Changeset - r20036:6a076f22f28a
[Not reviewed]
master
0 2 0
matthijs - 12 years ago 2013-02-14 11:06:12
matthijs@openttd.org
(svn r24993) -Fix: [SDL] Improve 8bpp hardware palette support. Instead of always requesting SDL_HWPALETTE, it is now only done for 8bp blitters in fullscreen mode.
- This fixes 32bpp blitters on 8bpp X11, which would only render garbage with SDL_HWPALETTE.
- This prevents the colors of other applications from being messed up when running a 8bpp blitter on a 8bpp system.
- When running a 8bpp blitter on an 8bpp system without SDL_HWPALETTE (e.g., in windowed mode), this uses a new shadow surface with color approximation.
- The use of a hardware palette can be forced on and off using -v sdl:hw_palette=1 or -v sdl:hw_palette=0
2 files changed with 142 insertions and 5 deletions:
0 comments (0 inline, 0 general)
src/sdl.h
Show inline comments
 
@@ -57,6 +57,8 @@ void SdlClose(uint32 x);
 
		Uint32 (SDLCALL *SDL_MapRGB)(SDL_PixelFormat *, Uint8, Uint8, Uint8);
 
		int (SDLCALL *SDL_VideoModeOK)(int, int, int, Uint32);
 
		SDL_version *(SDLCALL *SDL_Linked_Version)();
 
		int (SDLCALL *SDL_BlitSurface)(SDL_Surface *, SDL_Rect *, SDL_Surface *, SDL_Rect *);
 
		SDL_Surface *(SDLCALL *SDL_CreateRGBSurface)(Uint32, int, int, int, Uint32, Uint32, Uint32, Uint32);
 
	};
 

	
 
	extern SDLProcs sdl_proc;
src/video/sdl_v.cpp
Show inline comments
 
@@ -29,6 +29,7 @@
 
static FVideoDriver_SDL iFVideoDriver_SDL;
 

	
 
static SDL_Surface *_sdl_screen;
 
static SDL_Surface *_sdl_realscreen;
 
static bool _all_modes;
 

	
 
/** Whether the drawing is/may be done in a separate thread. */
 
@@ -44,6 +45,7 @@ static Palette _local_palette;
 
#define MAX_DIRTY_RECTS 100
 
static SDL_Rect _dirty_rects[MAX_DIRTY_RECTS];
 
static int _num_dirty_rects;
 
static int _use_hwpalette;
 

	
 
void VideoDriver_SDL::MakeDirty(int left, int top, int width, int height)
 
{
 
@@ -56,7 +58,7 @@ void VideoDriver_SDL::MakeDirty(int left
 
	_num_dirty_rects++;
 
}
 

	
 
static void UpdatePalette()
 
static void UpdatePalette(bool init = false)
 
{
 
	SDL_Color pal[256];
 

	
 
@@ -68,6 +70,45 @@ static void UpdatePalette()
 
	}
 

	
 
	SDL_CALL SDL_SetColors(_sdl_screen, pal, _local_palette.first_dirty, _local_palette.count_dirty);
 

	
 
	if (_sdl_screen != _sdl_realscreen && init) {
 
		/* When using a shadow surface, also set our palette on the real screen. This lets SDL
 
		 * allocate as much colors (or approximations) as
 
		 * possible, instead of using only the default SDL
 
		 * palette. This allows us to get more colors exactly
 
		 * right and might allow using better approximations for
 
		 * other colors.
 
		 *
 
		 * Note that colors allocations are tried in-order, so
 
		 * this favors colors further up into the palette. Also
 
		 * note that if two colors from the same animation
 
		 * sequence are approximated using the same color, that
 
		 * animation will stop working.
 
		 *
 
		 * Since changing the system palette causes the colours
 
		 * to change right away, and allocations might
 
		 * drastically change, we can't use this for animation,
 
		 * since that could cause weird coloring between the
 
		 * palette change and the blitting below, so we only set
 
		 * the real palette during initialisation.
 
