sokol gfx extracted to lib
This commit is contained in:
parent
007ffbbc5a
commit
0f7a559042
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@ -1 +1 @@
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Subproject commit 1eec0920bb63f7b983a619babe12f1499b0863bb
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Subproject commit ac6d28adc0b2e6d3adf1e8a6983dd0d64e757aaa
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106
CMakeLists.txt
106
CMakeLists.txt
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@ -232,12 +232,16 @@ endif()
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# Sokol
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################################
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set(SOKOL_LIB_SRC src/system/sokol_gfx.c)
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if(APPLE)
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add_library(sokol src/ext/sokol_impl.m)
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set(SOKOL_LIB_SRC ${SOKOL_LIB_SRC} src/system/sokol_impl.m)
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else()
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add_library(sokol src/ext/sokol_impl.c)
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set(SOKOL_LIB_SRC ${SOKOL_LIB_SRC} src/system/sokol_impl.c)
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endif()
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add_library(sokol ${SOKOL_LIB_SRC})
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if(APPLE)
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target_compile_definitions(sokol PRIVATE SOKOL_METAL)
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elseif(WIN32)
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@ -246,10 +250,6 @@ elseif(LINUX)
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target_compile_definitions(sokol PRIVATE SOKOL_GLCORE33)
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endif()
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#set_source_files_properties(${SOKOL_SRC} PROPERTIES COMPILE_FLAGS -DSOKOL_METAL)
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# set_source_files_properties(${SOKOL_SRC} PROPERTIES COMPILE_FLAGS "-DSOKOL_D3D11 -DSOKOL_D3D11_SHADER_COMPILER")
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#set_source_files_properties(${SOKOL_SRC} PROPERTIES COMPILE_FLAGS -DSOKOL_GLCORE33)
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if(APPLE)
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set_property (TARGET sokol APPEND_STRING PROPERTY
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COMPILE_FLAGS "-fobjc-arc")
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@ -292,15 +292,6 @@ if(MINGW)
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target_link_libraries(sokol-renderer mingw32)
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endif()
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# TODO: remove this and define shaders in the sokol lib
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if(APPLE)
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target_compile_definitions(sokol-renderer PRIVATE SOKOL_METAL)
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elseif(WIN32)
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target_compile_definitions(sokol-renderer PRIVATE SOKOL_D3D11)
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elseif(LINUX)
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target_compile_definitions(sokol-renderer PRIVATE SOKOL_GLCORE33)
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endif()
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target_include_directories(sokol-renderer PRIVATE include)
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target_include_directories(sokol-renderer PRIVATE 3rd-party/sokol)
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target_include_directories(sokol-renderer PRIVATE src)
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@ -493,27 +484,15 @@ target_compile_definitions(tic80prolib PRIVATE TIC80_PRO)
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# TIC-80 app
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################################
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set(TIC80_OUTPUTS ${TIC80_OUTPUTS} tic80-sokol tic80pro-sokol)
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foreach(TIC80_OUTPUT ${TIC80_OUTPUTS})
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if(TIC80_OUTPUT MATCHES "-sokol")
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set(SOKOL_RENDERER TRUE)
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else()
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set(SOKOL_RENDERER FALSE)
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endif()
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set(TIC80_SRC src/ext/file_dialog.c)
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if(APPLE)
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set(TIC80_SRC ${TIC80_SRC} src/ext/file_dialog.m)
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endif()
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if(SOKOL_RENDERER)
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set(TIC80_SRC ${TIC80_SRC} src/system/sokol.c)
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else()
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set(TIC80_SRC ${TIC80_SRC} src/net.c src/system/sdlgpu.c)
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endif()
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if(WIN32)
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set(TIC80_SRC ${TIC80_SRC} build/windows/tic80.rc)
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@ -531,30 +510,12 @@ foreach(TIC80_OUTPUT ${TIC80_OUTPUTS})
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target_include_directories(${TIC80_OUTPUT} PRIVATE 3rd-party/SDL2_net-2.0.1)
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target_include_directories(${TIC80_OUTPUT} PRIVATE 3rd-party/SDL2-2.0.8/include)
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if(SOKOL_RENDERER)
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target_include_directories(${TIC80_OUTPUT} PRIVATE 3rd-party/sokol)
