all repos — mgba @ 2b3631dc91ec424429d4dc3259c8b8f81575bf09

mGBA Game Boy Advance Emulator

src/platform/sdl/sw-main.c (view raw)

  1#ifdef USE_CLI_DEBUGGER
  2#include "debugger/cli-debugger.h"
  3#endif
  4
  5#ifdef USE_GDB_STUB
  6#include "debugger/gdb-stub.h"
  7#endif
  8
  9#include "gba-thread.h"
 10#include "gba.h"
 11#include "renderers/video-software.h"
 12#include "sdl-audio.h"
 13#include "sdl-events.h"
 14
 15#include <SDL.h>
 16
 17#include <errno.h>
 18#include <signal.h>
 19#include <sys/time.h>
 20
 21#ifdef __ARM_NEON
 22void _neon2x(void* dest, void* src, int width, int height);
 23void _neon4x(void* dest, void* src, int width, int height);
 24#endif
 25
 26struct SoftwareRenderer {
 27	struct GBAVideoSoftwareRenderer d;
 28	struct GBASDLAudio audio;
 29	struct GBASDLEvents events;
 30#if SDL_VERSION_ATLEAST(2, 0, 0)
 31	SDL_Window* window;
 32	SDL_Texture* tex;
 33	SDL_Renderer* sdlRenderer;
 34#else
 35	int ratio;
 36#endif
 37	int viewportWidth;
 38	int viewportHeight;
 39};
 40
 41static int _GBASDLInit(struct SoftwareRenderer* renderer);
 42static void _GBASDLDeinit(struct SoftwareRenderer* renderer);
 43static void _GBASDLRunloop(struct GBAThread* context, struct SoftwareRenderer* renderer);
 44static void _GBASDLStart(struct GBAThread* context);
 45static void _GBASDLClean(struct GBAThread* context);
 46
 47int main(int argc, char** argv) {
 48	struct SoftwareRenderer renderer;
 49	GBAVideoSoftwareRendererCreate(&renderer.d);
 50
 51	struct StartupOptions opts;
 52	struct SubParser subparser;
 53	struct GraphicsOpts graphicsOpts;
 54	initParserForGraphics(&subparser, &graphicsOpts);
 55	if (!parseCommandArgs(&opts, argc, argv, &subparser)) {
 56		usage(argv[0], subparser.usage);
 57		freeOptions(&opts);
 58		return 1;
 59	}
 60
 61	renderer.viewportWidth = graphicsOpts.width;
 62	renderer.viewportHeight = graphicsOpts.height;
 63
 64	if (!_GBASDLInit(&renderer)) {
 65		freeOptions(&opts);
 66		return 1;
 67	}
 68
 69	struct GBAThread context = {
 70		.renderer = &renderer.d.d,
 71		.startCallback = _GBASDLStart,
 72		.cleanCallback = _GBASDLClean,
 73		.sync.videoFrameWait = 0,
 74		.sync.audioWait = 1,
 75		.userData = &renderer
 76	};
 77
 78	context.debugger = createDebugger(&opts);
 79
 80	GBAMapOptionsToContext(&opts, &context);
 81
 82	renderer.audio.samples = context.audioBuffers;
 83	GBASDLInitAudio(&renderer.audio);
 84
 85#if SDL_VERSION_ATLEAST(2, 0, 0)
 86	renderer.events.fullscreen = graphicsOpts.fullscreen;
 87	renderer.window = SDL_CreateWindow(PROJECT_NAME, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, renderer.viewportWidth, renderer.viewportHeight, SDL_WINDOW_OPENGL | (SDL_WINDOW_FULLSCREEN_DESKTOP * renderer.events.fullscreen));
 88	SDL_GetWindowSize(renderer.window, &renderer.viewportWidth, &renderer.viewportHeight);
 89	renderer.events.window = renderer.window;
 90	renderer.sdlRenderer = SDL_CreateRenderer(renderer.window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
 91#ifdef COLOR_16_BIT
 92#ifdef COLOR_5_6_5
 93	renderer.tex = SDL_CreateTexture(renderer.sdlRenderer, SDL_PIXELFORMAT_RGB565, SDL_TEXTUREACCESS_STREAMING, VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS);
 94#else
 95	renderer.tex = SDL_CreateTexture(renderer.sdlRenderer, SDL_PIXELFORMAT_ABGR1555, SDL_TEXTUREACCESS_STREAMING, VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS);
 96#endif
 97#else
