all repos — mgba @ 36daee6de33f8b404d6238d285a4c0d20680a35c

mGBA Game Boy Advance Emulator

src/platform/sdl/gl-sdl.c (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 "main.h"
  7
  8#include "gba/supervisor/thread.h"
  9#include "platform/opengl/gl.h"
 10
 11static void _sdlSwap(struct VideoBackend* context) {
 12	struct SDLSoftwareRenderer* renderer = (struct SDLSoftwareRenderer*) context->user;
 13#if SDL_VERSION_ATLEAST(2, 0, 0)
 14	SDL_GL_SwapWindow(renderer->window);
 15#else
 16	SDL_GL_SwapBuffers();
 17#endif
 18}
 19
 20static void _doViewport(int w, int h, struct VideoBackend* v) {
 21	v->resized(v, w, h);
 22	v->clear(v);
 23	v->swap(v);
 24	v->clear(v);
 25}
 26
 27static bool GBASDLGLInit(struct SDLSoftwareRenderer* renderer);
 28static void GBASDLGLRunloop(struct GBAThread* context, struct SDLSoftwareRenderer* renderer);
 29static void GBASDLGLDeinit(struct SDLSoftwareRenderer* renderer);
 30
 31void GBASDLGLCreate(struct SDLSoftwareRenderer* renderer) {
 32	renderer->init = GBASDLGLInit;
 33	renderer->deinit = GBASDLGLDeinit;
 34	renderer->runloop = GBASDLGLRunloop;
 35}
 36
 37bool GBASDLGLInit(struct SDLSoftwareRenderer* renderer) {
 38#ifndef COLOR_16_BIT
 39	SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
 40	SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
 41	SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
 42#else
 43	SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
 44#ifdef COLOR_5_6_5
 45	SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
 46#else
 47	SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
 48#endif
 49	SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
 50#endif
 51
 52#if SDL_VERSION_ATLEAST(2, 0, 0)
 53	renderer->window = SDL_CreateWindow(projectName, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, renderer->viewportWidth, renderer->viewportHeight, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | (SDL_WINDOW_FULLSCREEN_DESKTOP * renderer->player.fullscreen));
 54	SDL_GL_CreateContext(renderer->window);
 55	SDL_GL_SetSwapInterval(1);
 56	SDL_GetWindowSize(renderer->window, &renderer->viewportWidth, &renderer->viewportHeight);
 57	renderer->player.window = renderer->window;
 58#else
 59	SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1);
 60#ifdef COLOR_16_BIT
 61	SDL_SetVideoMode(renderer->viewportWidth, renderer->viewportHeight, 16, SDL_OPENGL);
 62#else
 63	SDL_SetVideoMode(renderer->viewportWidth, renderer->viewportHeight, 32, SDL_OPENGL);
 64#endif
 65#endif
 66
 67	renderer->d.outputBuffer = malloc(256 * 256 * BYTES_PER_PIXEL);
 68	renderer->d.outputBufferStride = 256;
 69
 70	GBAGLContextCreate(&renderer->gl);
 71	renderer->gl.d.user = renderer;
 72	renderer->gl.d.lockAspectRatio = renderer->lockAspectRatio;
 73	renderer->gl.d.filter = renderer->filter;
 74	renderer->gl.d.swap = _sdlSwap;
 75	renderer->gl.d.init(&renderer->gl.d, 0);
 76
 77	_doViewport(renderer->viewportWidth, renderer->viewportHeight, &renderer->gl.d);
 78	return true;
 79}
 80
 81void GBASDLGLRunloop(struct GBAThread* context, struct SDLSoftwareRenderer* renderer) {
 82	SDL_Event event;
 83	struct VideoBackend* v = &renderer->gl.d;
 84
 85	while (context->state < THREAD_EXITING) {
 86		while (SDL_PollEvent(&event)) {
 87			GBASDLHandleEvent(context, &renderer->player, &event);
 88#if SDL_VERSION_ATLEAST(2, 0, 0)
 89			// Event handling can change the size of the screen
 90			if (renderer->player.windowUpdated) {
 91				SDL_GetWindowSize(renderer->window, &renderer->viewportWidth, &renderer->viewportHeight);
 92				_doViewport(renderer->viewportWidth, renderer->viewportHeight, v);
 93				renderer->player.windowUpdated = 0;
 94			}
 95#endif
 96		}
 97
 98		if (GBASyncWaitFrameStart(&context->sync, context->frameskip)) {
 99			v->postFrame(v, renderer->d.outputBuffer);
100		}
101		v->drawFrame(v);
102		GBASyncWaitFrameEnd(&context->sync);
103		v->swap(v);
104	}
105}
106
107void GBASDLGLDeinit(struct SDLSoftwareRenderer* renderer) {
108	if (renderer->gl.d.deinit) {
109		renderer->gl.d.deinit(&renderer->gl.d);
110	}
111	free(renderer->d.outputBuffer);
112}