feat: draw white texture using SDL2

This commit is contained in:
Rekai Nyangadzayi Musuka 2022-10-21 05:11:50 -03:00
parent f3ad0eb3aa
commit 0e0b21d8c3
4 changed files with 57 additions and 6 deletions

3
.gitmodules vendored Normal file
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@ -0,0 +1,3 @@
[submodule "lib/SDL.zig"]
path = lib/SDL.zig
url = https://github.com/MasterQ32/SDL.zig

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@ -1,4 +1,5 @@
const std = @import("std");
const Sdk = @import("lib/SDL.zig/Sdk.zig");
pub fn build(b: *std.build.Builder) void {
// Standard target options allows the person running `zig build` to choose
@ -14,7 +15,13 @@ pub fn build(b: *std.build.Builder) void {
const exe = b.addExecutable("zba", "src/main.zig");
// Bitfield type from FlorenceOS: https://github.com/FlorenceOS/
exe.addPackage(.{ .name = "bitfield", .path = .{ .path = "./lib/util/bitfield.zig" } });
exe.addPackage(.{ .name = "bitfield", .path = .{ .path = "lib/util/bitfield.zig" } });
// Zig SDL Bindings: https://github.com/MasterQ32/SDL.zig
const sdk = Sdk.init(b);
sdk.link(exe, .dynamic);
exe.addPackage(sdk.getNativePackage("sdl2"));
exe.setTarget(target);
exe.setBuildMode(mode);

1
lib/SDL.zig Submodule

@ -0,0 +1 @@
Subproject commit d3a764869b31575d3d73cc874b1ff27879407b5a

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@ -1,15 +1,18 @@
const std = @import("std");
const emu = @import("emu.zig");
const SDL = @import("sdl2");
const emu = @import("emu.zig");
const Bus = @import("Bus.zig");
const Arm7tdmi = @import("cpu.zig").Arm7tdmi;
const Scheduler = @import("scheduler.zig").Scheduler;
pub fn main() anyerror!void {
// Allocator for Emulator + CLI Aruments
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
const alloc = gpa.allocator();
defer std.debug.assert(!gpa.deinit());
// Handle CLI Arguments
const args = try std.process.argsAlloc(alloc);
defer std.process.argsFree(alloc, args);
@ -23,6 +26,7 @@ pub fn main() anyerror!void {
return;
}
// Initialize Emulator
var scheduler = Scheduler.init(alloc);
defer scheduler.deinit();
@ -30,14 +34,50 @@ pub fn main() anyerror!void {
defer bus.deinit();
var cpu = Arm7tdmi.init(&scheduler, &bus);
cpu.skipBios();
while (true) {
// Initialize SDL
const status = SDL.SDL_Init(SDL.SDL_INIT_VIDEO | SDL.SDL_INIT_EVENTS | SDL.SDL_INIT_AUDIO);
if (status < 0) sdlPanic();
defer SDL.SDL_Quit();
var window = SDL.SDL_CreateWindow(
"Gameboy Advance Emulator",
SDL.SDL_WINDOWPOS_CENTERED,
SDL.SDL_WINDOWPOS_CENTERED,
240 * 3,
160 * 3,
SDL.SDL_WINDOW_SHOWN,
) orelse sdlPanic();
defer _ = SDL.SDL_DestroyWindow(window);
var renderer = SDL.SDL_CreateRenderer(window, -1, SDL.SDL_RENDERER_ACCELERATED) orelse sdlPanic();
defer _ = SDL.SDL_DestroyRenderer(renderer);
const texture = SDL.SDL_CreateTexture(renderer, SDL.SDL_PIXELFORMAT_RGBA8888, SDL.SDL_TEXTUREACCESS_STREAMING, 240, 160);
defer SDL.SDL_DestroyTexture(texture);
const buf_len = (240 * 4) * 160;
var white: [buf_len]u8 = [_]u8{0xFF} ** buf_len;
emu_loop: while (true) {
emu.runFrame(&scheduler, &cpu, &bus);
var event: SDL.SDL_Event = undefined;
_ = SDL.SDL_PollEvent(&event);
switch (event.type) {
SDL.SDL_QUIT => break :emu_loop,
else => {},
}
_ = SDL.SDL_UpdateTexture(texture, null, &white, 240 * 4);
_ = SDL.SDL_RenderCopy(renderer, texture, null, null);
SDL.SDL_RenderPresent(renderer);
}
}
test "basic test" {
try std.testing.expectEqual(10, 3 + 7);
fn sdlPanic() noreturn {
const str = @as(?[*:0]const u8, SDL.SDL_GetError()) orelse "unknown error";
@panic(std.mem.sliceTo(str, 0));
}