all repos — mgba @ b01e15b913775fefa2ed4ef2a4762ccaecda3bac

mGBA Game Boy Advance Emulator

src/platform/sdl/gl-main.c (view raw)

  1#ifdef USE_CLI_DEBUGGER
  2#include "debugger/cli-debugger.h"
  3#endif
  4
  5#ifdef USE_GDB_STUB
  6#include "debugger/gdb-stub.h"
  7#endif
  8
  9#include "gba-thread.h"
 10#include "gba.h"
 11#include "gba-config.h"
 12#include "sdl-audio.h"
 13#include "sdl-events.h"
 14#include "renderers/video-software.h"
 15#include "platform/commandline.h"
 16#include "util/configuration.h"
 17
 18#include <SDL.h>
 19#ifdef __APPLE__
 20#include <OpenGL/gl.h>
 21#else
 22#include <GL/gl.h>
 23#endif
 24
 25#include <errno.h>
 26#include <signal.h>
 27#include <sys/time.h>
 28
 29#define PORT "sdl-gl"
 30
 31struct GLSoftwareRenderer {
 32	struct GBAVideoSoftwareRenderer d;
 33	struct GBASDLAudio audio;
 34	struct GBASDLEvents events;
 35#if SDL_VERSION_ATLEAST(2, 0, 0)
 36	SDL_Window* window;
 37#endif
 38
 39	int viewportWidth;
 40	int viewportHeight;
 41	GLuint tex;
 42};
 43
 44static int _GBASDLInit(struct GLSoftwareRenderer* renderer);
 45static void _GBASDLDeinit(struct GLSoftwareRenderer* renderer);
 46static void _GBASDLRunloop(struct GBAThread* context, struct GLSoftwareRenderer* renderer);
 47static void _GBASDLStart(struct GBAThread* context);
 48static void _GBASDLClean(struct GBAThread* context);
 49
 50static const GLint _glVertices[] = {
 51	0, 0,
 52	256, 0,
 53	256, 256,
 54	0, 256
 55};
 56
 57static const GLint _glTexCoords[] = {
 58	0, 0,
 59	1, 0,
 60	1, 1,
 61	0, 1
 62};
 63
 64int main(int argc, char** argv) {
 65	struct GLSoftwareRenderer renderer;
 66	GBAVideoSoftwareRendererCreate(&renderer.d);
 67
 68	struct GBAConfig config;
 69	GBAConfigInit(&config, PORT);
 70	GBAConfigLoad(&config);
 71
 72	struct GBAOptions opts = {
 73		.audioBuffers = 512,
 74		.videoSync = false,
 75		.audioSync = true,
 76	};
 77	GBAConfigLoadDefaults(&config, &opts);
 78
 79	struct GBAArguments args = {};
 80	struct GraphicsOpts graphicsOpts = {};
 81
 82	struct SubParser subparser;
 83
 84	GBAConfigMap(&config, &opts);
 85
 86	initParserForGraphics(&subparser, &graphicsOpts);
 87	if (!parseArguments(&args, &config, argc, argv, &subparser)) {
 88		usage(argv[0], subparser.usage);
 89		freeArguments(&args);
 90		GBAConfigFreeOpts(&opts);
 91		GBAConfigDeinit(&config);
 92		return 1;
 93	}
 94
 95	renderer.viewportWidth = opts.width;
 96	renderer.viewportHeight = opts.height;
 97#if SDL_VERSION_ATLEAST(2, 0, 0)
 98	renderer.events.fullscreen = opts.fullscreen;
 99	renderer.events.windowUpdated = 0;
100#endif
101
102	if (!_GBASDLInit(&renderer)) {
103		freeArguments(&args);
104		GBAConfigFreeOpts(&opts);
105		GBAConfigDeinit(&config);
106		return 1;
107	}
108
109	struct GBAThread context = {
110		.renderer = &renderer.d.d,
111		.startCallback = _GBASDLStart,
112		.cleanCallback = _GBASDLClean,
113		.userData = &renderer
114	};
115
116	context.debugger = createDebugger(&args);
117
118	GBAMapOptionsToContext(&opts, &context);
119	GBAMapArgumentsToContext(&args, &context);
120
121	renderer.audio.samples = context.audioBuffers;
122	GBASDLInitAudio(&renderer.audio);
123
124	renderer.events.bindings = &context.inputMap;
125	GBASDLInitEvents(&renderer.events);
126	GBASDLEventsLoadConfig(&renderer.events, &config.configTable); // TODO: Don't use this directly
127
128	GBAThreadStart(&context);
129
130	_GBASDLRunloop(&context, &renderer);
131
132	GBAThreadJoin(&context);
133	freeArguments(&args);
134	GBAConfigFreeOpts(&opts);
135	GBAConfigDeinit(&config);
136	free(context.debugger);
137
138	_GBASDLDeinit(&renderer);
139
140	return 0;
141}
142
143static int _GBASDLInit(struct GLSoftwareRenderer* renderer) {
144	if (SDL_Init(SDL_INIT_VIDEO) < 0) {
145		return 0;
146	}
147
148#ifndef COLOR_16_BIT
149	SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
150	SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
151	SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
152#else
153	SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
154#ifdef COLOR_5_6_5
155	SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
