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synced 2025-02-12 01:24:54 +00:00
(svn r24993) -Fix: [SDL] Improve 8bpp hardware palette support. Instead of always requesting SDL_HWPALETTE, it is now only done for 8bp blitters in fullscreen mode.
- This fixes 32bpp blitters on 8bpp X11, which would only render garbage with SDL_HWPALETTE. - This prevents the colors of other applications from being messed up when running a 8bpp blitter on a 8bpp system. - When running a 8bpp blitter on an 8bpp system without SDL_HWPALETTE (e.g., in windowed mode), this uses a new shadow surface with color approximation. - The use of a hardware palette can be forced on and off using -v sdl:hw_palette=1 or -v sdl:hw_palette=0
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@ -57,6 +57,8 @@ void SdlClose(uint32 x);
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Uint32 (SDLCALL *SDL_MapRGB)(SDL_PixelFormat *, Uint8, Uint8, Uint8);
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int (SDLCALL *SDL_VideoModeOK)(int, int, int, Uint32);
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SDL_version *(SDLCALL *SDL_Linked_Version)();
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int (SDLCALL *SDL_BlitSurface)(SDL_Surface *, SDL_Rect *, SDL_Surface *, SDL_Rect *);
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SDL_Surface *(SDLCALL *SDL_CreateRGBSurface)(Uint32, int, int, int, Uint32, Uint32, Uint32, Uint32);
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};
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extern SDLProcs sdl_proc;
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@ -29,6 +29,7 @@
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static FVideoDriver_SDL iFVideoDriver_SDL;
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static SDL_Surface *_sdl_screen;
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static SDL_Surface *_sdl_realscreen;
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static bool _all_modes;
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/** Whether the drawing is/may be done in a separate thread. */
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@ -44,6 +45,7 @@ static Palette _local_palette;
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#define MAX_DIRTY_RECTS 100
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static SDL_Rect _dirty_rects[MAX_DIRTY_RECTS];
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static int _num_dirty_rects;
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static int _use_hwpalette;
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void VideoDriver_SDL::MakeDirty(int left, int top, int width, int height)
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{
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@ -56,7 +58,7 @@ void VideoDriver_SDL::MakeDirty(int left, int top, int width, int height)
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_num_dirty_rects++;
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}
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static void UpdatePalette()
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static void UpdatePalette(bool init = false)
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{
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SDL_Color pal[256];
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@ -68,6 +70,45 @@ static void UpdatePalette()
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}
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SDL_CALL SDL_SetColors(_sdl_screen, pal, _local_palette.first_dirty, _local_palette.count_dirty);
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if (_sdl_screen != _sdl_realscreen && init) {
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/* When using a shadow surface, also set our palette on the real screen. This lets SDL
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* allocate as much colors (or approximations) as
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* possible, instead of using only the default SDL
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* palette. This allows us to get more colors exactly
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* right and might allow using better approximations for
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* other colors.
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*
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* Note that colors allocations are tried in-order, so
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* this favors colors further up into the palette. Also
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* note that if two colors from the same animation
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* sequence are approximated using the same color, that
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* animation will stop working.
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*
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* Since changing the system palette causes the colours
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* to change right away, and allocations might
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* drastically change, we can't use this for animation,
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* since that could cause weird coloring between the
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* palette change and the blitting below, so we only set
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* the real palette during initialisation.
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*/
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SDL_CALL SDL_SetColors(_sdl_realscreen, pal, _local_palette.first_dirty, _local_palette.count_dirty);
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}
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if (_sdl_screen != _sdl_realscreen && !init) {
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/* We're not using real hardware palette, but are letting SDL
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* approximate the palette during shadow -> screen copy. To
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* change the palette, we need to recopy the entire screen.
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*
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* Note that this operation can slow down the rendering
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* considerably, especially since changing the shadow
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* palette will need the next blit to re-detect the
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* best mapping of shadow palette colors to real palette
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* colors from scratch.
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*/
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SDL_CALL SDL_BlitSurface(_sdl_screen, NULL, _sdl_realscreen, NULL);
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SDL_CALL SDL_UpdateRect(_sdl_realscreen, 0, 0, 0, 0);
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}
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}
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static void InitPalette()
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@ -75,7 +116,7 @@ static void InitPalette()
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_local_palette = _cur_palette;
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_local_palette.first_dirty = 0;
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_local_palette.count_dirty = 256;
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UpdatePalette();
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UpdatePalette(true);
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}
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static void CheckPaletteAnim()
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@ -109,9 +150,17 @@ static void DrawSurfaceToScreen()
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_num_dirty_rects = 0;
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if (n > MAX_DIRTY_RECTS) {
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SDL_CALL SDL_UpdateRect(_sdl_screen, 0, 0, 0, 0);
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if (_sdl_screen != _sdl_realscreen) {
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SDL_CALL SDL_BlitSurface(_sdl_screen, NULL, _sdl_realscreen, NULL);
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}
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SDL_CALL SDL_UpdateRect(_sdl_realscreen, 0, 0, 0, 0);
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} else {
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SDL_CALL SDL_UpdateRects(_sdl_screen, n, _dirty_rects);
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if (_sdl_screen != _sdl_realscreen) {
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for (int i = 0; i < n; i++) {
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SDL_CALL SDL_BlitSurface(_sdl_screen, &_dirty_rects[i], _sdl_realscreen, &_dirty_rects[i]);
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}
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}
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SDL_CALL SDL_UpdateRects(_sdl_realscreen, n, _dirty_rects);
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}
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}
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@ -221,6 +270,7 @@ bool VideoDriver_SDL::CreateMainSurface(uint w, uint h)
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SDL_Surface *newscreen, *icon;
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char caption[50];
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int bpp = BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth();
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bool want_hwpalette;
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GetAvailableVideoMode(&w, &h);
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@ -242,12 +292,96 @@ bool VideoDriver_SDL::CreateMainSurface(uint w, uint h)
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}
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}
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if (_use_hwpalette == 2) {
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/* Default is to autodetect when to use SDL_HWPALETTE.
