all repos — mgba @ 98c8b42b0f2aa63f61dfb27d2a68bc437028b280

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