mirror of
https://github.com/libretro/mgba.git
synced 2024-11-28 02:30:21 +00:00
Use software renderer for EGL, just use it for uploading the texture
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parent
da7853bda6
commit
8dc3fa9bec
@ -18,7 +18,7 @@ include_directories(${CMAKE_SOURCE_DIR}/src/sdl)
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if(BUILD_RASPI AND BUILD_EGL)
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set(MAIN_SRC ${CMAKE_SOURCE_DIR}/src/egl-main.c)
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set(OPENGL_LIBRARY "-lEGL -lGLESv2 -lvcos -lvchiq_arm -lvchostif -lbcm_host")
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set(OPENGL_LIBRARY "-lEGL -lGLESv2 -lbcm_host")
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set(OPENGL_INCLUDE_DIR "")
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add_definitions(-DBUILD_RASPI)
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elseif(BUILD_BBB OR BUILD_RASPI)
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113
src/egl-main.c
113
src/egl-main.c
@ -1,7 +1,7 @@
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#include "debugger.h"
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#include "gba-thread.h"
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#include "gba.h"
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#include "renderers/video-glsl.h"
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#include "renderers/video-software.h"
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#include "sdl-events.h"
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#include <SDL.h>
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@ -10,18 +10,51 @@
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#include <bcm_host.h>
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#include <fcntl.h>
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#include <errno.h>
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#include <fcntl.h>
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#include <malloc.h>
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#include <signal.h>
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#include <sys/time.h>
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#include <unistd.h>
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struct GBAVideoEGLRenderer {
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struct GBAVideoGLSLRenderer d;
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struct GBAVideoSoftwareRenderer d;
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EGLDisplay display;
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EGLSurface surface;
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EGLContext context;
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EGL_DISPMANX_WINDOW_T window;
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GLuint tex;
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GLuint fragmentShader;
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GLuint vertexShader;
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GLuint program;
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GLuint bufferObject;
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GLuint texLocation;
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GLuint positionLocation;
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};
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static const char* _vertexShader =
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"attribute vec4 position;\n"
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"varying vec2 texCoord;\n"
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"void main() {\n"
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" gl_Position = position;\n"
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" texCoord = (position.st + vec2(1.0, -1.0)) * vec2(0.46875, -0.3125);\n"
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"}";
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static const char* _fragmentShader =
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"varying vec2 texCoord;\n"
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"uniform sampler2D tex;\n"
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"void main() {\n"
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" gl_FragColor = texture2D(tex, texCoord);\n"
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"}";
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static const GLfloat _vertices[] = {
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-1.f, -1.f,
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-1.f, 1.f,
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1.f, 1.f,
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1.f, -1.f,
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};
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static int _GBAEGLInit(struct GBAVideoEGLRenderer* renderer);
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@ -44,7 +77,7 @@ int main(int argc, char** argv) {
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if (!_GBAEGLInit(&renderer)) {
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return 1;
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}
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GBAVideoGLSLRendererCreate(&renderer.d);
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GBAVideoSoftwareRendererCreate(&renderer.d);
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context.fd = fd;
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context.renderer = &renderer.d.d;
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@ -85,7 +118,6 @@ static int _GBAEGLInit(struct GBAVideoEGLRenderer* renderer) {
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EGL_BLUE_SIZE, 8,
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EGL_ALPHA_SIZE, 8,
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EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
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EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
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EGL_NONE
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};
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@ -102,48 +134,91 @@ static int _GBAEGLInit(struct GBAVideoEGLRenderer* renderer) {
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EGL_NONE
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};
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int dispWidth = 240, dispHeight = 160, adjWidth;
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renderer->context = eglCreateContext(renderer->display, config, EGL_NO_CONTEXT, contextAttributes);
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graphics_get_display_size(0, &dispWidth, &dispHeight);
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adjWidth = dispHeight / 2 * 3;
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DISPMANX_DISPLAY_HANDLE_T display = vc_dispmanx_display_open(0);
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DISPMANX_UPDATE_HANDLE_T update = vc_dispmanx_update_start(0);
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VC_RECT_T destRect = {
