1 /*
2 Simple DirectMedia Layer
3 Copyright (C) 1997-2020 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
35 extern "C" {
36 #endif
37
38 #ifndef DRAWTHREAD
39 static int32 HAIKU_UpdateOnce(SDL_Window *window);
40 #endif
41
_ToBeWin(SDL_Window * window)42 static SDL_INLINE SDL_BWin *_ToBeWin(SDL_Window *window) {
43 return ((SDL_BWin*)(window->driverdata));
44 }
45
_GetBeApp()46 static SDL_INLINE SDL_BApp *_GetBeApp() {
47 return ((SDL_BApp*)be_app);
48 }
49
HAIKU_CreateWindowFramebuffer(_THIS,SDL_Window * window,Uint32 * format,void ** pixels,int * pitch)50 int HAIKU_CreateWindowFramebuffer(_THIS, SDL_Window * window,
51 Uint32 * format,
52 void ** pixels, int *pitch) {
53 SDL_BWin *bwin = _ToBeWin(window);
54 BScreen bscreen;
55 if(!bscreen.IsValid()) {
56 return -1;
57 }
58
59 while(!bwin->Connected()) { snooze(100); }
60
61 /* Make sure we have exclusive access to frame buffer data */
62 bwin->LockBuffer();
63
64 /* format */
65 display_mode bmode;
66 bscreen.GetMode(&bmode);
67 int32 bpp = HAIKU_ColorSpaceToBitsPerPixel(bmode.space);
68 *format = HAIKU_BPPToSDLPxFormat(bpp);
69
70 /* Create the new bitmap object */
71 BBitmap *bitmap = bwin->GetBitmap();
72
73 if(bitmap) {
74 delete bitmap;
75 }
76 bitmap = new BBitmap(bwin->Bounds(), (color_space)bmode.space,
77 false, /* Views not accepted */
78 true); /* Contiguous memory required */
79
80 if(bitmap->InitCheck() != B_OK) {
81 delete bitmap;
82 return SDL_SetError("Could not initialize back buffer!");
83 }
84
85
86 bwin->SetBitmap(bitmap);
87
88 /* Set the pixel pointer */
89 *pixels = bitmap->Bits();
90
91 /* pitch = width of window, in bytes */
92 *pitch = bitmap->BytesPerRow();
93
94 bwin->SetBufferExists(true);
95 bwin->SetTrashBuffer(false);
96 bwin->UnlockBuffer();
97 return 0;
98 }
99
100
101
HAIKU_UpdateWindowFramebuffer(_THIS,SDL_Window * window,const SDL_Rect * rects,int numrects)102 int HAIKU_UpdateWindowFramebuffer(_THIS, SDL_Window * window,
103 const SDL_Rect * rects, int numrects) {
104 if(!window)
105 return 0;
106
107 SDL_BWin *bwin = _ToBeWin(window);
108
109 #ifdef DRAWTHREAD
110 bwin->LockBuffer();
111 bwin->SetBufferDirty(true);
112 bwin->UnlockBuffer();
113 #else
114 bwin->SetBufferDirty(true);
115 HAIKU_UpdateOnce(window);
116 #endif
117
118 return 0;
119 }
120
HAIKU_DrawThread(void * data)121 int32 HAIKU_DrawThread(void *data) {
122 SDL_BWin *bwin = (SDL_BWin*)data;
123
124 BScreen bscreen;
125 if(!bscreen.IsValid()) {
126 return -1;
127 }
128
129 while(bwin->ConnectionEnabled()) {
130 if( bwin->Connected() && bwin->BufferExists() && bwin->BufferIsDirty() ) {
131 bwin->LockBuffer();
132 BBitmap *bitmap = NULL;
133 bitmap = bwin->GetBitmap();
134 int32 windowPitch = bitmap->BytesPerRow();
135 int32 bufferPitch = bwin->GetRowBytes();
136 uint8 *windowpx;
137 uint8 *bufferpx;
138
139 int32 BPP = bwin->GetBytesPerPx();
140 int32 windowSub = bwin->GetFbX() * BPP +
141 bwin->GetFbY() * windowPitch;
142 clipping_rect *clips = bwin->GetClips();
143 int32 numClips = bwin->GetNumClips();
144 int i, y;
145
146 /* Blit each clipping rectangle */
147 bscreen.WaitForRetrace();
148 for(i = 0; i < numClips; ++i) {
