all repos — mgba @ 11eab66247ed0ac13508921a9fd6b3a3ae14ed0e

mGBA Game Boy Advance Emulator

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

  1/* Copyright (c) 2013-2015 Jeffrey Pfau
  2 *
  3 * This Source Code Form is subject to the terms of the Mozilla Public
  4 * License, v. 2.0. If a copy of the MPL was not distributed with this
  5 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
  6#include "DisplayGL.h"
  7
  8#include <QApplication>
  9#include <QResizeEvent>
 10
 11extern "C" {
 12#include "gba/supervisor/thread.h"
 13}
 14
 15using namespace QGBA;
 16
 17static const GLint _glVertices[] = {
 18	0, 0,
 19	256, 0,
 20	256, 256,
 21	0, 256
 22};
 23
 24static const GLint _glTexCoords[] = {
 25	0, 0,
 26	1, 0,
 27	1, 1,
 28	0, 1
 29};
 30
 31DisplayGL::DisplayGL(const QGLFormat& format, QWidget* parent)
 32	: Display(parent)
 33	, m_painter(new Painter(format, this))
 34	, m_started(false)
 35{
 36	setSizePolicy(QSizePolicy::MinimumExpanding, QSizePolicy::MinimumExpanding);
 37	setMinimumSize(VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS);
 38	setCursor(Qt::BlankCursor);
 39}
 40
 41void DisplayGL::startDrawing(const uint32_t* buffer, GBAThread* thread) {
 42	if (m_started) {
 43		return;
 44	}
 45	m_painter->setContext(thread);
 46	m_painter->setBacking(buffer);
 47	m_context = thread;
 48	m_painter->start();
 49	m_painter->resize(size());
 50	m_painter->move(0, 0);
 51	m_started = true;
 52
 53	lockAspectRatio(m_lockAspectRatio);
 54	filter(m_filter);
 55}
 56
 57void DisplayGL::stopDrawing() {
 58	if (m_started) {
 59		if (GBAThreadIsActive(m_context)) {
 60			GBAThreadInterrupt(m_context);
 61			GBASyncSuspendDrawing(&m_context->sync);
 62		}
 63		m_painter->stop();
 64		m_started = false;
 65		if (GBAThreadIsActive(m_context)) {
 66			GBASyncResumeDrawing(&m_context->sync);
 67			GBAThreadContinue(m_context);
 68		}
 69	}
 70}
 71
 72void DisplayGL::pauseDrawing() {
 73	if (m_started) {
 74		if (GBAThreadIsActive(m_context)) {
 75			GBAThreadInterrupt(m_context);
 76			GBASyncSuspendDrawing(&m_context->sync);
 77		}
 78		m_painter->pause();
 79		if (GBAThreadIsActive(m_context)) {
 80			GBASyncResumeDrawing(&m_context->sync);
 81			GBAThreadContinue(m_context);
 82		}
 83	}
 84}
 85
 86void DisplayGL::unpauseDrawing() {
 87	if (m_started) {
 88		if (GBAThreadIsActive(m_context)) {
 89			GBAThreadInterrupt(m_context);
 90			GBASyncSuspendDrawing(&m_context->sync);
 91		}
 92		m_painter->unpause();
 93		if (GBAThreadIsActive(m_context)) {
 94			GBASyncResumeDrawing(&m_context->sync);
 95			GBAThreadContinue(m_context);
 96		}
 97	}
 98}
 99
100void DisplayGL::forceDraw() {
101	if (m_started) {
102		m_painter->forceDraw();
103	}
104}
105
106void DisplayGL::lockAspectRatio(bool lock) {
107	m_lockAspectRatio = lock;
108	if (m_started) {
109		m_painter->lockAspectRatio(lock);
110	}
111}
112
113void DisplayGL::filter(bool filter) {
114	m_filter = filter;
115	if (m_started) {
116		m_painter->filter(filter);
117	}
118}
119
120void DisplayGL::resizeEvent(QResizeEvent* event) {
121	m_painter->resize(event->size());
122}
123
124Painter::Painter(const QGLFormat& format, QWidget* parent)
125	: QGLWidget(format, parent)
126	, m_drawTimer(nullptr)
127	, m_lockAspectRatio(false)
128	, m_filter(false)
129{
130	setMinimumSize(VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS);
131	m_size = parent->size();
132	setAutoBufferSwap(false);
133}
134
135void Painter::setContext(GBAThread* context) {
136	m_context = context;
137}
138
139void Painter::setBacking(const uint32_t* backing) {
140	m_backing = backing;
141}
142
143void Painter::resize(const QSize& size) {
144	m_size = size;
