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author | matthijs <matthijs@openttd.org> | 2013-02-14 11:06:12 +0000 |
---|---|---|
committer | matthijs <matthijs@openttd.org> | 2013-02-14 11:06:12 +0000 |
commit | 328ed1cf94a5a18fad75ae7057202b5c05138765 (patch) | |
tree | a5c8d78bae456bd8681f6f8f54e85febf7c236b9 | |
parent | afcb4a25b22abb229dd302339fbf7b603c0e1deb (diff) | |
download | openttd-328ed1cf94a5a18fad75ae7057202b5c05138765.tar.xz |
(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
-rw-r--r-- | src/sdl.h | 2 | ||||
-rw-r--r-- | src/video/sdl_v.cpp | 145 |
2 files changed, 142 insertions, 5 deletions
@@ -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; diff --git a/src/video/sdl_v.cpp b/src/video/sdl_v.cpp index 2050ab03f..20e184160 100644 --- a/src/video/sdl_v.cpp +++ b/src/video/sdl_v.cpp @@ -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, int top, int width, int height) _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(uint w, uint h) 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(uint w, uint h) } } + 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; |