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https://github.com/libsdl-org/SDL.git
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[N-Gage] Remove optimisations except for native texture handling prior to some rework of the rendering back-end
[N-Gage] Set proper brush style to draw filled rects properly. [N-Gage] Add persistent buffers to avoid per-frame memory allocations (which are expensive) [N-Gage] Add support for SDL_TEXTURE_ACCESS_TARGET, fixes #13165 [N-Gage] Update README, add hint that the compiler does not support aggregate initializations for structs (knowing this, avoids a lot of headache during debugging) [N-Gage] Add basic fast-path optimisations for render operations. [N-Gage] Fix line drawing.
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@@ -33,14 +33,6 @@ software renderer has been removed.
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The outcome is a significantly leaner and more efficient SDL port, which we hope
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will breathe new life into this beloved yet obscure platform.
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## To the Stubborn Legends of the DC Scene
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This port is lovingly dedicated to the ever-nostalgic Dreamcast homebrew scene --
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because if we managed to pull this off for the N-Gage (yes, the N-Gage), surely
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you guys can stop clinging to SDL2 like it's a rare Shenmue prototype and finally
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make the leap to SDL3. It's 2025, not 1999 -- and let's be honest, you're rocking
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a state-of-the-art C23 compiler. The irony writes itself.
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## Existing Issues and Limitations
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- For now, the new
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@@ -62,3 +54,6 @@ a state-of-the-art C23 compiler. The irony writes itself.
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expected to be resolved in a future update.
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- Dependency tracking is currently non-functional.
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- The compiler doesn't support aggregate initialization for structs, so
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each field must be assigned explicitly.
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@@ -155,7 +155,7 @@ static bool NGAGE_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SD
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return false;
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}
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if (!NGAGE_CreateTextureData(data, texture->w, texture->h)) {
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if (!NGAGE_CreateTextureData(data, texture->w, texture->h, texture->access)) {
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SDL_free(data);
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return false;
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}
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@@ -283,8 +283,12 @@ static bool NGAGE_QueueCopyEx(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SD
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verts->dstrect.h = (int)dstrect->h;
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verts->angle = Real2Fix(angle);
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verts->center.x = Real2Fix(center->x);
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verts->center.y = Real2Fix(center->y);
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// Convert center from destination-space to source-space.
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// Center is relative to dstrect, but rotation is applied in source texture space.
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float center_x_src = (center->x / dstrect->w) * srcquad->w;
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float center_y_src = (center->y / dstrect->h) * srcquad->h;
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verts->center.x = Real2Fix(center_x_src);
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verts->center.y = Real2Fix(center_y_src);
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verts->scale_x = Real2Fix(scale_x);
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verts->scale_y = Real2Fix(scale_y);
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@@ -444,27 +448,24 @@ static bool NGAGE_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, co
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return false;
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}
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void *bitmapData = NGAGE_GetBitmapDataAddress(phdata);
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int bitmapPitch = NGAGE_GetBitmapPitch(phdata);
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if (!bitmapData || bitmapPitch == 0) {
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Uint8 *dst = (Uint8 *)NGAGE_GetBitmapDataAddress(phdata);
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if (!dst) {
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return false;
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}
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Uint8 *src = (Uint8 *)pixels;
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Uint8 *dst = (Uint8 *)bitmapData + rect->y * bitmapPitch + rect->x * 2; // 2 bytes per pixel for EColor4K
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const int bytes_per_pixel = 2;
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const int bitmap_pitch = texture->w * bytes_per_pixel;
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size_t length = (size_t)rect->w * 2; // 2 bytes per pixel for EColor4K
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const Uint8 *src = (const Uint8 *)pixels;
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dst += rect->y * bitmap_pitch + rect->x * bytes_per_pixel;
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const size_t length = (size_t)rect->w * bytes_per_pixel;
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for (int row = 0; row < rect->h; ++row) {
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SDL_memcpy(dst, src, length);
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src += pitch;
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dst += bitmapPitch;
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dst += bitmap_pitch;
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}
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// Mark texture as dirty.
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phdata->isDirty = true;
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phdata->dirtyRect = *rect;
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return true;
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}
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@@ -476,34 +477,39 @@ static bool NGAGE_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, cons
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return false;
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}
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void *bitmapData = NGAGE_GetBitmapDataAddress(phdata);
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int bitmapPitch = NGAGE_GetBitmapPitch(phdata);
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if (!bitmapData || bitmapPitch == 0) {
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Uint8 *data = (Uint8 *)NGAGE_GetBitmapDataAddress(phdata);
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if (!data) {
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return false;
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}
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*pixels = (void *)((Uint8 *)bitmapData + rect->y * bitmapPitch + rect->x * 2); // 2 bytes per pixel for EColor4K
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*pitch = bitmapPitch;
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// Store the lock rectangle for dirty tracking.
