Mercurial > sdl-ios-xcode
diff src/video/nds/SDL_ndsrender.c @ 2691:87cfb5fde5db gsoc2008_nds
Rendering now partially works! (Some BIZARRE bug that I inadvertently fixed.)
author | Darren Alton <dalton@stevens.edu> |
---|---|
date | Sat, 16 Aug 2008 11:05:50 +0000 |
parents | ca01c20274c0 |
children | cd8978f47849 |
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--- a/src/video/nds/SDL_ndsrender.c Sat Aug 16 07:44:35 2008 +0000 +++ b/src/video/nds/SDL_ndsrender.c Sat Aug 16 11:05:50 2008 +0000 @@ -121,8 +121,8 @@ static int NDS_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture); static int NDS_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture, - const SDL_Rect * rect, const void *pixels, - int pitch); + 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); @@ -144,7 +144,10 @@ SDL_RenderDriver NDS_RenderDriver = { NDS_CreateRenderer, { "nds", /* char* name */ - (SDL_RENDERER_SINGLEBUFFER|SDL_RENDERER_ACCELERATED), /* u32 flags */ + (SDL_RENDERER_SINGLEBUFFER | + SDL_RENDERER_ACCELERATED | + SDL_RENDERER_PRESENTDISCARD | + SDL_RENDERER_PRESENTVSYNC), /* u32 flags */ (SDL_TEXTUREMODULATE_NONE), /* u32 mod_modes */ (SDL_TEXTUREBLENDMODE_MASK), /* u32 blend_modes */ (SDL_TEXTURESCALEMODE_FAST), /* u32 scale_modes */ @@ -183,28 +186,6 @@ -void sdlds_splash() { - int i; - printf("splash!\n"); - BG3_CR = BG_BMP16_256x256|BG_BMP_BASE(0); - BG3_XDX = 1 << 8; BG3_XDY = 0 << 8; - BG3_YDX = 0 << 8; BG3_YDY = 1 << 8; - BG3_CX = 0 << 8; BG3_CY = 0 << 8; - for(i = 0; i < 256*192; ++i) { - ((u16*)BG_BMP_RAM(0))[i] = i|0x8000; - } - printf("one... two...\n"); - for(i = 0; i < 120; ++i) { - swiWaitForVBlank(); - } - for(i = 0; i < 256*192; ++i) { - ((u16*)BG_BMP_RAM(0))[i] = 0; - } - BG3_CR = 0; - printf("done splash!\n"); -} - - SDL_Renderer * NDS_CreateRenderer(SDL_Window * window, Uint32 flags) { @@ -293,9 +274,8 @@ data->bg_taken[2] = data->bg_taken[3] = 0; NDS_OAM_Init(&(data->oam_copy)); /* init sprites. */ - sdlds_splash(); - TRACE("-NDS_CreateRenderer\n"); + printf("renderer is %x\n", (u32)(renderer->UpdateTexture)); return renderer; } @@ -344,8 +324,20 @@ int whichbg = -1, base = 0; if(!data->bg_taken[2]) { whichbg = 2; + data->bg->bg2_rotation.xdx = 0x100; + data->bg->bg2_rotation.xdy = 0; + data->bg->bg2_rotation.ydx = 0; + data->bg->bg2_rotation.ydy = 0x100; + data->bg->bg2_rotation.centerX = 0; + data->bg->bg2_rotation.centerY = 0; } else if(!data->bg_taken[3]) { whichbg = 3; + data->bg->bg3_rotation.xdx = 0x100; + data->bg->bg3_rotation.xdy = 0; + data->bg->bg3_rotation.ydx = 0; + data->bg->bg3_rotation.ydy = 0x100; + data->bg->bg3_rotation.centerX = 0; + data->bg->bg3_rotation.centerY = 0; base = 4; } if(whichbg >= 0) { @@ -371,10 +363,23 @@ txdat->hw_index = whichbg; txdat->dim.hdx = 0x100; txdat->dim.hdy = 0; txdat->dim.vdx = 0; txdat->dim.vdy = 0x100; - txdat->dim.pitch = 256 * (bpp/8); + txdat->dim.pitch = 256 * ((bpp+1)/8); txdat->dim.bpp = bpp; txdat->vram_pixels = (u16*)(data->sub ? BG_BMP_RAM_SUB(base) : BG_BMP_RAM(base)); + + /* TESTING PURPOSES ONLY!!! + shows that the texture is set up properly on the screen. */ + for(i = 0; i < 256*192; ++i) { + txdat->vram_pixels[i] = RGB15(31,31,0)|0x8000; + } + printf("--one... two...\n"); + for(i = 0; i < 120; ++i) { + swiWaitForVBlank(); + } + for(i = 0; i < 256*192; ++i) { + txdat->vram_pixels[i] = 0; + } /*txdat->size = txdat->dim.pitch * texture->h;*/ } else { SDL_SetError("Out of NDS backgrounds."); @@ -409,16 +414,18 @@ NDS_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * rect, const void *pixels, int pitch) { - NDS_TextureData *txdat = (NDS_TextureData *) texture->driverdata; + NDS_TextureData *txdat; Uint8 *src, *dst; int row; size_t length; TRACE("+NDS_UpdateTexture\n"); + if(!texture) { printf("OH BOY!!!\n"); return -1; } + txdat = (NDS_TextureData *) texture->driverdata; src = (Uint8 *) pixels; dst = (Uint8 *) txdat->vram_pixels + rect->y * txdat->dim.pitch + - rect->x * (txdat->dim.bpp/8); - length = rect->w * (txdat->dim.bpp/8); + rect->x * ((txdat->dim.bpp+1)/8); + length = rect->w * ((txdat->dim.bpp+1)/8); for (row = 0; row < rect->h; ++row) { SDL_memcpy(dst, src, length); src += pitch; @@ -444,10 +451,8 @@ } *pixels = (void *) ((u8 *)txdat->vram_pixels + rect->y - * txdat->dim.pitch + rect->x * (txdat->dim.bpp/8)); + * txdat->dim.pitch + rect->x * ((txdat->dim.bpp+1)/8)); *pitch = txdat->dim.pitch; - printf(" pixels = %08x\n", (u32)*pixels); - printf(" vram = %08x\n", (u32)(txdat->vram_pixels)); TRACE("-NDS_LockTexture\n"); return 0; } @@ -517,8 +522,8 @@ tmpbg->centerY = 0; } else { /* sprites not implemented yet */ + printf("tried to RenderCopy a sprite.\n"); } - printf(" txdat->hw_index = %d\n", txdat->hw_index); TRACE("-NDS_RenderCopy\n"); return 0;