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Diffstat (limited to 'render_sdl.c')
-rw-r--r--render_sdl.c313
1 files changed, 95 insertions, 218 deletions
diff --git a/render_sdl.c b/render_sdl.c
index 769af96..53a0e2f 100644
--- a/render_sdl.c
+++ b/render_sdl.c
@@ -11,14 +11,12 @@
#include "io.h"
#include "util.h"
-#ifndef DISABLE_OPENGL
#include <GL/glew.h>
-#endif
-SDL_Surface *screen;
+SDL_Window *main_window;
+SDL_GLContext *main_context;
uint8_t render_dbg = 0;
uint8_t debug_pal = 0;
-uint8_t render_gl = 1;
uint32_t last_frame = 0;
@@ -92,14 +90,9 @@ int render_num_joysticks()
uint32_t render_map_color(uint8_t r, uint8_t g, uint8_t b)
{
- if (render_gl) {
- return 255 << 24 | r << 16 | g << 8 | b;
- } else {
- return SDL_MapRGB(screen->format, r, g, b);
- }
+ return 255 << 24 | r << 16 | g << 8 | b;
}
-#ifndef DISABLE_OPENGL
GLuint textures[3], buffers[2], vshader, fshader, program, un_textures[2], un_width, at_pos;
GLfloat vertex_data[] = {
@@ -113,22 +106,14 @@ const GLushort element_data[] = {0, 1, 2, 3};
GLuint load_shader(char * fname, GLenum shader_type)
{
- char * parts[] = {get_home_dir(), "/.config/blastem/shaders/", fname};
+ char * parts[] = {getenv("HOME"), "/.config/blastem/shaders/", fname};
char * shader_path = alloc_concat_m(3, parts);
- printf("Trying to find shader at %s\n", shader_path);
FILE * f = fopen(shader_path, "r");
free(shader_path);
if (!f) {
-#ifdef _WIN32
- parts[0] = "shaders/";
- parts[1] = fname;
- shader_path = alloc_concat_m(2, parts);
-#else
parts[0] = get_exe_dir();
parts[1] = "/shaders/";
shader_path = alloc_concat_m(3, parts);
-#endif
- printf("Trying to find shader at %s\n", shader_path);
f = fopen(shader_path, "r");
free(shader_path);
if (!f) {
@@ -136,7 +121,6 @@ GLuint load_shader(char * fname, GLenum shader_type)
return 0;
}
}
- puts("reading shader");
long fsize = file_size(f);
GLchar * text = malloc(fsize);
if (fread(text, 1, fsize, f) != fsize) {
@@ -147,7 +131,6 @@ GLuint load_shader(char * fname, GLenum shader_type)
GLuint ret = glCreateShader(shader_type);
glShaderSource(ret, 1, (const GLchar **)&text, (const GLint *)&fsize);
free(text);
- puts("compiling shader");
glCompileShader(ret);
GLint compile_status, loglen;
glGetShaderiv(ret, GL_COMPILE_STATUS, &compile_status);
@@ -163,143 +146,108 @@ GLuint load_shader(char * fname, GLenum shader_type)
}
return ret;
}
-#endif
void render_alloc_surfaces(vdp_context * context)
{
-#ifndef DISABLE_OPENGL
- if (render_gl) {
- context->oddbuf = context->framebuf = malloc(512 * 256 * 4 * 2);
- memset(context->oddbuf, 0, 512 * 256 * 4 * 2);
- context->evenbuf = ((char *)context->oddbuf) + 512 * 256 * 4;
- puts("generating textures");
- glGenTextures(3, textures);
- for (int i = 0; i < 3; i++)
- {
- glBindTexture(GL_TEXTURE_2D, textures[i]);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- if (i < 2) {
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 512, 256, 0, GL_BGRA, GL_UNSIGNED_BYTE, i ? context->evenbuf : context->oddbuf);
- } else {
- uint32_t blank = 255 << 24;
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_BGRA, GL_UNSIGNED_BYTE, &blank);
- }
- }
- glGenBuffers(2, buffers);
- glBindBuffer(GL_ARRAY_BUFFER, buffers[0]);
- glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_data), vertex_data, GL_STATIC_DRAW);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[1]);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(element_data), element_data, GL_STATIC_DRAW);
- puts("Loading vertex shader");
- vshader = load_shader(tern_find_ptr_default(config, "videovertex_shader", "default.v.glsl"), GL_VERTEX_SHADER);
- puts("loading fragment shader");
- fshader = load_shader(tern_find_ptr_default(config, "videofragment_shader", "default.f.glsl"), GL_FRAGMENT_SHADER);
