mirror of https://github.com/mgba-emu/mgba.git
Start GLSL renderer
This commit is contained in:
parent
db96be98dc
commit
bb1e598a78
|
@ -0,0 +1,177 @@
|
|||
#include "video-glsl.h"
|
||||
|
||||
#include <string.h>
|
||||
|
||||
#define UNIFORM_LOCATION(UNIFORM) (glGetUniformLocation(glslRenderer->program, UNIFORM))
|
||||
|
||||
static const GLfloat _vertices[4] = {
|
||||
-1, 0,
|
||||
1, 0
|
||||
};
|
||||
|
||||
static const GLchar* _fragmentShader[] = {
|
||||
"uniform float y;",
|
||||
"uniform sampler2D palette;",
|
||||
|
||||
"void main() {",
|
||||
" gl_FragColor = texture2D(palette, vec2(0, y / 256.0));",
|
||||
"}"
|
||||
};
|
||||
|
||||
static const GLchar* _vertexShader[] = {
|
||||
"attribute vec2 vert;",
|
||||
"uniform float y;",
|
||||
|
||||
"void main() {",
|
||||
" gl_Position = vec4(vert.x, 1.0 - y / 80.0, 0, 1.0);",
|
||||
"}"
|
||||
};
|
||||
|
||||
static void GBAVideoGLSLRendererInit(struct GBAVideoRenderer* renderer);
|
||||
static void GBAVideoGLSLRendererDeinit(struct GBAVideoRenderer* renderer);
|
||||
static void GBAVideoGLSLRendererWritePalette(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value);
|
||||
static uint16_t GBAVideoGLSLRendererWriteVideoRegister(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value);
|
||||
static void GBAVideoGLSLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y);
|
||||
static void GBAVideoGLSLRendererFinishFrame(struct GBAVideoRenderer* renderer);
|
||||
|
||||
void GBAVideoGLSLRendererCreate(struct GBAVideoGLSLRenderer* glslRenderer) {
|
||||
glslRenderer->d.init = GBAVideoGLSLRendererInit;
|
||||
glslRenderer->d.deinit = GBAVideoGLSLRendererDeinit;
|
||||
glslRenderer->d.writeVideoRegister = GBAVideoGLSLRendererWriteVideoRegister;
|
||||
glslRenderer->d.writePalette = GBAVideoGLSLRendererWritePalette;
|
||||
glslRenderer->d.drawScanline = GBAVideoGLSLRendererDrawScanline;
|
||||
glslRenderer->d.finishFrame = GBAVideoGLSLRendererFinishFrame;
|
||||
|
||||
glslRenderer->d.turbo = 0;
|
||||
glslRenderer->d.framesPending = 0;
|
||||
glslRenderer->d.frameskip = 0;
|
||||
|
||||
glslRenderer->fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glslRenderer->vertexShader = glCreateShader(GL_VERTEX_SHADER);
|
||||
glslRenderer->program = glCreateProgram();
|
||||
|
||||
glShaderSource(glslRenderer->fragmentShader, 5, _fragmentShader, 0);
|
||||
glShaderSource(glslRenderer->vertexShader, 5, _vertexShader, 0);
|
||||
|
||||
glAttachShader(glslRenderer->program, glslRenderer->vertexShader);
|
||||
glAttachShader(glslRenderer->program, glslRenderer->fragmentShader);
|
||||
char log[1024];
|
||||
glCompileShader(glslRenderer->fragmentShader);
|
||||
glCompileShader(glslRenderer->vertexShader);
|
||||
glGetShaderInfoLog(glslRenderer->fragmentShader, 1024, 0, log);
|
||||
glGetShaderInfoLog(glslRenderer->vertexShader, 1024, 0, log);
|
||||
glLinkProgram(glslRenderer->program);
|
||||
|
||||
glGenTextures(1, &glslRenderer->vramTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, glslRenderer->vramTexture);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
|
||||
memset(glslRenderer->vram, 0, sizeof (glslRenderer->vram));
|
||||
|
||||
{
