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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

@ -74,6 +74,7 @@ target/hosted/sdl/lcd-bitmap.c
target/hosted/sdl/lcd-remote-bitmap.c
#endif
target/hosted/sdl/lcd-sdl.c
target/hosted/sdl/window-sdl.c
target/hosted/sdl/system-sdl.c
#ifdef HAVE_SDL_THREADS
target/hosted/sdl/filesystem-sdl.c

View file

@ -24,7 +24,7 @@
#include "button.h"
#ifdef HAVE_SDL
#include "button-sdl.h"
#include "lcd-sdl.h"
#include "window-sdl.h"
#endif
static struct event_queue button_queue SHAREDBSS_ATTR;
@ -119,7 +119,7 @@ static inline void button_queue_wait(struct queue_event *evp, int timeout)
#else
queue_wait_w_tmo(&button_queue, evp, timeout);
#ifdef HAVE_SDL
sdl_update_window(); /* Window may have been resized */
sdl_window_adjust(); /* Window may have been resized */
#endif
#endif
}

View file

@ -31,7 +31,7 @@
#include "backlight.h"
#include "system.h"
#include "button-sdl.h"
#include "lcd-sdl.h"
#include "window-sdl.h"
#include "sim_tasks.h"
#include "buttonmap.h"
#include "debug.h"
@ -243,7 +243,7 @@ static bool event_handler(SDL_Event *event)
sdl_app_has_input_focus = 0;
else if(event->window.event == SDL_WINDOWEVENT_RESIZED)
{
sdl_window_needs_update();
sdl_window_adjustment_needed(false);
#if !defined (__APPLE__) && !defined(__WIN32)
static unsigned long last_tick;
if (TIME_AFTER(current_tick, last_tick + HZ/20) && !button_queue_full())
@ -370,7 +370,7 @@ static void button_event(int key, bool pressed)
strcmp(SDL_GetHint(SDL_HINT_RENDER_SCALE_QUALITY) ?:
"best", "best") ? "best": "nearest");
sdl_window_needs_update();
sdl_window_adjustment_needed(!display_zoom);
#if !defined(__WIN32) && !defined (__APPLE__)
button_queue_post(SDLK_UNKNOWN, 0); /* update window on main thread */
#endif

View file

@ -23,105 +23,7 @@
#include "lcd-sdl.h"
#include "sim-ui-defines.h"
#include "system.h" /* for MIN() and MAX() */
#include "misc.h"
double display_zoom = 1;
static bool window_needs_update;
void sdl_get_window_dimensions(int *w, int *h)
{
if (background)
{
*w = UI_WIDTH;
*h = UI_HEIGHT;
}
else
{
#ifdef HAVE_REMOTE_LCD
if (showremote)
{
*w = SIM_LCD_WIDTH > SIM_REMOTE_WIDTH ? SIM_LCD_WIDTH : SIM_REMOTE_WIDTH;
*h = SIM_LCD_HEIGHT + SIM_REMOTE_HEIGHT;
}
else
#endif
{
*w = SIM_LCD_WIDTH;
*h = SIM_LCD_HEIGHT;
}
}
}
static inline void sdl_render(void)
{
SDL_Texture *sdlTexture = SDL_CreateTextureFromSurface(sdlRenderer, gui_surface);
SDL_RenderClear(sdlRenderer);
SDL_RenderCopy(sdlRenderer, sdlTexture, NULL, NULL);
SDL_RenderPresent(sdlRenderer);
SDL_DestroyTexture(sdlTexture);
}
#define SNAP_MARGIN 50
int sdl_update_window(void)
{
int w, h;
if (!window_needs_update)
return false;
window_needs_update = false;
sdl_get_window_dimensions(&w, &h);
if (!(SDL_GetWindowFlags(window) & (SDL_WINDOW_MAXIMIZED | SDL_WINDOW_FULLSCREEN)))
{
if (display_zoom)
{
SDL_SetWindowSize(window, display_zoom * w, display_zoom * h);
}
#if defined(__APPLE__) || defined(__WIN32)
else /* Constrain aspect ratio on Windows and MacOS */
{
float aspect_ratio = (float) h / w;
int original_height = h;
int original_width = w;
SDL_GetWindowSize(window, &w, &h);
if (w != original_width || h != original_height)
{
if (abs(original_width - w) < SNAP_MARGIN)
{
w = original_width;
h = original_height;
}
else
h = w * aspect_ratio;
SDL_SetWindowSize(window, w, h);
}
}
#endif
}
display_zoom = 0;
sdl_render();
return true;
}
void sdl_window_needs_update(void)
{
window_needs_update = true;
/* For MacOS and Windows, we're on a main or
display thread already, and can immediately
update the window.
On Linux, we have to defer the update, until
it is handled by the main thread later. */
#if defined (__APPLE__) || defined(__WIN32)
sdl_update_window();
#endif
}
#include "window-sdl.h"
void sdl_update_rect(SDL_Surface *surface, int x_start, int y_start, int width,
int height, int max_x, int max_y,
@ -201,12 +103,14 @@ void sdl_gui_update(SDL_Surface *surface, int x_start, int y_start, int width,
uint8_t alpha;
if (SDL_GetSurfaceAlphaMod(surface,&alpha) == 0 && alpha < 255)
SDL_FillRect(gui_surface, &dest, 0); /* alpha needs a black background */
SDL_FillRect(sim_lcd_surface, NULL, 0); /* alpha needs a black background */
SDL_BlitSurface(surface, &src, gui_surface, &dest);
SDL_BlitSurface(surface, &src, sim_lcd_surface, NULL);
SDL_UpdateTexture(gui_texture, &dest,
sim_lcd_surface->pixels, sim_lcd_surface->pitch);
if (!sdl_update_window()) /* already calls sdl_render itself */
sdl_render();
if (!sdl_window_adjust()) /* already calls sdl_window_render itself */
sdl_window_render();
}
/* set a range of bitmap indices to a gradient from startcolour to endcolour */

