src/platform/sdl/egl-main.c (view raw)
1#include "debugger.h"
2#include "gba-thread.h"
3#include "gba.h"
4#include "renderers/video-software.h"
5#include "sdl-audio.h"
6#include "sdl-events.h"
7
8#include <SDL/SDL.h>
9#include <GLES2/gl2.h>
10#include <EGL/egl.h>
11
12#include <bcm_host.h>
13
14#include <errno.h>
15#include <fcntl.h>
16#include <malloc.h>
17#include <signal.h>
18#include <sys/time.h>
19#include <unistd.h>
20
21struct GBAVideoEGLRenderer {
22 struct GBAVideoSoftwareRenderer d;
23 struct GBASDLAudio audio;
24 struct GBASDLEvents events;
25
26 EGLDisplay display;
27 EGLSurface surface;
28 EGLContext context;
29 EGL_DISPMANX_WINDOW_T window;
30 GLuint tex;
31 GLuint fragmentShader;
32 GLuint vertexShader;
33 GLuint program;
34 GLuint bufferObject;
35 GLuint texLocation;
36 GLuint positionLocation;
37};
38
39static const char* _vertexShader =
40 "attribute vec4 position;\n"
41 "varying vec2 texCoord;\n"
42
43 "void main() {\n"
44 " gl_Position = position;\n"
45 " texCoord = (position.st + vec2(1.0, -1.0)) * vec2(0.46875, -0.3125);\n"
46 "}";
47
48static const char* _fragmentShader =
49 "varying vec2 texCoord;\n"
50 "uniform sampler2D tex;\n"
51
52 "void main() {\n"
53 " gl_FragColor = texture2D(tex, texCoord);\n"
54 "}";
55
56static const GLfloat _vertices[] = {
57 -1.f, -1.f,
58 -1.f, 1.f,
59 1.f, 1.f,
60 1.f, -1.f,
61};
62
63static int _GBAEGLInit(struct GBAVideoEGLRenderer* renderer);
64static void _GBAEGLDeinit(struct GBAVideoEGLRenderer* renderer);
65static void _GBAEGLRunloop(struct GBAThread* context, struct GBAVideoEGLRenderer* renderer);
66static void _GBASDLStart(struct GBAThread* context);
67static void _GBASDLClean(struct GBAThread* context);
68
69int main(int argc, char** argv) {
70 const char* fname = "test.rom";
71 if (argc > 1) {
72 fname = argv[1];
73 }
74 int fd = open(fname, O_RDONLY);
75 if (fd < 0) {
76 return 1;
77 }
78
79 struct GBAVideoEGLRenderer renderer;
80
81 if (!_GBAEGLInit(&renderer)) {
82 return 1;
83 }
84 GBAVideoSoftwareRendererCreate(&renderer.d);
85
86 struct GBAThread context = {
87 .fd = fd,
88 .fname = fname,
89 .biosFd = -1,
90 .useDebugger = 0,
91 .renderer = &renderer.d.d,
92 .frameskip = 0,
93 .sync.videoFrameWait = 0,
94 .sync.audioWait = 0,
95 .startCallback = _GBASDLStart,
96 .cleanCallback = _GBASDLClean,
97 .userData = &renderer
98 };
99 GBAThreadStart(&context);
100
101 _GBAEGLRunloop(&context, &renderer);
102
103 GBAThreadJoin(&context);
104 close(fd);
105
106 _GBAEGLDeinit(&renderer);
107
108 return 0;
109}
110
111static int _GBAEGLInit(struct GBAVideoEGLRenderer* renderer) {
112 if (SDL_Init(SDL_INIT_JOYSTICK) < 0) {
113 return 0;
114 }
115
116 GBASDLInitEvents(&renderer->events);
117 GBASDLInitAudio(&renderer->audio);
118
119 bcm_host_init();
120 renderer->display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
121 int major, minor;
122 if (EGL_FALSE == eglInitialize(renderer->display, &major, &minor)) {
123 printf("Failed to initialize EGL");
124 return 0;
125 }
126
127 if (EGL_FALSE == eglBindAPI(EGL_OPENGL_ES_API)) {
128 printf("Failed to get GLES API");
129 return 0;
130 }
131
132 const EGLint requestConfig[] = {
133 EGL_RED_SIZE, 5,
134 EGL_GREEN_SIZE, 5,
135 EGL_BLUE_SIZE, 5,
136 EGL_ALPHA_SIZE, 1,
137 EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
138 EGL_NONE
139 };
140
141 EGLConfig config;
142 EGLint numConfigs;
143
144 if (EGL_FALSE == eglChooseConfig(renderer->display, requestConfig, &config, 1, &numConfigs)) {
145 printf("Failed to choose EGL config\n");
146 return 0;
147 }
148
149 const EGLint contextAttributes[] = {
150 EGL_CONTEXT_CLIENT_VERSION, 2,
151 EGL_NONE
152 };
153
154 int dispWidth = 240, dispHeight = 160, adjWidth;
155 renderer->context = eglCreateContext(renderer->display, config, EGL_NO_CONTEXT, contextAttributes);
156 graphics_get_display_size(0, &dispWidth, &dispHeight);
157 adjWidth = dispHeight / 2 * 3;
158
159 DISPMANX_DISPLAY_HANDLE_T display = vc_dispmanx_display_open(0);
160 DISPMANX_UPDATE_HANDLE_T update = vc_dispmanx_update_start(0);
161
162 VC_RECT_T destRect = {
163 .x = (dispWidth - adjWidth) / 2,
164 .y = 0,
165 .width = adjWidth,
166 .height = dispHeight
167 };
168
169 VC_RECT_T srcRect = {
170 .x = 0,
171 .y = 0,
172 .width = 240 << 16,
173 .height = 160 << 16
174 };
175
176 DISPMANX_ELEMENT_HANDLE_T element = vc_dispmanx_element_add(update, display, 0, &destRect, 0, &srcRect, DISPMANX_PROTECTION_NONE, 0, 0, 0);
177 vc_dispmanx_update_submit_sync(update);
178
179 renderer->window.element = element;
180 renderer->window.width = dispWidth;
181 renderer->window.height = dispHeight;
182
183 renderer->surface = eglCreateWindowSurface(renderer->display, config, &renderer->window, 0);
184 if (EGL_FALSE == eglMakeCurrent(renderer->display, renderer->surface, renderer->surface, renderer->context)) {
185 return 0;
186 }
187
188 renderer->d.outputBuffer = memalign(16, 256 * 256 * 4);
189 renderer->d.outputBufferStride = 256;
190 glGenTextures(1, &renderer->tex);
191 glBindTexture(GL_TEXTURE_2D, renderer->tex);
192 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
193 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
194 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
195 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
196 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
197 renderer->fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
198 renderer->vertexShader = glCreateShader(GL_VERTEX_SHADER);
199 renderer->program = glCreateProgram();
200
201 glShaderSource(renderer->fragmentShader, 1, (const GLchar**) &_fragmentShader, 0);
202 glShaderSource(renderer->vertexShader, 1, (const GLchar**) &_vertexShader, 0);
203 glAttachShader(renderer->program, renderer->vertexShader);
204 glAttachShader(renderer->program, renderer->fragmentShader);
205 char log[1024];
206 glCompileShader(renderer->fragmentShader);
207 glCompileShader(renderer->vertexShader);
208 glGetShaderInfoLog(renderer->fragmentShader, 1024, 0, log);
209 glGetShaderInfoLog(renderer->vertexShader, 1024, 0, log);
210 glLinkProgram(renderer->program);
211 glGetProgramInfoLog(renderer->program, 1024, 0, log);
212 printf("%s\n", log);
213 renderer->texLocation = glGetUniformLocation(renderer->program, "tex");
214 renderer->positionLocation = glGetAttribLocation(renderer->program, "position");
215 glClearColor(1.f, 0.f, 0.f, 1.f);
216 return 1;
217}
218
219static void _GBAEGLRunloop(struct GBAThread* context, struct GBAVideoEGLRenderer* renderer) {
220 SDL_Event event;
221
222 while (context->state < THREAD_EXITING) {
223 if (GBASyncWaitFrameStart(&context->sync, context->frameskip)) {
224 glViewport(0, 0, 240, 160);
225 glClear(GL_COLOR_BUFFER_BIT);
226 glUseProgram(renderer->program);
227 glUniform1i(renderer->texLocation, 0);
228 glActiveTexture(GL_TEXTURE0);
229 glBindTexture(GL_TEXTURE_2D, renderer->tex);
230 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, renderer->d.outputBuffer);
231 glVertexAttribPointer(renderer->positionLocation, 2, GL_FLOAT, GL_FALSE, 0, _vertices);
232 glEnableVertexAttribArray(renderer->positionLocation);
233 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
234 glUseProgram(0);
235 eglSwapBuffers(renderer->display, renderer->surface);
236 }
237 GBASyncWaitFrameEnd(&context->sync);
238
239 while (SDL_PollEvent(&event)) {
240 GBASDLHandleEvent(context, &event);
241 }
242 }
243}
244
245static void _GBAEGLDeinit(struct GBAVideoEGLRenderer* renderer) {
246 eglMakeCurrent(renderer->display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
247 eglDestroySurface(renderer->display, renderer->surface);
248 eglDestroyContext(renderer->display, renderer->context);
249 eglTerminate(renderer->display);
250
251 GBASDLDeinitEvents(&renderer->events);
252 GBASDLDeinitAudio(&renderer->audio);
253 SDL_Quit();
254
255 bcm_host_deinit();
256}
257
258static void _GBASDLStart(struct GBAThread* threadContext) {
259 struct GBAVideoEGLRenderer* renderer = threadContext->userData;
260 renderer->audio.audio = &threadContext->gba->audio;
261}
262
263static void _GBASDLClean(struct GBAThread* threadContext) {
264 struct GBAVideoEGLRenderer* renderer = threadContext->userData;
265 renderer->audio.audio = 0;
266}