src/gl-main.c (view raw)
1#include "debugger.h"
2#include "gba-thread.h"
3#include "gba.h"
4#include "sdl-audio.h"
5#include "sdl-events.h"
6#include "renderers/video-software.h"
7
8#include <SDL.h>
9#ifdef __APPLE__
10#include <OpenGL/gl.h>
11#else
12#include <GL/gl.h>
13#endif
14
15#include <fcntl.h>
16#include <errno.h>
17#include <signal.h>
18#include <sys/time.h>
19#include <unistd.h>
20
21struct GLSoftwareRenderer {
22 struct GBAVideoSoftwareRenderer d;
23 struct GBASDLAudio audio;
24 struct GBASDLEvents events;
25
26 GLuint tex;
27};
28
29static int _GBASDLInit(struct GLSoftwareRenderer* renderer);
30static void _GBASDLDeinit(struct GLSoftwareRenderer* renderer);
31static void _GBASDLRunloop(struct GBAThread* context, struct GLSoftwareRenderer* renderer);
32
33static const GLint _glVertices[] = {
34 0, 0,
35 256, 0,
36 256, 256,
37 0, 256
38};
39
40static const GLint _glTexCoords[] = {
41 0, 0,
42 1, 0,
43 1, 1,
44 0, 1
45};
46
47int main(int argc, char** argv) {
48 const char* fname = "test.rom";
49 if (argc > 1) {
50 fname = argv[1];
51 }
52 int fd = open(fname, O_RDONLY);
53 if (fd < 0) {
54 return 1;
55 }
56
57 sigset_t signals;
58 sigaddset(&signals, SIGINT);
59 sigaddset(&signals, SIGTRAP);
60 pthread_sigmask(SIG_BLOCK, &signals, 0);
61
62 struct GBAThread context;
63 struct GLSoftwareRenderer renderer;
64 GBAVideoSoftwareRendererCreate(&renderer.d);
65
66 if (!_GBASDLInit(&renderer)) {
67 return 1;
68 }
69
70 context.fd = fd;
71 context.fname = fname;
72 context.useDebugger = 1;
73 context.renderer = &renderer.d.d;
74 GBAThreadStart(&context);
75 renderer.audio.audio = &context.gba->audio;
76
77 _GBASDLRunloop(&context, &renderer);
78
79 GBAThreadJoin(&context);
80 close(fd);
81
82 _GBASDLDeinit(&renderer);
83
84 return 0;
85}
86
87static int _GBASDLInit(struct GLSoftwareRenderer* renderer) {
88 if (SDL_Init(SDL_INIT_VIDEO) < 0) {
89 return 0;
90 }
91
92 GBASDLInitEvents(&renderer->events);
93 GBASDLInitAudio(&renderer->audio);
94
95 SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1);
96 SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
97 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
98 SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
99 SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
100#ifdef COLOR_16_BIT
101 SDL_SetVideoMode(240, 160, 16, SDL_OPENGL);
102#else
103 SDL_SetVideoMode(240, 160, 32, SDL_OPENGL);
104#endif
105
106 renderer->d.outputBuffer = malloc(256 * 256 * 4);
107 renderer->d.outputBufferStride = 256;
108 glGenTextures(1, &renderer->tex);
109 glBindTexture(GL_TEXTURE_2D, renderer->tex);
110 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
111 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
112 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
113 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
114 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
115
116 glViewport(0, 0, 240, 160);
117
118 return 1;
119}
120
121static void _GBASDLRunloop(struct GBAThread* context, struct GLSoftwareRenderer* renderer) {
122 SDL_Event event;
123
124 glEnable(GL_TEXTURE_2D);
125 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
126 glEnableClientState(GL_VERTEX_ARRAY);
127 glVertexPointer(2, GL_INT, 0, _glVertices);
128 glTexCoordPointer(2, GL_INT, 0, _glTexCoords);
129 glMatrixMode (GL_PROJECTION);
130 glLoadIdentity();
131 glOrtho(0, 240, 160, 0, 0, 1);
132 while (context->started && (!context->debugger || context->debugger->state != DEBUGGER_EXITING)) {
133 pthread_mutex_lock(&renderer->d.mutex);
134 if (renderer->d.d.framesPending) {
135 renderer->d.d.framesPending = 0;
136 pthread_mutex_unlock(&renderer->d.mutex);
137 glBindTexture(GL_TEXTURE_2D, renderer->tex);
138#ifdef COLOR_16_BIT
139 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, renderer->d.outputBuffer);
140#else
141 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, renderer->d.outputBuffer);
142#endif
143 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
144
145 SDL_GL_SwapBuffers();
146
147 while (SDL_PollEvent(&event)) {
148 GBASDLHandleEvent(context, &event);
149 }
150 pthread_mutex_lock(&renderer->d.mutex);
151 pthread_cond_broadcast(&renderer->d.downCond);
152 } else {
153 pthread_cond_broadcast(&renderer->d.downCond);
154 pthread_cond_wait(&renderer->d.upCond, &renderer->d.mutex);
155 }
156 pthread_mutex_unlock(&renderer->d.mutex);
157 }
158}
159
160static void _GBASDLDeinit(struct GLSoftwareRenderer* renderer) {
161 free(renderer->d.outputBuffer);
162
163 GBASDLDeinitEvents(&renderer->events);
164 GBASDLDeinitAudio(&renderer->audio);
165 SDL_Quit();
166}