static void sdlwindow_modify_yuv(running_machine *machine, sdl_window_info *window, int dir) { int new_scale_mode = window->scale_mode; worker_param wp; const char *stemp; if (dir > 0) new_scale_mode = window->scale_mode + 1; if (dir < 0) new_scale_mode = window->scale_mode - 1; stemp = drawsdl_scale_mode_str(new_scale_mode); if (stemp==NULL) return; clear_worker_param(&wp); wp.window = window; wp.machine = machine; sdlwindow_sync(); execute_async_wait(&sdlwindow_video_window_destroy_wt, &wp); window->scale_mode = new_scale_mode; ui_popup_time(1, "Scale mode %s", stemp); mame_printf_verbose("Scale mode %s\n", stemp); sdlwindow_sync(); execute_async_wait(&complete_create_wt, &wp); sdlwindow_sync(); }
static void sdlwindow_exit(running_machine &machine) { ASSERT_MAIN_THREAD(); mame_printf_verbose("Enter sdlwindow_exit\n"); // free all the windows while (sdl_window_list != NULL) { sdl_window_info *temp = sdl_window_list; sdl_window_list = temp->next; sdlwindow_video_window_destroy(machine, temp); } // if we're multithreaded, clean up the window thread if (multithreading_enabled) { sdlwindow_sync(); } // kill the drawers (*draw.exit)(); execute_async_wait(&sdlwindow_exit_wt, NULL); if (multithreading_enabled) { osd_work_queue_wait(work_queue, 1000000); osd_work_queue_free(work_queue); } mame_printf_verbose("Leave sdlwindow_exit\n"); }
void sdl_window_info::destroy() { sdl_window_info **prevptr; ASSERT_MAIN_THREAD(); if (multithreading_enabled) { sdlwindow_sync(); } //osd_event_wait(window->rendered_event, osd_ticks_per_second()*10); // remove us from the list for (prevptr = &sdl_window_list; *prevptr != NULL; prevptr = &(*prevptr)->m_next) if (*prevptr == this) { *prevptr = this->m_next; break; } // free the textures etc execute_async_wait(&sdlwindow_video_window_destroy_wt, worker_param(this)); // free the render target, after the textures! this->machine().render().target_free(m_target); // free the event osd_event_free(m_rendered_event); // free the lock osd_lock_free(this->m_render_lock); }
int sdl_window_info::window_init() { worker_param *wp = (worker_param *) osd_malloc(sizeof(worker_param)); int result; ASSERT_MAIN_THREAD(); // set the initial maximized state // FIXME: Does not belong here sdl_options &options = downcast<sdl_options &>(m_machine.options()); m_startmaximized = options.maximize(); // add us to the list *last_window_ptr = this; last_window_ptr = &this->m_next; set_renderer(draw.create(this)); // create an event that we can use to skip blitting m_rendered_event = osd_event_alloc(FALSE, TRUE); // load the layout m_target = m_machine.render().target_alloc(); // set the specific view set_starting_view(m_index, options.view(), options.view(m_index)); // make the window title if (video_config.numscreens == 1) sprintf(m_title, "%s: %s [%s]", emulator_info::get_appname(), m_machine.system().description, m_machine.system().name); else sprintf(m_title, "%s: %s [%s] - Screen %d", emulator_info::get_appname(), m_machine.system().description, m_machine.system().name, m_index); wp->set_window(this); // FIXME: pass error back in a different way if (multithreading_enabled) { osd_work_item *wi; wi = osd_work_item_queue(work_queue, &sdl_window_info::complete_create_wt, (void *) wp, 0); sdlwindow_sync(); result = *((int *) (osd_work_item_result)(wi)); osd_work_item_release(wi); } else result = *((int *) sdl_window_info::complete_create_wt((void *) wp, 0)); // handle error conditions if (result == 1) goto error; return 0; error: destroy(); return 1; }
static void sdlwindow_video_window_destroy(running_machine *machine, sdl_window_info *window) { sdl_window_info **prevptr; worker_param wp; ASSERT_MAIN_THREAD(); if (multithreading_enabled) { sdlwindow_sync(); } //osd_event_wait(window->rendered_event, osd_ticks_per_second()*10); // remove us from the list for (prevptr = &sdl_window_list; *prevptr != NULL; prevptr = &(*prevptr)->next) if (*prevptr == window) { *prevptr = window->next; break; } // free the textures etc clear_worker_param(&wp); wp.window = window; wp.machine = machine; execute_async_wait(&sdlwindow_video_window_destroy_wt, &wp); // free the render target, after the textures! if (window->target != NULL) render_target_free(window->target); // free the event osd_event_free(window->rendered_event); // free the window itself global_free(window); }