|
||||
pthread_mutex_t mutex = PTHREAD_MUTEX_INITIALIZER;
|
||||
glslRenderer->mutex = mutex;
|
||||
pthread_cond_t cond = PTHREAD_COND_INITIALIZER;
|
||||
glslRenderer->upCond = cond;
|
||||
glslRenderer->downCond = cond;
|
||||
}
|
||||
}
|
||||
|
||||
void GBAVideoGLSLRendererProcessEvents(struct GBAVideoGLSLRenderer* glslRenderer) {
|
||||
glUseProgram(glslRenderer->program);
|
||||
glUniform1i(UNIFORM_LOCATION("palette"), 0);
|
||||
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, glslRenderer->vramTexture);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 512, 256, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, glslRenderer->vram);
|
||||
|
||||
GLuint location = glGetAttribLocation(glslRenderer->program, "vert");
|
||||
glEnableVertexAttribArray(location);
|
||||
glVertexAttribPointer(location, 2, GL_FLOAT, GL_FALSE, 0, _vertices);
|
||||
int y;
|
||||
for (y = 0; y < VIDEO_VERTICAL_PIXELS; ++y) {
|
||||
glUniform1f(UNIFORM_LOCATION("y"), y);
|
||||
glDrawArrays(GL_LINES, 0, 2);
|
||||
}
|
||||
glDisableVertexAttribArray(location);
|
||||
glFlush();
|
||||
}
|
||||
|
||||
static void GBAVideoGLSLRendererInit(struct GBAVideoRenderer* renderer) {
|
||||
struct GBAVideoGLSLRenderer* glslRenderer = (struct GBAVideoGLSLRenderer*) renderer;
|
||||
|
||||
glslRenderer->state = GLSL_NONE;
|
||||
glslRenderer->y = 0;
|
||||
|
||||
pthread_mutex_init(&glslRenderer->mutex, 0);
|
||||
pthread_cond_init(&glslRenderer->upCond, 0);
|
||||
pthread_cond_init(&glslRenderer->downCond, 0);
|
||||
}
|
||||
|
||||
static void GBAVideoGLSLRendererDeinit(struct GBAVideoRenderer* renderer) {
|
||||
struct GBAVideoGLSLRenderer* glslRenderer = (struct GBAVideoGLSLRenderer*) renderer;
|
||||
|
||||
/*glDeleteShader(glslRenderer->fragmentShader);
|
||||
glDeleteShader(glslRenderer->vertexShader);
|
||||
glDeleteProgram(glslRenderer->program);
|
||||
|
||||
glDeleteTextures(1, &glslRenderer->paletteTexture);*/
|
||||
|
||||
pthread_mutex_lock(&glslRenderer->mutex);
|
||||
pthread_cond_broadcast(&glslRenderer->upCond);
|
||||
pthread_mutex_unlock(&glslRenderer->mutex);
|
||||
|
||||
pthread_mutex_destroy(&glslRenderer->mutex);
|
||||
pthread_cond_destroy(&glslRenderer->upCond);
|
||||
pthread_cond_destroy(&glslRenderer->downCond);
|
||||
}
|
||||
|
||||
static void GBAVideoGLSLRendererWritePalette(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value) {
|
||||
struct GBAVideoGLSLRenderer* glslRenderer = (struct GBAVideoGLSLRenderer*) renderer;
|
||||
GLshort color = 0;
|
||||
color |= (value & 0x001F) << 11;
|
||||
color |= (value & 0x03E0) << 1;
|
||||
color |= (value & 0x7C00) >> 9;
|
||||
glslRenderer->vram[(address >> 1) + glslRenderer->y * 512] = color;
|
||||
}
|
||||
|
||||
static uint16_t GBAVideoGLSLRendererWriteVideoRegister(struct GBAVideoRenderer* renderer, uint32_t address, uint16_t value) {
|
||||
struct GBAVideoGLSLRenderer* glslRenderer = (struct GBAVideoGLSLRenderer*) renderer;
|
||||
(void)(glslRenderer);
|
||||
(void)(address);
|
||||
|
||||
return value;
|
||||
}
|
||||
|
||||
static void GBAVideoGLSLRendererDrawScanline(struct GBAVideoRenderer* renderer, int y) {
|
||||
