fix: create and draw ui even when running in gdb mode
This commit is contained in:
parent
422e0d00b8
commit
db0cb073e7
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@ -404,6 +404,12 @@ pub fn fastBoot(system: System) void {
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}
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}
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}
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}
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pub const Sync = struct {
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const Atomic = std.atomic.Value;
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should_quit: Atomic(bool) = Atomic(bool).init(false),
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};
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pub const debug = struct {
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pub const debug = struct {
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const Interface = @import("gdbstub").Emulator;
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const Interface = @import("gdbstub").Emulator;
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const Server = @import("gdbstub").Server;
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const Server = @import("gdbstub").Server;
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@ -535,8 +541,8 @@ pub const debug = struct {
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};
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};
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}
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}
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pub fn run(allocator: Allocator, system: System, scheduler: *Scheduler, should_quit: *AtomicBool) !void {
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pub fn run(allocator: Allocator, scheduler: *Scheduler, system: System, sync: *Sync) !std.Thread {
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var wrapper = Wrapper(.nds7).init(system, scheduler);
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var wrapper = Wrapper(.nds9).init(system, scheduler);
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var emu_interface = wrapper.interface(allocator);
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var emu_interface = wrapper.interface(allocator);
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defer emu_interface.deinit();
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defer emu_interface.deinit();
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@ -544,7 +550,6 @@ pub const debug = struct {
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var server = try Server.init(emu_interface, .{ .target = nds7.target, .memory_map = nds7.memory_map });
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var server = try Server.init(emu_interface, .{ .target = nds7.target, .memory_map = nds7.memory_map });
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defer server.deinit(allocator);
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defer server.deinit(allocator);
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const thread = try std.Thread.spawn(.{}, Server.run, .{ &server, allocator, should_quit });
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return try std.Thread.spawn(.{}, Server.run, .{ &server, allocator, &sync.should_quit });
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defer thread.join();
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}
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}
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};
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};
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15
src/main.zig
15
src/main.zig
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@ -68,16 +68,21 @@ pub fn main() !void {
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emu.fastBoot(system);
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emu.fastBoot(system);
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if (result.args.gdb == 0) {
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var ui = try Ui.init(allocator);
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var ui = try Ui.init(allocator);
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defer ui.deinit(allocator);
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defer ui.deinit(allocator);
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ui.setTitle(rom_title);
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ui.setTitle(rom_title);
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try ui.run(&scheduler, system);
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} else {
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var should_quit: std.atomic.Value(bool) = std.atomic.Value(bool).init(false);
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try emu.debug.run(allocator, system, &scheduler, &should_quit);
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const sync = try allocator.create(emu.Sync);
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defer allocator.destroy(sync);
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if (result.args.gdb == 0) {
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try ui.run(&scheduler, system, sync);
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} else {
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const thread = try emu.debug.run(allocator, &scheduler, system, sync);
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defer thread.join();
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try ui.debug_run(&scheduler, system, sync);
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}
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}
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}
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}
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180
src/platform.zig
180
src/platform.zig
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@ -8,9 +8,11 @@ const imgui = @import("ui/imgui.zig");
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const emu = @import("core/emu.zig");
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const emu = @import("core/emu.zig");
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const System = @import("core/emu.zig").System;
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const System = @import("core/emu.zig").System;
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const Sync = @import("core/emu.zig").Sync;
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const KeyInput = @import("core/io.zig").KeyInput;
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const KeyInput = @import("core/io.zig").KeyInput;
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const ExtKeyIn = @import("core/io.zig").ExtKeyIn;
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const ExtKeyIn = @import("core/io.zig").ExtKeyIn;
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const Scheduler = @import("core/Scheduler.zig");
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const Scheduler = @import("core/Scheduler.zig");
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const FrameBuffer = @import("core/ppu.zig").FrameBuffer;
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const Allocator = std.mem.Allocator;
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const Allocator = std.mem.Allocator;
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@ -86,41 +88,101 @@ pub const Ui = struct {
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return SDL.SDL_GL_GetProcAddress(proc.ptr);
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return SDL.SDL_GL_GetProcAddress(proc.ptr);
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}
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}
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pub fn run(self: *Self, scheduler: *Scheduler, system: System) !void {
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pub fn run(self: *Self, scheduler: *Scheduler, system: System, sync: *Sync) !void {
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// TODO: Sort this out please
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const id = try opengl_impl.runInit(&system.bus9.ppu.fb);
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defer id.deinit();
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const vao_id = opengl_impl.vao();
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defer gl.deleteVertexArrays(1, &[_]GLuint{vao_id});