void sdl_osd_interface::window_exit() { worker_param wp_dummy; ASSERT_MAIN_THREAD(); osd_printf_verbose("Enter sdlwindow_exit\n"); // free all the windows while (sdl_window_list != NULL) { sdl_window_info *temp = sdl_window_list; sdl_window_list = temp->m_next; temp->destroy(); // free the window itself global_free(temp); } // if we're multithreaded, clean up the window thread if (multithreading_enabled) { sdlwindow_sync(); } // kill the drawers (*draw.exit)(); execute_async_wait(&sdlwindow_exit_wt, wp_dummy); if (multithreading_enabled) { osd_work_queue_wait(work_queue, 1000000); osd_work_queue_free(work_queue); } osd_printf_verbose("Leave sdlwindow_exit\n"); }
int sdlwindow_video_window_create(running_machine &machine, int index, sdl_monitor_info *monitor, const sdl_window_config *config) { sdl_window_info *window; worker_param *wp = (worker_param *) osd_malloc(sizeof(worker_param)); int result; ASSERT_MAIN_THREAD(); clear_worker_param(wp); // allocate a new window object window = global_alloc_clear(sdl_window_info); window->maxwidth = config->width; window->maxheight = config->height; window->depth = config->depth; window->refresh = config->refresh; window->monitor = monitor; window->m_machine = &machine; window->index = index; //FIXME: these should be per_window in config-> or even better a bit set window->fullscreen = !video_config.windowed; window->prescale = video_config.prescale; // set the initial maximized state // FIXME: Does not belong here sdl_options &options = downcast<sdl_options &>(machine.options()); window->startmaximized = options.maximize(); if (!window->fullscreen) { window->windowed_width = config->width; window->windowed_height = config->height; } window->totalColors = config->totalColors; // add us to the list *last_window_ptr = window; last_window_ptr = &window->next; draw.attach(&draw, window); // create an event that we can use to skip blitting window->rendered_event = osd_event_alloc(FALSE, TRUE); // load the layout window->target = machine.render().target_alloc(); // set the specific view set_starting_view(machine, index, window, options.view(), options.view(index)); // make the window title if (video_config.numscreens == 1) sprintf(window->title, "%s: %s [%s]", emulator_info::get_appname(), machine.system().description, machine.system().name); else sprintf(window->title, "%s: %s [%s] - Screen %d", emulator_info::get_appname(), machine.system().description, machine.system().name, index); wp->window = window; if (multithreading_enabled) { osd_work_item *wi; wi = osd_work_item_queue(work_queue, &complete_create_wt, (void *) wp, 0); sdlwindow_sync(); result = *((int *) (osd_work_item_result)(wi)); osd_work_item_release(wi); } else result = *((int *) complete_create_wt((void *) wp, 0)); // handle error conditions if (result == 1) goto error; return 0; error: sdlwindow_video_window_destroy(machine, window); return 1; }
INLINE void execute_async_wait(osd_work_callback callback, worker_param *wp) { execute_async(callback, wp); sdlwindow_sync(); }
bool sdl_osd_interface::window_init() { osd_printf_verbose("Enter sdlwindow_init\n"); // determine if we are using multithreading or not multithreading_enabled = options().multithreading(); // get the main thread ID before anything else main_threadid = SDL_ThreadID(); // if multithreading, create a thread to run the windows if (multithreading_enabled) { // create a thread to run the windows from work_queue = osd_work_queue_alloc(WORK_QUEUE_FLAG_IO); if (work_queue == NULL) return false; osd_work_item_queue(work_queue, &sdlwindow_thread_id, NULL, WORK_ITEM_FLAG_AUTO_RELEASE); sdlwindow_sync(); } else { // otherwise, treat the window thread as the main thread //window_threadid = main_threadid; sdlwindow_thread_id(NULL, 0); } // initialize the drawers #if USE_OPENGL if (video_config.mode == VIDEO_MODE_OPENGL) { if (drawogl_init(machine(), &draw)) video_config.mode = VIDEO_MODE_SOFT; } #endif #if SDLMAME_SDL2 if (video_config.mode == VIDEO_MODE_SDL2ACCEL) { if (drawsdl2_init(machine(), &draw)) video_config.mode = VIDEO_MODE_SOFT; } #endif #ifdef USE_BGFX if (video_config.mode == VIDEO_MODE_BGFX) { if (drawbgfx_init(machine(), &draw)) video_config.mode = VIDEO_MODE_SOFT; } #endif if (video_config.mode == VIDEO_MODE_SOFT) { if (drawsdl_init(&draw)) return false; } #if SDLMAME_SDL2 /* We may want to set a number of the hints SDL2 provides. * The code below will document which hints were set. */ const char * hints[] = { SDL_HINT_FRAMEBUFFER_ACCELERATION, SDL_HINT_RENDER_DRIVER, SDL_HINT_RENDER_OPENGL_SHADERS, SDL_HINT_RENDER_SCALE_QUALITY, SDL_HINT_RENDER_VSYNC, SDL_HINT_VIDEO_X11_XVIDMODE, SDL_HINT_VIDEO_X11_XINERAMA, SDL_HINT_VIDEO_X11_XRANDR, SDL_HINT_GRAB_KEYBOARD, SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS, SDL_HINT_IDLE_TIMER_DISABLED, SDL_HINT_ORIENTATIONS, SDL_HINT_XINPUT_ENABLED, SDL_HINT_GAMECONTROLLERCONFIG, SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, SDL_HINT_ALLOW_TOPMOST, SDL_HINT_TIMER_RESOLUTION, #if SDL_VERSION_ATLEAST(2, 0, 2) SDL_HINT_RENDER_DIRECT3D_THREADSAFE, SDL_HINT_VIDEO_ALLOW_SCREENSAVER, SDL_HINT_ACCELEROMETER_AS_JOYSTICK, SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK, SDL_HINT_VIDEO_WIN_D3DCOMPILER, SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT, SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES, SDL_HINT_MOUSE_RELATIVE_MODE_WARP, #endif #if SDL_VERSION_ATLEAST(2, 0, 3) SDL_HINT_RENDER_DIRECT3D11_DEBUG, SDL_HINT_VIDEO_HIGHDPI_DISABLED, SDL_HINT_WINRT_PRIVACY_POLICY_URL, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL, SDL_HINT_WINRT_HANDLE_BACK_BUTTON, #endif NULL }; osd_printf_verbose("\nHints:\n"); for (int i = 0; hints[i] != NULL; i++) osd_printf_verbose("\t%-40s %s\n", hints[i], SDL_GetHint(hints[i])); #endif // set up the window list last_window_ptr = &sdl_window_list; osd_printf_verbose("Leave sdlwindow_init\n"); return true; }
static inline void execute_async_wait(osd_work_callback callback, const worker_param &wp) { execute_async(callback, wp); sdlwindow_sync(); }
int sdlwindow_video_window_create(running_machine *machine, int index, sdl_monitor_info *monitor, const sdl_window_config *config) { sdl_window_info *window; worker_param *wp = malloc(sizeof(worker_param)); char option[20]; int result; ASSERT_MAIN_THREAD(); clear_worker_param(wp); // allocate a new window object window = alloc_or_die(sdl_window_info); memset(window, 0, sizeof(*window)); window->maxwidth = config->width; window->maxheight = config->height; window->depth = config->depth; window->refresh = config->refresh; window->monitor = monitor; window->machine = machine; window->index = index; //FIXME: these should be per_window in config-> or even better a bit set window->fullscreen = !video_config.windowed; window->prescale = video_config.prescale; window->prescale_effect = video_config.prescale_effect; window->scale_mode = video_config.scale_mode; // set the initial maximized state // FIXME: Does not belong here window->startmaximized = options_get_bool(mame_options(), SDLOPTION_MAXIMIZE); if (!window->fullscreen) { window->windowed_width = config->width; window->windowed_height = config->height; } window->totalColors = config->totalColors; // add us to the list *last_window_ptr = window; last_window_ptr = &window->next; draw.attach(&draw, window); // create an event that we can use to skip blitting window->rendered_event = osd_event_alloc(FALSE, TRUE); // load the layout window->target = render_target_alloc(machine, NULL, FALSE); if (window->target == NULL) goto error; // set the specific view sprintf(option, SDLOPTION_VIEW("%d"), index); set_starting_view(machine, index, window, options_get_string(mame_options(), option)); // 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); wp->window = window; if (multithreading_enabled) { osd_work_item *wi; wi = osd_work_item_queue(work_queue, &complete_create_wt, (void *) wp, 0); sdlwindow_sync(); result = *((int *) (osd_work_item_result)(wi)); osd_work_item_release(wi); } else result = *((int *) complete_create_wt((void *) wp, 0)); // handle error conditions if (result == 1) goto error; return 0; error: sdlwindow_video_window_destroy(machine, window); return 1; }
static inline void execute_async_wait(osd_work_callback callback, std::unique_ptr<worker_param> wp) { execute_async(callback, std::move(wp)); sdlwindow_sync(); }