annotate src/video/fbcon/SDL_fbvideo.h @ 4157:baf615f9f2a0 SDL-1.2

Date: Thu, 16 Oct 2008 20:27:34 +0400 From: "Ilya Kasnacheev" <ilya.kasnacheev@gmail.com> To: sdl@lists.libsdl.org Subject: [SDL] SDL for Windows CE: a few GAPI patches Hi *! I've just ported a POWDER roguelike ( http://www.zincland.com/powder/ ) to Windows CE (PDAs, Windows Mobile/Pocket PC). To do that, I had to get libsdl working. Thanks for the awesome project files, it built without a hitch. Nevertheless, I've found quite a few bugs in Windows CE (GAPI) SDL implementation, which I've solved and now present as a serie of patches. I'll try carefully annotate them. Please annotate them so I can work toward accepting them into the main source tree since without them SDL isn't really working on Windows CE (I wonder why nobody fixed them before, btw: why isn't SDL popular as a way to develop Windows CE games? Where are no ports?) These changes can't be considered flawless, but they can be considered working because I've yet to hear complains about things I fixed and POWDER build for Windows CE is now considered stable. Note: my comments start with !!, delete them before applying. diff -bru SDL-1.2.13/src/video/gapi/SDL_gapivideo.c SDL-1.2.13-new/src/video/gapi/SDL_gapivideo.c --- SDL-1.2.13/src/video/gapi/SDL_gapivideo.c 2007-12-31 07:48:00.000000000 +0300 +++ SDL-1.2.13-new/src/video/gapi/SDL_gapivideo.c 2008-10-16 20:02:11.000000000 +0400 @@ -643,6 +643,7 @@ } gapi->userOrientation = SDL_ORIENTATION_UP; + gapi->systemOrientation = SDL_ORIENTATION_UP; video->flags = SDL_FULLSCREEN; /* Clear flags, GAPI supports fullscreen only */ /* GAPI or VGA? */ @@ -661,18 +662,21 @@ } /* detect user landscape mode */ - if( (width > height) && (GetSystemMetrics(SM_CXSCREEN) < GetSystemMetrics(SM_CYSCREEN))) + if( (width > height) && (gapi->gxProperties.cxWidth < gapi->gxProperties.cyHeight)) gapi->userOrientation = SDL_ORIENTATION_RIGHT; + if(GetSystemMetrics(SM_CYSCREEN) < GetSystemMetrics(SM_CXSCREEN)) + gapi->systemOrientation = SDL_ORIENTATION_RIGHT; + /* shall we apply hires fix? for example when we do not use hires resource */ gapi->hiresFix = 0; - if( gapi->userOrientation == SDL_ORIENTATION_RIGHT ) + if( gapi->systemOrientation == gapi->userOrientation ) { - if( (width > GetSystemMetrics(SM_CYSCREEN)) || (height > GetSystemMetrics(SM_CXSCREEN))) + if( (width > GetSystemMetrics(SM_CXSCREEN)) || (height > GetSystemMetrics(SM_CYSCREEN))) gapi->hiresFix = 1; } else - if( (width > GetSystemMetrics(SM_CXSCREEN)) || (height > GetSystemMetrics(SM_CYSCREEN))) - if( !((width == GetSystemMetrics(SM_CYSCREEN)) && (height == GetSystemMetrics(SM_CXSCREEN)))) // user portrait, device landscape + if( (width > GetSystemMetrics(SM_CYSCREEN)) || (height > GetSystemMetrics(SM_CXSCREEN))) +// if( !((width == gapi->gxProperties.cyHeight) && (height == gapi->gxProperties.cxWidth))) // user portrait, device landscape gapi->hiresFix = 1; switch( gapi->userOrientation ) !! It used to query system metrics which return dimensions according to screen !! orientation, which can really be portrait, left landscape or right landscape. !! This is presumably incorrect because we couldn't care less about user mode !! dimensions - all we want are the GAPI framebuffer dimensions, which only match !! user dimensions in one of possible orientations. !! There's a fair dose of cargo cult programming involved in this fix, but it !! used to work only in one orientation (portrait for PDAs, where frame-buffer !! have same orientation as user screen), and now it works on all orientations. @@ -742,21 +746,30 @@ WIN_FlushMessageQueue(); /* Open GAPI display */ - if( !gapi->useVga && this->hidden->useGXOpenDisplay ) + if( !gapi->useVga && this->hidden->useGXOpenDisplay && !this->hidden->alreadyGXOpened ) + { + this->hidden->alreadyGXOpened = 1; if( !gapi->gxFunc.GXOpenDisplay(SDL_Window, GX_FULLSCREEN) ) { SDL_SetError("Couldn't initialize GAPI"); return(NULL); } + } #if REPORT_VIDEO_INFO printf("Video properties:\n"); printf("display bpp: %d\n", gapi->gxProperties.cBPP); printf("display width: %d\n", gapi->gxProperties.cxWidth); printf("display height: %d\n", gapi->gxProperties.cyHeight); + printf("system display width: %d\n", GetSystemMetrics(SM_CXSCREEN)); + printf("system display height: %d\n", GetSystemMetrics(SM_CYSCREEN)); printf("x pitch: %d\n", gapi->gxProperties.cbxPitch); printf("y pitch: %d\n", gapi->gxProperties.cbyPitch); printf("gapi flags: 0x%x\n", gapi->gxProperties.ffFormat); + printf("user orientation: %d\n", gapi->userOrientation); + printf("system orientation: %d\n", gapi->userOrientation); + printf("gapi orientation: %d\n", gapi->gapiOrientation); + if( !gapi->useVga && this->hidden->useGXOpenDisplay && gapi->needUpdate) { !! Previous version used to call gapi->gxFunc.GXOpenDisplay each time the video !! mode would be changed. You shouldn't, because this call has a meaning "Lock the !! GAPI framebuffer, designate it as busy", so the second call will fail (it is !! already locked/busy). !! Testing might not find that because most programs set up the video mode only !! once, but POWDER does this once in a while, so it crashed when in 320x240 mode !! (640x480 mode doesn't use that code, it worked fine). diff -bru SDL-1.2.13/src/video/gapi/SDL_gapivideo.h SDL-1.2.13-new/src/video/gapi/SDL_gapivideo.h --- SDL-1.2.13/src/video/gapi/SDL_gapivideo.h 2007-12-31 07:48:00.000000000 +0300 +++ SDL-1.2.13-new/src/video/gapi/SDL_gapivideo.h 2008-10-16 20:02:11.000000000 +0400 @@ -132,12 +132,17 @@ #define NUM_MODELISTS 4 /* 8, 16, 24, and 32 bits-per-pixel */ int SDL_nummodes[NUM_MODELISTS]; SDL_Rect **SDL_modelist[NUM_MODELISTS]; + // The orientation of the video mode user wants to get + // Probably restricted to UP and RIGHT enum SDL_ScreenOrientation userOrientation; int invert; char hiresFix; // using hires mode without defining hires resource // -------------- int useGXOpenDisplay; /* use GXOpenDispplay */ + int alreadyGXOpened; int w, h; + // The orientation of GAPI framebuffer. + // Never changes on the same device. enum SDL_ScreenOrientation gapiOrientation; void *buffer; // may be 8, 16, 24, 32 bpp @@ -153,6 +158,10 @@ int startOffset; // in bytes int useVga; int suspended; // do not pu anything into video memory + // The orientation of the system, as defined by SM_CXSCREEN and SM_CYSCREEN + // User can change it by using 'screen layout' in system options + // Restricted to UP or RIGHT + enum SDL_ScreenOrientation systemOrientation; }; !! This is a flag variable, see the previous comment !! And yet another orientation: now we have to keep three of them in mind. diff -bru SDL-1.2.13/src/video/wincommon/SDL_sysevents.c SDL-1.2.13-new/src/video/wincommon/SDL_sysevents.c --- SDL-1.2.13/src/video/wincommon/SDL_sysevents.c 2007-12-31 07:48:02.000000000 +0300 +++ SDL-1.2.13-new/src/video/wincommon/SDL_sysevents.c 2008-10-16 20:02:12.000000000 +0400 @@ -160,10 +160,22 @@ #endif */ } break; + // FIXME: Older version used just SDL_VideoSurface->(w, h) + // w and h are "clipped" while x and y are "raw", which caused + // x in former and y in latter case to be clipped in a wrong direction, + // thus offsetting the coordinate on 2 x clip pixels + // (like, 128 for 640 -> 512 clipping). + // We will now try to extract and use raw values. + // The way to do that RIGHT is do (orientation-dependent) clipping before + // doing this transform, but it's