mirror of https://github.com/mgba-emu/mgba.git
SDL: Split out non-shared functionality of GL and SW into their own files
This commit is contained in:
parent
fb7f1d07ef
commit
9cc43cd883
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@ -36,7 +36,10 @@ if(BUILD_RASPI)
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endif()
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set(MAIN_SRC ${CMAKE_SOURCE_DIR}/src/platform/sdl/main.c)
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if(NOT BUILD_BBB AND NOT BUILD_RASPI AND BUILD_GL)
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if(BUILD_BBB OR BUILD_RASPI OR NOT BUILD_GL)
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list(APPEND MAIN_SRC ${CMAKE_SOURCE_DIR}/src/platform/sdl/sw-sdl.c)
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else()
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list(APPEND MAIN_SRC ${CMAKE_SOURCE_DIR}/src/platform/sdl/gl-sdl.c)
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add_definitions(-DBUILD_GL)
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find_package(OpenGL REQUIRED)
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include_directories(${OPENGL_INCLUDE_DIR})
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@ -0,0 +1,119 @@
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#include "main.h"
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#include "gba-thread.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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#ifdef BUILD_GL
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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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#endif
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void GBASDLInit(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(PROJECT_NAME, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, renderer->viewportWidth, renderer->viewportHeight, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | (SDL_WINDOW_FULLSCREEN_DESKTOP * renderer->events.fullscreen));
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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->events.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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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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#ifndef _WIN32
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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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#endif
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glViewport(0, 0, renderer->viewportWidth, renderer->viewportHeight);
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}
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void GBASDLRunloop(struct GBAThread* context, struct SDLSoftwareRenderer* 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->state < THREAD_EXITING) {
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if (GBASyncWaitFrameStart(&context->sync, context->frameskip)) {
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glBindTexture(GL_TEXTURE_2D, renderer->tex);
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#ifdef COLOR_16_BIT
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#ifdef COLOR_5_6_5
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, renderer->d.outputBuffer);
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#else
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, renderer->d.outputBuffer);
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#endif
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#else
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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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#endif
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if (context->sync.videoFrameWait) {
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glFlush();
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}
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}
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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GBASyncWaitFrameEnd(&context->sync);
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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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while (SDL_PollEvent(&event)) {
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GBASDLHandleEvent(context, &renderer->events, &event);
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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// Event handling can change the size of the screen
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if (renderer->events.windowUpdated) {
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SDL_GetWindowSize(renderer->window, &renderer->viewportWidth, &renderer->viewportHeight);
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glViewport(0, 0, renderer->viewportWidth, renderer->viewportHeight);
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renderer->events.windowUpdated = 0;
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}
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#endif
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}
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}
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}
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@ -1,3 +1,5 @@
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#include "main.h"
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#ifdef USE_CLI_DEBUGGER
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#include "debugger/cli-debugger.h"
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#endif
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@ -9,76 +11,22 @@
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#include "gba-thread.h"
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#include "gba.h"
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#include "gba-config.h"
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#include "sdl-audio.h"
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#include "sdl-events.h"
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#include "renderers/video-software.h"
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#include "platform/commandline.h"
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#include "util/configuration.h"
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#include <SDL.h>
