#include "Display.h" #include #include extern "C" { #include "gba-thread.h" } using namespace QGBA; static const GLint _glVertices[] = { 0, 0, 256, 0, 256, 256, 0, 256 }; static const GLint _glTexCoords[] = { 0, 0, 1, 0, 1, 1, 0, 1 }; Display::Display(QGLFormat format, QWidget* parent) : QGLWidget(format, parent) , m_painter(nullptr) , m_drawThread(nullptr) { setSizePolicy(QSizePolicy::MinimumExpanding, QSizePolicy::MinimumExpanding); setMinimumSize(240, 160); setAutoBufferSwap(false); } void Display::startDrawing(const uint32_t* buffer, GBAThread* thread) { if (m_drawThread) { return; } m_drawThread = new QThread(this); m_painter = new Painter(this); m_painter->setContext(thread); m_painter->setBacking(buffer); m_painter->moveToThread(m_drawThread); doneCurrent(); context()->moveToThread(m_drawThread); connect(m_drawThread, SIGNAL(started()), m_painter, SLOT(start())); m_drawThread->start(QThread::TimeCriticalPriority); } void Display::stopDrawing() { if (m_drawThread) { QMetaObject::invokeMethod(m_painter, "stop", Qt::BlockingQueuedConnection); m_drawThread->exit(); m_drawThread = nullptr; } } void Display::forceDraw() { if (m_drawThread) { QMetaObject::invokeMethod(m_painter, "forceDraw", Qt::BlockingQueuedConnection); } } void Display::initializeGL() { glClearColor(0, 0, 0, 0); glClear(GL_COLOR_BUFFER_BIT); swapBuffers(); } void Display::resizeEvent(QResizeEvent* event) { if (m_painter) { QMetaObject::invokeMethod(m_painter, "resize", Qt::BlockingQueuedConnection, Q_ARG(QSize, event->size())); } } Painter::Painter(Display* parent) : m_gl(parent) { m_size = parent->size(); } void Painter::setContext(GBAThread* context) { m_context = context; } void Painter::setBacking(const uint32_t* backing) { m_backing = backing; } void Painter::resize(const QSize& size) { m_size = size; m_gl->makeCurrent(); glViewport(0, 0, m_size.width() * m_gl->devicePixelRatio(), m_size.height() * m_gl->devicePixelRatio()); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); m_gl->swapBuffers(); m_gl->doneCurrent(); } void Painter::start() { m_gl->makeCurrent(); glEnable(GL_TEXTURE_2D); glGenTextures(1, &m_tex); glBindTexture(GL_TEXTURE_2D, m_tex); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(2, GL_INT, 0, _glVertices); glTexCoordPointer(2, GL_INT, 0, _glTexCoords); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, 240, 160, 0, 0, 1); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); m_gl->doneCurrent(); m_drawTimer = new QTimer; m_drawTimer->moveToThread(QThread::currentThread()); m_drawTimer->setInterval(0); connect(m_drawTimer, SIGNAL(timeout()), this, SLOT(draw())); m_drawTimer->start(); } void Painter::draw() { m_gl->makeCurrent(); if (GBASyncWaitFrameStart(&m_context->sync, m_context->frameskip)) { glViewport(0, 0, m_size.width() * m_gl->devicePixelRatio(), m_size.height() * m_gl->devicePixelRatio()); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, m_backing); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); if (m_context->sync.videoFrameWait) { glFlush(); } } GBASyncWaitFrameEnd(&m_context->sync); m_gl->swapBuffers(); m_gl->doneCurrent(); } void Painter::forceDraw() { m_gl->makeCurrent(); glViewport(0, 0, m_size.width() * m_gl->devicePixelRatio(), m_size.height() * m_gl->devicePixelRatio()); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, m_backing); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); if (m_context->sync.videoFrameWait) { glFlush(); } m_gl->swapBuffers(); m_gl->doneCurrent(); } void Painter::stop() { m_drawTimer->stop(); delete m_drawTimer; m_gl->makeCurrent(); glDeleteTextures(1, &m_tex); glClear(GL_COLOR_BUFFER_BIT); m_gl->swapBuffers(); m_gl->doneCurrent(); m_gl->context()->moveToThread(QApplication::instance()->thread()); }