(svn r24993) -Fix: [SDL] Improve 8bpp hardware palette support. Instead of always requesting SDL_HWPALETTE, it is now only done for 8bp blitters in fullscreen mode.

- This fixes 32bpp blitters on 8bpp X11, which would only render garbage with SDL_HWPALETTE.
  - This prevents the colors of other applications from being messed up when running a 8bpp blitter on a 8bpp system.
  - When running a 8bpp blitter on an 8bpp system without SDL_HWPALETTE (e.g., in windowed mode), this uses a new shadow surface with color approximation.
  - The use of a hardware palette can be forced on and off using -v sdl:hw_palette=1 or -v sdl:hw_palette=0
pull/155/head
matthijs 11 years ago
parent b46eea3505
commit eac0f6eab0

@ -57,6 +57,8 @@ void SdlClose(uint32 x);
Uint32 (SDLCALL *SDL_MapRGB)(SDL_PixelFormat *, Uint8, Uint8, Uint8);
int (SDLCALL *SDL_VideoModeOK)(int, int, int, Uint32);
SDL_version *(SDLCALL *SDL_Linked_Version)();
int (SDLCALL *SDL_BlitSurface)(SDL_Surface *, SDL_Rect *, SDL_Surface *, SDL_Rect *);
SDL_Surface *(SDLCALL *SDL_CreateRGBSurface)(Uint32, int, int, int, Uint32, Uint32, Uint32, Uint32);
};
extern SDLProcs sdl_proc;

