all repos — mgba @ 6e62ba8bb260ab39ff31dbdf5e0e000c72ffaba2

mGBA Game Boy Advance Emulator

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

  1#include "Display.h"
  2
  3#include <QApplication>
  4#include <QResizeEvent>
  5
  6extern "C" {
  7#include "gba-thread.h"
  8}
  9
 10using namespace QGBA;
 11
 12static const GLint _glVertices[] = {
 13	0, 0,
 14	256, 0,
 15	256, 256,
 16	0, 256
 17};
 18
 19static const GLint _glTexCoords[] = {
 20	0, 0,
 21	1, 0,
 22	1, 1,
 23	0, 1
 24};
 25
 26Display::Display(QGLFormat format, QWidget* parent)
 27	: QGLWidget(format, parent)
 28	, m_painter(nullptr)
 29	, m_drawThread(nullptr)
 30{
 31	setSizePolicy(QSizePolicy::MinimumExpanding, QSizePolicy::MinimumExpanding);
 32	setMinimumSize(VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS);
 33	setAutoBufferSwap(false);
 34	setCursor(Qt::BlankCursor);
 35}
 36
 37void Display::startDrawing(const uint32_t* buffer, GBAThread* thread) {
 38	if (m_drawThread) {
 39		return;
 40	}
 41	m_drawThread = new QThread(this);
 42	m_painter = new Painter(this);
 43	m_painter->setContext(thread);
 44	m_painter->setBacking(buffer);
 45	m_painter->moveToThread(m_drawThread);
 46	m_context = thread;
 47	doneCurrent();
 48	context()->moveToThread(m_drawThread);
 49	connect(m_drawThread, SIGNAL(started()), m_painter, SLOT(start()));
 50	m_drawThread->start(QThread::TimeCriticalPriority);
 51}
 52
 53void Display::stopDrawing() {
 54	if (m_drawThread) {
 55		GBAThreadInterrupt(m_context);
 56		GBASyncSuspendDrawing(&m_context->sync);
 57		QMetaObject::invokeMethod(m_painter, "stop", Qt::BlockingQueuedConnection);
 58		m_drawThread->exit();
 59		m_drawThread = nullptr;
 60		GBASyncResumeDrawing(&m_context->sync);
 61		GBAThreadContinue(m_context);
 62	}
 63}
 64
 65void Display::forceDraw() {
 66	if (m_drawThread) {
 67		QMetaObject::invokeMethod(m_painter, "forceDraw", Qt::QueuedConnection);
 68	}
 69}
 70
 71#ifdef USE_PNG
 72void Display::screenshot() {
 73	GBAThreadInterrupt(m_context);
 74	GBAThreadTakeScreenshot(m_context);
 75	GBAThreadContinue(m_context);
 76}
 77#endif
 78
 79void Display::initializeGL() {
 80	glClearColor(0, 0, 0, 0);
 81	glClear(GL_COLOR_BUFFER_BIT);
 82	swapBuffers();
 83}
 84
 85void Display::resizeEvent(QResizeEvent* event) {
 86	if (m_drawThread) {
 87		GBAThreadInterrupt(m_context);
 88		GBASyncSuspendDrawing(&m_context->sync);
 89		QMetaObject::invokeMethod(m_painter, "resize", Qt::BlockingQueuedConnection, Q_ARG(QSize, event->size()));
 90		GBASyncResumeDrawing(&m_context->sync);
 91		GBAThreadContinue(m_context);
 92	}
 93}
 94
 95Painter::Painter(Display* parent)
 96	: m_gl(parent)
 97{
 98	m_size = parent->size();
 99}
100
101void Painter::setContext(GBAThread* context) {
102	m_context = context;
103}
104
105void Painter::setBacking(const uint32_t* backing) {
106	m_backing = backing;
107}
108
109void Painter::resize(const QSize& size) {
110	m_size = size;
111	m_gl->makeCurrent();
112	glViewport(0, 0, m_size.width() * m_gl->devicePixelRatio(), m_size.height() * m_gl->devicePixelRatio());
113	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
114	m_gl->swapBuffers();
115	m_gl->doneCurrent();
116}
117
118void Painter::start() {
119	m_gl->makeCurrent();
120	glEnable(GL_TEXTURE_2D);
121	glGenTextures(1, &m_tex);
122	glBindTexture(GL_TEXTURE_2D, m_tex);
123	glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
124	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
125	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
126	glEnableClientState(GL_TEXTURE_COORD_ARRAY);
127	glEnableClientState(GL_VERTEX_ARRAY);
128	glVertexPointer(2, GL_INT, 0, _glVertices);
129	glTexCoordPointer(2, GL_INT, 0, _glTexCoords);
130	glMatrixMode(GL_PROJECTION);
131	glLoadIdentity();
132	glOrtho(0, 240, 160, 0, 0, 1);
133	glMatrixMode(GL_MODELVIEW);
134	glLoadIdentity();
135	m_gl->doneCurrent();
136
137	m_drawTimer = new QTimer;
138	m_drawTimer->moveToThread(QThread::currentThread());
139	m_drawTimer->setInterval(0);
140	connect(m_drawTimer, SIGNAL(timeout()), this, SLOT(draw()));
141	m_drawTimer->start();
142}
143
144void Painter::draw() {
145	m_gl->makeCurrent();
146	if (GBASyncWaitFrameStart(&m_context->sync, m_context->frameskip)) {
147		glViewport(0, 0, m_size.width() * m_gl->devicePixelRatio(), m_size.height() * m_gl->devicePixelRatio());
148		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, m_backing);
149		glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
150		if (m_context->sync.videoFrameWait) {
151			glFlush();
152		}
153	}
154	GBASyncWaitFrameEnd(&m_context->sync);
155	m_gl->swapBuffers();
156	m_gl->doneCurrent();
157}
158
159void Painter::forceDraw() {
160	m_gl->makeCurrent();
161	glViewport(0, 0, m_size.width() * m_gl->devicePixelRatio(), m_size.height() * m_gl->devicePixelRatio());
162	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, m_backing);
163	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
164	if (m_context->sync.videoFrameWait) {
165		glFlush();
166	}
167	m_gl->swapBuffers();
168	m_gl->doneCurrent();
169}
170
171void Painter::stop() {
172	m_drawTimer->stop();
173	delete m_drawTimer;
174	m_gl->makeCurrent();
175	glDeleteTextures(1, &m_tex);
176	glClear(GL_COLOR_BUFFER_BIT);
177	m_gl->swapBuffers();
178	m_gl->doneCurrent();
179	m_gl->context()->moveToThread(QApplication::instance()->thread());
180}