static void blit_to_primary(win_window_info *window, int srcwidth, int srcheight) { dd_info *dd = window->drawdata; IDirectDrawSurface7 *target = (dd->back != NULL) ? dd->back : dd->primary; win_monitor_info *monitor = winwindow_video_window_monitor(window, NULL); DDBLTFX blitfx = { sizeof(DDBLTFX) }; RECT clear, outer, dest, source; INT32 dstwidth, dstheight; HRESULT result; // compute source rect source.left = source.top = 0; source.right = srcwidth; source.bottom = srcheight; // compute outer rect -- windowed version if (!window->fullscreen) { GetClientRect(window->hwnd, &outer); ClientToScreen(window->hwnd, &((LPPOINT)&outer)[0]); ClientToScreen(window->hwnd, &((LPPOINT)&outer)[1]); // adjust to be relative to the monitor outer.left -= monitor->info.rcMonitor.left; outer.right -= monitor->info.rcMonitor.left; outer.top -= monitor->info.rcMonitor.top; outer.bottom -= monitor->info.rcMonitor.top; } // compute outer rect -- full screen version else { calc_fullscreen_margins(window, dd->primarydesc.dwWidth, dd->primarydesc.dwHeight, &outer); } // if we're respecting the aspect ratio, we need to adjust to fit dstwidth = rect_width(&outer); dstheight = rect_height(&outer); if (!video_config.hwstretch) { // trim the source if necessary if (rect_width(&outer) < srcwidth) { source.left += (srcwidth - rect_width(&outer)) / 2; source.right = source.left + rect_width(&outer); } if (rect_height(&outer) < srcheight) { source.top += (srcheight - rect_height(&outer)) / 2; source.bottom = source.top + rect_height(&outer); } // match the destination and source sizes dstwidth = srcwidth = source.right - source.left; dstheight = srcheight = source.bottom - source.top; } else if (video_config.keepaspect) { // compute the appropriate visible area render_target_compute_visible_area(window->target, rect_width(&outer), rect_height(&outer), winvideo_monitor_get_aspect(monitor), render_target_get_orientation(window->target), &dstwidth, &dstheight); } // center within dest.left = outer.left + (rect_width(&outer) - dstwidth) / 2; dest.right = dest.left + dstwidth; dest.top = outer.top + (rect_height(&outer) - dstheight) / 2; dest.bottom = dest.top + dstheight; // compare against last destination; if different, force a redraw if (dest.left != dd->lastdest.left || dest.right != dd->lastdest.right || dest.top != dd->lastdest.top || dest.bottom != dd->lastdest.bottom) { dd->lastdest = dest; update_outer_rects(dd); } // clear outer rects if we need to if (dd->clearouter != 0) { dd->clearouter--; // clear the left edge if (dest.left > outer.left) { clear = outer; clear.right = dest.left; result = IDirectDrawSurface_Blt(target, &clear, NULL, NULL, DDBLT_COLORFILL | DDBLT_WAIT, &blitfx); if (result != DD_OK) mame_printf_verbose("DirectDraw: Error %08X clearing the screen\n", (int)result); } // clear the right edge if (dest.right < outer.right) { clear = outer; clear.left = dest.right; result = IDirectDrawSurface_Blt(target, &clear, NULL, NULL, DDBLT_COLORFILL | DDBLT_WAIT, &blitfx); if (result != DD_OK) mame_printf_verbose("DirectDraw: Error %08X clearing the screen\n", (int)result); } // clear the top edge if (dest.top > outer.top) { clear = outer; clear.bottom = dest.top; result = IDirectDrawSurface_Blt(target, &clear, NULL, NULL, DDBLT_COLORFILL | DDBLT_WAIT, &blitfx); if (result != DD_OK) mame_printf_verbose("DirectDraw: Error %08X clearing the screen\n", (int)result); } // clear the bottom edge if (dest.bottom < outer.bottom) { clear = outer; clear.top = dest.bottom; result = IDirectDrawSurface_Blt(target, &clear, NULL, NULL, DDBLT_COLORFILL | DDBLT_WAIT, &blitfx); if (result != DD_OK) mame_printf_verbose("DirectDraw: Error %08X clearing the screen\n", (int)result); } } // do the blit result = IDirectDrawSurface7_Blt(target, &dest, dd->blit, &source, DDBLT_WAIT, NULL); if (result != DD_OK) mame_printf_verbose("DirectDraw: Error %08X blitting to the screen\n", (int)result); // page flip if triple buffered if (window->fullscreen && dd->back != NULL) { result = IDirectDrawSurface7_Flip(dd->primary, NULL, DDFLIP_WAIT); if (result != DD_OK) mame_printf_verbose("DirectDraw: Error %08X waiting for VBLANK\n", (int)result); } }
