// Meteor - A Nintendo Gameboy Advance emulator
// Copyright (C) 2009-2011 Philippe Daouadi
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see .
#include "mym/window.hpp"
#include "filters/hq4x.hpp"
#include
#include
#include
#include
#include
#include
namespace mym
{
Window::Window () :
m_tbase(new uint16_t[240*160]),
m_thread(0),
m_pbo(0),
m_texture(0),
m_vbo(0)
{
Filters::InitLUTs();
cpu_set_t set;
CPU_ZERO(&set);
CPU_SET(1, &set);
sched_setaffinity(syscall(__NR_gettid), sizeof(set), &set);
int ret = pthread_mutex_init(&m_mutex, NULL);
if (ret)
{
puts("Error: cannot create renderer mutex");
abort();
}
ret = pthread_cond_init(&m_cond, NULL);
if (ret)
{
puts("Error: cannot create renderer condition variable");
abort();
}
}
Window::~Window ()
{
Uninit();
// TODO check for errors
pthread_cond_destroy(&m_cond);
pthread_mutex_destroy(&m_mutex);
delete [] m_tbase;
}
void Window::InitAMeteor()
{
AMeteor::_lcd.GetScreen().GetRenderer().SetFrameSlot(
syg::mem_fun(*this, &Window::ShowFrame));
}
// TODO check if we crash if we don't Init()
void Window::Init(sf::WindowHandle display)
{
Uninit();
if (display)
#if SFML_VERSION_MAJOR < 2
m_window.Create (display);
#else
m_window.create (display);
#endif
else
#if SFML_VERSION_MAJOR < 2
m_window.Create (sf::VideoMode(4*240, 4*160, 32), "Meteor");
#else
m_window.create (sf::VideoMode(4*240, 4*160, 32), "Meteor");
#endif
InitGl();
StartThread();
}
void Window::Uninit()
{
StopThread();
UninitGl();
}
void Window::InitGl()
{
static const int Square[] = {
0, 0,
1, 0,
1, 1,
0, 1,
};
#if SFML_VERSION_MAJOR < 2
m_window.SetActive();
#else
m_window.setActive();
#endif
// TODO check (may be called multiple times)
if (GLEW_OK != glewInit())
puts("err");
glEnable(GL_TEXTURE_2D);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, 1, 1, 0, -1, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glGenBuffers(1, &m_vbo);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(Square), Square, GL_STATIC_DRAW);
glGenTextures (1, &m_texture);
glBindTexture (GL_TEXTURE_2D, m_texture);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 4*240, 4*160, 0, GL_BGRA,
GL_BYTE, NULL);
glGenBuffers (1, &m_pbo);
glBindBuffer (GL_PIXEL_UNPACK_BUFFER, m_pbo);
glBufferData(GL_PIXEL_UNPACK_BUFFER, 4*240*4*160*4, NULL,
GL_DYNAMIC_DRAW);
#if SFML_VERSION_MAJOR < 2
m_window.Display();
m_window.SetActive(false);
#else
m_window.display();
m_window.setActive(false);
#endif
}
void Window::StartThread()
{
m_quit = false;
int ret = pthread_create(&m_thread, NULL, EntryPoint, this);
if (ret)
{
puts("Error: cannot create renderer thread");
abort();
}
}
void Window::StopThread()
{
if (m_thread)
{
m_quit = true;
// TODO check for errors
// we send the signal to make the thread continue and quit
pthread_cond_signal(&m_cond);
pthread_join(m_thread, NULL);
// FIXME ? is this safe ? is the m_thread still allocated ?
m_thread = 0;
}
}
void Window::UninitGl()
{
#if SFML_VERSION_MAJOR < 2
if (m_window.SetActive())
#else
if (m_window.setActive())
#endif
{
glDeleteBuffers(1, &m_pbo);
glDeleteTextures(1, &m_texture);
glDeleteBuffers(1, &m_vbo);
m_vbo = m_texture = m_pbo = 0;
#if SFML_VERSION_MAJOR < 2
m_window.Close();
#else
m_window.close();
#endif
}
}
void Window::ShowFrame (const uint16_t* frame)
{
// TODO check for errors
pthread_mutex_lock(&m_mutex);
// const_cast removes volatile
std::memcpy(const_cast(m_tbase), frame, 240*160*2);
pthread_cond_signal(&m_cond);
pthread_mutex_unlock(&m_mutex);
}
void* Window::EntryPoint (void* ptr)
{
static_cast(ptr)->MainLoop();
return NULL;
}
void Window::MainLoop ()
{
{
cpu_set_t set;
CPU_ZERO(&set);
CPU_SET(0, &set);
sched_setaffinity(syscall(__NR_gettid), sizeof(set), &set);
}
#if SFML_VERSION_MAJOR < 2
if (!m_window.SetActive())
#else
if (!m_window.setActive())
#endif
puts("Can't activate window !");
glViewport(0, 0, 240*4, 160*4);
void* buf;
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_INT, 2*sizeof(int), (void*)0);
glVertexPointer(2, GL_INT, 2*sizeof(int), (void*)0);
// TODO check for errors
pthread_mutex_lock(&m_mutex);
while (!m_quit)
{
// this unlocks the mutex while waiting
pthread_cond_wait(&m_cond, &m_mutex);
buf = glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_WRITE_ONLY);
#if 1
Filters::hq4x((unsigned char*)m_tbase, (unsigned char*)buf,
240, 160, 240*4*4);
#else
memcpy((void*)buf, (void*)m_tbase, 240*160*2);
#endif
glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 240*4, 160*4, GL_BGRA,
GL_UNSIGNED_BYTE, 0);
glDrawArrays(GL_QUADS, 0, 4);
#if SFML_VERSION_MAJOR < 2
m_window.Display();
#else
m_window.display();
#endif
}
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
#if SFML_VERSION_MAJOR < 2
m_window.SetActive(false);
#else
m_window.setActive(false);
#endif
pthread_mutex_unlock(&m_mutex);
}
}