View file

@ -25,15 +25,6 @@
#include "lcd.h"
#include "SDL.h"
/* Default display zoom level */
extern SDL_Surface *gui_surface;
extern SDL_Renderer *sdlRenderer;
extern SDL_Window *window;
void sdl_get_window_dimensions(int *w, int *h);
int sdl_update_window(void);
void sdl_window_needs_update(void);
void sdl_update_rect(SDL_Surface *surface, int x_start, int y_start, int width,
int height, int max_x, int max_y,
unsigned long (*getpixel)(int, int));

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");

View file

@ -0,0 +1,223 @@
/***************************************************************************
* __________ __ ___.
* Open \______ \ ____ ____ | | _\_ |__ _______ ___
* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
* \/ \/ \/ \/ \/
* $Id$
*
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
* KIND, either express or implied.
*
****************************************************************************/
#include <SDL.h>
#include "sim-ui-defines.h"
#include "window-sdl.h"
#include "lcd-sdl.h"
#include "misc.h"
#include "panic.h"
extern SDL_Surface *lcd_surface;
#ifdef HAVE_REMOTE_LCD
extern SDL_Surface *remote_surface;
#endif
SDL_Texture *gui_texture;
SDL_Surface *sim_lcd_surface;
static SDL_Window *window;
static SDL_Renderer *sdlRenderer;
static SDL_Surface *picture_surface;
static bool new_gui_texture_needed = true;
static bool window_adjustment_needed;
double display_zoom = 1;
static void get_window_dimensions(int *w, int *h)
{
if (background)
{
*w = UI_WIDTH;
*h = UI_HEIGHT;
}
else
{
#ifdef HAVE_REMOTE_LCD
if (showremote)
{
*w = SIM_LCD_WIDTH > SIM_REMOTE_WIDTH ? SIM_LCD_WIDTH : SIM_REMOTE_WIDTH;
*h = SIM_LCD_HEIGHT + SIM_REMOTE_HEIGHT;
}
else
#endif
{
*w = SIM_LCD_WIDTH;
*h = SIM_LCD_HEIGHT;
}
}
}
#define SNAP_MARGIN 50
static void restore_aspect_ratio(int w, int h)
{
float aspect_ratio = (float) h / w;
int original_height = h;
int original_width = w;
if ((SDL_GetWindowFlags(window) & (SDL_WINDOW_MAXIMIZED | SDL_WINDOW_FULLSCREEN))
|| display_zoom)
return;
SDL_GetWindowSize(window, &w, &h);
if (w != original_width || h != original_height)
{
if (abs(original_width - w) < SNAP_MARGIN)
{
w = original_width;
h = original_height;
}
else
h = w * aspect_ratio;
SDL_SetWindowSize(window, w, h);
}
}
static void rebuild_gui_texture(void)
{
SDL_Surface *gui_surface;
int w, h, depth = LCD_DEPTH < 8 ? 16 : LCD_DEPTH;
get_window_dimensions(&w, &h);
SDL_RenderSetLogicalSize(sdlRenderer, w, h);
if ((gui_texture = SDL_CreateTexture(sdlRenderer, SDL_MasksToPixelFormatEnum(depth,
0, 0, 0, 0), SDL_TEXTUREACCESS_STATIC, w, h)) == NULL)
panicf("%s", SDL_GetError());
if (SDL_GetWindowFlags(window) & SDL_WINDOW_RESIZABLE)
restore_aspect_ratio(w, h);
if (background && picture_surface &&
(gui_surface = SDL_ConvertSurface(picture_surface, sim_lcd_surface->format, 0)))
{
SDL_UpdateTexture(gui_texture, NULL, gui_surface->pixels, gui_surface->pitch);
SDL_FreeSurface(gui_surface);
}
sdl_gui_update(lcd_surface, 0, 0, SIM_LCD_WIDTH, SIM_LCD_HEIGHT,
SIM_LCD_WIDTH, SIM_LCD_HEIGHT,
background ? UI_LCD_POSX : 0, background? UI_LCD_POSY : 0);
#ifdef HAVE_REMOTE_LCD
sdl_gui_update(remote_surface, 0, 0, LCD_REMOTE_WIDTH, LCD_REMOTE_HEIGHT,
LCD_REMOTE_WIDTH, LCD_REMOTE_HEIGHT,
background ? UI_REMOTE_POSX : 0,
background? UI_REMOTE_POSY : LCD_HEIGHT);