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else()
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target_include_directories(${TIC80_OUTPUT} PRIVATE 3rd-party/sdl-gpu/include)
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endif()
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if(MINGW)
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target_link_libraries(${TIC80_OUTPUT} mingw32)
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endif()
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if(SOKOL_RENDERER)
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# TODO fix Pro tic80lib
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add_dependencies(${TIC80_OUTPUT} tic80lib sokol)
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target_link_libraries(${TIC80_OUTPUT} tic80lib sokol)
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if(APPLE)
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target_compile_definitions(${TIC80_OUTPUT} PRIVATE SOKOL_METAL)
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elseif(WIN32)
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target_compile_definitions(${TIC80_OUTPUT} PRIVATE SOKOL_D3D11)
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elseif(LINUX)
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target_compile_definitions(${TIC80_OUTPUT} PRIVATE SOKOL_GLCORE33)
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endif()
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else()
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if(NOT EMSCRIPTEN)
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add_dependencies(${TIC80_OUTPUT} SDL2main SDL2-static)
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target_link_libraries(${TIC80_OUTPUT} SDL2-static SDL2main)
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@ -562,7 +523,6 @@ foreach(TIC80_OUTPUT ${TIC80_OUTPUTS})
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add_dependencies(${TIC80_OUTPUT} ${TIC80_OUTPUT}lib sdlnet sdlgpu)
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target_link_libraries(${TIC80_OUTPUT} ${TIC80_OUTPUT}lib sdlnet sdlgpu)
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endif()
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if(LINUX)
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include(FindPkgConfig)
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@ -577,3 +537,57 @@ foreach(TIC80_OUTPUT ${TIC80_OUTPUTS})
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endif()
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endforeach()
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################################
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# TIC-80 app (Sokol)
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################################
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foreach(TIC80_OUTPUT ${TIC80_OUTPUTS})
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set(TIC80_SRC src/ext/file_dialog.c)
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if(APPLE)
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set(TIC80_SRC ${TIC80_SRC} src/ext/file_dialog.m)
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endif()
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set(TIC80_SRC ${TIC80_SRC} src/system/sokol.c)
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if(WIN32)
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set(TIC80_SRC ${TIC80_SRC} build/windows/tic80.rc)
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add_executable(${TIC80_OUTPUT}-sokol WIN32 ${TIC80_SRC})
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elseif(APPLE)
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add_executable(${TIC80_OUTPUT} MACOSX_BUNDLE ${TIC80_SRC} build/macosx/tic80.icns)
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set_source_files_properties(build/macosx/tic80.icns PROPERTIES MACOSX_PACKAGE_LOCATION RESOURCES)
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set_target_properties(${TIC80_OUTPUT}-sokol PROPERTIES MACOSX_BUNDLE_INFO_PLIST build/macosx/${TIC80_OUTPUT}-sokol.plist)
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else()
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add_executable(${TIC80_OUTPUT}-sokol ${TIC80_SRC})
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endif()
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target_include_directories(${TIC80_OUTPUT}-sokol PRIVATE include)
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target_include_directories(${TIC80_OUTPUT}-sokol PRIVATE src)
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target_include_directories(${TIC80_OUTPUT}-sokol PRIVATE 3rd-party/SDL2_net-2.0.1)
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target_include_directories(${TIC80_OUTPUT}-sokol PRIVATE 3rd-party/SDL2-2.0.8/include)
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target_include_directories(${TIC80_OUTPUT}-sokol PRIVATE 3rd-party/sokol)
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if(MINGW)
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target_link_libraries(${TIC80_OUTPUT}-sokol mingw32)
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endif()
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add_dependencies(${TIC80_OUTPUT}-sokol ${TIC80_OUTPUT}lib sokol)
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target_link_libraries(${TIC80_OUTPUT}-sokol ${TIC80_OUTPUT}lib sokol)
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if(LINUX)
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include(FindPkgConfig)
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if(NOT PKG_CONFIG_FOUND)
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message(FATAL_ERROR "We need pkg-config to compile this project")
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endif()
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pkg_check_modules(GTK REQUIRED gtk+-3.0)
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target_include_directories(${TIC80_OUTPUT}-sokol PRIVATE ${GTK_INCLUDE_DIRS})
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target_link_libraries(${TIC80_OUTPUT}-sokol ${GTK_LIBRARIES})
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endif()
