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#ifndef _WIN32
60 sigset_t signals;
61 sigemptyset(&signals);
62 sigaddset(&signals, SIGINT);
63 sigaddset(&signals, SIGTRAP);
64 pthread_sigmask(SIG_BLOCK, &signals, 0);
65#endif
66
67 struct GBAThread context;
68 struct GLSoftwareRenderer renderer;
69 GBAVideoSoftwareRendererCreate(&renderer.d);
70
71 if (!_GBASDLInit(&renderer)) {
72 return 1;
73 }
74
75 context.fd = fd;
76 context.fname = fname;
77 context.useDebugger = 1;
78 context.renderer = &renderer.d.d;
79 context.frameskip = 0;
80 context.sync.videoFrameWait = 0;
81 context.sync.audioWait = 1;
82 context.startCallback = _GBASDLStart;
83 context.cleanCallback = _GBASDLClean;
84 context.userData = &renderer;
85 GBAThreadStart(&context);
86
87 _GBASDLRunloop(&context, &renderer);
88
89 GBAThreadJoin(&context);
90 close(fd);
91
92 _GBASDLDeinit(&renderer);
93
94 return 0;
95}
96
97static int _GBASDLInit(struct GLSoftwareRenderer* renderer) {
98 if (SDL_Init(SDL_INIT_VIDEO) < 0) {
99 return 0;
100 }
101
102 GBASDLInitEvents(&renderer->events);
103 GBASDLInitAudio(&renderer->audio);
104
105 SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 0);
106 SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
107 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
108 SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
109 SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
110#ifdef COLOR_16_BIT
111 SDL_SetVideoMode(240, 160, 16, SDL_OPENGL);
112#else
113 SDL_SetVideoMode(240, 160, 32, SDL_OPENGL);
114#endif
115
116 renderer->d.outputBuffer = malloc(256 * 256 * 4);
117 renderer->d.outputBufferStride = 256;
118 glGenTextures(1, &renderer->tex);
119 glBindTexture(GL_TEXTURE_2D, renderer->tex);
120 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
121 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
122 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
123#ifndef _WIN32
124 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
125 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
126#endif
127
128 glViewport(0, 0, 240, 160);
129
130 return 1;
131}
132
133static void _GBASDLRunloop(struct GBAThread* context, struct GLSoftwareRenderer* renderer) {
134 SDL_Event event;
135
136 glEnable(GL_TEXTURE_2D);
137 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
138 glEnableClientState(GL_VERTEX_ARRAY);
139 glVertexPointer(2, GL_INT, 0, _glVertices);
140 glTexCoordPointer(2, GL_INT, 0, _glTexCoords);
141 glMatrixMode (GL_PROJECTION);
142 glLoadIdentity();
143 glOrtho(0, 240, 160, 0, 0, 1);
144 while (context->state < THREAD_EXITING) {
145 if (GBASyncWaitFrameStart(&context->sync, context->frameskip)) {
146 glBindTexture(GL_TEXTURE_2D, renderer->tex);
147#ifdef COLOR_16_BIT
148 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, renderer->d.outputBuffer);
149#else
150 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, renderer->d.outputBuffer);
151#endif
152 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
153
154 SDL_GL_SwapBuffers();
155 } else {
156 usleep(50000);
157 }
158 GBASyncWaitFrameEnd(&context->sync);
159
160 while (SDL_PollEvent(&event)) {
161 GBASDLHandleEvent(context, &event);
162 }
163 }
164}
165
166static void _GBASDLDeinit(struct GLSoftwareRenderer* renderer) {
167 free(renderer->d.outputBuffer);
168
169 GBASDLDeinitEvents(&renderer->events);
170 GBASDLDeinitAudio(&renderer->audio);
171 SDL_Quit();
172}
173
174static void _GBASDLStart(struct GBAThread* threadContext) {
175 struct GLSoftwareRenderer* renderer = threadContext->userData;
176 renderer->audio.audio = &threadContext->gba->audio;
177}
178
179static void _GBASDLClean(struct GBAThread* threadContext) {
180 struct GLSoftwareRenderer* renderer = threadContext->userData;
181 renderer->audio.audio = 0;
182}