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SDL_ndsrender.c

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521 lines (456 loc) · 16.8 KB
 
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/*
SDL - Simple DirectMedia Layer
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Copyright (C) 1997-2010 Sam Lantinga
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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 <stdio.h>
#include <stdlib.h>
#include <nds.h>
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//#include <nds/arm9/video.h>
//#include <nds/arm9/sprite.h>
//#include <nds/arm9/trig_lut.h>
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#include "SDL_config.h"
#include "SDL_video.h"
#include "../SDL_sysvideo.h"
#include "../SDL_yuv_sw_c.h"
#include "../SDL_renderer_sw.h"
/* SDL NDS renderer implementation */
static SDL_Renderer *NDS_CreateRenderer(SDL_Window * window, Uint32 flags);
static int NDS_ActivateRenderer(SDL_Renderer * renderer);
static int NDS_DisplayModeChanged(SDL_Renderer * renderer);
static int NDS_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static int NDS_QueryTexturePixels(SDL_Renderer * renderer,
SDL_Texture * texture, void **pixels,
int *pitch);
static int NDS_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, const void *pixels,
int pitch);
static int NDS_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, int markDirty,
void **pixels, int *pitch);
static void NDS_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static int NDS_RenderFill(SDL_Renderer * renderer, Uint8 r, Uint8 g,
Uint8 b, Uint8 a, const SDL_Rect * rect);
static int NDS_RenderCopy(SDL_Renderer * renderer,
SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_Rect * dstrect);
static void NDS_RenderPresent(SDL_Renderer * renderer);
static void NDS_DestroyTexture(SDL_Renderer * renderer,
SDL_Texture * texture);
static void NDS_DestroyRenderer(SDL_Renderer * renderer);
SDL_RenderDriver NDS_RenderDriver = {
NDS_CreateRenderer,
{"nds", /* char* name */
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(SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC), /* u32 flags */
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2, /* u32 num_texture_formats */
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{
SDL_PIXELFORMAT_ABGR1555,
SDL_PIXELFORMAT_BGR555,
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}, /* u32 texture_formats[20] */
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(256), /* int max_texture_width */
(256), /* int max_texture_height */
}
};
typedef struct
{
u8 bg_taken[4];
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OamState *oam;
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int sub;
} NDS_RenderData;
typedef struct
{
enum
{ NDSTX_BG, NDSTX_SPR } type; /* represented in a bg or sprite. */
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int hw_index; /* index of sprite in OAM or bg from libnds */
int pitch, bpp; /* useful information about the texture */
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struct
{
int x, y;
} scale; /* x/y stretch (24.8 fixed point) */
struct
{
int x, y;
} scroll; /* x/y offset */
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int rotate; /* -32768 to 32767, texture rotation */
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u16 *vram_pixels; /* where the pixel data is stored (a pointer into VRAM) */
u16 *vram_palette; /* where the palette data is stored if it's indexed. */
/*int size; */
} NDS_TextureData;
SDL_Renderer *
NDS_CreateRenderer(SDL_Window * window, Uint32 flags)
{
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SDL_VideoDisplay *display = window->display;
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SDL_DisplayMode *displayMode = &display->current_mode;
SDL_Renderer *renderer;
NDS_RenderData *data;
int i, n;
