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 GLSoftwareRenderer renderer;
62 GBAVideoSoftwareRendererCreate(&renderer.d);
63
64 renderer.viewportWidth = 240;
65 renderer.viewportHeight = 160;
66
67 if (!_GBASDLInit(&renderer)) {
68 return 1;
69 }
70
71 struct GBAThread context = {
72 .fd = fd,
73 .biosFd = -1,
74 .fname = fname,
75 .useDebugger = 1,
76 .renderer = &renderer.d.d,
77 .frameskip = 0,
78 .sync.videoFrameWait = 0,
79 .sync.audioWait = 1,
80 .startCallback = _GBASDLStart,
81 .cleanCallback = _GBASDLClean,
82 .userData = &renderer,
83 .rewindBufferCapacity = 10,
84 .rewindBufferInterval = 30
85 };
86 GBAThreadStart(&context);
87
88 _GBASDLRunloop(&context, &renderer);
89
90 GBAThreadJoin(&context);
91 close(fd);
92
93 _GBASDLDeinit(&renderer);
94
95 return 0;
96}
97
98static int _GBASDLInit(struct GLSoftwareRenderer* renderer) {
99 if (SDL_Init(SDL_INIT_VIDEO) < 0) {
100 return 0;
101 }
102
103 GBASDLInitEvents(&renderer->events);
104 GBASDLInitAudio(&renderer->audio);
105
106 SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1);
107 SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
108 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
109 SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
110 SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
111#ifdef COLOR_16_BIT
112 SDL_SetVideoMode(renderer->viewportWidth, renderer->viewportHeight, 16, SDL_OPENGL);
113#else
114 SDL_SetVideoMode(renderer->viewportWidth, renderer->viewportHeight, 32, SDL_OPENGL);
115#endif
116
117 renderer->d.outputBuffer = malloc(256 * 256 * 4);
118 renderer->d.outputBufferStride = 256;
119 glGenTextures(1, &renderer->tex);
120 glBindTexture(GL_TEXTURE_2D, renderer->tex);
121 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
122 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
123 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
124#ifndef _WIN32
125 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
126 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
127#endif
128
129 glViewport(0, 0, renderer->viewportWidth, renderer->viewportHeight);
130
131 return 1;
132}
133
134static void _GBASDLRunloop(struct GBAThread* context, struct GLSoftwareRenderer* renderer) {
135 SDL_Event event;
136
137 glEnable(GL_TEXTURE_2D);
138 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
139 glEnableClientState(GL_VERTEX_ARRAY);
140 glVertexPointer(2, GL_INT, 0, _glVertices);
141 glTexCoordPointer(2, GL_INT, 0, _glTexCoords);
142 glMatrixMode (GL_PROJECTION);
143 glLoadIdentity();
144 glOrtho(0, 240, 160, 0, 0, 1);
145 while (context->state < THREAD_EXITING) {
146 if (GBASyncWaitFrameStart(&context->sync, context->frameskip)) {
147 glBindTexture(GL_TEXTURE_2D, renderer->tex);
148#ifdef COLOR_16_BIT
149 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, renderer->d.outputBuffer);
150#else
151 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, renderer->d.outputBuffer);
152#endif
153 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
154 if (context->sync.videoFrameWait) {
155 glFlush();
156 }
157 }
158 GBASyncWaitFrameEnd(&context->sync);
159 SDL_GL_SwapBuffers();
160
161 while (SDL_PollEvent(&event)) {
162 GBASDLHandleEvent(context, &event);
163 }
164 }
165}
166
167static void _GBASDLDeinit(struct GLSoftwareRenderer* renderer) {
168 free(renderer->d.outputBuffer);
169
170 GBASDLDeinitEvents(&renderer->events);
171 GBASDLDeinitAudio(&renderer->audio);
172 SDL_Quit();
173}
174
175static void _GBASDLStart(struct GBAThread* threadContext) {
176 struct GLSoftwareRenderer* renderer = threadContext->userData;
177 renderer->audio.audio = &threadContext->gba->audio;
178}
179
180static void _GBASDLClean(struct GBAThread* threadContext) {
181 struct GLSoftwareRenderer* renderer = threadContext->userData;
182 renderer->audio.audio = 0;
183}