SDL_bframebuffer.cc (6633B)
1/* 2 Simple DirectMedia Layer 3 Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org> 4 5 This software is provided 'as-is', without any express or implied 6 warranty. In no event will the authors be held liable for any damages 7 arising from the use of this software. 8 9 Permission is granted to anyone to use this software for any purpose, 10 including commercial applications, and to alter it and redistribute it 11 freely, subject to the following restrictions: 12 13 1. The origin of this software must not be misrepresented; you must not 14 claim that you wrote the original software. If you use this software 15 in a product, an acknowledgment in the product documentation would be 16 appreciated but is not required. 17 2. Altered source versions must be plainly marked as such, and must not be 18 misrepresented as being the original software. 19 3. This notice may not be removed or altered from any source distribution. 20*/ 21#include "../../SDL_internal.h" 22 23#if SDL_VIDEO_DRIVER_HAIKU 24 25#include "SDL_bframebuffer.h" 26 27#include <AppKit.h> 28#include <InterfaceKit.h> 29#include "SDL_bmodes.h" 30#include "SDL_BWin.h" 31 32#include "../../main/haiku/SDL_BApp.h" 33 34#ifdef __cplusplus 35extern "C" { 36#endif 37 38int32 BE_UpdateOnce(SDL_Window *window); 39 40static SDL_INLINE SDL_BWin *_ToBeWin(SDL_Window *window) { 41 return ((SDL_BWin*)(window->driverdata)); 42} 43 44static SDL_INLINE SDL_BApp *_GetBeApp() { 45 return ((SDL_BApp*)be_app); 46} 47 48int BE_CreateWindowFramebuffer(_THIS, SDL_Window * window, 49 Uint32 * format, 50 void ** pixels, int *pitch) { 51 SDL_BWin *bwin = _ToBeWin(window); 52 BScreen bscreen; 53 if(!bscreen.IsValid()) { 54 return -1; 55 } 56 57 while(!bwin->Connected()) { snooze(100); } 58 59 /* Make sure we have exclusive access to frame buffer data */ 60 bwin->LockBuffer(); 61 62 /* format */ 63 display_mode bmode; 64 bscreen.GetMode(&bmode); 65 int32 bpp = BE_ColorSpaceToBitsPerPixel(bmode.space); 66 *format = BE_BPPToSDLPxFormat(bpp); 67 68 /* Create the new bitmap object */ 69 BBitmap *bitmap = bwin->GetBitmap(); 70 71 if(bitmap) { 72 delete bitmap; 73 } 74 bitmap = new BBitmap(bwin->Bounds(), (color_space)bmode.space, 75 false, /* Views not accepted */ 76 true); /* Contiguous memory required */ 77 78 if(bitmap->InitCheck() != B_OK) { 79 return SDL_SetError("Could not initialize back buffer!\n"); 80 } 81 82 83 bwin->SetBitmap(bitmap); 84 85 /* Set the pixel pointer */ 86 *pixels = bitmap->Bits(); 87 88 /* pitch = width of window, in bytes */ 89 *pitch = bitmap->BytesPerRow(); 90 91 bwin->SetBufferExists(true); 92 bwin->SetTrashBuffer(false); 93 bwin->UnlockBuffer(); 94 return 0; 95} 96 97 98 99int BE_UpdateWindowFramebuffer(_THIS, SDL_Window * window, 100 const SDL_Rect * rects, int numrects) { 101 if(!window) 102 return 0; 103 104 SDL_BWin *bwin = _ToBeWin(window); 105 106#ifdef DRAWTHREAD 107 bwin->LockBuffer(); 108 bwin->SetBufferDirty(true); 109 bwin->UnlockBuffer(); 110#else 111 bwin->SetBufferDirty(true); 112 BE_UpdateOnce(window); 113#endif 114 115 return 0; 116} 117 118int32 BE_DrawThread(void *data) { 119 SDL_BWin *bwin = (SDL_BWin*)data; 120 121 BScreen bscreen; 122 if(!bscreen.IsValid()) { 123 return -1; 124 } 125 126 while(bwin->ConnectionEnabled()) { 127 if( bwin->Connected() && bwin->BufferExists() && bwin->BufferIsDirty() ) { 128 bwin->LockBuffer(); 129 BBitmap *bitmap = NULL; 130 bitmap = bwin->GetBitmap(); 131 int32 windowPitch = bitmap->BytesPerRow(); 132 int32 bufferPitch = bwin->GetRowBytes(); 133 uint8 *windowpx; 134 uint8 *bufferpx; 135 136 int32 BPP = bwin->GetBytesPerPx(); 137 int32 windowSub = bwin->GetFbX() * BPP + 138 bwin->GetFbY() * windowPitch; 139 clipping_rect *clips = bwin->GetClips(); 140 int32 numClips = bwin->GetNumClips(); 141 int i, y; 142 143 /* Blit each clipping rectangle */ 144 bscreen.WaitForRetrace(); 145 for(i = 0; i < numClips; ++i) { 146 clipping_rect rc = clips[i]; 147 /* Get addresses of the start of each clipping rectangle */ 148 int32 width = clips[i].right - clips[i].left + 1; 149 int32 height = clips[i].bottom - clips[i].top + 1; 150 bufferpx = bwin->GetBufferPx() + 151 clips[i].top * bufferPitch + clips[i].left * BPP; 152 windowpx = (uint8*)bitmap->Bits() + 153 clips[i].top * windowPitch + clips[i].left * BPP - 154 windowSub; 155 156 /* Copy each row of pixels from the window buffer into the frame 157 buffer */ 158 for(y = 0; y < height; ++y) 159 { 160 161 if(bwin->CanTrashWindowBuffer()) { 162 goto escape; /* Break out before the buffer is killed */ 163 } 164 165 memcpy(bufferpx, windowpx, width * BPP); 166 bufferpx += bufferPitch; 167 windowpx += windowPitch; 168 } 169 } 170 171 bwin->SetBufferDirty(false); 172escape: 173 bwin->UnlockBuffer(); 174 } else { 175 snooze(16000); 176 } 177 } 178 179 return B_OK; 180} 181 182void BE_DestroyWindowFramebuffer(_THIS, SDL_Window * window) { 183 SDL_BWin *bwin = _ToBeWin(window); 184 185 bwin->LockBuffer(); 186 187 /* Free and clear the window buffer */ 188 BBitmap *bitmap = bwin->GetBitmap(); 189 delete bitmap; 190 bwin->SetBitmap(NULL); 191 bwin->SetBufferExists(false); 192 bwin->UnlockBuffer(); 193} 194 195 196/* 197 * TODO: 198 * This was written to test if certain errors were caused by threading issues. 199 * The specific issues have since become rare enough that they may have been 200 * solved, but I doubt it- they were pretty sporadic before now. 201 */ 202int32 BE_UpdateOnce(SDL_Window *window) { 203 SDL_BWin *bwin = _ToBeWin(window); 204 BScreen bscreen; 205 if(!bscreen.IsValid()) { 206 return -1; 207 } 208 209 if(bwin->ConnectionEnabled() && bwin->Connected()) { 210 bwin->LockBuffer(); 211 int32 windowPitch = window->surface->pitch; 212 int32 bufferPitch = bwin->GetRowBytes(); 213 uint8 *windowpx; 214 uint8 *bufferpx; 215 216 int32 BPP = bwin->GetBytesPerPx(); 217 uint8 *windowBaseAddress = (uint8*)window->surface->pixels; 218 int32 windowSub = bwin->GetFbX() * BPP + 219 bwin->GetFbY() * windowPitch; 220 clipping_rect *clips = bwin->GetClips(); 221 int32 numClips = bwin->GetNumClips(); 222 int i, y; 223 224 /* Blit each clipping rectangle */ 225 bscreen.WaitForRetrace(); 226 for(i = 0; i < numClips; ++i) { 227 clipping_rect rc = clips[i]; 228 /* Get addresses of the start of each clipping rectangle */ 229 int32 width = clips[i].right - clips[i].left + 1; 230 int32 height = clips[i].bottom - clips[i].top + 1; 231 bufferpx = bwin->GetBufferPx() + 232 clips[i].top * bufferPitch + clips[i].left * BPP; 233 windowpx = windowBaseAddress + 234 clips[i].top * windowPitch + clips[i].left * BPP - windowSub; 235 236 /* Copy each row of pixels from the window buffer into the frame 237 buffer */ 238 for(y = 0; y < height; ++y) 239 { 240 memcpy(bufferpx, windowpx, width * BPP); 241 bufferpx += bufferPitch; 242 windowpx += windowPitch; 243 } 244 } 245 bwin->UnlockBuffer(); 246 } 247 return 0; 248} 249 250#ifdef __cplusplus 251} 252#endif 253 254#endif /* SDL_VIDEO_DRIVER_HAIKU */