Get RPi EGL port building again

This commit is contained in:
Jeffrey Pfau 2014-01-31 21:52:07 -08:00
parent 8f241e2cfb
commit 2f39a57567
2 changed files with 24 additions and 17 deletions

View File

@ -18,12 +18,17 @@ file(GLOB PLATFORM_SRC ${CMAKE_SOURCE_DIR}/src/platform/sdl/sdl-*.c)
set(PLATFORM_LIBRARY "${SDL_LIBRARY};${SDLMAIN_LIBRARY}")
include_directories(${CMAKE_SOURCE_DIR}/src/platform/sdl)
if(BUILD_RASPI AND BUILD_EGL)
set(MAIN_SRC ${CMAKE_SOURCE_DIR}/src/platform/sdl/egl-main.c)
set(OPENGL_LIBRARY "-lEGL -lGLESv2 -lbcm_host")
set(OPENGL_INCLUDE_DIR "")
if(BUILD_RASPI)
add_definitions(-DBUILD_RASPI)
elseif(BUILD_BBB OR BUILD_RASPI)
set(EGL_MAIN_SRC ${CMAKE_SOURCE_DIR}/src/platform/sdl/egl-main.c)
set(EGL_LIBRARY "-lEGL -lGLESv2 -lbcm_host")
add_executable(${BINARY_NAME}-rpi ${PLATFORM_SRC} ${EGL_MAIN_SRC})
target_link_libraries(${BINARY_NAME}-rpi ${BINARY_NAME} ${PLATFORM_LIBRARY} ${EGL_LIBRARY})
endif()
if(BUILD_BBB OR BUILD_RASPI)
enable_language(ASM)
add_definitions(-DCOLOR_16_BIT -DCOLOR_5_6_5)
set(MAIN_SRC ${CMAKE_SOURCE_DIR}/src/platform/sdl/sw-main.c)
else()
set(MAIN_SRC ${CMAKE_SOURCE_DIR}/src/platform/sdl/gl-main.c)

View File

@ -5,7 +5,7 @@
#include "sdl-audio.h"
#include "sdl-events.h"
#include <SDL.h>
#include <SDL/SDL.h>
#include <GLES2/gl2.h>
#include <EGL/egl.h>
@ -76,7 +76,6 @@ int main(int argc, char** argv) {
return 1;
}
struct GBAThread context;
struct GBAVideoEGLRenderer renderer;
if (!_GBAEGLInit(&renderer)) {
@ -84,16 +83,19 @@ 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;
struct GBAThread context = {
.fd = fd,
.fname = fname,
.biosFd = -1,
.useDebugger = 0,
.renderer = &renderer.d.d,
.frameskip = 0,
.sync.videoFrameWait = 0,
.sync.audioWait = 0,
.startCallback = _GBASDLStart,
.cleanCallback = _GBASDLClean,
.userData = &renderer
};
GBAThreadStart(&context);
_GBAEGLRunloop(&context, &renderer);