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
10#ifdef __APPLE__
11#include <OpenGL/gl.h>
12#else
13#include <GL/gl.h>
14#endif
15
16#ifdef BUILD_GL
17static const GLint _glVertices[] = {
18 0, 0,
19 256, 0,
20 256, 256,
21 0, 256
22};
23
24static const GLint _glTexCoords[] = {
25 0, 0,
26 1, 0,
27 1, 1,
28 0, 1
29};
30#endif
31
32bool GBASDLInit(struct SDLSoftwareRenderer* renderer) {
33#ifndef COLOR_16_BIT
34 SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
35 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
36 SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
37#else
38 SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
39#ifdef COLOR_5_6_5
40 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
41#else
42 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
43#endif
44 SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
45#endif
46
47#if SDL_VERSION_ATLEAST(2, 0, 0)
48 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));
49 SDL_GL_CreateContext(renderer->window);
50 SDL_GL_SetSwapInterval(1);
51 SDL_GetWindowSize(renderer->window, &renderer->viewportWidth, &renderer->viewportHeight);
52 renderer->events.window = renderer->window;
53#else
54 SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1);
55#ifdef COLOR_16_BIT
56 SDL_SetVideoMode(renderer->viewportWidth, renderer->viewportHeight, 16, SDL_OPENGL);
57#else
58 SDL_SetVideoMode(renderer->viewportWidth, renderer->viewportHeight, 32, SDL_OPENGL);
59#endif
60#endif
61
62 renderer->d.outputBuffer = malloc(VIDEO_HORIZONTAL_PIXELS * VIDEO_VERTICAL_PIXELS * BYTES_PER_PIXEL);
63 renderer->d.outputBufferStride = VIDEO_HORIZONTAL_PIXELS;
64 glGenTextures(1, &renderer->tex);
65 glBindTexture(GL_TEXTURE_2D, renderer->tex);
66 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
67 if (renderer->filter) {
68 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
69 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
70 } else {
71 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
72 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
73 }
74#ifndef _WIN32
75 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
76 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
77#endif
78
79#ifdef COLOR_16_BIT
80#ifdef COLOR_5_6_5
81 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0);
82#else
83 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0);
84#endif
85#else
86 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
87#endif
88
89
90 glViewport(0, 0, renderer->viewportWidth, renderer->viewportHeight);
91
92 return true;
93}
94
95void GBASDLRunloop(struct GBAThread* context, struct SDLSoftwareRenderer* renderer) {
96 SDL_Event event;
97
98 glEnable(GL_TEXTURE_2D);
99 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
100 glEnableClientState(GL_VERTEX_ARRAY);
101 glVertexPointer(2, GL_INT, 0, _glVertices);
102 glTexCoordPointer(2, GL_INT, 0, _glTexCoords);
103 glMatrixMode (GL_PROJECTION);
104 glLoadIdentity();
105 glOrtho(0, VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS, 0, 0, 1);
106 while (context->state < THREAD_EXITING) {
107 while (SDL_PollEvent(&event)) {
108 GBASDLHandleEvent(context, &renderer->events, &event);
109#if SDL_VERSION_ATLEAST(2, 0, 0)
110 // Event handling can change the size of the screen
111 if (renderer->events.windowUpdated) {
112 SDL_GetWindowSize(renderer->window, &renderer->viewportWidth, &renderer->viewportHeight);
113 glViewport(0, 0, renderer->viewportWidth, renderer->viewportHeight);
114 renderer->events.windowUpdated = 0;
115 }
116#endif
117 }
118
119 if (GBASyncWaitFrameStart(&context->sync, context->frameskip)) {
120 glBindTexture(GL_TEXTURE_2D, renderer->tex);
121#ifdef COLOR_16_BIT
122#ifdef COLOR_5_6_5
123 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, renderer->d.outputBuffer);
124#else
125 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, renderer->d.outputBuffer);
126#endif
127#else
128 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS, GL_RGBA, GL_UNSIGNED_BYTE, renderer->d.outputBuffer);
129#endif
130 if (context->sync.videoFrameWait) {
131 glFlush();
132 }
133 }
134 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
135 GBASyncWaitFrameEnd(&context->sync);
136#if SDL_VERSION_ATLEAST(2, 0, 0)
137 SDL_GL_SwapWindow(renderer->window);
138#else
139 SDL_GL_SwapBuffers();
140#endif
141 }
142}
143
144void GBASDLDeinit(struct SDLSoftwareRenderer* renderer) {
145 UNUSED(renderer);
146}