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endforeach()
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@ -1,7 +1,4 @@
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#include "sokol_app.h"
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#include "sokol_gfx.h"
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#include "sokol_time.h"
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#include "sokol_audio.h"
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#include "system/sokol.h"
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#include <stdio.h>
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#include <stdlib.h>
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@ -12,247 +9,6 @@
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static tic80* tic = NULL;
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#if defined(SOKOL_GLCORE33)
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static const char* gfx_vs_src =
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"#version 330\n"
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"in vec2 in_pos;\n"
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"in vec2 in_uv;\n"
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"out vec2 uv;\n"
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"void main() {\n"
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" gl_Position = vec4(in_pos*2.0-1.0, 0.5, 1.0);\n"
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" uv = in_uv;\n"
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"}\n";
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static const char* gfx_fs_src =
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"#version 330\n"
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"uniform sampler2D tex;\n"
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"in vec2 uv;\n"
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"out vec4 frag_color;\n"
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"void main() {\n"
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" frag_color = texture(tex, uv);\n"
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"}\n";
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#elif defined(SOKOL_GLES2)
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static const char* gfx_vs_src =
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"attribute vec2 in_pos;\n"
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"attribute vec2 in_uv;\n"
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"varying vec2 uv;\n"
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"void main() {\n"
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" gl_Position = vec4(in_pos*2.0-1.0, 0.5, 1.0);\n"
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" uv = in_uv;\n"
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"}\n";
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static const char* gfx_fs_src =
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"precision mediump float;\n"
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"uniform sampler2D tex;"
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"varying vec2 uv;\n"
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"void main() {\n"
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" gl_FragColor = texture2D(tex, uv);\n"
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"}\n";
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#elif defined(SOKOL_METAL)
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static const char* gfx_vs_src =
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"#include <metal_stdlib>\n"
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"using namespace metal;\n"
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"struct vs_in {\n"
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" float2 pos [[attribute(0)]];\n"
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" float2 uv [[attribute(1)]];\n"
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"};\n"
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"struct vs_out {\n"
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" float4 pos [[position]];\n"
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" float2 uv;\n"
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"};\n"
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"vertex vs_out _main(vs_in in [[stage_in]]) {\n"
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" vs_out out;\n"
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" out.pos = float4(in.pos*2.0-1.0, 0.5, 1.0);\n"
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" out.uv = in.uv;\n"
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" return out;\n"
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"}\n";
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static const char* gfx_fs_src =
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"#include <metal_stdlib>\n"
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"using namespace metal;\n"
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"struct fs_in {\n"
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" float2 uv;\n"
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"};\n"
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"fragment float4 _main(fs_in in [[stage_in]], texture2d<float> tex [[texture(0)]], sampler smp [[sampler(0)]]) {\n"
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" return tex.sample(smp, in.uv);\n"
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"}\n";
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#elif defined(SOKOL_D3D11)
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static const char* gfx_vs_src =
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"struct vs_in {\n"
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" float2 pos: POS;\n"
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" float2 uv: UV;\n"
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"};\n"
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"struct vs_out {\n"
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" float2 uv: TEXCOORD0;\n"
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" float4 pos: SV_Position;\n"