void winwindow_video_window_update(win_window_info *window) { int targetview, targetorient, targetlayerconfig; assert(GetCurrentThreadId() == main_threadid); mtlog_add("winwindow_video_window_update: begin"); // see if the target has changed significantly in window mode targetview = render_target_get_view(window->target); targetorient = render_target_get_orientation(window->target); targetlayerconfig = render_target_get_layer_config(window->target); if (targetview != window->targetview || targetorient != window->targetorient || targetlayerconfig != window->targetlayerconfig) { window->targetview = targetview; window->targetorient = targetorient; window->targetlayerconfig = targetlayerconfig; // in window mode, reminimize/maximize if (!window->fullscreen) { if (window->isminimized) SendMessage(window->hwnd, WM_USER_SET_MINSIZE, 0, 0); if (window->ismaximized) SendMessage(window->hwnd, WM_USER_SET_MAXSIZE, 0, 0); } } // if we're visible and running and not in the middle of a resize, draw if (window->hwnd != NULL && window->target != NULL) { int got_lock = TRUE; mtlog_add("winwindow_video_window_update: try lock"); // only block if we're throttled if (video_config.throttle || timeGetTime() - last_update_time > 250) osd_lock_acquire(window->render_lock); else got_lock = osd_lock_try(window->render_lock); // only render if we were able to get the lock if (got_lock) { const render_primitive_list *primlist; mtlog_add("winwindow_video_window_update: got lock"); // don't hold the lock; we just used it to see if rendering was still happening osd_lock_release(window->render_lock); // ensure the target bounds are up-to-date, and then get the primitives primlist = (*draw.window_get_primitives)(window); // post a redraw request with the primitive list as a parameter last_update_time = timeGetTime(); mtlog_add("winwindow_video_window_update: PostMessage start"); if (multithreading_enabled) PostMessage(window->hwnd, WM_USER_REDRAW, 0, (LPARAM)primlist); else SendMessage(window->hwnd, WM_USER_REDRAW, 0, (LPARAM)primlist); mtlog_add("winwindow_video_window_update: PostMessage end"); } } mtlog_add("winwindow_video_window_update: end"); }
static void compute_blit_surface_size(win_window_info *window) { dd_info *dd = window->drawdata; INT32 newwidth, newheight; int xscale, yscale; RECT client; // start with the minimum size render_target_get_minimum_size(window->target, &newwidth, &newheight); // get the window's client rectangle GetClientRect(window->hwnd, &client); // hardware stretch case: apply prescale if (video_config.hwstretch) { int prescale = (video_config.prescale < 1) ? 1 : video_config.prescale; // clamp the prescale to something smaller than the target bounds xscale = prescale; while (xscale > 1 && newwidth * xscale > rect_width(&client)) xscale--; yscale = prescale; while (yscale > 1 && newheight * yscale > rect_height(&client)) yscale--; } // non stretch case else { INT32 target_width = rect_width(&client); INT32 target_height = rect_height(&client); float desired_aspect = 1.0f; // compute the appropriate visible area if we're trying to keepaspect if (video_config.keepaspect) { win_monitor_info *monitor = winwindow_video_window_monitor(window, NULL); render_target_compute_visible_area(window->target, target_width, target_height, winvideo_monitor_get_aspect(monitor), render_target_get_orientation(window->target), &target_width, &target_height); desired_aspect = (float)target_width / (float)target_height; } // compute maximum integral scaling