all repos — mgba @ d6a28c8a6e469a6f324740308ba1299186d54301

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 "sdl-audio.h"
 12#include "sdl-events.h"
 13#include "renderers/video-software.h"
 14#include "platform/commandline.h"
 15
 16#include <SDL.h>
 17#ifdef __APPLE__
 18#include <OpenGL/gl.h>
 19#else
 20#include <GL/gl.h>
 21#endif
 22
 23#include <errno.h>
 24#include <signal.h>
 25#include <sys/time.h>
 26
 27struct GLSoftwareRenderer {
 28	struct GBAVideoSoftwareRenderer d;
 29	struct GBASDLAudio audio;
 30	struct GBASDLEvents events;
 31#if SDL_VERSION_ATLEAST(2, 0, 0)
 32	SDL_Window* window;
 33#endif
 34
 35	int viewportWidth;
 36	int viewportHeight;
 37	GLuint tex;
 38};
 39
 40static int _GBASDLInit(struct GLSoftwareRenderer* renderer);
 41static void _GBASDLDeinit(struct GLSoftwareRenderer* renderer);
 42static void _GBASDLRunloop(struct GBAThread* context, struct GLSoftwareRenderer* renderer);
 43static void _GBASDLStart(struct GBAThread* context);
 44static void _GBASDLClean(struct GBAThread* context);
 45
 46static const GLint _glVertices[] = {
 47	0, 0,
 48	256, 0,
 49	256, 256,
 50	0, 256
 51};
 52
 53static const GLint _glTexCoords[] = {
 54	0, 0,
 55	1, 0,
 56	1, 1,
 57	0, 1
 58};
 59
 60int main(int argc, char** argv) {
 61	struct GLSoftwareRenderer renderer;
 62	GBAVideoSoftwareRendererCreate(&renderer.d);
 63
 64	struct StartupOptions opts;
 65	struct SubParser subparser;
 66	struct GraphicsOpts graphicsOpts;
 67	initParserForGraphics(&subparser, &graphicsOpts);
 68	if (!parseCommandArgs(&opts, argc, argv, &subparser)) {
 69		usage(argv[0], subparser.usage);
 70		return 1;
 71	}
 72
 73	renderer.viewportWidth = graphicsOpts.width;
 74	renderer.viewportHeight = graphicsOpts.height;
 75#if SDL_VERSION_ATLEAST(2, 0, 0)
 76	renderer.events.fullscreen = graphicsOpts.fullscreen;
 77#endif
 78
 79	if (!_GBASDLInit(&renderer)) {
 80		return 1;
 81	}
 82
 83	struct GBAThread context = {
 84		.renderer = &renderer.d.d,
 85		.startCallback = _GBASDLStart,
 86		.cleanCallback = _GBASDLClean,
 87		.sync.videoFrameWait = 0,
 88		.sync.audioWait = 1,
 89		.userData = &renderer
 90	};
 91
 92	context.debugger = createDebugger(&opts);
 93
 94	GBAMapOptionsToContext(&opts, &context);
 95
 96	GBAThreadStart(&context);
 97
 98	_GBASDLRunloop(&context, &renderer);
 99
100	GBAThreadJoin(&context);
101	close(opts.fd);
102	if (opts.biosFd >= 0) {
103		close(opts.biosFd);
104	}
105	free(context.debugger);
106
107	_GBASDLDeinit(&renderer);
108
109	return 0;
110}
111
112static int _GBASDLInit(struct GLSoftwareRenderer* renderer) {
113	if (SDL_Init(SDL_INIT_VIDEO) < 0) {
114		return 0;
115	}
116
117	GBASDLInitEvents(&renderer->events);
118	GBASDLInitAudio(&renderer->audio);
119
120#if SDL_VERSION_ATLEAST(2, 0, 0)
121	SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
122#else
123	SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1);
124#endif
125
126#ifndef COLOR_16_BIT
127	SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
128	SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
129	SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
130#else
131	SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
132#ifdef COLOR_5_6_5
133	SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
134#else
135	SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
136#endif
137	SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
138#endif
139
140#if SDL_VERSION_ATLEAST(2, 0, 0)
