void GBASDLRunloop(struct GBAThread* context, struct SDLSoftwareRenderer* 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, VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS, 0, 0, 1); while (context->state < THREAD_EXITING) { while (SDL_PollEvent(&event)) { GBASDLHandleEvent(context, &renderer->events, &event); #if SDL_VERSION_ATLEAST(2, 0, 0) // Event handling can change the size of the screen if (renderer->events.windowUpdated) { SDL_GetWindowSize(renderer->window, &renderer->viewportWidth, &renderer->viewportHeight); glViewport(0, 0, renderer->viewportWidth, renderer->viewportHeight); renderer->events.windowUpdated = 0; } #endif } if (GBASyncWaitFrameStart(&context->sync, context->frameskip)) { glBindTexture(GL_TEXTURE_2D, renderer->tex); #ifdef COLOR_16_BIT #ifdef COLOR_5_6_5 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, renderer->d.outputBuffer); #else glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, renderer->d.outputBuffer); #endif #else glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS, GL_RGBA, GL_UNSIGNED_BYTE, renderer->d.outputBuffer); #endif if (context->sync.videoFrameWait) { glFlush(); } } glDrawArrays(GL_TRIANGLE_FAN, 0, 4); GBASyncWaitFrameEnd(&context->sync); #if SDL_VERSION_ATLEAST(2, 0, 0) SDL_GL_SwapWindow(renderer->window); #else SDL_GL_SwapBuffers(); #endif } }
void GBASDLRunloop(struct GBAThread* context, struct SDLSoftwareRenderer* renderer) { SDL_Event event; while (context->state < THREAD_EXITING) { while (SDL_PollEvent(&event)) { GBASDLHandleEvent(context, &renderer->player, &event); } if (GBASyncWaitFrameStart(&context->sync)) { struct fb_var_screeninfo info; ioctl(renderer->fb, FBIOGET_VSCREENINFO, &info); info.yoffset = VIDEO_VERTICAL_PIXELS * renderer->odd; ioctl(renderer->fb, FBIOPAN_DISPLAY, &info); int arg = 0; ioctl(renderer->fb, FBIO_WAITFORVSYNC, &arg); renderer->odd = !renderer->odd; renderer->d.outputBuffer = renderer->base[renderer->odd]; } GBASyncWaitFrameEnd(&context->sync); } }
bool GBASDLGLES2Init(struct SDLSoftwareRenderer* renderer) { #ifdef BUILD_RASPI bcm_host_init(); renderer->display = eglGetDisplay(EGL_DEFAULT_DISPLAY); int major, minor; if (EGL_FALSE == eglInitialize(renderer->display, &major, &minor)) { printf("Failed to initialize EGL"); return false; } if (EGL_FALSE == eglBindAPI(EGL_OPENGL_ES_API)) { printf("Failed to get GLES API"); return false; } const EGLint requestConfig[] = { EGL_RED_SIZE, 5, EGL_GREEN_SIZE, 5, EGL_BLUE_SIZE, 5, EGL_ALPHA_SIZE, 1, EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_NONE }; EGLConfig config; EGLint numConfigs; if (EGL_FALSE == eglChooseConfig(renderer->display, requestConfig, &config, 1, &numConfigs)) { printf("Failed to choose EGL config\n"); return false; } const EGLint contextAttributes[] = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE }; int dispWidth = 240, dispHeight = 160, adjWidth; renderer->context = eglCreateContext(renderer->display, config, EGL_NO_CONTEXT, contextAttributes); graphics_get_display_size(0, &dispWidth, &dispHeight); adjWidth = dispHeight / 2 * 3; DISPMANX_DISPLAY_HANDLE_T display = vc_dispmanx_display_open(0); DISPMANX_UPDATE_HANDLE_T update = vc_dispmanx_update_start(0); VC_RECT_T destRect = { .x = (dispWidth - adjWidth) / 2, .y = 0, .width = adjWidth, .height = dispHeight }; VC_RECT_T srcRect = { .x = 0, .y = 0, .width = 240 << 16, .height = 160 << 16 }; DISPMANX_ELEMENT_HANDLE_T element = vc_dispmanx_element_add(update, display, 0, &destRect, 0, &srcRect, DISPMANX_PROTECTION_NONE, 0, 0, 0); vc_dispmanx_update_submit_sync(update); renderer->window.element = element; renderer->window.width = dispWidth; renderer->window.height = dispHeight; renderer->surface = eglCreateWindowSurface(renderer->display, config, &renderer->window, 0); if (EGL_FALSE == eglMakeCurrent(renderer->display, renderer->surface, renderer->surface, renderer->context)) { return false; } #else GBASDLGLCommonInit(renderer); #endif renderer->d.outputBuffer = memalign(16, 256 * 256 * 4); renderer->d.outputBufferStride = 256; GBAGLES2ContextCreate(&renderer->gl2); renderer->gl2.d.user = renderer; renderer->gl2.d.lockAspectRatio = renderer->lockAspectRatio; renderer->gl2.d.filter = renderer->filter; renderer->gl2.d.swap = GBASDLGLCommonSwap; renderer->gl2.d.init(&renderer->gl2.d, 0); return true; } void GBASDLGLES2Runloop(struct GBAThread* context, struct SDLSoftwareRenderer* renderer) { SDL_Event event; struct VideoBackend* v = &renderer->gl2.d; while (context->state < THREAD_EXITING) { while (SDL_PollEvent(&event)) { GBASDLHandleEvent(context, &renderer->player, &event); } if (GBASyncWaitFrameStart(&context->sync)) { v->postFrame(v, renderer->d.outputBuffer); } GBASyncWaitFrameEnd(&context->sync); v->drawFrame(v); #ifdef BUILD_RASPI eglSwapBuffers(renderer->display, renderer->surface); #else v->swap(v); #endif } } void GBASDLGLES2Deinit(struct SDLSoftwareRenderer* renderer) { if (renderer->gl2.d.deinit) { renderer->gl2.d.deinit(&renderer->gl2.d); } #ifdef BUILD_RASPI eglMakeCurrent(renderer->display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); eglDestroySurface(renderer->display, renderer->surface); eglDestroyContext(renderer->display, renderer->context); eglTerminate(renderer->display); bcm_host_deinit(); #elif SDL_VERSION_ATLEAST(2, 0, 0) SDL_GL_DeleteContext(renderer->glCtx); #endif free(renderer->d.outputBuffer); }