zba/src/main.zig

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const std = @import("std");
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const SDL = @import("sdl2");
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const clap = @import("clap");
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const emu = @import("emu.zig");
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const Bus = @import("Bus.zig");
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const Arm7tdmi = @import("cpu.zig").Arm7tdmi;
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const Scheduler = @import("scheduler.zig").Scheduler;
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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 = 3;
const gba_width = @import("ppu.zig").width;
const gba_height = @import("ppu.zig").height;
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const buf_pitch = @import("ppu.zig").buf_pitch;
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pub const enable_logging: bool = false;
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const is_binary: bool = false;
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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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// Parse CLI Arguments
const params = comptime [_]clap.Param(clap.Help){
clap.parseParam("-h, --help Display this help and exit. ") catch unreachable,
clap.parseParam("-b, --bios <PATH> Optional Path to GBA BIOS ROM. ") catch unreachable,
clap.parseParam("<PATH> Path to GBA GamePak ROM ") catch unreachable,
};
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var args = try clap.parse(clap.Help, &params, .{});
defer args.deinit();
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if (args.flag("--help")) {
return clap.help(std.io.getStdErr().writer(), &params);
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}
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var maybe_bios: ?[]const u8 = null;
if (args.option("--bios")) |path| {
maybe_bios = path;
}
const positionals = args.positionals();
const stderr = std.io.getStdErr();
defer stderr.close();
const rom_path = switch (positionals.len) {
1 => positionals[0],
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;
},
};
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// Initialize Emulator
var scheduler = Scheduler.init(alloc);
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defer scheduler.deinit();
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var bus = try Bus.init(alloc, &scheduler, rom_path, maybe_bios);
defer bus.deinit();
var cpu = Arm7tdmi.init(&scheduler, &bus);
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cpu.fastBoot();
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var log_file: ?File = undefined;
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if (enable_logging) {
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const file_name: []const u8 = if (is_binary) "zba.bin" else "zba.log";
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const file = try std.fs.cwd().createFile(file_name, .{});
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cpu.useLogger(&file, is_binary);
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log_file = file;
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}
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defer if (log_file) |file| file.close();
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// Init Atomics
var quit = Atomic(bool).init(false);
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var pause = Atomic(bool).init(false);
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// Create Emulator Thread
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const emu_thread = try Thread.spawn(.{}, emu.runEmuThread, .{ &quit, &pause, &scheduler, &cpu, &bus });
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defer emu_thread.join();
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// Initialize SDL
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const status = SDL.SDL_Init(SDL.SDL_INIT_VIDEO | SDL.SDL_INIT_EVENTS | SDL.SDL_INIT_AUDIO | SDL.SDL_INIT_GAMECONTROLLER);
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if (status < 0) sdlPanic();
defer SDL.SDL_Quit();
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var title_buf: [0x20]u8 = [_]u8{0x00} ** 0x20;
const title = try std.fmt.bufPrint(&title_buf, "ZBA | {s}", .{bus.pak.title});
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var window = SDL.SDL_CreateWindow(
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title.ptr,
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SDL.SDL_WINDOWPOS_CENTERED,
SDL.SDL_WINDOWPOS_CENTERED,
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gba_width * window_scale,
gba_height * window_scale,
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SDL.SDL_WINDOW_SHOWN,
) orelse sdlPanic();
defer SDL.SDL_DestroyWindow(window);
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var renderer = SDL.SDL_CreateRenderer(window, -1, SDL.SDL_RENDERER_ACCELERATED) orelse sdlPanic();
defer SDL.SDL_DestroyRenderer(renderer);
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const texture = SDL.SDL_CreateTexture(renderer, SDL.SDL_PIXELFORMAT_BGR555, SDL.SDL_TEXTUREACCESS_STREAMING, 240, 160) orelse sdlPanic();
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defer SDL.SDL_DestroyTexture(texture);
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// Init FPS Timer
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// var fps_buf: [0x100]u8 = [_]u8{0x00} ** 0x100;
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// var timer = Timer.start() catch unreachable;
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emu_loop: while (true) {
var event: SDL.SDL_Event = undefined;
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if (SDL.SDL_PollEvent(&event) != 0) {
// Pause Emulation Thread during Input Writing
pause.store(true, .Unordered);
switch (event.type) {
SDL.SDL_QUIT => break :emu_loop,
SDL.SDL_KEYDOWN => {
const key_code = event.key.keysym.sym;
switch (key_code) {
SDL.SDLK_UP => bus.io.keyinput.up.unset(),
SDL.SDLK_DOWN => bus.io.keyinput.down.unset(),
SDL.SDLK_LEFT => bus.io.keyinput.left.unset(),
SDL.SDLK_RIGHT => bus.io.keyinput.right.unset(),
SDL.SDLK_x => bus.io.keyinput.a.unset(),
SDL.SDLK_z => bus.io.keyinput.b.unset(),
SDL.SDLK_a => bus.io.keyinput.shoulder_l.unset(),
SDL.SDLK_s => bus.io.keyinput.shoulder_r.unset(),
SDL.SDLK_RETURN => bus.io.keyinput.start.unset(),
SDL.SDLK_RSHIFT => bus.io.keyinput.select.unset(),
else => {},
}
},
SDL.SDL_KEYUP => {
const key_code = event.key.keysym.sym;
switch (key_code) {
SDL.SDLK_UP => bus.io.keyinput.up.set(),
SDL.SDLK_DOWN => bus.io.keyinput.down.set(),
SDL.SDLK_LEFT => bus.io.keyinput.left.set(),
SDL.SDLK_RIGHT => bus.io.keyinput.right.set(),
SDL.SDLK_x => bus.io.keyinput.a.set(),
SDL.SDLK_z => bus.io.keyinput.b.set(),
SDL.SDLK_a => bus.io.keyinput.shoulder_l.set(),
SDL.SDLK_s => bus.io.keyinput.shoulder_r.set(),
SDL.SDLK_RETURN => bus.io.keyinput.start.set(),
SDL.SDLK_RSHIFT => bus.io.keyinput.select.set(),
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 = bus.ppu.frame_buf.ptr;
_ = SDL.SDL_UpdateTexture(texture, null, buf_ptr, buf_pitch);
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_ = SDL.SDL_RenderCopy(renderer, texture, null, null);
SDL.SDL_RenderPresent(renderer);
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// const fps = std.time.ns_per_s / timer.lap();
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// const fps_title = std.fmt.bufPrint(&fps_buf, "{s} [FPS: {d}]", .{ title, fps }) catch unreachable;
// SDL.SDL_SetWindowTitle(window, fps_title.ptr);
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pause.store(false, .Unordered);
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}
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quit.store(true, .Unordered); // Terminate Emulator Thread
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}
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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));
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}
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const CliError = error{
InsufficientOptions,
UnneededOptions,
};