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Diffstat (limited to 'src/video/sdl2_v.cpp')
-rw-r--r--src/video/sdl2_v.cpp79
1 files changed, 31 insertions, 48 deletions
diff --git a/src/video/sdl2_v.cpp b/src/video/sdl2_v.cpp
index 61edea6e0..28ce0f880 100644
--- a/src/video/sdl2_v.cpp
+++ b/src/video/sdl2_v.cpp
@@ -73,7 +73,7 @@ void VideoDriver_SDL::MakeDirty(int left, int top, int width, int height)
_num_dirty_rects++;
}
-static void UpdatePalette(bool init = false)
+static void UpdatePalette()
{
SDL_Color pal[256];
@@ -86,8 +86,19 @@ static void UpdatePalette(bool init = false)
SDL_SetPaletteColors(_sdl_palette, pal, _local_palette.first_dirty, _local_palette.count_dirty);
SDL_SetSurfacePalette(_sdl_surface, _sdl_palette);
+}
- if (_sdl_surface != _sdl_real_surface && init) {
+static void MakePalette()
+{
+ if (_sdl_palette == nullptr) {
+ _sdl_palette = SDL_AllocPalette(256);
+ if (_sdl_palette == nullptr) usererror("SDL2: Couldn't allocate palette: %s", SDL_GetError());
+ }
+
+ _local_palette = _cur_palette;
+ UpdatePalette();
+
+ if (_sdl_surface != _sdl_real_surface) {
/* When using a shadow surface, also set our palette on the real screen. This lets SDL
* allocate as many colors (or approximations) as
* possible, instead of using only the default SDL
@@ -110,33 +121,22 @@ static void UpdatePalette(bool init = false)
*/
SDL_SetSurfacePalette(_sdl_real_surface, _sdl_palette);
}
-
- if (_sdl_surface != _sdl_real_surface && !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_BlitSurface(_sdl_surface, nullptr, _sdl_real_surface, nullptr);
- SDL_UpdateWindowSurface(_sdl_window);
- }
}
-static void InitPalette()
+void VideoDriver_SDL::CheckPaletteAnim()
{
- _cur_palette.first_dirty = 0;
- _cur_palette.count_dirty = 256;
+ if (_cur_palette.count_dirty == 0) return;
+
_local_palette = _cur_palette;
- UpdatePalette(true);
+ this->MakeDirty(0, 0, _screen.width, _screen.height);
}
-static void CheckPaletteAnim()
+static void DrawSurfaceToScreen()
{
+ PerformanceMeasurer framerate(PFE_VIDEO);
+
+ if (_num_dirty_rects == 0) return;
+
if (_cur_palette.count_dirty != 0) {
Blitter *blitter = BlitterFactory::GetCurrentBlitter();
@@ -157,18 +157,8 @@ static void CheckPaletteAnim()
}
_cur_palette.count_dirty = 0;
}
-}
-
-static void DrawSurfaceToScreen()
-{
- PerformanceMeasurer framerate(PFE_VIDEO);
- int n = _num_dirty_rects;
- if (n == 0) return;
-
- _num_dirty_rects = 0;
-
- if (n > MAX_DIRTY_RECTS) {
+ if (_num_dirty_rects > MAX_DIRTY_RECTS) {
if (_sdl_surface != _sdl_real_surface) {
SDL_BlitSurface(_sdl_surface, nullptr, _sdl_real_surface, nullptr);
}
@@ -176,13 +166,15 @@ static void DrawSurfaceToScreen()
SDL_UpdateWindowSurface(_sdl_window);
} else {
if (_sdl_surface != _sdl_real_surface) {
- for (int i = 0; i < n; i++) {
+ for (int i = 0; i < _num_dirty_rects; i++) {
SDL_BlitSurface(_sdl_surface, &_dirty_rects[i], _sdl_real_surface, &_dirty_rects[i]);
}
}
- SDL_UpdateWindowSurfaceRects(_sdl_window, _dirty_rects, n);
+ SDL_UpdateWindowSurfaceRects(_sdl_window, _dirty_rects, _num_dirty_rects);
}
+
+ _num_dirty_rects = 0;
}
static void DrawSurfaceToScreenThread()
@@ -195,7 +187,6 @@ static void DrawSurfaceToScreenThread()
_draw_signal->wait(*_draw_mutex);
while (_draw_continue) {
- CheckPaletteAnim();
/* Then just draw and wait till we stop */
DrawSurfaceToScreen();
_draw_signal->wait(lock);
@@ -362,14 +353,6 @@ bool VideoDriver_SDL::CreateMainSurface(uint w, uint h, bool resize)
_sdl_surface = _sdl_real_surface;
}
- if (_sdl_palette == nullptr) {
- _sdl_palette = SDL_AllocPalette(256);
- if (_sdl_palette == nullptr) {
- DEBUG(driver, 0, "SDL_AllocPalette() failed: %s", SDL_GetError());
- return false;
- }
- }
-
/* Delay drawing for this cycle; the next cycle will redraw the whole screen */
_num_dirty_rects = 0;
@@ -378,6 +361,8 @@ bool VideoDriver_SDL::CreateMainSurface(uint w, uint h, bool resize)
_screen.pitch = _sdl_surface->pitch / (bpp / 8);
_screen.dst_ptr = _sdl_surface->pixels;
+ MakePalette();
+
/* When in full screen, we will always have the mouse cursor
* within the window, even though SDL does not give us the
* appropriate event to know this. */
@@ -385,7 +370,6 @@ bool VideoDriver_SDL::CreateMainSurface(uint w, uint h, bool resize)
BlitterFactory::GetCurrentBlitter()->PostResize();
- InitPalette();
GameSizeChanged();
return true;
}
@@ -813,7 +797,7 @@ void VideoDriver_SDL::LoopOnce()
if (_draw_mutex != nullptr) draw_lock.lock();
UpdateWindows();
- _local_palette = _cur_palette;
+ this->CheckPaletteAnim();
} else {
/* Release the thread while sleeping */
if (_draw_mutex != nullptr) {
@@ -837,7 +821,6 @@ void VideoDriver_SDL::LoopOnce()
_draw_signal->notify_one();
} else {
/* Oh, we didn't have threads, then just draw unthreaded */
- CheckPaletteAnim();
DrawSurfaceToScreen();
}
}
@@ -848,7 +831,7 @@ void VideoDriver_SDL::MainLoop()
last_cur_ticks = cur_ticks;
next_tick = cur_ticks + MILLISECONDS_PER_TICK;
- CheckPaletteAnim();
+ this->CheckPaletteAnim();
if (_draw_threaded) {
/* Initialise the mutex first, because that's the thing we *need*