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#ifdef BUILD_GL
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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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#elif defined(__ARM_NEON)
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void _neon2x(void* dest, void* src, int width, int height);
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void _neon4x(void* dest, void* src, int width, int height);
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#endif
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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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#define PORT "sdl"
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struct SDLSoftwareRenderer {
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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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#if SDL_VERSION_ATLEAST(2, 0, 0)
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SDL_Window* window;
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#ifndef BUILD_GL
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SDL_Texture* tex;
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SDL_Renderer* sdlRenderer;
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#endif
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#else
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int ratio;
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#endif
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int viewportWidth;
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int viewportHeight;
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#ifdef BUILD_GL
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GLuint tex;
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#endif
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};
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static int _GBASDLInit(struct SDLSoftwareRenderer* renderer);
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static void _GBASDLDeinit(struct SDLSoftwareRenderer* renderer);
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static void _GBASDLRunloop(struct GBAThread* context, struct SDLSoftwareRenderer* renderer);
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static void _GBASDLStart(struct GBAThread* context);
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static void _GBASDLClean(struct GBAThread* context);
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#ifdef BUILD_GL
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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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#endif
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int main(int argc, char** argv) {
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struct SDLSoftwareRenderer renderer;
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GBAVideoSoftwareRendererCreate(&renderer.d);
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@ -145,7 +93,7 @@ int main(int argc, char** argv) {
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GBAThreadStart(&context);
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_GBASDLRunloop(&context, &renderer);
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GBASDLRunloop(&context, &renderer);
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GBAThreadJoin(&context);
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freeArguments(&args);
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@ -163,189 +111,11 @@ static int _GBASDLInit(struct SDLSoftwareRenderer* renderer) {
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return 0;
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}
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#ifdef BUILD_GL
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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(PROJECT_NAME, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, renderer->viewportWidth, renderer->viewportHeight, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | (SDL_WINDOW_FULLSCREEN_DESKTOP * renderer->events.fullscreen));
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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->events.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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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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#ifndef _WIN32
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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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#endif
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glViewport(0, 0, renderer->viewportWidth, renderer->viewportHeight);
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#else
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#if !SDL_VERSION_ATLEAST(2, 0, 0)
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#ifdef COLOR_16_BIT
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SDL_SetVideoMode(renderer->viewportWidth, renderer->viewportHeight, 16, SDL_DOUBLEBUF | SDL_HWSURFACE);
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#else
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SDL_SetVideoMode(renderer->viewportWidth, renderer->viewportHeight, 32, SDL_DOUBLEBUF | SDL_HWSURFACE);
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#endif
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#endif
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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renderer->window = SDL_CreateWindow(PROJECT_NAME, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, renderer->viewportWidth, renderer->viewportHeight, SDL_WINDOW_OPENGL | (SDL_WINDOW_FULLSCREEN_DESKTOP * renderer->events.fullscreen));
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SDL_GetWindowSize(renderer->window, &renderer->viewportWidth, &renderer->viewportHeight);
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renderer->events.window = renderer->window;
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renderer->sdlRenderer = SDL_CreateRenderer(renderer->window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
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#ifdef COLOR_16_BIT
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#ifdef COLOR_5_6_5
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renderer->tex = SDL_CreateTexture(renderer->sdlRenderer, SDL_PIXELFORMAT_RGB565, SDL_TEXTUREACCESS_STREAMING, VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS);
