all repos — mgba @ 6407ad3adcdc6d8241416a4a4a44a62a1ffeaa1c

mGBA Game Boy Advance Emulator

src/platform/qt/Display.cpp (view raw)

  1#include "Display.h"
  2
  3#include <QResizeEvent>
  4
  5extern "C" {
  6#include "gba-thread.h"
  7}
  8
  9using namespace QGBA;
 10
 11static const GLint _glVertices[] = {
 12	0, 0,
 13	256, 0,
 14	256, 256,
 15	0, 256
 16};
 17
 18static const GLint _glTexCoords[] = {
 19	0, 0,
 20	1, 0,
 21	1, 1,
 22	0, 1
 23};
 24
 25Display::Display(QWidget* parent)
 26	: QGLWidget(QGLFormat(QGL::Rgba | QGL::SingleBuffer), parent)
 27	, m_painter(nullptr)
 28	, m_drawThread(nullptr)
 29{
 30	setSizePolicy(QSizePolicy::Ignored, QSizePolicy::Ignored);
 31	setAutoBufferSwap(false);
 32}
 33
 34void Display::startDrawing(const uint32_t* buffer, GBAThread* thread) {
 35	m_drawThread = new QThread(this);
 36	m_painter = new Painter(this);
 37	m_painter->setGLContext(this);
 38	m_painter->setContext(thread);
 39	m_painter->setBacking(buffer);
 40	m_painter->moveToThread(m_drawThread);
 41	doneCurrent();
 42	context()->moveToThread(m_drawThread);
 43	connect(m_drawThread, SIGNAL(started()), m_painter, SLOT(start()));
 44	m_drawThread->start();
 45}
 46
 47void Display::stopDrawing() {
 48	if (m_drawThread) {
 49		QMetaObject::invokeMethod(m_painter, "stop", Qt::BlockingQueuedConnection);
 50		m_drawThread->exit();
 51	}
 52}
 53
 54void Display::resizeEvent(QResizeEvent* event) {
 55	if (m_painter) {
 56		m_painter->resize(event->size());
 57	}
 58}
 59
 60Painter::Painter(Display* parent) {
 61	m_size = parent->size();
 62}
 63
 64void Painter::setContext(GBAThread* context) {
 65	m_context = context;
 66}
 67
 68void Painter::setBacking(const uint32_t* backing) {
 69	m_backing = backing;
 70}
 71
 72void Painter::setGLContext(QGLWidget* context) {
 73	m_gl = context;
 74}
 75
 76void Painter::resize(const QSize& size) {
 77	m_size = size;
 78}
 79
 80void Painter::start() {
 81	m_gl->makeCurrent();
 82	glEnable(GL_TEXTURE_2D);
 83	glGenTextures(1, &m_tex);
 84	glBindTexture(GL_TEXTURE_2D, m_tex);
 85	glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
 86	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
 87	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
 88	glEnableClientState(GL_TEXTURE_COORD_ARRAY);
 89	glEnableClientState(GL_VERTEX_ARRAY);
 90	glVertexPointer(2, GL_INT, 0, _glVertices);
 91	glTexCoordPointer(2, GL_INT, 0, _glTexCoords);
 92	glMatrixMode(GL_PROJECTION);
 93	glLoadIdentity();
 94	glOrtho(0, 240, 160, 0, 0, 1);
 95	glMatrixMode(GL_MODELVIEW);
 96	glLoadIdentity();
 97	m_gl->doneCurrent();
 98
 99	m_drawTimer = new QTimer;
100	m_drawTimer->moveToThread(QThread::currentThread());
101	m_drawTimer->setInterval(0);
102	connect(m_drawTimer, SIGNAL(timeout()), this, SLOT(draw()));
103	m_drawTimer->start();
104}
105
106void Painter::draw() {
107	m_gl->makeCurrent();
108	if (GBASyncWaitFrameStart(&m_context->sync, m_context->frameskip)) {
109		glViewport(0, 0, m_size.width() * m_gl->devicePixelRatio(), m_size.height() * m_gl->devicePixelRatio());
110		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, m_backing);
111		glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
112		if (m_context->sync.videoFrameWait) {
113			glFlush();
114		}
115	}
116	GBASyncWaitFrameEnd(&m_context->sync);
117	m_gl->swapBuffers();
118	m_gl->doneCurrent();
119}
120
121void Painter::stop() {
122	m_drawTimer->stop();
123	delete m_drawTimer;
124	m_gl->makeCurrent();
125	glDeleteTextures(1, &m_tex);
126	m_gl->doneCurrent();
127}