Decouple GLSL and GL mains

This commit is contained in:
Jeffrey Pfau 2013-07-17 23:31:19 -07:00
parent 49de0fb52e
commit 8215afcee6
2 changed files with 173 additions and 23 deletions

View File

@ -1,8 +1,8 @@
#include "debugger.h"
#include "gba-thread.h"
#include "gba.h"
#include "renderers/video-glsl.h"
#include "sdl-events.h"
#include "renderers/video-software.h"
#include <SDL.h>
#ifdef __APPLE__
@ -17,9 +17,29 @@
#include <sys/time.h>
#include <unistd.h>
static int _GBASDLInit(void);
static void _GBASDLDeinit(void);
static void _GBASDLRunloop(struct GBAThread* context, struct GBAVideoGLSLRenderer* renderer);
struct GLSoftwareRenderer {
struct GBAVideoSoftwareRenderer d;
GLuint tex;
};
static int _GBASDLInit(struct GLSoftwareRenderer* renderer);
static void _GBASDLDeinit(struct GLSoftwareRenderer* renderer);
static void _GBASDLRunloop(struct GBAThread* context, struct GLSoftwareRenderer* renderer);
static const GLint _glVertices[] = {
0, 0,
256, 0,
256, 256,
0, 256
};
static const GLint _glTexCoords[] = {
0, 0,
1, 0,
1, 1,
0, 1
};
int main(int argc, char** argv) {
const char* fname = "test.rom";
@ -31,16 +51,21 @@ int main(int argc, char** argv) {
return 1;
}
struct GBAThread context;
struct GBAVideoGLSLRenderer renderer;
sigset_t signals;
sigaddset(&signals, SIGINT);
sigaddset(&signals, SIGTRAP);
pthread_sigmask(SIG_BLOCK, &signals, 0);
if (!_GBASDLInit()) {
struct GBAThread context;
struct GLSoftwareRenderer renderer;
GBAVideoSoftwareRendererCreate(&renderer.d);
if (!_GBASDLInit(&renderer)) {
return 1;
}
GBAVideoGLSLRendererCreate(&renderer);
context.fd = fd;
context.renderer = &renderer.d;
context.renderer = &renderer.d.d;
GBAThreadStart(&context);
_GBASDLRunloop(&context, &renderer);
@ -48,12 +73,12 @@ int main(int argc, char** argv) {
GBAThreadJoin(&context);
close(fd);
_GBASDLDeinit();
_GBASDLDeinit(&renderer);
return 0;
}
static int _GBASDLInit() {
static int _GBASDLInit(struct GLSoftwareRenderer* renderer) {
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
return 0;
}
@ -67,38 +92,59 @@ static int _GBASDLInit() {
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
SDL_SetVideoMode(240, 160, 32, SDL_OPENGL);
renderer->d.outputBuffer = malloc(256 * 256 * 4);
renderer->d.outputBufferStride = 256;
glGenTextures(1, &renderer->tex);
glBindTexture(GL_TEXTURE_2D, renderer->tex);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glViewport(0, 0, 240, 160);
return 1;
}
static void _GBASDLRunloop(struct GBAThread* context, struct GBAVideoGLSLRenderer* renderer) {
static void _GBASDLRunloop(struct GBAThread* context, struct GLSoftwareRenderer* renderer) {
SDL_Event event;
glEnable(GL_TEXTURE_2D);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_INT, 0, _glVertices);
glTexCoordPointer(2, GL_INT, 0, _glTexCoords);
glMatrixMode (GL_PROJECTION);
glLoadIdentity();
glOrtho(0, 240, 160, 0, 0, 1);
while (context->started && context->debugger->state != DEBUGGER_EXITING) {
GBAVideoGLSLRendererProcessEvents(renderer);
pthread_mutex_lock(&renderer->mutex);
if (renderer->d.framesPending) {
renderer->d.framesPending = 0;
pthread_mutex_unlock(&renderer->mutex);
pthread_mutex_lock(&renderer->d.mutex);
if (renderer->d.d.framesPending) {
renderer->d.d.framesPending = 0;
pthread_mutex_unlock(&renderer->d.mutex);
glBindTexture(GL_TEXTURE_2D, renderer->tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, renderer->d.outputBuffer);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
SDL_GL_SwapBuffers();
while (SDL_PollEvent(&event)) {
GBASDLHandleEvent(context, &event);
}
pthread_mutex_lock(&renderer->mutex);
pthread_cond_broadcast(&renderer->downCond);
pthread_mutex_lock(&renderer->d.mutex);
pthread_cond_broadcast(&renderer->d.downCond);
} else {
pthread_cond_broadcast(&renderer->downCond);
pthread_cond_wait(&renderer->upCond, &renderer->mutex);
pthread_cond_broadcast(&renderer->d.downCond);
pthread_cond_wait(&renderer->d.upCond, &renderer->d.mutex);
}
pthread_mutex_unlock(&renderer->mutex);
pthread_mutex_unlock(&renderer->d.mutex);
}
}
static void _GBASDLDeinit() {
static void _GBASDLDeinit(struct GLSoftwareRenderer* renderer) {
free(renderer->d.outputBuffer);
GBASDLDeinitEvents();
SDL_Quit();
}