hardly possible. + + // SEE SDL_mouse.c /ClipOffset to understand these calculations. case SDL_ORIENTATION_RIGHT: if (!SDL_VideoSurface) break; - rotatedX = SDL_VideoSurface->w - *y; + rotatedX = (2 * ((SDL_VideoSurface->offset%SDL_VideoSurface->pitch)/ + SDL_VideoSurface->format->BytesPerPixel)) + + SDL_VideoSurface->w - *y; rotatedY = *x; *x = rotatedX; *y = rotatedY; @@ -172,7 +184,8 @@ if (!SDL_VideoSurface) break; rotatedX = *y; - rotatedY = SDL_VideoSurface->h - *x; + rotatedY = (2 * (SDL_VideoSurface->offset/SDL_VideoSurface->pitch)) + + SDL_VideoSurface->h - *x; *x = rotatedX; *y = rotatedY; break; !! That's the trickest part, hence the long comment. !! GAPI would really support only 320x240 or 640x480 mode, if application !! requested the different screen size (as POWDER did, wishing 256x192), then SDL !! is going to grab the first mode that fits the requested, and pad the screen !! with black bars (as they do with wide-screen films). !! It would also get, say, 240x320 mode, and to turn it into 256x192 it would !! need to rotate mouse clicks. !! It worked, but one bug slipped through: it would receive mouse clicks !! unpadded, then rotate them, and then pad the black bars. The problem is: rotate !! is done by GAPI driver while padding is done by SDL core. SDL core doesn't know !! anything about rotating, so it would pad one of dimensions incorrectly. I understand that some of my claims (or code) might seem unbacked, but you can always grab the POWDER binary, compile your own libsdl with one or more of those fixes turned off, and see how weird it would misbehave. I can even supply you with those custom builds of libsdl if you don't want to set up the build environment for windows ce, you'll just need a PDA or a smartphone with it. I plan to take care of SDL on Windows CE as long as I maintain the POWDER port. POWDER is good for that because it: Employs both padded (with centered image, black bars) and unpadded (image occupies full screen) graphics; initializes video more than once; uses both 320x240 and 640x480 video; uses both stylus and buttons. There's still a list of unresolved issues which I'm planning to fix: 1) Arrow buttons on PDA return weird scancodes compared to PC, this caused the game to misbehave before I've fixed that. You can see it on those diagrams: http://wrar.name/upload/powder-htc.png http://wrar.name/upload/powder-pda.png 2) SDL (or underlying windows) doesn't care to rotate arrow presses when we're in a low-res GAPI mode, but it will rotate them in VGA mode (because of different screen orientations, the same arrow buttons can suddently mean different directions). Solution: we should stick to GAPI user orientation (the orientation the program supposedly wants) and rotate the keys on our own. _______________________________________________ SDL mailing list SDL@lists.libsdl.org http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org
author Sam Lantinga <slouken@libsdl.org>
date Fri, 07 Nov 2008 04:15:36 +0000
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1 /*
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2 SDL - Simple DirectMedia Layer
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3 Copyright (C) 1997-2006 Sam Lantinga
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5 This library is free software; you can redistribute it and/or
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6 modify it under the terms of the GNU Lesser General Public
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7 License as published by the Free Software Foundation; either
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8 version 2.1 of the License, or (at your option) any later version.