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.x = 0,
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.x = (dispWidth - adjWidth) / 2,
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.y = 0,
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.width = 240,
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.height = 160
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.width = adjWidth,
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.height = dispHeight
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};
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VC_RECT_T srcRect = {
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.x = 0,
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.y = 0,
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.width = 240,
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.height = 160
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.width = 240 << 16,
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.height = 160 << 16
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};
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DISPMANX_ELEMENT_HANDLE_T element = vc_dispmanx_element_add(update, display, 0, &destRect, 0, &srcRect, DISPMANX_PROTECTION_NONE, 0, 0, DISPMANX_NO_ROTATE);
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DISPMANX_ELEMENT_HANDLE_T element = vc_dispmanx_element_add(update, display, 0, &destRect, 0, &srcRect, DISPMANX_PROTECTION_NONE, 0, 0, 0);
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vc_dispmanx_update_submit_sync(update);
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EGL_DISPMANX_WINDOW_T window = {
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.element = element,
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.width = 240,
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.height = 160
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};
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renderer->window.element = element;
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renderer->window.width = dispWidth;
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renderer->window.height = dispHeight;
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renderer->surface = eglCreateWindowSurface(renderer->display, config, &window, 0);
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return EGL_TRUE == eglMakeCurrent(renderer->display, renderer->surface, renderer->surface, renderer->context);
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renderer->surface = eglCreateWindowSurface(renderer->display, config, &renderer->window, 0);
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if (EGL_FALSE == eglMakeCurrent(renderer->display, renderer->surface, renderer->surface, renderer->context)) {
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return 0;
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}
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renderer->d.outputBuffer = memalign(16, 256 * 256 * 4);
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renderer->d.outputBufferStride = 256;
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glGenTextures(1, &renderer->tex);
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glBindTexture(GL_TEXTURE_2D, renderer->tex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
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renderer->fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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renderer->vertexShader = glCreateShader(GL_VERTEX_SHADER);
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renderer->program = glCreateProgram();
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glShaderSource(renderer->fragmentShader, 1, (const GLchar**) &_fragmentShader, 0);
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glShaderSource(renderer->vertexShader, 1, (const GLchar**) &_vertexShader, 0);
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glAttachShader(renderer->program, renderer->vertexShader);
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glAttachShader(renderer->program, renderer->fragmentShader);
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char log[1024];
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glCompileShader(renderer->fragmentShader);
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glCompileShader(renderer->vertexShader);
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glGetShaderInfoLog(renderer->fragmentShader, 1024, 0, log);
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glGetShaderInfoLog(renderer->vertexShader, 1024, 0, log);
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glLinkProgram(renderer->program);
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glGetProgramInfoLog(renderer->program, 1024, 0, log);
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printf("%s\n", log);
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renderer->texLocation = glGetUniformLocation(renderer->program, "tex");
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renderer->positionLocation = glGetAttribLocation(renderer->program, "position");
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glClearColor(1.f, 0.f, 0.f, 1.f);
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return 1;
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}
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static void _GBAEGLRunloop(struct GBAThread* context, struct GBAVideoEGLRenderer* renderer) {
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SDL_Event event;
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while (context->started && context->debugger->state != DEBUGGER_EXITING) {
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GBAVideoGLSLRendererProcessEvents(&renderer->d);
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pthread_mutex_lock(&renderer->d.mutex);
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if (renderer->d.d.framesPending) {
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renderer->d.d.framesPending = 0;
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pthread_mutex_unlock(&renderer->d.mutex);
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glViewport(0, 0, 240, 160);
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(renderer->program);
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glUniform1i(renderer->texLocation, 0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, renderer->tex);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, renderer->d.outputBuffer);
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glVertexAttribPointer(renderer->positionLocation, 2, GL_FLOAT, GL_FALSE, 0, _vertices);
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glEnableVertexAttribArray(renderer->positionLocation);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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glUseProgram(0);
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eglSwapBuffers(renderer->display, renderer->surface);
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while (SDL_PollEvent(&event)) {
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