Mercurial > sdl-ios-xcode
view src/audio/dc/SDL_dcaudio.c @ 1295:c3e36ac8a94c
Date: Sun, 6 Mar 2005 17:06:20 +0100
From: Per Inge Mathisen
Subject: [SDL] Fullscreen refresh on win32
Windows has a terrible default for fullscreen 3D apps of 60mhz refresh
rate. This can be fixed by the user by going into his driver's
control panel and forcing the refresh rate higher. However, this not a
very user friendly way about it, and in any case SDL contains no code
that could figure out this that condition has afflicted the user.
So the question is, could SDL fix this for the user? It is possible
under Windows to request a higher refresh rate. The danger is of
course that if the user has an old monitor, and you request a too high
refresh rate, the monitor could be damaged. However, I believe there
might be a way around that: Check before switching what refresh rate
the user's desktop runs in, and if our fullscreen dimensions are equal
or less than those of the desktop, use the higher refresh rate of 60
and the desktop rate.
Since most users run their desktops in the same or higher resolution
something sane, this should fix this problem for most users.
Thoughts?
An alternative is to add an SDL_GL_GetAttribute(SDL_GL_REFRESH_RATE)
option so that programs can bitch at their users at their own
convenience.
- Per
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Mon, 30 Jan 2006 06:56:10 +0000 |
parents | b8d311d90021 |
children | c9b51268668f |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2004 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Library General Public License as published by the Free Software Foundation; either version 2 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 Library General Public License for more details. You should have received a copy of the GNU Library General Public License along with this library; if not, write to the Free Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA BERO <bero@geocities.co.jp> based on SDL_diskaudio.c by Sam Lantinga <slouken@libsdl.org> */ #ifdef SAVE_RCSID static char rcsid = "@(#) $Id$"; #endif /* Output dreamcast aica */ #include <stdlib.h> #include <stdio.h> #include <string.h> #include <errno.h> #include <unistd.h> #include <sys/stat.h> #include <sys/types.h> #include <sys/stat.h> #include <fcntl.h> #include "SDL_audio.h" #include "SDL_error.h" #include "SDL_audiomem.h" #include "SDL_audio_c.h" #include "SDL_timer.h" #include "SDL_audiodev_c.h" #include "SDL_dcaudio.h" #include "aica.h" #include <dc/spu.h> /* Audio driver functions */ static int DCAUD_OpenAudio(_THIS, SDL_AudioSpec *spec); static void DCAUD_WaitAudio(_THIS); static void DCAUD_PlayAudio(_THIS); static Uint8 *DCAUD_GetAudioBuf(_THIS); static void DCAUD_CloseAudio(_THIS); /* Audio driver bootstrap functions */ static int DCAUD_Available(void) { return 1; } static void DCAUD_DeleteDevice(SDL_AudioDevice *device) { free(device->hidden); free(device); } static SDL_AudioDevice *DCAUD_CreateDevice(int devindex) { SDL_AudioDevice *this; /* Initialize all variables that we clean on shutdown */ this = (SDL_AudioDevice *)malloc(sizeof(SDL_AudioDevice)); if ( this ) { memset(this, 0, (sizeof *this)); this->hidden = (struct SDL_PrivateAudioData *) malloc((sizeof *this->hidden)); } if ( (this == NULL) || (this->hidden == NULL) ) { SDL_OutOfMemory(); if ( this ) { free(this); } return(0); } memset(this->hidden, 0, (sizeof *this->hidden)); /* Set the function pointers */ this->OpenAudio = DCAUD_OpenAudio; this->WaitAudio = DCAUD_WaitAudio; this->PlayAudio = DCAUD_PlayAudio; this->GetAudioBuf = DCAUD_GetAudioBuf; this->CloseAudio = DCAUD_CloseAudio; this->free = DCAUD_DeleteDevice; spu_init(); return this; } AudioBootStrap DCAUD_bootstrap = { "dcaudio", "Dreamcast AICA audio", DCAUD_Available, DCAUD_CreateDevice }; /* This function waits until it is possible to write a full sound buffer */ static void DCAUD_WaitAudio(_THIS) { if (this->hidden->playing) { /* wait */ while(aica_get_pos(0)/this->spec.samples == this->hidden->nextbuf) { thd_pass(); } } } #define SPU_RAM_BASE 0xa0800000 static void spu_memload_stereo8(int leftpos,int rightpos,void *src0,size_t size) { uint8 *src = src0; uint32 *left = (uint32*)(leftpos +SPU_RAM_BASE); uint32 *right = (uint32*)(rightpos+SPU_RAM_BASE); size = (size+7)/8; while(size--) { unsigned lval,rval; lval = *src++; rval = *src++; lval|= (*src++)<<8; rval|= (*src++)<<8; lval|= (*src++)<<16; rval|= (*src++)<<16; lval|= (*src++)<<24; rval|= (*src++)<<24; g2_write_32(left++,lval); g2_write_32(right++,rval); g2_fifo_wait(); } } static void spu_memload_stereo16(int leftpos,int rightpos,void *src0,size_t size) { uint16 *src = src0; uint32 *left = (uint32*)(leftpos +SPU_RAM_BASE); uint32 *right = (uint32*)(rightpos+SPU_RAM_BASE); size = (size+7)/8; while(size--) { unsigned lval,rval; lval = *src++; rval = *src++; lval|= (*src++)<<16; rval|= (*src++)<<16; g2_write_32(left++,lval); g2_write_32(right++,rval); g2_fifo_wait(); } } static void DCAUD_PlayAudio(_THIS) { SDL_AudioSpec *spec = &this->spec; unsigned int offset; if (this->hidden->playing) { /* wait */ while(aica_get_pos(0)/spec->samples == this->hidden->nextbuf) { thd_pass(); } } offset = this->hidden->nextbuf*spec->size; this->hidden->nextbuf^=1; /* Write the audio data, checking for EAGAIN on broken audio drivers */ if (spec->channels==1) { spu_memload(this->hidden->leftpos+offset,this->hidden->mixbuf,this->hidden->mixlen); } else { offset/=2; if ((this->spec.format&255)==8) { spu_memload_stereo8(this->hidden->leftpos+offset,this->hidden->rightpos+offset,this->hidden->mixbuf,this->hidden->mixlen); } else { spu_memload_stereo16(this->hidden->leftpos+offset,this->hidden->rightpos+offset,this->hidden->mixbuf,this->hidden->mixlen); } } if (!this->hidden->playing) { int mode; this->hidden->playing = 1; mode = (spec->format==AUDIO_S8)?SM_8BIT:SM_16BIT; if (spec->channels==1) { aica_play(0,mode,this->hidden->leftpos,0,spec->samples*2,spec->freq,255,128,1); } else { aica_play(0,mode,this->hidden->leftpos ,0,spec->samples*2,spec->freq,255,0,1); aica_play(1,mode,this->hidden->rightpos,0,spec->samples*2,spec->freq,255,255,1); } } } static Uint8 *DCAUD_GetAudioBuf(_THIS) { return(this->hidden->mixbuf); } static void DCAUD_CloseAudio(_THIS) { aica_stop(0); if (this->spec.channels==2) aica_stop(1); if ( this->hidden->mixbuf != NULL ) { SDL_FreeAudioMem(this->hidden->mixbuf); this->hidden->mixbuf = NULL; } } static int DCAUD_OpenAudio(_THIS, SDL_AudioSpec *spec) { switch(spec->format&0xff) { case 8: spec->format = AUDIO_S8; break; case 16: spec->format = AUDIO_S16LSB; break; default: SDL_SetError("Unsupported audio format"); return(-1); } /* Update the fragment size as size in bytes */ SDL_CalculateAudioSpec(spec); /* Allocate mixing buffer */ this->hidden->mixlen = spec->size; this->hidden->mixbuf = (Uint8 *) SDL_AllocAudioMem(this->hidden->mixlen); if ( this->hidden->mixbuf == NULL ) { return(-1); } memset(this->hidden->mixbuf, spec->silence, spec->size); this->hidden->leftpos = 0x11000; this->hidden->rightpos = 0x11000+spec->size; this->hidden->playing = 0; this->hidden->nextbuf = 0; /* We're ready to rock and roll. :-) */ return(0); }