struct GBAVideoGLSLRenderer* glslRenderer = (struct GBAVideoGLSLRenderer*) renderer;
|
||||
|
||||
glslRenderer->y = y + 1;
|
||||
if (y + 1 < VIDEO_VERTICAL_PIXELS) {
|
||||
memcpy(&glslRenderer->vram[(y + 1) * 512], &glslRenderer->vram[y * 512], 1024);
|
||||
} else {
|
||||
glslRenderer->y = 0;
|
||||
memcpy(&glslRenderer->vram[0], &glslRenderer->vram[y * 512], 1024);
|
||||
}
|
||||
}
|
||||
|
||||
static void GBAVideoGLSLRendererFinishFrame(struct GBAVideoRenderer* renderer) {
|
||||
struct GBAVideoGLSLRenderer* glslRenderer = (struct GBAVideoGLSLRenderer*) renderer;
|
||||
|
||||
pthread_mutex_lock(&glslRenderer->mutex);
|
||||
glslRenderer->state = GLSL_NONE;
|
||||
if (renderer->frameskip > 0) {
|
||||
--renderer->frameskip;
|
||||
} else {
|
||||
renderer->framesPending++;
|
||||
pthread_cond_broadcast(&glslRenderer->upCond);
|
||||
if (!renderer->turbo) {
|
||||
pthread_cond_wait(&glslRenderer->downCond, &glslRenderer->mutex);
|
||||
}
|
||||
}
|
||||
pthread_mutex_unlock(&glslRenderer->mutex);
|
||||
}
|
|
@ -0,0 +1,39 @@
|
|||
#ifndef VIDEO_GLSL_H
|
||||
#define VIDEO_GLSL_H
|
||||
|
||||
#include "gba-video.h"
|
||||
|
||||
#include <pthread.h>
|
||||
|
||||
#ifdef __APPLE__
|
||||
#include <OpenGL/gl.h>
|
||||
#else
|
||||
#include <GL/gl.h>
|
||||
#endif
|
||||
|
||||
struct GBAVideoGLSLRenderer {
|
||||
struct GBAVideoRenderer d;
|
||||
|
||||
int y;
|
||||
enum {
|
||||
GLSL_NONE,
|
||||
GLSL_DRAW_SCANLINE,
|
||||
GLSL_FINISH_FRAME
|
||||
} state;
|
||||
|
||||
GLuint fragmentShader;
|
||||
GLuint vertexShader;
|
||||
GLuint program;
|
||||
|
||||
GLuint vramTexture;
|
||||
GLushort vram[512 * 256];
|
||||
|
||||
pthread_mutex_t mutex;
|
||||
pthread_cond_t upCond;
|
||||
pthread_cond_t downCond;
|
||||
};
|
||||
|
||||
void GBAVideoGLSLRendererCreate(struct GBAVideoGLSLRenderer* renderer);
|
||||
void GBAVideoGLSLRendererProcessEvents(struct GBAVideoGLSLRenderer* renderer);
|
||||
|
||||
#endif
|
102
src/main.c
102
src/main.c
|
@ -1,7 +1,7 @@
|
|||
#include "debugger.h"
|
||||
#include "gba-thread.h"
|
||||
#include "gba.h"
|
||||
#include "renderers/video-software.h"
|
||||
#include "renderers/video-glsl.h"
|
||||
|
||||
#include <SDL.h>
|
||||
#ifdef __APPLE__
|
||||
|
@ -16,30 +16,11 @@
|
|||
#include <sys/time.h>
|
||||
#include <unistd.h>
|
||||
|
||||
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 int _GBASDLInit(void);
|
||||
static void _GBASDLDeinit(void);
|
||||
static void _GBASDLRunloop(struct GBAThread* context, struct GBAVideoGLSLRenderer* renderer);
|
||||
static void _GBASDLHandleKeypress(struct GBAThread* context, const struct SDL_KeyboardEvent* event);
|
||||
|
||||
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";
|
||||
|
@ -51,21 +32,16 @@ int main(int argc, char** argv) {
|
|||
return 1;
|
||||
}
|
||||
|
||||
sigset_t signals;
|
||||
sigaddset(&signals, SIGINT);
|
||||
sigaddset(&signals, SIGTRAP);
|
||||
pthread_sigmask(SIG_BLOCK, &signals, 0);
|
||||
|
||||
struct GBAThread context;
|
||||
struct GLSoftwareRenderer renderer;
|
||||
GBAVideoSoftwareRendererCreate(&renderer.d);
|
||||
struct GBAVideoGLSLRenderer renderer;
|
||||
|
||||
if (!_GBASDLInit(&renderer)) {
|
||||
if (!_GBASDLInit()) {
