comparison render_sdl.c @ 229:d60837a7d18a

Improve color rendering accuracy and optimize SDL renderer a bit
author Mike Pavone <pavone@retrodev.com>
date Sun, 21 Apr 2013 19:12:48 -0700
parents 209a37eed3e7
children d3266cee02c9
comparison
equal deleted inserted replaced
228:1ed81ef2a3a2 229:d60837a7d18a
7 SDL_Surface *screen; 7 SDL_Surface *screen;
8 uint8_t render_dbg = 0; 8 uint8_t render_dbg = 0;
9 uint8_t debug_pal = 0; 9 uint8_t debug_pal = 0;
10 10
11 uint32_t last_frame = 0; 11 uint32_t last_frame = 0;
12
13 int32_t color_map[1 << 12];
14 uint8_t levels[] = {0, 27, 49, 71, 87, 103, 119, 130, 146, 157, 174, 190, 206, 228, 255};
15
16 uint32_t min_delay;
12 17
13 void render_init(int width, int height) 18 void render_init(int width, int height)
14 { 19 {
15 if (SDL_Init(SDL_INIT_VIDEO) < 0) { 20 if (SDL_Init(SDL_INIT_VIDEO) < 0) {
16 fprintf(stderr, "Unable to init SDL: %s\n", SDL_GetError()); 21 fprintf(stderr, "Unable to init SDL: %s\n", SDL_GetError());
25 } 30 }
26 if (screen->format->BytesPerPixel < 2) { 31 if (screen->format->BytesPerPixel < 2) {
27 fprintf(stderr, "BlastEm requires at least a 16-bit surface, SDL returned a %d-bit surface\n", screen->format->BytesPerPixel * 8); 32 fprintf(stderr, "BlastEm requires at least a 16-bit surface, SDL returned a %d-bit surface\n", screen->format->BytesPerPixel * 8);
28 exit(1); 33 exit(1);
29 } 34 }
35 uint8_t b,g,r;
36 for (uint16_t color = 0; color < (1 << 12); color++) {
37 b = levels[(color >> 8) & 0xE];
38 g = levels[(color >> 4) & 0xE];
39 r = levels[color & 0xE];
40 color_map[color] = SDL_MapRGB(screen->format, r, g, b);
41 }
42 min_delay = 0;
43 for (int i = 0; i < 20; i++) {
44 uint32_t start = SDL_GetTicks();
45 SDL_Delay(1);
46 uint32_t delay = SDL_GetTicks()-start;
47 if (delay > min_delay) {
48 min_delay = delay;
49 }
50 }
51 if (!min_delay) {
52 min_delay = 1;
53 }
54 printf("minimum delay: %d\n", min_delay);
30 } 55 }
31 56
32 void render_context(vdp_context * context) 57 void render_context(vdp_context * context)
33 { 58 {
34 uint8_t *buf_8; 59 uint8_t *buf_8;
52 case 2: 77 case 2:
53 buf_16 = (uint16_t *)screen->pixels; 78 buf_16 = (uint16_t *)screen->pixels;
54 for (int y = 0; y < 240; y++) { 79 for (int y = 0; y < 240; y++) {
55 for (int i = 0; i < repeat_y; i++,buf_16 += screen->pitch/2) { 80 for (int i = 0; i < repeat_y; i++,buf_16 += screen->pitch/2) {
56 uint16_t *line = buf_16; 81 uint16_t *line = buf_16;
82 uint16_t *src_line = context->framebuf + y * 320;
57 for (int x = 0; x < 320; x++) { 83 for (int x = 0; x < 320; x++) {
58 uint16_t gen_color = context->framebuf[y * 320 + x]; 84 uint16_t color = color_map[*(src_line++) & 0xFFF];
59 b = ((gen_color >> 8) & 0xE) * 18;
60 g = ((gen_color >> 4) & 0xE) * 18;
61 r = (gen_color& 0xE) * 18;
62 for (int j = 0; j < repeat_x; j++) { 85 for (int j = 0; j < repeat_x; j++) {
63 *(line++) = SDL_MapRGB(screen->format, r, g, b); 86 *(line++) = color;
64 } 87 }
65 } 88 }
66 } 89 }
67 } 90 }
68 break; 91 break;
90 buf_32 = (uint32_t *)screen->pixels; 113 buf_32 = (uint32_t *)screen->pixels;
91 114
92 for (int y = 0; y < 240; y++) { 115 for (int y = 0; y < 240; y++) {
93 for (int i = 0; i < repeat_y; i++,buf_32 += screen->pitch/4) { 116 for (int i = 0; i < repeat_y; i++,buf_32 += screen->pitch/4) {
