all repos — mgba @ 6b86cdf9ef5369884c33a44ee7941698a6feeec4

mGBA Game Boy Advance Emulator

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}