src/egl-main.c (view raw)
1#include "debugger.h"
2#include "gba-thread.h"
3#include "gba.h"
4#include "renderers/video-software.h"
5#include "sdl-events.h"
6
7#include <SDL.h>
8#include <GLES2/gl2.h>
9#include <EGL/egl.h>
10
11#include <bcm_host.h>
12
13#include <errno.h>
14#include <fcntl.h>
15#include <malloc.h>
16#include <signal.h>
17#include <sys/time.h>
18#include <unistd.h>
19
20struct GBAVideoEGLRenderer {
21 struct GBAVideoSoftwareRenderer d;
22
23 EGLDisplay display;
24 EGLSurface surface;
25 EGLContext context;
26 EGL_DISPMANX_WINDOW_T window;
27 GLuint tex;
28 GLuint fragmentShader;
29 GLuint vertexShader;
30 GLuint program;
31 GLuint bufferObject;
32 GLuint texLocation;
33 GLuint positionLocation;
34};
35
36static const char* _vertexShader =
37 "attribute vec4 position;\n"
38 "varying vec2 texCoord;\n"
39
40 "void main() {\n"
41 " gl_Position = position;\n"
42 " texCoord = (position.st + vec2(1.0, -1.0)) * vec2(0.46875, -0.3125);\n"
43 "}";
44
45static const char* _fragmentShader =
46 "varying vec2 texCoord;\n"
47 "uniform sampler2D tex;\n"
48
49 "void main() {\n"
50 " gl_FragColor = texture2D(tex, texCoord);\n"
51 "}";
52
53static const GLfloat _vertices[] = {
54 -1.f, -1.f,
55 -1.f, 1.f,
56 1.f, 1.f,
57 1.f, -1.f,
58};
59
60static int _GBAEGLInit(struct GBAVideoEGLRenderer* renderer);
61static void _GBAEGLDeinit(struct GBAVideoEGLRenderer* renderer);
62static void _GBAEGLRunloop(struct GBAThread* context, struct GBAVideoEGLRenderer* renderer);
63
64int main(int argc, char** argv) {
65 const char* fname = "test.rom";
66 if (argc > 1) {
67 fname = argv[1];
68 }
69 int fd = open(fname, O_RDONLY);
70 if (fd < 0) {
71 return 1;
72 }
73
74 struct GBAThread context;
75 struct GBAVideoEGLRenderer renderer;
76
77 if (!_GBAEGLInit(&renderer)) {
78 return 1;
79 }
80 GBAVideoSoftwareRendererCreate(&renderer.d);
81
82 context.fd = fd;
83 context.renderer = &renderer.d.d;
84 GBAThreadStart(&context);
85
86 _GBAEGLRunloop(&context, &renderer);
87
88 GBAThreadJoin(&context);
89 close(fd);
90
91 _GBAEGLDeinit(&renderer);
92
93 return 0;
94}
95
96static int _GBAEGLInit(struct GBAVideoEGLRenderer* renderer) {
97 if (SDL_Init(SDL_INIT_JOYSTICK) < 0) {
98 return 0;
99 }
100
101 GBASDLInitEvents();
102 bcm_host_init();
103 renderer->display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
104 int major, minor;
105 if (EGL_FALSE == eglInitialize(renderer->display, &major, &minor)) {
106 printf("Failed to initialize EGL");
107 return 0;
108 }
109
110 if (EGL_FALSE == eglBindAPI(EGL_OPENGL_ES_API)) {
111 printf("Failed to get GLES API");
112 return 0;
113 }
114
115 const EGLint requestConfig[] = {
116 EGL_RED_SIZE, 8,
117 EGL_GREEN_SIZE, 8,
118 EGL_BLUE_SIZE, 8,
119 EGL_ALPHA_SIZE, 8,
120 EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
121 EGL_NONE
122 };
123
124 EGLConfig config;
125 EGLint numConfigs;
126
127 if (EGL_FALSE == eglChooseConfig(renderer->display, requestConfig, &config, 1, &numConfigs)) {
128 printf("Failed to choose EGL config\n");
129 return 0;
130 }
131
132 const EGLint contextAttributes[] = {
133 EGL_CONTEXT_CLIENT_VERSION, 2,
134 EGL_NONE
135 };
136
137 int dispWidth = 240, dispHeight = 160, adjWidth;
138 renderer->context = eglCreateContext(renderer->display, config, EGL_NO_CONTEXT, contextAttributes);
139 graphics_get_display_size(0, &dispWidth, &dispHeight);
140 adjWidth = dispHeight / 2 * 3;
141
142 DISPMANX_DISPLAY_HANDLE_T display = vc_dispmanx_display_open(0);
143 DISPMANX_UPDATE_HANDLE_T update = vc_dispmanx_update_start(0);
144
145 VC_RECT_T destRect = {
146 .x = (dispWidth - adjWidth) / 2,
147 .y = 0,
148 .width = adjWidth,
149 .height = dispHeight
150 };
151
152 VC_RECT_T srcRect = {
153 .x = 0,
154 .y = 0,
155 .width = 240 << 16,
156 .height = 160 << 16
157 };
158
