/* Copyright (c) 2013-2015 Jeffrey Pfau * * This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #include "main.h" #include "gl-common.h" #include "core/core.h" #ifdef M_CORE_GBA #include "gba/supervisor/thread.h" #endif #ifdef M_CORE_GB #include "gb/core.h" #include "gb/gb.h" #endif #include "platform/opengl/gl.h" #define GB_GBA_CENTER ((VIDEO_HORIZONTAL_PIXELS - GB_VIDEO_HORIZONTAL_PIXELS + VIDEO_HORIZONTAL_PIXELS * (VIDEO_VERTICAL_PIXELS - GB_VIDEO_VERTICAL_PIXELS)) / 2) static void _doViewport(int w, int h, struct VideoBackend* v) { v->resized(v, w, h); v->clear(v); v->swap(v); v->clear(v); } #ifdef M_CORE_GBA static bool mSDLGLInitGBA(struct mSDLRenderer* renderer); static void mSDLGLRunloopGBA(struct mSDLRenderer* renderer, void* user); static void mSDLGLDeinitGBA(struct mSDLRenderer* renderer); #endif #ifdef M_CORE_GB static bool mSDLGLInitGB(struct mSDLRenderer* renderer); static void mSDLGLRunloopGB(struct mSDLRenderer* renderer, void* user); static void mSDLGLDeinitGB(struct mSDLRenderer* renderer); #endif #ifdef M_CORE_GBA void mSDLGLCreate(struct mSDLRenderer* renderer) { renderer->init = mSDLGLInitGBA; renderer->deinit = mSDLGLDeinitGBA; renderer->runloop = mSDLGLRunloopGBA; } bool mSDLGLInitGBA(struct mSDLRenderer* renderer) { mSDLGLCommonInit(renderer); renderer->d.outputBuffer = malloc(VIDEO_HORIZONTAL_PIXELS * VIDEO_VERTICAL_PIXELS * BYTES_PER_PIXEL); renderer->d.outputBufferStride = VIDEO_HORIZONTAL_PIXELS; GBAGLContextCreate(&renderer->gl); renderer->gl.d.user = renderer; renderer->gl.d.lockAspectRatio = renderer->lockAspectRatio; renderer->gl.d.filter = renderer->filter; renderer->gl.d.swap = mSDLGLCommonSwap; renderer->gl.d.init(&renderer->gl.d, 0); _doViewport(renderer->viewportWidth, renderer->viewportHeight, &renderer->gl.d); return true; } void mSDLGLRunloopGBA(struct mSDLRenderer* renderer, void* user) { struct GBAThread* context = user; SDL_Event event; struct VideoBackend* v = &renderer->gl.d; renderer->audio.psg = &context->gba->audio.psg; while (context->state < THREAD_EXITING) { while (SDL_PollEvent(&event)) { mSDLHandleEventGBA(context, &renderer->player, &event); #if SDL_VERSION_ATLEAST(2, 0, 0) // Event handling can change the size of the screen if (renderer->player.windowUpdated) { SDL_GetWindowSize(renderer->window, &renderer->viewportWidth, &renderer->viewportHeight); _doViewport(renderer->viewportWidth, renderer->viewportHeight, v); renderer->player.windowUpdated = 0; } #endif } if (mCoreSyncWaitFrameStart(&context->sync)) { v->postFrame(v, renderer->d.outputBuffer); } mCoreSyncWaitFrameEnd(&context->sync); v->drawFrame(v); v->swap(v); } renderer->audio.psg = 0; } void mSDLGLDeinitGBA(struct mSDLRenderer* renderer) { if (renderer->gl.d.deinit) { renderer->gl.d.deinit(&renderer->gl.d); } free(renderer->d.outputBuffer); #if SDL_VERSION_ATLEAST(2, 0, 0) SDL_GL_DeleteContext(renderer->glCtx); #endif } #endif #ifdef M_CORE_GB void mSDLGLCreateGB(struct mSDLRenderer* renderer) { renderer->init = mSDLGLInitGB; renderer->deinit = mSDLGLDeinitGB; renderer->runloop = mSDLGLRunloopGB; } bool mSDLGLInitGB(struct mSDLRenderer* renderer) { mSDLGLCommonInit(renderer); // TODO: Pass texture size along renderer->outputBuffer = malloc(VIDEO_HORIZONTAL_PIXELS * VIDEO_VERTICAL_PIXELS * BYTES_PER_PIXEL); memset(renderer->outputBuffer, 0, VIDEO_HORIZONTAL_PIXELS * VIDEO_VERTICAL_PIXELS * BYTES_PER_PIXEL); renderer->core->setVideoBuffer(renderer->core, renderer->outputBuffer + GB_GBA_CENTER, VIDEO_HORIZONTAL_PIXELS); GBAGLContextCreate(&renderer->gl); renderer->gl.d.user = renderer; renderer->gl.d.lockAspectRatio = renderer->lockAspectRatio; renderer->gl.d.filter = renderer->filter; renderer->gl.d.swap = mSDLGLCommonSwap; renderer->gl.d.init(&renderer->gl.d, 0); _doViewport(renderer->viewportWidth, renderer->viewportHeight, &renderer->gl.d); return true; } void mSDLGLRunloopGB(struct mSDLRenderer* renderer, void* user) { struct mCoreThread* context = user; SDL_Event event; struct VideoBackend* v = &renderer->gl.d; renderer->audio.psg = &((struct GB*) renderer->core->board)->audio; while (context->state < THREAD_EXITING) { while (SDL_PollEvent(&event)) { mSDLHandleEvent(context, &renderer->player, &event); #if SDL_VERSION_ATLEAST(2, 0, 0) // Event handling can change the size of the screen if (renderer->player.windowUpdated) { SDL_GetWindowSize(renderer->window, &renderer->viewportWidth, &renderer->viewportHeight); _doViewport(renderer->viewportWidth, renderer->viewportHeight, v); renderer->player.windowUpdated = 0; } #endif } if (mCoreSyncWaitFrameStart(&context->sync)) { v->postFrame(v, renderer->outputBuffer); } mCoreSyncWaitFrameEnd(&context->sync); v->drawFrame(v); v->swap(v); } renderer->audio.psg = 0; } void mSDLGLDeinitGB(struct mSDLRenderer* renderer) { if (renderer->gl.d.deinit) { renderer->gl.d.deinit(&renderer->gl.d); } free(renderer->outputBuffer); #if SDL_VERSION_ATLEAST(2, 0, 0) SDL_GL_DeleteContext(renderer->glCtx); #endif } #endif