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"};\n"
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"vs_out main(vs_in inp) {\n"
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" vs_out outp;\n"
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" outp.pos = float4(inp.pos*2.0-1.0, 0.5, 1.0);\n"
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" outp.uv = inp.uv;\n"
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" return outp;\n"
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"}\n";
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static const char* gfx_fs_src =
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"Texture2D<float4> tex: register(t0);\n"
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"sampler smp: register(s0);\n"
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"float4 main(float2 uv: TEXCOORD0): SV_Target0 {\n"
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" return tex.Sample(smp, uv);\n"
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"}\n";
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#endif
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typedef struct {
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sg_draw_state upscale_draw_state;
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sg_pass upscale_pass;
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sg_draw_state draw_state;
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int fb_width;
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int fb_height;
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int fb_aspect_scale_x;
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int fb_aspect_scale_y;
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} gfx_state;
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static gfx_state gfx;
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void gfx_init(int w, int h, int sx, int sy) {
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gfx.fb_width = w;
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gfx.fb_height = h;
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gfx.fb_aspect_scale_x = sx;
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gfx.fb_aspect_scale_y = sy;
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sg_setup(&(sg_desc){
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.mtl_device = sapp_metal_get_device(),
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.mtl_renderpass_descriptor_cb = sapp_metal_get_renderpass_descriptor,
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.mtl_drawable_cb = sapp_metal_get_drawable,
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.d3d11_device = sapp_d3d11_get_device(),
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.d3d11_device_context = sapp_d3d11_get_device_context(),
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.d3d11_render_target_view_cb = sapp_d3d11_get_render_target_view,
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.d3d11_depth_stencil_view_cb = sapp_d3d11_get_depth_stencil_view
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});
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/* quad vertex buffers with and without flipped UVs */
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float verts[] = {
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0.0f, 0.0f, 0.0f, 0.0f,
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1.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 1.0f,
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1.0f, 1.0f, 1.0f, 1.0f
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};
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float verts_flipped[] = {
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0.0f, 0.0f, 0.0f, 1.0f,
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1.0f, 0.0f, 1.0f, 1.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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1.0f, 1.0f, 1.0f, 0.0f
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};
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gfx.upscale_draw_state.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){
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.size = sizeof(verts),
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.content = verts,
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});
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gfx.draw_state.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){
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.size = sizeof(verts),
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.content = sg_query_feature(SG_FEATURE_ORIGIN_TOP_LEFT) ? verts : verts_flipped
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});
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/* a shader to render a textured quad */
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sg_shader fsq_shd = sg_make_shader(&(sg_shader_desc){
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.fs.images = {
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[0] = { .name="tex", .type=SG_IMAGETYPE_2D },
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},
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.vs.source = gfx_vs_src,
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.fs.source = gfx_fs_src,
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});
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/* 2 pipeline-state-objects, one for upscaling, one for rendering */
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sg_pipeline_desc pip_desc = {
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.layout = {
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.attrs[0] = { .name="in_pos", .sem_name="POS", .format=SG_VERTEXFORMAT_FLOAT2 },
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.attrs[1] = { .name="in_uv", .sem_name="UV", .format=SG_VERTEXFORMAT_FLOAT2 }
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},
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.shader = fsq_shd,
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.primitive_type = SG_PRIMITIVETYPE_TRIANGLE_STRIP
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};
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gfx.draw_state.pipeline = sg_make_pipeline(&pip_desc);
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pip_desc.blend.depth_format = SG_PIXELFORMAT_NONE;
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gfx.upscale_draw_state.pipeline = sg_make_pipeline(&pip_desc);
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/* a texture with the emulator's raw pixel data */
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gfx.upscale_draw_state.fs_images[0] = sg_make_image(&(sg_image_desc){
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.width = gfx.fb_width,
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.height = gfx.fb_height,
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.pixel_format = SG_PIXELFORMAT_RGBA8,
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.usage = SG_USAGE_STREAM,
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.min_filter = SG_FILTER_NEAREST,
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.mag_filter = SG_FILTER_NEAREST,
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.wrap_u = SG_WRAP_CLAMP_TO_EDGE,
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.wrap_v = SG_WRAP_CLAMP_TO_EDGE
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});
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/* a 2x upscaled render-target-texture */
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gfx.draw_state.fs_images[0] = sg_make_image(&(sg_image_desc){
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.render_target = true,
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.width = 2*gfx.fb_width,
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.height = 2*gfx.fb_height,
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.pixel_format = SG_PIXELFORMAT_RGBA8,
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.min_filter = SG_FILTER_LINEAR,
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.mag_filter = SG_FILTER_LINEAR,
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.wrap_u = SG_WRAP_CLAMP_TO_EDGE,
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.wrap_v = SG_WRAP_CLAMP_TO_EDGE
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});
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/* a render pass for the 2x upscaling */
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gfx.upscale_pass = sg_make_pass(&(sg_pass_desc){
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.color_attachments[0].image = gfx.draw_state.fs_images[0]
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});
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}
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static const sg_pass_action gfx_upscale_pass_action = {
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.colors[0] = { .action = SG_ACTION_DONTCARE }
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};
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static const sg_pass_action gfx_draw_pass_action = {
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.colors[0] = { .action = SG_ACTION_CLEAR, .val = { 0.05f, 0.05f, 0.05f, 1.0f } }
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};
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static void apply_viewport(void) {
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const int canvas_width = sapp_width();
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const int canvas_height = sapp_height();
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const float canvas_aspect = (float)canvas_width / (float)canvas_height;
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const float fb_aspect = (float)(gfx.fb_width*gfx.fb_aspect_scale_x) / (float)(gfx.fb_height*gfx.fb_aspect_scale_y);
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const int frame_x = 5;
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const int frame_y = 5;
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int vp_x, vp_y, vp_w, vp_h;
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if (fb_aspect < canvas_aspect) {
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vp_y = frame_y;
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vp_h = canvas_height - 2 * frame_y;
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vp_w = (int) (canvas_height * fb_aspect) - 2 * frame_x;
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vp_x = (canvas_width - vp_w) / 2;
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}
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else {
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vp_x = frame_x;
|
||||
vp_w = canvas_width - 2 * frame_x;
|
||||
vp_h = (int) (canvas_width / fb_aspect) - 2 * frame_y;
|
||||
vp_y = frame_y;
|
||||
}
|
||||
sg_apply_viewport(vp_x, vp_y, vp_w, vp_h, true);
|
||||
}
|
||||
|
||||
static void gfx_draw() {
|
||||
|
||||
/* copy emulator pixel data into upscaling source texture */
|
||||
sg_update_image(gfx.upscale_draw_state.fs_images[0], &(sg_image_content){
|
||||
.subimage[0][0] = {
|
||||
.ptr = tic->screen,
|
||||
.size = gfx.fb_width*gfx.fb_height*sizeof(uint32_t)
|
||||
}
|
||||
});
|
||||
|
||||
/* upscale the original framebuffer 2x with nearest filtering */
|
||||
sg_begin_pass(gfx.upscale_pass, &gfx_upscale_pass_action);
|
||||
sg_apply_draw_state(&gfx.upscale_draw_state);
|
||||
sg_draw(0, 4, 1);
|
||||
sg_end_pass();
|
||||
|
||||
/* draw the final pass with linear filtering */
|
||||
sg_begin_default_pass(&gfx_draw_pass_action, sapp_width(), sapp_height());
|
||||
apply_viewport();
|
||||
sg_apply_draw_state(&gfx.draw_state);
|
||||
sg_draw(0, 4, 1);
|
||||
sg_end_pass();
|
||||
sg_commit();
|
||||
}
|
||||
|
||||
static void app_init(void)
|
||||
{
|
||||
saudio_desc desc = {0};
|
||||
|
@ -284,7 +40,7 @@ static void app_init(void)
|
|||
}
|
||||
}
|
||||
|
||||
gfx_init(TIC80_FULLWIDTH, TIC80_FULLHEIGHT, 1, 1);
|
||||
sokol_gfx_init(TIC80_FULLWIDTH, TIC80_FULLHEIGHT, 1, 1);
|
||||
}
|
||||
|
||||
static tic80_input tic_input;
|
||||
|
@ -294,7 +50,7 @@ static void app_frame(void)
|
|||
if(tic)
|
||||
tic80_tick(tic, tic_input);
|
||||
|
||||
gfx_draw();
|
||||
sokol_gfx_draw(tic->screen);
|
||||
|
||||
static float floatSamples[44100 / 60 * 2];
|
||||
|
||||
|
|
|
@ -1,14 +1,10 @@
|
|||
#include <sokol_app.h>