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phdata->dirtyRect = *rect;
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const int bytes_per_pixel = 2;
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const int bitmap_pitch = texture->w * bytes_per_pixel;
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*pixels = (void *)(data + rect->y * bitmap_pitch + rect->x * bytes_per_pixel);
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*pitch = bitmap_pitch;
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return true;
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}
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static void NGAGE_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
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{
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NGAGE_TextureData *phdata = (NGAGE_TextureData *)texture->internal;
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if (phdata) {
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// Mark texture as dirty after unlock (assume it was modified).
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phdata->isDirty = true;
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}
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}
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static bool NGAGE_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
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{
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NGAGE_RendererData *data = (NGAGE_RendererData *)renderer->internal;
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if (texture) {
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NGAGE_TextureData *texturedata = (NGAGE_TextureData *)texture->internal;
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if (!texturedata || !texturedata->gc) {
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return SDL_SetError("Texture is not a render target");
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}
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data->current_target = texture;
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NGAGE_SetRenderTargetInternal(texturedata);
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} else {
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data->current_target = NULL;
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NGAGE_SetRenderTargetInternal(NULL);
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}
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return true;
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}
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File diff suppressed because it is too large
Load Diff
@@ -34,6 +34,7 @@ extern "C" {
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typedef struct NGAGE_RendererData
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{
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SDL_Rect *viewport;
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SDL_Texture *current_target;
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} NGAGE_RendererData;
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@@ -54,23 +55,14 @@ typedef struct NGAGE_Vertex
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} NGAGE_Vertex;
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typedef struct CFbsBitmap CFbsBitmap;
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typedef struct CFbsBitGc CFbsBitGc;
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typedef struct CFbsDevice CFbsDevice;
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typedef struct NGAGE_TextureData
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{
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CFbsBitmap *bitmap;
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// Cached properties to avoid repeated API calls.
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int cachedWidth;
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int cachedHeight;
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int cachedPitch;
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void *cachedDataAddress;
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// Cardinal rotation cache (0°, 90°, 180°, 270°) - created on demand.
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CFbsBitmap *cardinalRotations[4];
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// Dirty tracking to avoid redundant rendering.
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bool isDirty;
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SDL_Rect dirtyRect;
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CFbsBitGc *gc;
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CFbsDevice *device;
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} NGAGE_TextureData;
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@@ -99,12 +91,9 @@ void NGAGE_Clear(const Uint32 color);
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Uint32 NGAGE_ConvertColor(float r, float g, float b, float a, float color_scale);
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bool NGAGE_Copy(SDL_Renderer *renderer, SDL_Texture *texture, SDL_Rect *srcrect, SDL_Rect *dstrect);
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bool NGAGE_CopyEx(SDL_Renderer *renderer, SDL_Texture *texture, NGAGE_CopyExData *copydata);
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bool NGAGE_CreateTextureData(NGAGE_TextureData *data, const int width, const int height);
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bool NGAGE_CreateTextureData(NGAGE_TextureData *data, const int width, const int height, const int access);
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void NGAGE_DestroyTextureData(NGAGE_TextureData *data);
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void *NGAGE_GetBitmapDataAddress(NGAGE_TextureData *data);
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int NGAGE_GetBitmapPitch(NGAGE_TextureData *data);
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int NGAGE_GetBitmapWidth(NGAGE_TextureData *data);
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int NGAGE_GetBitmapHeight(NGAGE_TextureData *data);
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void* NGAGE_GetBitmapDataAddress(NGAGE_TextureData *data);
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void NGAGE_DrawLines(NGAGE_Vertex *verts, const int count);
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void NGAGE_DrawPoints(NGAGE_Vertex *verts, const int count);
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void NGAGE_FillRects(NGAGE_Vertex *verts, const int count);
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@@ -113,6 +102,7 @@ void NGAGE_SetClipRect(const SDL_Rect *rect);
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void NGAGE_SetDrawColor(const Uint32 color);
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void NGAGE_PumpEventsInternal(void);
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void NGAGE_SuspendScreenSaverInternal(bool suspend);
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void NGAGE_SetRenderTargetInternal(NGAGE_TextureData *target);
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#ifdef __cplusplus
