gb/src/gui.rs

473 lines
16 KiB
Rust

use egui::{Context, TextureId};
use egui_wgpu_backend::{wgpu, RenderPass, ScreenDescriptor};
use egui_winit_platform::Platform;
use wgpu::{
Adapter, CommandEncoder, Device, Extent3d, FilterMode, Instance, Queue, RequestDeviceError,
Surface, SurfaceCapabilities, SurfaceConfiguration, Texture, TextureView,
TextureViewDescriptor,
};
use winit::dpi::PhysicalSize;
use winit::error::OsError;
use winit::event::{ElementState, Event, KeyboardInput};
use winit::event_loop::{ControlFlow, EventLoop};
use winit::window::Window;
use crate::cpu::Cpu;
use crate::{emu, GB_HEIGHT, GB_WIDTH};
const EGUI_DIMENSIONS: (usize, usize) = (1280, 720);
const FILTER_MODE: FilterMode = FilterMode::Nearest;
const WINDOW_TITLE: &str = "DMG-01 Emulator";
const SCALE: f32 = 3.0;
pub struct Gui {
pub should_quit: bool,
pub title: String,
pub mode: EmuMode,
window: Window,
platform: Platform,
surface: Surface,
device: Device,
queue: Queue,
surface_config: SurfaceConfiguration,
render_pass: RenderPass,
texture: Texture,
texture_size: Extent3d,
texture_id: TextureId,
}
impl Gui {
pub fn new<T>(title: String, event_loop: &EventLoop<T>, cpu: &Cpu) -> Self {
use wgpu::InstanceDescriptor;
let window = build_window(event_loop).expect("build window");
let instance = Instance::new(InstanceDescriptor::default());
let surface = unsafe {
instance
.create_surface(&window)
.expect("create wgpu instance surface")
};
let adapter = request_adapter(&instance, &surface).expect("request adaptor");
let (device, queue) = request_device(&adapter).expect("request device");
let capabilities = surface.get_capabilities(&adapter);
let surface_config = surface_config(&window, capabilities);
surface.configure(&device, &surface_config);
let platform = platform(&window);
let mut render_pass = RenderPass::new(&device, surface_config.format, 1);
let texture_size = texture_size();
let texture = create_texture(&device, texture_size);
write_to_texture(&queue, &texture, emu::pixel_buf(cpu), texture_size);
let view = texture.create_view(&TextureViewDescriptor::default());
let texture_id = expose_texture_to_egui(&mut render_pass, &device, &view);
Self {
should_quit: Default::default(),
title,
mode: EmuMode::Running,
window,
platform,
surface,
device,
queue,
surface_config,
render_pass,
texture,
texture_size,
texture_id,
}
}
pub fn maybe_quit(&self, cpu: &Cpu, control_flow: &mut ControlFlow) {
if self.should_quit {
emu::save_and_exit(cpu, control_flow);
}
}
pub fn request_redraw(&self) {
self.window.request_redraw();
}
pub fn handle_event<T>(&mut self, event: &Event<T>) {
self.platform.handle_event(event);
}
pub fn update_time(&mut self, elapsed_seconds: f64) {
self.platform.update_time(elapsed_seconds);
}
pub fn resize(&mut self, size: PhysicalSize<u32>) {
// See: https://github.com/rust-windowing/winit/issues/208
if size.width > 0 && size.height > 0 {
self.surface_config.width = size.width;
self.surface_config.height = size.height;
self.surface.configure(&self.device, &self.surface_config);
}
}
pub fn paint(&mut self, cpu: &Cpu) {
use wgpu::{Color, SurfaceError};
let data = emu::pixel_buf(cpu);
write_to_texture(&self.queue, &self.texture, data, self.texture_size);
let output_frame = match self.surface.get_current_texture() {
Ok(frame) => frame,
Err(SurfaceError::Outdated) => return, // Occurs on minimization on Windows
Err(e) => {
eprintln!("Dropped frame with error: {}", e);
return;
}
};
let output_view = output_frame
.texture
.create_view(&TextureViewDescriptor::default());
// Begin to draw Egui components
self.platform.begin_frame();
self.draw_egui(cpu, &self.platform.context(), self.texture_id);
// End the UI frame. We could now handle the output and draw the UI with the backend.
