all repos — mgba @ 91ee44c4580f296690e9f995d45b24f74ee8be17

mGBA Game Boy Advance Emulator

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

  1/* Copyright (c) 2013-2015 Jeffrey Pfau
  2 *
  3 * This Source Code Form is subject to the terms of the Mozilla Public
  4 * License, v. 2.0. If a copy of the MPL was not distributed with this
  5 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
  6#include "DisplayGL.h"
  7
  8#include <QApplication>
  9#include <QResizeEvent>
 10
 11extern "C" {
 12#include "gba/supervisor/thread.h"
 13}
 14
 15using namespace QGBA;
 16
 17static const GLint _glVertices[] = {
 18	0, 0,
 19	256, 0,
 20	256, 256,
 21	0, 256
 22};
 23
 24static const GLint _glTexCoords[] = {
 25	0, 0,
 26	1, 0,
 27	1, 1,
 28	0, 1
 29};
 30
 31DisplayGL::DisplayGL(const QGLFormat& format, QWidget* parent)
 32	: Display(parent)
 33	, m_gl(new EmptyGLWidget(format, this))
 34	, m_painter(new PainterGL(m_gl))
 35	, m_drawThread(nullptr)
 36	, m_lockAspectRatio(false)
 37	, m_filter(false)
 38	, m_context(nullptr)
 39{
 40}
 41
 42DisplayGL::~DisplayGL() {
 43	delete m_painter;
 44}
 45
 46void DisplayGL::startDrawing(GBAThread* thread) {
 47	if (m_drawThread) {
 48		return;
 49	}
 50	m_painter->setContext(thread);
 51	m_context = thread;
 52	m_painter->resize(size());
 53	m_gl->move(0, 0);
 54	m_gl->resize(size());
 55	m_drawThread = new QThread(this);
 56	m_gl->context()->doneCurrent();
 57	m_gl->context()->moveToThread(m_drawThread);
 58	m_painter->moveToThread(m_drawThread);
 59	connect(m_drawThread, SIGNAL(started()), m_painter, SLOT(start()));
 60	m_drawThread->start();
 61
 62	lockAspectRatio(m_lockAspectRatio);
 63	filter(m_filter);
 64}
 65
 66void DisplayGL::stopDrawing() {
 67	if (m_drawThread) {
 68		if (GBAThreadIsActive(m_context)) {
 69			GBAThreadInterrupt(m_context);
 70			GBASyncSuspendDrawing(&m_context->sync);
 71		}
 72		QMetaObject::invokeMethod(m_painter, "stop", Qt::BlockingQueuedConnection);
 73		m_drawThread->exit();
 74		m_drawThread = nullptr;
 75		if (GBAThreadIsActive(m_context)) {
 76			GBASyncResumeDrawing(&m_context->sync);
 77			GBAThreadContinue(m_context);
 78		}
 79	}
 80}
 81
 82void DisplayGL::pauseDrawing() {
 83	if (m_drawThread) {
 84		if (GBAThreadIsActive(m_context)) {
 85			GBAThreadInterrupt(m_context);
 86			GBASyncSuspendDrawing(&m_context->sync);
 87		}
 88		QMetaObject::invokeMethod(m_painter, "pause", Qt::BlockingQueuedConnection);
 89		if (GBAThreadIsActive(m_context)) {
 90			GBASyncResumeDrawing(&m_context->sync);
 91			GBAThreadContinue(m_context);
 92		}
 93	}
 94}
 95
 96void DisplayGL::unpauseDrawing() {
 97	if (m_drawThread) {
 98		if (GBAThreadIsActive(m_context)) {
 99			GBAThreadInterrupt(m_context);
100			GBASyncSuspendDrawing(&m_context->sync);
101		}
102		QMetaObject::invokeMethod(m_painter, "unpause", Qt::BlockingQueuedConnection);
103		if (GBAThreadIsActive(m_context)) {
104			GBASyncResumeDrawing(&m_context->sync);
105			GBAThreadContinue(m_context);
106		}
107	}
108}
109
110void DisplayGL::forceDraw() {
111	if (m_drawThread) {
112		QMetaObject::invokeMethod(m_painter, "forceDraw");
113	}
114}
115
116void DisplayGL::lockAspectRatio(bool lock) {
117	m_lockAspectRatio = lock;
118	if (m_drawThread) {
119		QMetaObject::invokeMethod(m_painter, "lockAspectRatio", Q_ARG(bool, lock));
120	}
121}
122
123void DisplayGL::filter(bool filter) {
124	m_filter = filter;
125	if (m_drawThread) {
126		QMetaObject::invokeMethod(m_painter, "filter", Q_ARG(bool, filter));
127	}
128}
129
130void DisplayGL::framePosted(const uint32_t* buffer) {
131	if (m_drawThread && buffer) {
132		QMetaObject::invokeMethod(m_painter, "setBacking", Q_ARG(const uint32_t*, buffer));
133	}
134}
135
136void DisplayGL::resizeEvent(QResizeEvent* event) {
137	m_gl->resize(size());
138	if (m_drawThread) {
139		QMetaObject::invokeMethod(m_painter, "resize", Qt::BlockingQueuedConnection, Q_ARG(QSize, event->size()));
140	}
141}
142
143PainterGL::PainterGL(QGLWidget* parent)
144	: m_gl(parent)
145	, m_drawTimer(nullptr)
146	, m_lockAspectRatio(false)
147	, m_filter(false)
148	, m_context(nullptr)
