all repos — mgba @ 5f440b6a027991dcb4356d78c7b559d50e429841

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 "sdl-audio.h"
 12#include "sdl-events.h"
 13#include "renderers/video-software.h"
 14#include "platform/commandline.h"
 15
 16#include <SDL.h>
 17#ifdef __APPLE__
 18#include <OpenGL/gl.h>
 19#else
 20#include <GL/gl.h>
 21#endif
 22
 23#include <errno.h>
 24#include <signal.h>
 25#include <sys/time.h>
 26
 27struct GLSoftwareRenderer {
 28	struct GBAVideoSoftwareRenderer d;
 29	struct GBASDLAudio audio;
 30	struct GBASDLEvents events;
 31#if SDL_VERSION_ATLEAST(2, 0, 0)
 32	SDL_Window* window;
 33#endif
 34
 35	int viewportWidth;
 36	int viewportHeight;
 37	GLuint tex;
 38};
 39
 40static int _GBASDLInit(struct GLSoftwareRenderer* renderer);
 41static void _GBASDLDeinit(struct GLSoftwareRenderer* renderer);
 42static void _GBASDLRunloop(struct GBAThread* context, struct GLSoftwareRenderer* renderer);
 43static void _GBASDLStart(struct GBAThread* context);
 44static void _GBASDLClean(struct GBAThread* context);
 45
 46static const GLint _glVertices[] = {
 47	0, 0,
 48	256, 0,
 49	256, 256,
 50	0, 256
 51};
 52
 53static const GLint _glTexCoords[] = {
 54	0, 0,
 55	1, 0,
 56	1, 1,
 57	0, 1
 58};
 59
 60int main(int argc, char** argv) {
 61	struct GLSoftwareRenderer renderer;
 62	GBAVideoSoftwareRendererCreate(&renderer.d);
 63
 64	struct StartupOptions opts;
 65	struct SubParser subparser;
 66	struct GraphicsOpts graphicsOpts;
 67	initParserForGraphics(&subparser, &graphicsOpts);
 68	if (!parseCommandArgs(&opts, argc, argv, &subparser)) {
 69		usage(argv[0], subparser.usage);
 70		freeOptions(&opts);
 71		return 1;
 72	}
 73
 74	renderer.viewportWidth = graphicsOpts.width;
 75	renderer.viewportHeight = graphicsOpts.height;
 76#if SDL_VERSION_ATLEAST(2, 0, 0)
 77	renderer.events.fullscreen = graphicsOpts.fullscreen;
 78	renderer.events.windowUpdated = 0;
 79#endif
 80
 81	if (!_GBASDLInit(&renderer)) {
 82		freeOptions(&opts);
 83		return 1;
 84	}
 85
 86	struct GBAThread context = {
 87		.renderer = &renderer.d.d,
 88		.audioBuffers = 512,
 89		.startCallback = _GBASDLStart,
 90		.cleanCallback = _GBASDLClean,
 91		.sync.videoFrameWait = false,
 92		.sync.audioWait = true,
 93		.userData = &renderer
 94	};
 95
 96	context.debugger = createDebugger(&opts);
 97
 98	GBAMapOptionsToContext(&opts, &context);
 99
100	renderer.audio.samples = context.audioBuffers;
101	GBASDLInitAudio(&renderer.audio);
102
103	renderer.events.bindings = &context.inputMap;
104	GBASDLInitEvents(&renderer.events);
105
106	GBAThreadStart(&context);
107
108	_GBASDLRunloop(&context, &renderer);
109
110	GBAThreadJoin(&context);
111	freeOptions(&opts);
112	free(context.debugger);
113
114	_GBASDLDeinit(&renderer);
115
116	return 0;
117}
118
119static int _GBASDLInit(struct GLSoftwareRenderer* renderer) {
120	if (SDL_Init(SDL_INIT_VIDEO) < 0) {
121		return 0;
122	}
123
124#ifndef COLOR_16_BIT
125	SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
126	SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
127	SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
128#else
129	SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
130#ifdef COLOR_5_6_5
131	SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
132#else
133	SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
134#endif
135	SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
136#endif
137
138#if SDL_VERSION_ATLEAST(2, 0, 0)
139	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));
140	SDL_GL_CreateContext(renderer->window);
