view src/video/dc/SDL_dcvideo.c @ 4167:a6f635e5eaa6 SDL-1.2

Fixed bug #611 From Tim Angus 2008-08-12 11:18:06 I'm one of the maintainers of ioquake3.org, an updated version of the Quake 3 engine. Relatively recently, we moved ioq3 to use SDL as a replacement for 95% of the platform specific code that was there. On the whole it's doing a great job but unfortunately since the move we've been getting complaints about the quality of the mouse input on the Windows platform to the point where for many the game is unplayable. Put in other terms, the current stable SDL 1.2 is basically not fit for purpose if you need high quality mouse input as you do in a first person shooter. Over the weekend I decided to pull my finger out and actually figure out what's going on. There are basically two major problems. Firstly, when using the "windib" driver, mouse input is gathered via the WM_MOUSEMOVE message. Googling for this indicates that often this is known to result in "spurious" and/or "missing" mouse movement events; this is the primary cause of the poor mouse input. The second problem is that the "directx" driver does not work at all in combination with OpenGL meaning that you can't use DirectInput if your application also uses OpenGL. In other words you're locked into using the "windib" driver and its poor mouse input. In order to address these problems I've done the following: * Remove WM_MOUSEMOVE based motion event generation and replace with calls to GetCursorPos which seems much more reliable. In order to achieve this I've moved mouse motion out into a separate function that is called once per DIB_PumpEvents. * Remove the restriction on the "directx" driver being inoperable in combination with OpenGL. There is a bug for this issues that I've hijacked to a certain extent (http://bugzilla.libsdl.org/show_bug.cgi?id=265). I'm the first to admit I don't really understand why this restriction is there in the first place. The commit message for the bug fix that introduced this restriction (r581) isn't very elaborate and I couldn't see any other bug tracking the issue. If anyone has more information on the bug that was avoided by r581 it would be helpful as I/someone could then look into addressing the problem without disabling the "directx" driver. * I've also removed the restriction on not being allowed to use DirectInput in windowed mode. I couldn't see any reason for this, at least not from our perspective. I have my suspicions that it'll be something like matching up the cursor with the mouse coordinates... * I bumped up the DirectInput API used to version 7 in order to get access to mouse buttons 4-7. I've had to inject a little bit of the DX7 headers into SDL there as the MinGW ones aren't up to date in this respect.
author Sam Lantinga <slouken@libsdl.org>
date Thu, 02 Apr 2009 04:43:36 +0000
parents a1b03ba2fcd0
children
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/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997-2009 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_mouse.h"
#include "../SDL_sysvideo.h"
#include "../SDL_pixels_c.h"
#include "../../events/SDL_events_c.h"

#include "SDL_dcvideo.h"
#include "SDL_dcevents_c.h"
#include "SDL_dcmouse_c.h"

#include <dc/video.h>
#include <dc/pvr.h>


/* Initialization/Query functions */
static int DC_VideoInit(_THIS, SDL_PixelFormat *vformat);
static SDL_Rect **DC_ListModes(_THIS, SDL_PixelFormat *format, Uint32 flags);
static SDL_Surface *DC_SetVideoMode(_THIS, SDL_Surface *current, int width, int height, int bpp, Uint32 flags);
static int DC_SetColors(_THIS, int firstcolor, int ncolors, SDL_Color *colors);
static void DC_VideoQuit(_THIS);

/* Hardware surface functions */
static int DC_AllocHWSurface(_THIS, SDL_Surface *surface);
static int DC_LockHWSurface(_THIS, SDL_Surface *surface);
static void DC_UnlockHWSurface(_THIS, SDL_Surface *surface);
static void DC_FreeHWSurface(_THIS, SDL_Surface *surface);
static int DC_FlipHWSurface(_THIS, SDL_Surface *surface);

/* etc. */
static void DC_UpdateRects(_THIS, int numrects, SDL_Rect *rects);