let full_output = self.platform.end_frame(Some(&self.window));
let paint_jobs = self.platform.context().tessellate(full_output.shapes);
let mut encoder = create_command_encoder(&self.device);
let screen_descriptor = create_screen_descriptor(&self.window, &self.surface_config);
let tdelta = full_output.textures_delta;
// Upload all resources for the GPU.
self.render_pass
.add_textures(&self.device, &self.queue, &tdelta)
.expect("add texture ok");
self.render_pass
.update_buffers(&self.device, &self.queue, &paint_jobs, &screen_descriptor);
// Record all render passes.
self.render_pass
.execute(
&mut encoder,
&output_view,
&paint_jobs,
&screen_descriptor,
Some(Color::BLACK),
)
.expect("execute render pass");
// Submit the commands.
self.queue.submit(std::iter::once(encoder.finish()));
// Redraw egui
output_frame.present();
self.render_pass
.remove_textures(tdelta)
.expect("remove texture delta");
}
#[inline]
pub fn draw_egui(&mut self, cpu: &Cpu, ctx: &Context, texture_id: TextureId) {
use crate::{cpu, instruction, ppu};
fn selectable_text(ui: &mut egui::Ui, mut text: &str) -> egui::Response {
ui.add(egui::TextEdit::multiline(&mut text).code_editor())
}
egui::TopBottomPanel::top("top_panel").show(ctx, |ui| {
ui.menu_button("File", |ui| {
if ui.button("Quit").clicked() {
self.should_quit = true;
}
});
egui::Window::new(&self.title).show(ctx, |ui| {
ui.image(
texture_id,
[GB_WIDTH as f32 * SCALE, GB_HEIGHT as f32 * SCALE],
);
});
egui::Window::new("Disassembly").show(ctx, |ui| {
selectable_text(ui, &instruction::dbg::tmp_disasm(cpu, 20));
});
egui::Window::new("Settings").show(ctx, |ui| {
egui::ComboBox::from_label("Emulation Mode")
.selected_text(format!("{:?}", self.mode))
.show_ui(ui, |ui| {
ui.selectable_value(&mut self.mode, EmuMode::Running, "Running");
ui.selectable_value(&mut self.mode, EmuMode::Stopped, "Stopped");
ui.selectable_value(&mut self.mode, EmuMode::StepFrame, "Step Frame");
ui.selectable_value(&mut self.mode, EmuMode::Step, "Step");
})
});
egui::Window::new("GB Info").show(ctx, |ui| {
ui.horizontal(|ui| {
ui.vertical(|ui| {
ui.heading("CPU");
ui.monospace(format!("AF: {:#06X}", cpu::dbg::af(cpu)));
ui.monospace(format!("BC: {:#06X}", cpu::dbg::bc(cpu)));
ui.monospace(format!("DE: {:#06X}", cpu::dbg::de(cpu)));
ui.monospace(format!("HL: {:#06X}", cpu::dbg::hl(cpu)));
ui.add_space(10.0);
ui.monospace(format!("SP: {:#06X}", cpu::dbg::sp(cpu)));
ui.monospace(format!("PC: {:#06X}", cpu::dbg::pc(cpu)));
});
ui.vertical(|ui| {
let ppu = &cpu.bus.ppu;
ui.heading("PPU");
ui.monospace(format!("LY: {}", ppu::dbg::ly(ppu)));
ui.horizontal(|ui| {
ui.monospace(format!("SCX: {}", ppu::dbg::scx(ppu)));
ui.monospace(format!("SCY: {}", ppu::dbg::scy(ppu)));
});
ui.horizontal(|ui| {
ui.monospace(format!("WX: {}", ppu::dbg::wx(ppu)));
ui.monospace(format!("WY: {}", ppu::dbg::wy(ppu)));
});
ui.monospace(format!(
