normalize with a 32-bit backing video store, matching the way we use dmaMem in the teensy build

This commit is contained in:
Jorj Bauer 2021-01-19 09:35:25 -05:00
parent 3fa600370b
commit c4954b9ec5
2 changed files with 44 additions and 17 deletions

View File

@ -7,7 +7,7 @@
#include "applevm.h"
#include "apple/appleui.h"
// FIXME should be able to omit this include and relay on the xterns, which
// FIXME should be able to omit this include and rely on the xterns, which
// would prove it's linking properly
#include "apple/font.h"
extern const unsigned char ucase_glyphs[512];
@ -37,6 +37,13 @@ const uint8_t loresPixelColors[16][3] = { { 0, 0, 0 }, // black
{ 0xFF, 0xFF, 0xFF } // white
};
#define color16To32(x) ( (((x) & 0xF800) << 8) | (((x) & 0x07E0) << 5) | (((x) & 0x001F)<<3) )
#define packColor32(x) ( (x[0] << 16) | (x[1] << 8) | (x[2]) )
// FIXME this blend could be optimized - and it's a dumb blend that
// just averages RGB values individually, rather than trying to find a
// sane blend of 2 pixels. Needs thought.
#define blendPackedColor(x,y) ( (((x) & 0xFF0000) + ((y) & 0xFF0000) / 2) + (((x) & 0x00FF00) + ((y) & 0x00FF00)) / 2 + (((x) & 0x0000FF) + ((y) & 0x0000FF)) / 2 )
SDLDisplay::SDLDisplay()
{
memset(videoBuffer, 0, sizeof(videoBuffer));
@ -63,6 +70,7 @@ SDLDisplay::~SDLDisplay()
void SDLDisplay::flush()
{
blit();
SDL_RenderPresent(renderer);
}
@ -70,7 +78,6 @@ void SDLDisplay::redraw()
{
// primarily for the device, where it's in and out of the
// bios. Draws the background image.
printf("redraw background\n");
g_ui->drawStaticUIElement(UIeOverlay);
if (g_vm && g_ui) {
@ -99,7 +106,9 @@ void SDLDisplay::drawImageOfSizeAt(const uint8_t *img,
void SDLDisplay::blit()
{
// Whole-screen blit - unimplemented here
// Whole-screen blit
AiieRect r = { 0,0,191,279 };
blit(r);
}
// Blit the videoBuffer to the display device, in the rect given
@ -111,12 +120,12 @@ void SDLDisplay::blit(AiieRect r)
for (uint16_t y=r.top*SDLDISPLAY_SCALE; y<r.bottom*SDLDISPLAY_SCALE; y++) {
for (uint16_t x=r.left*SDLDISPLAY_SCALE; x<r.right*SDLDISPLAY_SCALE; x++) {
uint8_t colorIdx = videoBuffer[y*SDLDISPLAY_WIDTH+x];
uint32_t colorIdx = videoBuffer[y][x];
uint8_t r, g, b;
r = loresPixelColors[colorIdx][0];
g = loresPixelColors[colorIdx][1];
b = loresPixelColors[colorIdx][2];
r = (colorIdx & 0xFF0000) >> 16;
g = (colorIdx & 0x00FF00) >> 8;
b = (colorIdx & 0x0000FF);
if (g_displayType == m_monochrome) {
float fv = 0.2125 * r + 0.7154 * g + 0.0721 * b;
@ -149,7 +158,11 @@ inline void putpixel(SDL_Renderer *renderer, int x, int y, uint8_t r, uint8_t g,
void SDLDisplay::drawUIPixel(uint16_t x, uint16_t y, uint16_t color)
{
drawPixel(x*SDLDISPLAY_SCALE, y, color);
for (int yoff=0; yoff<SDLDISPLAY_SCALE; yoff++) {
for (int xoff=0; xoff<SDLDISPLAY_SCALE; xoff++) {
videoBuffer[y*SDLDISPLAY_SCALE+yoff][x*SDLDISPLAY_SCALE+xoff] = color16To32(color);
}
}
}
void SDLDisplay::drawPixel(uint16_t x, uint16_t y, uint16_t color)
@ -239,6 +252,12 @@ void SDLDisplay::clrScr(uint8_t coloridx)
if (coloridx <= 16)
rgbptr = loresPixelColors[coloridx];
for (uint16_t y=0; y<SDLDISPLAY_HEIGHT; y++) {
for (uint16_t x=0; x<SDLDISPLAY_WIDTH; x++) {