- puts("creating program");
- program = glCreateProgram();
- glAttachShader(program, vshader);
- glAttachShader(program, fshader);
- puts("linking program");
- glLinkProgram(program);
- GLint link_status;
- glGetProgramiv(program, GL_LINK_STATUS, &link_status);
- if (!link_status) {
- fputs("Failed to link shader program\n", stderr);
- exit(1);
+ context->oddbuf = context->framebuf = malloc(512 * 256 * 4 * 2);
+ memset(context->oddbuf, 0, 512 * 256 * 4 * 2);
+ context->evenbuf = ((char *)context->oddbuf) + 512 * 256 * 4;
+ glGenTextures(3, textures);
+ for (int i = 0; i < 3; i++)
+ {
+ glBindTexture(GL_TEXTURE_2D, textures[i]);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ if (i < 2) {
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 512, 256, 0, GL_BGRA, GL_UNSIGNED_BYTE, i ? context->evenbuf : context->oddbuf);
+ } else {
+ uint32_t blank = 255 << 24;
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_BGRA, GL_UNSIGNED_BYTE, &blank);
}
- un_textures[0] = glGetUniformLocation(program, "textures[0]");
- un_textures[1] = glGetUniformLocation(program, "textures[1]");
- un_width = glGetUniformLocation(program, "width");
- at_pos = glGetAttribLocation(program, "pos");
- } else {
-#endif
- context->oddbuf = context->framebuf = malloc(320 * 240 * screen->format->BytesPerPixel * 2);
- context->evenbuf = ((char *)context->oddbuf) + 320 * 240 * screen->format->BytesPerPixel;
-#ifndef DISABLE_OPENGL
}
-#endif
- puts("alloc surfaces done");
-}
-
-uint8_t render_depth()
-{
- return screen->format->BytesPerPixel * 8;
+ glGenBuffers(2, buffers);
+ glBindBuffer(GL_ARRAY_BUFFER, buffers[0]);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_data), vertex_data, GL_STATIC_DRAW);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[1]);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(element_data), element_data, GL_STATIC_DRAW);
+ vshader = load_shader(tern_find_ptr_default(config, "videovertex_shader", "default.v.glsl"), GL_VERTEX_SHADER);
+ fshader = load_shader(tern_find_ptr_default(config, "videofragment_shader", "default.f.glsl"), GL_FRAGMENT_SHADER);
+ program = glCreateProgram();
+ glAttachShader(program, vshader);
+ glAttachShader(program, fshader);
+ glLinkProgram(program);
+ GLint link_status;
+ glGetProgramiv(program, GL_LINK_STATUS, &link_status);
+ if (!link_status) {
+ fputs("Failed to link shader program\n", stderr);
+ exit(1);
+ }
+ un_textures[0] = glGetUniformLocation(program, "textures[0]");
+ un_textures[1] = glGetUniformLocation(program, "textures[1]");
+ un_width = glGetUniformLocation(program, "width");
+ at_pos = glGetAttribLocation(program, "pos");
}
char * caption = NULL;
-void render_init(int width, int height, char * title, uint32_t fps, uint8_t fullscreen, uint8_t use_gl)
+void render_init(int width, int height, char * title, uint32_t fps, uint8_t fullscreen)
{
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_JOYSTICK) < 0) {
fprintf(stderr, "Unable to init SDL: %s\n", SDL_GetError());
exit(1);
}
- atexit(SDL_Quit);
- atexit(render_close_audio);
printf("width: %d, height: %d\n", width, height);
- uint32_t flags = SDL_ANYFORMAT;
-
-#ifndef DISABLE_OPENGL
- if (use_gl)
- {
- SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
- SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
- SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
- SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
- SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
- flags = SDL_OPENGL;
- if (fullscreen) {
- flags |= SDL_FULLSCREEN;
- }
- } else {
-#else
- {
-#endif
- if (fullscreen) {
- flags |= SDL_FULLSCREEN | SDL_HWSURFACE | SDL_DOUBLEBUF;
- } else {
- flags |= SDL_SWSURFACE;
- }
+ uint32_t flags = SDL_WINDOW_OPENGL;
+
+
+ SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
+ SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
+ SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
+ SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
+ SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
+ if (fullscreen) {
+ flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
+ SDL_DisplayMode mode;
+ //TODO: Multiple monitor support
+ SDL_GetCurrentDisplayMode(0, &mode);
+ //the SDL2 migration guide suggests setting width and height to 0 when using SDL_WINDOW_FULLSCREEN_DESKTOP
+ //but that doesn't seem to work right when using OpenGL, at least on Linux anyway
+ width = mode.w;
+ height = mode.h;
+ }
+ main_window = SDL_CreateWindow(title, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, width, height, flags);
+ if (!main_window) {
+ fprintf(stderr, "Unable to create SDL window: %s\n", SDL_GetError());
+ SDL_Quit();
+ exit(1);
}
- screen = SDL_SetVideoMode(width, height, 32, flags);
- if (!screen) {
- fprintf(stderr, "Unable to get SDL surface: %s\n", SDL_GetError());
+ SDL_GetWindowSize(main_window, &width, &height);
+ printf("Window created with size: %d x %d\n", width, height);
+ main_context = SDL_GL_CreateContext(main_window);
+ GLenum res = glewInit();
+ if (res != GLEW_OK) {
+ fprintf(stderr, "Initialization of GLEW failed with code %d\n", res);
+ SDL_Quit();
exit(1);
}
- if (!use_gl && screen->format->BytesPerPixel != 2 && screen->format->BytesPerPixel != 4) {
- fprintf(stderr, "BlastEm requires a 16-bit or 32-bit surface, SDL returned a %d-bit surface\n", screen->format->BytesPerPixel * 8);
+ if (!GLEW_VERSION_2_0) {
+ fputs("BlastEm requires at least OpenGL 2.0, but it is unavailable\n", stderr);
+ SDL_Quit();
exit(1);
}
-#ifndef DISABLE_OPENGL
- //TODO: fallback on standard rendering if OpenGL 2.0 is unavailable or if init fails
- if (use_gl)
- {
- GLenum res = glewInit();
- if (res != GLEW_OK) {
- fprintf(stderr, "Initialization of GLEW failed with code %d\n", res);
- exit(1);
- }
- if (!GLEW_VERSION_2_0) {
- fputs("OpenGL 2.0 is unable, falling back to standard SDL rendering\n", stderr);
- exit(1);
- }
- float aspect = (float)width / height;
- if (fabs(aspect - 4.0/3.0) > 0.01 && strcmp(tern_find_ptr_default(config, "videoaspect", "normal"), "stretch")) {
- for (int i = 0; i < 4; i++)
- {
- if (aspect > 4.0/3.0) {
- vertex_data[i*2] *= (4.0/3.0)/aspect;
- } else {
- vertex_data[i*2+1] *= aspect/(4.0/3.0);
- }
+ float aspect = (float)width / height;
+ if (fabs(aspect - 4.0/3.0) > 0.01 && strcmp(tern_find_ptr_default(config, "videoaspect", "normal"), "stretch")) {
+ for (int i = 0; i < 4; i++)
+ {
+ if (aspect > 4.0/3.0) {
+ vertex_data[i*2] *= (4.0/3.0)/aspect;
+ } else {
+ vertex_data[i*2+1] *= aspect/(4.0/3.0);
}
}
}
- render_gl = use_gl;
-#endif
- SDL_WM_SetCaption(title, title);
caption = title;
min_delay = 0;
for (int i = 0; i < 100; i++) {
@@ -343,6 +291,7 @@ void render_init(int width, int height, char * title, uint32_t fps, uint8_t full
if (SDL_OpenAudio(&desired, &actual) < 0) {
fprintf(stderr, "Unable to open SDL audio: %s\n", SDL_GetError());
+ SDL_Quit();
exit(1);
}
buffer_samples = actual.samples;
@@ -354,17 +303,22 @@ void render_init(int width, int height, char * title, uint32_t fps, uint8_t full
num_joysticks = MAX_JOYSTICKS;
}
for (int i = 0; i < num_joysticks; i++) {
- printf("Joystick %d: %s\n", i, SDL_JoystickName(i));
SDL_Joystick * joy = joysticks[i] = SDL_JoystickOpen(i);
+ printf("Joystick %d: %s\n", i, SDL_JoystickName(joy));
if (joy) {
printf("\tNum Axes: %d\n\tNum Buttons: %d\n\tNum Hats: %d\n", SDL_JoystickNumAxes(joy), SDL_JoystickNumButtons(joy), SDL_JoystickNumHats(joy));
}
}
SDL_JoystickEventState(SDL_ENABLE);
+
+ atexit(SDL_Quit);
+ atexit(render_close_audio);
}
-#ifndef DISABLE_OPENGL
-void render_context_gl(vdp_context * context)
