mirror of https://github.com/mgba-emu/mgba.git
Bring SDL main to parity with GL main
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parent
cf298474bc
commit
51ec1c1099
103
src/sdl-main.c
103
src/sdl-main.c
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@ -2,6 +2,7 @@
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#include "gba-thread.h"
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#include "gba.h"
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#include "renderers/video-software.h"
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#include "sdl-audio.h"
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#include "sdl-events.h"
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#include <SDL.h>
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@ -12,9 +13,17 @@
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#include <sys/time.h>
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#include <unistd.h>
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static int _GBASDLInit(void);
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static void _GBASDLDeinit(void);
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static void _GBASDLRunloop(struct GBAThread* context, struct GBAVideoSoftwareRenderer* renderer);
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struct SoftwareRenderer {
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struct GBAVideoSoftwareRenderer d;
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struct GBASDLAudio audio;
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struct GBASDLEvents events;
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};
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static int _GBASDLInit(struct SoftwareRenderer* renderer);
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static void _GBASDLDeinit(struct SoftwareRenderer* renderer);
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static void _GBASDLRunloop(struct GBAThread* context);
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static void _GBASDLStart(struct GBAThread* context);
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static void _GBASDLClean(struct GBAThread* context);
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int main(int argc, char** argv) {
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const char* fname = "test.rom";
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@ -27,72 +36,94 @@ int main(int argc, char** argv) {
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}
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struct GBAThread context;
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struct GBAVideoSoftwareRenderer renderer;
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struct SoftwareRenderer renderer;
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GBAVideoSoftwareRendererCreate(&renderer.d);
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if (!_GBASDLInit()) {
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if (!_GBASDLInit(&renderer)) {
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return 1;
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}
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GBAVideoSoftwareRendererCreate(&renderer);
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SDL_Surface* surface = SDL_GetVideoSurface();
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SDL_LockSurface(surface);
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renderer.outputBuffer = surface->pixels;
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renderer.outputBufferStride = surface->pitch / 4;
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context.fd = fd;
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context.renderer = &renderer.d;
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context.fname = fname;
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context.useDebugger = 1;
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context.renderer = &renderer.d.d;
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context.frameskip = 0;
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context.sync.videoFrameWait = 0;
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context.sync.audioWait = 1;
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context.startCallback = _GBASDLStart;
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context.cleanCallback = _GBASDLClean;
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context.userData = &renderer;
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SDL_Surface* surface = SDL_GetVideoSurface();
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SDL_LockSurface(surface);
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renderer.d.outputBuffer = surface->pixels;
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#ifdef COLOR_16_BIT
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renderer.d.outputBufferStride = surface->pitch / 2;
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#else
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renderer.d.outputBufferStride = surface->pitch / 4;
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#endif
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GBAThreadStart(&context);
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_GBASDLRunloop(&context, &renderer);
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_GBASDLRunloop(&context);
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SDL_UnlockSurface(surface);
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GBAThreadJoin(&context);
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close(fd);
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_GBASDLDeinit();
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_GBASDLDeinit(&renderer);
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return 0;
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}
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static int _GBASDLInit() {
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static int _GBASDLInit(struct SoftwareRenderer* renderer) {
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if (SDL_Init(SDL_INIT_VIDEO) < 0) {
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return 0;
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}
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GBASDLInitEvents();
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GBASDLInitEvents(&renderer->events);
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// GBASDLInitAudio(&renderer->audio);
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#ifdef COLOR_16_BIT
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SDL_SetVideoMode(240, 160, 16, SDL_DOUBLEBUF | SDL_HWSURFACE);
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#else
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SDL_SetVideoMode(240, 160, 32, SDL_DOUBLEBUF | SDL_HWSURFACE);
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#endif
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return 1;
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}
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static void _GBASDLRunloop(struct GBAThread* context, struct GBAVideoSoftwareRenderer* renderer) {
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static void _GBASDLRunloop(struct GBAThread* context) {
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SDL_Event event;
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SDL_Surface* surface = SDL_GetVideoSurface();
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while (context->started && context->debugger->state != DEBUGGER_EXITING) {
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pthread_mutex_lock(&renderer->mutex);
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if (renderer->d.framesPending) {
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renderer->d.framesPending = 0;
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pthread_mutex_unlock(&renderer->mutex);
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while (context->started && (!context->debugger || context->debugger->state != DEBUGGER_EXITING)) {
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GBASyncWaitFrameStart(&context->sync, context->frameskip);
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SDL_UnlockSurface(surface);
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SDL_Flip(surface);
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SDL_LockSurface(surface);
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SDL_UnlockSurface(surface);
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SDL_Flip(surface);
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SDL_LockSurface(surface);
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while (SDL_PollEvent(&event)) {
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GBASDLHandleEvent(context, &event);
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}
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pthread_mutex_lock(&renderer->mutex);
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pthread_cond_broadcast(&renderer->downCond);
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} else {
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pthread_cond_broadcast(&renderer->downCond);
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pthread_cond_wait(&renderer->upCond, &renderer->mutex);
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while (SDL_PollEvent(&event)) {
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GBASDLHandleEvent(context, &event);
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}
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pthread_mutex_unlock(&renderer->mutex);
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GBASyncWaitFrameEnd(&context->sync);
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}
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}
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static void _GBASDLDeinit() {
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GBASDLDeinitEvents();
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static void _GBASDLDeinit(struct SoftwareRenderer* renderer) {
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free(renderer->d.outputBuffer);
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GBASDLDeinitEvents(&renderer->events);
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GBASDLDeinitAudio(&renderer->audio);
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SDL_Quit();
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}
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static void _GBASDLStart(struct GBAThread* threadContext) {
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struct SoftwareRenderer* renderer = threadContext->userData;
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renderer->audio.audio = &threadContext->gba->audio;
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}
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static void _GBASDLClean(struct GBAThread* threadContext) {
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struct SoftwareRenderer* renderer = threadContext->userData;
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renderer->audio.audio = 0;
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}
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