all repos — mgba @ 3ed2993e8ced10194017d2f10527f1aae864e9ac

mGBA Game Boy Advance Emulator

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 Configuration config;
 69	ConfigurationInit(&config);
 70	GBAConfigLoad(&config);
 71
 72	struct StartupOptions opts = { };
 73	struct GraphicsOpts graphicsOpts = { };
 74
 75	struct SubParser subparser;
 76
 77	GBAConfigMapStartupOpts(&config, PORT, &opts);
 78	GBAConfigMapGraphicsOpts(&config, PORT, &graphicsOpts);
 79
 80	initParserForGraphics(&subparser, &graphicsOpts);
 81	if (!parseCommandArgs(&opts, argc, argv, &subparser)) {
 82		usage(argv[0], subparser.usage);
 83		freeOptions(&opts);
 84		return 1;
 85	}
 86
 87	renderer.viewportWidth = graphicsOpts.width;
 88	renderer.viewportHeight = graphicsOpts.height;
 89#if SDL_VERSION_ATLEAST(2, 0, 0)
 90	renderer.events.fullscreen = graphicsOpts.fullscreen;
 91	renderer.events.windowUpdated = 0;
 92#endif
 93
 94	if (!_GBASDLInit(&renderer)) {
 95		freeOptions(&opts);
 96		return 1;
 97	}
 98
 99	struct GBAThread context = {
100		.renderer = &renderer.d.d,
101		.audioBuffers = 512,
102		.startCallback = _GBASDLStart,
103		.cleanCallback = _GBASDLClean,
104		.sync.videoFrameWait = false,
105		.sync.audioWait = true,
106		.userData = &renderer
107	};
108
109	context.debugger = createDebugger(&opts);
110
111	GBAMapOptionsToContext(&opts, &context);
112
113	renderer.audio.samples = context.audioBuffers;
114	GBASDLInitAudio(&renderer.audio);
115
116	renderer.events.bindings = &context.inputMap;
117	GBASDLInitEvents(&renderer.events);
118
119	GBAThreadStart(&context);
120
121	_GBASDLRunloop(&context, &renderer);
122
123	GBAThreadJoin(&context);
124	freeOptions(&opts);
125	free(context.debugger);
126
127	_GBASDLDeinit(&renderer);
128
129	return 0;
130}
131
132static int _GBASDLInit(struct GLSoftwareRenderer* renderer) {
133	if (SDL_Init(SDL_INIT_VIDEO) < 0) {
134		return 0;
135	}
136
137#ifndef COLOR_16_BIT
138	SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
139	SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
140	SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
141#else
142	SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
143#ifdef COLOR_5_6_5
144	SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
145#else
146	SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
147#endif
148	SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
149#endif
150
151#if SDL_VERSION_ATLEAST(2, 0, 0)
152	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));
153	SDL_GL_CreateContext(renderer->window);
154	SDL_GL_SetSwapInterval(1);
155	SDL_GetWindowSize(renderer->window, &renderer->viewportWidth, &renderer->viewportHeight);
156	renderer->events.window = renderer->window;
157#else
158	SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1);
159#ifdef COLOR_16_BIT
160	SDL_SetVideoMode(renderer->viewportWidth, renderer->viewportHeight, 16, SDL_OPENGL);
161#else
162	SDL_SetVideoMode(renderer->viewportWidth, renderer->viewportHeight, 32, SDL_OPENGL);
163#endif
164#endif
165
166	renderer->d.outputBuffer = malloc(256 * 256 * 4);
167	renderer->d.outputBufferStride = 256;
168	glGenTextures(1, &renderer->tex);
169	glBindTexture(GL_TEXTURE_2D, renderer->tex);
170	glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
171	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
172	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
173#ifndef _WIN32
174	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
175	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
176#endif
177
178	glViewport(0, 0, renderer->viewportWidth, renderer->viewportHeight);
179
180	return 1;
181}
182
183static void _GBASDLRunloop(struct GBAThread* context, struct GLSoftwareRenderer* renderer) {
184	SDL_Event event;
185
186	glEnable(GL_TEXTURE_2D);
187	glEnableClientState(GL_TEXTURE_COORD_ARRAY);
188	glEnableClientState(GL_VERTEX_ARRAY);
189	glVertexPointer(2, GL_INT, 0, _glVertices);
190	glTexCoordPointer(2, GL_INT, 0, _glTexCoords);
191	glMatrixMode (GL_PROJECTION);
192	glLoadIdentity();
193	glOrtho(0, 240, 160, 0, 0, 1);
194	while (context->state < THREAD_EXITING) {
195		if (GBASyncWaitFrameStart(&context->sync, context->frameskip)) {
196			glBindTexture(GL_TEXTURE_2D, renderer->tex);
197#ifdef COLOR_16_BIT
198#ifdef COLOR_5_6_5
199			glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, renderer->d.outputBuffer);
200#else
201			glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, renderer->d.outputBuffer);
202#endif
203#else
204			glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, renderer->d.outputBuffer);
205#endif
206			if (context->sync.videoFrameWait) {
207				glFlush();
208			}
209		}
210		glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
211		GBASyncWaitFrameEnd(&context->sync);
212#if SDL_VERSION_ATLEAST(2, 0, 0)
213		SDL_GL_SwapWindow(renderer->window);
214#else
215		SDL_GL_SwapBuffers();
216#endif
217
218		while (SDL_PollEvent(&event)) {
219			GBASDLHandleEvent(context, &renderer->events, &event);
220#if SDL_VERSION_ATLEAST(2, 0, 0)
221			// Event handling can change the size of the screen
222			if (renderer->events.windowUpdated) {
223				SDL_GetWindowSize(renderer->window, &renderer->viewportWidth, &renderer->viewportHeight);
224				glViewport(0, 0, renderer->viewportWidth, renderer->viewportHeight);
225				renderer->events.windowUpdated = 0;
226			}
227#endif
228		}
229	}
230}
231
232static void _GBASDLDeinit(struct GLSoftwareRenderer* renderer) {
233	free(renderer->d.outputBuffer);
234
235	GBASDLDeinitEvents(&renderer->events);
236	GBASDLDeinitAudio(&renderer->audio);
237#if SDL_VERSION_ATLEAST(2, 0, 0)
238	SDL_DestroyWindow(renderer->window);
239#endif
240	SDL_Quit();
241}
242
243static void _GBASDLStart(struct GBAThread* threadContext) {
244	struct GLSoftwareRenderer* renderer = threadContext->userData;
245	renderer->audio.audio = &threadContext->gba->audio;
246	renderer->audio.thread = threadContext;
247}
248
249static void _GBASDLClean(struct GBAThread* threadContext) {
250	struct GLSoftwareRenderer* renderer = threadContext->userData;
251	renderer->audio.audio = 0;
252}