/* 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 "Display.h" #include #include extern "C" { #include "gba/supervisor/thread.h" } using namespace QGBA; static const GLint _glVertices[] = { 0, 0, 256, 0, 256, 256, 0, 256 }; static const GLint _glTexCoords[] = { 0, 0, 1, 0, 1, 1, 0, 1 }; Display::Display(QGLFormat format, QWidget* parent) : QGLWidget(format, parent) , m_painter(nullptr) , m_started(false) { setSizePolicy(QSizePolicy::MinimumExpanding, QSizePolicy::MinimumExpanding); setMinimumSize(VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS); setAutoBufferSwap(false); setCursor(Qt::BlankCursor); } void Display::startDrawing(const uint32_t* buffer, GBAThread* thread) { if (m_started) { return; } m_painter = new Painter(this); m_painter->setContext(thread); m_painter->setBacking(buffer); m_context = thread; doneCurrent(); m_painter->start(); m_started = true; lockAspectRatio(m_lockAspectRatio); filter(m_filter); } void Display::stopDrawing() { if (m_started) { if (GBAThreadIsActive(m_context)) { GBAThreadInterrupt(m_context); GBASyncSuspendDrawing(&m_context->sync); } m_painter->stop(); m_started = false; if (GBAThreadIsActive(m_context)) { GBASyncResumeDrawing(&m_context->sync); GBAThreadContinue(m_context); } } } void Display::pauseDrawing() { if (m_started) { if (GBAThreadIsActive(m_context)) { GBAThreadInterrupt(m_context); GBASyncSuspendDrawing(&m_context->sync); } m_painter->pause(); if (GBAThreadIsActive(m_context)) { GBASyncResumeDrawing(&m_context->sync); GBAThreadContinue(m_context); } } } void Display::unpauseDrawing() { if (m_started) { if (GBAThreadIsActive(m_context)) { GBAThreadInterrupt(m_context); GBASyncSuspendDrawing(&m_context->sync); } m_painter->unpause(); if (GBAThreadIsActive(m_context)) { GBASyncResumeDrawing(&m_context->sync); GBAThreadContinue(m_context); } } } void Display::forceDraw() { if (m_started) { m_painter->forceDraw(); } } void Display::lockAspectRatio(bool lock) { m_lockAspectRatio = lock; if (m_started) { m_painter->lockAspectRatio(lock); } } void Display::filter(bool filter) { m_filter = filter; if (m_started) { m_painter->filter(filter); } } #ifdef USE_PNG void Display::screenshot() { GBAThreadInterrupt(m_context); GBAThreadTakeScreenshot(m_context); GBAThreadContinue(m_context); } #endif void Display::initializeGL() { glClearColor(0, 0, 0, 0); glClear(GL_COLOR_BUFFER_BIT); swapBuffers(); } void Display::resizeEvent(QResizeEvent* event) { if (m_started) { GBAThreadInterrupt(m_context); GBASyncSuspendDrawing(&m_context->sync); m_painter->resize(event->size()); GBASyncResumeDrawing(&m_context->sync); GBAThreadContinue(m_context); } } Painter::Painter(Display* parent) : m_gl(parent) , m_lockAspectRatio(false) , m_filter(false) { m_size = parent->size(); } void Painter::setContext(GBAThread* context) { m_context = context; } void Painter::setBacking(const uint32_t* backing) { m_backing = backing; } void Painter::resize(const QSize& size) { m_size = size; forceDraw(); forceDraw(); } void Painter::lockAspectRatio(bool lock) { m_lockAspectRatio = lock; forceDraw(); forceDraw(); } void Painter::filter(bool filter) { m_filter = filter; m_gl->makeCurrent(); if (m_filter) { glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); } else { glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); } m_gl->doneCurrent(); forceDraw(); } void Painter::start() { m_gl->makeCurrent(); glEnable(GL_TEXTURE_2D); glGenTextures(1, &m_tex); glBindTexture(GL_TEXTURE_2D, m_tex); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); if (m_filter) { glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); } else { glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); } glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(2, GL_INT, 0, _glVertices); glTexCoordPointer(2, GL_INT, 0, _glTexCoords); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, 240, 160, 0, 0, 1); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); m_gl->doneCurrent(); m_drawTimer = new QTimer; m_drawTimer->moveToThread(QThread::currentThread()); m_drawTimer->setInterval(0); connect(m_drawTimer, SIGNAL(timeout()), this, SLOT(draw())); m_drawTimer->start(); } void Painter::draw() { m_gl->makeCurrent(); GBASyncWaitFrameStart(&m_context->sync, m_context->frameskip); performDraw(); GBASyncWaitFrameEnd(&m_context->sync); m_gl->swapBuffers(); m_gl->doneCurrent(); } void Painter::forceDraw() { m_gl->makeCurrent(); glViewport(0, 0, m_size.width() * m_gl->devicePixelRatio(), m_size.height() * m_gl->devicePixelRatio()); glClear(GL_COLOR_BUFFER_BIT); performDraw(); m_gl->swapBuffers(); m_gl->doneCurrent(); } void Painter::stop() { m_drawTimer->stop(); delete m_drawTimer; m_gl->makeCurrent(); glDeleteTextures(1, &m_tex); glClear(GL_COLOR_BUFFER_BIT); m_gl->swapBuffers(); m_gl->doneCurrent(); m_gl->context()->moveToThread(QApplication::instance()->thread()); } void Painter::pause() { m_drawTimer->stop(); // Make sure both buffers are filled forceDraw(); forceDraw(); } void Painter::unpause() { m_drawTimer->start(); } void Painter::performDraw() { int w = m_size.width() * m_gl->devicePixelRatio(); int h = m_size.height() * m_gl->devicePixelRatio(); #ifndef Q_OS_MAC // TODO: This seems to cause framerates to drag down to 120 FPS on OS X, // even if the emulator can go faster. Look into why. glViewport(0, 0, m_size.width() * m_gl->devicePixelRatio(), m_size.height() * m_gl->devicePixelRatio()); glClear(GL_COLOR_BUFFER_BIT); #endif int drawW = w; int drawH = h; if (m_lockAspectRatio) { if (w * 2 > h * 3) { drawW = h * 3 / 2; } else if (w * 2 < h * 3) { drawH = w * 2 / 3; } } glViewport((w - drawW) / 2, (h - drawH) / 2, drawW, drawH); #ifdef COLOR_16_BIT #ifdef COLOR_5_6_5 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, m_backing); #else glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, m_backing); #endif #else glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, m_backing); #endif glDrawArrays(GL_TRIANGLE_FAN, 0, 4); if (m_context->sync.videoFrameWait) { glFlush(); } }