mirror of https://github.com/mgba-emu/mgba.git
SDL: Use some common GL functionality between GL and GLESv2
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parent
59f101eb49
commit
71be640e63
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@ -52,7 +52,7 @@ set(MAIN_SRC ${CMAKE_SOURCE_DIR}/src/platform/sdl/main.c)
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if(BUILD_RASPI)
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add_definitions(-DBUILD_RASPI)
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list(APPEND PLATFORM_SRC ${CMAKE_SOURCE_DIR}/src/platform/opengl/gles2.c)
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list(APPEND MAIN_SRC ${CMAKE_SOURCE_DIR}/src/platform/sdl/egl-sdl.c)
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list(APPEND MAIN_SRC ${CMAKE_SOURCE_DIR}/src/platform/sdl/gles2-sdl.c)
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set(OPENGLES2_LIBRARY "-lEGL -lGLESv2 -lbcm_host")
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set(BUILD_GLES2 ON CACHE BOOL "Using OpenGL|ES 2" FORCE)
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set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -fgnu89-inline")
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@ -68,8 +68,13 @@ else()
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list(APPEND MAIN_SRC ${CMAKE_SOURCE_DIR}/src/platform/sdl/sw-sdl.c)
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if(BUILD_GL)
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list(APPEND MAIN_SRC ${CMAKE_SOURCE_DIR}/src/platform/sdl/gl-sdl.c)
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list(APPEND PLATFORM_SRC ${CMAKE_SOURCE_DIR}/src/platform/opengl/gl.c)
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include_directories(${OPENGL_INCLUDE_DIR} ${OPENGLES2_INCLUDE_DIR})
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list(APPEND PLATFORM_SRC ${CMAKE_SOURCE_DIR}/src/platform/opengl/gl.c ${CMAKE_SOURCE_DIR}/src/platform/sdl/gl-common.c)
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include_directories(${OPENGL_INCLUDE_DIR})
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endif()
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if(BUILD_GLES2)
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list(APPEND MAIN_SRC ${CMAKE_SOURCE_DIR}/src/platform/sdl/gles2-sdl.c)
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list(APPEND PLATFORM_SRC ${CMAKE_SOURCE_DIR}/src/platform/opengl/gles2.c ${CMAKE_SOURCE_DIR}/src/platform/sdl/gl-common.c)
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include_directories(${OPENGLES2_INCLUDE_DIR})
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endif()
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endif()
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@ -5,10 +5,7 @@
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "main.h"
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static void _sdlSwap(struct VideoBackend* context) {
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UNUSED(context);
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SDL_GL_SwapBuffers();
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}
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#include "gl-common.h"
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static bool GBASDLGLES2Init(struct SDLSoftwareRenderer* renderer);
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static void GBASDLGLES2Runloop(struct GBAThread* context, struct SDLSoftwareRenderer* renderer);
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@ -21,6 +18,7 @@ void GBASDLGLES2Create(struct SDLSoftwareRenderer* renderer) {
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}
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bool GBASDLGLES2Init(struct SDLSoftwareRenderer* renderer) {
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#ifdef BUILD_RASPI
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bcm_host_init();
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renderer->display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
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int major, minor;
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@ -89,6 +87,9 @@ bool GBASDLGLES2Init(struct SDLSoftwareRenderer* renderer) {
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if (EGL_FALSE == eglMakeCurrent(renderer->display, renderer->surface, renderer->surface, renderer->context)) {
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return false;
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}
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#else
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GBASDLGLCommonInit(renderer);
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#endif
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renderer->d.outputBuffer = memalign(16, 256 * 256 * 4);
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renderer->d.outputBufferStride = 256;
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@ -97,7 +98,7 @@ bool GBASDLGLES2Init(struct SDLSoftwareRenderer* renderer) {
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renderer->gl.d.user = renderer;
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renderer->gl.d.lockAspectRatio = renderer->lockAspectRatio;
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renderer->gl.d.filter = renderer->filter;
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renderer->gl.d.swap = _sdlSwap;
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renderer->gl.d.swap = GBASDLGLCommonSwap;
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renderer->gl.d.init(&renderer->gl.d, 0);
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return true;
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}
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@ -116,7 +117,11 @@ void GBASDLGLES2Runloop(struct GBAThread* context, struct SDLSoftwareRenderer* r
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}
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v->drawFrame(v);
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GBASyncWaitFrameEnd(&context->sync);
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#ifdef BUILD_RASPI
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eglSwapBuffers(renderer->display, renderer->surface);
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#else
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v->swap(v);
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#endif
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}
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}
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@ -124,10 +129,14 @@ void GBASDLGLES2Deinit(struct SDLSoftwareRenderer* renderer) {
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if (renderer->gl.d.deinit) {
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renderer->gl.d.deinit(&renderer->gl.d);
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}
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#ifdef BUILD_RASPI
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eglMakeCurrent(renderer->display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
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eglDestroySurface(renderer->display, renderer->surface);
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eglDestroyContext(renderer->display, renderer->context);
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eglTerminate(renderer->display);
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free(renderer->d.outputBuffer);
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bcm_host_deinit();
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#elif SDL_VERSION_ATLEAST(2, 0, 0)
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SDL_GL_DeleteContext(renderer->glCtx);
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#endif
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free(renderer->d.outputBuffer);
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}
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@ -5,18 +5,11 @@
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "main.h"
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#include "gl-common.h"
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#include "gba/supervisor/thread.h"
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#include "platform/opengl/gl.h"
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static void _sdlSwap(struct VideoBackend* context) {
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struct SDLSoftwareRenderer* renderer = (struct SDLSoftwareRenderer*) context->user;
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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SDL_GL_SwapWindow(renderer->window);
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#else
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SDL_GL_SwapBuffers();
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#endif
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}
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static void _doViewport(int w, int h, struct VideoBackend* v) {
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v->resized(v, w, h);
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v->clear(v);
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@ -35,34 +28,7 @@ void GBASDLGLCreate(struct SDLSoftwareRenderer* renderer) {
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}
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bool GBASDLGLInit(struct SDLSoftwareRenderer* renderer) {
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#ifndef COLOR_16_BIT
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SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
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#else
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SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
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#ifdef COLOR_5_6_5
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SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
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#else
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SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
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#endif
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SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
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#endif
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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renderer->window = SDL_CreateWindow(projectName, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, renderer->viewportWidth, renderer->viewportHeight, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | (SDL_WINDOW_FULLSCREEN_DESKTOP * renderer->player.fullscreen));
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renderer->glCtx = SDL_GL_CreateContext(renderer->window);
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SDL_GL_SetSwapInterval(1);
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SDL_GetWindowSize(renderer->window, &renderer->viewportWidth, &renderer->viewportHeight);
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renderer->player.window = renderer->window;
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#else
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SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1);
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#ifdef COLOR_16_BIT
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SDL_SetVideoMode(renderer->viewportWidth, renderer->viewportHeight, 16, SDL_OPENGL);
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#else
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SDL_SetVideoMode(renderer->viewportWidth, renderer->viewportHeight, 32, SDL_OPENGL);
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#endif
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#endif
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GBASDLGLCommonInit(renderer);
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renderer->d.outputBuffer = malloc(256 * 256 * BYTES_PER_PIXEL);
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renderer->d.outputBufferStride = 256;
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@ -71,7 +37,7 @@ bool GBASDLGLInit(struct SDLSoftwareRenderer* renderer) {
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renderer->gl.d.user = renderer;
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renderer->gl.d.lockAspectRatio = renderer->lockAspectRatio;
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renderer->gl.d.filter = renderer->filter;
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renderer->gl.d.swap = _sdlSwap;
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renderer->gl.d.swap = GBASDLGLCommonSwap;
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renderer->gl.d.init(&renderer->gl.d, 0);
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_doViewport(renderer->viewportWidth, renderer->viewportHeight, &renderer->gl.d);
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