@ -29,6 +29,7 @@
static FVideoDriver_SDL iFVideoDriver_SDL;
static SDL_Surface *_sdl_screen;
static SDL_Surface *_sdl_realscreen;
static bool _all_modes;
/** Whether the drawing is/may be done in a separate thread. */
@ -44,6 +45,7 @@ static Palette _local_palette;
#define MAX_DIRTY_RECTS 100
static SDL_Rect _dirty_rects[MAX_DIRTY_RECTS];
static int _num_dirty_rects;
static int _use_hwpalette;
void VideoDriver_SDL::MakeDirty(int left, int top, int width, int height)
{
@ -56,7 +58,7 @@ void VideoDriver_SDL::MakeDirty(int left, int top, int width, int height)
_num_dirty_rects++;
}
static void UpdatePalette()
static void UpdatePalette(bool init = false)
{
SDL_Color pal[256];
@ -68,6 +70,45 @@ static void UpdatePalette()
}
SDL_CALL SDL_SetColors(_sdl_screen, pal, _local_palette.first_dirty, _local_palette.count_dirty);
if (_sdl_screen != _sdl_realscreen && init) {
/* When using a shadow surface, also set our palette on the real screen. This lets SDL
* allocate as much colors (or approximations) as
* possible, instead of using only the default SDL
* palette. This allows us to get more colors exactly
* right and might allow using better approximations for
* other colors.
*
* Note that colors allocations are tried in-order, so
* this favors colors further up into the palette. Also
* note that if two colors from the same animation
* sequence are approximated using the same color, that
* animation will stop working.
*
* Since changing the system palette causes the colours
* to change right away, and allocations might
* drastically change, we can't use this for animation,
* since that could cause weird coloring between the
* palette change and the blitting below, so we only set
* the real palette during initialisation.
*/
SDL_CALL SDL_SetColors(_sdl_realscreen, pal, _local_palette.first_dirty, _local_palette.count_dirty);
}
if (_sdl_screen != _sdl_realscreen && !init) {
/* We're not using real hardware palette, but are letting SDL
* approximate the palette during shadow -> screen copy. To
* change the palette, we need to recopy the entire screen.
*
* Note that this operation can slow down the rendering
* considerably, especially since changing the shadow
* palette will need the next blit to re-detect the
* best mapping of shadow palette colors to real palette
* colors from scratch.
*/
SDL_CALL SDL_BlitSurface(_sdl_screen, NULL, _sdl_realscreen, NULL);
SDL_CALL SDL_UpdateRect(_sdl_realscreen, 0, 0, 0, 0);
}
}
static void InitPalette()
@ -75,7 +116,7 @@ static void InitPalette()
_local_palette = _cur_palette;
_local_palette.first_dirty = 0;
_local_palette.count_dirty = 256;
UpdatePalette();
UpdatePalette(true);
}
static void CheckPaletteAnim()
@ -109,9 +150,17 @@ static void DrawSurfaceToScreen()
_num_dirty_rects = 0;
if (n > MAX_DIRTY_RECTS) {
SDL_CALL SDL_UpdateRect(_sdl_screen, 0, 0, 0, 0);
if (_sdl_screen != _sdl_realscreen) {
SDL_CALL SDL_BlitSurface(_sdl_screen, NULL, _sdl_realscreen, NULL);
}
SDL_CALL SDL_UpdateRect(_sdl_realscreen, 0, 0, 0, 0);
} else {
SDL_CALL SDL_UpdateRects(_sdl_screen, n, _dirty_rects);
if (_sdl_screen != _sdl_realscreen) {
for (int i = 0; i < n; i++) {
SDL_CALL SDL_BlitSurface(_sdl_screen, &_dirty_rects[i], _sdl_realscreen, &_dirty_rects[i]);
}
}
SDL_CALL SDL_UpdateRects(_sdl_realscreen, n, _dirty_rects);
}
}
@ -221,6 +270,7 @@ bool VideoDriver_SDL::CreateMainSurface(uint w, uint h)
SDL_Surface *newscreen, *icon;
char caption[50];
int bpp = BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth();
bool want_hwpalette;
GetAvailableVideoMode(&w, &h);
@ -242,12 +292,96 @@ bool VideoDriver_SDL::CreateMainSurface(uint w, uint h)
}
}
if (_use_hwpalette == 2) {
/* Default is to autodetect when to use SDL_HWPALETTE.
* In this case, SDL_HWPALETTE is only used for 8bpp
* blitters in fullscreen.
*
* When using an 8bpp blitter on a 8bpp system in
* windowed mode with SDL_HWPALETTE, OpenTTD will claim
* the system palette, making all other applications
* get the wrong colours. In this case, we're better of
* trying to approximate the colors we need using system
* colors, using a shadow surface (see below).
*
* On a 32bpp system, SDL_HWPALETTE is ignored, so it
* doesn't matter what we do.
*
* When using a 32bpp blitter on a 8bpp system, setting
* SDL_HWPALETTE messes up rendering (at least on X11),
* so we don't do that. In this case, SDL takes care of
* color approximation using its own shadow surface
* (which we can't force in 8bpp on 8bpp mode,
* unfortunately).
*/
want_hwpalette = (bpp == 8 && _fullscreen);
} else {
/* User specified a value manually */
want_hwpalette = _use_hwpalette;
}
if (want_hwpalette) DEBUG(driver, 1, "SDL: requesting hardware palete");
/* Free any previously allocated shadow surface */
if (_sdl_screen != NULL && _sdl_screen != _sdl_realscreen) SDL_CALL SDL_FreeSurface(_sdl_screen);
if (_sdl_realscreen != NULL) {
bool have_hwpalette = ((_sdl_realscreen->flags & SDL_HWPALETTE) == SDL_HWPALETTE);
if (have_hwpalette != want_hwpalette) {
/* SDL (at least the X11 driver), reuses the
* same window and palette settings when the bpp
* (and a few flags) are the same. Since we need
* to hwpalette value to change (in particular
* when switching betwen fullscreen and
* windowed), we restart the entire video
* subsystem to force creating a new window.
*
* Note that checking the SDL_HWPALETTE on the
* existing window might not be accurate when
* SDL is running with its own shadow surface,
* but this should not normally be a problem.
*/
DEBUG(driver, 0, "SDL: Restarting SDL video subsystem, to force hwpalette change");
SDL_CALL SDL_QuitSubSystem(SDL_INIT_VIDEO);
SDL_CALL SDL_InitSubSystem(SDL_INIT_VIDEO);
ClaimMousePointer();
}
}
/* DO NOT CHANGE TO HWSURFACE, IT DOES NOT WORK */
newscreen = SDL_CALL SDL_SetVideoMode(w, h, bpp, SDL_SWSURFACE | SDL_HWPALETTE | (_fullscreen ? SDL_FULLSCREEN : SDL_RESIZABLE));
newscreen = SDL_CALL SDL_SetVideoMode(w, h, bpp, SDL_SWSURFACE | (want_hwpalette ? SDL_HWPALETTE : 0) | (_fullscreen ? SDL_FULLSCREEN : SDL_RESIZABLE));
if (newscreen == NULL) {
DEBUG(driver, 0, "SDL: Couldn't allocate a window to draw on");
return false;
}
_sdl_realscreen = newscreen;
if (bpp == 8 && (_sdl_realscreen->flags & SDL_HWPALETTE) != SDL_HWPALETTE) {
/* Using an 8bpp blitter, if we didn't get a hardware
* palette (most likely because we didn't request one,
* see above), we'll have to set up a shadow surface to
* render on.
*
* Our palette will be applied to this shadow surface,
* while the real screen surface will use the shared
* system palette (which will partly contain our colors,
* but most likely will not have enough free color cells
* for all of our colors). SDL can use these two
* palettes at blit time to approximate colors used in
* the shadow surface using system colors automatically.
*
* Note that when using an 8bpp blitter on a 32bpp
* system, SDL will create an internal shadow surface.
* This shadow surface will have SDL_HWPALLETE set, so
* we won't create a second shadow surface in this case.
*/
DEBUG(driver, 1, "SDL: using shadow surface");
newscreen = SDL_CALL SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, bpp, 0, 0, 0, 0);
if (newscreen == NULL) {
DEBUG(driver, 0, "SDL: Couldn't allocate a shadow surface to draw on");
return false;
}
}
/* Delay drawing for this cycle; the next cycle will redraw the whole screen */
_num_dirty_rects = 0;
@ -501,6 +635,7 @@ int VideoDriver_SDL::PollEvent()
const char *VideoDriver_SDL::Start(const char * const *parm)
{
char buf[30];
_use_hwpalette = GetDriverParamInt(parm, "hw_palette", 2);
const char *s = SdlOpen(SDL_INIT_VIDEO);
if (s != NULL) return s;

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