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mGBA Game Boy Advance Emulator

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}