|
||||
return 1;
|
||||
}
|
||||
GBAVideoGLSLRendererCreate(&renderer);
|
||||
|
||||
context.fd = fd;
|
||||
context.renderer = &renderer.d.d;
|
||||
context.renderer = &renderer.d;
|
||||
GBAThreadStart(&context);
|
||||
|
||||
_GBASDLRunloop(&context, &renderer);
|
||||
|
@ -73,12 +49,12 @@ int main(int argc, char** argv) {
|
|||
GBAThreadJoin(&context);
|
||||
close(fd);
|
||||
|
||||
_GBASDLDeinit(&renderer);
|
||||
_GBASDLDeinit();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
static int _GBASDLInit(struct GLSoftwareRenderer* renderer) {
|
||||
static int _GBASDLInit() {
|
||||
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
|
||||
return 0;
|
||||
}
|
||||
|
@ -90,41 +66,21 @@ static int _GBASDLInit(struct GLSoftwareRenderer* renderer) {
|
|||
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 GLSoftwareRenderer* renderer) {
|
||||
static void _GBASDLRunloop(struct GBAThread* context, struct GBAVideoGLSLRenderer* renderer) {
|
||||
SDL_Event event;
|
||||
|
||||
int err;
|
||||
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) {
|
||||
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);
|
||||
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();
|
||||
|
||||
|
@ -140,29 +96,17 @@ static void _GBASDLRunloop(struct GBAThread* context, struct GLSoftwareRenderer*
|
|||
break;
|
||||
}
|
||||
}
|
||||
pthread_mutex_lock(&renderer->d.mutex);
|
||||
pthread_cond_broadcast(&renderer->d.downCond);
|
||||
pthread_mutex_unlock(&renderer->d.mutex);
|
||||
pthread_mutex_lock(&renderer->mutex);
|
||||
pthread_cond_broadcast(&renderer->downCond);
|
||||
} else {
|
||||
while (!renderer->d.d.framesPending) {
|
||||
struct timeval tv;
|
||||
struct timespec ts;
|
||||
gettimeofday(&tv, 0);
|
||||
ts.tv_sec = tv.tv_sec;
|
||||
ts.tv_nsec = tv.tv_usec * 1000 + 800000;
|
||||
err = pthread_cond_timedwait(&renderer->d.upCond, &renderer->d.mutex, &ts);
|
||||
if (err == ETIMEDOUT) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
pthread_mutex_unlock(&renderer->d.mutex);
|
||||
pthread_cond_broadcast(&renderer->downCond);
|
||||
pthread_cond_wait(&renderer->upCond, &renderer->mutex);
|
||||
}
|
||||
pthread_mutex_unlock(&renderer->mutex);
|
||||
}
|
||||
}
|
||||
|
||||
static void _GBASDLDeinit(struct GLSoftwareRenderer* renderer) {
|
||||
free(renderer->d.outputBuffer);
|
||||
|
||||
static void _GBASDLDeinit() {
|
||||
SDL_Quit();
|
||||
}
|
||||
|
||||
|
|
|
@ -0,0 +1,214 @@
|
|||
#include "debugger.h"
|
||||
#include "gba-thread.h"
|
||||
#include "gba.h"
|
||||
#include "renderers/video-software.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>
|
||||
|
||||
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 void _GBASDLHandleKeypress(struct GBAThread* context, const struct SDL_KeyboardEvent* event);
|
||||
|
||||
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";
|
||||
if (argc > 1) {
|
||||
fname = argv[1];
|
||||
}
|
||||
int fd = open(fname, O_RDONLY);
|
||||
if (fd < 0) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
sigset_t signals;
|
||||
sigaddset(&signals, SIGINT);
|
||||
sigaddset(&signals, SIGTRAP);
|
||||
pthread_sigmask(SIG_BLOCK, &signals, 0);
|
