all repos — mgba @ baeaf8729ff5591969bed96c115d3545886013a6

mGBA Game Boy Advance Emulator

src/platform/sdl/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	int viewportWidth;
 27	int viewportHeight;
 28	GLuint tex;
 29};
 30
 31static int _GBASDLInit(struct GLSoftwareRenderer* renderer);
 32static void _GBASDLDeinit(struct GLSoftwareRenderer* renderer);
 33static void _GBASDLRunloop(struct GBAThread* context, struct GLSoftwareRenderer* renderer);
 34static void _GBASDLStart(struct GBAThread* context);
 35static void _GBASDLClean(struct GBAThread* context);
 36
 37static const GLint _glVertices[] = {
 38	0, 0,
 39	256, 0,
 40	256, 256,
 41	0, 256
 42};
 43
 44static const GLint _glTexCoords[] = {
 45	0, 0,
 46	1, 0,
 47	1, 1,
 48	0, 1
 49};
 50
 51int main(int argc, char** argv) {
 52	const char* fname = "test.rom";
 53	if (argc > 1) {
 54		fname = argv[1];
 55	}
 56	int fd = open(fname, O_RDONLY);
 57	if (fd < 0) {
 58		return 1;
 59	}
 60
 61	struct GLSoftwareRenderer renderer;
 62	GBAVideoSoftwareRendererCreate(&renderer.d);
 63
 64	renderer.viewportWidth = 240;
 65	renderer.viewportHeight = 160;
 66
 67	if (!_GBASDLInit(&renderer)) {
 68		return 1;
 69	}
 70
 71	struct GBAThread context = {
 72		.fd = fd,
 73		.biosFd = -1,
 74		.fname = fname,
 75		.useDebugger = 1,
 76		.renderer = &renderer.d.d,
 77		.frameskip = 0,
 78		.sync.videoFrameWait = 0,
 79		.sync.audioWait = 1,
 80		.startCallback = _GBASDLStart,
 81		.cleanCallback = _GBASDLClean,
 82		.userData = &renderer,
 83		.rewindBufferCapacity = 10,
 84		.rewindBufferInterval = 30
 85	};
 86	GBAThreadStart(&context);
 87
 88	_GBASDLRunloop(&context, &renderer);
 89
 90	GBAThreadJoin(&context);
 91	close(fd);
 92
 93	_GBASDLDeinit(&renderer);
 94
 95	return 0;
 96}
 97
 98static int _GBASDLInit(struct GLSoftwareRenderer* renderer) {
 99	if (SDL_Init(SDL_INIT_VIDEO) < 0) {
100		return 0;
101	}
102
103	GBASDLInitEvents(&renderer->events);
104	GBASDLInitAudio(&renderer->audio);
105
106	SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1);
107	SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
108	SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
109	SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
110	SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
111#ifdef COLOR_16_BIT
112	SDL_SetVideoMode(renderer->viewportWidth, renderer->viewportHeight, 16, SDL_OPENGL);
113#else
114	SDL_SetVideoMode(renderer->viewportWidth, renderer->viewportHeight, 32, SDL_OPENGL);
115#endif
116
117	renderer->d.outputBuffer = malloc(256 * 256 * 4);
118	renderer->d.outputBufferStride = 256;
119	glGenTextures(1, &renderer->tex);
120	glBindTexture(GL_TEXTURE_2D, renderer->tex);
121	glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
122	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
123	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
124#ifndef _WIN32
125	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
126	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
127#endif
128
129	glViewport(0, 0, renderer->viewportWidth, renderer->viewportHeight);
130
131	return 1;
132}
133
134static void _GBASDLRunloop(struct GBAThread* context, struct GLSoftwareRenderer* renderer) {
135	SDL_Event event;
136
137	glEnable(GL_TEXTURE_2D);
138	glEnableClientState(GL_TEXTURE_COORD_ARRAY);
139	glEnableClientState(GL_VERTEX_ARRAY);
140	glVertexPointer(2, GL_INT, 0, _glVertices);
141	glTexCoordPointer(2, GL_INT, 0, _glTexCoords);
142	glMatrixMode (GL_PROJECTION);
143	glLoadIdentity();
144	glOrtho(0, 240, 160, 0, 0, 1);
145	while (context->state < THREAD_EXITING) {
146		if (GBASyncWaitFrameStart(&context->sync, context->frameskip)) {
147			glBindTexture(GL_TEXTURE_2D, renderer->tex);
148#ifdef COLOR_16_BIT
149			glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, renderer->d.outputBuffer);
150#else
151			glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, renderer->d.outputBuffer);
152#endif
153			glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
154			if (context->sync.videoFrameWait) {
155				glFlush();
156			}
157		}
158		GBASyncWaitFrameEnd(&context->sync);
159		SDL_GL_SwapBuffers();
160
161		while (SDL_PollEvent(&event)) {
162			GBASDLHandleEvent(context, &event);
163		}
164	}
165}
166
167static void _GBASDLDeinit(struct GLSoftwareRenderer* renderer) {
168	free(renderer->d.outputBuffer);
169
170	GBASDLDeinitEvents(&renderer->events);
171	GBASDLDeinitAudio(&renderer->audio);
172	SDL_Quit();
173}
174
175static void _GBASDLStart(struct GBAThread* threadContext) {
176	struct GLSoftwareRenderer* renderer = threadContext->userData;
177	renderer->audio.audio = &threadContext->gba->audio;
178}
179
180static void _GBASDLClean(struct GBAThread* threadContext) {
181	struct GLSoftwareRenderer* renderer = threadContext->userData;
182	renderer->audio.audio = 0;
183}