#endif
}
void sdl_window_render(void)
{
if (new_gui_texture_needed)
{
new_gui_texture_needed = false;
if (gui_texture)
SDL_DestroyTexture(gui_texture);
rebuild_gui_texture();
}
else
{
SDL_RenderClear(sdlRenderer);
SDL_RenderCopy(sdlRenderer, gui_texture, NULL, NULL);
SDL_RenderPresent(sdlRenderer);
}
}
bool sdl_window_adjust(void)
{
int w, h;
if (!window_adjustment_needed)
return false;
window_adjustment_needed = false;
get_window_dimensions(&w, &h);
if (!(SDL_GetWindowFlags(window) & (SDL_WINDOW_MAXIMIZED | SDL_WINDOW_FULLSCREEN))
&& display_zoom)
{
SDL_SetWindowSize(window, display_zoom * w, display_zoom * h);
}
#if defined(__APPLE__) || defined(__WIN32)
restore_aspect_ratio(w, h);
#endif
display_zoom = 0;
sdl_window_render();
return true;
}
void sdl_window_adjustment_needed(bool destroy_texture)
{
window_adjustment_needed = true;
new_gui_texture_needed = destroy_texture;
/* For MacOS and Windows, we're on a main or
display thread already, and can immediately
adjust the window.
On Linux, we have to defer the update, until
it is handled by the main thread later. */
#if defined (__APPLE__) || defined(__WIN32)
sdl_window_adjust();
#endif
}
void sdl_window_setup(void)
{
int width, height;
int depth = LCD_DEPTH < 8 ? 16 : LCD_DEPTH;
Uint32 flags = SDL_WINDOW_ALLOW_HIGHDPI;
#if (CONFIG_PLATFORM & (PLATFORM_MAEMO|PLATFORM_PANDORA))
/* Fullscreen mode for maemo app */
flags |= SDL_WINDOW_FULLSCREEN;
#else
if (display_zoom == 1)
flags |= SDL_WINDOW_RESIZABLE;
#endif
if (!(picture_surface = SDL_LoadBMP("UI256.bmp")))
background = false;
get_window_dimensions(&width, &height);
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());
/* Surface for LCD content only. Needs to fit largest LCD */
if ((sim_lcd_surface = SDL_CreateRGBSurface(0,
#ifdef HAVE_REMOTE_LCD
SIM_LCD_WIDTH > SIM_REMOTE_WIDTH ?
SIM_LCD_WIDTH : SIM_REMOTE_WIDTH,
SIM_LCD_HEIGHT > SIM_REMOTE_HEIGHT ?
SIM_LCD_HEIGHT : SIM_REMOTE_HEIGHT,
#else
SIM_LCD_WIDTH, SIM_LCD_HEIGHT,
#endif
depth, 0, 0, 0, 0)) == NULL)
panicf("%s", SDL_GetError());
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, display_zoom == 1 ? "best" : "nearest");
display_zoom = 0; /* reset to 0 unless/until user requests a scale level change */
}

View file

@ -0,0 +1,41 @@
/***************************************************************************
* __________ __ ___.
* Open \______ \ ____ ____ | | _\_ |__ _______ ___
* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
* \/ \/ \/ \/ \/
* $Id$
*
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
* KIND, either express or implied.
*
****************************************************************************/
#ifndef __WINDOWSDL_H__
#define __WINDOWSDL_H__
#include "SDL.h"
extern SDL_Texture *gui_texture; /* Window content, including background */
extern SDL_Surface *sim_lcd_surface; /* LCD content */
/* Renders GUI texture. Sets up new texture, if necessary */
void sdl_window_render(void);
/* Updates size, aspect ratio, and re-renders window content */
bool sdl_window_adjust(void);
/* Needs to be called when window size, scale quality, or background should change */
void sdl_window_adjustment_needed(bool destroy_texture);
/* Creates window, renderer, and LCD surface when app launches */
void sdl_window_setup(void);
#endif /* #ifndef __WINDOWSDL_H__ */