all repos — mgba @ dbe5e7e2a559f0bc53c535b03502f28edd554218

mGBA Game Boy Advance Emulator

src/platform/qt/Display.cpp (view raw)

  1#include "Display.h"
  2
  3#include <QApplication>
  4#include <QResizeEvent>
  5
  6extern "C" {
  7#include "gba-thread.h"
  8}
  9
 10using namespace QGBA;
 11
 12static const GLint _glVertices[] = {
 13	0, 0,
 14	256, 0,
 15	256, 256,
 16	0, 256
 17};
 18
 19static const GLint _glTexCoords[] = {
 20	0, 0,
 21	1, 0,
 22	1, 1,
 23	0, 1
 24};
 25
 26Display::Display(QGLFormat format, QWidget* parent)
 27	: QGLWidget(format, parent)
 28	, m_painter(nullptr)
 29	, m_drawThread(nullptr)
 30{
 31	setSizePolicy(QSizePolicy::MinimumExpanding, QSizePolicy::MinimumExpanding);
 32	setMinimumSize(VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS);
 33	setAutoBufferSwap(false);
 34	setCursor(Qt::BlankCursor);
 35}
 36
 37void Display::startDrawing(const uint32_t* buffer, GBAThread* thread) {
 38	if (m_drawThread) {
 39		return;
 40	}
 41	m_drawThread = new QThread(this);
 42	m_painter = new Painter(this);
 43	m_painter->setContext(thread);
 44	m_painter->setBacking(buffer);
 45	m_painter->moveToThread(m_drawThread);
 46	m_context = thread;
 47	doneCurrent();
 48	context()->moveToThread(m_drawThread);
 49	connect(m_drawThread, SIGNAL(started()), m_painter, SLOT(start()));
 50	m_drawThread->start(QThread::TimeCriticalPriority);
 51}
 52
 53void Display::stopDrawing() {
 54	if (m_drawThread) {
 55		GBAThreadInterrupt(m_context);
 56		GBASyncSuspendDrawing(&m_context->sync);
 57		QMetaObject::invokeMethod(m_painter, "stop", Qt::BlockingQueuedConnection);
 58		m_drawThread->exit();
 59		m_drawThread = nullptr;
 60		GBASyncResumeDrawing(&m_context->sync);
 61		GBAThreadContinue(m_context);
 62	}
 63}
 64
 65void Display::forceDraw() {
 66	if (m_drawThread) {
 67		QMetaObject::invokeMethod(m_painter, "forceDraw", Qt::QueuedConnection);
 68	}
 69}
 70
 71void Display::initializeGL() {
 72	glClearColor(0, 0, 0, 0);
 73	glClear(GL_COLOR_BUFFER_BIT);
 74	swapBuffers();
 75}
 76
 77void Display::resizeEvent(QResizeEvent* event) {
 78	if (m_drawThread) {
 79		GBAThreadInterrupt(m_context);
 80		GBASyncSuspendDrawing(&m_context->sync);
 81		QMetaObject::invokeMethod(m_painter, "resize", Qt::BlockingQueuedConnection, Q_ARG(QSize, event->size()));
 82		GBASyncResumeDrawing(&m_context->sync);
 83		GBAThreadContinue(m_context);
 84	}
 85}
 86
 87Painter::Painter(Display* parent)
 88	: m_gl(parent)
 89{
 90	m_size = parent->size();
 91}
 92
 93void Painter::setContext(GBAThread* context) {
 94	m_context = context;
 95}
 96
 97void Painter::setBacking(const uint32_t* backing) {
 98	m_backing = backing;
 99}
100
101void Painter::resize(const QSize& size) {
102	m_size = size;
103	m_gl->makeCurrent();
104	glViewport(0, 0, m_size.width() * m_gl->devicePixelRatio(), m_size.height() * m_gl->devicePixelRatio());
105	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
106	m_gl->swapBuffers();
107	m_gl->doneCurrent();
108}
109
110void Painter::start() {
111	m_gl->makeCurrent();
112	glEnable(GL_TEXTURE_2D);
113	glGenTextures(1, &m_tex);
114	glBindTexture(GL_TEXTURE_2D, m_tex);
115	glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
116	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
117	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
118	glEnableClientState(GL_TEXTURE_COORD_ARRAY);
119	glEnableClientState(GL_VERTEX_ARRAY);
120	glVertexPointer(2, GL_INT, 0, _glVertices);
121	glTexCoordPointer(2, GL_INT, 0, _glTexCoords);
122	glMatrixMode(GL_PROJECTION);
123	glLoadIdentity();
124	glOrtho(0, 240, 160, 0, 0, 1);
125	glMatrixMode(GL_MODELVIEW);
126	glLoadIdentity();
127	m_gl->doneCurrent();
128
129	m_drawTimer = new QTimer;
130	m_drawTimer->moveToThread(QThread::currentThread());
131	m_drawTimer->setInterval(0);
132	connect(m_drawTimer, SIGNAL(timeout()), this, SLOT(draw()));
133	m_drawTimer->start();
134}
135
136void Painter::draw() {
137	m_gl->makeCurrent();
138	if (GBASyncWaitFrameStart(&m_context->sync, m_context->frameskip)) {
139		glViewport(0, 0, m_size.width() * m_gl->devicePixelRatio(), m_size.height() * m_gl->devicePixelRatio());
140		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, m_backing);
141		glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
142		if (m_context->sync.videoFrameWait) {
143			glFlush();
144		}
145	}
146	GBASyncWaitFrameEnd(&m_context->sync);
147	m_gl->swapBuffers();
148	m_gl->doneCurrent();
149}
150
151void Painter::forceDraw() {
152	m_gl->makeCurrent();
153	glViewport(0, 0, m_size.width() * m_gl->devicePixelRatio(), m_size.height() * m_gl->devicePixelRatio());
154	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, m_backing);
155	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
156	if (m_context->sync.videoFrameWait) {
157		glFlush();
158	}
159	m_gl->swapBuffers();
160	m_gl->doneCurrent();
161}
162
163void Painter::stop() {
164	m_drawTimer->stop();
165	delete m_drawTimer;
166	m_gl->makeCurrent();
167	glDeleteTextures(1, &m_tex);
168	glClear(GL_COLOR_BUFFER_BIT);
169	m_gl->swapBuffers();
170	m_gl->doneCurrent();
171	m_gl->context()->moveToThread(QApplication::instance()->thread());
172}