to fit the window xscale = (target_width + 2) / newwidth; yscale = (target_height + 2) / newheight; // try a little harder to keep the aspect ratio if desired if (video_config.keepaspect) { // if we could stretch more in the X direction, and that makes a better fit, bump the xscale while (newwidth * (xscale + 1) <= rect_width(&client) && better_mode(newwidth * xscale, newheight * yscale, newwidth * (xscale + 1), newheight * yscale, desired_aspect)) xscale++; // if we could stretch more in the Y direction, and that makes a better fit, bump the yscale while (newheight * (yscale + 1) <= rect_height(&client) && better_mode(newwidth * xscale, newheight * yscale, newwidth * xscale, newheight * (yscale + 1), desired_aspect)) yscale++; // now that we've maxed out, see if backing off the maximally stretched one makes a better fit if (rect_width(&client) - newwidth * xscale < rect_height(&client) - newheight * yscale) { while (xscale > 1 && better_mode(newwidth * xscale, newheight * yscale, newwidth * (xscale - 1), newheight * yscale, desired_aspect)) xscale--; } else { while (yscale > 1 && better_mode(newwidth * xscale, newheight * yscale, newwidth * xscale, newheight * (yscale - 1), desired_aspect)) yscale--; } } } // ensure at least a scale factor of 1 if (xscale == 0) xscale = 1; if (yscale == 0) yscale = 1; // apply the final scale newwidth *= xscale; newheight *= yscale; if (newwidth != dd->blitwidth || newheight != dd->blitheight) { // force some updates update_outer_rects(dd); mame_printf_verbose("DirectDraw: New blit size = %dx%d\n", newwidth, newheight); } dd->blitwidth = newwidth; dd->blitheight = newheight; }
int winwindow_video_window_create(int index, win_monitor_info *monitor, const win_window_config *config) { win_window_info *window, *win; char option[20]; assert(GetCurrentThreadId() == main_threadid); // allocate a new window object window = malloc_or_die(sizeof(*window)); memset(window, 0, sizeof(*window)); window->maxwidth = config->width; window->maxheight = config->height; window->refresh = config->refresh; window->monitor = monitor; window->fullscreen = !video_config.windowed; // see if we are safe for fullscreen window->fullscreen_safe = TRUE; for (win = win_window_list; win != NULL; win = win->next) if (win->monitor == monitor) window->fullscreen_safe = FALSE; // add us to the list *last_window_ptr = window; last_window_ptr = &window->next; // create a lock that we can use to skip blitting window->render_lock = osd_lock_alloc(); // load the layout window->target = render_target_alloc(NULL, 0); if (window->target == NULL) goto error; render_target_set_orientation(window->target, video_orientation); render_target_set_layer_config(window->target, video_config.layerconfig); // set the specific view sprintf(option, "view%d", index); set_starting_view(index, window, options_get_string(option)); // remember the current values in case they change window->targetview = render_target_get_view(window->target); window->targetorient = render_target_get_orientation(window->target); window->targetlayerconfig = render_target_get_layer_config(window->target); // make the window title if (video_config.numscreens == 1) sprintf(window->title, APPNAME ": %s [%s]", Machine->gamedrv->description, Machine->gamedrv->name); else sprintf(window->title, APPNAME ": %s [%s] - Screen %d", Machine->gamedrv->description, Machine->gamedrv->name, index); // set the initial maximized state window->startmaximized = options_get_bool("maximize"); // finish the window creation on the window thread if (multithreading_enabled) { // wait until the window thread is ready to respond to events WaitForSingleObject(window_thread_ready_event, INFINITE); PostThreadMessage(window_threadid, WM_USER_FINISH_CREATE_WINDOW, 0, (LPARAM)window); while (window->init_state == 0) Sleep(1); } else window->init_state = complete_create(window) ? -1 : 1; // handle error conditions if (window->init_state == -1) goto error; return 0; error: winwindow_video_window_destroy(window); return 1; }
static void constrain_to_aspect_ratio(win_window_info *window, RECT *rect, int adjustment) { win_monitor_info *monitor = winwindow_video_window_monitor(window, rect); INT32 extrawidth = wnd_extra_width(window); INT32 extraheight = wnd_extra_height(window); INT32 propwidth, propheight; INT32 minwidth, minheight; INT32 maxwidth, maxheight; INT32 viswidth, visheight; INT32 adjwidth, adjheight; float pixel_aspect; assert(GetCurrentThreadId() == window_threadid); // get the pixel aspect ratio for the target monitor pixel_aspect = winvideo_monitor_get_aspect(monitor); // determine the proposed width/height propwidth = rect_width(rect) - extrawidth; propheight = rect_height(rect) - extraheight; // based on which edge we are adjusting, take either the width, height, or both as gospel // and scale to fit using that as our parameter switch (adjustment) { case WMSZ_BOTTOM: case WMSZ_TOP: render_target_compute_visible_area(window->target, 10000, propheight, pixel_aspect, render_target_get_orientation(window->target), &propwidth, &propheight); break; case WMSZ_LEFT: case WMSZ_RIGHT: render_target_compute_visible_area(window->target, propwidth, 10000, pixel_aspect, render_target_get_orientation(window->target), &propwidth, &propheight); break; default: render_target_compute_visible_area(window->target, propwidth, propheight, pixel_aspect, render_target_get_orientation(window->target), &propwidth, &propheight); break; } // get the minimum width/height for the current layout render_target_get_minimum_size(window->target, &minwidth, &minheight); // clamp against the absolute minimum propwidth = MAX(propwidth, MIN_WINDOW_DIM); propheight = MAX(propheight, MIN_WINDOW_DIM); // clamp against the minimum width and height propwidth = MAX(propwidth, minwidth); propheight = MAX(propheight, minheight); // clamp against the maximum (fit on one screen for full screen mode) if (window->fullscreen) { maxwidth = rect_width(&monitor->info.rcMonitor) - extrawidth; maxheight = rect_height(&monitor->info.rcMonitor) - extraheight; } else { maxwidth = rect_width(&monitor->info.rcWork) - extrawidth; maxheight = rect_height(&monitor->info.rcWork) - extraheight; // further clamp to the maximum width/height in the window if (window->maxwidth != 0) maxwidth = MIN(maxwidth, window->maxwidth + extrawidth); if (window->maxheight != 0) maxheight = MIN(maxheight, window->maxheight + extraheight); } // clamp to the maximum propwidth = MIN(propwidth, maxwidth); propheight = MIN(propheight, maxheight); // compute the visible area based on the proposed rectangle render_target_compute_visible_area(window->target, propwidth, propheight, pixel_aspect, render_target_get_orientation(window->target), &viswidth, &visheight); // compute the adjustments we need to make adjwidth = (viswidth + extrawidth) - rect_width(rect); adjheight = (visheight + extraheight) - rect_height(rect); // based on which corner we're adjusting, constrain in different ways switch (adjustment) { case WMSZ_BOTTOM: case WMSZ_BOTTOMRIGHT: case WMSZ_RIGHT: rect->right += adjwidth; rect->bottom += adjheight; break; case WMSZ_BOTTOMLEFT: rect->left -= adjwidth; rect->bottom += adjheight; break; case WMSZ_LEFT: case WMSZ_TOPLEFT: case WMSZ_TOP: rect->left -= adjwidth; rect->top -= adjheight; break; case WMSZ_TOPRIGHT: rect->right += adjwidth; rect->top -= adjheight; break; } }