156#else
157	SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
158#endif
159	SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
160#endif
161
162#if SDL_VERSION_ATLEAST(2, 0, 0)
163	renderer->window = SDL_CreateWindow(PROJECT_NAME, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, renderer->viewportWidth, renderer->viewportHeight, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | (SDL_WINDOW_FULLSCREEN_DESKTOP * renderer->events.fullscreen));
164	SDL_GL_CreateContext(renderer->window);
165	SDL_GL_SetSwapInterval(1);
166	SDL_GetWindowSize(renderer->window, &renderer->viewportWidth, &renderer->viewportHeight);
167	renderer->events.window = renderer->window;
168#else
169	SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1);
170#ifdef COLOR_16_BIT
171	SDL_SetVideoMode(renderer->viewportWidth, renderer->viewportHeight, 16, SDL_OPENGL);
172#else
173	SDL_SetVideoMode(renderer->viewportWidth, renderer->viewportHeight, 32, SDL_OPENGL);
174#endif
175#endif
176
177	renderer->d.outputBuffer = malloc(256 * 256 * 4);
178	renderer->d.outputBufferStride = 256;
179	glGenTextures(1, &renderer->tex);
180	glBindTexture(GL_TEXTURE_2D, renderer->tex);
181	glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
182	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
183	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
184#ifndef _WIN32
185	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
186	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
187#endif
188
189	glViewport(0, 0, renderer->viewportWidth, renderer->viewportHeight);
190
191	return 1;
192}
193
194static void _GBASDLRunloop(struct GBAThread* context, struct GLSoftwareRenderer* renderer) {
195	SDL_Event event;
196
197	glEnable(GL_TEXTURE_2D);
198	glEnableClientState(GL_TEXTURE_COORD_ARRAY);
199	glEnableClientState(GL_VERTEX_ARRAY);
200	glVertexPointer(2, GL_INT, 0, _glVertices);
201	glTexCoordPointer(2, GL_INT, 0, _glTexCoords);
202	glMatrixMode (GL_PROJECTION);
203	glLoadIdentity();
204	glOrtho(0, 240, 160, 0, 0, 1);
205	while (context->state < THREAD_EXITING) {
206		if (GBASyncWaitFrameStart(&context->sync, context->frameskip)) {
207			glBindTexture(GL_TEXTURE_2D, renderer->tex);
208#ifdef COLOR_16_BIT
209#ifdef COLOR_5_6_5
210			glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, renderer->d.outputBuffer);
211#else
212			glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, renderer->d.outputBuffer);
213#endif
214#else
215			glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, renderer->d.outputBuffer);
216#endif
217			if (context->sync.videoFrameWait) {
218				glFlush();
219			}
220		}
221		glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
222		GBASyncWaitFrameEnd(&context->sync);
223#if SDL_VERSION_ATLEAST(2, 0, 0)
224		SDL_GL_SwapWindow(renderer->window);
225#else
226		SDL_GL_SwapBuffers();
227#endif
228
229		while (SDL_PollEvent(&event)) {
230			GBASDLHandleEvent(context, &renderer->events, &event);
231#if SDL_VERSION_ATLEAST(2, 0, 0)
232			// Event handling can change the size of the screen
233			if (renderer->events.windowUpdated) {
234				SDL_GetWindowSize(renderer->window, &renderer->viewportWidth, &renderer->viewportHeight);
235				glViewport(0, 0, renderer->viewportWidth, renderer->viewportHeight);
236				renderer->events.windowUpdated = 0;
237			}
238#endif
239		}
240	}
241}
242
243static void _GBASDLDeinit(struct GLSoftwareRenderer* renderer) {
244	free(renderer->d.outputBuffer);
245
246	GBASDLDeinitEvents(&renderer->events);
247	GBASDLDeinitAudio(&renderer->audio);
248#if SDL_VERSION_ATLEAST(2, 0, 0)
249	SDL_DestroyWindow(renderer->window);
250#endif
251	SDL_Quit();
252}
253
254static void _GBASDLStart(struct GBAThread* threadContext) {
255	struct GLSoftwareRenderer* renderer = threadContext->userData;
256	renderer->audio.audio = &threadContext->gba->audio;
257	renderer->audio.thread = threadContext;
258}
259
260static void _GBASDLClean(struct GBAThread* threadContext) {
261	struct GLSoftwareRenderer* renderer = threadContext->userData;
262	renderer->audio.audio = 0;
263}