all repos — mgba @ 0fd9e9ad0fd16777e2aff75b027be010cafcc865

mGBA Game Boy Advance Emulator

src/platform/qt/Display.cpp (view raw)

  1#include "Display.h"
  2
  3#include <QApplication>
  4#include <QResizeEvent>
  5
  6extern "C" {
  7#include "gba-thread.h"
  8}
  9
 10using namespace QGBA;
 11
 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
 26Display::Display(QGLFormat format, QWidget* parent)
 27	: QGLWidget(format, parent)
 28	, m_painter(nullptr)
 29	, m_drawThread(nullptr)
 30{
 31	setSizePolicy(QSizePolicy::MinimumExpanding, QSizePolicy::MinimumExpanding);
 32	setMinimumSize(VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS);
 33	setAutoBufferSwap(false);
 34	setCursor(Qt::BlankCursor);
 35}
 36
 37void Display::startDrawing(const uint32_t* buffer, GBAThread* thread) {
 38	if (m_drawThread) {
 39		return;
 40	}
 41	m_drawThread = new QThread(this);
 42	m_painter = new Painter(this);
 43	m_painter->setContext(thread);
 44	m_painter->setBacking(buffer);
 45	m_painter->moveToThread(m_drawThread);
 46	m_context = thread;
 47	doneCurrent();
 48	context()->moveToThread(m_drawThread);
 49	connect(m_drawThread, SIGNAL(started()), m_painter, SLOT(start()));
 50	m_drawThread->start(QThread::TimeCriticalPriority);
 51}
 52
 53void Display::stopDrawing() {
 54	if (m_drawThread) {
 55		QMetaObject::invokeMethod(m_painter, "stop", Qt::BlockingQueuedConnection);
 56		m_drawThread->exit();
 57		m_drawThread = nullptr;
 58	}
 59}
 60
 61void Display::forceDraw() {
 62	if (m_drawThread) {
 63		QMetaObject::invokeMethod(m_painter, "forceDraw", Qt::QueuedConnection);
 64	}
 65}
 66
 67#ifdef USE_PNG
 68void Display::screenshot() {
 69	GBAThreadInterrupt(m_context);
 70	GBAThreadTakeScreenshot(m_context);
 71	GBAThreadContinue(m_context);
 72}
 73#endif
 74
 75void Display::initializeGL() {
 76	glClearColor(0, 0, 0, 0);
 77	glClear(GL_COLOR_BUFFER_BIT);
 78	swapBuffers();
 79}
 80
 81void Display::resizeEvent(QResizeEvent* event) {
 82	if (m_drawThread) {
 83		GBAThreadInterrupt(m_context);
 84		GBASyncSuspendDrawing(&m_context->sync);
 85		QMetaObject::invokeMethod(m_painter, "resize", Qt::BlockingQueuedConnection, Q_ARG(QSize, event->size()));
 86		GBASyncResumeDrawing(&m_context->sync);
 87		GBAThreadContinue(m_context);
 88	}
 89}
 90
 91Painter::Painter(Display* parent)
 92	: m_gl(parent)
 93{
 94	m_size = parent->size();
 95}
 96
 97void Painter::setContext(GBAThread* context) {
 98	m_context = context;
 99}
100
101void Painter::setBacking(const uint32_t* backing) {
102	m_backing = backing;
103}
104
105void Painter::resize(const QSize& size) {
106	m_size = size;
107	m_gl->makeCurrent();
108	glViewport(0, 0, m_size.width() * m_gl->devicePixelRatio(), m_size.height() * m_gl->devicePixelRatio());
109	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
110	m_gl->swapBuffers();
111	m_gl->doneCurrent();
112}
113
114void Painter::start() {
115	m_gl->makeCurrent();
116	glEnable(GL_TEXTURE_2D);
117	glGenTextures(1, &m_tex);
118	glBindTexture(GL_TEXTURE_2D, m_tex);
119	glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
120	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
121	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
122	glEnableClientState(GL_TEXTURE_COORD_ARRAY);
123	glEnableClientState(GL_VERTEX_ARRAY);
124	glVertexPointer(2, GL_INT, 0, _glVertices);
125	glTexCoordPointer(2, GL_INT, 0, _glTexCoords);
126	glMatrixMode(GL_PROJECTION);
127	glLoadIdentity();
128	glOrtho(0, 240, 160, 0, 0, 1);
129	glMatrixMode(GL_MODELVIEW);
130	glLoadIdentity();
131	m_gl->doneCurrent();
132
133	m_drawTimer = new QTimer;
134	m_drawTimer->moveToThread(QThread::currentThread());
135	m_drawTimer->setInterval(0);
136	connect(m_drawTimer, SIGNAL(timeout()), this, SLOT(draw()));
137	m_drawTimer->start();
138}
139
140void Painter::draw() {
141	m_gl->makeCurrent();
142	if (GBASyncWaitFrameStart(&m_context->sync, m_context->frameskip)) {
143		glViewport(0, 0, m_size.width() * m_gl->devicePixelRatio(), m_size.height() * m_gl->devicePixelRatio());
144		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, m_backing);
145		glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
146		if (m_context->sync.videoFrameWait) {
147			glFlush();
148		}
149	}
150	GBASyncWaitFrameEnd(&m_context->sync);
151	m_gl->swapBuffers();
152	m_gl->doneCurrent();
153}
154
155void Painter::forceDraw() {
156	m_gl->makeCurrent();
157	glViewport(0, 0, m_size.width() * m_gl->devicePixelRatio(), m_size.height() * m_gl->devicePixelRatio());
158	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, m_backing);
159	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
160	if (m_context->sync.videoFrameWait) {
161		glFlush();
162	}
163	m_gl->swapBuffers();
164	m_gl->doneCurrent();
165}
166
167void Painter::stop() {
168	m_drawTimer->stop();
169	delete m_drawTimer;
170	m_gl->makeCurrent();
171	glDeleteTextures(1, &m_tex);
172	glClear(GL_COLOR_BUFFER_BIT);
173	m_gl->swapBuffers();
174	m_gl->doneCurrent();
175	m_gl->context()->moveToThread(QApplication::instance()->thread());
176}