Mercurial > sdl-ios-xcode
view src/video/nds/SDL_ndsvideo.c @ 3335:b8d313de8a65
Adam Strzelecki to SDL
Since current DirectFB implementation is incomplete for YUV surfaces (actually causes segmentation faults when trying Lock and use YUV planar textures) I decided to fix it a bit.
Here's a patch that should make DirectFB properly support YUV both packed and planar (3 planes).
(1) Removed SDL_BYTESPERPIXEL at all in favor of DFB_BYTES_PER_PIXEL(SDLToDFBPixelFormat(fmt)) which does return always proper BPP for YUVs too, coz SDL_BYTESPERPIXEL returns incorrect values for FOURCCs
(2) Fixed data->pixels allocation for planar YUVs in CreateTexture, it should allocate 150% more space
(3) Copy other planes for planar YUVs in UpdateTexture
(4) Moved checking if format is supported at all with DirectFB on CreateTexture at the beginning of the code
Waiting for comments,
--
Adam Strzelecki | nanoant.com
author | Sam Lantinga <slouken@libsdl.org> |
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date | Sun, 04 Oct 2009 04:03:37 +0000 |
parents | 99210400e8b9 |
children | 83518f8fcd61 |
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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" /* SDL Nintendo DS video driver implementation * based on dummy driver: * Initial work by Ryan C. Gordon (icculus@icculus.org). A good portion * of this was cut-and-pasted from Stephane Peter's work in the AAlib * SDL video driver. Renamed to "DUMMY" by Sam Lantinga. */ #include <stdio.h> #include <stdlib.h> #include <nds.h> #include <nds/arm9/video.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_ndsvideo.h" #include "SDL_ndsevents_c.h" #include "SDL_ndsrender_c.h" #define NDSVID_DRIVER_NAME "nds" /* Initialization/Query functions */ static int NDS_VideoInit(_THIS); static int NDS_SetDisplayMode(_THIS, SDL_DisplayMode * mode); static void NDS_VideoQuit(_THIS); /* SDL NDS driver bootstrap functions */ static int NDS_Available(void) { return (1); /* always here */ } static void NDS_DeleteDevice(SDL_VideoDevice * device) { SDL_free(device); } static SDL_VideoDevice * NDS_CreateDevice(int devindex) { SDL_VideoDevice *device; /* Initialize all variables that we clean on shutdown */ device = (SDL_VideoDevice *) SDL_calloc(1, sizeof(SDL_VideoDevice)); if (!device) { SDL_OutOfMemory(); if (device) { SDL_free(device); } return (0); } /* Set the function pointers */ device->VideoInit = NDS_VideoInit; device->VideoQuit = NDS_VideoQuit; device->SetDisplayMode = NDS_SetDisplayMode; device->PumpEvents = NDS_PumpEvents; device->num_displays = 2; /* DS = dual screens */ device->free = NDS_DeleteDevice; return device; } VideoBootStrap NDS_bootstrap = { NDSVID_DRIVER_NAME, "SDL NDS video driver", NDS_Available, NDS_CreateDevice }; int NDS_VideoInit(_THIS) { SDL_DisplayMode mode; int i; /* simple 256x192x16x60 for now */ mode.w = 256; mode.h = 192; mode.format = SDL_PIXELFORMAT_ABGR1555; mode.refresh_rate = 60; mode.driverdata = NULL; SDL_AddBasicVideoDisplay(&mode); SDL_AddRenderDriver(0, &NDS_RenderDriver); SDL_zero(mode); SDL_AddDisplayMode(0, &mode); powerON(POWER_ALL_2D); irqInit(); irqEnable(IRQ_VBLANK); NDS_SetDisplayMode(_this, &mode); return 0; } static int NDS_SetDisplayMode(_THIS, SDL_DisplayMode * mode) { /* right now this function is just hard-coded for 256x192 ABGR1555 */ videoSetMode(MODE_5_2D | DISPLAY_BG2_ACTIVE | DISPLAY_BG3_ACTIVE | DISPLAY_BG_EXT_PALETTE | DISPLAY_SPR_1D_LAYOUT | DISPLAY_SPR_1D_BMP | DISPLAY_SPR_1D_BMP_SIZE_256 | /* (try 128 if 256 is trouble.) */ DISPLAY_SPR_ACTIVE | DISPLAY_SPR_EXT_PALETTE); /* display on main core with lots of flags set for flexibility/capacity to render */ /* hopefully these cover all the various things we might need to do */ vramSetBankA(VRAM_A_MAIN_BG_0x06000000); vramSetBankB(VRAM_B_MAIN_BG_0x06020000); vramSetBankC(VRAM_C_SUB_BG_0x06200000); vramSetBankD(VRAM_D_MAIN_BG_0x06040000); /* not a typo. vram d can't sub */ vramSetBankE(VRAM_E_MAIN_SPRITE); vramSetBankF(VRAM_F_OBJ_EXT_PALETTE); vramSetBankG(VRAM_G_BG_EXT_PALETTE); vramSetBankH(VRAM_H_SUB_BG_EXT_PALETTE); vramSetBankI(VRAM_I_SUB_SPRITE); videoSetModeSub(MODE_0_2D | DISPLAY_BG0_ACTIVE); /* debug text on sub TODO: this will change when multi-head is introduced in render */ return 0; } void NDS_VideoQuit(_THIS) { videoSetMode(DISPLAY_SCREEN_OFF); videoSetModeSub(DISPLAY_SCREEN_OFF); vramSetMainBanks(VRAM_A_LCD, VRAM_B_LCD, VRAM_C_LCD, VRAM_D_LCD); vramSetBankE(VRAM_E_LCD); vramSetBankF(VRAM_F_LCD); vramSetBankG(VRAM_G_LCD); vramSetBankH(VRAM_H_LCD); vramSetBankI(VRAM_I_LCD); } /* vi: set ts=4 sw=4 expandtab: */