"Mode: {:?} {}",
ppu::dbg::mode(ppu),
ppu::dbg::dot(ppu)
))
});
});
ui.add_space(10.0);
let _ = ui.selectable_label(cpu::dbg::ime(cpu), "IME");
ui.horizontal(|ui| {
let irq = cpu.int_request();
ui.label("IRQ:");
let _ = ui.selectable_label(irq & 0b01 == 0x01, "VBlank");
let _ = ui.selectable_label(irq >> 1 & 0x01 == 0x01, "LCD STAT");
let _ = ui.selectable_label(irq >> 2 & 0x01 == 0x01, "Timer");
let _ = ui.selectable_label(irq >> 3 & 0x01 == 0x01, "Serial");
let _ = ui.selectable_label(irq >> 4 & 0x01 == 0x01, "Joypad");
});
ui.horizontal(|ui| {
let ie = cpu.int_enable();
// TODO: Reimplement this
// let r_len = ctx.fonts().glyph_width(egui::TextStyle::Body, 'R');
// let e_len = ctx.fonts().glyph_width(egui::TextStyle::Body, 'E');
// let q_len = ctx.fonts().glyph_width(egui::TextStyle::Body, 'Q');
ui.label("IE:");
// ui.add_space(q_len - (e_len - r_len));
let _ = ui.selectable_label(ie & 0b01 == 0x01, "VBlank");
let _ = ui.selectable_label(ie >> 1 & 0x01 == 0x01, "LCD STAT");
let _ = ui.selectable_label(ie >> 2 & 0x01 == 0x01, "Timer");
let _ = ui.selectable_label(ie >> 3 & 0x01 == 0x01, "Serial");
let _ = ui.selectable_label(ie >> 4 & 0x01 == 0x01, "Joypad");
});
ui.add_space(10.0);
ui.horizontal(|ui| {
let flags = cpu::dbg::flags(cpu);
let _ = ui.selectable_label((flags >> 7 & 0x01) == 0x01, "Zero");
let _ = ui.selectable_label((flags >> 6 & 0x01) == 0x01, "Negative");
let _ = ui.selectable_label((flags >> 5 & 0x01) == 0x01, "Half-Carry");
let _ = ui.selectable_label((flags >> 4 & 0x01) == 0x01, "Carry");
})
})
});
}
}
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum EmuMode {
Running,
StepFrame,
Stopped,
Step,
}
/// To avoid using an [Option<KeyboardInput>] to keep track of user input from winit,
/// we can use a "default" value. However, in order for this to work the chosen "default"
/// value must be an **unused** key, so that it is ignored by the emulator.
pub fn unused_key() -> KeyboardInput {
#![allow(deprecated)]
KeyboardInput {
scancode: Default::default(),
state: ElementState::Released,
virtual_keycode: Default::default(),
modifiers: Default::default(), // this argument is deprecated
}
}
fn build_window<T>(event_loop: &EventLoop<T>) -> Result<Window, OsError> {
use winit::window::WindowBuilder;
WindowBuilder::new()
.with_decorations(true)
.with_resizable(true)
.with_transparent(false)
.with_title(WINDOW_TITLE)
.with_inner_size(PhysicalSize {
width: EGUI_DIMENSIONS.0 as f32,
height: EGUI_DIMENSIONS.1 as f32,
})
.build(event_loop)
}
fn request_adapter(instance: &Instance, surface: &Surface) -> Option<Adapter> {
use wgpu::{PowerPreference, RequestAdapterOptions};
pollster::block_on(instance.request_adapter(&RequestAdapterOptions {
power_preference: PowerPreference::HighPerformance,
compatible_surface: Some(surface),
force_fallback_adapter: false, // TODO: What do I want to do with this?