|
||||
#include <sokol_gfx.h>
|
||||
#include <sokol_time.h>
|
||||
#include <sokol_audio.h>
|
||||
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <time.h>
|
||||
#include <limits.h>
|
||||
|
||||
#include "system.h"
|
||||
#include "system/sokol.h"
|
||||
|
||||
static struct
|
||||
{
|
||||
|
@ -20,247 +16,8 @@ static struct
|
|||
float* samples;
|
||||
} audio;
|
||||
|
||||
struct {
|
||||
sg_draw_state upscale_draw_state;
|
||||
sg_pass upscale_pass;
|
||||
sg_draw_state draw_state;
|
||||
s32 fb_width;
|
||||
s32 fb_height;
|
||||
s32 fb_aspect_scale_x;
|
||||
s32 fb_aspect_scale_y;
|
||||
} gfx;
|
||||
|
||||
} platform;
|
||||
|
||||
#if defined(SOKOL_GLCORE33)
|
||||
static const char* gfx_vs_src =
|
||||
"#version 330\n"
|
||||
"in vec2 in_pos;\n"
|
||||
"in vec2 in_uv;\n"
|
||||
"out vec2 uv;\n"
|
||||
"void main() {\n"
|
||||
" gl_Position = vec4(in_pos*2.0-1.0, 0.5, 1.0);\n"
|
||||
" uv = in_uv;\n"
|
||||
"}\n";
|
||||
static const char* gfx_fs_src =
|
||||
"#version 330\n"
|
||||
"uniform sampler2D tex;\n"
|
||||
"in vec2 uv;\n"
|
||||
"out vec4 frag_color;\n"
|
||||
"void main() {\n"
|
||||
" frag_color = texture(tex, uv);\n"
|
||||
"}\n";
|
||||
#elif defined(SOKOL_GLES2)
|
||||
static const char* gfx_vs_src =
|
||||
"attribute vec2 in_pos;\n"
|
||||
"attribute vec2 in_uv;\n"
|
||||
"varying vec2 uv;\n"
|
||||
"void main() {\n"
|
||||
" gl_Position = vec4(in_pos*2.0-1.0, 0.5, 1.0);\n"
|
||||
" uv = in_uv;\n"
|
||||
"}\n";
|
||||
static const char* gfx_fs_src =
|
||||
"precision mediump float;\n"
|
||||
"uniform sampler2D tex;"
|
||||
"varying vec2 uv;\n"
|
||||
"void main() {\n"
|
||||
" gl_FragColor = texture2D(tex, uv);\n"
|
||||
"}\n";
|
||||
#elif defined(SOKOL_METAL)
|
||||
static const char* gfx_vs_src =
|
||||
"#include <metal_stdlib>\n"
|
||||
"using namespace metal;\n"
|
||||
"struct vs_in {\n"
|
||||
" float2 pos [[attribute(0)]];\n"
|
||||
" float2 uv [[attribute(1)]];\n"
|
||||
"};\n"
|
||||
"struct vs_out {\n"
|
||||
" float4 pos [[position]];\n"
|
||||
" float2 uv;\n"
|
||||
"};\n"
|
||||
"vertex vs_out _main(vs_in in [[stage_in]]) {\n"
|
||||
" vs_out out;\n"
|
||||
" out.pos = float4(in.pos*2.0-1.0, 0.5, 1.0);\n"
|
||||
" out.uv = in.uv;\n"
|
||||
" return out;\n"
|
||||
"}\n";
|
||||
static const char* gfx_fs_src =
|
||||
"#include <metal_stdlib>\n"
|
||||
"using namespace metal;\n"
|
||||
"struct fs_in {\n"
|
||||
" float2 uv;\n"
|
||||
"};\n"
|
||||
"fragment float4 _main(fs_in in [[stage_in]], texture2d<float> tex [[texture(0)]], sampler smp [[sampler(0)]]) {\n"
|
||||
" return tex.sample(smp, in.uv);\n"
|
||||
"}\n";
|
||||
#elif defined(SOKOL_D3D11)
|
||||
static const char* gfx_vs_src =
|
||||
"struct vs_in {\n"
|
||||
" float2 pos: POS;\n"
|
||||
" float2 uv: UV;\n"
|
||||
"};\n"
|
||||
"struct vs_out {\n"
|
||||
" float2 uv: TEXCOORD0;\n"
|
||||
" float4 pos: SV_Position;\n"
|
||||
"};\n"
|
||||
"vs_out main(vs_in inp) {\n"
|
||||
" vs_out outp;\n"
|
||||
" outp.pos = float4(inp.pos*2.0-1.0, 0.5, 1.0);\n"
|
||||
" outp.uv = inp.uv;\n"
|
||||
" return outp;\n"
|
||||
"}\n";
|
||||
static const char* gfx_fs_src =
|
||||
"Texture2D<float4> tex: register(t0);\n"
|
||||
"sampler smp: register(s0);\n"
|
||||
"float4 main(float2 uv: TEXCOORD0): SV_Target0 {\n"
|
||||
" return tex.Sample(smp, uv);\n"
|
||||
"}\n";
|
||||
#endif
|
||||
|
||||
void gfx_init(s32 w, s32 h, s32 sx, s32 sy) {
|
||||
platform.gfx.fb_width = w;
|
||||
platform.gfx.fb_height = h;
|
||||
platform.gfx.fb_aspect_scale_x = sx;
|
||||
platform.gfx.fb_aspect_scale_y = sy;
|
||||
sg_setup(&(sg_desc){
|
||||
.mtl_device = sapp_metal_get_device(),
|
||||
.mtl_renderpass_descriptor_cb = sapp_metal_get_renderpass_descriptor,
|
||||
.mtl_drawable_cb = sapp_metal_get_drawable,
|
||||
.d3d11_device = sapp_d3d11_get_device(),
|
||||
.d3d11_device_context = sapp_d3d11_get_device_context(),
|
||||
.d3d11_render_target_view_cb = sapp_d3d11_get_render_target_view,
|
||||
.d3d11_depth_stencil_view_cb = sapp_d3d11_get_depth_stencil_view
|
||||
});
|
||||
|
||||
/* quad vertex buffers with and without flipped UVs */
|
||||
float verts[] = {
|
||||
0.0f, 0.0f, 0.0f, 0.0f,
|
||||
1.0f, 0.0f, 1.0f, 0.0f,
|
||||
0.0f, 1.0f, 0.0f, 1.0f,
|
||||
1.0f, 1.0f, 1.0f, 1.0f
|
||||
};
|
||||
float verts_flipped[] = {
|
||||
0.0f, 0.0f, 0.0f, 1.0f,
|
||||
1.0f, 0.0f, 1.0f, 1.0f,
|
||||
0.0f, 1.0f, 0.0f, 0.0f,
|
||||
1.0f, 1.0f, 1.0f, 0.0f
|
||||
};
|
||||
platform.gfx.upscale_draw_state.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){
|
||||
.size = sizeof(verts),
|
||||
.content = verts,
|
||||
});
|
||||
platform.gfx.draw_state.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){
|
||||
.size = sizeof(verts),
|
||||
.content = sg_query_feature(SG_FEATURE_ORIGIN_TOP_LEFT) ? verts : verts_flipped
|
||||
});
|
||||
|
||||
/* a shader to render a textured quad */
|
||||
sg_shader fsq_shd = sg_make_shader(&(sg_shader_desc){
|
||||
.fs.images = {
|
||||
[0] = { .name="tex", .type=SG_IMAGETYPE_2D },
|
||||
},
|
||||
.vs.source = gfx_vs_src,
|
||||
.fs.source = gfx_fs_src,
|
||||
});
|
||||
|
||||
/* 2 pipeline-state-objects, one for upscaling, one for rendering */
|
||||
sg_pipeline_desc pip_desc = {
|
||||
.layout = {
|
||||
.attrs[0] = { .name="in_pos", .sem_name="POS", .format=SG_VERTEXFORMAT_FLOAT2 },
|
||||
.attrs[1] = { .name="in_uv", .sem_name="UV", .format=SG_VERTEXFORMAT_FLOAT2 }
|
||||
},
|
||||
.shader = fsq_shd,
|
||||
.primitive_type = SG_PRIMITIVETYPE_TRIANGLE_STRIP
|
||||
};
|
||||
platform.gfx.draw_state.pipeline = sg_make_pipeline(&pip_desc);
|
||||
pip_desc.blend.depth_format = SG_PIXELFORMAT_NONE;
|
||||
platform.gfx.upscale_draw_state.pipeline = sg_make_pipeline(&pip_desc);
|
||||
|
||||
/* a texture with the emulator's raw pixel data */
|
||||
platform.gfx.upscale_draw_state.fs_images[0] = sg_make_image(&(sg_image_desc){
|
||||
.width = platform.gfx.fb_width,
|
||||
.height = platform.gfx.fb_height,
|
||||
.pixel_format = SG_PIXELFORMAT_RGBA8,
|
||||
.usage = SG_USAGE_STREAM,
|
||||
.min_filter = SG_FILTER_NEAREST,
|
||||
.mag_filter = SG_FILTER_NEAREST,
|
||||
.wrap_u = SG_WRAP_CLAMP_TO_EDGE,
|
||||
.wrap_v = SG_WRAP_CLAMP_TO_EDGE
|
||||
});
|
||||
/* a 2x upscaled render-target-texture */
|
||||
platform.gfx.draw_state.fs_images[0] = sg_make_image(&(sg_image_desc){
