#include "debugger.h" #include "gba-thread.h" #include "gba.h" #include "sdl-audio.h" #include "sdl-events.h" #include "renderers/video-software.h" #include #ifdef __APPLE__ #include #else #include #endif #include #include #include #include #include struct GLSoftwareRenderer { struct GBAVideoSoftwareRenderer d; struct GBASDLAudio audio; struct GBASDLEvents events; GLuint tex; }; static int _GBASDLInit(struct GLSoftwareRenderer* renderer); static void _GBASDLDeinit(struct GLSoftwareRenderer* renderer); static void _GBASDLRunloop(struct GBAThread* context, struct GLSoftwareRenderer* renderer); static void _GBASDLStart(struct GBAThread* context); static void _GBASDLClean(struct GBAThread* context); static const GLint _glVertices[] = { 0, 0, 256, 0, 256, 256, 0, 256 }; static const GLint _glTexCoords[] = { 0, 0, 1, 0, 1, 1, 0, 1 }; int main(int argc, char** argv) { const char* fname = "test.rom"; if (argc > 1) { fname = argv[1]; } int fd = open(fname, O_RDONLY); if (fd < 0) { return 1; } sigset_t signals; sigaddset(&signals, SIGINT); sigaddset(&signals, SIGTRAP); pthread_sigmask(SIG_BLOCK, &signals, 0); struct GBAThread context; struct GLSoftwareRenderer renderer; GBAVideoSoftwareRendererCreate(&renderer.d); if (!_GBASDLInit(&renderer)) { return 1; } context.fd = fd; context.fname = fname; context.useDebugger = 1; context.renderer = &renderer.d.d; context.frameskip = 0; context.sync.videoFrameWait = 0; context.sync.audioWait = 1; context.startCallback = _GBASDLStart; context.cleanCallback = _GBASDLClean; context.userData = &renderer; GBAThreadStart(&context); _GBASDLRunloop(&context, &renderer); GBAThreadJoin(&context); close(fd); _GBASDLDeinit(&renderer); return 0; } static int _GBASDLInit(struct GLSoftwareRenderer* renderer) { if (SDL_Init(SDL_INIT_VIDEO) < 0) { return 0; } GBASDLInitEvents(&renderer->events); GBASDLInitAudio(&renderer->audio); SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 0); SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16); #ifdef COLOR_16_BIT SDL_SetVideoMode(240, 160, 16, SDL_OPENGL); #else SDL_SetVideoMode(240, 160, 32, SDL_OPENGL); #endif renderer->d.outputBuffer = malloc(256 * 256 * 4); renderer->d.outputBufferStride = 256; glGenTextures(1, &renderer->tex); glBindTexture(GL_TEXTURE_2D, renderer->tex); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glViewport(0, 0, 240, 160); return 1; } static void _GBASDLRunloop(struct GBAThread* context, struct GLSoftwareRenderer* renderer) { SDL_Event event; glEnable(GL_TEXTURE_2D); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(2, GL_INT, 0, _glVertices); glTexCoordPointer(2, GL_INT, 0, _glTexCoords); glMatrixMode (GL_PROJECTION); glLoadIdentity(); glOrtho(0, 240, 160, 0, 0, 1); while (context->started && (!context->debugger || context->debugger->state != DEBUGGER_EXITING)) { GBASyncWaitFrameStart(&context->sync, context->frameskip); glBindTexture(GL_TEXTURE_2D, renderer->tex); #ifdef COLOR_16_BIT glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, renderer->d.outputBuffer); #else glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, renderer->d.outputBuffer); #endif glDrawArrays(GL_TRIANGLE_FAN, 0, 4); SDL_GL_SwapBuffers(); while (SDL_PollEvent(&event)) { GBASDLHandleEvent(context, &event); } GBASyncWaitFrameEnd(&context->sync); } } static void _GBASDLDeinit(struct GLSoftwareRenderer* renderer) { free(renderer->d.outputBuffer); GBASDLDeinitEvents(&renderer->events); GBASDLDeinitAudio(&renderer->audio); SDL_Quit(); } static void _GBASDLStart(struct GBAThread* threadContext) { struct GLSoftwareRenderer* renderer = threadContext->userData; renderer->audio.audio = &threadContext->gba->audio; } static void _GBASDLClean(struct GBAThread* threadContext) { struct GLSoftwareRenderer* renderer = threadContext->userData; renderer->audio.audio = 0; }