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 GBAThread context;
62 struct GLSoftwareRenderer renderer;
63 GBAVideoSoftwareRendererCreate(&renderer.d);
64
65 renderer.viewportWidth = 240;
66 renderer.viewportHeight = 160;
67
68 if (!_GBASDLInit(&renderer)) {
69 return 1;
70 }
71
72 context.fd = fd;
73 context.fname = fname;
74 context.useDebugger = 1;
75 context.renderer = &renderer.d.d;
76 context.frameskip = 0;
77 context.sync.videoFrameWait = 1;
78 context.sync.audioWait = 1;
79 context.startCallback = _GBASDLStart;
80 context.cleanCallback = _GBASDLClean;
81 context.frameCallback = 0;
82 context.userData = &renderer;
83 GBAThreadStart(&context);
84
85 _GBASDLRunloop(&context, &renderer);
86
87 GBAThreadJoin(&context);
88 close(fd);
89
90 _GBASDLDeinit(&renderer);
91
92 return 0;
93}
94
95static int _GBASDLInit(struct GLSoftwareRenderer* renderer) {
96 if (SDL_Init(SDL_INIT_VIDEO) < 0) {
97 return 0;
98 }
99
100 GBASDLInitEvents(&renderer->events);
101 GBASDLInitAudio(&renderer->audio);
102
103 SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1);
104 SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
105 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
106 SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
107 SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
108#ifdef COLOR_16_BIT
109 SDL_SetVideoMode(renderer->viewportWidth, renderer->viewportHeight, 16, SDL_OPENGL);
110#else
111 SDL_SetVideoMode(renderer->viewportWidth, renderer->viewportHeight, 32, SDL_OPENGL);
112#endif
113
114 renderer->d.outputBuffer = malloc(256 * 256 * 4);
115 renderer->d.outputBufferStride = 256;
116 glGenTextures(1, &renderer->tex);
117 glBindTexture(GL_TEXTURE_2D, renderer->tex);
118 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
119 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
120 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
121#ifndef _WIN32
122 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
123 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
124#endif
125
126 glViewport(0, 0, renderer->viewportWidth, renderer->viewportHeight);
127
128 return 1;
129}
130
131static void _GBASDLRunloop(struct GBAThread* context, struct GLSoftwareRenderer* renderer) {
132 SDL_Event event;
133
134 glEnable(GL_TEXTURE_2D);
135 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
136 glEnableClientState(GL_VERTEX_ARRAY);
137 glVertexPointer(2, GL_INT, 0, _glVertices);
138 glTexCoordPointer(2, GL_INT, 0, _glTexCoords);
139 glMatrixMode (GL_PROJECTION);
140 glLoadIdentity();
141 glOrtho(0, 240, 160, 0, 0, 1);
142 while (context->state < THREAD_EXITING) {
143 if (GBASyncWaitFrameStart(&context->sync, context->frameskip)) {
144 glBindTexture(GL_TEXTURE_2D, renderer->tex);
145#ifdef COLOR_16_BIT
146 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, renderer->d.outputBuffer);
147#else
148 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, renderer->d.outputBuffer);
149#endif
150 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
151 if (context->sync.videoFrameWait) {
152 glFlush();
153 }
154 }
155 GBASyncWaitFrameEnd(&context->sync);
156 SDL_GL_SwapBuffers();
157
158 while (SDL_PollEvent(&event)) {
159 GBASDLHandleEvent(context, &event);
160 }
161 }
162}
163
164static void _GBASDLDeinit(struct GLSoftwareRenderer* renderer) {
165 free(renderer->d.outputBuffer);
166
167 GBASDLDeinitEvents(&renderer->events);
168 GBASDLDeinitAudio(&renderer->audio);
169 SDL_Quit();
170}
171
172static void _GBASDLStart(struct GBAThread* threadContext) {
173 struct GLSoftwareRenderer* renderer = threadContext->userData;
174 renderer->audio.audio = &threadContext->gba->audio;
175}
176
177static void _GBASDLClean(struct GBAThread* threadContext) {
178 struct GLSoftwareRenderer* renderer = threadContext->userData;
179 renderer->audio.audio = 0;
180}