|
||||
.render_target = true,
|
||||
.width = 2*platform.gfx.fb_width,
|
||||
.height = 2*platform.gfx.fb_height,
|
||||
.pixel_format = SG_PIXELFORMAT_RGBA8,
|
||||
.min_filter = SG_FILTER_LINEAR,
|
||||
.mag_filter = SG_FILTER_LINEAR,
|
||||
.wrap_u = SG_WRAP_CLAMP_TO_EDGE,
|
||||
.wrap_v = SG_WRAP_CLAMP_TO_EDGE
|
||||
});
|
||||
|
||||
/* a render pass for the 2x upscaling */
|
||||
platform.gfx.upscale_pass = sg_make_pass(&(sg_pass_desc){
|
||||
.color_attachments[0].image = platform.gfx.draw_state.fs_images[0]
|
||||
});
|
||||
}
|
||||
|
||||
static const sg_pass_action gfx_upscale_pass_action = {
|
||||
.colors[0] = { .action = SG_ACTION_DONTCARE }
|
||||
};
|
||||
|
||||
static const sg_pass_action gfx_draw_pass_action = {
|
||||
.colors[0] = { .action = SG_ACTION_CLEAR, .val = { 0.05f, 0.05f, 0.05f, 1.0f } }
|
||||
};
|
||||
|
||||
static void apply_viewport(void) {
|
||||
const s32 canvas_width = sapp_width();
|
||||
const s32 canvas_height = sapp_height();
|
||||
const float canvas_aspect = (float)canvas_width / (float)canvas_height;
|
||||
const float fb_aspect = (float)(platform.gfx.fb_width*platform.gfx.fb_aspect_scale_x) / (float)(platform.gfx.fb_height*platform.gfx.fb_aspect_scale_y);
|
||||
const s32 frame_x = 5;
|
||||
const s32 frame_y = 5;
|
||||
s32 vp_x, vp_y, vp_w, vp_h;
|
||||
if (fb_aspect < canvas_aspect) {
|
||||
vp_y = frame_y;
|
||||
vp_h = canvas_height - 2 * frame_y;
|
||||
vp_w = (s32) (canvas_height * fb_aspect) - 2 * frame_x;
|
||||
vp_x = (canvas_width - vp_w) / 2;
|
||||
}
|
||||
else {
|
||||
vp_x = frame_x;
|
||||
vp_w = canvas_width - 2 * frame_x;
|
||||
vp_h = (s32) (canvas_width / fb_aspect) - 2 * frame_y;
|
||||
vp_y = frame_y;
|
||||
}
|
||||
sg_apply_viewport(vp_x, vp_y, vp_w, vp_h, true);
|
||||
}
|
||||
|
||||
static void gfx_draw() {
|
||||
|
||||
/* copy emulator pixel data into upscaling source texture */
|
||||
sg_update_image(platform.gfx.upscale_draw_state.fs_images[0], &(sg_image_content){
|
||||
.subimage[0][0] = {
|
||||
.ptr = platform.studio->tic->screen,
|
||||
.size = platform.gfx.fb_width*platform.gfx.fb_height*sizeof platform.studio->tic->screen[0]
|
||||
}
|
||||
});
|
||||
|
||||
/* upscale the original framebuffer 2x with nearest filtering */
|
||||
sg_begin_pass(platform.gfx.upscale_pass, &gfx_upscale_pass_action);
|
||||
sg_apply_draw_state(&platform.gfx.upscale_draw_state);
|
||||
sg_draw(0, 4, 1);
|
||||
sg_end_pass();
|
||||
|
||||
/* draw the final pass with linear filtering */
|
||||
sg_begin_default_pass(&gfx_draw_pass_action, sapp_width(), sapp_height());
|
||||
apply_viewport();
|
||||
sg_apply_draw_state(&platform.gfx.draw_state);
|
||||
sg_draw(0, 4, 1);
|
||||
sg_end_pass();
|
||||
sg_commit();
|
||||
}
|
||||
|
||||
static void setClipboardText(const char* text)
|
||||
{
|
||||
}
|
||||
|
@ -359,7 +116,7 @@ static System systemInterface =
|
|||
|
||||
static void app_init(void)
|
||||
{
|
||||
gfx_init(TIC80_FULLWIDTH, TIC80_FULLHEIGHT, 1, 1);
|
||||
sokol_gfx_init(TIC80_FULLWIDTH, TIC80_FULLHEIGHT, 1, 1);
|
||||
|
||||
platform.audio.samples = calloc(sizeof platform.audio.samples[0], saudio_sample_rate() / TIC_FRAMERATE * TIC_STEREO_CHANNLES);
|
||||
}
|
||||
|
@ -375,7 +132,7 @@ static void app_frame(void)
|
|||
|
||||
platform.studio->tick();
|
||||
|
||||
gfx_draw();
|
||||
sokol_gfx_draw(platform.studio->tic->screen);
|
||||
|
||||
s32 count = tic->samples.size / sizeof tic->samples.buffer[0];
|
||||
for(s32 i = 0; i < count; i++)
|
||||
|
|
|
@ -0,0 +1,11 @@
|
|||
#pragma once
|
||||
|
||||
#include "sokol_app.h"
|
||||
#include "sokol_gfx.h"
|
||||
#include "sokol_time.h"
|
||||
#include "sokol_audio.h"
|
||||
|
||||
#include <stdint.h>
|
||||
|
||||
void sokol_gfx_init(int w, int h, int sx, int sy);
|
||||
void sokol_gfx_draw(const uint32_t* ptr);
|
|
@ -0,0 +1,246 @@
|
|||
#include "sokol.h"
|
||||
|
||||
static struct
|
||||
{
|
||||
sg_draw_state upscale_draw_state;
|
||||
sg_pass upscale_pass;
|
||||
sg_draw_state draw_state;
|
||||
int fb_width;
|
||||
int fb_height;
|
||||
int fb_aspect_scale_x;
|
||||
int fb_aspect_scale_y;
|
||||
} sokol_gfx;
|
||||
|
||||
#if defined(SOKOL_GLCORE33)
|
||||
static const char* gfx_vs_src =
|
||||
"#version 330\n"
|
||||
"in vec2 in_pos;\n"
|
||||
"in vec2 in_uv;\n"
|
||||
"out vec2 uv;\n"
|
||||
"void main() {\n"
|
||||
" gl_Position = vec4(in_pos*2.0-1.0, 0.5, 1.0);\n"
|
||||
" uv = in_uv;\n"
|
||||
"}\n";
|
||||
static const char* gfx_fs_src =
|
||||
"#version 330\n"
|
||||
"uniform sampler2D tex;\n"
|
||||
"in vec2 uv;\n"
|
||||
"out vec4 frag_color;\n"
|
||||
"void main() {\n"
|
||||
" frag_color = texture(tex, uv);\n"
|
||||
"}\n";
|
||||
#elif defined(SOKOL_GLES2)
|
||||
static const char* gfx_vs_src =
|
||||
"attribute vec2 in_pos;\n"
|
||||
"attribute vec2 in_uv;\n"
|
||||
"varying vec2 uv;\n"
|
||||
"void main() {\n"
|
||||
" gl_Position = vec4(in_pos*2.0-1.0, 0.5, 1.0);\n"
|
||||
" uv = in_uv;\n"
|
||||
"}\n";
|
||||
static const char* gfx_fs_src =
|
||||
"precision mediump float;\n"
|
||||
"uniform sampler2D tex;"
|
||||
"varying vec2 uv;\n"
|
||||
"void main() {\n"
|
||||
" gl_FragColor = texture2D(tex, uv);\n"
|
||||
"}\n";
|
||||
#elif defined(SOKOL_METAL)
|
||||
static const char* gfx_vs_src =
|
||||
"#include <metal_stdlib>\n"
|
||||
"using namespace metal;\n"
|
||||
"struct vs_in {\n"
|
||||
" float2 pos [[attribute(0)]];\n"
|
||||
" float2 uv [[attribute(1)]];\n"
|
||||
"};\n"
|
||||
"struct vs_out {\n"
|
||||
" float4 pos [[position]];\n"
|
||||
" float2 uv;\n"
|
||||
"};\n"
|
||||
"vertex vs_out _main(vs_in in [[stage_in]]) {\n"
|
||||
" vs_out out;\n"
|
||||
" out.pos = float4(in.pos*2.0-1.0, 0.5, 1.0);\n"
|
||||
" out.uv = in.uv;\n"
|
||||
" return out;\n"
|
||||
"}\n";
|
||||
static const char* gfx_fs_src =
|
||||
"#include <metal_stdlib>\n"
|
||||
"using namespace metal;\n"
|
||||
"struct fs_in {\n"
|
||||
" float2 uv;\n"
|
||||
"};\n"
|
||||
"fragment float4 _main(fs_in in [[stage_in]], texture2d<float> tex [[texture(0)]], sampler smp [[sampler(0)]]) {\n"
|
||||
" return tex.sample(smp, in.uv);\n"
|
||||
"}\n";
|
||||
#elif defined(SOKOL_D3D11)
|
||||
static const char* gfx_vs_src =
|
||||
"struct vs_in {\n"
|
||||
" float2 pos: POS;\n"
|
||||
" float2 uv: UV;\n"
|
||||
"};\n"
|