141	renderer->window = SDL_CreateWindow("GBAc", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, renderer->viewportWidth, renderer->viewportHeight, SDL_WINDOW_OPENGL | (SDL_WINDOW_FULLSCREEN_DESKTOP * renderer->events.fullscreen));
142	SDL_GL_CreateContext(renderer->window);
143	SDL_GetWindowSize(renderer->window, &renderer->viewportWidth, &renderer->viewportHeight);
144	renderer->events.window = renderer->window;
145#else
146#ifdef COLOR_16_BIT
147	SDL_SetVideoMode(renderer->viewportWidth, renderer->viewportHeight, 16, SDL_OPENGL);
148#else
149	SDL_SetVideoMode(renderer->viewportWidth, renderer->viewportHeight, 32, SDL_OPENGL);
150#endif
151#endif
152
153	renderer->d.outputBuffer = malloc(256 * 256 * 4);
154	renderer->d.outputBufferStride = 256;
155	glGenTextures(1, &renderer->tex);
156	glBindTexture(GL_TEXTURE_2D, renderer->tex);
157	glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
158	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
159	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
160#ifndef _WIN32
161	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
162	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
163#endif
164
165	glViewport(0, 0, renderer->viewportWidth, renderer->viewportHeight);
166
167	return 1;
168}
169
170static void _GBASDLRunloop(struct GBAThread* context, struct GLSoftwareRenderer* renderer) {
171	SDL_Event event;
172
173	glEnable(GL_TEXTURE_2D);
174	glEnableClientState(GL_TEXTURE_COORD_ARRAY);
175	glEnableClientState(GL_VERTEX_ARRAY);
176	glVertexPointer(2, GL_INT, 0, _glVertices);
177	glTexCoordPointer(2, GL_INT, 0, _glTexCoords);
178	glMatrixMode (GL_PROJECTION);
179	glLoadIdentity();
180	glOrtho(0, 240, 160, 0, 0, 1);
181	while (context->state < THREAD_EXITING) {
182		if (GBASyncWaitFrameStart(&context->sync, context->frameskip)) {
183			glBindTexture(GL_TEXTURE_2D, renderer->tex);
184#ifdef COLOR_16_BIT
185			glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, renderer->d.outputBuffer);
186#else
187			glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, renderer->d.outputBuffer);
188#endif
189			glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
190			if (context->sync.videoFrameWait) {
191				glFlush();
192			}
193		}
194		GBASyncWaitFrameEnd(&context->sync);
195#if SDL_VERSION_ATLEAST(2, 0, 0)
196		SDL_GL_SwapWindow(renderer->window);
197#else
198		SDL_GL_SwapBuffers();
199#endif
200
201		while (SDL_PollEvent(&event)) {
202#if SDL_VERSION_ATLEAST(2, 0, 0)
203			int fullscreen = renderer->events.fullscreen;
204#endif
205			GBASDLHandleEvent(context, &renderer->events, &event);
206#if SDL_VERSION_ATLEAST(2, 0, 0)
207			// Event handling can change the size of the screen
208			if (renderer->events.fullscreen != fullscreen) {
209				SDL_GetWindowSize(renderer->window, &renderer->viewportWidth, &renderer->viewportHeight);
210				glViewport(0, 0, renderer->viewportWidth, renderer->viewportHeight);
211			}
212#endif
213		}
214	}
215}
216
217static void _GBASDLDeinit(struct GLSoftwareRenderer* renderer) {
218	free(renderer->d.outputBuffer);
219
220	GBASDLDeinitEvents(&renderer->events);
221	GBASDLDeinitAudio(&renderer->audio);
222#if SDL_VERSION_ATLEAST(2, 0, 0)
223	SDL_DestroyWindow(renderer->window);
224#endif
225	SDL_Quit();
226}
227
228static void _GBASDLStart(struct GBAThread* threadContext) {
229	struct GLSoftwareRenderer* renderer = threadContext->userData;
230	renderer->audio.audio = &threadContext->gba->audio;
231}
232
233static void _GBASDLClean(struct GBAThread* threadContext) {
234	struct GLSoftwareRenderer* renderer = threadContext->userData;
235	renderer->audio.audio = 0;
236}