		 */
 
		SDL_CALL SDL_SetColors(_sdl_realscreen, pal, _local_palette.first_dirty, _local_palette.count_dirty);
 
	}
 

	
 
	if (_sdl_screen != _sdl_realscreen && !init) {
 
		/* We're not using real hardware palette, but are letting SDL
 
		 * approximate the palette during shadow -> screen copy. To
 
		 * change the palette, we need to recopy the entire screen.
 
		 *
 
		 * Note that this operation can slow down the rendering
 
		 * considerably, especially since changing the shadow
 
		 * palette will need the next blit to re-detect the
 
		 * best mapping of shadow palette colors to real palette
 
		 * colors from scratch.
 
		 */
 
		SDL_CALL SDL_BlitSurface(_sdl_screen, NULL, _sdl_realscreen, NULL);
 
		SDL_CALL SDL_UpdateRect(_sdl_realscreen, 0, 0, 0, 0);
 
	}
 
}
 

	
 
static void InitPalette()
 
@@ -75,7 +116,7 @@ static void InitPalette()
 
	_local_palette = _cur_palette;
 
	_local_palette.first_dirty = 0;
 
	_local_palette.count_dirty = 256;
 
	UpdatePalette();
 
	UpdatePalette(true);
 
}
 

	
 
static void CheckPaletteAnim()
 
@@ -109,9 +150,17 @@ static void DrawSurfaceToScreen()
 

	
 
	_num_dirty_rects = 0;
 
	if (n > MAX_DIRTY_RECTS) {
 
		SDL_CALL SDL_UpdateRect(_sdl_screen, 0, 0, 0, 0);
 
		if (_sdl_screen != _sdl_realscreen) {
 
			SDL_CALL SDL_BlitSurface(_sdl_screen, NULL, _sdl_realscreen, NULL);
 
		}
 
		SDL_CALL SDL_UpdateRect(_sdl_realscreen, 0, 0, 0, 0);
 
	} else {
 
		SDL_CALL SDL_UpdateRects(_sdl_screen, n, _dirty_rects);
 
		if (_sdl_screen != _sdl_realscreen) {
 
			for (int i = 0; i < n; i++) {
 
				SDL_CALL SDL_BlitSurface(_sdl_screen, &_dirty_rects[i], _sdl_realscreen, &_dirty_rects[i]);
 
			}
 
		}
 
		SDL_CALL SDL_UpdateRects(_sdl_realscreen, n, _dirty_rects);
 
	}
 
}
 

	
 
@@ -221,6 +270,7 @@ bool VideoDriver_SDL::CreateMainSurface(
 
	SDL_Surface *newscreen, *icon;
 
	char caption[50];
 
	int bpp = BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth();
 
	bool want_hwpalette;
 

	
 
	GetAvailableVideoMode(&w, &h);
 

	
 
@@ -242,12 +292,96 @@ bool VideoDriver_SDL::CreateMainSurface(
 
		}
 
	}
 

	
 
	if (_use_hwpalette == 2) {
 
		/* Default is to autodetect when to use SDL_HWPALETTE.
 
		 * In this case, SDL_HWPALETTE is only used for 8bpp
 
		 * blitters in fullscreen.
 
		 *
 
		 * When using an 8bpp blitter on a 8bpp system in
 
		 * windowed mode with SDL_HWPALETTE, OpenTTD will claim
 
		 * the system palette, making all other applications
 
		 * get the wrong colours. In this case, we're better of
 
		 * trying to approximate the colors we need using system
 
		 * colors, using a shadow surface (see below).
 
		 *
 
		 * On a 32bpp system, SDL_HWPALETTE is ignored, so it
 
		 * doesn't matter what we do.
 
		 *
 
		 * When using a 32bpp blitter on a 8bpp system, setting
 
		 * SDL_HWPALETTE messes up rendering (at least on X11),
 
		 * so we don't do that. In this case, SDL takes care of
 
		 * color approximation using its own shadow surface
 
		 * (which we can't force in 8bpp on 8bpp mode,
 
		 * unfortunately).
 
