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}
37
38void DisplayGL::startDrawing(const uint32_t* buffer, GBAThread* thread) {
39 if (m_started) {
40 return;
41 }
42 m_painter->setContext(thread);
43 m_painter->setBacking(buffer);
44 m_context = thread;
45 m_painter->start();
46 m_painter->resize(size());
47 m_painter->move(0, 0);
48 m_started = true;
49
50 lockAspectRatio(m_lockAspectRatio);
51 filter(m_filter);
52}
53
54void DisplayGL::stopDrawing() {
55 if (m_started) {
56 if (GBAThreadIsActive(m_context)) {
57 GBAThreadInterrupt(m_context);
58 GBASyncSuspendDrawing(&m_context->sync);
59 }
60 m_painter->stop();
61 m_started = false;
62 if (GBAThreadIsActive(m_context)) {
63 GBASyncResumeDrawing(&m_context->sync);
64 GBAThreadContinue(m_context);
65 }
66 }
67}
68
69void DisplayGL::pauseDrawing() {
70 if (m_started) {
71 if (GBAThreadIsActive(m_context)) {
72 GBAThreadInterrupt(m_context);
73 GBASyncSuspendDrawing(&m_context->sync);
74 }
75 m_painter->pause();
76 if (GBAThreadIsActive(m_context)) {
77 GBASyncResumeDrawing(&m_context->sync);
78 GBAThreadContinue(m_context);
79 }
80 }
81}
82
83void DisplayGL::unpauseDrawing() {
84 if (m_started) {
85 if (GBAThreadIsActive(m_context)) {
86 GBAThreadInterrupt(m_context);
87 GBASyncSuspendDrawing(&m_context->sync);
88 }
89 m_painter->unpause();
90 if (GBAThreadIsActive(m_context)) {
91 GBASyncResumeDrawing(&m_context->sync);
92 GBAThreadContinue(m_context);
93 }
94 }
95}
96
97void DisplayGL::forceDraw() {
98 if (m_started) {
99 m_painter->forceDraw();
100 }
101}
102
103void DisplayGL::lockAspectRatio(bool lock) {
104 m_lockAspectRatio = lock;
105 if (m_started) {
106 m_painter->lockAspectRatio(lock);
107 }
108}
109
110void DisplayGL::filter(bool filter) {
111 m_filter = filter;
112 if (m_started) {
113 m_painter->filter(filter);
114 }
115}
116
117void DisplayGL::resizeEvent(QResizeEvent* event) {
118 m_painter->resize(event->size());
119}
120
121Painter::Painter(const QGLFormat& format, QWidget* parent)
122 : QGLWidget(format, parent)
123 , m_drawTimer(nullptr)
124 , m_lockAspectRatio(false)
125 , m_filter(false)
126{
127 setMinimumSize(VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS);
128 m_size = parent->size();
129 setAutoBufferSwap(false);
130}
131
132void Painter::setContext(GBAThread* context) {
133 m_context = context;
134}
135
136void Painter::setBacking(const uint32_t* backing) {
137 m_backing = backing;
138}
139
140void Painter::resize(const QSize& size) {
141 m_size = size;
142 QWidget::resize(size);
143 if (m_drawTimer) {
144 forceDraw();
145 }
146}
147
148void Painter::lockAspectRatio(bool lock) {
149 m_lockAspectRatio = lock;
150 if (m_drawTimer) {
151 forceDraw();
152 }
153}
154
155void Painter::filter(bool filter) {
156 m_filter = filter;
157 makeCurrent();
158 if (m_filter) {
159 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
160 } else {
161 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
162 }
163 doneCurrent();
164 if (m_drawTimer) {
165 forceDraw();
166 }
167}
168
169void Painter::start() {
170 makeCurrent();
171 glEnable(GL_TEXTURE_2D);
172 glGenTextures(1, &m_tex);
173 glBindTexture(GL_TEXTURE_2D, m_tex);
174 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
175 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
176 if (m_filter) {
177 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
178 } else {
179 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
180 }
181 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
182 glEnableClientState(GL_VERTEX_ARRAY);
183 glVertexPointer(2, GL_INT, 0, _glVertices);
184 glTexCoordPointer(2, GL_INT, 0, _glTexCoords);
185 glMatrixMode(GL_PROJECTION);
186 glLoadIdentity();
187 glOrtho(0, 240, 160, 0, 0, 1);
188 glMatrixMode(GL_MODELVIEW);
189 glLoadIdentity();
190 doneCurrent();
191
192 m_drawTimer = new QTimer;
193 m_drawTimer->moveToThread(QThread::currentThread());
194 m_drawTimer->setInterval(0);
195 connect(m_drawTimer, SIGNAL(timeout()), this, SLOT(draw()));
196 m_drawTimer->start();
197}
198
199void Painter::draw() {
200 makeCurrent();
201 GBASyncWaitFrameStart(&m_context->sync, m_context->frameskip);
202 performDraw();
203 GBASyncWaitFrameEnd(&m_context->sync);
204 swapBuffers();
205 doneCurrent();
206}
207
208void Painter::forceDraw() {
209 makeCurrent();
210 glViewport(0, 0, m_size.width() * devicePixelRatio(), m_size.height() * devicePixelRatio());
211 glClear(GL_COLOR_BUFFER_BIT);
212 performDraw();
213 swapBuffers();
214 doneCurrent();
215}
216
217void Painter::stop() {
218 m_drawTimer->stop();
219 delete m_drawTimer;
220 m_drawTimer = nullptr;
221 makeCurrent();
222 glDeleteTextures(1, &m_tex);
223 glClear(GL_COLOR_BUFFER_BIT);
224 swapBuffers();
225 doneCurrent();
226}
227
228void Painter::pause() {
229 m_drawTimer->stop();
230 // Make sure both buffers are filled
231 forceDraw();
232 forceDraw();
233}
234
235void Painter::unpause() {
236 m_drawTimer->start();
237}
238
239void Painter::initializeGL() {
240 glClearColor(0, 0, 0, 0);
241 glClear(GL_COLOR_BUFFER_BIT);
242 swapBuffers();
243}
244
245void Painter::performDraw() {
246 int w = m_size.width() * devicePixelRatio();
247 int h = m_size.height() * devicePixelRatio();
248#ifndef Q_OS_MAC
249 // TODO: This seems to cause framerates to drag down to 120 FPS on OS X,
250 // even if the emulator can go faster. Look into why.
251 glViewport(0, 0, m_size.width() * devicePixelRatio(), m_size.height() * devicePixelRatio());
252 glClear(GL_COLOR_BUFFER_BIT);
253#endif
254 int drawW = w;
255 int drawH = h;
256 if (m_lockAspectRatio) {
257 if (w * 2 > h * 3) {
258 drawW = h * 3 / 2;
259 } else if (w * 2 < h * 3) {
260 drawH = w * 2 / 3;
261 }
262 }
263 glViewport((w - drawW) / 2, (h - drawH) / 2, drawW, drawH);
264#ifdef COLOR_16_BIT
265#ifdef COLOR_5_6_5
266 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, m_backing);
267#else
268 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, m_backing);
269#endif
270#else
271 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, m_backing);
272#endif
273 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
274 if (m_context->sync.videoFrameWait) {
275 glFlush();
276 }
277}