104
src/glsl-main.c Normal file
View File

@ -0,0 +1,104 @@
#include "debugger.h"
#include "gba-thread.h"
#include "gba.h"
#include "renderers/video-glsl.h"
#include "sdl-events.h"
#include <SDL.h>
#ifdef __APPLE__
#include <OpenGL/gl.h>
#else
#include <GL/gl.h>
#endif
#include <fcntl.h>
#include <errno.h>
#include <signal.h>
#include <sys/time.h>
#include <unistd.h>
static int _GBASDLInit(void);
static void _GBASDLDeinit(void);
static void _GBASDLRunloop(struct GBAThread* context, struct GBAVideoGLSLRenderer* renderer);
int main(int argc, char** argv) {
const char* fname = "test.rom";
if (argc > 1) {
fname = argv[1];
}
int fd = open(fname, O_RDONLY);
if (fd < 0) {
return 1;
}
struct GBAThread context;
struct GBAVideoGLSLRenderer renderer;
if (!_GBASDLInit()) {
return 1;
}
GBAVideoGLSLRendererCreate(&renderer);
context.fd = fd;
context.renderer = &renderer.d;
GBAThreadStart(&context);
_GBASDLRunloop(&context, &renderer);
GBAThreadJoin(&context);
close(fd);
_GBASDLDeinit();
return 0;
}
static int _GBASDLInit() {
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
return 0;
}
GBASDLInitEvents();
SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1);
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
SDL_SetVideoMode(240, 160, 32, SDL_OPENGL);
glViewport(0, 0, 240, 160);
return 1;
}
static void _GBASDLRunloop(struct GBAThread* context, struct GBAVideoGLSLRenderer* renderer) {
SDL_Event event;
glEnable(GL_TEXTURE_2D);
while (context->started && context->debugger->state != DEBUGGER_EXITING) {
GBAVideoGLSLRendererProcessEvents(renderer);
pthread_mutex_lock(&renderer->mutex);
if (renderer->d.framesPending) {
renderer->d.framesPending = 0;
pthread_mutex_unlock(&renderer->mutex);
SDL_GL_SwapBuffers();
while (SDL_PollEvent(&event)) {
GBASDLHandleEvent(context, &event);
}
pthread_mutex_lock(&renderer->mutex);
pthread_cond_broadcast(&renderer->downCond);
} else {
pthread_cond_broadcast(&renderer->downCond);
pthread_cond_wait(&renderer->upCond, &renderer->mutex);
}
pthread_mutex_unlock(&renderer->mutex);
}
}
static void _GBASDLDeinit() {
GBASDLDeinitEvents();
SDL_Quit();
}