||||
|
||||
struct GBAThread context;
|
||||
struct GLSoftwareRenderer renderer;
|
||||
GBAVideoSoftwareRendererCreate(&renderer.d);
|
||||
|
||||
if (!_GBASDLInit(&renderer)) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
context.fd = fd;
|
||||
context.renderer = &renderer.d.d;
|
||||
GBAThreadStart(&context);
|
||||
|
||||
_GBASDLRunloop(&context, &renderer);
|
||||
|
||||
GBAThreadJoin(&context);
|
||||
close(fd);
|
||||
|
||||
_GBASDLDeinit(&renderer);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
static int _GBASDLInit(struct GLSoftwareRenderer* renderer) {
|
||||
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
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);
|
||||
|
||||
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 GLSoftwareRenderer* renderer) {
|
||||
SDL_Event event;
|
||||
|
||||
int err;
|
||||
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) {
|
||||
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)) {
|
||||
switch (event.type) {
|
||||
case SDL_QUIT:
|
||||
// FIXME: this isn't thread-safe
|
||||
context->debugger->state = DEBUGGER_EXITING;
|
||||
break;
|
||||
case SDL_KEYDOWN:
|
||||
case SDL_KEYUP:
|
||||
_GBASDLHandleKeypress(context, &event.key);
|
||||
break;
|
||||
}
|
||||
}
|
||||
pthread_mutex_lock(&renderer->d.mutex);
|
||||
pthread_cond_broadcast(&renderer->d.downCond);
|
||||
pthread_mutex_unlock(&renderer->d.mutex);
|
||||
} else {
|
||||
while (!renderer->d.d.framesPending) {
|
||||
struct timeval tv;
|
||||
struct timespec ts;
|
||||
gettimeofday(&tv, 0);
|
||||
ts.tv_sec = tv.tv_sec;
|
||||
ts.tv_nsec = tv.tv_usec * 1000 + 800000;
|
||||
err = pthread_cond_timedwait(&renderer->d.upCond, &renderer->d.mutex, &ts);
|
||||
if (err == ETIMEDOUT) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
pthread_mutex_unlock(&renderer->d.mutex);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void _GBASDLDeinit(struct GLSoftwareRenderer* renderer) {
|
||||
free(renderer->d.outputBuffer);
|
||||
|
||||
SDL_Quit();
|
||||
}
|
||||
|
||||
static void _GBASDLHandleKeypress(struct GBAThread* context, const struct SDL_KeyboardEvent* event) {
|
||||
enum GBAKey key = 0;
|
||||
switch (event->keysym.sym) {
|
||||
case SDLK_z:
|
||||
key = GBA_KEY_A;
|
||||
break;
|
||||
case SDLK_x:
|
||||
key = GBA_KEY_B;
|
||||
break;
|
||||
case SDLK_a:
|
||||
key = GBA_KEY_L;
|
||||
break;
|
||||
case SDLK_s:
|
||||
key = GBA_KEY_R;
|
||||
break;
|
||||
case SDLK_RETURN:
|
||||
key = GBA_KEY_START;
|
||||
break;
|
||||
case SDLK_BACKSPACE:
|
||||
key = GBA_KEY_SELECT;
|
||||
break;
|
||||
case SDLK_UP:
|
||||
key = GBA_KEY_UP;
|
||||
break;
|
||||
case SDLK_DOWN:
|
||||
key = GBA_KEY_DOWN;
|
||||
break;
|
||||
case SDLK_LEFT:
|
||||
key = GBA_KEY_LEFT;
|
||||
break;
|
||||
case SDLK_RIGHT:
|
||||
key = GBA_KEY_RIGHT;
|
||||
break;
|
||||
case SDLK_TAB:
|
||||
context->renderer->turbo = !context->renderer->turbo;
|
||||
return;
|
||||
default:
|
||||
return;
|
||||
}
|
||||
|
||||
if (event->type == SDL_KEYDOWN) {
|
||||
context->activeKeys |= 1 << key;
|
||||
} else {
|
||||
context->activeKeys &= ~(1 << key);
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue