zba/src/main.zig

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const std = @import("std");
const builtin = @import("builtin");
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const SDL = @import("sdl2");
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const clap = @import("clap");
const known_folders = @import("known_folders");
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const emu = @import("emu.zig");
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const Bus = @import("Bus.zig");
const Apu = @import("apu.zig").Apu;
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const Arm7tdmi = @import("cpu.zig").Arm7tdmi;
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const Scheduler = @import("scheduler.zig").Scheduler;
const FpsAverage = @import("util.zig").FpsAverage;
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const Timer = std.time.Timer;
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const Thread = std.Thread;
const Atomic = std.atomic.Atomic;
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const File = std.fs.File;
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const window_scale = 4;
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const gba_width = @import("ppu.zig").width;
const gba_height = @import("ppu.zig").height;
const framebuf_pitch = @import("ppu.zig").framebuf_pitch;
const expected_rate = @import("emu.zig").frame_rate;
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const sample_rate = @import("apu.zig").host_sample_rate;
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pub const enable_logging: bool = false;
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const is_binary: bool = false;
const log = std.log.scoped(.GUI);
pub const log_level = if (builtin.mode != .Debug) .info else std.log.default_level;
const asString = @import("util.zig").asString;
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pub fn main() anyerror!void {
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// Allocator for Emulator + CLI
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var gpa = std.heap.GeneralPurposeAllocator(.{}){};
const alloc = gpa.allocator();
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defer std.debug.assert(!gpa.deinit());
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// CLI Arguments
const params = comptime clap.parseParamsComptime(
\\-h, --help Display this help and exit.
\\-b, --bios <str> Optional path to a GBA BIOS ROM.
\\<str> Path to the GBA GamePak ROM
\\
);
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var res = try clap.parse(clap.Help, &params, clap.parsers.default, .{});
defer res.deinit();
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const stderr = std.io.getStdErr();
defer stderr.close();
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if (res.args.help) return clap.help(stderr.writer(), clap.Help, &params, .{});
const bios_path: ?[]const u8 = if (res.args.bios) |p| p else null;
const rom_path = switch (res.positionals.len) {
1 => res.positionals[0],
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0 => {
try stderr.writeAll("ZBA requires a positional path to a GamePak ROM.\n");
return CliError.InsufficientOptions;
},
else => {
try stderr.writeAll("ZBA received too many arguments.\n");
return CliError.UnneededOptions;
},
};
// Determine Save Directory
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const save_dir = try setupSavePath(alloc);
defer if (save_dir) |path| alloc.free(path);
log.info("Found save directory: {s}", .{save_dir});
// Initialize SDL
_ = initSdl2();
defer SDL.SDL_Quit();
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// Initialize Emulator
var scheduler = Scheduler.init(alloc);
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defer scheduler.deinit();
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const paths = .{ .bios = bios_path, .rom = rom_path, .save = save_dir };
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var cpu = try Arm7tdmi.init(alloc, &scheduler, paths);
defer cpu.deinit();
cpu.bus.attach(&cpu);
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cpu.fastBoot();
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// Initialize SDL Audio
const audio_dev = initAudio(&cpu.bus.apu);
defer SDL.SDL_CloseAudioDevice(audio_dev);
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const log_file: ?File = if (enable_logging) blk: {
const file = try std.fs.cwd().createFile(if (is_binary) "zba.bin" else "zba.log", .{});
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cpu.useLogger(&file, is_binary);
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break :blk file;
} else null;
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defer if (log_file) |file| file.close();
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// Init Atomics
var quit = Atomic(bool).init(false);
var emu_rate = FpsAverage.init();
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// Create Emulator Thread
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const emu_thread = try Thread.spawn(.{}, emu.run, .{ .UnlimitedFPS, &quit, &emu_rate, &scheduler, &cpu });
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defer emu_thread.join();
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var title_buf: [0x20]u8 = std.mem.zeroes([0x20]u8);
const window_title = try std.fmt.bufPrint(&title_buf, "ZBA | {s}", .{asString(cpu.bus.pak.title)});
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const window = createWindow(window_title, gba_width, gba_height);
defer SDL.SDL_DestroyWindow(window);
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const renderer = createRenderer(window);
defer SDL.SDL_DestroyRenderer(renderer);
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const texture = createTexture(renderer, gba_width, gba_height);
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defer SDL.SDL_DestroyTexture(texture);
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// Init FPS Timer
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var dyn_title_buf: [0x100]u8 = [_]u8{0x00} ** 0x100;
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emu_loop: while (true) {
var event: SDL.SDL_Event = undefined;
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while (SDL.SDL_PollEvent(&event) != 0) {
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// Pause Emulation Thread during Input Writing
switch (event.type) {
SDL.SDL_QUIT => break :emu_loop,
SDL.SDL_KEYDOWN => {
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const io = &cpu.bus.io;
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const key_code = event.key.keysym.sym;
switch (key_code) {
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SDL.SDLK_UP => io.keyinput.up.unset(),
SDL.SDLK_DOWN => io.keyinput.down.unset(),
SDL.SDLK_LEFT => io.keyinput.left.unset(),
SDL.SDLK_RIGHT => io.keyinput.right.unset(),
SDL.SDLK_x => io.keyinput.a.unset(),
SDL.SDLK_z => io.keyinput.b.unset(),
SDL.SDLK_a => io.keyinput.shoulder_l.unset(),
SDL.SDLK_s => io.keyinput.shoulder_r.unset(),
SDL.SDLK_RETURN => io.keyinput.start.unset(),
SDL.SDLK_RSHIFT => io.keyinput.select.unset(),
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else => {},
}
},
SDL.SDL_KEYUP => {
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const io = &cpu.bus.io;
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const key_code = event.key.keysym.sym;
switch (key_code) {
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SDL.SDLK_UP => io.keyinput.up.set(),
SDL.SDLK_DOWN => io.keyinput.down.set(),
SDL.SDLK_LEFT => io.keyinput.left.set(),
SDL.SDLK_RIGHT => io.keyinput.right.set(),
SDL.SDLK_x => io.keyinput.a.set(),
SDL.SDLK_z => io.keyinput.b.set(),
SDL.SDLK_a => io.keyinput.shoulder_l.set(),
SDL.SDLK_s => io.keyinput.shoulder_r.set(),
SDL.SDLK_RETURN => io.keyinput.start.set(),
SDL.SDLK_RSHIFT => io.keyinput.select.set(),
SDL.SDLK_i => std.debug.print("{} samples\n", .{@intCast(u32, SDL.SDL_AudioStreamAvailable(cpu.bus.apu.stream)) / (2 * @sizeOf(f32))}),
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else => {},
}
},
else => {},
}
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}
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// FIXME: Is it OK just to copy the Emulator's Frame Buffer to SDL?