149 /* Get addresses of the start of each clipping rectangle */
150 int32 width = clips[i].right - clips[i].left + 1;
151 int32 height = clips[i].bottom - clips[i].top + 1;
152 bufferpx = bwin->GetBufferPx() +
153 clips[i].top * bufferPitch + clips[i].left * BPP;
154 windowpx = (uint8*)bitmap->Bits() +
155 clips[i].top * windowPitch + clips[i].left * BPP -
156 windowSub;
157
158 /* Copy each row of pixels from the window buffer into the frame
159 buffer */
160 for(y = 0; y < height; ++y)
161 {
162
163 if(bwin->CanTrashWindowBuffer()) {
164 goto escape; /* Break out before the buffer is killed */
165 }
166
167 memcpy(bufferpx, windowpx, width * BPP);
168 bufferpx += bufferPitch;
169 windowpx += windowPitch;
170 }
171 }
172
173 bwin->SetBufferDirty(false);
174 escape:
175 bwin->UnlockBuffer();
176 } else {
177 snooze(16000);
178 }
179 }
180
181 return B_OK;
182 }
183
HAIKU_DestroyWindowFramebuffer(_THIS,SDL_Window * window)184 void HAIKU_DestroyWindowFramebuffer(_THIS, SDL_Window * window) {
185 SDL_BWin *bwin = _ToBeWin(window);
186
187 bwin->LockBuffer();
188
189 /* Free and clear the window buffer */
190 BBitmap *bitmap = bwin->GetBitmap();
191 delete bitmap;
192 bwin->SetBitmap(NULL);
193 bwin->SetBufferExists(false);
194 bwin->UnlockBuffer();
195 }
196
197
198 /*
199 * TODO:
200 * This was written to test if certain errors were caused by threading issues.
201 * The specific issues have since become rare enough that they may have been
202 * solved, but I doubt it- they were pretty sporadic before now.
203 */
204 #ifndef DRAWTHREAD
HAIKU_UpdateOnce(SDL_Window * window)205 static int32 HAIKU_UpdateOnce(SDL_Window *window) {
206 SDL_BWin *bwin = _ToBeWin(window);
207 BScreen bscreen;
208 if(!bscreen.IsValid()) {
209 return -1;
210 }
211
212 if(bwin->ConnectionEnabled() && bwin->Connected()) {
213 bwin->LockBuffer();
214 int32 windowPitch = window->surface->pitch;
215 int32 bufferPitch = bwin->GetRowBytes();
216 uint8 *windowpx;
217 uint8 *bufferpx;
218
219 int32 BPP = bwin->GetBytesPerPx();
220 uint8 *windowBaseAddress = (uint8*)window->surface->pixels;
221 int32 windowSub = bwin->GetFbX() * BPP +
222 bwin->GetFbY() * windowPitch;
223 clipping_rect *clips = bwin->GetClips();
224 int32 numClips = bwin->GetNumClips();
225 int i, y;
226
227 /* Blit each clipping rectangle */
228 bscreen.WaitForRetrace();
229 for(i = 0; i < numClips; ++i) {
230 /* Get addresses of the start of each clipping rectangle */
231 int32 width = clips[i].right - clips[i].left + 1;
232 int32 height = clips[i].bottom - clips[i].top + 1;
233 bufferpx = bwin->GetBufferPx() +
234 clips[i].top * bufferPitch + clips[i].left * BPP;
235 windowpx = windowBaseAddress +
236 clips[i].top * windowPitch + clips[i].left * BPP - windowSub;
237
238 /* Copy each row of pixels from the window buffer into the frame
239 buffer */
240 for(y = 0; y < height; ++y)
241 {
242 memcpy(bufferpx, windowpx, width * BPP);
243 bufferpx += bufferPitch;
244 windowpx += windowPitch;
245 }
246 }
247 bwin->UnlockBuffer();
248 }
249 return 0;
250 }
251 #endif
252
253 #ifdef __cplusplus
254 }
255 #endif
256
257 #endif /* SDL_VIDEO_DRIVER_HAIKU */
258
259 /* vi: set ts=4 sw=4 expandtab: */
260