feat: create emulator thread
This commit is contained in:
34
src/main.zig
34
src/main.zig
@@ -7,14 +7,18 @@ 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;
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const Atomic = std.atomic.Atomic;
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const window_scale = 3;
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const gba_width = @import("ppu.zig").width;
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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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pub fn main() anyerror!void {
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// Allocator for Emulator + CLI Aruments
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// Allocator for Emulator + CLI
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var gpa = std.heap.GeneralPurposeAllocator(.{}){};
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const alloc = gpa.allocator();
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defer std.debug.assert(!gpa.deinit());
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@@ -40,14 +44,26 @@ pub fn main() anyerror!void {
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var bus = try Bus.init(alloc, &scheduler, zba_args[0]);
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defer bus.deinit();
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// Support for Sky's Logs
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const file = try std.fs.cwd().createFile("zba.bin", .{ .read = true });
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defer file.close();
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var cpu = Arm7tdmi.init(&scheduler, &bus);
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cpu.useLogger(&file, true);
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cpu.fastBoot();
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if (enable_logging) {
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const is_binary: bool = true;
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const file_name = if (is_binary) "zba.bin" else "zba.log";
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const file = try std.fs.cwd().createFile(file_name, .{ .read = true });
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defer file.close();
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cpu.useLogger(&file, is_binary);
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}
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// Init Atomics
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var quit = Atomic(bool).init(false);
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// Create Emulator Thread
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const emu_thread = try Thread.spawn(.{}, emu.runEmuThread, .{ &quit, &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);
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if (status < 0) sdlPanic();
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@@ -74,8 +90,6 @@ pub fn main() anyerror!void {
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var title_buf: [0x30]u8 = [_]u8{0x00} ** 0x30;
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emu_loop: while (true) {
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emu.runFrame(&scheduler, &cpu, &bus);
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var event: SDL.SDL_Event = undefined;
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_ = SDL.SDL_PollEvent(&event);
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@@ -84,7 +98,9 @@ pub fn main() anyerror!void {
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else => {},
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}
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// TODO: Make this Thread Safe
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const buf_ptr = bus.ppu.frame_buf.ptr;
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_ = SDL.SDL_UpdateTexture(texture, null, buf_ptr, buf_pitch);
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_ = SDL.SDL_RenderCopy(renderer, texture, null, null);
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SDL.SDL_RenderPresent(renderer);
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@@ -93,6 +109,8 @@ pub fn main() anyerror!void {
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const title = std.fmt.bufPrint(&title_buf, "Gameboy Advance Emulator FPS: {d}", .{fps}) catch unreachable;
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SDL.SDL_SetWindowTitle(window, 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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fn sdlPanic() noreturn {
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