int bpp;
Uint32 Rmask, Gmask, Bmask, Amask;
if (!SDL_PixelFormatEnumToMasks(displayMode->format, &bpp,
&Rmask, &Gmask, &Bmask, &Amask)) {
SDL_SetError("Unknown display format");
return NULL;
}
switch (displayMode->format) {
case SDL_PIXELFORMAT_ABGR1555:
case SDL_PIXELFORMAT_BGR555:
/* okay */
break;
case SDL_PIXELFORMAT_RGB555:
case SDL_PIXELFORMAT_RGB565:
case SDL_PIXELFORMAT_ARGB1555:
/* we'll take these too for now */
break;
default:
SDL_SetError("Warning: wrong display format for NDS!\n");
break;
}
renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
if (!renderer) {
SDL_OutOfMemory();
return NULL;
}
data = (NDS_RenderData *) SDL_malloc(sizeof(*data));
if (!data) {
NDS_DestroyRenderer(renderer);
SDL_OutOfMemory();
return NULL;
}
SDL_zerop(data);
renderer->RenderFill = NDS_RenderFill;
renderer->RenderCopy = NDS_RenderCopy;
renderer->RenderPresent = NDS_RenderPresent;
renderer->DestroyRenderer = NDS_DestroyRenderer;
renderer->info.name = NDS_RenderDriver.info.name;
renderer->info.flags = 0;
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renderer->window = window;
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renderer->driverdata = data;
renderer->CreateTexture = NDS_CreateTexture;
renderer->QueryTexturePixels = NDS_QueryTexturePixels;
renderer->UpdateTexture = NDS_UpdateTexture;
renderer->LockTexture = NDS_LockTexture;
renderer->UnlockTexture = NDS_UnlockTexture;
renderer->DestroyTexture = NDS_DestroyTexture;
renderer->info.num_texture_formats =
NDS_RenderDriver.info.num_texture_formats;
SDL_memcpy(renderer->info.texture_formats,
NDS_RenderDriver.info.texture_formats,
sizeof(renderer->info.texture_formats));
renderer->info.max_texture_width =
NDS_RenderDriver.info.max_texture_width;
renderer->info.max_texture_height =
NDS_RenderDriver.info.max_texture_height;
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data->sub = 0; /* TODO: this is hard-coded to the "main" screen.
figure out how to detect whether to set it to
"sub" screen. window->id, perhaps? */
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data->bg_taken[2] = data->bg_taken[3] = 0;
return renderer;
}
static int
NDS_ActivateRenderer(SDL_Renderer * renderer)
{
NDS_RenderData *data = (NDS_RenderData *) renderer->driverdata;
return 0;
}
static int
NDS_DisplayModeChanged(SDL_Renderer * renderer)
{
NDS_RenderData *data = (NDS_RenderData *) renderer->driverdata;
return 0;
}
static int
NDS_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
NDS_RenderData *data = (NDS_RenderData *) renderer->driverdata;
NDS_TextureData *txdat = NULL;
int i;
int bpp;
Uint32 Rmask, Gmask, Bmask, Amask;
if (!SDL_PixelFormatEnumToMasks
(texture->format, &bpp, &Rmask, &Gmask, &Bmask, &Amask)) {
SDL_SetError("Unknown texture format");
return -1;
}
/* conditional statements on w/h to place it as bg/sprite
depending on which one it fits. */
if (texture->w <= 64 && texture->h <= 64) {
int whichspr = -1;
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printf("NDS_CreateTexture: Tried to make a sprite.\n");
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txdat->type = NDSTX_SPR;
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#if 0
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for (i = 0; i < SPRITE_COUNT; ++i) {
if (data->oam_copy.spriteBuffer[i].attribute[0] & ATTR0_DISABLED) {
whichspr = i;
break;
}
}
if (whichspr >= 0) {
SpriteEntry *sprent = &(data->oam_copy.spriteBuffer[whichspr]);
int maxside = texture->w > texture->h ? texture->w : texture->h;
int pitch;
texture->driverdata = SDL_calloc(1, sizeof(NDS_TextureData));
txdat = (NDS_TextureData *) texture->driverdata;
if (!txdat) {
SDL_OutOfMemory();
return -1;
}
sprent->objMode = OBJMODE_BITMAP;
sprent->posX = 0;
sprent->posY = 0;
sprent->colMode = OBJCOLOR_16; /* OBJCOLOR_256 for INDEX8 */
/* the first 32 sprites get transformation matrices.
