src/platform/sdl/gl-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 "gba-config.h"
12#include "sdl-audio.h"
13#include "sdl-events.h"
14#include "renderers/video-software.h"
15#include "platform/commandline.h"
16#include "util/configuration.h"
17
18#include <SDL.h>
19#ifdef __APPLE__
20#include <OpenGL/gl.h>
21#else
22#include <GL/gl.h>
23#endif
24
25#include <errno.h>
26#include <signal.h>
27#include <sys/time.h>
28
29#define PORT "sdl-gl"
30
31struct GLSoftwareRenderer {
32 struct GBAVideoSoftwareRenderer d;
33 struct GBASDLAudio audio;
34 struct GBASDLEvents events;
35#if SDL_VERSION_ATLEAST(2, 0, 0)
36 SDL_Window* window;
37#endif
38
39 int viewportWidth;
40 int viewportHeight;
41 GLuint tex;
42};
43
44static int _GBASDLInit(struct GLSoftwareRenderer* renderer);
45static void _GBASDLDeinit(struct GLSoftwareRenderer* renderer);
46static void _GBASDLRunloop(struct GBAThread* context, struct GLSoftwareRenderer* renderer);
47static void _GBASDLStart(struct GBAThread* context);
48static void _GBASDLClean(struct GBAThread* context);
49
50static const GLint _glVertices[] = {
51 0, 0,
52 256, 0,
53 256, 256,
54 0, 256
55};
56
57static const GLint _glTexCoords[] = {
58 0, 0,
59 1, 0,
60 1, 1,
61 0, 1
62};
63
64int main(int argc, char** argv) {
65 struct GLSoftwareRenderer renderer;
66 GBAVideoSoftwareRendererCreate(&renderer.d);
67
68 struct GBAConfig config;
69 GBAConfigInit(&config, PORT);
70 GBAConfigLoad(&config);
71
72 struct GBAOptions opts = {
73 .audioBuffers = 512,
74 .videoSync = false,
75 .audioSync = true,
76 };
77 GBAConfigLoadDefaults(&config, &opts);
78
79 struct GBAArguments args = {};
80 struct GraphicsOpts graphicsOpts = {};
81
82 struct SubParser subparser;
83
84 GBAConfigMap(&config, &opts);
85
86 initParserForGraphics(&subparser, &graphicsOpts);
87 if (!parseArguments(&args, &config, argc, argv, &subparser)) {
88 usage(argv[0], subparser.usage);
89 freeArguments(&args);
90 GBAConfigFreeOpts(&opts);
91 GBAConfigDeinit(&config);
92 return 1;
93 }
94
95 renderer.viewportWidth = opts.width;
96 renderer.viewportHeight = opts.height;
97#if SDL_VERSION_ATLEAST(2, 0, 0)
98 renderer.events.fullscreen = opts.fullscreen;
99 renderer.events.windowUpdated = 0;
100#endif
101
102 if (!_GBASDLInit(&renderer)) {
103 freeArguments(&args);
104 GBAConfigFreeOpts(&opts);
105 GBAConfigDeinit(&config);
106 return 1;
107 }
108
109 struct GBAThread context = {
110 .renderer = &renderer.d.d,
111 .startCallback = _GBASDLStart,
112 .cleanCallback = _GBASDLClean,
113 .userData = &renderer
114 };
115
116 context.debugger = createDebugger(&args);
117
118 GBAMapOptionsToContext(&opts, &context);
119 GBAMapArgumentsToContext(&args, &context);
120
121 renderer.audio.samples = context.audioBuffers;
122 GBASDLInitAudio(&renderer.audio);
123
124 renderer.events.bindings = &context.inputMap;
125 GBASDLInitEvents(&renderer.events);
126 GBASDLEventsLoadConfig(&renderer.events, &config.configTable); // TODO: Don't use this directly
127
128 GBAThreadStart(&context);
129
130 _GBASDLRunloop(&context, &renderer);
131
132 GBAThreadJoin(&context);
133 freeArguments(&args);
134 GBAConfigFreeOpts(&opts);
135 GBAConfigDeinit(&config);
136 free(context.debugger);
137
138 _GBASDLDeinit(&renderer);
139
140 return 0;
141}
142
143static int _GBASDLInit(struct GLSoftwareRenderer* renderer) {
144 if (SDL_Init(SDL_INIT_VIDEO) < 0) {
145 return 0;
146 }
147
148#ifndef COLOR_16_BIT
149 SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
150 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
151 SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
152#else
153 SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
154#ifdef COLOR_5_6_5
155 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
156#else
157 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
158#endif
159 SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
