/* Copyright (c) 2013-2015 Jeffrey Pfau * * This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #include "main.h" #include "gl-common.h" #include "gba/supervisor/thread.h" #include "platform/opengl/gl.h" static void _doViewport(int w, int h, struct VideoBackend* v) { v->resized(v, w, h); v->clear(v); v->swap(v); v->clear(v); } static bool GBASDLGLInit(struct SDLSoftwareRenderer* renderer); static void GBASDLGLRunloop(struct GBAThread* context, struct SDLSoftwareRenderer* renderer); static void GBASDLGLDeinit(struct SDLSoftwareRenderer* renderer); void GBASDLGLCreate(struct SDLSoftwareRenderer* renderer) { renderer->init = GBASDLGLInit; renderer->deinit = GBASDLGLDeinit; renderer->runloop = GBASDLGLRunloop; } bool GBASDLGLInit(struct SDLSoftwareRenderer* renderer) { GBASDLGLCommonInit(renderer); renderer->d.outputBuffer = malloc(256 * 256 * BYTES_PER_PIXEL); renderer->d.outputBufferStride = 256; GBAGLContextCreate(&renderer->gl); renderer->gl.d.user = renderer; renderer->gl.d.lockAspectRatio = renderer->lockAspectRatio; renderer->gl.d.filter = renderer->filter; renderer->gl.d.swap = GBASDLGLCommonSwap; renderer->gl.d.init(&renderer->gl.d, 0); _doViewport(renderer->viewportWidth, renderer->viewportHeight, &renderer->gl.d); return true; } void GBASDLGLRunloop(struct GBAThread* context, struct SDLSoftwareRenderer* renderer) { SDL_Event event; struct VideoBackend* v = &renderer->gl.d; while (context->state < THREAD_EXITING) { while (SDL_PollEvent(&event)) { GBASDLHandleEvent(context, &renderer->player, &event); #if SDL_VERSION_ATLEAST(2, 0, 0) // Event handling can change the size of the screen if (renderer->player.windowUpdated) { SDL_GetWindowSize(renderer->window, &renderer->viewportWidth, &renderer->viewportHeight); _doViewport(renderer->viewportWidth, renderer->viewportHeight, v); renderer->player.windowUpdated = 0; } #endif } if (GBASyncWaitFrameStart(&context->sync)) { v->postFrame(v, renderer->d.outputBuffer); } GBASyncWaitFrameEnd(&context->sync); v->drawFrame(v); v->swap(v); } } void GBASDLGLDeinit(struct SDLSoftwareRenderer* renderer) { if (renderer->gl.d.deinit) { renderer->gl.d.deinit(&renderer->gl.d); } free(renderer->d.outputBuffer); #if SDL_VERSION_ATLEAST(2, 0, 0) SDL_GL_DeleteContext(renderer->glCtx); #endif }