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10 This library is distributed in the hope that it will be useful,
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11 but WITHOUT ANY WARRANTY; without even the implied warranty of
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12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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13 Lesser General Public License for more details.
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14
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15 You should have received a copy of the GNU Lesser General Public
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16 License along with this library; if not, write to the Free Software
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17 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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19 Sam Lantinga
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20 slouken@libsdl.org
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21 */
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22 #include "SDL_config.h"
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23
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24 #ifndef _SDL_fbvideo_h
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25 #define _SDL_fbvideo_h
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26
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27 #include <sys/types.h>
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28 #include <termios.h>
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29 #include <linux/fb.h>
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30
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31 #include "SDL_mouse.h"
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32 #include "SDL_mutex.h"
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33 #include "../SDL_sysvideo.h"
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34 #if SDL_INPUT_TSLIB
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35 #include "tslib.h"
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36 #endif
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38 /* Hidden "this" pointer for the video functions */
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39 #define _THIS SDL_VideoDevice *this
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40
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41
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42 /* This is the structure we use to keep track of video memory */
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43 typedef struct vidmem_bucket {
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44 struct vidmem_bucket *prev;
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45 int used;
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46 int dirty;
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47 char *base;
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48 unsigned int size;
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49 struct vidmem_bucket *next;
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50 } vidmem_bucket;
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51
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52 /* Private display data */
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53 struct SDL_PrivateVideoData {
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54 int console_fd;
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55 struct fb_var_screeninfo cache_vinfo;
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56 struct fb_var_screeninfo saved_vinfo;
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57 int saved_cmaplen;
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58 __u16 *saved_cmap;
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59
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60 int current_vt;
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61 int saved_vt;
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62 int keyboard_fd;
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63 int saved_kbd_mode;
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64 struct termios saved_kbd_termios;
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65
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66 int mouse_fd;
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67 #if SDL_INPUT_TSLIB
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68 struct tsdev *ts_dev;
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69 #endif
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71 char *mapped_mem;
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72 int mapped_memlen;
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73 int mapped_offset;
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74 char *mapped_io;
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75 long mapped_iolen;
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76 int flip_page;
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77 char *flip_address[2];
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78
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79 #define NUM_MODELISTS 4 /* 8, 16, 24, and 32 bits-per-pixel */
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80 int SDL_nummodes[NUM_MODELISTS];
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81 SDL_Rect **SDL_modelist[NUM_MODELISTS];
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82
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83 vidmem_bucket surfaces;
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84 int surfaces_memtotal;
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85 int surfaces_memleft;
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86
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87 SDL_mutex *hw_lock;
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88 int switched_away;
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89 struct fb_var_screeninfo screen_vinfo;
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90 Uint32 screen_arealen;
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91 Uint8 *screen_contents;
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92 __u16 screen_palette[3*256];
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94 void (*wait_vbl)(_THIS);
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95 void (*wait_idle)(_THIS);
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96 };
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97 /* Old variable names */
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98 #define console_fd (this->hidden->console_fd)
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99 #define current_vt (this->hidden->current_vt)
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100 #define saved_vt (this->hidden->saved_vt)
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101 #define keyboard_fd (this->hidden->keyboard_fd)
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102 #define saved_kbd_mode (this->hidden->saved_kbd_mode)
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103 #define saved_kbd_termios (this->hidden->saved_kbd_termios)