+
+void render_context(vdp_context * context)
{
+ last_frame = SDL_GetTicks();
+
glBindTexture(GL_TEXTURE_2D, textures[context->framebuf == context->oddbuf ? 0 : 1]);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 320, 240, GL_BGRA, GL_UNSIGNED_BYTE, context->framebuf);;
@@ -380,7 +334,7 @@ void render_context_gl(vdp_context * context)
glBindTexture(GL_TEXTURE_2D, (context->regs[REG_MODE_4] & BIT_INTERLACE) ? textures[1] : textures[2]);
glUniform1i(un_textures[1], 1);
- glUniform1f(un_width, context->latched_mode & BIT_H40 ? 320.0f : 256.0f);
+ glUniform1f(un_width, context->regs[REG_MODE_4] & BIT_H40 ? 320.0f : 256.0f);
glBindBuffer(GL_ARRAY_BUFFER, buffers[0]);
glVertexAttribPointer(at_pos, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat[2]), (void *)0);
@@ -391,81 +345,7 @@ void render_context_gl(vdp_context * context)
glDisableVertexAttribArray(at_pos);
- SDL_GL_SwapBuffers();
- if (context->regs[REG_MODE_4] & BIT_INTERLACE)
- {
- context->framebuf = context->framebuf == context->oddbuf ? context->evenbuf : context->oddbuf;
- }
-}
-#endif
-
-uint32_t blankbuf[320*240];
-
-void render_context(vdp_context * context)
-{
- uint16_t *buf_16;
- uint32_t *buf_32;
- uint8_t b,g,r;
- last_frame = SDL_GetTicks();
-#ifndef DISABLE_OPENGL
- if (render_gl)
- {
- render_context_gl(context);
- return;
- }
-#endif
- if (SDL_MUSTLOCK(screen)) {
- if (SDL_LockSurface(screen) < 0) {
- return;
- }
- }
- uint16_t repeat_x = screen->clip_rect.w / 320;
- uint16_t repeat_y = screen->clip_rect.h / 240;
- if (repeat_x > repeat_y) {
- repeat_x = repeat_y;
- } else {
- repeat_y = repeat_x;
- }
- int othermask = repeat_y >> 1;
-
- if (screen->format->BytesPerPixel == 2) {
- uint16_t *otherbuf = (context->regs[REG_MODE_4] & BIT_INTERLACE) ? context->evenbuf : (uint16_t *)blankbuf;
- uint16_t * oddbuf = context->oddbuf;
- buf_16 = (uint16_t *)screen->pixels;
- for (int y = 0; y < 240; y++) {
- for (int i = 0; i < repeat_y; i++,buf_16 += screen->pitch/2) {
- uint16_t *line = buf_16;
- uint16_t *src_line = (i & othermask ? otherbuf : oddbuf) + y * 320;
- for (int x = 0; x < 320; x++) {
- uint16_t color = *(src_line++);
- for (int j = 0; j < repeat_x; j++) {
- *(line++) = color;
- }
- }
- }
- }
- } else {
- uint32_t *otherbuf = (context->regs[REG_MODE_4] & BIT_INTERLACE) ? context->evenbuf : (uint32_t *)blankbuf;
- uint32_t * oddbuf = context->oddbuf;
- buf_32 = (uint32_t *)screen->pixels;
- for (int y = 0; y < 240; y++) {
- for (int i = 0; i < repeat_y; i++,buf_32 += screen->pitch/4) {
- uint32_t *line = buf_32;
- uint32_t *src_line = (i & othermask ? otherbuf : oddbuf) + y * 320;
- for (int x = 0; x < 320; x++) {
- uint32_t color = *(src_line++);
- for (int j = 0; j < repeat_x; j++) {
- *(line++) = color;
- }
- }
- }
- }
- }
- if ( SDL_MUSTLOCK(screen) ) {
- SDL_UnlockSurface(screen);
- }
- //SDL_UpdateRect(screen, 0, 0, screen->clip_rect.w, screen->clip_rect.h);
- SDL_Flip(screen);
+ SDL_GL_SwapWindow(main_window);
if (context->regs[REG_MODE_4] & BIT_INTERLACE)
{
context->framebuf = context->framebuf == context->oddbuf ? context->evenbuf : context->oddbuf;
@@ -578,8 +458,6 @@ int wait_render_frame(vdp_context * context, int frame_limit)
}
render_context(context);
-
- //TODO: Figure out why this causes segfaults
frame_counter++;
if ((last_frame - start) > 1000) {
if (start && (last_frame-start)) {
@@ -587,8 +465,7 @@ int wait_render_frame(vdp_context * context, int frame_limit)
fps_caption = malloc(strlen(caption) + strlen(" - 1000.1 fps") + 1);
}
sprintf(fps_caption, "%s - %.1f fps", caption, ((float)frame_counter) / (((float)(last_frame-start)) / 1000.0));
- SDL_WM_SetCaption(fps_caption, caption);
- fflush(stdout);
+ SDL_SetWindowTitle(main_window, fps_caption);
}
start = last_frame;
frame_counter = 0;