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/* SPDX-License-Identifier: Unlicense
*/
#include "graphics.hpp"
#include "vdp.hpp"
#include <cstdlib>
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().kRenderWidth,
VDP().kRenderHeight,
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().kRenderWidth,
VDP().kRenderHeight);
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
if (_window) {
if (_renderer) {
if (_render_texture) {
SDL_DestroyTexture(_render_texture);
}
SDL_DestroyRenderer(_renderer);
}
SDL_DestroyWindow(_window);
}
SDL_Quit();
#endif
}
void Graphics::Render(const VDP& vdp)
{
const uint32_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());
// TODO probably should return and propagate error
abort();
}
for (size_t row = 0; row < VDP().kRenderHeight; row++) {
uint32_t *dst = (uint32_t*)((uint8_t*)pixels + row * pitch);
memcpy(dst, buffer + row * VDP().kRenderWidth, VDP().kRenderWidth * sizeof(*dst));
}
SDL_UnlockTexture(_render_texture);
SDL_RenderClear(_renderer);
SDL_RenderCopy(_renderer, _render_texture, NULL, NULL);
SDL_RenderPresent(_renderer);
#else
(void) buffer;
#endif
}
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