160#endif
161
162#if SDL_VERSION_ATLEAST(2, 0, 0)
163 renderer->window = SDL_CreateWindow(PROJECT_NAME, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, renderer->viewportWidth, renderer->viewportHeight, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | (SDL_WINDOW_FULLSCREEN_DESKTOP * renderer->events.fullscreen));
164 SDL_GL_CreateContext(renderer->window);
165 SDL_GL_SetSwapInterval(1);
166 SDL_GetWindowSize(renderer->window, &renderer->viewportWidth, &renderer->viewportHeight);
167 renderer->events.window = renderer->window;
168#else
169 SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1);
170#ifdef COLOR_16_BIT
171 SDL_SetVideoMode(renderer->viewportWidth, renderer->viewportHeight, 16, SDL_OPENGL);
172#else
173 SDL_SetVideoMode(renderer->viewportWidth, renderer->viewportHeight, 32, SDL_OPENGL);
174#endif
175#endif
176
177 renderer->d.outputBuffer = malloc(256 * 256 * 4);
178 renderer->d.outputBufferStride = 256;
179 glGenTextures(1, &renderer->tex);
180 glBindTexture(GL_TEXTURE_2D, renderer->tex);
181 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
182 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
183 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
184#ifndef _WIN32
185 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
186 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
187#endif
188
189 glViewport(0, 0, renderer->viewportWidth, renderer->viewportHeight);
190
191 return 1;
192}
193
194static void _GBASDLRunloop(struct GBAThread* context, struct GLSoftwareRenderer* renderer) {
195 SDL_Event event;
196
197 glEnable(GL_TEXTURE_2D);
198 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
199 glEnableClientState(GL_VERTEX_ARRAY);
200 glVertexPointer(2, GL_INT, 0, _glVertices);
201 glTexCoordPointer(2, GL_INT, 0, _glTexCoords);
202 glMatrixMode (GL_PROJECTION);
203 glLoadIdentity();
204 glOrtho(0, 240, 160, 0, 0, 1);
205 while (context->state < THREAD_EXITING) {
206 if (GBASyncWaitFrameStart(&context->sync, context->frameskip)) {
207 glBindTexture(GL_TEXTURE_2D, renderer->tex);
208#ifdef COLOR_16_BIT
209#ifdef COLOR_5_6_5
210 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, renderer->d.outputBuffer);
211#else
212 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, renderer->d.outputBuffer);
213#endif
214#else
215 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, renderer->d.outputBuffer);
216#endif
217 if (context->sync.videoFrameWait) {
218 glFlush();
219 }
220 }
221 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
222 GBASyncWaitFrameEnd(&context->sync);
223#if SDL_VERSION_ATLEAST(2, 0, 0)
224 SDL_GL_SwapWindow(renderer->window);
225#else
226 SDL_GL_SwapBuffers();
227#endif
228
229 while (SDL_PollEvent(&event)) {
230 GBASDLHandleEvent(context, &renderer->events, &event);
231#if SDL_VERSION_ATLEAST(2, 0, 0)
232 // Event handling can change the size of the screen
233 if (renderer->events.windowUpdated) {
234 SDL_GetWindowSize(renderer->window, &renderer->viewportWidth, &renderer->viewportHeight);
235 glViewport(0, 0, renderer->viewportWidth, renderer->viewportHeight);
236 renderer->events.windowUpdated = 0;
237 }
238#endif
239 }
240 }
241}
242
243static void _GBASDLDeinit(struct GLSoftwareRenderer* renderer) {
244 free(renderer->d.outputBuffer);
245
246 GBASDLDeinitEvents(&renderer->events);
247 GBASDLDeinitAudio(&renderer->audio);
248#if SDL_VERSION_ATLEAST(2, 0, 0)
249 SDL_DestroyWindow(renderer->window);
250#endif
251 SDL_Quit();
252}
253
254static void _GBASDLStart(struct GBAThread* threadContext) {
255 struct GLSoftwareRenderer* renderer = threadContext->userData;
256 renderer->audio.audio = &threadContext->gba->audio;
257 renderer->audio.thread = threadContext;
258}
259
260static void _GBASDLClean(struct GBAThread* threadContext) {
261 struct GLSoftwareRenderer* renderer = threadContext->userData;
262 renderer->audio.audio = 0;
263}