feat(ui): implement pausing

This commit is contained in:
Rekai Nyangadzayi Musuka 2023-05-21 15:01:42 -05:00
parent 89671f767e
commit 21295b8d03
4 changed files with 86 additions and 37 deletions

@ -1 +1 @@
Subproject commit c1388c731820d9847c9d54f698c55e07752bc5ea Subproject commit 72349459ec29ee2d910a3dd3274be00254a7acd4

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@ -30,6 +30,7 @@ pub const State = struct {
fps_hist: RingBuffer(u32), fps_hist: RingBuffer(u32),
should_quit: bool = false, should_quit: bool = false,
emulation: Emulation,
win_stat: WindowStatus = .{}, win_stat: WindowStatus = .{},
@ -41,6 +42,12 @@ pub const State = struct {
show_palette: bool = false, show_palette: bool = false,
}; };
const Emulation = union(enum) {
Active,
Inactive,
Transition: enum { Active, Inactive },
};
/// if zba is initialized with a ROM already provided, this initializer should be called /// if zba is initialized with a ROM already provided, this initializer should be called
/// with `title_opt` being non-null /// with `title_opt` being non-null
pub fn init(allocator: Allocator, title_opt: ?*const [12]u8) !@This() { pub fn init(allocator: Allocator, title_opt: ?*const [12]u8) !@This() {
@ -48,6 +55,7 @@ pub const State = struct {
return .{ return .{
.title = handleTitle(title_opt), .title = handleTitle(title_opt),
.emulation = if (title_opt == null) .Inactive else .Active,
.fps_hist = RingBuffer(u32).init(history), .fps_hist = RingBuffer(u32).init(history),
}; };
} }
@ -90,6 +98,7 @@ pub fn draw(state: *State, tex_id: GLuint, cpu: *Arm7tdmi) void {
}; };
state.title = handleTitle(&cpu.bus.pak.title); state.title = handleTitle(&cpu.bus.pak.title);
state.emulation = .{ .Transition = .Active };
} }
} }
@ -105,6 +114,14 @@ pub fn draw(state: *State, tex_id: GLuint, cpu: *Arm7tdmi) void {
if (zgui.menuItem("Schedule", .{ .selected = state.win_stat.show_schedule })) if (zgui.menuItem("Schedule", .{ .selected = state.win_stat.show_schedule }))
state.win_stat.show_schedule = true; state.win_stat.show_schedule = true;
if (zgui.menuItem("Paused", .{ .selected = state.emulation == .Inactive })) {
state.emulation = switch (state.emulation) {
.Active => .{ .Transition = .Inactive },
.Inactive => .{ .Transition = .Active },
else => state.emulation,
};
}
if (zgui.menuItem("Restart", .{})) if (zgui.menuItem("Restart", .{}))
emu.reset(cpu); emu.reset(cpu);
} }

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@ -119,7 +119,7 @@ pub fn main() void {
const thread = std.Thread.spawn(.{}, Server.run, .{ &server, allocator, &quit }) catch |e| exitln("gdb server thread crashed: {}", .{e}); const thread = std.Thread.spawn(.{}, Server.run, .{ &server, allocator, &quit }) catch |e| exitln("gdb server thread crashed: {}", .{e});
defer thread.join(); defer thread.join();
gui.run(.{ gui.run(.Debug, .{
.cpu = &cpu, .cpu = &cpu,
.scheduler = &scheduler, .scheduler = &scheduler,
.channel = &channel, .channel = &channel,
@ -127,10 +127,14 @@ pub fn main() void {
} else { } else {
var tracker = FpsTracker.init(); var tracker = FpsTracker.init();
// emu should start paused if there's no ROM to run
if (paths.rom == null)
channel.emu.push(.Pause);
const thread = std.Thread.spawn(.{}, emu.run, .{ &cpu, &scheduler, &tracker, &channel }) catch |e| exitln("emu thread panicked: {}", .{e}); const thread = std.Thread.spawn(.{}, emu.run, .{ &cpu, &scheduler, &tracker, &channel }) catch |e| exitln("emu thread panicked: {}", .{e});
defer thread.join(); defer thread.join();
gui.run(.{ gui.run(.Standard, .{
.cpu = &cpu, .cpu = &cpu,
.scheduler = &scheduler, .scheduler = &scheduler,
.channel = &channel, .channel = &channel,

