all repos — mgba @ 7c895f6091fe282f53d2f54d3e90ed5588955e2a

mGBA Game Boy Advance Emulator

src/main.c (view raw)

  1#include "debugger.h"
  2#include "gba-thread.h"
  3#include "gba.h"
  4#include "renderers/video-software.h"
  5
  6#include <sdl.h>
  7#include <OpenGL/gl.h>
  8
  9#include <fcntl.h>
 10#include <errno.h>
 11#include <signal.h>
 12#include <sys/time.h>
 13#include <unistd.h>
 14
 15struct GLSoftwareRenderer {
 16	struct GBAVideoSoftwareRenderer d;
 17
 18	GLuint tex;
 19};
 20
 21static int _GBASDLInit(struct GLSoftwareRenderer* renderer);
 22static void _GBASDLDeinit(struct GLSoftwareRenderer* renderer);
 23static void _GBASDLRunloop(struct GBAThread* context, struct GLSoftwareRenderer* renderer);
 24static void _GBASDLHandleKeypress(struct GBAThread* context, const struct SDL_KeyboardEvent* event);
 25
 26static const GLint _glVertices[] = {
 27	0, 0,
 28	256, 0,
 29	256, 256,
 30	0, 256
 31};
 32
 33static const GLint _glTexCoords[] = {
 34	0, 0,
 35	1, 0,
 36	1, 1,
 37	0, 1
 38};
 39
 40int main(int argc, char** argv) {
 41	const char* fname = "test.rom";
 42	if (argc > 1) {
 43		fname = argv[1];
 44	}
 45	int fd = open(fname, O_RDONLY);
 46	if (fd < 0) {
 47		return 1;
 48	}
 49
 50	sigset_t signals;
 51	sigaddset(&signals, SIGINT);
 52	sigaddset(&signals, SIGTRAP);
 53	pthread_sigmask(SIG_BLOCK, &signals, 0);
 54
 55	struct GBAThread context;
 56	struct GLSoftwareRenderer renderer;
 57	GBAVideoSoftwareRendererCreate(&renderer.d);
 58
 59	if (!_GBASDLInit(&renderer)) {
 60		return 1;
 61	}
 62
 63	context.fd = fd;
 64	context.renderer = &renderer.d.d;
 65	GBAThreadStart(&context);
 66
 67	_GBASDLRunloop(&context, &renderer);
 68
 69	GBAThreadJoin(&context);
 70	close(fd);
 71
 72	_GBASDLDeinit(&renderer);
 73
 74	return 0;
 75}
 76
 77static int _GBASDLInit(struct GLSoftwareRenderer* renderer) {
 78	if (SDL_Init(SDL_INIT_VIDEO) < 0) {
 79		return 0;
 80	}
 81
 82	SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1);
 83	SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
 84	SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
 85	SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
 86	SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
 87	SDL_SetVideoMode(240, 160, 16, SDL_OPENGL);
 88
 89	renderer->d.outputBuffer = malloc(256 * 256 * 2);
 90	renderer->d.outputBufferStride = 256;
 91	glGenTextures(1, &renderer->tex);
 92	glBindTexture(GL_TEXTURE_2D, renderer->tex);
 93	glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
 94	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
 95	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
 96	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
 97	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
 98
 99	glViewport(0, 0, 240, 160);
100
101	return 1;
102}
103
104static void _GBASDLRunloop(struct GBAThread* context, struct GLSoftwareRenderer* renderer) {
105	SDL_Event event;
106
107	int err;
108	glEnable(GL_TEXTURE_2D);
109	glEnableClientState(GL_TEXTURE_COORD_ARRAY);
110	glEnableClientState(GL_VERTEX_ARRAY);
111	glVertexPointer(2, GL_INT, 0, _glVertices);
112	glTexCoordPointer(2, GL_INT, 0, _glTexCoords);
113	glMatrixMode (GL_PROJECTION);
114	glLoadIdentity();
115	glOrtho(0, 240, 160, 0, 0, 1);
116	while (context->started) {
117		pthread_mutex_lock(&renderer->d.mutex);
118		if (renderer->d.d.framesPending) {
119			renderer->d.d.framesPending = 0;
120			pthread_mutex_unlock(&renderer->d.mutex);
121			glBindTexture(GL_TEXTURE_2D, renderer->tex);
122			glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5, 256, 256, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, renderer->d.outputBuffer);
123			glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
124
125			SDL_GL_SwapBuffers();
126			pthread_mutex_lock(&renderer->d.mutex);
127			pthread_cond_broadcast(&renderer->d.downCond);
128			pthread_mutex_unlock(&renderer->d.mutex);
129		} else {
130			while (!renderer->d.d.framesPending) {
131				struct timeval tv;
132				struct timespec ts;
133				gettimeofday(&tv, 0);
134				ts.tv_sec = tv.tv_sec;
135				ts.tv_nsec = tv.tv_usec * 1000 + 800000;
136				int err = pthread_cond_timedwait(&renderer->d.upCond, &renderer->d.mutex, &ts);
137				if (err == ETIMEDOUT) {
138					break;
139				}
140			}
141			pthread_mutex_unlock(&renderer->d.mutex);
142		}
143		while (SDL_PollEvent(&event)) {
144			switch (event.type) {
145			case SDL_QUIT:
146				// FIXME: this isn't thread-safe
147				context->debugger->state = DEBUGGER_EXITING;
148				break;
149			case SDL_KEYDOWN:
150			case SDL_KEYUP:
151				_GBASDLHandleKeypress(context, &event.key);
152				break;
153			}
154		}
155	}
156}
157
158static void _GBASDLDeinit(struct GLSoftwareRenderer* renderer) {
159	free(renderer->d.outputBuffer);
160
161	SDL_Quit();
162}
163
164static void _GBASDLHandleKeypress(struct GBAThread* context, const struct SDL_KeyboardEvent* event) {
165	enum GBAKey key = 0;
166	switch (event->keysym.sym) {
167	case SDLK_z:
168		key = GBA_KEY_A;
169		break;
170	case SDLK_x:
171		key = GBA_KEY_B;
172		break;
173	case SDLK_a:
174		key = GBA_KEY_L;
175		break;
176	case SDLK_s:
177		key = GBA_KEY_R;
178		break;
179	case SDLK_RETURN:
180		key = GBA_KEY_START;
181		break;
182	case SDLK_BACKSPACE:
183		key = GBA_KEY_SELECT;
184		break;
185	case SDLK_UP:
186		key = GBA_KEY_UP;
187		break;
188	case SDLK_DOWN:
189		key = GBA_KEY_DOWN;
190		break;
191	case SDLK_LEFT:
192		key = GBA_KEY_LEFT;
193		break;
194	case SDLK_RIGHT:
195		key = GBA_KEY_RIGHT;
196		break;
197	case SDLK_TAB:
198		context->renderer->turbo = !context->renderer->turbo;
199		return;
200	default:
201		return;
202	}
203
204	if (event->type == SDL_KEYDOWN) {
205		context->activeKeys |= 1 << key;
206	} else {
207		context->activeKeys &= ~(1 << key);
208	}
209}