first come, first served */
if (whichspr < MATRIX_COUNT) {
sprent->isRotoscale = 1;
sprent->rsMatrixIdx = whichspr;
}
/* containing shape (square or 2:1 rectangles) */
sprent->objShape = OBJSHAPE_SQUARE;
if (texture->w / 2 >= texture->h) {
sprent->objShape = OBJSHAPE_WIDE;
} else if (texture->h / 2 >= texture->w) {
sprent->objShape = OBJSHAPE_TALL;
}
/* size in pixels */
/* FIXME: "pitch" is hardcoded for 2bytes per pixel. */
sprent->objSize = OBJSIZE_64;
pitch = 128;
if (maxside <= 8) {
sprent->objSize = OBJSIZE_8;
pitch = 16;
} else if (maxside <= 16) {
sprent->objSize = OBJSIZE_16;
pitch = 32;
} else if (maxside <= 32) {
sprent->objSize = OBJSIZE_32;
pitch = 64;
}
/* FIXME: this is hard-coded and will obviously only work for one
sprite-texture. tells it to look at the beginning of SPRITE_GFX
for its pixels. */
sprent->tileIdx = 0;
/* now for the texture data */
txdat->type = NDSTX_SPR;
txdat->hw_index = whichspr;
txdat->dim.hdx = 0x100;
txdat->dim.hdy = 0;
txdat->dim.vdx = 0;
txdat->dim.vdy = 0x100;
txdat->dim.pitch = pitch;
txdat->dim.bpp = bpp;
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txdat->vram_pixels =
(u16 *) (data->sub ? SPRITE_GFX_SUB : SPRITE_GFX);
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/* FIXME: use tileIdx*boundary
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to point to proper location */
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} else {
SDL_SetError("Out of NDS sprites.");
}
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#endif
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} else if (texture->w <= 256 && texture->h <= 256) {
int whichbg = -1, base = 0;
if (!data->bg_taken[2]) {
whichbg = 2;
} else if (!data->bg_taken[3]) {
whichbg = 3;
base = 4;
}
if (whichbg >= 0) {
texture->driverdata = SDL_calloc(1, sizeof(NDS_TextureData));
txdat = (NDS_TextureData *) texture->driverdata;
if (!txdat) {
SDL_OutOfMemory();
return -1;
}
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// hard-coded for 256x256 for now...
// TODO: a series of if-elseif-else's to find the closest but larger size.
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if (!data->sub) {
if (bpp == 8) {
txdat->hw_index =
bgInit(whichbg, BgType_Bmp8, BgSize_B8_256x256, 0, 0);
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} else {
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txdat->hw_index =
bgInit(whichbg, BgType_Bmp16, BgSize_B16_256x256, 0,
0);
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}
} else {
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if (bpp == 8) {
txdat->hw_index =
bgInitSub(whichbg, BgType_Bmp8, BgSize_B8_256x256, 0,
0);
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} else {
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txdat->hw_index =
bgInitSub(whichbg, BgType_Bmp16, BgSize_B16_256x256,
0, 0);
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}
}
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/* useful functions
bgGetGfxPtr(bg3);
bgSetCenter(bg3, rcX, rcY);
bgSetRotateScale(bg3, angle, scaleX, scaleY);
bgSetScroll(bg3, scrollX, scrollY);
bgUpdate(bg3);
*/
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txdat->type = NDSTX_BG;
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txdat->pitch = (texture->w) * (bpp / 8);
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txdat->bpp = bpp;
txdat->rotate = 0;
txdat->scale.x = 0x100;
txdat->scale.y = 0x100;
txdat->scroll.x = 0;
txdat->scroll.y = 0;
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txdat->vram_pixels = (u16 *) bgGetGfxPtr(txdat->hw_index);
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bgSetCenter(txdat->hw_index, 0, 0);
bgSetRotateScale(txdat->hw_index, txdat->rotate, txdat->scale.x,
txdat->scale.y);
bgSetScroll(txdat->hw_index, txdat->scroll.x, txdat->scroll.y);
bgUpdate(txdat->hw_index);
data->bg_taken[whichbg] = 1;
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/*txdat->size = txdat->dim.pitch * texture->h; */
} else {
SDL_SetError("Out of NDS backgrounds.");
}
} else {
SDL_SetError("Texture too big for NDS hardware.");
}
if (!texture->driverdata) {
return -1;
}
return 0;
}
static int
NDS_QueryTexturePixels(SDL_Renderer * renderer, SDL_Texture * texture,
void **pixels, int *pitch)
{
NDS_TextureData *txdat = (NDS_TextureData *) texture->driverdata;
*pixels = txdat->vram_pixels;
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*pitch = txdat->pitch;