94 uint32_t *line = buf_32; 117 uint32_t *line = buf_32;
95 for (int x = 0; x < 320; x++) { 118 uint16_t *src_line = context->framebuf + y * 320;
96 uint16_t gen_color = context->framebuf[y * 320 + x]; 119 for (int x = 0; x < 320; x++) {
97 if (render_dbg == 1) { 120 uint32_t color;
121 if (!render_dbg) {
122 color = color_map[*(src_line++) & 0xFFF];
123 } else if(render_dbg == 2) {
124 color = color_map[context->cram[(y/30)*8 + x/40]];
125 } else if(render_dbg == 3) {
126 if (x & 1) {
127 color = color_map[context->cram[ (debug_pal << 4) | (context->vdpmem[(x/8)*32 + (y/8)*32*40 + (x%8)/2 + (y%8)*4] & 0xF) ]];
128 } else {
129 color = color_map[context->cram[ (debug_pal << 4) | (context->vdpmem[(x/8)*32 + (y/8)*32*40 + (x%8)/2 + (y%8)*4] >> 4) ]];
130 }
131 }else {
132 uint16_t gen_color = context->framebuf[y * 320 + x];
98 r = g = b = 0; 133 r = g = b = 0;
99 switch(gen_color & FBUF_SRC_MASK) 134 switch(gen_color & FBUF_SRC_MASK)
100 { 135 {
101 case FBUF_SRC_A: 136 case FBUF_SRC_A:
102 g = 127; 137 g = 127;
118 if (gen_color & FBUF_BIT_PRIORITY) { 153 if (gen_color & FBUF_BIT_PRIORITY) {
119 b *= 2; 154 b *= 2;
120 g *= 2; 155 g *= 2;
121 r *= 2; 156 r *= 2;
122 } 157 }
123 } else { 158 color = SDL_MapRGB(screen->format, r, g, b);
124 if (render_dbg == 2) {
125 gen_color = context->cram[(y/30)*8 + x/40];
126 } else if(render_dbg == 3) {
127 if (x & 1) {
128 gen_color = context->cram[ (debug_pal << 4) | (context->vdpmem[(x/8)*32 + (y/8)*32*40 + (x%8)/2 + (y%8)*4] & 0xF) ];
129 } else {
130 gen_color = context->cram[ (debug_pal << 4) | (context->vdpmem[(x/8)*32 + (y/8)*32*40 + (x%8)/2 + (y%8)*4] >> 4) ];
131 }
132 }
133 b = ((gen_color >> 8) & 0xE) * 18;
134 g = ((gen_color >> 4) & 0xE) * 18;
135 r = (gen_color& 0xE) * 18;
136 } 159 }
137 for (int j = 0; j < repeat_x; j++) { 160 for (int j = 0; j < repeat_x; j++) {
138 *(line++) = SDL_MapRGB(screen->format, r, g, b); 161 *(line++) = color;
139 } 162 }
140 } 163 }
141 } 164 }
142 } 165 }
143 break; 166 break;
185 #define BUTTON_B 0x10 208 #define BUTTON_B 0x10
186 #define BUTTON_START 0x20 209 #define BUTTON_START 0x20
187 #define BUTTON_C 0x20 210 #define BUTTON_C 0x20
188 211
189 #define FRAME_DELAY 16 212 #define FRAME_DELAY 16
190 #define MIN_DELAY 10 213 #define MIN_DELAY 5
191 uint32_t frame_counter = 0; 214 uint32_t frame_counter = 0;
192 uint32_t start = 0; 215 uint32_t start = 0;
193 int wait_render_frame(vdp_context * context) 216 int wait_render_frame(vdp_context * context)
194 { 217 {
195 FILE * outfile; 218 FILE * outfile;
323 uint32_t delay = last_frame + FRAME_DELAY - current; 346 uint32_t delay = last_frame + FRAME_DELAY - current;
324 //TODO: Calculate MIN_DELAY at runtime 347 //TODO: Calculate MIN_DELAY at runtime
325 if (delay > MIN_DELAY) { 348 if (delay > MIN_DELAY) {
326 SDL_Delay((delay/MIN_DELAY)*MIN_DELAY); 349 SDL_Delay((delay/MIN_DELAY)*MIN_DELAY);
327 } 350 }
328 while ((desired) < SDL_GetTicks()) { 351 while ((desired) >= SDL_GetTicks()) {
329 } 352 }
330 } 353 }
331 render_context(context); 354 render_context(context);
355
332 /* 356 /*
333 //TODO: Figure out why this causes segfaults 357 //TODO: Figure out why this causes segfaults
334 frame_counter++; 358 frame_counter++;
335 if ((last_frame - start) > 1000) { 359 if ((last_frame - start) > 1000) {
336 if (start) { 360 if (start) {