl/opengl-graphics.h +++ b/backends/graphics/opengl/opengl-graphics.h @@ -214,10 +214,7 @@ protected: virtual void calculateDisplaySize(int &width, int &height); virtual void refreshDisplaySize(); - /** - * Returns the current target aspect ratio x 10000 - */ - virtual uint getAspectRatio(); + uint getAspectRatio() const; bool _formatBGR; diff --git a/backends/graphics/openglsdl/openglsdl-graphics.cpp b/backends/graphics/openglsdl/openglsdl-graphics.cpp index d2810818e7..84515732fe 100644 --- a/backends/graphics/openglsdl/openglsdl-graphics.cpp +++ b/backends/graphics/openglsdl/openglsdl-graphics.cpp @@ -313,14 +313,17 @@ bool OpenGLSdlGraphicsManager::loadGFXMode() { _videoMode.overlayWidth = _videoMode.hardwareWidth = _videoMode.screenWidth * scaleFactor; _videoMode.overlayHeight = _videoMode.hardwareHeight = _videoMode.screenHeight * scaleFactor; - int screenAspectRatio = _videoMode.screenWidth * 10000 / _videoMode.screenHeight; - int desiredAspectRatio = getAspectRatio(); - - // Do not downscale dimensions, only enlarge them if needed - if (screenAspectRatio > desiredAspectRatio) - _videoMode.hardwareHeight = (_videoMode.overlayWidth * 10000 + 5000) / desiredAspectRatio; - else if (screenAspectRatio < desiredAspectRatio) - _videoMode.hardwareWidth = (_videoMode.overlayHeight * desiredAspectRatio + 5000) / 10000; + // The only modes where we need to adapt the aspect ratio are 320x200 + // and 640x400. That is since our aspect ratio correction in fact is + // only used to ensure that the original pixel size aspect for these + // modes is used. + // (Non-square pixels on old monitors vs square pixel on new ones). + if (_videoMode.aspectRatioCorrection + && ((_videoMode.screenWidth == 320 && _videoMode.screenHeight == 200) + || (_videoMode.screenWidth == 640 && _videoMode.screenHeight == 400))) + _videoMode.overlayHeight = _videoMode.hardwareHeight = 240 * scaleFactor; + else + _videoMode.overlayHeight = _videoMode.hardwareHeight = _videoMode.screenHeight * scaleFactor; } _screenResized = false; -- cgit v1.2.3