 98	renderer.tex = SDL_CreateTexture(renderer.sdlRenderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STREAMING, VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS);
 99#endif
100
101	SDL_LockTexture(renderer.tex, 0, &renderer.d.outputBuffer, &renderer.d.outputBufferStride);
102	renderer.d.outputBufferStride /= BYTES_PER_PIXEL;
103#else
104	SDL_Surface* surface = SDL_GetVideoSurface();
105	SDL_LockSurface(surface);
106
107	renderer.ratio = graphicsOpts.multiplier;
108	if (renderer.ratio == 1) {
109		renderer.d.outputBuffer = surface->pixels;
110#ifdef COLOR_16_BIT
111		renderer.d.outputBufferStride = surface->pitch / 2;
112#else
113		renderer.d.outputBufferStride = surface->pitch / 4;
114#endif
115	} else {
116		renderer.d.outputBuffer = malloc(240 * 160 * BYTES_PER_PIXEL);
117		renderer.d.outputBufferStride = 240;
118	}
119#endif
120
121	GBAThreadStart(&context);
122
123	_GBASDLRunloop(&context, &renderer);
124
125#if !SDL_VERSION_ATLEAST(2, 0, 0)
126	SDL_UnlockSurface(surface);
127#endif
128	GBAThreadJoin(&context);
129	free(context.debugger);
130	freeOptions(&opts);
131
132	_GBASDLDeinit(&renderer);
133
134	return 0;
135}
136
137static int _GBASDLInit(struct SoftwareRenderer* renderer) {
138	if (SDL_Init(SDL_INIT_VIDEO) < 0) {
139		return 0;
140	}
141
142	GBASDLInitEvents(&renderer->events);
143
144#if !SDL_VERSION_ATLEAST(2, 0, 0)
145#ifdef COLOR_16_BIT
146	SDL_SetVideoMode(renderer->viewportWidth, renderer->viewportHeight, 16, SDL_DOUBLEBUF | SDL_HWSURFACE);
147#else
148	SDL_SetVideoMode(renderer->viewportWidth, renderer->viewportHeight, 32, SDL_DOUBLEBUF | SDL_HWSURFACE);
149#endif
150#endif
151
152	return 1;
153}
154
155static void _GBASDLRunloop(struct GBAThread* context, struct SoftwareRenderer* renderer) {
156	SDL_Event event;
157#if !SDL_VERSION_ATLEAST(2, 0, 0)
158	SDL_Surface* surface = SDL_GetVideoSurface();
159#endif
160
161	while (context->state < THREAD_EXITING) {
162		if (GBASyncWaitFrameStart(&context->sync, context->frameskip)) {
163#if SDL_VERSION_ATLEAST(2, 0, 0)
164			SDL_UnlockTexture(renderer->tex);
165			SDL_RenderCopy(renderer->sdlRenderer, renderer->tex, 0, 0);
166			SDL_RenderPresent(renderer->sdlRenderer);
167			SDL_LockTexture(renderer->tex, 0, &renderer->d.outputBuffer, &renderer->d.outputBufferStride);
168			renderer->d.outputBufferStride /= BYTES_PER_PIXEL;
169#else
170			switch (renderer->ratio) {
171#if defined(__ARM_NEON) && COLOR_16_BIT
172			case 2:
173				_neon2x(surface->pixels, renderer->d.outputBuffer, 240, 160);
174				break;
175			case 4:
176				_neon4x(surface->pixels, renderer->d.outputBuffer, 240, 160);
177				break;
178#endif
179			case 1:
180				break;
181			default:
182				abort();
183			}
184			SDL_UnlockSurface(surface);
185			SDL_Flip(surface);
186			SDL_LockSurface(surface);
187#endif
188		}
189		GBASyncWaitFrameEnd(&context->sync);
190
191		while (SDL_PollEvent(&event)) {
192			GBASDLHandleEvent(context, &renderer->events, &event);
193		}
194	}
195}
196
197static void _GBASDLDeinit(struct SoftwareRenderer* renderer) {
198	GBASDLDeinitEvents(&renderer->events);
199	GBASDLDeinitAudio(&renderer->audio);
200	SDL_Quit();
201}
202
203static void _GBASDLStart(struct GBAThread* threadContext) {
204	struct SoftwareRenderer* renderer = threadContext->userData;
205	renderer->audio.audio = &threadContext->gba->audio;
206}
207
208static void _GBASDLClean(struct GBAThread* threadContext) {
209	struct SoftwareRenderer* renderer = threadContext->userData;
210	renderer->audio.audio = 0;
211}