		 */
 
		want_hwpalette = (bpp == 8 && _fullscreen);
 
	} else {
 
		/* User specified a value manually */
 
		want_hwpalette = _use_hwpalette;
 
	}
 

	
 
	if (want_hwpalette) DEBUG(driver, 1, "SDL: requesting hardware palete");
 

	
 
	/* Free any previously allocated shadow surface */
 
	if (_sdl_screen != NULL && _sdl_screen != _sdl_realscreen) SDL_CALL SDL_FreeSurface(_sdl_screen);
 

	
 
	if (_sdl_realscreen != NULL) {
 
		bool have_hwpalette = ((_sdl_realscreen->flags & SDL_HWPALETTE) == SDL_HWPALETTE);
 
		if (have_hwpalette != want_hwpalette) {
 
			/* SDL (at least the X11 driver), reuses the
 
			 * same window and palette settings when the bpp
 
			 * (and a few flags) are the same. Since we need
 
			 * to hwpalette value to change (in particular
 
			 * when switching betwen fullscreen and
 
			 * windowed), we restart the entire video
 
			 * subsystem to force creating a new window.
 
			 *
 
			 * Note that checking the SDL_HWPALETTE on the
 
			 * existing window might not be accurate when
 
			 * SDL is running with its own shadow surface,
 
			 * but this should not normally be a problem.
 
			 */
 
			DEBUG(driver, 0, "SDL: Restarting SDL video subsystem, to force hwpalette change");
 
			SDL_CALL SDL_QuitSubSystem(SDL_INIT_VIDEO);
 
			SDL_CALL SDL_InitSubSystem(SDL_INIT_VIDEO);
 
			ClaimMousePointer();
 
		}
 
	}
 

	
 
	/* DO NOT CHANGE TO HWSURFACE, IT DOES NOT WORK */
 
	newscreen = SDL_CALL SDL_SetVideoMode(w, h, bpp, SDL_SWSURFACE | SDL_HWPALETTE | (_fullscreen ? SDL_FULLSCREEN : SDL_RESIZABLE));
 
	newscreen = SDL_CALL SDL_SetVideoMode(w, h, bpp, SDL_SWSURFACE | (want_hwpalette ? SDL_HWPALETTE : 0) | (_fullscreen ? SDL_FULLSCREEN : SDL_RESIZABLE));
 
	if (newscreen == NULL) {
 
		DEBUG(driver, 0, "SDL: Couldn't allocate a window to draw on");
 
		return false;
 
	}
 
	_sdl_realscreen = newscreen;
 

	
 
	if (bpp == 8 && (_sdl_realscreen->flags & SDL_HWPALETTE) != SDL_HWPALETTE) {
 
		/* Using an 8bpp blitter, if we didn't get a hardware
 
		 * palette (most likely because we didn't request one,
 
		 * see above), we'll have to set up a shadow surface to
 
		 * render on.
 
		 *
 
		 * Our palette will be applied to this shadow surface,
 
		 * while the real screen surface will use the shared
 
		 * system palette (which will partly contain our colors,
 
		 * but most likely will not have enough free color cells
 
		 * for all of our colors). SDL can use these two
 
		 * palettes at blit time to approximate colors used in
 
		 * the shadow surface using system colors automatically.
 
		 *
 
		 * Note that when using an 8bpp blitter on a 32bpp
 
		 * system, SDL will create an internal shadow surface.
 
		 * This shadow surface will have SDL_HWPALLETE set, so
 
		 * we won't create a second shadow surface in this case.
 
		 */
 
		DEBUG(driver, 1, "SDL: using shadow surface");
 
		newscreen = SDL_CALL SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, bpp, 0, 0, 0, 0);
 
		if (newscreen == NULL) {
 
			DEBUG(driver, 0, "SDL: Couldn't allocate a shadow surface to draw on");
 
			return false;
 
		}
 
	}
 

	
 
	/* Delay drawing for this cycle; the next cycle will redraw the whole screen */
 
	_num_dirty_rects = 0;
 
@@ -501,6 +635,7 @@ int VideoDriver_SDL::PollEvent()
 
const char *VideoDriver_SDL::Start(const char * const *parm)
 
{
 
	char buf[30];
 
	_use_hwpalette = GetDriverParamInt(parm, "hw_palette", 2);
 

	
 
	const char *s = SdlOpen(SDL_INIT_VIDEO);
 
	if (s != NULL) return s;
0 comments (0 inline, 0 general)