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 GBAOptions opts = {};
73 struct GBAArguments args = {};
74 struct GraphicsOpts graphicsOpts = {};
75
76 struct SubParser subparser;
77
78 GBAConfigMapGeneralOpts(&config, PORT, &opts);
79 GBAConfigMapGraphicsOpts(&config, PORT, &opts);
80
81 initParserForGraphics(&subparser, &graphicsOpts);
82 if (!parseArguments(&args, &opts, argc, argv, &subparser)) {
83 usage(argv[0], subparser.usage);
84 freeArguments(&args);
85 GBAConfigFreeOpts(&opts);
86 return 1;
87 }
88
89 renderer.viewportWidth = opts.width;
90 renderer.viewportHeight = opts.height;
91#if SDL_VERSION_ATLEAST(2, 0, 0)
92 renderer.events.fullscreen = opts.fullscreen;
93 renderer.events.windowUpdated = 0;
94#endif
95
96 if (!_GBASDLInit(&renderer)) {
97 freeArguments(&args);
98 GBAConfigFreeOpts(&opts);
99 return 1;
100 }
101
102 struct GBAThread context = {
103 .renderer = &renderer.d.d,
104 .audioBuffers = 512,
105 .startCallback = _GBASDLStart,
106 .cleanCallback = _GBASDLClean,
107 .sync.videoFrameWait = false,
108 .sync.audioWait = true,
109 .userData = &renderer
110 };
111
112 context.debugger = createDebugger(&args);
113
114 GBAMapOptionsToContext(&opts, &context);
115 GBAMapArgumentsToContext(&args, &context);
116
117 renderer.audio.samples = context.audioBuffers;
118 GBASDLInitAudio(&renderer.audio);
119
120 renderer.events.bindings = &context.inputMap;
121 GBASDLInitEvents(&renderer.events);
122 GBASDLEventsLoadConfig(&renderer.events, &config);
123
124 GBAThreadStart(&context);
125
126 _GBASDLRunloop(&context, &renderer);
127
128 GBAThreadJoin(&context);
129 freeArguments(&args);
130 GBAConfigFreeOpts(&opts);
131 free(context.debugger);
132
133 _GBASDLDeinit(&renderer);
134
135 return 0;
136}
137
138static int _GBASDLInit(struct GLSoftwareRenderer* renderer) {
139 if (SDL_Init(SDL_INIT_VIDEO) < 0) {
140 return 0;
141 }
142
143#ifndef COLOR_16_BIT
144 SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
145 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
146 SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
147#else
148 SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
149#ifdef COLOR_5_6_5
150 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
151#else
152 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
153#endif
154 SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
155#endif
156
157#if SDL_VERSION_ATLEAST(2, 0, 0)
158 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));
159 SDL_GL_CreateContext(renderer->window);
160 SDL_GL_SetSwapInterval(1);
161 SDL_GetWindowSize(renderer->window, &renderer->viewportWidth, &renderer->viewportHeight);
162 renderer->events.window = renderer->window;
163#else
164 SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1);
165#ifdef COLOR_16_BIT
166 SDL_SetVideoMode(renderer->viewportWidth, renderer->viewportHeight, 16, SDL_OPENGL);
167#else
168 SDL_SetVideoMode(renderer->viewportWidth, renderer->viewportHeight, 32, SDL_OPENGL);
169#endif
170#endif
171
172 renderer->d.outputBuffer = malloc(256 * 256 * 4);
173 renderer->d.outputBufferStride = 256;
174 glGenTextures(1, &renderer->tex);
175 glBindTexture(GL_TEXTURE_2D, renderer->tex);
176 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
177 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
178 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
179#ifndef _WIN32
180 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
181 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
182#endif
183
184 glViewport(0, 0, renderer->viewportWidth, renderer->viewportHeight);
185
186 return 1;
187}
188
189static void _GBASDLRunloop(struct GBAThread* context, struct GLSoftwareRenderer* renderer) {
190 SDL_Event event;
191
192 glEnable(GL_TEXTURE_2D);
193 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
194 glEnableClientState(GL_VERTEX_ARRAY);
195 glVertexPointer(2, GL_INT, 0, _glVertices);
196 glTexCoordPointer(2, GL_INT, 0, _glTexCoords);
197 glMatrixMode (GL_PROJECTION);
198 glLoadIdentity();
199 glOrtho(0, 240, 160, 0, 0, 1);
200 while (context->state < THREAD_EXITING) {
201 if (GBASyncWaitFrameStart(&context->sync, context->frameskip)) {
202 glBindTexture(GL_TEXTURE_2D, renderer->tex);
203#ifdef COLOR_16_BIT
204#ifdef COLOR_5_6_5
205 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, renderer->d.outputBuffer);
206#else
207 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, renderer->d.outputBuffer);
208#endif
209#else
210 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, renderer->d.outputBuffer);
211#endif
212 if (context->sync.videoFrameWait) {
213 glFlush();
214 }
215 }
216 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
217 GBASyncWaitFrameEnd(&context->sync);
218#if SDL_VERSION_ATLEAST(2, 0, 0)
219 SDL_GL_SwapWindow(renderer->window);
220#else
221 SDL_GL_SwapBuffers();
222#endif
223
224 while (SDL_PollEvent(&event)) {
225 GBASDLHandleEvent(context, &renderer->events, &event);
226#if SDL_VERSION_ATLEAST(2, 0, 0)
227 // Event handling can change the size of the screen
228 if (renderer->events.windowUpdated) {
229 SDL_GetWindowSize(renderer->window, &renderer->viewportWidth, &renderer->viewportHeight);
230 glViewport(0, 0, renderer->viewportWidth, renderer->viewportHeight);
231 renderer->events.windowUpdated = 0;
232 }
233#endif
234 }
235 }
236}
237
238static void _GBASDLDeinit(struct GLSoftwareRenderer* renderer) {
239 free(renderer->d.outputBuffer);
240
241 GBASDLDeinitEvents(&renderer->events);
242 GBASDLDeinitAudio(&renderer->audio);
243#if SDL_VERSION_ATLEAST(2, 0, 0)
244 SDL_DestroyWindow(renderer->window);
245#endif
246 SDL_Quit();
247}
248
249static void _GBASDLStart(struct GBAThread* threadContext) {
250 struct GLSoftwareRenderer* renderer = threadContext->userData;
251 renderer->audio.audio = &threadContext->gba->audio;
252 renderer->audio.thread = threadContext;
253}
254
255static void _GBASDLClean(struct GBAThread* threadContext) {
256 struct GLSoftwareRenderer* renderer = threadContext->userData;
257 renderer->audio.audio = 0;
258}