src/platform/sdl/gl-sdl.c (view raw)
1#include "main.h"
2
3#include "gba-thread.h"
4
5#ifdef __APPLE__
6#include <OpenGL/gl.h>
7#else
8#include <GL/gl.h>
9#endif
10
11#ifdef BUILD_GL
12static const GLint _glVertices[] = {
13 0, 0,
14 256, 0,
15 256, 256,
16 0, 256
17};
18
19static const GLint _glTexCoords[] = {
20 0, 0,
21 1, 0,
22 1, 1,
23 0, 1
24};
25#endif
26
27bool GBASDLInit(struct SDLSoftwareRenderer* renderer) {
28#ifndef COLOR_16_BIT
29 SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
30 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
31 SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
32#else
33 SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
34#ifdef COLOR_5_6_5
35 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
36#else
37 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
38#endif
39 SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
40#endif
41
42#if SDL_VERSION_ATLEAST(2, 0, 0)
43 renderer->window = SDL_CreateWindow(PROJECT_NAME, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, renderer->viewportWidth, renderer->viewportHeight, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | (SDL_WINDOW_FULLSCREEN_DESKTOP * renderer->events.fullscreen));
44 SDL_GL_CreateContext(renderer->window);
45 SDL_GL_SetSwapInterval(1);
46 SDL_GetWindowSize(renderer->window, &renderer->viewportWidth, &renderer->viewportHeight);
47 renderer->events.window = renderer->window;
48#else
49 SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1);
50#ifdef COLOR_16_BIT
51 SDL_SetVideoMode(renderer->viewportWidth, renderer->viewportHeight, 16, SDL_OPENGL);
52#else
53 SDL_SetVideoMode(renderer->viewportWidth, renderer->viewportHeight, 32, SDL_OPENGL);
54#endif
55#endif
56
57 renderer->d.outputBuffer = malloc(256 * 256 * 4);
58 renderer->d.outputBufferStride = 256;
59 glGenTextures(1, &renderer->tex);
60 glBindTexture(GL_TEXTURE_2D, renderer->tex);
61 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
62 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
63 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
64#ifndef _WIN32
65 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
66 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
67#endif
68
69 glViewport(0, 0, renderer->viewportWidth, renderer->viewportHeight);
70
71 return true;
72}
73
74void GBASDLRunloop(struct GBAThread* context, struct SDLSoftwareRenderer* renderer) {
75 SDL_Event event;
76
77 glEnable(GL_TEXTURE_2D);
78 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
79 glEnableClientState(GL_VERTEX_ARRAY);
80 glVertexPointer(2, GL_INT, 0, _glVertices);
81 glTexCoordPointer(2, GL_INT, 0, _glTexCoords);
82 glMatrixMode (GL_PROJECTION);
83 glLoadIdentity();
84 glOrtho(0, 240, 160, 0, 0, 1);
85 while (context->state < THREAD_EXITING) {
86 if (GBASyncWaitFrameStart(&context->sync, context->frameskip)) {
87 glBindTexture(GL_TEXTURE_2D, renderer->tex);
88#ifdef COLOR_16_BIT
89#ifdef COLOR_5_6_5
90 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, renderer->d.outputBuffer);
91#else
92 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, renderer->d.outputBuffer);
93#endif
94#else
95 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, renderer->d.outputBuffer);
96#endif
97 if (context->sync.videoFrameWait) {
98 glFlush();
99 }
100 }
101 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
102 GBASyncWaitFrameEnd(&context->sync);
103#if SDL_VERSION_ATLEAST(2, 0, 0)
104 SDL_GL_SwapWindow(renderer->window);
105#else
106 SDL_GL_SwapBuffers();
107#endif
108
109 while (SDL_PollEvent(&event)) {
110 GBASDLHandleEvent(context, &renderer->events, &event);
111#if SDL_VERSION_ATLEAST(2, 0, 0)
112 // Event handling can change the size of the screen
113 if (renderer->events.windowUpdated) {
114 SDL_GetWindowSize(renderer->window, &renderer->viewportWidth, &renderer->viewportHeight);
115 glViewport(0, 0, renderer->viewportWidth, renderer->viewportHeight);
116 renderer->events.windowUpdated = 0;
117 }
118#endif
119 }
120 }
121}
122
123void GBASDLDeinit(struct SDLSoftwareRenderer* renderer) {
124 UNUSED(renderer);
125}