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* In this case, SDL_HWPALETTE is only used for 8bpp
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* blitters in fullscreen.
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*
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* When using an 8bpp blitter on a 8bpp system in
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* windowed mode with SDL_HWPALETTE, OpenTTD will claim
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* the system palette, making all other applications
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* get the wrong colours. In this case, we're better of
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* trying to approximate the colors we need using system
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* colors, using a shadow surface (see below).
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*
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* On a 32bpp system, SDL_HWPALETTE is ignored, so it
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* doesn't matter what we do.
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*
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* When using a 32bpp blitter on a 8bpp system, setting
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* SDL_HWPALETTE messes up rendering (at least on X11),
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* so we don't do that. In this case, SDL takes care of
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* color approximation using its own shadow surface
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* (which we can't force in 8bpp on 8bpp mode,
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* unfortunately).
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*/
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want_hwpalette = (bpp == 8 && _fullscreen);
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} else {
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/* User specified a value manually */
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want_hwpalette = _use_hwpalette;
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}
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if (want_hwpalette) DEBUG(driver, 1, "SDL: requesting hardware palete");
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/* Free any previously allocated shadow surface */
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if (_sdl_screen != NULL && _sdl_screen != _sdl_realscreen) SDL_CALL SDL_FreeSurface(_sdl_screen);
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if (_sdl_realscreen != NULL) {
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bool have_hwpalette = ((_sdl_realscreen->flags & SDL_HWPALETTE) == SDL_HWPALETTE);
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if (have_hwpalette != want_hwpalette) {
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/* SDL (at least the X11 driver), reuses the
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* same window and palette settings when the bpp
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* (and a few flags) are the same. Since we need
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* to hwpalette value to change (in particular
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* when switching betwen fullscreen and
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* windowed), we restart the entire video
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* subsystem to force creating a new window.
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*
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* Note that checking the SDL_HWPALETTE on the
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* existing window might not be accurate when
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* SDL is running with its own shadow surface,
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* but this should not normally be a problem.
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*/
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DEBUG(driver, 0, "SDL: Restarting SDL video subsystem, to force hwpalette change");
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SDL_CALL SDL_QuitSubSystem(SDL_INIT_VIDEO);
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SDL_CALL SDL_InitSubSystem(SDL_INIT_VIDEO);
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ClaimMousePointer();
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}
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}
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/* DO NOT CHANGE TO HWSURFACE, IT DOES NOT WORK */
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newscreen = SDL_CALL SDL_SetVideoMode(w, h, bpp, SDL_SWSURFACE | SDL_HWPALETTE | (_fullscreen ? SDL_FULLSCREEN : SDL_RESIZABLE));
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newscreen = SDL_CALL SDL_SetVideoMode(w, h, bpp, SDL_SWSURFACE | (want_hwpalette ? SDL_HWPALETTE : 0) | (_fullscreen ? SDL_FULLSCREEN : SDL_RESIZABLE));
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if (newscreen == NULL) {
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DEBUG(driver, 0, "SDL: Couldn't allocate a window to draw on");
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return false;
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}
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_sdl_realscreen = newscreen;
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if (bpp == 8 && (_sdl_realscreen->flags & SDL_HWPALETTE) != SDL_HWPALETTE) {
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/* Using an 8bpp blitter, if we didn't get a hardware
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* palette (most likely because we didn't request one,
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* see above), we'll have to set up a shadow surface to
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* render on.
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*
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* Our palette will be applied to this shadow surface,
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* while the real screen surface will use the shared
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* system palette (which will partly contain our colors,
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* but most likely will not have enough free color cells
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* for all of our colors). SDL can use these two
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* palettes at blit time to approximate colors used in
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* the shadow surface using system colors automatically.
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*
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* Note that when using an 8bpp blitter on a 32bpp
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* system, SDL will create an internal shadow surface.
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* This shadow surface will have SDL_HWPALLETE set, so
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* we won't create a second shadow surface in this case.
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*/
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DEBUG(driver, 1, "SDL: using shadow surface");
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newscreen = SDL_CALL SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, bpp, 0, 0, 0, 0);
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if (newscreen == NULL) {
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DEBUG(driver, 0, "SDL: Couldn't allocate a shadow surface to draw on");
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return false;
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}
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}
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/* Delay drawing for this cycle; the next cycle will redraw the whole screen */
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_num_dirty_rects = 0;
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@ -501,6 +635,7 @@ int VideoDriver_SDL::PollEvent()
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const char *VideoDriver_SDL::Start(const char * const *parm)
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{
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char buf[30];
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_use_hwpalette = GetDriverParamInt(parm, "hw_palette", 2);
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const char *s = SdlOpen(SDL_INIT_VIDEO);
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if (s != NULL) return s;
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