forked from len0rd/rockbox
sdl: Keep texture around, upload LCD-parts only
No need to create a new texture for every rendered frame, unless the scaling method has been adjusted. We also don't need to upload the (unchanged) player interface to GPU memory repeatedly. + Remove unused lcd_display_redraw & having_new_lcd variables Change-Id: I5bff6aa2d54347a3f2c3afba8d8d7eb9e39f77f7
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8 changed files with 279 additions and 186 deletions
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@ -23,105 +23,7 @@
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#include "lcd-sdl.h"
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#include "sim-ui-defines.h"
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#include "system.h" /* for MIN() and MAX() */
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#include "misc.h"
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double display_zoom = 1;
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static bool window_needs_update;
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void sdl_get_window_dimensions(int *w, int *h)
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{
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if (background)
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{
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*w = UI_WIDTH;
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*h = UI_HEIGHT;
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}
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else
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{
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#ifdef HAVE_REMOTE_LCD
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if (showremote)
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{
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*w = SIM_LCD_WIDTH > SIM_REMOTE_WIDTH ? SIM_LCD_WIDTH : SIM_REMOTE_WIDTH;
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*h = SIM_LCD_HEIGHT + SIM_REMOTE_HEIGHT;
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}
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else
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#endif
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{
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*w = SIM_LCD_WIDTH;
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*h = SIM_LCD_HEIGHT;
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}
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}
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}
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static inline void sdl_render(void)
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{
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SDL_Texture *sdlTexture = SDL_CreateTextureFromSurface(sdlRenderer, gui_surface);
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SDL_RenderClear(sdlRenderer);
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SDL_RenderCopy(sdlRenderer, sdlTexture, NULL, NULL);
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SDL_RenderPresent(sdlRenderer);
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SDL_DestroyTexture(sdlTexture);
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}
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#define SNAP_MARGIN 50
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int sdl_update_window(void)
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{
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int w, h;
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if (!window_needs_update)
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return false;
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window_needs_update = false;
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sdl_get_window_dimensions(&w, &h);
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if (!(SDL_GetWindowFlags(window) & (SDL_WINDOW_MAXIMIZED | SDL_WINDOW_FULLSCREEN)))
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{
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if (display_zoom)
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{
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SDL_SetWindowSize(window, display_zoom * w, display_zoom * h);
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}
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#if defined(__APPLE__) || defined(__WIN32)
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else /* Constrain aspect ratio on Windows and MacOS */
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{
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float aspect_ratio = (float) h / w;
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int original_height = h;
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int original_width = w;
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SDL_GetWindowSize(window, &w, &h);
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if (w != original_width || h != original_height)
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{
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if (abs(original_width - w) < SNAP_MARGIN)
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{
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w = original_width;
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h = original_height;
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}
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else
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h = w * aspect_ratio;
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SDL_SetWindowSize(window, w, h);
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}
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}
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#endif
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}
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display_zoom = 0;
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sdl_render();
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return true;
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}
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void sdl_window_needs_update(void)
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{
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window_needs_update = true;
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/* For MacOS and Windows, we're on a main or
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display thread already, and can immediately
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update the window.
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On Linux, we have to defer the update, until
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it is handled by the main thread later. */
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#if defined (__APPLE__) || defined(__WIN32)
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sdl_update_window();
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#endif
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}
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#include "window-sdl.h"
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void sdl_update_rect(SDL_Surface *surface, int x_start, int y_start, int width,
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int height, int max_x, int max_y,
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@ -201,12 +103,14 @@ void sdl_gui_update(SDL_Surface *surface, int x_start, int y_start, int width,
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uint8_t alpha;
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if (SDL_GetSurfaceAlphaMod(surface,&alpha) == 0 && alpha < 255)
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SDL_FillRect(gui_surface, &dest, 0); /* alpha needs a black background */
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SDL_FillRect(sim_lcd_surface, NULL, 0); /* alpha needs a black background */
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SDL_BlitSurface(surface, &src, gui_surface, &dest);
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SDL_BlitSurface(surface, &src, sim_lcd_surface, NULL);
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SDL_UpdateTexture(gui_texture, &dest,
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sim_lcd_surface->pixels, sim_lcd_surface->pitch);
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if (!sdl_update_window()) /* already calls sdl_render itself */
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sdl_render();
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if (!sdl_window_adjust()) /* already calls sdl_window_render itself */
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sdl_window_render();
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}
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/* set a range of bitmap indices to a gradient from startcolour to endcolour */
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