/* 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 "gba/supervisor/thread.h" #include "platform/opengl/gl.h" static void _sdlSwap(struct VideoBackend* context) { struct SDLSoftwareRenderer* renderer = (struct SDLSoftwareRenderer*) context->user; #if SDL_VERSION_ATLEAST(2, 0, 0) SDL_GL_SwapWindow(renderer->window); #else SDL_GL_SwapBuffers(); #endif } 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) { #ifndef COLOR_16_BIT SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8); #else SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5); #ifdef COLOR_5_6_5 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6); #else SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5); #endif SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5); #endif #if SDL_VERSION_ATLEAST(2, 0, 0) renderer->window = SDL_CreateWindow(projectName, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, renderer->viewportWidth, renderer->viewportHeight, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | (SDL_WINDOW_FULLSCREEN_DESKTOP * renderer->player.fullscreen)); renderer->glCtx = SDL_GL_CreateContext(renderer->window); SDL_GL_SetSwapInterval(1); SDL_GetWindowSize(renderer->window, &renderer->viewportWidth, &renderer->viewportHeight); renderer->player.window = renderer->window; #else SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1); #ifdef COLOR_16_BIT SDL_SetVideoMode(renderer->viewportWidth, renderer->viewportHeight, 16, SDL_OPENGL); #else SDL_SetVideoMode(renderer->viewportWidth, renderer->viewportHeight, 32, SDL_OPENGL); #endif #endif 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 = _sdlSwap; 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, context->frameskip)) { v->postFrame(v, renderer->d.outputBuffer); } v->drawFrame(v); GBASyncWaitFrameEnd(&context->sync); 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 }