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DolphinNoGUI: Add a FBDev platform

And the associated GLContext bits
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stenzek committed Apr 10, 2019
1 parent 43fe02e commit 0a75e71672ed63d6d92ba42c1a183e72090d7c83
@@ -108,7 +108,7 @@ std::unique_ptr<GLContext> GLContext::Create(const WindowSystemInfo& wsi, bool s
}
#endif
#if HAVE_EGL
if (wsi.type == WindowSystemType::Headless)
if (wsi.type == WindowSystemType::Headless || wsi.type == WindowSystemType::FBDev)
context = std::make_unique<GLContextEGL>();
#endif

@@ -11,7 +11,8 @@ enum class WindowSystemType
MacOS,
Android,
X11,
Wayland
Wayland,
FBDev,
};

struct WindowSystemInfo
@@ -9,6 +9,10 @@ if(ENABLE_X11 AND X11_FOUND)
target_sources(dolphin-nogui PRIVATE PlatformX11.cpp)
endif()

if(${CMAKE_SYSTEM_NAME} STREQUAL "Linux")
target_sources(dolphin-nogui PRIVATE PlatformFBDev.cpp)
endif()

set_target_properties(dolphin-nogui PROPERTIES OUTPUT_NAME dolphin-emu-nogui)

target_link_libraries(dolphin-nogui
@@ -121,6 +121,11 @@ static std::unique_ptr<Platform> GetPlatform(const optparse::Values& options)
return Platform::CreateX11Platform();
#endif

#ifdef __linux__
if (platform_name == "fbdev" || platform_name.empty())
return Platform::CreateFBDevPlatform();
#endif

if (platform_name == "headless" || platform_name.empty())
return Platform::CreateHeadlessPlatform();

@@ -135,6 +140,10 @@ int main(int argc, char* argv[])
.help("Window platform to use [%choices]")
.choices({
"headless"
#ifdef __linux__
,
"fbdev"
#endif
#if HAVE_X11
,
"x11"
@@ -35,6 +35,9 @@ class Platform
#ifdef HAVE_X11
static std::unique_ptr<Platform> CreateX11Platform();
#endif
#ifdef __linux__
static std::unique_ptr<Platform> CreateFBDevPlatform();
#endif

protected:
void UpdateRunningFlag();
@@ -0,0 +1,102 @@
// Copyright 2018 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.

#include <unistd.h>

#include "DolphinNoGUI/Platform.h"

#include "Common/MsgHandler.h"
#include "Core/ConfigManager.h"
#include "Core/Core.h"
#include "Core/State.h"

#include <climits>
#include <cstdio>

#include <fcntl.h>
#include <linux/fb.h>
#include <linux/kd.h>
#include <linux/vt.h>
#include <sys/ioctl.h>
#include <sys/types.h>
#include <termios.h>
#include <unistd.h>
#include "VideoCommon/RenderBase.h"

namespace
{
class PlatformFBDev : public Platform
{
public:
~PlatformFBDev() override;

bool Init() override;
void SetTitle(const std::string& string) override;
void MainLoop() override;

WindowSystemInfo GetWindowSystemInfo() const;

private:
bool OpenFramebuffer();

int m_fb_fd = -1;
};

PlatformFBDev::~PlatformFBDev()
{
if (m_fb_fd >= 0)
close(m_fb_fd);
}

bool PlatformFBDev::Init()
{
if (!OpenFramebuffer())
return false;

return true;
}

bool PlatformFBDev::OpenFramebuffer()
{
m_fb_fd = open("/dev/fb0", O_RDWR);
if (m_fb_fd < 0)
{
std::fprintf(stderr, "open(/dev/fb0) failed\n");
return false;
}

return true;
}

void PlatformFBDev::SetTitle(const std::string& string)
{
std::fprintf(stdout, "%s\n", string.c_str());
}

void PlatformFBDev::MainLoop()
{
while (IsRunning())
{
UpdateRunningFlag();
Core::HostDispatchJobs();

// TODO: Is this sleep appropriate?
std::this_thread::sleep_for(std::chrono::milliseconds(1));
}
}

WindowSystemInfo PlatformFBDev::GetWindowSystemInfo() const
{
WindowSystemInfo wsi;
wsi.type = WindowSystemType::FBDev;
wsi.display_connection = nullptr; // EGL_DEFAULT_DISPLAY
wsi.render_surface = nullptr;
return wsi;
}
} // namespace

std::unique_ptr<Platform> Platform::CreateFBDevPlatform()
{
return std::make_unique<PlatformFBDev>();
}

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