}))
}
fn request_device(adapter: &Adapter) -> Result<(Device, Queue), RequestDeviceError> {
use wgpu::{DeviceDescriptor, Features, Limits};
pollster::block_on(adapter.request_device(
&DeviceDescriptor {
features: Features::default(),
limits: Limits::default(),
label: None,
},
None,
))
}
fn surface_config(window: &Window, capabilities: SurfaceCapabilities) -> SurfaceConfiguration {
use egui_wgpu_backend::wgpu::{PresentMode, TextureFormat, TextureUsages};
let size = window.inner_size();
SurfaceConfiguration {
usage: TextureUsages::RENDER_ATTACHMENT,
format: capabilities.formats[0],
width: size.width as u32,
height: size.height as u32,
present_mode: PresentMode::Fifo,
alpha_mode: capabilities.alpha_modes[0],
view_formats: vec![TextureFormat::Bgra8UnormSrgb],
}
}
fn platform(window: &Window) -> Platform {
use egui::FontDefinitions;
use egui_winit_platform::PlatformDescriptor;
let size = window.inner_size();
Platform::new(PlatformDescriptor {
physical_width: size.width as u32,
physical_height: size.height as u32,
scale_factor: window.scale_factor(),
font_definitions: FontDefinitions::default(),
..Default::default()
})
}
fn texture_size() -> Extent3d {
Extent3d {
width: GB_WIDTH as u32,
height: GB_HEIGHT as u32,
..Default::default()
}
}
fn create_texture(device: &Device, size: Extent3d) -> Texture {
use wgpu::{TextureDescriptor, TextureDimension, TextureFormat, TextureUsages};
device.create_texture(&TextureDescriptor {
size,
mip_level_count: 1,
sample_count: 1,
dimension: TextureDimension::D2,
format: TextureFormat::Bgra8Unorm,
usage: TextureUsages::COPY_DST | TextureUsages::TEXTURE_BINDING,
label: Some("gb_pixel_buffer"),
view_formats: &[TextureFormat::Bgra8Unorm],
})
}
#[inline]
fn write_to_texture(
queue: &Queue,
texture: &Texture,
data: &[u8; GB_WIDTH * 4 * GB_HEIGHT],
size: Extent3d,
) {
use std::num::NonZeroU32;
use wgpu::{ImageCopyTexture, ImageDataLayout, Origin3d, TextureAspect};
queue.write_texture(
ImageCopyTexture {
texture,
mip_level: 0,
origin: Origin3d::ZERO,
aspect: TextureAspect::All,
},
data,
ImageDataLayout {
offset: 0,
bytes_per_row: NonZeroU32::new(4 * GB_WIDTH as u32),
rows_per_image: NonZeroU32::new(GB_HEIGHT as u32),
},
size,
);
}
fn expose_texture_to_egui(
render_pass: &mut RenderPass,
device: &Device,
view: &TextureView,
) -> TextureId {
render_pass.egui_texture_from_wgpu_texture(device, view, FILTER_MODE)
}
#[inline]
fn create_command_encoder(device: &Device) -> CommandEncoder {
use wgpu::CommandEncoderDescriptor;
device.create_command_encoder(&CommandEncoderDescriptor {
label: Some("encoder"),
})
}
#[inline]
fn create_screen_descriptor(window: &Window, config: &SurfaceConfiguration) -> ScreenDescriptor {
ScreenDescriptor {
physical_width: config.width,
physical_height: config.height,
scale_factor: window.scale_factor() as f32,
}
}
pub mod kbd {
use winit::event::{ElementState, KeyboardInput, VirtualKeyCode};
pub fn space_released(input: &KeyboardInput) -> bool {
let keycode = input.virtual_keycode;
matches!(input.state, ElementState::Released if keycode == Some(VirtualKeyCode::Space))
}
}