Bring Raspberry Pi main to parity with GL main

This commit is contained in:
Jeffrey Pfau 2013-10-12 01:18:34 -07:00
parent 5caffd1f5a
commit 25cc40f3e1
1 changed files with 49 additions and 33 deletions

View File

@ -2,6 +2,7 @@
#include "gba-thread.h"
#include "gba.h"
#include "renderers/video-software.h"
#include "sdl-audio.h"
#include "sdl-events.h"
#include <SDL.h>
@ -19,6 +20,8 @@
struct GBAVideoEGLRenderer {
struct GBAVideoSoftwareRenderer d;
struct GBASDLAudio audio;
struct GBASDLEvents events;
EGLDisplay display;
EGLSurface surface;
@ -60,6 +63,8 @@ static const GLfloat _vertices[] = {
static int _GBAEGLInit(struct GBAVideoEGLRenderer* renderer);
static void _GBAEGLDeinit(struct GBAVideoEGLRenderer* renderer);
static void _GBAEGLRunloop(struct GBAThread* context, struct GBAVideoEGLRenderer* renderer);
static void _GBASDLStart(struct GBAThread* context);
static void _GBASDLClean(struct GBAThread* context);
int main(int argc, char** argv) {
const char* fname = "test.rom";
@ -80,7 +85,15 @@ int main(int argc, char** argv) {
GBAVideoSoftwareRendererCreate(&renderer.d);
context.fd = fd;
context.fname = fname;
context.useDebugger = 0;
context.renderer = &renderer.d.d;
context.frameskip = 0;
context.sync.videoFrameWait = 0;
context.sync.audioWait = 1;
context.startCallback = _GBASDLStart;
context.cleanCallback = _GBASDLClean;
context.userData = &renderer;
GBAThreadStart(&context);
_GBAEGLRunloop(&context, &renderer);
@ -98,7 +111,9 @@ static int _GBAEGLInit(struct GBAVideoEGLRenderer* renderer) {
return 0;
}
GBASDLInitEvents();
GBASDLInitEvents(&renderer->events);
GBASDLInitAudio(&renderer->audio);
bcm_host_init();
renderer->display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
int major, minor;
@ -113,10 +128,10 @@ static int _GBAEGLInit(struct GBAVideoEGLRenderer* renderer) {
}
const EGLint requestConfig[] = {
EGL_RED_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_BLUE_SIZE, 8,
EGL_ALPHA_SIZE, 8,
EGL_RED_SIZE, 5,
EGL_GREEN_SIZE, 5,
EGL_BLUE_SIZE, 5,
EGL_ALPHA_SIZE, 1,
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_NONE
};
@ -202,35 +217,25 @@ static int _GBAEGLInit(struct GBAVideoEGLRenderer* renderer) {
static void _GBAEGLRunloop(struct GBAThread* context, struct GBAVideoEGLRenderer* renderer) {
SDL_Event event;
while (context->started && context->debugger->state != DEBUGGER_EXITING) {
pthread_mutex_lock(&renderer->d.mutex);
if (renderer->d.d.framesPending) {
renderer->d.d.framesPending = 0;
pthread_mutex_unlock(&renderer->d.mutex);
while (context->started && (!context->debugger || context->debugger->state != DEBUGGER_EXITING)) {
GBASyncWaitFrameStart(&context->sync, context->frameskip);
glViewport(0, 0, 240, 160);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(renderer->program);
glUniform1i(renderer->texLocation, 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, renderer->tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, renderer->d.outputBuffer);
glVertexAttribPointer(renderer->positionLocation, 2, GL_FLOAT, GL_FALSE, 0, _vertices);
glEnableVertexAttribArray(renderer->positionLocation);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glUseProgram(0);
eglSwapBuffers(renderer->display, renderer->surface);
glViewport(0, 0, 240, 160);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(renderer->program);
glUniform1i(renderer->texLocation, 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, renderer->tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, renderer->d.outputBuffer);
glVertexAttribPointer(renderer->positionLocation, 2, GL_FLOAT, GL_FALSE, 0, _vertices);
glEnableVertexAttribArray(renderer->positionLocation);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glUseProgram(0);
eglSwapBuffers(renderer->display, renderer->surface);
while (SDL_PollEvent(&event)) {
GBASDLHandleEvent(context, &event);
}
pthread_mutex_lock(&renderer->d.mutex);
pthread_cond_broadcast(&renderer->d.downCond);
} else {
pthread_cond_broadcast(&renderer->d.downCond);
pthread_cond_wait(&renderer->d.upCond, &renderer->d.mutex);
while (SDL_PollEvent(&event)) {
GBASDLHandleEvent(context, &event);
}
pthread_mutex_unlock(&renderer->d.mutex);
GBASyncWaitFrameEnd(&context->sync);
}
}
@ -240,8 +245,19 @@ static void _GBAEGLDeinit(struct GBAVideoEGLRenderer* renderer) {
eglDestroyContext(renderer->display, renderer->context);
eglTerminate(renderer->display);
GBASDLDeinitEvents();
GBASDLDeinitEvents(&renderer->events);
GBASDLDeinitAudio(&renderer->audio);
SDL_Quit();
bcm_host_deinit();
}
static void _GBASDLStart(struct GBAThread* threadContext) {
struct GBAVideoEGLRenderer* renderer = threadContext->userData;
renderer->audio.audio = &threadContext->gba->audio;
}
static void _GBASDLClean(struct GBAThread* threadContext) {
struct GBAVideoEGLRenderer* renderer = threadContext->userData;
renderer->audio.audio = 0;
}