159 DISPMANX_ELEMENT_HANDLE_T element = vc_dispmanx_element_add(update, display, 0, &destRect, 0, &srcRect, DISPMANX_PROTECTION_NONE, 0, 0, 0);
160 vc_dispmanx_update_submit_sync(update);
161
162 renderer->window.element = element;
163 renderer->window.width = dispWidth;
164 renderer->window.height = dispHeight;
165
166 renderer->surface = eglCreateWindowSurface(renderer->display, config, &renderer->window, 0);
167 if (EGL_FALSE == eglMakeCurrent(renderer->display, renderer->surface, renderer->surface, renderer->context)) {
168 return 0;
169 }
170
171 renderer->d.outputBuffer = memalign(16, 256 * 256 * 4);
172 renderer->d.outputBufferStride = 256;
173 glGenTextures(1, &renderer->tex);
174 glBindTexture(GL_TEXTURE_2D, renderer->tex);
175 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
176 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
177 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
178 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
179 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
180 renderer->fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
181 renderer->vertexShader = glCreateShader(GL_VERTEX_SHADER);
182 renderer->program = glCreateProgram();
183
184 glShaderSource(renderer->fragmentShader, 1, (const GLchar**) &_fragmentShader, 0);
185 glShaderSource(renderer->vertexShader, 1, (const GLchar**) &_vertexShader, 0);
186 glAttachShader(renderer->program, renderer->vertexShader);
187 glAttachShader(renderer->program, renderer->fragmentShader);
188 char log[1024];
189 glCompileShader(renderer->fragmentShader);
190 glCompileShader(renderer->vertexShader);
191 glGetShaderInfoLog(renderer->fragmentShader, 1024, 0, log);
192 glGetShaderInfoLog(renderer->vertexShader, 1024, 0, log);
193 glLinkProgram(renderer->program);
194 glGetProgramInfoLog(renderer->program, 1024, 0, log);
195 printf("%s\n", log);
196 renderer->texLocation = glGetUniformLocation(renderer->program, "tex");
197 renderer->positionLocation = glGetAttribLocation(renderer->program, "position");
198 glClearColor(1.f, 0.f, 0.f, 1.f);
199 return 1;
200}
201
202static void _GBAEGLRunloop(struct GBAThread* context, struct GBAVideoEGLRenderer* renderer) {
203 SDL_Event event;
204
205 while (context->started && context->debugger->state != DEBUGGER_EXITING) {
206 pthread_mutex_lock(&renderer->d.mutex);
207 if (renderer->d.d.framesPending) {
208 renderer->d.d.framesPending = 0;
209 pthread_mutex_unlock(&renderer->d.mutex);
210
211 glViewport(0, 0, 240, 160);
212 glClear(GL_COLOR_BUFFER_BIT);
213 glUseProgram(renderer->program);
214 glUniform1i(renderer->texLocation, 0);
215 glActiveTexture(GL_TEXTURE0);
216 glBindTexture(GL_TEXTURE_2D, renderer->tex);
217 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, renderer->d.outputBuffer);
218 glVertexAttribPointer(renderer->positionLocation, 2, GL_FLOAT, GL_FALSE, 0, _vertices);
219 glEnableVertexAttribArray(renderer->positionLocation);
220 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
221 glUseProgram(0);
222 eglSwapBuffers(renderer->display, renderer->surface);
223
224 while (SDL_PollEvent(&event)) {
225 GBASDLHandleEvent(context, &event);
226 }
227 pthread_mutex_lock(&renderer->d.mutex);
228 pthread_cond_broadcast(&renderer->d.downCond);
229 } else {
230 pthread_cond_broadcast(&renderer->d.downCond);
231 pthread_cond_wait(&renderer->d.upCond, &renderer->d.mutex);
232 }
233 pthread_mutex_unlock(&renderer->d.mutex);
234 }
235}
236
237static void _GBAEGLDeinit(struct GBAVideoEGLRenderer* renderer) {
238 eglMakeCurrent(renderer->display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
239 eglDestroySurface(renderer->display, renderer->surface);
240 eglDestroyContext(renderer->display, renderer->context);
241 eglTerminate(renderer->display);
242
243 GBASDLDeinitEvents();
244 SDL_Quit();
245
246 bcm_host_deinit();
247}