149{
150}
151
152void PainterGL::setContext(GBAThread* context) {
153	m_context = context;
154}
155
156void PainterGL::setBacking(const uint32_t* backing) {
157	m_gl->makeCurrent();
158#ifdef COLOR_16_BIT
159#ifdef COLOR_5_6_5
160	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, backing);
161#else
162	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, backing);
163#endif
164#else
165	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, backing);
166#endif
167	m_gl->doneCurrent();
168}
169
170void PainterGL::resize(const QSize& size) {
171	m_size = size;
172	if (m_drawTimer) {
173		forceDraw();
174		forceDraw();
175	}
176}
177
178void PainterGL::lockAspectRatio(bool lock) {
179	m_lockAspectRatio = lock;
180	if (m_drawTimer) {
181		forceDraw();
182		forceDraw();
183	}
184}
185
186void PainterGL::filter(bool filter) {
187	m_filter = filter;
188	m_gl->makeCurrent();
189	if (m_filter) {
190		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
191	} else {
192		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
193	}
194	m_gl->doneCurrent();
195	if (m_drawTimer) {
196		forceDraw();
197	}
198}
199
200void PainterGL::start() {
201	m_gl->makeCurrent();
202	glEnable(GL_TEXTURE_2D);
203	glGenTextures(1, &m_tex);
204	glBindTexture(GL_TEXTURE_2D, m_tex);
205	glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
206	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
207	if (m_filter) {
208		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
209	} else {
210		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
211	}
212	glEnableClientState(GL_TEXTURE_COORD_ARRAY);
213	glEnableClientState(GL_VERTEX_ARRAY);
214	glVertexPointer(2, GL_INT, 0, _glVertices);
215	glTexCoordPointer(2, GL_INT, 0, _glTexCoords);
216	glMatrixMode(GL_PROJECTION);
217	glLoadIdentity();
218	glOrtho(0, 240, 160, 0, 0, 1);
219	glMatrixMode(GL_MODELVIEW);
220	glLoadIdentity();
221	glClearColor(0, 0, 0, 0);
222	glClear(GL_COLOR_BUFFER_BIT);
223	m_gl->doneCurrent();
224
225	m_drawTimer = new QTimer;
226	m_drawTimer->moveToThread(QThread::currentThread());
227	m_drawTimer->setInterval(0);
228	connect(m_drawTimer, SIGNAL(timeout()), this, SLOT(draw()));
229	m_drawTimer->start();
230}
231
232void PainterGL::draw() {
233	m_gl->makeCurrent();
234	GBASyncWaitFrameStart(&m_context->sync, m_context->frameskip);
235	performDraw();
236	GBASyncWaitFrameEnd(&m_context->sync);
237	m_gl->swapBuffers();
238	m_gl->doneCurrent();
239}
240
241void PainterGL::forceDraw() {
242	m_gl->makeCurrent();
243	glViewport(0, 0, m_size.width() * m_gl->devicePixelRatio(), m_size.height() * m_gl->devicePixelRatio());
244	glClear(GL_COLOR_BUFFER_BIT);
245	performDraw();
246	m_gl->swapBuffers();
247	m_gl->doneCurrent();
248}
249
250void PainterGL::stop() {
251	m_drawTimer->stop();
252	delete m_drawTimer;
253	m_drawTimer = nullptr;
254	m_gl->makeCurrent();
255	glDeleteTextures(1, &m_tex);
256	glClear(GL_COLOR_BUFFER_BIT);
257	m_gl->swapBuffers();
258	m_gl->doneCurrent();
259	m_gl->context()->moveToThread(m_gl->thread());
260	moveToThread(m_gl->thread());
261}
262
263void PainterGL::pause() {
264	m_drawTimer->stop();
265	// Make sure both buffers are filled
266	forceDraw();
267	forceDraw();
268}
269
270void PainterGL::unpause() {
271	m_drawTimer->start();
272}
273
274void PainterGL::performDraw() {
275	int w = m_size.width() * m_gl->devicePixelRatio();
276	int h = m_size.height() *m_gl->devicePixelRatio();
277#ifndef Q_OS_MAC
278	// TODO: This seems to cause framerates to drag down to 120 FPS on OS X,
279	// even if the emulator can go faster. Look into why.
280	glViewport(0, 0, m_size.width() * m_gl->devicePixelRatio(), m_size.height() * m_gl->devicePixelRatio());
281	glClear(GL_COLOR_BUFFER_BIT);
282#endif
283	int drawW = w;
284	int drawH = h;
285	if (m_lockAspectRatio) {
286		if (w * 2 > h * 3) {
287			drawW = h * 3 / 2;
288		} else if (w * 2 < h * 3) {
289			drawH = w * 2 / 3;
290		}
291	}
292	glViewport((w - drawW) / 2, (h - drawH) / 2, drawW, drawH);
293	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
294	if (m_context->sync.videoFrameWait) {
295		glFlush();
296	}
297}