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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
This commit is contained in:
Christian Soffke 2024-12-22 22:55:27 +01:00
parent 7aaa722a5d
commit 400452180d
8 changed files with 279 additions and 186 deletions

View file

@ -32,7 +32,7 @@
#include "thread-sdl.h"
#include "system-sdl.h"
#include "sim-ui-defines.h"
#include "lcd-sdl.h"
#include "window-sdl.h"
#include "lcd-bitmap.h"
#ifdef HAVE_REMOTE_LCD
#include "lcd-remote-bitmap.h"
@ -44,15 +44,10 @@
#include <glib.h>
#include <glib-object.h>
#include "maemo-thread.h"
#endif
#define SIMULATOR_DEFAULT_ROOT "simdisk"
SDL_Surface *gui_surface;
SDL_Window *window;
SDL_Renderer *sdlRenderer;
bool background = true; /* use backgrounds by default */
#ifdef HAVE_REMOTE_LCD
bool showremote = true; /* include remote by default */
@ -61,8 +56,6 @@ bool mapping = false;
const char *audiodev = NULL;
bool debug_buttons = false;
bool lcd_display_redraw = true; /* Used for player simulator */
char having_new_lcd = true; /* Used for player simulator */
bool sim_alarm_wakeup = false;
const char *sim_root_dir = SIMULATOR_DEFAULT_ROOT;
@ -75,59 +68,6 @@ bool debug_audio = false;
bool debug_wps = false;
int wps_verbose_level = 3;
static void sdl_window_setup(void)
{
SDL_Surface *picture_surface = NULL;
int width, height;
int depth;
Uint32 flags = 0;
/* Try and load the background image. If it fails go without */
if (background) {
picture_surface = SDL_LoadBMP("UI256.bmp");
if (picture_surface == NULL) {
background = false;
DEBUGF("warn: %s\n", SDL_GetError());
}
}
sdl_get_window_dimensions(&width, &height);
depth = LCD_DEPTH;
if (depth < 8)
depth = 16;
#if (CONFIG_PLATFORM & (PLATFORM_MAEMO|PLATFORM_PANDORA))
/* Fullscreen mode for maemo app */
flags |= SDL_WINDOW_FULLSCREEN;
#endif
if (display_zoom == 1)
flags |= SDL_WINDOW_RESIZABLE;
flags |= SDL_WINDOW_ALLOW_HIGHDPI;
if ((window = SDL_CreateWindow(UI_TITLE, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
width * display_zoom, height * display_zoom , flags)) == NULL)
panicf("%s", SDL_GetError());
if ((sdlRenderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_PRESENTVSYNC)) == NULL)
panicf("%s", SDL_GetError());
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, display_zoom == 1 ? "best" : "nearest");
display_zoom = 0; /* keeps track of user requesting a scale level change */
SDL_RenderSetLogicalSize(sdlRenderer, width, height);
if ((gui_surface = SDL_CreateRGBSurface(0, width, height, depth,
0, 0, 0, 0)) == NULL)
panicf("%s", SDL_GetError());
/* If we have a background, blit it over to the display surface */
if (background && picture_surface)
{
SDL_BlitSurface(picture_surface, NULL, gui_surface, NULL);
SDL_FreeSurface(picture_surface);
}
}
#ifndef __APPLE__ /* MacOS requires events to be handled on main thread */
/*
* This thread will read the buttons in an interrupt like fashion, and
@ -173,8 +113,7 @@ static int sdl_event_thread(void * param)
/* let system_init proceed */
SDL_SemPost((SDL_sem *)param);
/*
* finally enter the button loop */
/* finally enter the button loop */
gui_message_loop();
#if (CONFIG_PLATFORM & PLATFORM_MAEMO5)
@ -354,11 +293,6 @@ void sys_handle_argv(int argc, char *argv[])
printf("Disabling remote image.\n");
}
#endif
else if (!strcmp("--old_lcd", argv[x]))
{
having_new_lcd = false;
printf("Using old LCD layout.\n");
}
else if (!strcmp("--zoom", argv[x]))
{
x++;
@ -413,7 +347,6 @@ void sys_handle_argv(int argc, char *argv[])
#ifdef HAVE_REMOTE_LCD
printf(" --noremote \t Disable the remote image (will disable backgrounds)\n");
#endif
printf(" --old_lcd \t [Player] simulate old playermodel (ROM version<4.51)\n");
printf(" --zoom [VAL]\t Window zoom (will disable backgrounds)\n");
printf(" --alarm \t Simulate a wake-up on alarm\n");
printf(" --root [DIR]\t Set root directory\n");