all repos — mgba @ 9eca161dc9e012eb726b0225eac18cdcc6fbbab8

mGBA Game Boy Advance Emulator

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

  1/* Copyright (c) 2013-2014 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 "Display.h"
  7
  8#include <QApplication>
  9#include <QResizeEvent>
 10
 11extern "C" {
 12#include "gba-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
 31Display::Display(QGLFormat format, QWidget* parent)
 32	: QGLWidget(format, parent)
 33	, m_painter(nullptr)
 34	, m_drawThread(nullptr)
 35{
 36	setSizePolicy(QSizePolicy::MinimumExpanding, QSizePolicy::MinimumExpanding);
 37	setMinimumSize(VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS);
 38	setAutoBufferSwap(false);
 39	setCursor(Qt::BlankCursor);
 40}
 41
 42void Display::startDrawing(const uint32_t* buffer, GBAThread* thread) {
 43	if (m_drawThread) {
 44		return;
 45	}
 46	m_drawThread = new QThread(this);
 47	m_painter = new Painter(this);
 48	m_painter->setContext(thread);
 49	m_painter->setBacking(buffer);
 50	m_painter->moveToThread(m_drawThread);
 51	m_context = thread;
 52	doneCurrent();
 53	context()->moveToThread(m_drawThread);
 54	connect(m_drawThread, SIGNAL(started()), m_painter, SLOT(start()));
 55	m_drawThread->start(QThread::TimeCriticalPriority);
 56
 57	lockAspectRatio(m_lockAspectRatio);
 58}
 59
 60void Display::stopDrawing() {
 61	if (m_drawThread) {
 62		if (GBAThreadIsActive(m_context)) {
 63			GBAThreadInterrupt(m_context);
 64			GBASyncSuspendDrawing(&m_context->sync);
 65		}
 66		QMetaObject::invokeMethod(m_painter, "stop", Qt::BlockingQueuedConnection);
 67		m_drawThread->exit();
 68		m_drawThread = nullptr;
 69		if (GBAThreadIsActive(m_context)) {
 70			GBASyncResumeDrawing(&m_context->sync);
 71			GBAThreadContinue(m_context);
 72		}
 73	}
 74}
 75
 76void Display::pauseDrawing() {
 77	if (m_drawThread) {
 78		if (GBAThreadIsActive(m_context)) {
 79			GBAThreadInterrupt(m_context);
 80			GBASyncSuspendDrawing(&m_context->sync);
 81		}
 82		QMetaObject::invokeMethod(m_painter, "pause", Qt::BlockingQueuedConnection);
 83		if (GBAThreadIsActive(m_context)) {
 84			GBASyncResumeDrawing(&m_context->sync);
 85			GBAThreadContinue(m_context);
 86		}
 87	}
 88}
 89
 90void Display::unpauseDrawing() {
 91	if (m_drawThread) {
 92		if (GBAThreadIsActive(m_context)) {
 93			GBAThreadInterrupt(m_context);
 94			GBASyncSuspendDrawing(&m_context->sync);
 95		}
 96		QMetaObject::invokeMethod(m_painter, "unpause", Qt::BlockingQueuedConnection);
 97		if (GBAThreadIsActive(m_context)) {
 98			GBASyncResumeDrawing(&m_context->sync);
 99			GBAThreadContinue(m_context);
100		}
101	}
102}
103
104void Display::forceDraw() {
105	if (m_drawThread) {
106		QMetaObject::invokeMethod(m_painter, "forceDraw", Qt::QueuedConnection);
107	}
108}
109
110void Display::lockAspectRatio(bool lock) {
111	m_lockAspectRatio = lock;
112	if (m_drawThread) {
113		QMetaObject::invokeMethod(m_painter, "lockAspectRatio", Qt::QueuedConnection, Q_ARG(bool, lock));
114	}
115}
116
117#ifdef USE_PNG
118void Display::screenshot() {
119	GBAThreadInterrupt(m_context);
120	GBAThreadTakeScreenshot(m_context);
121	GBAThreadContinue(m_context);
122}
123#endif
124
125void Display::initializeGL() {
126	glClearColor(0, 0, 0, 0);
127	glClear(GL_COLOR_BUFFER_BIT);
128	swapBuffers();
129}
130
131void Display::resizeEvent(QResizeEvent* event) {