141	SDL_GL_SetSwapInterval(1);
142	SDL_GetWindowSize(renderer->window, &renderer->viewportWidth, &renderer->viewportHeight);
143	renderer->events.window = renderer->window;
144#else
145	SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1);
146#ifdef COLOR_16_BIT
147	SDL_SetVideoMode(renderer->viewportWidth, renderer->viewportHeight, 16, SDL_OPENGL);
148#else
149	SDL_SetVideoMode(renderer->viewportWidth, renderer->viewportHeight, 32, SDL_OPENGL);
150#endif
151#endif
152
153	renderer->d.outputBuffer = malloc(256 * 256 * 4);
154	renderer->d.outputBufferStride = 256;
155	glGenTextures(1, &renderer->tex);
156	glBindTexture(GL_TEXTURE_2D, renderer->tex);
157	glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
158	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
159	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
160#ifndef _WIN32
161	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
162	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
163#endif
164
165	glViewport(0, 0, renderer->viewportWidth, renderer->viewportHeight);
166
167	return 1;
168}
169
170static void _GBASDLRunloop(struct GBAThread* context, struct GLSoftwareRenderer* renderer) {
171	SDL_Event event;
172
173	glEnable(GL_TEXTURE_2D);
174	glEnableClientState(GL_TEXTURE_COORD_ARRAY);
175	glEnableClientState(GL_VERTEX_ARRAY);
176	glVertexPointer(2, GL_INT, 0, _glVertices);
177	glTexCoordPointer(2, GL_INT, 0, _glTexCoords);
178	glMatrixMode (GL_PROJECTION);
179	glLoadIdentity();
180	glOrtho(0, 240, 160, 0, 0, 1);
181	while (context->state < THREAD_EXITING) {
182		if (GBASyncWaitFrameStart(&context->sync, context->frameskip)) {
183			glBindTexture(GL_TEXTURE_2D, renderer->tex);
184#ifdef COLOR_16_BIT
185#ifdef COLOR_5_6_5
186			glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, renderer->d.outputBuffer);
187#else
188			glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, renderer->d.outputBuffer);
189#endif
190#else
191			glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, renderer->d.outputBuffer);
192#endif
193			if (context->sync.videoFrameWait) {
194				glFlush();
195			}
196		}
197		glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
198		GBASyncWaitFrameEnd(&context->sync);
199#if SDL_VERSION_ATLEAST(2, 0, 0)
200		SDL_GL_SwapWindow(renderer->window);
201#else
202		SDL_GL_SwapBuffers();
203#endif
204
205		while (SDL_PollEvent(&event)) {
206			GBASDLHandleEvent(context, &renderer->events, &event);
207#if SDL_VERSION_ATLEAST(2, 0, 0)
208			// Event handling can change the size of the screen
209			if (renderer->events.windowUpdated) {
210				SDL_GetWindowSize(renderer->window, &renderer->viewportWidth, &renderer->viewportHeight);
211				glViewport(0, 0, renderer->viewportWidth, renderer->viewportHeight);
212				renderer->events.windowUpdated = 0;
213			}
214#endif
215		}
216	}
217}
218
219static void _GBASDLDeinit(struct GLSoftwareRenderer* renderer) {
220	free(renderer->d.outputBuffer);
221
222	GBASDLDeinitEvents(&renderer->events);
223	GBASDLDeinitAudio(&renderer->audio);
224#if SDL_VERSION_ATLEAST(2, 0, 0)
225	SDL_DestroyWindow(renderer->window);
226#endif
227	SDL_Quit();
228}
229
230static void _GBASDLStart(struct GBAThread* threadContext) {
231	struct GLSoftwareRenderer* renderer = threadContext->userData;
232	renderer->audio.audio = &threadContext->gba->audio;
233	renderer->audio.thread = threadContext;
234}
235
236static void _GBASDLClean(struct GBAThread* threadContext) {
237	struct GLSoftwareRenderer* renderer = threadContext->userData;
238	renderer->audio.audio = 0;
239}