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return 0;
}
static int
NDS_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, const void *pixels, int pitch)
{
NDS_TextureData *txdat;
Uint8 *src, *dst;
int row;
size_t length;
txdat = (NDS_TextureData *) texture->driverdata;
src = (Uint8 *) pixels;
dst =
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(Uint8 *) txdat->vram_pixels + rect->y * txdat->pitch + rect->x *
((txdat->bpp + 1) / 8);
length = rect->w * ((txdat->bpp + 1) / 8);
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if (rect->w == texture->w) {
dmaCopy(src, dst, length * rect->h);
} else {
for (row = 0; row < rect->h; ++row) {
dmaCopy(src, dst, length);
src += pitch;
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dst += txdat->pitch;
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}
}
return 0;
}
static int
NDS_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, int markDirty, void **pixels,
int *pitch)
{
NDS_TextureData *txdat = (NDS_TextureData *) texture->driverdata;
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*pixels = (void *) ((u8 *) txdat->vram_pixels + rect->y * txdat->pitch +
rect->x * ((txdat->bpp + 1) / 8));
*pitch = txdat->pitch;
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return 0;
}
static void
NDS_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
/* stub! */
}
static int
NDS_RenderFill(SDL_Renderer * renderer, Uint8 r, Uint8 g, Uint8 b,
Uint8 a, const SDL_Rect * rect)
{
NDS_RenderData *data = (NDS_RenderData *) renderer->driverdata;
SDL_Rect real_rect = *rect;
u16 color;
int i, j;
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printf("NDS_RenderFill: stub\n");
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color = RGB8(r, g, b); /* macro in libnds that makes an ARGB1555 pixel */
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/* TODO: make a single-color sprite and stretch it.
calculate the "HDX" width modifier of the sprite by:
let S be the actual sprite's width (like, 32 pixels for example)
let R be the rectangle's width (maybe 50 pixels)
HDX = (R<<8) / S;
(it's fixed point, hence the bit shift. same goes for vertical.
be sure to use 32-bit int's for the bit shift before the division!)
*/
return 0;
}
static int
NDS_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_Rect * dstrect)
{
NDS_RenderData *data = (NDS_RenderData *) renderer->driverdata;
NDS_TextureData *txdat = (NDS_TextureData *) texture->driverdata;
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SDL_Window *window = renderer->window;
SDL_VideoDisplay *display = window->display;
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int Bpp = SDL_BYTESPERPIXEL(texture->format);
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if (txdat->type == NDSTX_BG) {
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txdat->scroll.x = dstrect->x;
txdat->scroll.y = dstrect->y;
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} else {
/* sprites not fully implemented yet */
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printf("NDS_RenderCopy: used sprite!\n");
// SpriteEntry *spr = &(data->oam_copy.spriteBuffer[txdat->hw_index]);
// spr->posX = dstrect->x;
// spr->posY = dstrect->y;
// if (txdat->hw_index < MATRIX_COUNT && spr->isRotoscale) {
// }
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}
return 0;
}
static void
NDS_RenderPresent(SDL_Renderer * renderer)
{
NDS_RenderData *data = (NDS_RenderData *) renderer->driverdata;
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SDL_Window *window = renderer->window;
SDL_VideoDisplay *display = window->display;
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/* update sprites */
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// NDS_OAM_Update(&(data->oam_copy), data->sub);
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/* vsync for NDS */
if (renderer->info.flags & SDL_RENDERER_PRESENTVSYNC) {
swiWaitForVBlank();
}
}
static void
NDS_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
NDS_TextureData *txdat = texture->driverdata;
/* free anything else allocated for texture */
SDL_free(txdat);
}
static void
NDS_DestroyRenderer(SDL_Renderer * renderer)
{
NDS_RenderData *data = (NDS_RenderData *) renderer->driverdata;
int i;
if (data) {
/* free anything else relevant if anything else is allocated. */
SDL_free(data);
}
SDL_free(renderer);
}
/* vi: set ts=4 sw=4 expandtab: */