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}
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@@ -23,7 +23,6 @@
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#define ngage_video_render_ngage_c_hpp
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#include "SDL_render_ngage_c.h"
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#include <3dtypes.h>
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#include <NRenderer.h>
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#include <e32std.h>
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#include <w32std.h>
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@@ -38,7 +37,7 @@ class CRenderer : public MDirectScreenAccess
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void Clear(TUint32 iColor);
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bool Copy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect, const SDL_Rect *dstrect);
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bool CopyEx(SDL_Renderer *renderer, SDL_Texture *texture, const NGAGE_CopyExData *copydata);
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bool CreateTextureData(NGAGE_TextureData *aTextureData, const TInt aWidth, const TInt aHeight);
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bool CreateTextureData(NGAGE_TextureData *aTextureData, const TInt aWidth, const TInt aHeight, const TInt aAccess);
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void DrawLines(NGAGE_Vertex *aVerts, const TInt aCount);
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void DrawPoints(NGAGE_Vertex *aVerts, const TInt aCount);
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void FillRects(NGAGE_Vertex *aVerts, const TInt aCount);
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@@ -48,6 +47,10 @@ class CRenderer : public MDirectScreenAccess
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void UpdateFPS();
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void SuspendScreenSaver(TBool aSuspend);
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// Render target management.
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void SetRenderTarget(NGAGE_TextureData *aTarget);
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CFbsBitGc* GetCurrentGc();
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// Event handling.
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void DisableKeyBlocking();
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void HandleEvent(const TWsEvent &aWsEvent);
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@@ -88,38 +91,15 @@ class CRenderer : public MDirectScreenAccess
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// Screen saver.
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TBool iSuspendScreenSaver;
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// Work buffers for texture transformations (reusable to avoid per-frame allocations).
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void *iWorkBuffer1;
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void *iWorkBuffer2;
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TInt iWorkBufferSize;
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// Render target.
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NGAGE_TextureData *iCurrentRenderTarget;
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// Temporary render bitmap to avoid destroying source textures.
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CFbsBitmap *iTempRenderBitmap;
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TInt iTempRenderBitmapWidth;
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TInt iTempRenderBitmapHeight;
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// Color modulation lookup tables (pre-calculated to avoid per-pixel FixMul).
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TUint8 iColorModLUT[768]; // 256 entries each for R, G, B
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TFixed iLastColorR;
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TFixed iLastColorG;
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TFixed iLastColorB;
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// Reusable line points buffer to avoid per-frame allocations in DrawLines.
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TPoint *iLinePointsBuffer;
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TInt iLinePointsBufferCapacity;
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// Cached draw color to avoid redundant SetPenColor/SetBrushColor calls.
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TUint32 iLastDrawColor;
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// Cached clear color to avoid redundant SetBrushColor calls.
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TUint32 iLastClearColor;
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// Helper methods.
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bool EnsureWorkBufferCapacity(TInt aRequiredSize);
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bool EnsureTempBitmapCapacity(TInt aWidth, TInt aHeight);
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bool EnsureLinePointsCapacity(TInt aRequiredCount);
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void BuildColorModLUT(TFixed rf, TFixed gf, TFixed bf);
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CFbsBitmap *GetCardinalRotation(NGAGE_TextureData *aTextureData, TInt aAngleIndex);
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// Persistent buffers to avoid per-frame allocations.
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void *iPixelBufferA;
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void *iPixelBufferB;
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TInt iPixelBufferSize;
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TPoint *iPointsBuffer;
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TInt iPointsBufferSize;
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};
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#endif // ngage_video_render_ngage_c_hpp
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+241
-296
File diff suppressed because it is too large
Load Diff
@@ -24,7 +24,7 @@
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#include <3dtypes.h>
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void ApplyColorMod(void *dest, void *source, int pitch, int width, int height, SDL_FColor color, const TUint8 *colorLUT);
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void ApplyColorMod(void *dest, void *source, int pitch, int width, int height, SDL_FColor color);
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void ApplyFlip(void *dest, void *source, int pitch, int width, int height, SDL_FlipMode flip);
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void ApplyRotation(void *dest, void *source, int pitch, int width, int height, TFixed center_x, TFixed center_y, TFixed angle);
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void ApplyScale(void *dest, void *source, int pitch, int width, int height, TFixed center_x, TFixed center_y, TFixed scale_x, TFixed scale_y);
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