src/platform/sdl/gl-main.c (view raw)
1#include "debugger.h"
2#include "gba-thread.h"
3#include "gba.h"
4#include "sdl-audio.h"
5#include "sdl-events.h"
6#include "renderers/video-software.h"
7
8#include <SDL.h>
9#ifdef __APPLE__
10#include <OpenGL/gl.h>
11#else
12#include <GL/gl.h>
13#endif
14
15#include <fcntl.h>
16#include <errno.h>
17#include <signal.h>
18#include <sys/time.h>
19#include <unistd.h>
20
21struct GLSoftwareRenderer {
22 struct GBAVideoSoftwareRenderer d;
23 struct GBASDLAudio audio;
24 struct GBASDLEvents events;
25
26 int viewportWidth;
27 int viewportHeight;
28 GLuint tex;
29};
30
31static int _GBASDLInit(struct GLSoftwareRenderer* renderer);
32static void _GBASDLDeinit(struct GLSoftwareRenderer* renderer);
33static void _GBASDLRunloop(struct GBAThread* context, struct GLSoftwareRenderer* renderer);
34static void _GBASDLStart(struct GBAThread* context);
35static void _GBASDLClean(struct GBAThread* context);
36
37static const GLint _glVertices[] = {
38 0, 0,
39 256, 0,
40 256, 256,
41 0, 256
42};
43
44static const GLint _glTexCoords[] = {
45 0, 0,
46 1, 0,
47 1, 1,
48 0, 1
49};
50
51int main(int argc, char** argv) {
52 const char* fname = "test.rom";
53 if (argc > 1) {
54 fname = argv[1];
55 }
56 int fd = open(fname, O_RDONLY);
57 if (fd < 0) {
58 return 1;
59 }
60
61 struct GLSoftwareRenderer renderer;
62 GBAVideoSoftwareRendererCreate(&renderer.d);
63
64 renderer.viewportWidth = 240;
65 renderer.viewportHeight = 160;
66
67 if (!_GBASDLInit(&renderer)) {
68 return 1;
69 }
70
71 struct GBAThread context = {
72 .fd = fd,
73 .fname = fname,
74 .useDebugger = 1,
75 .renderer = &renderer.d.d,
76 .frameskip = 0,
77 .sync.videoFrameWait = 0,
78 .sync.audioWait = 1,
79 .startCallback = _GBASDLStart,
80 .cleanCallback = _GBASDLClean,
81 .userData = &renderer,
82 .rewindBufferCapacity = 10,
83 .rewindBufferInterval = 30
84 };
85 GBAThreadStart(&context);
86
87 _GBASDLRunloop(&context, &renderer);
88
89 GBAThreadJoin(&context);
90 close(fd);
91
92 _GBASDLDeinit(&renderer);
93
94 return 0;
95}
96
97static int _GBASDLInit(struct GLSoftwareRenderer* renderer) {
98 if (SDL_Init(SDL_INIT_VIDEO) < 0) {
99 return 0;
100 }
101
102 GBASDLInitEvents(&renderer->events);
103 GBASDLInitAudio(&renderer->audio);
104
105 SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1);
106 SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
107 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
108 SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
109 SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
110#ifdef COLOR_16_BIT
111 SDL_SetVideoMode(renderer->viewportWidth, renderer->viewportHeight, 16, SDL_OPENGL);
112#else
113 SDL_SetVideoMode(renderer->viewportWidth, renderer->viewportHeight, 32, SDL_OPENGL);
114#endif
115
116 renderer->d.outputBuffer = malloc(256 * 256 * 4);
117 renderer->d.outputBufferStride = 256;
118 glGenTextures(1, &renderer->tex);
119 glBindTexture(GL_TEXTURE_2D, renderer->tex);
120 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
121 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
122 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
123#ifndef _WIN32
124 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
125 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
126#endif
127
128 glViewport(0, 0, renderer->viewportWidth, renderer->viewportHeight);
129
130 return 1;
131}
132
133static void _GBASDLRunloop(struct GBAThread* context, struct GLSoftwareRenderer* renderer) {
134 SDL_Event event;
135
136 glEnable(GL_TEXTURE_2D);
137 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
138 glEnableClientState(GL_VERTEX_ARRAY);
139 glVertexPointer(2, GL_INT, 0, _glVertices);
140 glTexCoordPointer(2, GL_INT, 0, _glTexCoords);
141 glMatrixMode (GL_PROJECTION);
142 glLoadIdentity();
143 glOrtho(0, 240, 160, 0, 0, 1);
144 while (context->state < THREAD_EXITING) {
145 if (GBASyncWaitFrameStart(&context->sync, context->frameskip)) {
146 glBindTexture(GL_TEXTURE_2D, renderer->tex);
147#ifdef COLOR_16_BIT
148 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, renderer->d.outputBuffer);
149#else
150 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, renderer->d.outputBuffer);
151#endif
152 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
153 if (context->sync.videoFrameWait) {
154 glFlush();
155 }
156 }
157 GBASyncWaitFrameEnd(&context->sync);
158 SDL_GL_SwapBuffers();
159
160 while (SDL_PollEvent(&event)) {
161 GBASDLHandleEvent(context, &event);
162 }
163 }
164}
165
166static void _GBASDLDeinit(struct GLSoftwareRenderer* renderer) {
167 free(renderer->d.outputBuffer);
168
169 GBASDLDeinitEvents(&renderer->events);
170 GBASDLDeinitAudio(&renderer->audio);
171 SDL_Quit();
172}
173
174static void _GBASDLStart(struct GBAThread* threadContext) {
175 struct GLSoftwareRenderer* renderer = threadContext->userData;
176 renderer->audio.audio = &threadContext->gba->audio;
177}
178
179static void _GBASDLClean(struct GBAThread* threadContext) {
180 struct GLSoftwareRenderer* renderer = threadContext->userData;
181 renderer->audio.audio = 0;
182}