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DolphinNoGUI: Add a FBDev platform
And the associated GLContext bits
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102
Source/Core/DolphinNoGUI/PlatformFBDev.cpp
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102
Source/Core/DolphinNoGUI/PlatformFBDev.cpp
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// Copyright 2018 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include <unistd.h>
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#include "DolphinNoGUI/Platform.h"
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#include "Common/MsgHandler.h"
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#include "Core/ConfigManager.h"
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#include "Core/Core.h"
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#include "Core/State.h"
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#include <climits>
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#include <cstdio>
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#include <fcntl.h>
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#include <linux/fb.h>
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#include <linux/kd.h>
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#include <linux/vt.h>
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#include <sys/ioctl.h>
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#include <sys/types.h>
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#include <termios.h>
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#include <unistd.h>
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#include "VideoCommon/RenderBase.h"
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namespace
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{
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class PlatformFBDev : public Platform
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{
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public:
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~PlatformFBDev() override;
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bool Init() override;
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void SetTitle(const std::string& string) override;
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void MainLoop() override;
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WindowSystemInfo GetWindowSystemInfo() const;
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private:
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bool OpenFramebuffer();
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int m_fb_fd = -1;
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};
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PlatformFBDev::~PlatformFBDev()
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{
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if (m_fb_fd >= 0)
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close(m_fb_fd);
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}
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bool PlatformFBDev::Init()
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{
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if (!OpenFramebuffer())
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return false;
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return true;
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}
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bool PlatformFBDev::OpenFramebuffer()
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{
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m_fb_fd = open("/dev/fb0", O_RDWR);
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if (m_fb_fd < 0)
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{
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std::fprintf(stderr, "open(/dev/fb0) failed\n");
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return false;
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}
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return true;
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}
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void PlatformFBDev::SetTitle(const std::string& string)
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{
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std::fprintf(stdout, "%s\n", string.c_str());
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}
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void PlatformFBDev::MainLoop()
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{
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while (IsRunning())
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{
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UpdateRunningFlag();
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Core::HostDispatchJobs();
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// TODO: Is this sleep appropriate?
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std::this_thread::sleep_for(std::chrono::milliseconds(1));
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}
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}
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WindowSystemInfo PlatformFBDev::GetWindowSystemInfo() const
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{
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WindowSystemInfo wsi;
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wsi.type = WindowSystemType::FBDev;
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wsi.display_connection = nullptr; // EGL_DEFAULT_DISPLAY
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wsi.render_surface = nullptr;
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return wsi;
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}
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} // namespace
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std::unique_ptr<Platform> Platform::CreateFBDevPlatform()
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{
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return std::make_unique<PlatformFBDev>();
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}
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