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PSP: zero-copy WindowSurface API for direct VRAM access
if all one needs is a raw framebuffer to the PSP's vram, instead of dealing with renderers and textures, that need to be copied hence and forth, this method allows one to create a window, set the pixel format using SDL_SetWindowDisplayMode() - preferably BGR565 for optimal speed (the other possible natively supported option is ABGR8888) - and then request SDL_GetWindowSurface(), which provides one with a surface with direct framebuffer access. note that the pixels pointer inside the surface will be switched after each call because of double-buffering. it's advisable to overwrite all pixels of the PSP visible area (480x272) to not encounter old data. after writing the pixels, a call to SDL_UpdateWindowSurface() sends the changes to the graphics chip. the result is a raw framerate of 250 fps with BGR565 mode, under optimal circumstances - i.e. nothing else is done than drawing, and the drawing loop is as simple as possible. that leaves about 12 ms per frame for other tasks and still allow a fluent 60 fps.
This commit is contained in:
@@ -36,6 +36,7 @@
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#include <stdarg.h>
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#include <stdlib.h>
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#include <vram.h>
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#include "SDL_render_psp.h"
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/* PSP renderer implementation, based on the PGE */
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@@ -124,6 +125,24 @@ typedef struct
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float x, y, z;
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} VertTCV;
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int SDL_PSP_RenderGetProp(SDL_Renderer *r, enum SDL_PSP_RenderProps which, void** out)
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{
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PSP_RenderData *rd;
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if (r == NULL) {
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return -1;
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}
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rd = r->driverdata;
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switch (which) {
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case SDL_PSP_RENDERPROPS_FRONTBUFFER:
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*out = rd->frontbuffer;
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return 0;
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case SDL_PSP_RENDERPROPS_BACKBUFFER:
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*out = rd->backbuffer;
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return 0;
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}
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return -1;
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}
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#define PI 3.14159265358979f
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#define radToDeg(x) ((x)*180.f / PI)
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32
src/render/psp/SDL_render_psp.h
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32
src/render/psp/SDL_render_psp.h
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@@ -0,0 +1,32 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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/* this header is meant to be included after the other related internal SDL
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headers. it's the interface between psp renderer and video driver code. */
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enum SDL_PSP_RenderProps
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{
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SDL_PSP_RENDERPROPS_FRONTBUFFER,
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SDL_PSP_RENDERPROPS_BACKBUFFER,
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};
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int SDL_PSP_RenderGetProp(SDL_Renderer *r, enum SDL_PSP_RenderProps which, void** out);
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@@ -29,14 +29,128 @@
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#include "SDL_syswm.h"
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#include "SDL_loadso.h"
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#include "SDL_events.h"
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#include "SDL_render.h"
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#include "../../events/SDL_mouse_c.h"
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#include "../../events/SDL_keyboard_c.h"
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#include "../../render/SDL_sysrender.h"
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/* PSP declarations */
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#include "SDL_pspvideo.h"
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#include "SDL_pspevents_c.h"
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#include "SDL_pspgl_c.h"
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#include "../../render/psp/SDL_render_psp.h"
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#define SDL_WINDOWTEXTUREDATA "_SDL_WindowTextureData"
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typedef struct
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{
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SDL_Renderer *renderer;
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SDL_Texture *texture;
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void *pixels;
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int pitch;
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int bytes_per_pixel;
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} SDL_WindowTextureData;
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int PSP_CreateWindowFramebuffer(SDL_VideoDevice *_this, SDL_Window *window, Uint32 *format, void **pixels, int *pitch)
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{
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SDL_RendererInfo info;
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SDL_WindowTextureData *data = SDL_GetWindowData(window, SDL_WINDOWTEXTUREDATA);
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int i, w, h;
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SDL_GetWindowSizeInPixels(window, &w, &h);
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if (w != 480) {
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return SDL_SetError("Unexpected window size");
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}
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if (!data) {
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SDL_Renderer *renderer = NULL;
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for (i = 0; i < SDL_GetNumRenderDrivers(); ++i) {
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SDL_GetRenderDriverInfo(i, &info);
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if (SDL_strcmp(info.name, "software") != 0) {
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renderer = SDL_CreateRenderer(window, i, 0);
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if (renderer && (SDL_GetRendererInfo(renderer, &info) == 0) && (info.flags & SDL_RENDERER_ACCELERATED)) {
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break; /* this will work. */
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}
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if (renderer) { /* wasn't accelerated, etc, skip it. */
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SDL_DestroyRenderer(renderer);