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#else
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renderer->tex = SDL_CreateTexture(renderer->sdlRenderer, SDL_PIXELFORMAT_ABGR1555, SDL_TEXTUREACCESS_STREAMING, VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS);
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#endif
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#else
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renderer->tex = SDL_CreateTexture(renderer->sdlRenderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STREAMING, VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS);
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#endif
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SDL_LockTexture(renderer->tex, 0, &renderer->d.outputBuffer, &renderer->d.outputBufferStride);
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renderer->d.outputBufferStride /= BYTES_PER_PIXEL;
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#else
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SDL_Surface* surface = SDL_GetVideoSurface();
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SDL_LockSurface(surface);
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renderer->ratio = graphicsOpts.multiplier;
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if (renderer->ratio == 1) {
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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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} else {
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renderer->d.outputBuffer = malloc(240 * 160 * BYTES_PER_PIXEL);
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renderer->d.outputBufferStride = 240;
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}
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#endif
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#endif
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GBASDLInit(renderer);
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return 1;
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}
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static void _GBASDLRunloop(struct GBAThread* context, struct SDLSoftwareRenderer* renderer) {
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SDL_Event event;
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#ifdef BUILD_GL
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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->state < THREAD_EXITING) {
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if (GBASyncWaitFrameStart(&context->sync, context->frameskip)) {
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glBindTexture(GL_TEXTURE_2D, renderer->tex);
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#ifdef COLOR_16_BIT
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#ifdef COLOR_5_6_5
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, renderer->d.outputBuffer);
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#else
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, renderer->d.outputBuffer);
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#endif
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#else
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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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#endif
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if (context->sync.videoFrameWait) {
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glFlush();
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}
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}
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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GBASyncWaitFrameEnd(&context->sync);
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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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while (SDL_PollEvent(&event)) {
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GBASDLHandleEvent(context, &renderer->events, &event);
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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// Event handling can change the size of the screen
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if (renderer->events.windowUpdated) {
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SDL_GetWindowSize(renderer->window, &renderer->viewportWidth, &renderer->viewportHeight);
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glViewport(0, 0, renderer->viewportWidth, renderer->viewportHeight);
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renderer->events.windowUpdated = 0;
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}
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#endif
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}
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}
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#else
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#if !SDL_VERSION_ATLEAST(2, 0, 0)
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SDL_Surface* surface = SDL_GetVideoSurface();
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#endif
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while (context->state < THREAD_EXITING) {
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if (GBASyncWaitFrameStart(&context->sync, context->frameskip)) {
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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SDL_UnlockTexture(renderer->tex);
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SDL_RenderCopy(renderer->sdlRenderer, renderer->tex, 0, 0);
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SDL_RenderPresent(renderer->sdlRenderer);
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SDL_LockTexture(renderer->tex, 0, &renderer->d.outputBuffer, &renderer->d.outputBufferStride);
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renderer->d.outputBufferStride /= BYTES_PER_PIXEL;
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#else
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switch (renderer->ratio) {
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#if defined(__ARM_NEON) && COLOR_16_BIT
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case 2:
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_neon2x(surface->pixels, renderer->d.outputBuffer, 240, 160);
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break;
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case 4:
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_neon4x(surface->pixels, renderer->d.outputBuffer, 240, 160);
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break;
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#endif
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case 1:
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break;
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default:
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abort();
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}
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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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#endif
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}
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GBASyncWaitFrameEnd(&context->sync);
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while (SDL_PollEvent(&event)) {
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GBASDLHandleEvent(context, &renderer->events, &event);
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}
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}
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#endif
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}
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static void _GBASDLDeinit(struct SDLSoftwareRenderer* renderer) {
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free(renderer->d.outputBuffer);
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@ -0,0 +1,44 @@
|
|||
#ifndef SDL_MAIN_H
|
||||
#define SDL_MAIN_H
|
||||
|
||||
#include "renderers/video-software.h"
|
||||
|
||||
#include "sdl-audio.h"
|
||||
#include "sdl-events.h"
|
||||
|
||||
#ifdef BUILD_GL
|
||||
#ifdef __APPLE__
|
||||
#include <OpenGL/gl.h>
|
||||
#else
|
||||
#include <GL/gl.h>
|
||||
#endif
|
||||
#endif
|
||||
|
||||
struct SDLSoftwareRenderer {
|
||||
struct GBAVideoSoftwareRenderer d;
|
||||
struct GBASDLAudio audio;
|
||||
struct GBASDLEvents events;
|
||||
|
||||
#if SDL_VERSION_ATLEAST(2, 0, 0)
|
||||
SDL_Window* window;
|
||||
#ifndef BUILD_GL
|
||||
SDL_Texture* tex;
|
||||
SDL_Renderer* sdlRenderer;
|
||||
#endif
|
||||
#else
|
||||
int ratio;
|
||||
#endif
|
||||
|
||||
int viewportWidth;
|
||||
int viewportHeight;
|
||||
|
||||
#ifdef BUILD_GL
|
||||
GLuint tex;
|
||||
#endif
|
||||
};
|
||||
|
||||
void GBASDLInit(struct SDLSoftwareRenderer* renderer);
|
||||
void GBASDLRunloop(struct GBAThread* context, struct SDLSoftwareRenderer* renderer);
|
||||
|
||||
#endif
|
||||
|
|
@ -0,0 +1,95 @@
|
|||
#include "main.h"
|
||||
|
||||
#include "gba-thread.h"
|
||||
|
||||
#if defined(__ARM_NEON)
|
||||
void _neon2x(void* dest, void* src, int width, int height);
|
||||
void _neon4x(void* dest, void* src, int width, int height);
|
||||
#endif
|
||||
|
||||
void GBASDLInit(struct SDLSoftwareRenderer* renderer) {
|
||||
#if !SDL_VERSION_ATLEAST(2, 0, 0)
|
||||
#ifdef COLOR_16_BIT
|
||||
SDL_SetVideoMode(renderer->viewportWidth, renderer->viewportHeight, 16, SDL_DOUBLEBUF | SDL_HWSURFACE);
|
||||
#else
|
||||
SDL_SetVideoMode(renderer->viewportWidth, renderer->viewportHeight, 32, SDL_DOUBLEBUF | SDL_HWSURFACE);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if SDL_VERSION_ATLEAST(2, 0, 0)
|
||||
renderer->window = SDL_CreateWindow(PROJECT_NAME, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, renderer->viewportWidth, renderer->viewportHeight, SDL_WINDOW_OPENGL | (SDL_WINDOW_FULLSCREEN_DESKTOP * renderer->events.fullscreen));
|
||||
SDL_GetWindowSize(renderer->window, &renderer->viewportWidth, &renderer->viewportHeight);
|
||||
renderer->events.window = renderer->window;
|
||||
renderer->sdlRenderer = SDL_CreateRenderer(renderer->window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
|
||||
#ifdef COLOR_16_BIT
|
||||
#ifdef COLOR_5_6_5
|
||||
renderer->tex = SDL_CreateTexture(renderer->sdlRenderer, SDL_PIXELFORMAT_RGB565, SDL_TEXTUREACCESS_STREAMING, VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS);
|
||||
#else
|
||||
renderer->tex = SDL_CreateTexture(renderer->sdlRenderer, SDL_PIXELFORMAT_ABGR1555, SDL_TEXTUREACCESS_STREAMING, VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS);
|
||||
#endif
|
||||
#else
|
||||
renderer->tex = SDL_CreateTexture(renderer->sdlRenderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STREAMING, VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS);
|
||||
#endif
|
||||
|
||||
SDL_LockTexture(renderer->tex, 0, &renderer->d.outputBuffer, &renderer->d.outputBufferStride);
|
||||
renderer->d.outputBufferStride /= BYTES_PER_PIXEL;
|
||||
#else
|
||||
SDL_Surface* surface = SDL_GetVideoSurface();
|
||||
SDL_LockSurface(surface);
|
||||
|
||||
renderer->ratio = graphicsOpts.multiplier;
|
||||
if (renderer->ratio == 1) {
|
||||
renderer->d.outputBuffer = surface->pixels;
|
||||
#ifdef COLOR_16_BIT
|
||||
renderer->d.outputBufferStride = surface->pitch / 2;
|
||||
#else
|
||||
renderer->d.outputBufferStride = surface->pitch / 4;
|
||||
#endif
|
||||
} else {
|
||||
renderer->d.outputBuffer = malloc(240 * 160 * BYTES_PER_PIXEL);
|
||||
renderer->d.outputBufferStride = 240;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void GBASDLRunloop(struct GBAThread* context, struct SDLSoftwareRenderer* renderer) {
|
||||
SDL_Event event;
|
||||
#if !SDL_VERSION_ATLEAST(2, 0, 0)
|
||||
SDL_Surface* surface = SDL_GetVideoSurface();
|
||||
#endif
|
||||
|
||||
while (context->state < THREAD_EXITING) {
|
||||
if (GBASyncWaitFrameStart(&context->sync, context->frameskip)) {
|
||||
#if SDL_VERSION_ATLEAST(2, 0, 0)
|
||||
SDL_UnlockTexture(renderer->tex);
|
||||
SDL_RenderCopy(renderer->sdlRenderer, renderer->tex, 0, 0);
|
||||
SDL_RenderPresent(renderer->sdlRenderer);
|
||||
SDL_LockTexture(renderer->tex, 0, &renderer->d.outputBuffer, &renderer->d.outputBufferStride);
|
||||
renderer->d.outputBufferStride /= BYTES_PER_PIXEL;
|
||||
#else
|
||||
switch (renderer->ratio) {
|
||||
#if defined(__ARM_NEON) && COLOR_16_BIT
|
||||
case 2:
|
||||
_neon2x(surface->pixels, renderer->d.outputBuffer, 240, 160);
|
||||
break;
|
||||
case 4:
|
||||
_neon4x(surface->pixels, renderer->d.outputBuffer, 240, 160);
|
||||
break;
|
||||
#endif
|
||||
case 1:
|
||||
break;
|
||||
default:
|
||||
abort();
|
||||
}
|
||||
SDL_UnlockSurface(surface);
|
||||
SDL_Flip(surface);
|
||||
SDL_LockSurface(surface);
|
||||
#endif
|
||||
}
|
||||
GBASyncWaitFrameEnd(&context->sync);
|
||||
|
||||
while (SDL_PollEvent(&event)) {
|
||||
GBASDLHandleEvent(context, &renderer->events, &event);
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue