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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) {
// 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;
}
_shaders[0] = NULL;
/* Vita display size is always 960x544 (that's just the hardware) */
handleResize(960, 544);
}
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);
}
}
}
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);
screen->pitch = vita2d_texture_get_stride(_vitatex_hwscreen);
updateShader();
}
return screen;
}
void PSP2SdlGraphicsManager::SDL_UpdateRects(SDL_Surface *screen, int numrects, SDL_Rect *rects) {
int screenH = screen->h;
int screenW = screen->w;
int x = _activeArea.drawRect.left;
int y = _activeArea.drawRect.top;
float sx = _activeArea.drawRect.width() / (float)screenW;
float sy = _activeArea.drawRect.height() / (float)screenH;
if (_vitatex_hwscreen) {
vita2d_start_drawing();
vita2d_clear_screen();
vita2d_draw_texture_scale(_vitatex_hwscreen, x, y, sx, sy);
vita2d_end_drawing();
vita2d_swap_buffers();
}
}
#endif
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