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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"
#include "backends/platform/psp/psppixelformat.h"
#include "backends/platform/psp/display_client.h"
#include "backends/platform/psp/default_display_client.h"
//#define __PSP_DEBUG_FUNCS__ /* For debugging the stack */
//#define __PSP_DEBUG_PRINT__
#include "backends/platform/psp/trace.h"
// Class DefaultDisplayClient ---------------------------------------------
bool DefaultDisplayClient::allocate(bool bufferInVram /* = false */, bool paletteInVram /* = false */) {
DEBUG_ENTER_FUNC();
if (!_buffer.allocate(bufferInVram)) {
PSP_ERROR("Couldn't allocate buffer.\n");
return false;
}
if (_buffer.hasPalette()) {
PSP_DEBUG_PRINT("_palette[%p]\n", &_palette);
if (!_palette.allocate()) {
PSP_ERROR("Couldn't allocate palette.\n");
return false;
}
}
return true;
}
void DefaultDisplayClient::deallocate() {
_buffer.deallocate();
if (_buffer.hasPalette())
_palette.deallocate();
}
void DefaultDisplayClient::clearBuffer() {
DEBUG_ENTER_FUNC();
_buffer.clear();
setDirty();
}
inline void DefaultDisplayClient::clearPalette() {
DEBUG_ENTER_FUNC();
_palette.clear();
setDirty();
}
void DefaultDisplayClient::init() {
DEBUG_ENTER_FUNC();
_renderer.setBuffer(&_buffer);
_renderer.setPalette(&_palette);
}
void DefaultDisplayClient::copyFromRect(const byte *buf, int pitch, int destX, int destY, int recWidth, int recHeight) {
DEBUG_ENTER_FUNC();
_buffer.copyFromRect(buf, pitch, destX, destY, recWidth, recHeight);
setDirty();
}
void DefaultDisplayClient::copyToArray(byte *dst, int pitch) {
DEBUG_ENTER_FUNC();
_buffer.copyToArray(dst, pitch);
}
// Class Overlay -------------------------------------------------------
void Overlay::init() {
DEBUG_ENTER_FUNC();
DefaultDisplayClient::init();
_renderer.setAlphaBlending(true);
_renderer.setColorTest(false);
_renderer.setUseGlobalScaler(false);
_renderer.setFullScreen(true); // speeds up render slightly
}
void Overlay::setBytesPerPixel(uint32 size) {
DEBUG_ENTER_FUNC();
switch (size) {
case 1:
_buffer.setPixelFormat(PSPPixelFormat::Type_Palette_8bit);
_palette.setPixelFormats(PSPPixelFormat::Type_4444, PSPPixelFormat::Type_Palette_8bit);
break;
case 2:
_buffer.setPixelFormat(PSPPixelFormat::Type_4444);
break;
case 4:
_buffer.setPixelFormat(PSPPixelFormat::Type_8888);
break;
}
}
void Overlay::setSize(uint32 width, uint32 height) {
DEBUG_ENTER_FUNC();
_buffer.setSize(width, height, Buffer::kSizeBySourceSize);
_renderer.setDrawWholeBuffer(); // We need to let the renderer know how much to draw
}
void Overlay::copyToArray(void *buf, int pitch) {
DEBUG_ENTER_FUNC();
_buffer.copyToArray((byte *)buf, pitch);
}
void Overlay::copyFromRect(const void *buf, int pitch, int x, int y, int w, int h) {
DEBUG_ENTER_FUNC();
_buffer.copyFromRect((const byte *)buf, pitch, x, y, w, h);
// debug
//_buffer.print(0xFF);
setDirty();
}
bool Overlay::allocate() {
DEBUG_ENTER_FUNC();
bool ret = DefaultDisplayClient::allocate(true, false); // buffer in VRAM
return ret;
}
// Class Screen -----------------------------------------------------------
void Screen::init() {
DEBUG_ENTER_FUNC();
DefaultDisplayClient::init();
_renderer.setAlphaBlending(false);
_renderer.setColorTest(false);
_renderer.setUseGlobalScaler(true);
_renderer.setFullScreen(true);
}
void Screen::setShakePos(int pos) {
_shakePos = pos;
_renderer.setOffsetOnScreen(0, pos);
setDirty();
}
void Screen::setSize(uint32 width, uint32 height) {
DEBUG_ENTER_FUNC();
_buffer.setSize(width, height, Buffer::kSizeBySourceSize);
_renderer.setDrawWholeBuffer(); // We need to let the renderer know how much to draw
}
void Screen::setScummvmPixelFormat(const Graphics::PixelFormat *format) {
DEBUG_ENTER_FUNC();
PSP_DEBUG_PRINT("format[%p], _buffer[%p], _palette[%p]\n", format, &_buffer, &_palette);
if (!format) {
bzero(&_pixelFormat, sizeof(_pixelFormat));
_pixelFormat.bytesPerPixel = 1; // default
} else {
_pixelFormat = *format;
}
PSPPixelFormat::Type bufferFormat, paletteFormat;
bool swapRedBlue = false;
PSPPixelFormat::convertFromScummvmPixelFormat(format, bufferFormat, paletteFormat, swapRedBlue);
_buffer.setPixelFormat(bufferFormat, swapRedBlue);
_palette.setPixelFormats(paletteFormat, bufferFormat, swapRedBlue);
}
Graphics::Surface *Screen::lockAndGetForEditing() {
DEBUG_ENTER_FUNC();
_frameBuffer.init(_buffer.getSourceWidth(), _buffer.getSourceHeight(), _buffer.getBytesPerPixel() * _buffer.getWidth(),
_buffer.getPixels(), _pixelFormat);
// We'll set to dirty once we unlock the screen
return &_frameBuffer;
}
bool Screen::allocate() {
DEBUG_ENTER_FUNC();
return DefaultDisplayClient::allocate(true, false); // buffer in VRAM
}
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