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/**
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* @file dx.cpp
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*
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* Implementation of functions setting up the graphics pipeline.
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*/
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#include "all.h"
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#include "../3rdParty/Storm/Source/storm.h"
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#include "display.h"
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#include "options.h"
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#include <SDL.h>
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#ifdef __3DS__
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#include <3ds.h>
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#endif
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namespace dvl {
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int sgdwLockCount;
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#ifdef _DEBUG
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int locktbl[256];
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#endif
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static CCritSect sgMemCrit;
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int refreshDelay;
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SDL_Renderer *renderer;
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SDL_Texture *texture;
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/** Currently active palette */
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SDL_Palette *palette;
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unsigned int pal_surface_palette_version = 0;
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/** 24-bit renderer texture surface */
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SDL_Surface *renderer_texture_surface = NULL;
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/** 8-bit surface that we render to */
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SDL_Surface *pal_surface;
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static void dx_create_back_buffer()
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{
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pal_surface = SDL_CreateRGBSurfaceWithFormat(
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/*flags=*/0,
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/*width=*/BUFFER_BORDER_LEFT + gnScreenWidth + BUFFER_BORDER_RIGHT,
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/*height=*/BUFFER_BORDER_TOP + gnScreenHeight + BUFFER_BORDER_BOTTOM,
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/*depth=*/8,
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SDL_PIXELFORMAT_INDEX8);
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if (pal_surface == NULL) {
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ErrSdl();
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}
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#ifndef USE_SDL1
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// In SDL2, `pal_surface` points to the global `palette`.
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if (SDL_SetSurfacePalette(pal_surface, palette) < 0)
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ErrSdl();
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#else
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// In SDL1, `pal_surface` owns its palette and we must update it every
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// time the global `palette` is changed. No need to do anything here as
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// the global `palette` doesn't have any colors set yet.
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#endif
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pal_surface_palette_version = 1;
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}
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static void dx_create_primary_surface()
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{
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#ifndef USE_SDL1
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if (renderer) {
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int width, height;
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SDL_RenderGetLogicalSize(renderer, &width, &height);
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Uint32 format;
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if (SDL_QueryTexture(texture, &format, NULL, NULL, NULL) < 0)
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ErrSdl();
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renderer_texture_surface = SDL_CreateRGBSurfaceWithFormat(0, width, height, SDL_BITSPERPIXEL(format), format);
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}
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#endif
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if (GetOutputSurface() == NULL) {
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ErrSdl();
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}
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}
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void dx_init()
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{
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SDL_RaiseWindow(ghMainWnd);
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SDL_ShowWindow(ghMainWnd);
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dx_create_primary_surface();
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palette_init();
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dx_create_back_buffer();
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}
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static void lock_buf_priv()
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{
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sgMemCrit.Enter();
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if (sgdwLockCount != 0) {
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sgdwLockCount++;
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return;
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}
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sgdwLockCount++;
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}
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void lock_buf(BYTE idx)
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{
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#ifdef _DEBUG
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++locktbl[idx];
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#endif
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lock_buf_priv();
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}
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static void unlock_buf_priv()
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{
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if (sgdwLockCount == 0)
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app_fatal("draw main unlock error");
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sgdwLockCount--;
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sgMemCrit.Leave();
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}
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void unlock_buf(BYTE idx)
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{
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#ifdef _DEBUG
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if (!locktbl[idx])
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app_fatal("Draw lock underflow: 0x%x", idx);
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--locktbl[idx];
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#endif
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unlock_buf_priv();
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}
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CelOutputBuffer GlobalBackBuffer()
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{
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if (sgdwLockCount == 0) {
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SDL_Log("WARNING: Trying to obtain GlobalBackBuffer() without holding a lock\n");
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return CelOutputBuffer();
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}
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return CelOutputBuffer(pal_surface, SDL_Rect { BUFFER_BORDER_LEFT, BUFFER_BORDER_TOP, gnScreenWidth, gnScreenHeight });
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}
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void dx_cleanup()
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{
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if (ghMainWnd)
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SDL_HideWindow(ghMainWnd);
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sgMemCrit.Enter();
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sgdwLockCount = 0;
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sgMemCrit.Leave();
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if (pal_surface == NULL)
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return;
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SDL_FreeSurface(pal_surface);
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pal_surface = NULL;
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SDL_FreePalette(palette);
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SDL_FreeSurface(renderer_texture_surface);
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SDL_DestroyTexture(texture);
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(ghMainWnd);
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}
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void dx_reinit()
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{
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#ifdef USE_SDL1
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Uint32 flags = ghMainWnd->flags ^ SDL_FULLSCREEN;
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if (!IsFullScreen()) {
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flags |= SDL_FULLSCREEN;
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}
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ghMainWnd = SDL_SetVideoMode(0, 0, 0, flags);
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if (ghMainWnd == NULL) {
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ErrSdl();
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}
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#else
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Uint32 flags = 0;
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if (!IsFullScreen()) {
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flags = renderer ? SDL_WINDOW_FULLSCREEN_DESKTOP : SDL_WINDOW_FULLSCREEN;
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}
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if (SDL_SetWindowFullscreen(ghMainWnd, flags)) {
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ErrSdl();
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}
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#endif
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force_redraw = 255;
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}
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void InitPalette()
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{
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palette = SDL_AllocPalette(256);
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if (palette == NULL) {
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ErrSdl();
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}
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}
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void BltFast(SDL_Rect *src_rect, SDL_Rect *dst_rect)
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{
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Blit(pal_surface, src_rect, dst_rect);
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}
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void Blit(SDL_Surface *src, SDL_Rect *src_rect, SDL_Rect *dst_rect)
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{
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SDL_Surface *dst = GetOutputSurface();
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#ifndef USE_SDL1
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if (SDL_BlitSurface(src, src_rect, dst, dst_rect) < 0)
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ErrSdl();
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return;
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#else
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if (!OutputRequiresScaling()) {
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if (SDL_BlitSurface(src, src_rect, dst, dst_rect) < 0)
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ErrSdl();
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return;
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}
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SDL_Rect scaled_dst_rect;
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if (dst_rect != NULL) {
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scaled_dst_rect = *dst_rect;
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ScaleOutputRect(&scaled_dst_rect);
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dst_rect = &scaled_dst_rect;
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}
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// Same pixel format: We can call BlitScaled directly.