132	if (m_drawThread) {
133		GBAThreadInterrupt(m_context);
134		GBASyncSuspendDrawing(&m_context->sync);
135		QMetaObject::invokeMethod(m_painter, "resize", Qt::BlockingQueuedConnection, Q_ARG(QSize, event->size()));
136		GBASyncResumeDrawing(&m_context->sync);
137		GBAThreadContinue(m_context);
138	}
139}
140
141Painter::Painter(Display* parent)
142	: m_gl(parent)
143	, m_lockAspectRatio(false)
144{
145	m_size = parent->size();
146}
147
148void Painter::setContext(GBAThread* context) {
149	m_context = context;
150}
151
152void Painter::setBacking(const uint32_t* backing) {
153	m_backing = backing;
154}
155
156void Painter::resize(const QSize& size) {
157	m_size = size;
158	forceDraw();
159}
160
161void Painter::lockAspectRatio(bool lock) {
162	m_lockAspectRatio = lock;
163	forceDraw();
164}
165
166void Painter::start() {
167	m_gl->makeCurrent();
168	glEnable(GL_TEXTURE_2D);
169	glGenTextures(1, &m_tex);
170	glBindTexture(GL_TEXTURE_2D, m_tex);
171	glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
172	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
173	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
174	glEnableClientState(GL_TEXTURE_COORD_ARRAY);
175	glEnableClientState(GL_VERTEX_ARRAY);
176	glVertexPointer(2, GL_INT, 0, _glVertices);
177	glTexCoordPointer(2, GL_INT, 0, _glTexCoords);
178	glMatrixMode(GL_PROJECTION);
179	glLoadIdentity();
180	glOrtho(0, 240, 160, 0, 0, 1);
181	glMatrixMode(GL_MODELVIEW);
182	glLoadIdentity();
183	m_gl->doneCurrent();
184
185	m_drawTimer = new QTimer;
186	m_drawTimer->moveToThread(QThread::currentThread());
187	m_drawTimer->setInterval(0);
188	connect(m_drawTimer, SIGNAL(timeout()), this, SLOT(draw()));
189	m_drawTimer->start();
190}
191
192void Painter::draw() {
193	m_gl->makeCurrent();
194	if (GBASyncWaitFrameStart(&m_context->sync, m_context->frameskip)) {
195		performDraw();
196	}
197	GBASyncWaitFrameEnd(&m_context->sync);
198	m_gl->swapBuffers();
199	m_gl->doneCurrent();
200}
201
202void Painter::forceDraw() {
203	m_gl->makeCurrent();
204	performDraw();
205	m_gl->swapBuffers();
206	m_gl->doneCurrent();
207}
208
209void Painter::stop() {
210	m_drawTimer->stop();
211	delete m_drawTimer;
212	m_gl->makeCurrent();
213	glDeleteTextures(1, &m_tex);
214	glClear(GL_COLOR_BUFFER_BIT);
215	m_gl->swapBuffers();
216	m_gl->doneCurrent();
217	m_gl->context()->moveToThread(QApplication::instance()->thread());
218}
219
220void Painter::pause() {
221	m_drawTimer->stop();
222	// Make sure both buffers are filled
223	forceDraw();
224	forceDraw();
225}
226
227void Painter::unpause() {
228	m_drawTimer->start();
229}
230
231void Painter::performDraw() {
232	glViewport(0, 0, m_size.width() * m_gl->devicePixelRatio(), m_size.height() * m_gl->devicePixelRatio());
233	glClear(GL_COLOR_BUFFER_BIT);
234	int w = m_size.width() * m_gl->devicePixelRatio();
235	int h = m_size.height() * m_gl->devicePixelRatio();
236	int drawW = w;
237	int drawH = h;
238	if (m_lockAspectRatio) {
239		if (w * 2 > h * 3) {
240			drawW = h * 3 / 2;
241		} else if (w * 2 < h * 3) {
242			drawH = w * 2 / 3;
243		}
244	}
245	glViewport((w - drawW) / 2, (h - drawH) / 2, drawW, drawH);
246	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, m_backing);
247	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
248	if (m_context->sync.videoFrameWait) {
249		glFlush();
250	}
251}