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 GLuint tex;
27};
28
29static int _GBASDLInit(struct GLSoftwareRenderer* renderer);
30static void _GBASDLDeinit(struct GLSoftwareRenderer* renderer);
31static void _GBASDLRunloop(struct GBAThread* context, struct GLSoftwareRenderer* renderer);
32static void _GBASDLStart(struct GBAThread* context);
33static void _GBASDLClean(struct GBAThread* context);
34
35static const GLint _glVertices[] = {
36 0, 0,
37 256, 0,
38 256, 256,
39 0, 256
40};
41
42static const GLint _glTexCoords[] = {
43 0, 0,
44 1, 0,
45 1, 1,
46 0, 1
47};
48
49int main(int argc, char** argv) {
50 const char* fname = "test.rom";
51 if (argc > 1) {
52 fname = argv[1];
53 }
54 int fd = open(fname, O_RDONLY);
55 if (fd < 0) {
56 return 1;
57 }
58
59 sigset_t signals;
60 sigemptyset(&signals);
61 sigaddset(&signals, SIGINT);
62 sigaddset(&signals, SIGTRAP);
63 pthread_sigmask(SIG_BLOCK, &signals, 0);
64
65 struct GBAThread context;
66 struct GLSoftwareRenderer renderer;
67 GBAVideoSoftwareRendererCreate(&renderer.d);
68
69 if (!_GBASDLInit(&renderer)) {
70 return 1;
71 }
72
73 context.fd = fd;
74 context.fname = fname;
75 context.useDebugger = 1;
76 context.renderer = &renderer.d.d;
77 context.frameskip = 0;
78 context.sync.videoFrameWait = 0;
79 context.sync.audioWait = 1;
80 context.startCallback = _GBASDLStart;
81 context.cleanCallback = _GBASDLClean;
82 context.userData = &renderer;
83 GBAThreadStart(&context);
84
85 _GBASDLRunloop(&context, &renderer);
86
87 GBAThreadJoin(&context);
88 close(fd);
89
90 _GBASDLDeinit(&renderer);
91
92 return 0;
93}
94
95static int _GBASDLInit(struct GLSoftwareRenderer* renderer) {
96 if (SDL_Init(SDL_INIT_VIDEO) < 0) {
97 return 0;
98 }
99
100 GBASDLInitEvents(&renderer->events);
101 GBASDLInitAudio(&renderer->audio);
102
103 SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 0);
104 SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
105 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
106 SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
107 SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
108#ifdef COLOR_16_BIT
109 SDL_SetVideoMode(240, 160, 16, SDL_OPENGL);
110#else
111 SDL_SetVideoMode(240, 160, 32, SDL_OPENGL);
112#endif
113
114 renderer->d.outputBuffer = malloc(256 * 256 * 4);
115 renderer->d.outputBufferStride = 256;
116 glGenTextures(1, &renderer->tex);
117 glBindTexture(GL_TEXTURE_2D, renderer->tex);
118 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
119 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
120 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
121 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
122 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
123
124 glViewport(0, 0, 240, 160);
125
126 return 1;
127}
128
129static void _GBASDLRunloop(struct GBAThread* context, struct GLSoftwareRenderer* renderer) {
130 SDL_Event event;
131
132 glEnable(GL_TEXTURE_2D);
133 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
134 glEnableClientState(GL_VERTEX_ARRAY);
135 glVertexPointer(2, GL_INT, 0, _glVertices);
136 glTexCoordPointer(2, GL_INT, 0, _glTexCoords);
137 glMatrixMode (GL_PROJECTION);
138 glLoadIdentity();
139 glOrtho(0, 240, 160, 0, 0, 1);
140 while (context->state < THREAD_EXITING) {
141 if (GBASyncWaitFrameStart(&context->sync, context->frameskip)) {
142 glBindTexture(GL_TEXTURE_2D, renderer->tex);
143#ifdef COLOR_16_BIT
144 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, renderer->d.outputBuffer);
145#else
146 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, renderer->d.outputBuffer);
147#endif
148 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
149
150 SDL_GL_SwapBuffers();
151 } else {
152 usleep(50000);
153 }
154 GBASyncWaitFrameEnd(&context->sync);
155
156 while (SDL_PollEvent(&event)) {
157 GBASDLHandleEvent(context, &event);
158 }
159 }
160}
161
162static void _GBASDLDeinit(struct GLSoftwareRenderer* renderer) {
163 free(renderer->d.outputBuffer);
164
165 GBASDLDeinitEvents(&renderer->events);
166 GBASDLDeinitAudio(&renderer->audio);
167 SDL_Quit();
168}
169
170static void _GBASDLStart(struct GBAThread* threadContext) {
171 struct GLSoftwareRenderer* renderer = threadContext->userData;
172 renderer->audio.audio = &threadContext->gba->audio;
173}
174
175static void _GBASDLClean(struct GBAThread* threadContext) {
176 struct GLSoftwareRenderer* renderer = threadContext->userData;
177 renderer->audio.audio = 0;
178}