||||
"struct vs_out {\n"
|
||||
" float2 uv: TEXCOORD0;\n"
|
||||
" float4 pos: SV_Position;\n"
|
||||
"};\n"
|
||||
"vs_out main(vs_in inp) {\n"
|
||||
" vs_out outp;\n"
|
||||
" outp.pos = float4(inp.pos*2.0-1.0, 0.5, 1.0);\n"
|
||||
" outp.uv = inp.uv;\n"
|
||||
" return outp;\n"
|
||||
"}\n";
|
||||
static const char* gfx_fs_src =
|
||||
"Texture2D<float4> tex: register(t0);\n"
|
||||
"sampler smp: register(s0);\n"
|
||||
"float4 main(float2 uv: TEXCOORD0): SV_Target0 {\n"
|
||||
" return tex.Sample(smp, uv);\n"
|
||||
"}\n";
|
||||
#endif
|
||||
|
||||
void sokol_gfx_init(int w, int h, int sx, int sy) {
|
||||
sokol_gfx.fb_width = w;
|
||||
sokol_gfx.fb_height = h;
|
||||
sokol_gfx.fb_aspect_scale_x = sx;
|
||||
sokol_gfx.fb_aspect_scale_y = sy;
|
||||
sg_setup(&(sg_desc){
|
||||
.mtl_device = sapp_metal_get_device(),
|
||||
.mtl_renderpass_descriptor_cb = sapp_metal_get_renderpass_descriptor,
|
||||
.mtl_drawable_cb = sapp_metal_get_drawable,
|
||||
.d3d11_device = sapp_d3d11_get_device(),
|
||||
.d3d11_device_context = sapp_d3d11_get_device_context(),
|
||||
.d3d11_render_target_view_cb = sapp_d3d11_get_render_target_view,
|
||||
.d3d11_depth_stencil_view_cb = sapp_d3d11_get_depth_stencil_view
|
||||
});
|
||||
|
||||
/* quad vertex buffers with and without flipped UVs */
|
||||
float verts[] = {
|
||||
0.0f, 0.0f, 0.0f, 0.0f,
|
||||
1.0f, 0.0f, 1.0f, 0.0f,
|
||||
0.0f, 1.0f, 0.0f, 1.0f,
|
||||
1.0f, 1.0f, 1.0f, 1.0f
|
||||
};
|
||||
float verts_flipped[] = {
|
||||
0.0f, 0.0f, 0.0f, 1.0f,
|
||||
1.0f, 0.0f, 1.0f, 1.0f,
|
||||
0.0f, 1.0f, 0.0f, 0.0f,
|
||||
1.0f, 1.0f, 1.0f, 0.0f
|
||||
};
|
||||
sokol_gfx.upscale_draw_state.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){
|
||||
.size = sizeof(verts),
|
||||
.content = verts,
|
||||
});
|
||||
sokol_gfx.draw_state.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){
|
||||
.size = sizeof(verts),
|
||||
.content = sg_query_feature(SG_FEATURE_ORIGIN_TOP_LEFT) ? verts : verts_flipped
|
||||
});
|
||||
|
||||
/* a shader to render a textured quad */
|
||||
sg_shader fsq_shd = sg_make_shader(&(sg_shader_desc){
|
||||
.fs.images = {
|
||||
[0] = { .name="tex", .type=SG_IMAGETYPE_2D },
|
||||
},
|
||||
.vs.source = gfx_vs_src,
|
||||
.fs.source = gfx_fs_src,
|
||||
});
|
||||
|
||||
/* 2 pipeline-state-objects, one for upscaling, one for rendering */
|
||||
sg_pipeline_desc pip_desc = {
|
||||
.layout = {
|
||||
.attrs[0] = { .name="in_pos", .sem_name="POS", .format=SG_VERTEXFORMAT_FLOAT2 },
|
||||
.attrs[1] = { .name="in_uv", .sem_name="UV", .format=SG_VERTEXFORMAT_FLOAT2 }
|
||||
},
|
||||
.shader = fsq_shd,
|
||||
.primitive_type = SG_PRIMITIVETYPE_TRIANGLE_STRIP
|
||||
};
|
||||
sokol_gfx.draw_state.pipeline = sg_make_pipeline(&pip_desc);
|
||||
pip_desc.blend.depth_format = SG_PIXELFORMAT_NONE;
|
||||
sokol_gfx.upscale_draw_state.pipeline = sg_make_pipeline(&pip_desc);
|
||||
|
||||
/* a texture with the emulator's raw pixel data */
|
||||
sokol_gfx.upscale_draw_state.fs_images[0] = sg_make_image(&(sg_image_desc){
|
||||
.width = sokol_gfx.fb_width,
|
||||
.height = sokol_gfx.fb_height,
|
||||
.pixel_format = SG_PIXELFORMAT_RGBA8,
|
||||
.usage = SG_USAGE_STREAM,
|
||||
.min_filter = SG_FILTER_NEAREST,
|
||||
.mag_filter = SG_FILTER_NEAREST,
|
||||
.wrap_u = SG_WRAP_CLAMP_TO_EDGE,
|
||||
.wrap_v = SG_WRAP_CLAMP_TO_EDGE
|
||||
});
|
||||
/* a 2x upscaled render-target-texture */
|
||||
sokol_gfx.draw_state.fs_images[0] = sg_make_image(&(sg_image_desc){
|
||||
.render_target = true,
|
||||
.width = 2*sokol_gfx.fb_width,
|
||||
.height = 2*sokol_gfx.fb_height,
|
||||
.pixel_format = SG_PIXELFORMAT_RGBA8,
|
||||
.min_filter = SG_FILTER_LINEAR,
|
||||
.mag_filter = SG_FILTER_LINEAR,
|
||||
.wrap_u = SG_WRAP_CLAMP_TO_EDGE,
|
||||
.wrap_v = SG_WRAP_CLAMP_TO_EDGE
|
||||
});
|
||||
|
||||
/* a render pass for the 2x upscaling */
|
||||
sokol_gfx.upscale_pass = sg_make_pass(&(sg_pass_desc){
|
||||
.color_attachments[0].image = sokol_gfx.draw_state.fs_images[0]
|
||||
});
|
||||
}
|
||||
|
||||
static const sg_pass_action gfx_upscale_pass_action = {
|
||||
.colors[0] = { .action = SG_ACTION_DONTCARE }
|
||||
};
|
||||
|
||||
static const sg_pass_action gfx_draw_pass_action = {
|
||||
.colors[0] = { .action = SG_ACTION_CLEAR, .val = { 0.05f, 0.05f, 0.05f, 1.0f } }
|
||||
};
|
||||
|
||||
static void apply_viewport(void) {
|
||||
const int canvas_width = sapp_width();
|
||||
const int canvas_height = sapp_height();
|
||||
const float canvas_aspect = (float)canvas_width / (float)canvas_height;
|
||||
const float fb_aspect = (float)(sokol_gfx.fb_width*sokol_gfx.fb_aspect_scale_x) / (float)(sokol_gfx.fb_height*sokol_gfx.fb_aspect_scale_y);
|
||||
const int frame_x = 5;
|
||||
const int frame_y = 5;
|
||||
int vp_x, vp_y, vp_w, vp_h;
|
||||
if (fb_aspect < canvas_aspect) {
|
||||
vp_y = frame_y;
|
||||
vp_h = canvas_height - 2 * frame_y;
|
||||
vp_w = (int) (canvas_height * fb_aspect) - 2 * frame_x;
|
||||
vp_x = (canvas_width - vp_w) / 2;
|
||||
}
|
||||
else {
|
||||
vp_x = frame_x;
|
||||
vp_w = canvas_width - 2 * frame_x;
|
||||
vp_h = (int) (canvas_width / fb_aspect) - 2 * frame_y;
|
||||
|
||||
// align top
|
||||
// vp_y = frame_y;
|
||||
|
||||
// align vcenter
|
||||
vp_y = (canvas_height - vp_h) / 2;
|
||||
}
|
||||
sg_apply_viewport(vp_x, vp_y, vp_w, vp_h, true);
|
||||
}
|
||||
|
||||
void sokol_gfx_draw(const uint32_t* ptr) {
|
||||
|
||||
/* copy emulator pixel data into upscaling source texture */
|
||||
sg_update_image(sokol_gfx.upscale_draw_state.fs_images[0], &(sg_image_content){
|
||||
.subimage[0][0] = {
|
||||
.ptr = ptr,
|
||||
.size = sokol_gfx.fb_width*sokol_gfx.fb_height*sizeof ptr[0]
|
||||
}
|
||||
});
|
||||
|
||||
/* upscale the original framebuffer 2x with nearest filtering */
|
||||
sg_begin_pass(sokol_gfx.upscale_pass, &gfx_upscale_pass_action);
|
||||
sg_apply_draw_state(&sokol_gfx.upscale_draw_state);
|
||||
sg_draw(0, 4, 1);
|
||||
sg_end_pass();
|
||||
|
||||
/* draw the final pass with linear filtering */
|
||||
sg_begin_default_pass(&gfx_draw_pass_action, sapp_width(), sapp_height());
|
||||
apply_viewport();
|
||||
sg_apply_draw_state(&sokol_gfx.draw_state);
|
||||
sg_draw(0, 4, 1);
|
||||
sg_end_pass();
|
||||
sg_commit();
|
||||
}
|
Loading…
Reference in New Issue