Mercurial > sdl-ios-xcode
view src/video/fbcon/SDL_fbriva.c @ 4525:3abf0b9cafad
pelya 2010-07-12 03:53:48 PDT
In function GLES_RenderCopy() in SDL_renderer_gles.c:819 there is one memcpy()
that can be avoided if we're updating whole texture.
Because of that the SDL 1.3 in compatibility mode is working even slower than
software rendering in SDL 1.2.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Wed, 14 Jul 2010 07:31:35 -0700 |
parents | f7b03b6838cb |
children |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2010 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ #include "SDL_config.h" #include "SDL_video.h" #include "../SDL_blit.h" #include "SDL_fbriva.h" #include "riva_mmio.h" #include "riva_regs.h" static int FifoEmptyCount = 0; static int FifoFreeCount = 0; /* Wait for vertical retrace */ static void WaitVBL(_THIS) { volatile Uint8 *port = (Uint8 *) (mapped_io + PCIO_OFFSET + 0x3DA); while ((*port & 0x08)); while (!(*port & 0x08)); } static void NV3WaitIdle(_THIS) { RivaRop *Rop = (RivaRop *) (mapped_io + ROP_OFFSET); while ((Rop->FifoFree < FifoEmptyCount) || (*(mapped_io + PGRAPH_OFFSET + 0x000006B0) & 0x01)); } static void NV4WaitIdle(_THIS) { RivaRop *Rop = (RivaRop *) (mapped_io + ROP_OFFSET); while ((Rop->FifoFree < FifoEmptyCount) || (*(mapped_io + PGRAPH_OFFSET + 0x00000700) & 0x01)); } #if 0 /* Not yet implemented? */ /* Sets video mem colorkey and accelerated blit function */ static int SetHWColorKey(_THIS, SDL_Surface * surface, Uint32 key) { return (0); } /* Sets per surface hardware alpha value */ static int SetHWAlpha(_THIS, SDL_Surface * surface, Uint8 value) { return (0); } #endif /* Not yet implemented */ static int FillHWRect(_THIS, SDL_Surface * dst, SDL_Rect * rect, Uint32 color) { int dstX, dstY; int dstW, dstH; RivaBitmap *Bitmap = (RivaBitmap *) (mapped_io + BITMAP_OFFSET); /* Don't blit to the display surface when switched away */ if (switched_away) { return -2; /* no hardware access */ } if (dst == this->screen) { SDL_mutexP(hw_lock); } /* Set up the X/Y base coordinates */ dstW = rect->w; dstH = rect->h; FB_dst_to_xy(this, dst, &dstX, &dstY); /* Adjust for the current rectangle */ dstX += rect->x; dstY += rect->y; RIVA_FIFO_FREE(Bitmap, 1); Bitmap->Color1A = color; RIVA_FIFO_FREE(Bitmap, 2); Bitmap->UnclippedRectangle[0].TopLeft = (dstX << 16) | dstY; Bitmap->UnclippedRectangle[0].WidthHeight = (dstW << 16) | dstH; FB_AddBusySurface(dst); if (dst == this->screen) { SDL_mutexV(hw_lock); } return (0); } static int HWAccelBlit(SDL_Surface * src, SDL_Rect * srcrect, SDL_Surface * dst, SDL_Rect * dstrect) { SDL_VideoDevice *this = current_video; int srcX, srcY; int dstX, dstY; int dstW, dstH; RivaScreenBlt *Blt = (RivaScreenBlt *) (mapped_io + BLT_OFFSET); /* FIXME: For now, only blit to display surface */ if (dst->pitch != SDL_VideoSurface->pitch) { return (src->map->sw_blit(src, srcrect, dst, dstrect)); } /* Don't blit to the display surface when switched away */ if (switched_away) { return -2; /* no hardware access */ } if (dst == this->screen) { SDL_mutexP(hw_lock); } /* Calculate source and destination base coordinates (in pixels) */ dstW = dstrect->w; dstH = dstrect->h; FB_dst_to_xy(this, src, &srcX, &srcY); FB_dst_to_xy(this, dst, &dstX, &dstY); /* Adjust for the current blit rectangles */ srcX += srcrect->x; srcY += srcrect->y; dstX += dstrect->x; dstY += dstrect->y; RIVA_FIFO_FREE(Blt, 3); Blt->TopLeftSrc = (srcY << 16) | srcX; Blt->TopLeftDst = (dstY << 16) | dstX; Blt->WidthHeight = (dstH << 16) | dstW; FB_AddBusySurface(src); FB_AddBusySurface(dst); if (dst == this->screen) { SDL_mutexV(hw_lock); } return (0); } static int CheckHWBlit(_THIS, SDL_Surface * src, SDL_Surface * dst) { int accelerated; /* Set initial acceleration on */ src->flags |= SDL_HWACCEL; /* Set the surface attributes */ if ((src->flags & SDL_SRCALPHA) == SDL_SRCALPHA) { if (!this->info.blit_hw_A) { src->flags &= ~SDL_HWACCEL; } } if ((src->flags & SDL_SRCCOLORKEY) == SDL_SRCCOLORKEY) { if (!this->info.blit_hw_CC) { src->flags &= ~SDL_HWACCEL; } } /* Check to see if final surface blit is accelerated */ accelerated = !!(src->flags & SDL_HWACCEL); if (accelerated) { src->map->hw_blit = HWAccelBlit; } return (accelerated); } void FB_RivaAccel(_THIS, __u32 card) { RivaRop *Rop = (RivaRop *) (mapped_io + ROP_OFFSET); /* We have hardware accelerated surface functions */ this->CheckHWBlit = CheckHWBlit; wait_vbl = WaitVBL; switch (card) { case FB_ACCEL_NV3: wait_idle = NV3WaitIdle; break; case FB_ACCEL_NV4: wait_idle = NV4WaitIdle; break; default: /* Hmm... FIXME */ break; } FifoEmptyCount = Rop->FifoFree; /* The Riva has an accelerated color fill */ this->info.blit_fill = 1; this->FillHWRect = FillHWRect; /* The Riva has accelerated normal and colorkey blits. */ this->info.blit_hw = 1; #if 0 /* Not yet implemented? */ this->info.blit_hw_CC = 1; this->SetHWColorKey = SetHWColorKey; #endif #if 0 /* Not yet implemented? */ /* The Riva has an accelerated alpha blit */ this->info.blit_hw_A = 1; this->SetHWAlpha = SetHWAlpha; #endif } /* vi: set ts=4 sw=4 expandtab: */