videoBuffer[y][x] = packColor32(loresPixelColors[coloridx]);
}
}
SDL_SetRenderDrawColor(renderer, rgbptr[0], rgbptr[1], rgbptr[2], 255); // select a color
SDL_RenderClear(renderer); // clear it to the selected color
SDL_RenderPresent(renderer); // perform the render
@ -258,10 +277,8 @@ void SDLDisplay::cachePixel(uint16_t x, uint16_t y, uint8_t color)
// always wind up redrawing the entirety. So we can look at the pixel in
// the "shared" cell of RAM, and come up with a color between the two.
if (x&1) {
uint8_t origColor = videoBuffer[(y*SDLDISPLAY_SCALE)*SDLDISPLAY_WIDTH+(x>>1)*SDLDISPLAY_SCALE];
uint8_t newColor = (uint16_t) (origColor + color) / 2;
uint32_t origColor = videoBuffer[y][(x>>1)*SDLDISPLAY_SCALE];
uint32_t newColor = blendPackedColor(origColor, packColor32(loresPixelColors[color]));
cacheDoubleWidePixel(x>>1,y,newColor);
// Else if it's black, we leave whatever was in the other pixel.
} else {
@ -274,7 +291,7 @@ void SDLDisplay::cachePixel(uint16_t x, uint16_t y, uint8_t color)
x = (x * SDLDISPLAY_SCALE)/2;
for (int yoff=0; yoff<SDLDISPLAY_SCALE; yoff++) {
for (int xoff=0; xoff<SDLDISPLAY_SCALE; xoff++) {
videoBuffer[(y*SDLDISPLAY_SCALE+yoff)*SDLDISPLAY_WIDTH+x+xoff] = color;
videoBuffer[(y*SDLDISPLAY_SCALE+yoff)][x+xoff] = packColor32(loresPixelColors[color]);
}
}
}
@ -285,7 +302,16 @@ void SDLDisplay::cacheDoubleWidePixel(uint16_t x, uint16_t y, uint8_t color)
{
for (int yoff=0; yoff<SDLDISPLAY_SCALE; yoff++) {
for (int xoff=0; xoff<SDLDISPLAY_SCALE; xoff++) {
videoBuffer[(y*SDLDISPLAY_SCALE+yoff)*SDLDISPLAY_WIDTH+x*SDLDISPLAY_SCALE+xoff] = color;
videoBuffer[(y*SDLDISPLAY_SCALE+yoff)][x*SDLDISPLAY_SCALE+xoff] = packColor32(loresPixelColors[color]);
}
}
}
void SDLDisplay::cacheDoubleWidePixel(uint16_t x, uint16_t y, uint32_t packedColor)
{
for (int yoff=0; yoff<SDLDISPLAY_SCALE; yoff++) {
for (int xoff=0; xoff<SDLDISPLAY_SCALE; xoff++) {
videoBuffer[(y*SDLDISPLAY_SCALE+yoff)][x*SDLDISPLAY_SCALE+xoff] = packedColor;
}
}
}
@ -294,8 +320,8 @@ void SDLDisplay::cache2DoubleWidePixels(uint16_t x, uint16_t y, uint8_t colorB,
{
for (int yoff=0; yoff<SDLDISPLAY_SCALE; yoff++) {
for (int xoff=0; xoff<SDLDISPLAY_SCALE; xoff++) {
videoBuffer[(y*SDLDISPLAY_SCALE+yoff)*SDLDISPLAY_WIDTH+x*SDLDISPLAY_SCALE+2*xoff] = colorA;
videoBuffer[(y*SDLDISPLAY_SCALE+yoff)*SDLDISPLAY_WIDTH+x*SDLDISPLAY_SCALE+1+2*xoff] = colorB;
videoBuffer[(y*SDLDISPLAY_SCALE+yoff)][x*SDLDISPLAY_SCALE+2*xoff] = packColor32(loresPixelColors[colorA]);
videoBuffer[(y*SDLDISPLAY_SCALE+yoff)][x*SDLDISPLAY_SCALE+1+2*xoff] = packColor32(loresPixelColors[colorB]);
}
}
}

View File

@ -38,11 +38,12 @@ class SDLDisplay : public PhysicalDisplay {
virtual void cachePixel(uint16_t x, uint16_t y, uint8_t color);
virtual void cacheDoubleWidePixel(uint16_t x, uint16_t y, uint8_t color);
void cacheDoubleWidePixel(uint16_t x, uint16_t y, uint32_t packedColor);
virtual void cache2DoubleWidePixels(uint16_t x, uint16_t y, uint8_t colorA, uint8_t colorB);
private:
uint8_t videoBuffer[SDLDISPLAY_HEIGHT * SDLDISPLAY_WIDTH];
uint32_t videoBuffer[SDLDISPLAY_HEIGHT][SDLDISPLAY_WIDTH];
SDL_Window *screen;
SDL_Renderer *renderer;