all repos — mgba @ a107243c7a95033961b5292bac20b406950bc77b

mGBA Game Boy Advance Emulator

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