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104 #define mouse_fd (this->hidden->mouse_fd)
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105 #if SDL_INPUT_TSLIB
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106 #define ts_dev (this->hidden->ts_dev)
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107 #endif
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108 #define cache_vinfo (this->hidden->cache_vinfo)
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109 #define saved_vinfo (this->hidden->saved_vinfo)
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110 #define saved_cmaplen (this->hidden->saved_cmaplen)
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111 #define saved_cmap (this->hidden->saved_cmap)
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112 #define mapped_mem (this->hidden->mapped_mem)
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113 #define mapped_memlen (this->hidden->mapped_memlen)
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114 #define mapped_offset (this->hidden->mapped_offset)
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115 #define mapped_io (this->hidden->mapped_io)
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116 #define mapped_iolen (this->hidden->mapped_iolen)
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117 #define flip_page (this->hidden->flip_page)
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118 #define flip_address (this->hidden->flip_address)
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119 #define SDL_nummodes (this->hidden->SDL_nummodes)
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120 #define SDL_modelist (this->hidden->SDL_modelist)
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121 #define surfaces (this->hidden->surfaces)
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122 #define surfaces_memtotal (this->hidden->surfaces_memtotal)
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123 #define surfaces_memleft (this->hidden->surfaces_memleft)
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124 #define hw_lock (this->hidden->hw_lock)
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125 #define switched_away (this->hidden->switched_away)
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126 #define screen_vinfo (this->hidden->screen_vinfo)
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127 #define screen_arealen (this->hidden->screen_arealen)
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128 #define screen_contents (this->hidden->screen_contents)
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129 #define screen_palette (this->hidden->screen_palette)
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130 #define wait_vbl (this->hidden->wait_vbl)
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131 #define wait_idle (this->hidden->wait_idle)
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132
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133 /* Accelerator types that are supported by the driver, but are not
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134 necessarily in the kernel headers on the system we compile on.
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135 */
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136 #ifndef FB_ACCEL_MATROX_MGAG400
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137 #define FB_ACCEL_MATROX_MGAG400 26 /* Matrox G400 */
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138 #endif
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139 #ifndef FB_ACCEL_3DFX_BANSHEE
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140 #define FB_ACCEL_3DFX_BANSHEE 31 /* 3Dfx Banshee */
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141 #endif
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142
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143 /* These functions are defined in SDL_fbvideo.c */
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144 extern void FB_SavePaletteTo(_THIS, int palette_len, __u16 *area);
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145 extern void FB_RestorePaletteFrom(_THIS, int palette_len, __u16 *area);
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146
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147 /* These are utility functions for working with video surfaces */
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148
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149 static __inline__ void FB_AddBusySurface(SDL_Surface *surface)
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150 {
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151 ((vidmem_bucket *)surface->hwdata)->dirty = 1;
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152 }
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153
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154 static __inline__ int FB_IsSurfaceBusy(SDL_Surface *surface)
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155 {
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156 return ((vidmem_bucket *)surface->hwdata)->dirty;
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157 }
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158
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159 static __inline__ void FB_WaitBusySurfaces(_THIS)
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160 {
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161 vidmem_bucket *bucket;
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162
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163 /* Wait for graphic operations to complete */
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164 wait_idle(this);
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165
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166 /* Clear all surface dirty bits */
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167 for ( bucket=&surfaces; bucket; bucket=bucket->next ) {
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168 bucket->dirty = 0;
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169 }
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170 }
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171
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172 static __inline__ void FB_dst_to_xy(_THIS, SDL_Surface *dst, int *x, int *y)
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173 {
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174 *x = (long)((char *)dst->pixels - mapped_mem)%this->screen->pitch;
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175 *y = (long)((char *)dst->pixels - mapped_mem)/this->screen->pitch;
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176 if ( dst == this->screen ) {
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177 *x += this->offset_x;
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178 *y += this->offset_y;
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179 }
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180 }
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181
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182 #endif /* _SDL_fbvideo_h */