/* OpenGL */
#if SDL_VIDEO_OPENGL
static void *DC_GL_GetProcAddress(_THIS, const char *proc);
static int DC_GL_LoadLibrary(_THIS, const char *path);
static int DC_GL_GetAttribute(_THIS, SDL_GLattr attrib, int* value);
static void DC_GL_SwapBuffers(_THIS);
#endif

/* DC driver bootstrap functions */

static int DC_Available(void)
{
	return 1;
}

static void DC_DeleteDevice(SDL_VideoDevice *device)
{
	SDL_free(device->hidden);
	SDL_free(device);
}

static SDL_VideoDevice *DC_CreateDevice(int devindex)
{
	SDL_VideoDevice *device;

	/* Initialize all variables that we clean on shutdown */
	device = (SDL_VideoDevice *)SDL_malloc(sizeof(SDL_VideoDevice));
	if ( device ) {
		SDL_memset(device, 0, (sizeof *device));
		device->hidden = (struct SDL_PrivateVideoData *)
				SDL_malloc((sizeof *device->hidden));
	}
	if ( (device == NULL) || (device->hidden == NULL) ) {
		SDL_OutOfMemory();
		if ( device ) {
			SDL_free(device);
		}
		return(0);
	}
	SDL_memset(device->hidden, 0, (sizeof *device->hidden));

	/* Set the function pointers */
	device->VideoInit = DC_VideoInit;
	device->ListModes = DC_ListModes;
	device->SetVideoMode = DC_SetVideoMode;
	device->CreateYUVOverlay = NULL;
	device->SetColors = DC_SetColors;
	device->UpdateRects = DC_UpdateRects;
	device->VideoQuit = DC_VideoQuit;
	device->AllocHWSurface = DC_AllocHWSurface;
	device->CheckHWBlit = NULL;
	device->FillHWRect = NULL;
	device->SetHWColorKey = NULL;
	device->SetHWAlpha = NULL;
	device->LockHWSurface = DC_LockHWSurface;
	device->UnlockHWSurface = DC_UnlockHWSurface;
	device->FlipHWSurface = DC_FlipHWSurface;
	device->FreeHWSurface = DC_FreeHWSurface;
#if SDL_VIDEO_OPENGL
	device->GL_LoadLibrary = DC_GL_LoadLibrary;
	device->GL_GetProcAddress = DC_GL_GetProcAddress;
	device->GL_GetAttribute = DC_GL_GetAttribute;
	device->GL_MakeCurrent = NULL;
	device->GL_SwapBuffers = DC_GL_SwapBuffers;
#endif
	device->SetCaption = NULL;
	device->SetIcon = NULL;
	device->IconifyWindow = NULL;
	device->GrabInput = NULL;
	device->GetWMInfo = NULL;
	device->InitOSKeymap = DC_InitOSKeymap;
	device->PumpEvents = DC_PumpEvents;

	device->free = DC_DeleteDevice;

	return device;
}

VideoBootStrap DC_bootstrap = {
	"dcvideo", "Dreamcast Video",
	DC_Available, DC_CreateDevice
};


int DC_VideoInit(_THIS, SDL_PixelFormat *vformat)
{
	/* Determine the screen depth (use default 16-bit depth) */
	/* we change this during the SDL_SetVideoMode implementation... */
	vformat->BitsPerPixel = 16;
	vformat->Rmask = 0x0000f800;
	vformat->Gmask = 0x000007e0;
	vformat->Bmask = 0x0000001f;

	/* We're done! */
	return(0);
}

const static SDL_Rect
	RECT_800x600 = {0,0,800,600},
	RECT_640x480 = {0,0,640,480},
	RECT_320x240 = {0,0,320,240};
const static SDL_Rect *vid_modes[] = {
	&RECT_800x600,
	&RECT_640x480,
	&RECT_320x240,
	NULL
};