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if (SDLBackport_PixelFormatFormatEq(src->format, dst->format)) {
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if (SDL_BlitScaled(src, src_rect, dst, dst_rect) < 0)
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ErrSdl();
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return;
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}
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// If the surface has a color key, we must stretch first and can then call BlitSurface.
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if (SDL_HasColorKey(src)) {
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SDL_Surface *stretched = SDL_CreateRGBSurface(SDL_SWSURFACE, dst_rect->w, dst_rect->h, src->format->BitsPerPixel,
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src->format->Rmask, src->format->Gmask, src->format->BitsPerPixel, src->format->Amask);
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SDL_SetColorKey(stretched, SDL_SRCCOLORKEY, src->format->colorkey);
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if (src->format->palette != NULL)
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SDL_SetPalette(stretched, SDL_LOGPAL, src->format->palette->colors, 0, src->format->palette->ncolors);
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SDL_Rect stretched_rect = { 0, 0, dst_rect->w, dst_rect->h };
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if (SDL_SoftStretch(src, src_rect, stretched, &stretched_rect) < 0
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|| SDL_BlitSurface(stretched, &stretched_rect, dst, dst_rect) < 0) {
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SDL_FreeSurface(stretched);
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ErrSdl();
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}
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SDL_FreeSurface(stretched);
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return;
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}
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// A surface with a non-output pixel format but without a color key needs scaling.
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// We can convert the format and then call BlitScaled.
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SDL_Surface *converted = SDL_ConvertSurface(src, dst->format, 0);
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if (SDL_BlitScaled(converted, src_rect, dst, dst_rect) < 0) {
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SDL_FreeSurface(converted);
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ErrSdl();
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}
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SDL_FreeSurface(converted);
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#endif
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}
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/**
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* @brief Limit FPS to avoid high CPU load, use when v-sync isn't available
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*/
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void LimitFrameRate()
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{
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if (!sgOptions.Graphics.bFPSLimit)
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return;
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static uint32_t frameDeadline;
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uint32_t tc = SDL_GetTicks() * 1000;
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uint32_t v = 0;
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if (frameDeadline > tc) {
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v = tc % refreshDelay;
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SDL_Delay(v / 1000 + 1); // ceil
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}
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frameDeadline = tc + v + refreshDelay;
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}
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void RenderPresent()
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{
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SDL_Surface *surface = GetOutputSurface();
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assert(!SDL_MUSTLOCK(surface));
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if (!gbActive) {
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LimitFrameRate();
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return;
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}
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#ifndef USE_SDL1
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if (renderer) {
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if (SDL_UpdateTexture(texture, NULL, surface->pixels, surface->pitch) <= -1) { //pitch is 2560
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ErrSdl();
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}
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// Clear buffer to avoid artifacts in case the window was resized
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#ifndef __vita__
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// There's no window resizing on vita, so texture always properly overwrites display area.
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// Thus, there's no need to clear the screen and unnecessarily modify sdl render context state.
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if (SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255) <= -1) { // TODO only do this if window was resized
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ErrSdl();
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}
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if (SDL_RenderClear(renderer) <= -1) {
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ErrSdl();
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}
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#endif
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if (SDL_RenderCopy(renderer, texture, NULL, NULL) <= -1) {
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ErrSdl();
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}
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SDL_RenderPresent(renderer);
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if (!sgOptions.Graphics.bVSync) {
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LimitFrameRate();
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}
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} else {
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if (SDL_UpdateWindowSurface(ghMainWnd) <= -1) {
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ErrSdl();
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}
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LimitFrameRate();
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}
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#else
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#ifdef __3DS__
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gspWaitForVBlank();
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#endif
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if (SDL_Flip(surface) <= -1) {
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ErrSdl();
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}
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LimitFrameRate();
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#endif
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}
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void PaletteGetEntries(DWORD dwNumEntries, SDL_Color *lpEntries)
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{
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for (DWORD i = 0; i < dwNumEntries; i++) {
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lpEntries[i] = system_palette[i];
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}
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}
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} // namespace dvl
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