Optimise SDL2 rendering code
Former-commit-id: 4a0e4f57a97c98bc8a930901bd1ba2125d96138b
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@ -1,11 +1,10 @@
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use sdl2::pixels::{Color, PixelFormatEnum};
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use sdl2::rect::{Point, Rect};
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use sdl2::rect::Rect;
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use sdl2::render::{TextureCreator, WindowCanvas};
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use sdl2::video::WindowContext;
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use sdl2::Sdl;
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use rustboyadvance_ng::core::gpu::{DISPLAY_HEIGHT, DISPLAY_WIDTH};
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use rustboyadvance_ng::util::FpsCounter;
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use rustboyadvance_ng::VideoInterface;
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const SCREEN_WIDTH: u32 = DISPLAY_WIDTH as u32;
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@ -15,12 +14,11 @@ const SCALE: u32 = 3; // TODO control via CLI & support window resize
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pub struct Sdl2Video {
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tc: TextureCreator<WindowContext>,
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canvas: WindowCanvas,
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fps_counter: FpsCounter,
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}
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impl Sdl2Video {
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pub fn set_window_title(&mut self, title: &str) {
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self.canvas.window_mut().set_title(&title);
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self.canvas.window_mut().set_title(&title).unwrap();
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}
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}
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@ -28,19 +26,14 @@ impl VideoInterface for Sdl2Video {
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fn render(&mut self, buffer: &[u32]) {
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let mut texture = self
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.tc
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.create_texture_target(PixelFormatEnum::RGB24, SCREEN_WIDTH, SCREEN_HEIGHT)
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.create_texture_streaming(PixelFormatEnum::BGRA32, SCREEN_WIDTH, SCREEN_HEIGHT)
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.unwrap();
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self.canvas
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.with_texture_canvas(&mut texture, |texture_canvas| {
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for y in 0i32..(SCREEN_HEIGHT as i32) {
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for x in 0i32..(SCREEN_WIDTH as i32) {
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let c = buffer[index2d!(x, y, SCREEN_WIDTH as i32) as usize];
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let color = Color::RGB((c >> 16) as u8, (c >> 8) as u8, c as u8);
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texture_canvas.set_draw_color(color);
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let _ = texture_canvas.draw_point(Point::from((x, y)));
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}
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}
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})
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texture
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.update(
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None,
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unsafe { std::mem::transmute::<&[u32], &[u8]>(buffer) },
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(SCREEN_WIDTH as usize) * 4,
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)
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.unwrap();
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self.canvas
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.copy(
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@ -72,6 +65,5 @@ pub fn create_video_interface(sdl: &Sdl) -> Sdl2Video {
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Sdl2Video {
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tc: tc,
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canvas: canvas,
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fps_counter: Default::default(),
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}
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}
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