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
123 GBAThreadStart(&context);
124
125 _GBASDLRunloop(&context, &renderer);
126
127 GBAThreadJoin(&context);
128 freeArguments(&args);
129 GBAConfigFreeOpts(&opts);
130 free(context.debugger);
131
132 _GBASDLDeinit(&renderer);
133
134 return 0;
135}
136
137static int _GBASDLInit(struct GLSoftwareRenderer* renderer) {
138 if (SDL_Init(SDL_INIT_VIDEO) < 0) {
139 return 0;
140 }
141
142#ifndef COLOR_16_BIT
143 SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
144 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
145 SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
146#else
147 SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
148#ifdef COLOR_5_6_5
149 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
150#else
151 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
152#endif
153 SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
154#endif
155
156#if SDL_VERSION_ATLEAST(2, 0, 0)
157 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));
158 SDL_GL_CreateContext(renderer->window);
159 SDL_GL_SetSwapInterval(1);
160 SDL_GetWindowSize(renderer->window, &renderer->viewportWidth, &renderer->viewportHeight);
161 renderer->events.window = renderer->window;
162#else
163 SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1);
164#ifdef COLOR_16_BIT
165 SDL_SetVideoMode(renderer->viewportWidth, renderer->viewportHeight, 16, SDL_OPENGL);
166#else
167 SDL_SetVideoMode(renderer->viewportWidth, renderer->viewportHeight, 32, SDL_OPENGL);
168#endif
169#endif
170
171 renderer->d.outputBuffer = malloc(256 * 256 * 4);
172 renderer->d.outputBufferStride = 256;
173 glGenTextures(1, &renderer->tex);
174 glBindTexture(GL_TEXTURE_2D, renderer->tex);
175 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
176 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
177 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
178#ifndef _WIN32
179 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
180 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
181#endif
182
183 glViewport(0, 0, renderer->viewportWidth, renderer->viewportHeight);
184
185 return 1;
186}
187
188static void _GBASDLRunloop(struct GBAThread* context, struct GLSoftwareRenderer* renderer) {
189 SDL_Event event;
190
191 glEnable(GL_TEXTURE_2D);
192 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
193 glEnableClientState(GL_VERTEX_ARRAY);
194 glVertexPointer(2, GL_INT, 0, _glVertices);
195 glTexCoordPointer(2, GL_INT, 0, _glTexCoords);
196 glMatrixMode (GL_PROJECTION);
197 glLoadIdentity();
198 glOrtho(0, 240, 160, 0, 0, 1);
199 while (context->state < THREAD_EXITING) {
200 if (GBASyncWaitFrameStart(&context->sync, context->frameskip)) {
201 glBindTexture(GL_TEXTURE_2D, renderer->tex);
202#ifdef COLOR_16_BIT
203#ifdef COLOR_5_6_5
204 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, renderer->d.outputBuffer);
205#else
206 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, renderer->d.outputBuffer);
207#endif
208#else
209 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, renderer->d.outputBuffer);
210#endif
211 if (context->sync.videoFrameWait) {
212 glFlush();
213 }
214 }
215 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
216 GBASyncWaitFrameEnd(&context->sync);
217#if SDL_VERSION_ATLEAST(2, 0, 0)
218 SDL_GL_SwapWindow(renderer->window);
219#else
220 SDL_GL_SwapBuffers();
221#endif
222
223 while (SDL_PollEvent(&event)) {
224 GBASDLHandleEvent(context, &renderer->events, &event);
225#if SDL_VERSION_ATLEAST(2, 0, 0)
226 // Event handling can change the size of the screen
227 if (renderer->events.windowUpdated) {
228 SDL_GetWindowSize(renderer->window, &renderer->viewportWidth, &renderer->viewportHeight);
229 glViewport(0, 0, renderer->viewportWidth, renderer->viewportHeight);
230 renderer->events.windowUpdated = 0;
231 }
232#endif
233 }
234 }
235}
236
237static void _GBASDLDeinit(struct GLSoftwareRenderer* renderer) {
238 free(renderer->d.outputBuffer);
239
240 GBASDLDeinitEvents(&renderer->events);
241 GBASDLDeinitAudio(&renderer->audio);
242#if SDL_VERSION_ATLEAST(2, 0, 0)
243 SDL_DestroyWindow(renderer->window);
244#endif
245 SDL_Quit();
246}
247
248static void _GBASDLStart(struct GBAThread* threadContext) {
249 struct GLSoftwareRenderer* renderer = threadContext->userData;
250 renderer->audio.audio = &threadContext->gba->audio;
251 renderer->audio.thread = threadContext;
252}
253
254static void _GBASDLClean(struct GBAThread* threadContext) {
255 struct GLSoftwareRenderer* renderer = threadContext->userData;
256 renderer->audio.audio = 0;
257}