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@ -99,7 +99,9 @@ pub const Gui = struct {
scheduler: *Scheduler, scheduler: *Scheduler,
}; };
pub fn run(self: *Self, opt: RunOptions) !void { const RunMode = enum { Standard, Debug };
pub fn run(self: *Self, comptime mode: RunMode, opt: RunOptions) !void {
const cpu = opt.cpu; const cpu = opt.cpu;
const tracker = opt.tracker; const tracker = opt.tracker;
const channel = opt.channel; const channel = opt.channel;
@ -121,13 +123,6 @@ pub const Gui = struct {
var win_dim: Dimensions = default_dim; var win_dim: Dimensions = default_dim;
emu_loop: while (true) { emu_loop: while (true) {
// `quit` from RunOptions may be modified by the GDBSTUB thread,
// so we want to recognize that it may change to `true` and exit the GUI thread
if (channel.gui.pop()) |event| switch (event) {
.Quit => break :emu_loop,
.Paused => @panic("TODO: We want to peek (and then pop if it's .Quit), not always pop"),
};
// Outside of `SDL.SDL_QUIT` below, the DearImgui UI might signal that the program // Outside of `SDL.SDL_QUIT` below, the DearImgui UI might signal that the program
// should exit, in which case we should also handle this // should exit, in which case we should also handle this
if (self.state.should_quit) break :emu_loop; if (self.state.should_quit) break :emu_loop;
@ -190,40 +185,73 @@ pub const Gui = struct {
} }
} }
{ zgui.backend.newFrame(@intToFloat(f32, win_dim.width), @intToFloat(f32, win_dim.height));
channel.emu.push(.Pause);
defer channel.emu.push(.Resume);
// Spin Loop until we know that the emu is paused switch (self.state.emulation) {
wait: while (true) switch (channel.gui.pop() orelse continue) { .Transition => |inner| switch (inner) {
.Paused => break :wait, .Active => {
else => |any| std.debug.panic("[Gui/Channel]: Unhandled Event: {}", .{any}), _ = channel.gui.pop();
};
// Add FPS count to the histogram channel.emu.push(.Resume);
if (tracker) |t| self.state.fps_hist.push(t.value()) catch {}; self.state.emulation = .Active;
},
.Inactive => {
// Assert that double pausing is impossible
if (channel.gui.peek()) |value|
std.debug.assert(value != .Paused);
// Draw GBA Screen to Texture channel.emu.push(.Pause);
{ self.state.emulation = .Inactive;
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo_id); },
defer gl.bindFramebuffer(gl.FRAMEBUFFER, 0); },
.Active => {
const is_std = mode == .Standard;
const buf = cpu.bus.ppu.framebuf.get(.Renderer); if (is_std) channel.emu.push(.Pause);
gl.viewport(0, 0, gba_width, gba_height); defer if (is_std) channel.emu.push(.Resume);
opengl_impl.drawScreenTexture(emu_tex, prog_id, objects, buf);
}
// Background Colour switch (mode) {
const size = zgui.io.getDisplaySize(); .Standard => {
gl.viewport(0, 0, @floatToInt(GLsizei, size[0]), @floatToInt(GLsizei, size[1])); // TODO: add timeout
gl.clearColor(0, 0, 0, 1.0); while (true) switch (channel.gui.pop() orelse continue) {
gl.clear(gl.COLOR_BUFFER_BIT); .Paused => break,
.Quit => unreachable, // only signaled in debug mode
};
},
.Debug => blk: {
switch (channel.gui.pop() orelse break :blk) {
.Paused => unreachable, // only in standard mode
.Quit => break :emu_loop, // FIXME: gdb side of emu is seriously out-of-date...
}
},
}
zgui.backend.newFrame(@intToFloat(f32, win_dim.width), @intToFloat(f32, win_dim.height)); // Add FPS count to the histogram
imgui.draw(&self.state, out_tex, cpu); if (tracker) |t| self.state.fps_hist.push(t.value()) catch {};
zgui.backend.draw();
// Draw GBA Screen to Texture
{
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo_id);
defer gl.bindFramebuffer(gl.FRAMEBUFFER, 0);
const buf = cpu.bus.ppu.framebuf.get(.Renderer);
gl.viewport(0, 0, gba_width, gba_height);
opengl_impl.drawScreenTexture(emu_tex, prog_id, objects, buf);
}
imgui.draw(&self.state, out_tex, cpu);
},
.Inactive => imgui.draw(&self.state, out_tex, cpu),
} }
// Background Colour
const size = zgui.io.getDisplaySize();
gl.viewport(0, 0, @floatToInt(GLsizei, size[0]), @floatToInt(GLsizei, size[1]));
gl.clearColor(0, 0, 0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
zgui.backend.draw();
SDL.SDL_GL_SwapWindow(self.window); SDL.SDL_GL_SwapWindow(self.window);
} }