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const buf_ptr = cpu.bus.ppu.framebuf.ptr;
_ = SDL.SDL_UpdateTexture(texture, null, buf_ptr, framebuf_pitch);
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_ = SDL.SDL_RenderCopy(renderer, texture, null, null);
SDL.SDL_RenderPresent(renderer);
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const actual = emu_rate.calc();
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const dyn_title = std.fmt.bufPrint(&dyn_title_buf, "{s} [Emu: {d:.1}fps, {d:0>6.2}%] ", .{ window_title, actual, actual * 100 / expected_rate }) catch unreachable;
SDL.SDL_SetWindowTitle(window, dyn_title.ptr);
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}
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quit.store(true, .Unordered); // Terminate Emulator Thread
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}
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const CliError = error{
InsufficientOptions,
UnneededOptions,
};
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fn sdlPanic() noreturn {
const str = @as(?[*:0]const u8, SDL.SDL_GetError()) orelse "unknown error";
@panic(std.mem.sliceTo(str, 0));
}
// FIXME: Superfluous allocations?
fn setupSavePath(alloc: std.mem.Allocator) !?[]const u8 {
const save_subpath = try std.fs.path.join(alloc, &[_][]const u8{ "zba", "save" });
defer alloc.free(save_subpath);
const maybe_data_path = try known_folders.getPath(alloc, .data);
defer if (maybe_data_path) |path| alloc.free(path);
const save_path = if (maybe_data_path) |base| try std.fs.path.join(alloc, &[_][]const u8{ base, save_subpath }) else null;
if (save_path) |_| {
// If we've determined what our save path should be, ensure the prereq directories
// are present so that we can successfully write to the path when necessary
const maybe_data_dir = try known_folders.open(alloc, .data, .{});
if (maybe_data_dir) |data_dir| try data_dir.makePath(save_subpath);
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}
return save_path;
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}
fn initSdl2() c_int {
const status = SDL.SDL_Init(SDL.SDL_INIT_VIDEO | SDL.SDL_INIT_EVENTS | SDL.SDL_INIT_AUDIO | SDL.SDL_INIT_GAMECONTROLLER);
if (status < 0) sdlPanic();
return status;
}
fn createWindow(title: []u8, width: c_int, height: c_int) *SDL.SDL_Window {
return SDL.SDL_CreateWindow(
title.ptr,
SDL.SDL_WINDOWPOS_CENTERED,
SDL.SDL_WINDOWPOS_CENTERED,
width * window_scale,
height * window_scale,
SDL.SDL_WINDOW_SHOWN,
) orelse sdlPanic();
}
fn createRenderer(window: *SDL.SDL_Window) *SDL.SDL_Renderer {
return SDL.SDL_CreateRenderer(window, -1, SDL.SDL_RENDERER_ACCELERATED | SDL.SDL_RENDERER_PRESENTVSYNC) orelse sdlPanic();
}
fn createTexture(renderer: *SDL.SDL_Renderer, width: c_int, height: c_int) *SDL.SDL_Texture {
return SDL.SDL_CreateTexture(
renderer,
SDL.SDL_PIXELFORMAT_RGBA8888,
SDL.SDL_TEXTUREACCESS_STREAMING,
width,
height,
) orelse sdlPanic();
}
fn initAudio(apu: *Apu) SDL.SDL_AudioDeviceID {
var have: SDL.SDL_AudioSpec = undefined;
var want: SDL.SDL_AudioSpec = .{
.freq = sample_rate,
.format = SDL.AUDIO_F32,
.channels = 2,
.samples = 0x100,
.callback = audioCallback,
.userdata = apu,
.silence = undefined,
.size = undefined,
.padding = undefined,
};
const dev = SDL.SDL_OpenAudioDevice(null, 0, &want, &have, 0);
if (dev == 0) sdlPanic();
// Start Playback on the Audio device
SDL.SDL_PauseAudioDevice(dev, 0);
return dev;
}
export fn audioCallback(userdata: ?*anyopaque, stream: [*c]u8, len: c_int) void {
const apu = @ptrCast(*Apu, @alignCast(8, userdata));
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_ = SDL.SDL_AudioStreamGet(apu.stream, stream, len);
}