Mercurial > repos > blastem
view render_sdl.c @ 763:2a25ea5d94f7
Fix sense of HAS_PROC check
author | Michael Pavone <pavone@retrodev.com> |
---|---|
date | Sun, 28 Jun 2015 19:23:38 -0700 |
parents | 9d4d40f833d0 |
children | 1b2f8280ba81 |
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/* Copyright 2013 Michael Pavone This file is part of BlastEm. BlastEm is free software distributed under the terms of the GNU General Public License version 3 or greater. See COPYING for full license text. */ #include <stdlib.h> #include <stdio.h> #include <string.h> #include <math.h> #include "render.h" #include "blastem.h" #include "io.h" #include "util.h" #include <GL/glew.h> SDL_Window *main_window; SDL_GLContext *main_context; uint8_t render_dbg = 0; uint8_t debug_pal = 0; uint32_t last_frame = 0; uint32_t min_delay; uint32_t frame_delay = 1000/60; int16_t * current_psg = NULL; int16_t * current_ym = NULL; uint32_t buffer_samples, sample_rate; uint32_t missing_count; SDL_mutex * audio_mutex; SDL_cond * audio_ready; SDL_cond * psg_cond; SDL_cond * ym_cond; uint8_t quitting = 0; void audio_callback(void * userdata, uint8_t *byte_stream, int len) { //puts("audio_callback"); int16_t * stream = (int16_t *)byte_stream; int samples = len/(sizeof(int16_t)*2); int16_t * psg_buf, * ym_buf; uint8_t local_quit; SDL_LockMutex(audio_mutex); psg_buf = NULL; ym_buf = NULL; do { if (!psg_buf) { psg_buf = current_psg; current_psg = NULL; SDL_CondSignal(psg_cond); } if (!ym_buf) { ym_buf = current_ym; current_ym = NULL; SDL_CondSignal(ym_cond); } if (!quitting && (!psg_buf || !ym_buf)) { SDL_CondWait(audio_ready, audio_mutex); } } while(!quitting && (!psg_buf || !ym_buf)); local_quit = quitting; SDL_UnlockMutex(audio_mutex); if (!local_quit) { for (int i = 0; i < samples; i++) { *(stream++) = psg_buf[i] + *(ym_buf++); *(stream++) = psg_buf[i] + *(ym_buf++); } } } void render_close_audio() { SDL_LockMutex(audio_mutex); quitting = 1; SDL_CondSignal(audio_ready); SDL_UnlockMutex(audio_mutex); SDL_CloseAudio(); } SDL_Joystick * joysticks[MAX_JOYSTICKS]; int num_joysticks; int render_num_joysticks() { return num_joysticks; } uint32_t render_map_color(uint8_t r, uint8_t g, uint8_t b) { return 255 << 24 | r << 16 | g << 8 | b; } GLuint textures[3], buffers[2], vshader, fshader, program, un_textures[2], un_width, at_pos; GLfloat vertex_data[] = { -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f }; 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 * shader_path = alloc_concat_m(3, parts); FILE * f = fopen(shader_path, "r"); free(shader_path); if (!f) { parts[0] = get_exe_dir(); parts[1] = "/shaders/"; shader_path = alloc_concat_m(3, parts); f = fopen(shader_path, "r"); free(shader_path); if (!f) { fprintf(stderr, "Failed to open shader file %s for reading\n", fname); return 0; } } long fsize = file_size(f); GLchar * text = malloc(fsize); if (fread(text, 1, fsize, f) != fsize) { fprintf(stderr, "Error reading from shader file %s\n", fname); free(text); return 0; } GLuint ret = glCreateShader(shader_type); glShaderSource(ret, 1, (const GLchar **)&text, (const GLint *)&fsize); free(text); glCompileShader(ret); GLint compile_status, loglen; glGetShaderiv(ret, GL_COMPILE_STATUS, &compile_status); if (!compile_status) { fprintf(stderr, "Shader %s failed to compile\n", fname); glGetShaderiv(ret, GL_INFO_LOG_LENGTH, &loglen); text = malloc(loglen); glGetShaderInfoLog(ret, loglen, NULL, text); fputs(text, stderr); free(text); glDeleteShader(ret); return 0; } return ret; } void render_alloc_surfaces(vdp_context * context) { 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); } } 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) { 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); } printf("width: %d, height: %d\n", width, height); 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); } 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 (!GLEW_VERSION_2_0) { fputs("BlastEm requires at least OpenGL 2.0, but it is unavailable\n", stderr); SDL_Quit(); 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); } } } caption = title; min_delay = 0; for (int i = 0; i < 100; i++) { uint32_t start = SDL_GetTicks(); SDL_Delay(1); uint32_t delay = SDL_GetTicks()-start; if (delay > min_delay) { min_delay = delay; } } if (!min_delay) { min_delay = 1; } printf("minimum delay: %d\n", min_delay); frame_delay = 1000/fps; audio_mutex = SDL_CreateMutex(); psg_cond = SDL_CreateCond(); ym_cond = SDL_CreateCond(); audio_ready = SDL_CreateCond(); SDL_AudioSpec desired, actual; char * rate_str = tern_find_ptr(config, "audiorate"); int rate = rate_str ? atoi(rate_str) : 0; if (!rate) { rate = 48000; } desired.freq = rate; desired.format = AUDIO_S16SYS; desired.channels = 2; char * samples_str = tern_find_ptr(config, "audiobuffer"); int samples = samples_str ? atoi(samples_str) : 0; if (!samples) { samples = 512; } printf("config says: %d\n", samples); desired.samples = samples*2; desired.callback = audio_callback; desired.userdata = NULL; 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; sample_rate = actual.freq; printf("Initialized audio at frequency %d with a %d sample buffer\n", actual.freq, actual.samples); SDL_PauseAudio(0); num_joysticks = SDL_NumJoysticks(); if (num_joysticks > MAX_JOYSTICKS) { num_joysticks = MAX_JOYSTICKS; } for (int i = 0; i < num_joysticks; 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); } 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);; glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); glUseProgram(program); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, textures[0]); glUniform1i(un_textures[0], 0); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, (context->regs[REG_MODE_4] & BIT_INTERLACE) ? textures[1] : textures[2]); glUniform1i(un_textures[1], 1); 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); glEnableVertexAttribArray(at_pos); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[1]); glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_SHORT, (void *)0); glDisableVertexAttribArray(at_pos); SDL_GL_SwapWindow(main_window); if (context->regs[REG_MODE_4] & BIT_INTERLACE) { context->framebuf = context->framebuf == context->oddbuf ? context->evenbuf : context->oddbuf; } } int render_joystick_num_buttons(int joystick) { if (joystick >= num_joysticks) { return 0; } return SDL_JoystickNumButtons(joysticks[joystick]); } int render_joystick_num_hats(int joystick) { if (joystick >= num_joysticks) { return 0; } return SDL_JoystickNumHats(joysticks[joystick]); } void render_wait_quit(vdp_context * context) { SDL_Event event; while(SDL_WaitEvent(&event)) { switch (event.type) { case SDL_KEYDOWN: if (event.key.keysym.sym == SDLK_LEFTBRACKET) { render_dbg++; if (render_dbg == 4) { render_dbg = 0; } render_context(context); } else if(event.key.keysym.sym == SDLK_RIGHTBRACKET) { debug_pal++; if (debug_pal == 4) { debug_pal = 0; } } break; case SDL_QUIT: return; } } } void render_debug_mode(uint8_t mode) { if (mode < 4) { render_dbg = mode; } } void render_debug_pal(uint8_t pal) { if (pal < 4) { debug_pal = pal; } } int32_t handle_event(SDL_Event *event) { switch (event->type) { case SDL_KEYDOWN: handle_keydown(event->key.keysym.sym); break; case SDL_KEYUP: handle_keyup(event->key.keysym.sym); break; case SDL_JOYBUTTONDOWN: handle_joydown(event->jbutton.which, event->jbutton.button); break; case SDL_JOYBUTTONUP: handle_joyup(event->jbutton.which, event->jbutton.button); break; case SDL_JOYHATMOTION: handle_joy_dpad(event->jbutton.which, event->jhat.hat, event->jhat.value); break; case SDL_QUIT: puts(""); exit(0); } return 0; } char * fps_caption = NULL; uint32_t frame_counter = 0; uint32_t start = 0; int wait_render_frame(vdp_context * context, int frame_limit) { SDL_Event event; int ret = 0; while(SDL_PollEvent(&event)) { ret = handle_event(&event); } if (frame_limit) { //TODO: Adjust frame delay so we actually get 60 FPS rather than 62.5 FPS uint32_t current = SDL_GetTicks(); uint32_t desired = last_frame + frame_delay; if (current < desired) { uint32_t delay = last_frame + frame_delay - current; if (delay > min_delay) { SDL_Delay((delay/min_delay)*min_delay); } while ((desired) >= SDL_GetTicks()) { } } } render_context(context); frame_counter++; if ((last_frame - start) > 1000) { if (start && (last_frame-start)) { if (!fps_caption) { 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_SetWindowTitle(main_window, fps_caption); } start = last_frame; frame_counter = 0; } return ret; } void process_events() { SDL_Event event; while(SDL_PollEvent(&event)) { handle_event(&event); } } void render_wait_psg(psg_context * context) { SDL_LockMutex(audio_mutex); while (current_psg != NULL) { SDL_CondWait(psg_cond, audio_mutex); } current_psg = context->audio_buffer; SDL_CondSignal(audio_ready); context->audio_buffer = context->back_buffer; context->back_buffer = current_psg; SDL_UnlockMutex(audio_mutex); context->buffer_pos = 0; } void render_wait_ym(ym2612_context * context) { SDL_LockMutex(audio_mutex); while (current_ym != NULL) { SDL_CondWait(ym_cond, audio_mutex); } current_ym = context->audio_buffer; SDL_CondSignal(audio_ready); context->audio_buffer = context->back_buffer; context->back_buffer = current_ym; SDL_UnlockMutex(audio_mutex); context->buffer_pos = 0; } void render_fps(uint32_t fps) { frame_delay = 1000/fps; } uint32_t render_audio_buffer() { return buffer_samples; } uint32_t render_sample_rate() { return sample_rate; }