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const top_tex = opengl_impl.screenTex(system.bus9.ppu.fb.top(.front));
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const btm_tex = opengl_impl.screenTex(system.bus9.ppu.fb.btm(.front));
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const top_out_tex = opengl_impl.outTex();
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const btm_out_tex = opengl_impl.outTex();
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defer gl.deleteTextures(4, &[_]GLuint{ top_tex, top_out_tex, btm_tex, btm_out_tex });
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const top_fbo = try opengl_impl.frameBuffer(top_out_tex);
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const btm_fbo = try opengl_impl.frameBuffer(btm_out_tex);
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defer gl.deleteFramebuffers(2, &[_]GLuint{ top_fbo, btm_fbo });
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const prog_id = try opengl_impl.program();
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defer gl.deleteProgram(prog_id);
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var event: SDL.SDL_Event = undefined;
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var event: SDL.SDL_Event = undefined;
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emu_loop: while (true) {
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while (!sync.should_quit.load(.Monotonic)) {
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emu.runFrame(scheduler, system);
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emu.runFrame(scheduler, system); // TODO: run emu in separate thread
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while (SDL.SDL_PollEvent(&event) != 0) {
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while (SDL.SDL_PollEvent(&event) != 0) {
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_ = zgui.backend.processEvent(&event);
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_ = zgui.backend.processEvent(&event);
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handleInput(&event, system, &self.state, sync);
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}
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{
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gl.bindFramebuffer(gl.FRAMEBUFFER, id.top_fbo);
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defer gl.bindFramebuffer(gl.FRAMEBUFFER, 0);
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gl.viewport(0, 0, nds_width, nds_height);
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opengl_impl.drawScreen(id.top_tex, id.prog_id, id.vao_id, system.bus9.ppu.fb.top(.front));
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}
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{
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gl.bindFramebuffer(gl.FRAMEBUFFER, id.btm_fbo);
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defer gl.bindFramebuffer(gl.FRAMEBUFFER, 0);
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gl.viewport(0, 0, nds_width, nds_height);
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opengl_impl.drawScreen(id.btm_tex, id.prog_id, id.vao_id, system.bus9.ppu.fb.btm(.front));
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}
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imgui.draw(&self.state, id.top_out_tex, id.btm_out_tex, system);
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// Background Colour
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const size = zgui.io.getDisplaySize();
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gl.viewport(0, 0, @intFromFloat(size[0]), @intFromFloat(size[1]));
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gl.clearColor(0, 0, 0, 1.0);
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gl.clear(gl.COLOR_BUFFER_BIT);
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zgui.backend.draw();
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SDL.SDL_GL_SwapWindow(self.window);
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}
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}
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pub fn debug_run(self: *Self, _: *Scheduler, system: System, sync: *Sync) !void {
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const id = try opengl_impl.runInit(&system.bus9.ppu.fb);
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defer id.deinit();
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var event: SDL.SDL_Event = undefined;
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while (!sync.should_quit.load(.Monotonic)) {
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while (SDL.SDL_PollEvent(&event) != 0) {
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_ = zgui.backend.processEvent(&event);
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handleInput(&event, system, &self.state, sync);
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}
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{
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gl.bindFramebuffer(gl.FRAMEBUFFER, id.top_fbo);
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defer gl.bindFramebuffer(gl.FRAMEBUFFER, 0);
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gl.viewport(0, 0, nds_width, nds_height);
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opengl_impl.drawScreen(id.top_tex, id.prog_id, id.vao_id, system.bus9.ppu.fb.top(.front));
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}
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{
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gl.bindFramebuffer(gl.FRAMEBUFFER, id.btm_fbo);
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defer gl.bindFramebuffer(gl.FRAMEBUFFER, 0);
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gl.viewport(0, 0, nds_width, nds_height);
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opengl_impl.drawScreen(id.btm_tex, id.prog_id, id.vao_id, system.bus9.ppu.fb.btm(.front));
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}
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imgui.draw(&self.state, id.top_out_tex, id.btm_out_tex, system);
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// Background Colour
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const size = zgui.io.getDisplaySize();
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gl.viewport(0, 0, @intFromFloat(size[0]), @intFromFloat(size[1]));
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gl.clearColor(0, 0, 0, 1.0);
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gl.clear(gl.COLOR_BUFFER_BIT);
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zgui.backend.draw();
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SDL.SDL_GL_SwapWindow(self.window);
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}
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}
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fn handleInput(event: *SDL.SDL_Event, system: System, state: *imgui.State, sync: *Sync) void {
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switch (event.type) {
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switch (event.type) {
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SDL.SDL_QUIT => break :emu_loop,
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SDL.SDL_QUIT => sync.should_quit.store(true, .Monotonic),
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SDL.SDL_WINDOWEVENT => {
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SDL.SDL_WINDOWEVENT => {
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if (event.window.event == SDL.SDL_WINDOWEVENT_RESIZED) {
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if (event.window.event == SDL.SDL_WINDOWEVENT_RESIZED) {
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std.log.debug("window resized to: {}x{}", .{ event.window.data1, event.window.data2 });
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std.log.debug("window resized to: {}x{}", .{ event.window.data1, event.window.data2 });
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self.state.dim.width = @intCast(event.window.data1);
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state.dim.width = @intCast(event.window.data1);
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self.state.dim.height = @intCast(event.window.data2);
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state.dim.height = @intCast(event.window.data2);
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zgui.io.setDisplaySize(@floatFromInt(event.window.data1), @floatFromInt(event.window.data2));
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}
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}
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},
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},
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SDL.SDL_KEYDOWN => {
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SDL.SDL_KEYDOWN => {
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@ -179,38 +241,6 @@ pub const Ui = struct {
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}
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}
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}
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}
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{
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gl.bindFramebuffer(gl.FRAMEBUFFER, top_fbo);
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defer gl.bindFramebuffer(gl.FRAMEBUFFER, 0);
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gl.viewport(0, 0, nds_width, nds_height);
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opengl_impl.drawScreen(top_tex, prog_id, vao_id, system.bus9.ppu.fb.top(.front));
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}
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{
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gl.bindFramebuffer(gl.FRAMEBUFFER, btm_fbo);
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defer gl.bindFramebuffer(gl.FRAMEBUFFER, 0);
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gl.viewport(0, 0, nds_width, nds_height);
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opengl_impl.drawScreen(btm_tex, prog_id, vao_id, system.bus9.ppu.fb.btm(.front));
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}
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const zgui_redraw = imgui.draw(&self.state, top_out_tex, btm_out_tex, system);
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if (zgui_redraw) {
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// Background Colour
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const size = zgui.io.getDisplaySize();
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gl.viewport(0, 0, @intFromFloat(size[0]), @intFromFloat(size[1]));
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gl.clearColor(0, 0, 0, 1.0);
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gl.clear(gl.COLOR_BUFFER_BIT);
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zgui.backend.draw();
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}
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SDL.SDL_GL_SwapWindow(self.window);
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}
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}
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pub fn setTitle(self: *@This(), title: [12]u8) void {
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pub fn setTitle(self: *@This(), title: [12]u8) void {
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self.state.title = title ++ [_:0]u8{};
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self.state.title = title ++ [_:0]u8{};
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}
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}
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@ -222,6 +252,46 @@ fn panic() noreturn {
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}
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}
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const opengl_impl = struct {
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const opengl_impl = struct {
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const Ids = struct {
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vao_id: GLuint,
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top_tex: GLuint,
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btm_tex: GLuint,
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top_out_tex: GLuint,
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btm_out_tex: GLuint,
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top_fbo: GLuint,
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btm_fbo: GLuint,
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prog_id: GLuint,
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fn deinit(self: Ids) void {
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gl.deleteProgram(self.prog_id);
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gl.deleteFramebuffers(2, &[_]GLuint{ self.top_fbo, self.btm_fbo });
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gl.deleteTextures(4, &[_]GLuint{ self.top_tex, self.top_out_tex, self.btm_tex, self.btm_out_tex });
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gl.deleteVertexArrays(1, &[_]GLuint{self.vao_id});
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}
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};
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fn runInit(fb: *const FrameBuffer) !Ids {
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const top_out_tex = opengl_impl.outTex();
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const btm_out_tex = opengl_impl.outTex();
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return .{
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.vao_id = opengl_impl.vao(),
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.top_tex = opengl_impl.screenTex(fb.top(.front)),
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.btm_tex = opengl_impl.screenTex(fb.btm(.front)),
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.top_out_tex = top_out_tex,
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.btm_out_tex = btm_out_tex,
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.top_fbo = try opengl_impl.frameBuffer(top_out_tex),
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.btm_fbo = try opengl_impl.frameBuffer(btm_out_tex),
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.prog_id = try opengl_impl.program(),
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};
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}
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fn drawScreen(tex_id: GLuint, prog_id: GLuint, vao_id: GLuint, buf: []const u8) void {
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fn drawScreen(tex_id: GLuint, prog_id: GLuint, vao_id: GLuint, buf: []const u8) void {
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gl.bindTexture(gl.TEXTURE_2D, tex_id);
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gl.bindTexture(gl.TEXTURE_2D, tex_id);
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defer gl.bindTexture(gl.TEXTURE_2D, 0);
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defer gl.bindTexture(gl.TEXTURE_2D, 0);
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@ -18,7 +18,7 @@ pub const State = struct {
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dim: Dimensions = .{ .width = 1600, .height = 900 },
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dim: Dimensions = .{ .width = 1600, .height = 900 },
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};
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};
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pub fn draw(state: *const State, top_tex: GLuint, btm_tex: GLuint, system: System) bool {
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pub fn draw(state: *const State, top_tex: GLuint, btm_tex: GLuint, system: System) void {
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_ = system;
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_ = system;
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zgui.backend.newFrame(@floatFromInt(state.dim.width), @floatFromInt(state.dim.height));
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zgui.backend.newFrame(@floatFromInt(state.dim.width), @floatFromInt(state.dim.height));
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@ -36,6 +36,4 @@ pub fn draw(state: *const State, top_tex: GLuint, btm_tex: GLuint, system: Syste
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zgui.image(@ptrFromInt(top_tex), .{ .w = w, .h = h });
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zgui.image(@ptrFromInt(top_tex), .{ .w = w, .h = h });
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zgui.image(@ptrFromInt(btm_tex), .{ .w = w, .h = h });
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zgui.image(@ptrFromInt(btm_tex), .{ .w = w, .h = h });
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}
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}
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return true;
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}
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}
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