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renderer = NULL;
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}
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}
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}
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if (!renderer) {
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return SDL_SetError("No hardware accelerated renderers available");
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}
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SDL_assert(renderer != NULL); /* should have explicitly checked this above. */
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/* Create the data after we successfully create the renderer (bug #1116) */
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data = (SDL_WindowTextureData *)SDL_calloc(1, sizeof(*data));
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if (!data) {
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SDL_DestroyRenderer(renderer);
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return SDL_OutOfMemory();
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}
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SDL_SetWindowData(window, SDL_WINDOWTEXTUREDATA, data);
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data->renderer = renderer;
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} else {
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if (SDL_GetRendererInfo(data->renderer, &info) == -1) {
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return -1;
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}
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}
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/* Find the first format without an alpha channel */
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*format = info.texture_formats[0];
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for (i = 0; i < (int)info.num_texture_formats; ++i) {
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if (!SDL_ISPIXELFORMAT_FOURCC(info.texture_formats[i]) &&
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!SDL_ISPIXELFORMAT_ALPHA(info.texture_formats[i])) {
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*format = info.texture_formats[i];
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break;
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}
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}
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/* get the PSP renderer's "private" data */
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SDL_PSP_RenderGetProp(data->renderer, SDL_PSP_RENDERPROPS_FRONTBUFFER, &data->pixels);
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/* Create framebuffer data */
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data->bytes_per_pixel = SDL_BYTESPERPIXEL(*format);
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/* since we point directly to VRAM's frontbuffer, we have to use
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the upscaled pitch of 512 width - since PSP requires all textures to be
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powers of 2. */
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data->pitch = 512 * data->bytes_per_pixel;
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*pixels = data->pixels;
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*pitch = data->pitch;
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/* Make sure we're not double-scaling the viewport */
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SDL_RenderSetViewport(data->renderer, NULL);
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return 0;
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}
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int PSP_UpdateWindowFramebuffer(_THIS, SDL_Window *window, const SDL_Rect *rects, int numrects)
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{
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SDL_WindowTextureData *data;
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data = SDL_GetWindowData(window, SDL_WINDOWTEXTUREDATA);
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if (!data || !data->renderer || !window->surface) {
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return -1;
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}
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data->renderer->RenderPresent(data->renderer);
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SDL_PSP_RenderGetProp(data->renderer, SDL_PSP_RENDERPROPS_BACKBUFFER, &window->surface->pixels);
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return 0;
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}
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void PSP_DestroyWindowFramebuffer(_THIS, SDL_Window *window)
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{
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SDL_WindowTextureData *data = SDL_GetWindowData(window, SDL_WINDOWTEXTUREDATA);
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if (!data || !data->renderer) {
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return;
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}
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SDL_DestroyRenderer(data->renderer);
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data->renderer = NULL;
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}
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/* unused
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static SDL_bool PSP_initialized = SDL_FALSE;
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@@ -128,6 +242,13 @@ static SDL_VideoDevice *PSP_Create()
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device->PumpEvents = PSP_PumpEvents;
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/* backend to use VRAM directly as a framebuffer using
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SDL_GetWindowSurface() API. */
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device->checked_texture_framebuffer = 1;
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device->CreateWindowFramebuffer = PSP_CreateWindowFramebuffer;
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device->UpdateWindowFramebuffer = PSP_UpdateWindowFramebuffer;
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device->DestroyWindowFramebuffer = PSP_DestroyWindowFramebuffer;
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return device;
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}
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@@ -68,6 +68,14 @@ void PSP_MinimizeWindow(_THIS, SDL_Window *window);
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void PSP_RestoreWindow(_THIS, SDL_Window *window);
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void PSP_DestroyWindow(_THIS, SDL_Window *window);
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/* "methods" aka callbacks for SDL_WindowSurface API */
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int PSP_CreateWindowFramebuffer(_THIS, SDL_Window *window, Uint32 *format,
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void **pixels, int *pitch);
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int PSP_UpdateWindowFramebuffer(_THIS, SDL_Window *window,
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const SDL_Rect *rects, int numrects);
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void PSP_DestroyWindowFramebuffer(_THIS, SDL_Window *window);
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/* Window manager function */
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SDL_bool PSP_GetWindowWMInfo(_THIS, SDL_Window * window,
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struct SDL_SysWMinfo *info);
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