/* Copyright (c) 2013-2014 Jeffrey Pfau * * This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #include "main.h" static const char* _vertexShader = "attribute vec4 position;\n" "varying vec2 texCoord;\n" "void main() {\n" " gl_Position = position;\n" " texCoord = (position.st + vec2(1.0, -1.0)) * vec2(0.46875, -0.3125);\n" "}"; static const char* _fragmentShader = "varying vec2 texCoord;\n" "uniform sampler2D tex;\n" "void main() {\n" " vec4 color = texture2D(tex, texCoord);\n" " color.a = 1.;\n" " gl_FragColor = color;" "}"; static const GLfloat _vertices[] = { -1.f, -1.f, -1.f, 1.f, 1.f, 1.f, 1.f, -1.f, }; bool GBASDLInit(struct SDLSoftwareRenderer* renderer) { bcm_host_init(); renderer->display = eglGetDisplay(EGL_DEFAULT_DISPLAY); int major, minor; if (EGL_FALSE == eglInitialize(renderer->display, &major, &minor)) { printf("Failed to initialize EGL"); return false; } if (EGL_FALSE == eglBindAPI(EGL_OPENGL_ES_API)) { printf("Failed to get GLES API"); return false; } const EGLint requestConfig[] = { EGL_RED_SIZE, 5, EGL_GREEN_SIZE, 5, EGL_BLUE_SIZE, 5, EGL_ALPHA_SIZE, 1, EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_NONE }; EGLConfig config; EGLint numConfigs; if (EGL_FALSE == eglChooseConfig(renderer->display, requestConfig, &config, 1, &numConfigs)) { printf("Failed to choose EGL config\n"); return false; } const EGLint contextAttributes[] = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE }; int dispWidth = 240, dispHeight = 160, adjWidth; renderer->context = eglCreateContext(renderer->display, config, EGL_NO_CONTEXT, contextAttributes); graphics_get_display_size(0, &dispWidth, &dispHeight); adjWidth = dispHeight / 2 * 3; DISPMANX_DISPLAY_HANDLE_T display = vc_dispmanx_display_open(0); DISPMANX_UPDATE_HANDLE_T update = vc_dispmanx_update_start(0); VC_RECT_T destRect = { .x = (dispWidth - adjWidth) / 2, .y = 0, .width = adjWidth, .height = dispHeight }; VC_RECT_T srcRect = { .x = 0, .y = 0, .width = 240 << 16, .height = 160 << 16 }; DISPMANX_ELEMENT_HANDLE_T element = vc_dispmanx_element_add(update, display, 0, &destRect, 0, &srcRect, DISPMANX_PROTECTION_NONE, 0, 0, 0); vc_dispmanx_update_submit_sync(update); renderer->window.element = element; renderer->window.width = dispWidth; renderer->window.height = dispHeight; renderer->surface = eglCreateWindowSurface(renderer->display, config, &renderer->window, 0); if (EGL_FALSE == eglMakeCurrent(renderer->display, renderer->surface, renderer->surface, renderer->context)) { return false; } renderer->d.outputBuffer = memalign(16, 256 * 256 * 4); renderer->d.outputBufferStride = 256; glGenTextures(1, &renderer->tex); glBindTexture(GL_TEXTURE_2D, renderer->tex); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); renderer->fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); renderer->vertexShader = glCreateShader(GL_VERTEX_SHADER); renderer->program = glCreateProgram(); glShaderSource(renderer->fragmentShader, 1, (const GLchar**) &_fragmentShader, 0); glShaderSource(renderer->vertexShader, 1, (const GLchar**) &_vertexShader, 0); glAttachShader(renderer->program, renderer->vertexShader); glAttachShader(renderer->program, renderer->fragmentShader); char log[1024]; glCompileShader(renderer->fragmentShader); glCompileShader(renderer->vertexShader); glGetShaderInfoLog(renderer->fragmentShader, 1024, 0, log); glGetShaderInfoLog(renderer->vertexShader, 1024, 0, log); glLinkProgram(renderer->program); glGetProgramInfoLog(renderer->program, 1024, 0, log); printf("%s\n", log); renderer->texLocation = glGetUniformLocation(renderer->program, "tex"); renderer->positionLocation = glGetAttribLocation(renderer->program, "position"); glClearColor(1.f, 0.f, 0.f, 1.f); } void GBASDLRunloop(struct GBAThread* context, struct SDLSoftwareRenderer* renderer) { SDL_Event event; while (context->state < THREAD_EXITING) { while (SDL_PollEvent(&event)) { GBASDLHandleEvent(context, &renderer->events, &event); } if (GBASyncWaitFrameStart(&context->sync, context->frameskip)) { glViewport(0, 0, 240, 160); glClear(GL_COLOR_BUFFER_BIT); glUseProgram(renderer->program); glUniform1i(renderer->texLocation, 0); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, renderer->tex); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, renderer->d.outputBuffer); glVertexAttribPointer(renderer->positionLocation, 2, GL_FLOAT, GL_FALSE, 0, _vertices); glEnableVertexAttribArray(renderer->positionLocation); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glUseProgram(0); eglSwapBuffers(renderer->display, renderer->surface); } GBASyncWaitFrameEnd(&context->sync); } } void GBASDLDeinit(struct SDLSoftwareRenderer* renderer) { eglMakeCurrent(renderer->display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); eglDestroySurface(renderer->display, renderer->surface); eglDestroyContext(renderer->display, renderer->context); eglTerminate(renderer->display); bcm_host_deinit(); }