145	QWidget::resize(size);
146	if (m_drawTimer) {
147		forceDraw();
148	}
149}
150
151void Painter::lockAspectRatio(bool lock) {
152	m_lockAspectRatio = lock;
153	if (m_drawTimer) {
154		forceDraw();
155	}
156}
157
158void Painter::filter(bool filter) {
159	m_filter = filter;
160	makeCurrent();
161	if (m_filter) {
162		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
163	} else {
164		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
165	}
166	doneCurrent();
167	if (m_drawTimer) {
168		forceDraw();
169	}
170}
171
172void Painter::start() {
173	makeCurrent();
174	glEnable(GL_TEXTURE_2D);
175	glGenTextures(1, &m_tex);
176	glBindTexture(GL_TEXTURE_2D, m_tex);
177	glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
178	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
179	if (m_filter) {
180		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
181	} else {
182		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
183	}
184	glEnableClientState(GL_TEXTURE_COORD_ARRAY);
185	glEnableClientState(GL_VERTEX_ARRAY);
186	glVertexPointer(2, GL_INT, 0, _glVertices);
187	glTexCoordPointer(2, GL_INT, 0, _glTexCoords);
188	glMatrixMode(GL_PROJECTION);
189	glLoadIdentity();
190	glOrtho(0, 240, 160, 0, 0, 1);
191	glMatrixMode(GL_MODELVIEW);
192	glLoadIdentity();
193	doneCurrent();
194
195	m_drawTimer = new QTimer;
196	m_drawTimer->moveToThread(QThread::currentThread());
197	m_drawTimer->setInterval(0);
198	connect(m_drawTimer, SIGNAL(timeout()), this, SLOT(draw()));
199	m_drawTimer->start();
200}
201
202void Painter::draw() {
203	makeCurrent();
204	GBASyncWaitFrameStart(&m_context->sync, m_context->frameskip);
205	performDraw();
206	GBASyncWaitFrameEnd(&m_context->sync);
207	swapBuffers();
208	doneCurrent();
209}
210
211void Painter::forceDraw() {
212	makeCurrent();
213	glViewport(0, 0, m_size.width() * devicePixelRatio(), m_size.height() * devicePixelRatio());
214	glClear(GL_COLOR_BUFFER_BIT);
215	performDraw();
216	swapBuffers();
217	doneCurrent();
218}
219
220void Painter::stop() {
221	m_drawTimer->stop();
222	delete m_drawTimer;
223	m_drawTimer = nullptr;
224	makeCurrent();
225	glDeleteTextures(1, &m_tex);
226	glClear(GL_COLOR_BUFFER_BIT);
227	swapBuffers();
228	doneCurrent();
229}
230
231void Painter::pause() {
232	m_drawTimer->stop();
233	// Make sure both buffers are filled
234	forceDraw();
235	forceDraw();
236}
237
238void Painter::unpause() {
239	m_drawTimer->start();
240}
241
242void Painter::initializeGL() {
243	glClearColor(0, 0, 0, 0);
244	glClear(GL_COLOR_BUFFER_BIT);
245	swapBuffers();
246}
247
248void Painter::performDraw() {
249	int w = m_size.width() * devicePixelRatio();
250	int h = m_size.height() * devicePixelRatio();
251#ifndef Q_OS_MAC
252	// TODO: This seems to cause framerates to drag down to 120 FPS on OS X,
253	// even if the emulator can go faster. Look into why.
254	glViewport(0, 0, m_size.width() * devicePixelRatio(), m_size.height() * devicePixelRatio());
255	glClear(GL_COLOR_BUFFER_BIT);
256#endif
257	int drawW = w;
258	int drawH = h;
259	if (m_lockAspectRatio) {
260		if (w * 2 > h * 3) {
261			drawW = h * 3 / 2;
262		} else if (w * 2 < h * 3) {
263			drawH = w * 2 / 3;
264		}
265	}
266	glViewport((w - drawW) / 2, (h - drawH) / 2, drawW, drawH);
267#ifdef COLOR_16_BIT
268#ifdef COLOR_5_6_5
269	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, m_backing);
270#else
271	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, m_backing);
272#endif
273#else
274	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, m_backing);
275#endif
276	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
277	if (m_context->sync.videoFrameWait) {
278		glFlush();
279	}
280}