Draw output buffer
This commit is contained in:
parent
eba5d547b9
commit
2860714714
@ -12,7 +12,8 @@ include_directories(${CMAKE_SOURCE_DIR}/src/debugger)
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include_directories(${CMAKE_SOURCE_DIR}/third-party/linenoise)
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include_directories(${CMAKE_SOURCE_DIR}/third-party/linenoise)
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find_package(SDL 1.2 REQUIRED)
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find_package(SDL 1.2 REQUIRED)
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include_directories(${SDL_INCLUDE_DIR})
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find_package(OpenGL REQUIRED)
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include_directories(${SDL_INCLUDE_DIR} ${OPENGL_INCLUDE_DIR})
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add_executable(gbac ${ARM_SRC} ${GBA_SRC} ${DEBUGGER_SRC} ${RENDERER_SRC} ${THIRD_PARTY} ${CMAKE_SOURCE_DIR}/src/main.c)
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add_executable(gbac ${ARM_SRC} ${GBA_SRC} ${DEBUGGER_SRC} ${RENDERER_SRC} ${THIRD_PARTY} ${CMAKE_SOURCE_DIR}/src/main.c)
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target_link_libraries(gbac m pthread ${SDL_LIBRARY})
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target_link_libraries(gbac m pthread ${SDL_LIBRARY} ${OPENGL_LIBRARY})
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85
src/main.c
85
src/main.c
@ -3,14 +3,36 @@
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#include "renderers/video-software.h"
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#include "renderers/video-software.h"
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#include <sdl.h>
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#include <sdl.h>
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#include <OpenGL/gl.h>
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#include <fcntl.h>
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#include <fcntl.h>
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#include <errno.h>
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#include <errno.h>
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#include <signal.h>
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#include <signal.h>
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#include <unistd.h>
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#include <unistd.h>
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static int _GBASDLInit(void);
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struct GLSoftwareRenderer {
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static void _GBASDLRunloop(struct GBAThread* context, struct GBAVideoSoftwareRenderer* renderer);
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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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int main(int argc, char** argv) {
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int fd = open("test.rom", O_RDONLY);
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int fd = open("test.rom", O_RDONLY);
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@ -20,15 +42,16 @@ int main(int argc, char** argv) {
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sigaddset(&signals, SIGTRAP);
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sigaddset(&signals, SIGTRAP);
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pthread_sigmask(SIG_BLOCK, &signals, 0);
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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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return 1;
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}
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}
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struct GBAThread context;
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struct GBAVideoSoftwareRenderer renderer;
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GBAVideoSoftwareRendererCreate(&renderer);
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context.fd = fd;
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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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GBAThreadStart(&context);
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_GBASDLRunloop(&context, &renderer);
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_GBASDLRunloop(&context, &renderer);
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@ -36,12 +59,12 @@ int main(int argc, char** argv) {
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GBAThreadJoin(&context);
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GBAThreadJoin(&context);
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close(fd);
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close(fd);
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SDL_Quit();
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_GBASDLDeinit(&renderer);
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return 0;
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return 0;
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}
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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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if (SDL_Init(SDL_INIT_VIDEO) < 0) {
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return 0;
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return 0;
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}
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}
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@ -53,22 +76,50 @@ static int _GBASDLInit() {
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
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SDL_SetVideoMode(240, 160, 16, SDL_OPENGL);
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SDL_SetVideoMode(240, 160, 16, SDL_OPENGL);
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renderer->d.outputBuffer = malloc(256 * 256 * 2);
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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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return 1;
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}
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}
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static void _GBASDLRunloop(struct GBAThread* context, struct GBAVideoSoftwareRenderer* 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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SDL_Event event;
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while (1) {
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int err;
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if (!context->started) {
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glEnable(GL_TEXTURE_2D);
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break;
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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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) {
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glBindTexture(GL_TEXTURE_2D, renderer->tex);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5, 256, 256, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, renderer->d.outputBuffer);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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SDL_GL_SwapBuffers();
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SDL_GL_SwapBuffers();
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pthread_mutex_lock(&renderer->mutex);
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pthread_mutex_lock(&renderer->d.mutex);
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pthread_cond_broadcast(&renderer->cond);
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pthread_cond_broadcast(&renderer->d.cond);
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pthread_mutex_unlock(&renderer->mutex);
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pthread_mutex_unlock(&renderer->d.mutex);
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while(SDL_PollEvent(&event)) {
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while(SDL_PollEvent(&event)) {
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}
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}
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}
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}
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}
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}
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static void _GBASDLDeinit(struct GLSoftwareRenderer* renderer) {
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free(renderer->d.outputBuffer);
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SDL_Quit();
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}
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