/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2006 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library 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 Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ #include #include #include #include "SDL_config.h" #include "SDL_video.h" #include "../SDL_sysvideo.h" #include "../SDL_yuv_sw_c.h" #include "../SDL_renderer_sw.h" /* SDL surface based renderer implementation */ static SDL_Renderer *SDL_NDS_CreateRenderer(SDL_Window * window, Uint32 flags); static int SDL_NDS_RenderFill(SDL_Renderer * renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a, const SDL_Rect * rect); static int SDL_NDS_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * srcrect, const SDL_Rect * dstrect); static void SDL_NDS_RenderPresent(SDL_Renderer * renderer); static void SDL_NDS_DestroyRenderer(SDL_Renderer * renderer); SDL_RenderDriver SDL_NDS_RenderDriver = { SDL_NDS_CreateRenderer, { "nds", SDL_RENDERER_PRESENTCOPY } /* (SDL_RENDERER_SINGLEBUFFER | SDL_RENDERER_PRESENTCOPY | SDL_RENDERER_PRESENTFLIP2 | SDL_RENDERER_PRESENTFLIP3 | SDL_RENDERER_PRESENTDISCARD),*/ }; typedef struct { int current_screen; SDL_Surface *screens[3]; int ultimate_answer; } SDL_NDS_RenderData; SDL_Renderer * SDL_NDS_CreateRenderer(SDL_Window * window, Uint32 flags) { SDL_VideoDisplay *display = SDL_GetDisplayFromWindow(window); SDL_DisplayMode *displayMode = &display->current_mode; SDL_Renderer *renderer; SDL_NDS_RenderData *data; int i, n; int bpp = 16; Uint32 Rmask = 0x7C00, Gmask = 0x03E0, Bmask = 0x001F, Amask = 0x8000; printf("SDL_NDS_CreateRenderer(window, 0x%x)\n", flags); printf(" window: (%d,%d), %dx%d\n", window->x, window->y, window->w, window->h); /* hard coded this to ARGB1555 for now if (!SDL_PixelFormatEnumToMasks (displayMode->format, &bpp, &Rmask, &Gmask, &Bmask, &Amask)) { SDL_SetError("Unknown display format"); return NULL; }*/ renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer)); if (!renderer) { SDL_OutOfMemory(); return NULL; } data = (SDL_NDS_RenderData *) SDL_malloc(sizeof(*data)); if (!data) { SDL_NDS_DestroyRenderer(renderer); SDL_OutOfMemory(); return NULL; } SDL_zerop(data); renderer->RenderFill = SDL_NDS_RenderFill; renderer->RenderCopy = SDL_NDS_RenderCopy; renderer->RenderPresent = SDL_NDS_RenderPresent; renderer->DestroyRenderer = SDL_NDS_DestroyRenderer; renderer->info.name = SDL_NDS_RenderDriver.info.name; renderer->info.flags = 0; renderer->window = window->id; renderer->driverdata = data; Setup_SoftwareRenderer(renderer); if (flags & SDL_RENDERER_PRESENTFLIP2) { renderer->info.flags |= SDL_RENDERER_PRESENTFLIP2; n = 2; } else if (flags & SDL_RENDERER_PRESENTFLIP3) { renderer->info.flags |= SDL_RENDERER_PRESENTFLIP3; n = 3; } else { renderer->info.flags |= SDL_RENDERER_PRESENTCOPY; n = 1; } for (i = 0; i < n; ++i) { data->screens[i] = SDL_CreateRGBSurface(0, 256, 192, bpp, Rmask, Gmask, Bmask, Amask); if (!data->screens[i]) { SDL_NDS_DestroyRenderer(renderer); return NULL; } SDL_SetSurfacePalette(data->screens[i], display->palette); } data->current_screen = 0; data->ultimate_answer = 42; #if 0 #define blarg (data->screens[0]) printf("hello?\n"); if(!data || !(data->screens) || !blarg) { printf("they're null.\n"); } else { printf("not null.\n"); printf("%d\n%d\n%d\n%d\n%x\n%x\n%x\n%x\n", blarg->w, blarg->h, blarg->pitch, blarg->format->BitsPerPixel, blarg->format->Rmask, blarg->format->Gmask, blarg->format->Bmask, (u32)(blarg->pixels)); /* ARGH WHY DOESN'T THIS PRINT AT ALL? */ printf("hurr\n"); } #undef blarg #endif return renderer; } static int SDL_NDS_RenderFill(SDL_Renderer * renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a, const SDL_Rect * rect) { SDL_NDS_RenderData *data = (SDL_NDS_RenderData *) renderer->driverdata; SDL_Surface *target = data->screens[data->current_screen]; Uint32 color; SDL_Rect real_rect = *rect; color = SDL_MapRGBA(target->format, r, g, b, a); return SDL_FillRect(target, &real_rect, color); } /* this is mainly for testing stuff to put a surface where I can see it */ void sdlds_surf2vram(SDL_Surface *s) { int i; for(i = 0; i < 256*192; ++i) { ((u16*)VRAM_A)[i] = ((u16*)(s->pixels))[i]; } } static int SDL_NDS_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * srcrect, const SDL_Rect * dstrect) { SDL_NDS_RenderData *data = (SDL_NDS_RenderData *) renderer->driverdata; SDL_Window *window = SDL_GetWindowFromID(renderer->window); SDL_VideoDisplay *display = SDL_GetDisplayFromWindow(window); printf("SDL_NDS_RenderCopy(renderer, texture, srcrect, dstrect)\n"); printf(" renderer: %s\n", renderer->info.name); printf(" texture: %dx%d\n", texture->w, texture->h); printf(" srcrect: (%d,%d), %dx%d\n", srcrect->x, srcrect->y, srcrect->w, srcrect->h); printf(" dstrect: (%d,%d), %dx%d\n", dstrect->x, dstrect->y, dstrect->w, dstrect->h); if (SDL_ISPIXELFORMAT_FOURCC(texture->format)) { SDL_Surface *target = data->screens[data->current_screen]; void *pixels = (Uint8 *) target->pixels + dstrect->y * target->pitch + dstrect->x * target->format->BytesPerPixel; return SDL_SW_CopyYUVToRGB((SDL_SW_YUVTexture *) texture->driverdata, srcrect, display->current_mode.format, dstrect->w, dstrect->h, pixels, target->pitch); } else { SDL_Surface *surface = (SDL_Surface *) texture->driverdata; SDL_Surface *target = data->screens[data->current_screen]; SDL_Rect real_srcrect = *srcrect; SDL_Rect real_dstrect = *dstrect; printf("Rmask %x Gmask %x Bmask %x Amask %x\n" "width %d, height %d, pitch %d\nbpp %d, pixels %x\n", surface->format->Rmask, surface->format->Gmask, surface->format->Bmask, surface->format->Amask, surface->w, surface->h, surface->pitch, surface->format->BitsPerPixel, (u32)(surface->pixels)); sdlds_surf2vram(surface); return SDL_LowerBlit(surface, &real_srcrect, target, &real_dstrect); } #if 0 /* previous attempt to copy it directly to vram */ SDL_Surface *surface = (SDL_Surface *) texture->driverdata; int sx = srcrect->x, sy = srcrect->y, sw = srcrect->w, sh = srcrect->h; int dx = dstrect->x, dy = dstrect->y, dw = dstrect->w, dh = dstrect->h; int si,sj, di,dj; /*printf("DEBUG: still alive!\n");*/ for(sj=0, dj=0; sjpixels)[(sj+sy)*(surface->w) + si+sx]; } } /*printf("DEBUG: still alive!\n");*/ } return 0; #endif } static void SDL_NDS_RenderPresent(SDL_Renderer * renderer) { SDL_NDS_RenderData *data = (SDL_NDS_RenderData *) renderer->driverdata; printf("SDL_NDS_RenderPresent(renderer)\n"); printf(" renderer: %s\n", renderer->info.name); /* Send the data to the display */ #if 0 /*testing to see if rectangles drawn get copied right*/ { SDL_Rect ra; ra.x=0; ra.y=0; ra.w=256; ra.h=192; SDL_FillRect(data->screens[data->current_screen], &ra, 0x250); ra.x=32; ra.y=32; ra.w=192; ra.h=128; SDL_FillRect(data->screens[data->current_screen], &ra, SDL_MapRGBA(data->screens[data->current_screen]->format, 255,255,255,255)); } /*okay so this works but why not when I do it in the main()? for some reason the screen I get from screen=SDL_SetVideoMode(...) doesn't get copied to renderer->driverdata? */ for(i = 0; i < 30; ++i) swiWaitForVBlank(); /* delay for debug purpose */ #endif sdlds_surf2vram(data->screens[data->current_screen]); /* Update the flipping chain, if any */ if (renderer->info.flags & SDL_RENDERER_PRESENTFLIP2) { data->current_screen = (data->current_screen + 1) % 2; } else if (renderer->info.flags & SDL_RENDERER_PRESENTFLIP3) { data->current_screen = (data->current_screen + 1) % 3; } } static void SDL_NDS_DestroyRenderer(SDL_Renderer * renderer) { SDL_NDS_RenderData *data = (SDL_NDS_RenderData *) renderer->driverdata; int i; printf("SDL_NDS_DestroyRenderer(renderer)\n"); printf(" renderer: %s\n", renderer->info.name); if (data) { for (i = 0; i < SDL_arraysize(data->screens); ++i) { if (data->screens[i]) { SDL_FreeSurface(data->screens[i]); } } SDL_free(data); } SDL_free(renderer); } /* vi: set ts=4 sw=4 expandtab: */