/* SPDX-License-Identifier: Unlicense */ #include "graphics.hpp" #include "vdp.hpp" #include Graphics::Graphics() { #if HAS_GRAPHICS == 1 SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO); if (SDL_Init(SDL_INIT_VIDEO) < 0) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError()); return; } _window = SDL_CreateWindow("Gut (SEGA MD/G emulator)", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, VDP().render_width, VDP().render_height, SDL_WINDOW_RESIZABLE); if (!_window) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't set create window: %s\n", SDL_GetError()); SDL_Quit(); return; } _renderer = SDL_CreateRenderer(_window, -1, 0); if (!_renderer) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't set create renderer: %s\n", SDL_GetError()); SDL_Quit(); return; } _render_texture = SDL_CreateTexture( _renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, VDP().render_width, VDP().render_height); if (!_render_texture) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't set create texture: %s\n", SDL_GetError()); SDL_Quit(); return; } #endif _initialized_ok = true; } Graphics::~Graphics() { #if HAS_GRAPHICS == 1 SDL_DestroyTexture(_render_texture); SDL_DestroyRenderer(_renderer); SDL_DestroyWindow(_window); SDL_Quit(); #endif } void Graphics::Render(const VDP& vdp) { const uint8_t* buffer = vdp.GetRenderedBuffer(); #if HAS_GRAPHICS == 1 void* pixels; int pitch; if (SDL_LockTexture(_render_texture, NULL, &pixels, &pitch) < 0) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't lock texture: %s\n", SDL_GetError()); abort(); } for (int row = 0; (size_t)row < VDP().render_height; row++) { uint32_t *dst = (uint32_t*)((uint8_t*)pixels + row * pitch); for (int col = 0; (size_t)col < VDP().render_width; col++, buffer += 4) { const uint32_t color = ((buffer[0] << 24) | (buffer[1] << 16) | (buffer[2] << 8) | buffer[3]); *dst++ = color; } } SDL_UnlockTexture(_render_texture); SDL_RenderClear(_renderer); SDL_RenderCopy(_renderer, _render_texture, NULL, NULL); SDL_RenderPresent(_renderer); #else (void) buffer; #endif }