SDL_Rect **DC_ListModes(_THIS, SDL_PixelFormat *format, Uint32 flags)
{
	switch(format->BitsPerPixel) {
	case 15:
	case 16:
		return &vid_modes;
	case 32:
		if (!(flags & SDL_OPENGL))
		return &vid_modes;
	default:
		return NULL;
	}
//	return (SDL_Rect **) -1;
}

pvr_init_params_t params = {
        /* Enable opaque and translucent polygons with size 16 */
        { PVR_BINSIZE_16, PVR_BINSIZE_0, PVR_BINSIZE_16, PVR_BINSIZE_0, PVR_BINSIZE_16 },

        /* Vertex buffer size */
        512*1024
};

#if SDL_VIDEO_OPENGL
static int pvr_inited;
#endif

SDL_Surface *DC_SetVideoMode(_THIS, SDL_Surface *current,
				int width, int height, int bpp, Uint32 flags)
{
	int disp_mode,pixel_mode,pitch;
	Uint32 Rmask, Gmask, Bmask;

	if (width==320 && height==240) disp_mode=DM_320x240;
	else if (width==640 && height==480) disp_mode=DM_640x480;
	else if (width==800 && height==600) disp_mode=DM_800x608;
	else {
		SDL_SetError("Couldn't find requested mode in list");
		return(NULL);
	}

	switch(bpp) {
	case 15: pixel_mode = PM_RGB555; pitch = width*2;
		/* 5-5-5 */
		Rmask = 0x00007c00;
		Gmask = 0x000003e0;
		Bmask = 0x0000001f;
		break;
	case 16: pixel_mode = PM_RGB565; pitch = width*2;
		/* 5-6-5 */
		Rmask = 0x0000f800;
		Gmask = 0x000007e0;
		Bmask = 0x0000001f;
		break;
	case 24: bpp = 32;
	case 32: pixel_mode = PM_RGB888; pitch = width*4;
		Rmask = 0x00ff0000;
		Gmask = 0x0000ff00;
		Bmask = 0x000000ff;
#if SDL_VIDEO_OPENGL
		if (!(flags & SDL_OPENGL))
#endif
		break;
	default:
		SDL_SetError("Couldn't find requested mode in list");
		return(NULL);
	}

//  if ( bpp != current->format->BitsPerPixel ) {
	if ( ! SDL_ReallocFormat(current, bpp, Rmask, Gmask, Bmask, 0) ) {
		return(NULL);
	}
//  }

	/* Set up the new mode framebuffer */
	current->flags = (SDL_FULLSCREEN|SDL_HWSURFACE);
	current->w = width;
	current->h = height;
	current->pitch = pitch;

#if SDL_VIDEO_OPENGL
	if (pvr_inited) {
		pvr_inited = 0;
		pvr_shutdown();
	}
#endif

	vid_set_mode(disp_mode,pixel_mode);

	current->pixels = vram_s;

#if SDL_VIDEO_OPENGL
	if (flags & SDL_OPENGL) {
		this->gl_config.driver_loaded = 1;
		current->flags = SDL_FULLSCREEN | SDL_OPENGL;
		current->pixels = NULL;
		pvr_inited = 1;
		pvr_init(&params);
		glKosInit();
		glKosBeginFrame();
	} else
#endif
	if (flags | SDL_DOUBLEBUF) {
		current->flags |= SDL_DOUBLEBUF;
		current->pixels = (void*)((int)current->pixels | 0x400000);
	}

	/* We're done */
	return(current);
}

/* We don't actually allow hardware surfaces other than the main one */
static int DC_AllocHWSurface(_THIS, SDL_Surface *surface)
{
	return(-1);
}
static void DC_FreeHWSurface(_THIS, SDL_Surface *surface)
{
	return;
}

/* We need to wait for vertical retrace on page flipped displays */
static int DC_LockHWSurface(_THIS, SDL_Surface *surface)
{
	return(0);
}

static void DC_UnlockHWSurface(_THIS, SDL_Surface *surface)
{
	return;
}

static int DC_FlipHWSurface(_THIS, SDL_Surface *surface)
{
	if (surface->flags & SDL_DOUBLEBUF) {
		vid_set_start((int)surface->pixels & 0xffffff);
		surface->pixels = (void*)((int)surface->pixels ^ 0x400000);
	}
	return(0);
}

static void DC_UpdateRects(_THIS, int numrects, SDL_Rect *rects)
{
	/* do nothing. */
}

static int DC_SetColors(_THIS, int firstcolor, int ncolors, SDL_Color *colors)
{
	/* do nothing of note. */
	return(1);
}

/* Note:  If we are terminated, this could be called in the middle of
   another SDL video routine -- notably UpdateRects.
*/
static void DC_VideoQuit(_THIS)
{
#if SDL_VIDEO_OPENGL
	if (pvr_inited) {
		pvr_inited = 0;
		pvr_shutdown();
	}
#endif
}

#if SDL_VIDEO_OPENGL

void dmyfunc(void) {}

typedef void (*funcptr)();
const static struct {
	char *name;
	funcptr addr;
} glfuncs[] = {
#define	DEF(func)	{#func,&func}
	DEF(glBegin),
	DEF(glBindTexture),
	DEF(glBlendFunc),
	DEF(glColor4f),
//	DEF(glCopyImageID),
	DEF(glDisable),
	DEF(glEnable),
	DEF(glEnd),
	DEF(glFlush),
	DEF(glGenTextures),
	DEF(glGetString),
	DEF(glLoadIdentity),
	DEF(glMatrixMode),
	DEF(glOrtho),
	DEF(glPixelStorei),
//	DEF(glPopAttrib),
//	DEF(glPopClientAttrib),
	{"glPopAttrib",&dmyfunc},
	{"glPopClientAttrib",&dmyfunc},
	DEF(glPopMatrix),
//	DEF(glPushAttrib),
//	DEF(glPushClientAttrib),
	{"glPushAttrib",&dmyfunc},
	{"glPushClientAttrib",&dmyfunc},
	DEF(glPushMatrix),
	DEF(glTexCoord2f),
	DEF(glTexEnvf),
	DEF(glTexImage2D),
	DEF(glTexParameteri),
	DEF(glTexSubImage2D),
	DEF(glVertex2i),
	DEF(glViewport),
#undef	DEF
};

static void *DC_GL_GetProcAddress(_THIS, const char *proc)
{
	void *ret;
	int i;

	ret = glKosGetProcAddress(proc);
	if (ret) return ret;

	for(i=0;i<sizeof(glfuncs)/sizeof(glfuncs[0]);i++) {
		if (SDL_strcmp(proc,glfuncs[i].name)==0) return glfuncs[i].addr;
	}

	return NULL;
}

static int DC_GL_LoadLibrary(_THIS, const char *path)
{
	this->gl_config.driver_loaded = 1;

	return 0;
}

static int DC_GL_GetAttribute(_THIS, SDL_GLattr attrib, int* value)
{
	GLenum mesa_attrib;
	int val;

	switch(attrib) {
	case SDL_GL_RED_SIZE:
		val = 5;
		break;
	case SDL_GL_GREEN_SIZE:
		val = 6;
		break;
	case SDL_GL_BLUE_SIZE:
		val = 5;
		break;
	case SDL_GL_ALPHA_SIZE:
		val = 0;
		break;
	case SDL_GL_DOUBLEBUFFER:
		val = 1;
		break;
	case SDL_GL_DEPTH_SIZE:
		val = 16; /* or 32? */
		break;
	case SDL_GL_STENCIL_SIZE:
		val = 0;
		break;
	case SDL_GL_ACCUM_RED_SIZE:
		val = 0;
		break;
	case SDL_GL_ACCUM_GREEN_SIZE:
		val = 0;
	case SDL_GL_ACCUM_BLUE_SIZE:
		val = 0;
		break;
	case SDL_GL_ACCUM_ALPHA_SIZE:
		val = 0;
		break;
	default :
		return -1;
	}
	*value = val;
	return 0;
}

static void DC_GL_SwapBuffers(_THIS)
{
	glKosFinishFrame();
	glKosBeginFrame();
}
#endif