void droid_ios_video_render(render_target *our_target) { int width, height; int minwidth, minheight; int viswidth, visheight; int aspect; if(myosd_video_threaded) pthread_mutex_lock( &cond_mutex ); if(currlist==NULL) { if(!myosd_inGame) { width = viswidth = myosd_res_width; height = visheight = myosd_res_height; aspect = 0; } else if(myosd_force_pxaspect == 1) { render_target_get_minimum_size(our_target, &minwidth, &minheight); width = minwidth; height = minheight; viswidth = minwidth; visheight = minheight; aspect = 0; } else if(myosd_force_pxaspect==2) { render_target_get_minimum_size(our_target, &minwidth, &minheight); width = minwidth; height = minheight; viswidth = minwidth; visheight = minheight; int w,h; render_target_compute_visible_area(our_target,minwidth,minheight,1,render_target_get_orientation(our_target),&w, &h); if(visheight > h && abs((float)w/(float)h - 4.0f/3.0f) < 0.001)// 4/3 minimum { viswidth = w; visheight = h; } if(viswidth > h * 16.0f/9.0f && abs((float)w/(float)h - 4.0f/3.0f) < 0.001)// 16/9 maximun { viswidth = h * 16.0f/9.0f; visheight = h; } if(viswidth < w && abs((float)w/(float)h - 3.0f/4.0f) < 0.001)// 3/4 minimum { viswidth = w; visheight = h; } if(visheight > h && abs((float)w/(float)h - 3.0f/4.0f) < 0.001)// 3/4 maximun { viswidth = w ; visheight = h; } aspect = 0; #ifdef ANDROID // __android_log_print(ANDROID_LOG_DEBUG, "VIS","FIN %d, %d",viswidth,visheight); #endif } else //MAME standard { if(myosd_auto_res==1) { render_target_get_minimum_size(our_target, &width, &height); if(width > 640) { if(myosd_res_width > 640) width = myosd_res_width; else width = 640; } if(height > 480) { if(myosd_res_height > 480) height = myosd_res_height; else height = 480; } //calculate vis area to pass to GPU scaler instead MAME scaler. Performace and accurate! render_target_compute_visible_area(our_target,width,height,1,render_target_get_orientation(our_target),&viswidth, &visheight); aspect = 0; } else { width = myosd_res_width; height = myosd_res_height; viswidth = width ; visheight = height; aspect = width / height; } } if(width%2!=0)width++; // make that the size of our target render_target_set_bounds(our_target, width, height, aspect); currlist = render_target_get_primitives(our_target); curr_screen_width = width; curr_screen_height = height; curr_vis_area_screen_width = viswidth; curr_vis_area_screen_height = visheight; if(myosd_video_threaded) pthread_cond_signal( &condition_var ); else droid_ios_video_draw(); } if(myosd_video_threaded) pthread_mutex_unlock( &cond_mutex ); }
void sdlwindow_blit_surface_size(sdl_window_info *window, int window_width, int window_height) { INT32 newwidth, newheight; int xscale = 1, yscale = 1; float desired_aspect = 1.0f; INT32 target_width = window_width; INT32 target_height = window_height; // start with the minimum size render_target_get_minimum_size(window->target, &newwidth, &newheight); // compute the appropriate visible area if we're trying to keepaspect if (video_config.keepaspect) { // make sure the monitor is up-to-date sdlvideo_monitor_refresh(window->monitor); render_target_compute_visible_area(window->target, target_width, target_height, sdlvideo_monitor_get_aspect(window->monitor), render_target_get_orientation(window->target), &target_width, &target_height); desired_aspect = (float)target_width / (float)target_height; } // non-integer scaling - often gives more pleasing results in full screen if (!video_config.fullstretch) { // compute maximum integral scaling to fit the window xscale = (target_width + 2) / newwidth; yscale = (target_height + 2) / newheight; // try a little harder to keep the aspect ratio if desired if (video_config.keepaspect) { // if we could stretch more in the X direction, and that makes a better fit, bump the xscale while (newwidth * (xscale + 1) <= window_width && better_mode(newwidth * xscale, newheight * yscale, newwidth * (xscale + 1), newheight * yscale, desired_aspect)) xscale++; // if we could stretch more in the Y direction, and that makes a better fit, bump the yscale while (newheight * (yscale + 1) <= window_height && better_mode(newwidth * xscale, newheight * yscale, newwidth * xscale, newheight * (yscale + 1), desired_aspect)) yscale++; // now that we've maxed out, see if backing off the maximally stretched one makes a better fit if (window_width - newwidth * xscale < window_height - newheight * yscale) { while (better_mode(newwidth * xscale, newheight * yscale, newwidth * (xscale - 1), newheight * yscale, desired_aspect) && (xscale >= 0)) xscale--; } else { while (better_mode(newwidth * xscale, newheight * yscale, newwidth * xscale, newheight * (yscale - 1), desired_aspect) && (yscale >= 0)) yscale--; } } // ensure at least a scale factor of 1 if (xscale <= 0) xscale = 1; if (yscale <= 0) yscale = 1; // apply the final scale newwidth *= xscale; newheight *= yscale; } else { newwidth = target_width; newheight = target_height; } //FIXME: really necessary to distinguish for yuv_modes ? if ((render_target_get_layer_config(window->target) & LAYER_CONFIG_ZOOM_TO_SCREEN) && (window->scale_mode == VIDEO_SCALE_MODE_NONE )) newwidth = window_width; if ((window->blitwidth != newwidth) || (window->blitheight != newheight)) sdlwindow_clear(window); window->blitwidth = newwidth; window->blitheight = newheight; }
static void constrain_to_aspect_ratio(sdl_window_info *window, int *window_width, int *window_height, int adjustment) { INT32 extrawidth = 0; INT32 extraheight = 0; INT32 propwidth, propheight; INT32 minwidth, minheight; INT32 maxwidth, maxheight; INT32 viswidth, visheight; float pixel_aspect; // make sure the monitor is up-to-date sdlvideo_monitor_refresh(window->monitor); // get the pixel aspect ratio for the target monitor pixel_aspect = sdlvideo_monitor_get_aspect(window->monitor); // determine the proposed width/height propwidth = *window_width - extrawidth; propheight = *window_height - extraheight; // based on which edge we are adjusting, take either the width, height, or both as gospel // and scale to fit using that as our parameter switch (adjustment) { case WMSZ_BOTTOM: case WMSZ_TOP: render_target_compute_visible_area(window->target, 10000, propheight, pixel_aspect, render_target_get_orientation(window->target), &propwidth, &propheight); break; case WMSZ_LEFT: case WMSZ_RIGHT: render_target_compute_visible_area(window->target, propwidth, 10000, pixel_aspect, render_target_get_orientation(window->target), &propwidth, &propheight); break; default: render_target_compute_visible_area(window->target, propwidth, propheight, pixel_aspect, render_target_get_orientation(window->target), &propwidth, &propheight); break; } // get the minimum width/height for the current layout render_target_get_minimum_size(window->target, &minwidth, &minheight); // clamp against the absolute minimum propwidth = MAX(propwidth, MIN_WINDOW_DIM); propheight = MAX(propheight, MIN_WINDOW_DIM); // clamp against the minimum width and height propwidth = MAX(propwidth, minwidth); propheight = MAX(propheight, minheight); // clamp against the maximum (fit on one screen for full screen mode) if (window->fullscreen) { maxwidth = window->monitor->center_width - extrawidth; maxheight = window->monitor->center_height - extraheight; } else { maxwidth = window->monitor->center_width - extrawidth; maxheight = window->monitor->center_height - extraheight; // further clamp to the maximum width/height in the window if (window->maxwidth != 0) maxwidth = MIN(maxwidth, window->maxwidth + extrawidth); if (window->maxheight != 0) maxheight = MIN(maxheight, window->maxheight + extraheight); } // clamp to the maximum propwidth = MIN(propwidth, maxwidth); propheight = MIN(propheight, maxheight); // compute the visible area based on the proposed rectangle render_target_compute_visible_area(window->target, propwidth, propheight, pixel_aspect, render_target_get_orientation(window->target), &viswidth, &visheight); *window_width = viswidth; *window_height = visheight; }