mirror of https://github.com/mgba-emu/mgba.git
Decouple GLSL and GL mains
This commit is contained in:
parent
49de0fb52e
commit
8215afcee6
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@ -1,8 +1,8 @@
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#include "debugger.h"
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#include "gba-thread.h"
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#include "gba.h"
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#include "renderers/video-glsl.h"
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#include "sdl-events.h"
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#include "renderers/video-software.h"
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#include <SDL.h>
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#ifdef __APPLE__
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@ -17,9 +17,29 @@
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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 GBAVideoGLSLRenderer* renderer);
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struct GLSoftwareRenderer {
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struct GBAVideoSoftwareRenderer d;
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GLuint tex;
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};
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static int _GBASDLInit(struct GLSoftwareRenderer* renderer);
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static void _GBASDLDeinit(struct GLSoftwareRenderer* renderer);
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static void _GBASDLRunloop(struct GBAThread* context, struct GLSoftwareRenderer* renderer);
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static const GLint _glVertices[] = {
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0, 0,
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256, 0,
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256, 256,
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0, 256
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};
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static const GLint _glTexCoords[] = {
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0, 0,
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1, 0,
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1, 1,
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0, 1
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};
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int main(int argc, char** argv) {
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const char* fname = "test.rom";
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@ -31,16 +51,21 @@ int main(int argc, char** argv) {
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return 1;
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}
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struct GBAThread context;
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struct GBAVideoGLSLRenderer renderer;
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sigset_t signals;
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sigaddset(&signals, SIGINT);
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sigaddset(&signals, SIGTRAP);
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pthread_sigmask(SIG_BLOCK, &signals, 0);
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if (!_GBASDLInit()) {
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struct GBAThread context;
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struct GLSoftwareRenderer renderer;
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GBAVideoSoftwareRendererCreate(&renderer.d);
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if (!_GBASDLInit(&renderer)) {
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return 1;
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}
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GBAVideoGLSLRendererCreate(&renderer);
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context.fd = fd;
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context.renderer = &renderer.d;
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context.renderer = &renderer.d.d;
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GBAThreadStart(&context);
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_GBASDLRunloop(&context, &renderer);
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@ -48,12 +73,12 @@ int main(int argc, char** argv) {
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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 GLSoftwareRenderer* 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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@ -67,38 +92,59 @@ static int _GBASDLInit() {
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
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SDL_SetVideoMode(240, 160, 32, SDL_OPENGL);
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renderer->d.outputBuffer = malloc(256 * 256 * 4);
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renderer->d.outputBufferStride = 256;
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glGenTextures(1, &renderer->tex);
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glBindTexture(GL_TEXTURE_2D, renderer->tex);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glViewport(0, 0, 240, 160);
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return 1;
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}
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static void _GBASDLRunloop(struct GBAThread* context, struct GBAVideoGLSLRenderer* renderer) {
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static void _GBASDLRunloop(struct GBAThread* context, struct GLSoftwareRenderer* renderer) {
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SDL_Event event;
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glEnable(GL_TEXTURE_2D);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(2, GL_INT, 0, _glVertices);
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glTexCoordPointer(2, GL_INT, 0, _glTexCoords);
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glMatrixMode (GL_PROJECTION);
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glLoadIdentity();
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glOrtho(0, 240, 160, 0, 0, 1);
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while (context->started && context->debugger->state != DEBUGGER_EXITING) {
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GBAVideoGLSLRendererProcessEvents(renderer);
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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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pthread_mutex_lock(&renderer->d.mutex);
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if (renderer->d.d.framesPending) {
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renderer->d.d.framesPending = 0;
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pthread_mutex_unlock(&renderer->d.mutex);
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glBindTexture(GL_TEXTURE_2D, renderer->tex);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, renderer->d.outputBuffer);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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SDL_GL_SwapBuffers();
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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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pthread_mutex_lock(&renderer->d.mutex);
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pthread_cond_broadcast(&renderer->d.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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pthread_cond_broadcast(&renderer->d.downCond);
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pthread_cond_wait(&renderer->d.upCond, &renderer->d.mutex);
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}
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pthread_mutex_unlock(&renderer->mutex);
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pthread_mutex_unlock(&renderer->d.mutex);
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}
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}
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static void _GBASDLDeinit() {
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static void _GBASDLDeinit(struct GLSoftwareRenderer* renderer) {
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free(renderer->d.outputBuffer);
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GBASDLDeinitEvents();
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SDL_Quit();
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}
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@ -0,0 +1,104 @@
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#include "debugger.h"
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#include "gba-thread.h"
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#include "gba.h"
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#include "renderers/video-glsl.h"
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#include "sdl-events.h"
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#include <SDL.h>
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#ifdef __APPLE__
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#include <OpenGL/gl.h>
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#else
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#include <GL/gl.h>
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#endif
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#include <fcntl.h>
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#include <errno.h>
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#include <signal.h>
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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 GBAVideoGLSLRenderer* renderer);
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int main(int argc, char** argv) {
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const char* fname = "test.rom";
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if (argc > 1) {
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fname = argv[1];
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}
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int fd = open(fname, O_RDONLY);
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if (fd < 0) {
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return 1;
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}
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struct GBAThread context;
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struct GBAVideoGLSLRenderer renderer;
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if (!_GBASDLInit()) {
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return 1;
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}
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GBAVideoGLSLRendererCreate(&renderer);
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context.fd = fd;
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context.renderer = &renderer.d;
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GBAThreadStart(&context);
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_GBASDLRunloop(&context, &renderer);
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GBAThreadJoin(&context);
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close(fd);
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_GBASDLDeinit();
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return 0;
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}
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static int _GBASDLInit() {
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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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SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1);
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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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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
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SDL_SetVideoMode(240, 160, 32, SDL_OPENGL);
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glViewport(0, 0, 240, 160);
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return 1;
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}
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static void _GBASDLRunloop(struct GBAThread* context, struct GBAVideoGLSLRenderer* renderer) {
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SDL_Event event;
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glEnable(GL_TEXTURE_2D);
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while (context->started && context->debugger->state != DEBUGGER_EXITING) {
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GBAVideoGLSLRendererProcessEvents(renderer);
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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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SDL_GL_SwapBuffers();
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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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}
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pthread_mutex_unlock(&renderer->mutex);
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}
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}
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static void _GBASDLDeinit() {
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GBASDLDeinitEvents();
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SDL_Quit();
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}
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