feat: add imgui support using zgui
This commit is contained in:
parent
3b13102abb
commit
5e94cbfbea
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@ -11,4 +11,8 @@
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/lib/SDL2
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# Any Custom Scripts for Debugging purposes
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*.sh
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*.sh
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# Dear ImGui
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**/imgui.ini
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@ -16,3 +16,6 @@
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[submodule "lib/zba-gdbstub"]
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path = lib/zba-gdbstub
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url = https://git.musuka.dev/paoda/zba-gdbstub
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[submodule "lib/zgui"]
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path = lib/zgui
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url = https://git.musuka.dev/paoda/zgui
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12
build.zig
12
build.zig
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@ -2,7 +2,8 @@ const std = @import("std");
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const builtin = @import("builtin");
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const Sdk = @import("lib/SDL.zig/Sdk.zig");
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const Gdbstub = @import("lib/zba-gdbstub/build.zig");
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const gdbstub = @import("lib/zba-gdbstub/build.zig");
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const zgui = @import("lib/zgui/build.zig");
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pub fn build(b: *std.build.Builder) void {
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// Minimum Zig Version
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@ -43,13 +44,20 @@ pub fn build(b: *std.build.Builder) void {
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exe.addAnonymousModule("gl", .{ .source_file = .{ .path = "lib/gl.zig" } });
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// gdbstub
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Gdbstub.link(exe);
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gdbstub.link(exe);
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// Zig SDL Bindings: https://github.com/MasterQ32/SDL.zig
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const sdk = Sdk.init(b, null);
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sdk.link(exe, .dynamic);
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exe.addModule("sdl2", sdk.getNativeModule());
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// Dear ImGui bindings
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const zgui_options = zgui.BuildOptionsStep.init(b, .{ .backend = .sdl2_opengl3 });
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const zgui_pkg = zgui.getPkg(&.{zgui_options.getPkg()});
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exe.addPackage(zgui_pkg);
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zgui.link(exe, zgui_options);
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exe.setBuildMode(mode);
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exe.install();
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const run_cmd = exe.run();
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@ -0,0 +1 @@
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Subproject commit 7b01afc274db7231853dfd65c94dcd32f3f36b74
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@ -16,8 +16,6 @@ const Allocator = std.mem.Allocator;
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const Atomic = std.atomic.Atomic;
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const log = std.log.scoped(.Cli);
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const width = @import("core/ppu.zig").width;
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const height = @import("core/ppu.zig").height;
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pub const log_level = if (builtin.mode != .Debug) .info else std.log.default_level;
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// CLI Arguments + Help Text
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@ -91,10 +89,12 @@ pub fn main() void {
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cpu.fastBoot();
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}
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var quit = Atomic(bool).init(false);
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var gui = Gui.init(&bus.pak.title, &bus.apu, width, height) catch |e| exitln("failed to init gui: {}", .{e});
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// TODO: Just copy the title instead of grabbing a pointer to it
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var gui = Gui.init(allocator, &bus.pak.title, &bus.apu) catch |e| exitln("failed to init gui: {}", .{e});
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defer gui.deinit();
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var quit = Atomic(bool).init(false);
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if (result.args.gdb) {
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const Server = @import("gdbstub").Server;
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const EmuThing = @import("core/emu.zig").EmuThing;
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173
src/platform.zig
173
src/platform.zig
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@ -1,6 +1,8 @@
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const std = @import("std");
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const SDL = @import("sdl2");
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const gl = @import("gl");
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const zgui = @import("zgui");
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const emu = @import("core/emu.zig");
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const config = @import("config.zig");
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@ -12,6 +14,14 @@ const FpsTracker = @import("util.zig").FpsTracker;
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const gba_width = @import("core/ppu.zig").width;
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const gba_height = @import("core/ppu.zig").height;
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const GLuint = gl.GLuint;
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const GLsizei = gl.GLsizei;
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const SDL_GLContext = *anyopaque;
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const Allocator = std.mem.Allocator;
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const width = 1280;
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const height = 720;
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pub const sample_rate = 1 << 15;
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pub const sample_format = SDL.AUDIO_U16;
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@ -19,7 +29,6 @@ const default_title = "ZBA";
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pub const Gui = struct {
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const Self = @This();
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const SDL_GLContext = *anyopaque; // SDL.SDL_GLContext is a ?*anyopaque
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const log = std.log.scoped(.Gui);
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// zig fmt: off
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@ -44,20 +53,20 @@ pub const Gui = struct {
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program_id: gl.GLuint,
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pub fn init(title: *const [12]u8, apu: *Apu, width: i32, height: i32) !Self {
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pub fn init(allocator: Allocator, title: *const [12]u8, apu: *Apu) !Self {
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if (SDL.SDL_Init(SDL.SDL_INIT_VIDEO | SDL.SDL_INIT_EVENTS | SDL.SDL_INIT_AUDIO) < 0) panic();
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if (SDL.SDL_GL_SetAttribute(SDL.SDL_GL_CONTEXT_PROFILE_MASK, SDL.SDL_GL_CONTEXT_PROFILE_CORE) < 0) panic();
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if (SDL.SDL_GL_SetAttribute(SDL.SDL_GL_CONTEXT_MAJOR_VERSION, 3) < 0) panic();
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if (SDL.SDL_GL_SetAttribute(SDL.SDL_GL_CONTEXT_MAJOR_VERSION, 3) < 0) panic();
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const win_scale = @intCast(c_int, config.config().host.win_scale);
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// const win_scale = @intCast(c_int, config.config().host.win_scale);
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const window = SDL.SDL_CreateWindow(
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default_title,
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SDL.SDL_WINDOWPOS_CENTERED,
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SDL.SDL_WINDOWPOS_CENTERED,
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@as(c_int, width * win_scale),
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@as(c_int, height * win_scale),
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width,
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height,
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SDL.SDL_WINDOW_OPENGL | SDL.SDL_WINDOW_SHOWN,
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) orelse panic();
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@ -67,19 +76,39 @@ pub const Gui = struct {
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gl.load(ctx, Self.glGetProcAddress) catch {};
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if (SDL.SDL_GL_SetSwapInterval(@boolToInt(config.config().host.vsync)) < 0) panic();
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const program_id = try compileShaders();
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zgui.init(allocator);
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zgui.backend.init(window, ctx, "#version 330 core");
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return Self{
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.window = window,
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.title = std.mem.sliceTo(title, 0),
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.ctx = ctx,
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.program_id = program_id,
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.program_id = try compileShaders(),
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.audio = Audio.init(apu),
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};
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}
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fn compileShaders() !gl.GLuint {
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// TODO: Panic on Shader Compiler Failure + Error Message
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fn drawGbaTexture(self: *const Self, obj_ids: struct { GLuint, GLuint, GLuint }, tex_id: GLuint, buf: []const u8) void {
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gl.bindTexture(gl.TEXTURE_2D, tex_id);
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defer gl.bindTexture(gl.TEXTURE_2D, 0);
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gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, gba_width, gba_height, gl.RGBA, gl.UNSIGNED_INT_8_8_8_8, buf.ptr);
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// Bind VAO, EBO. VBO not bound
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gl.bindVertexArray(obj_ids[0]); // VAO
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defer gl.bindVertexArray(0);
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, obj_ids[2]); // EBO
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defer gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, 0);
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// Use compiled frag + vertex shader
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gl.useProgram(self.program_id);
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defer gl.useProgram(0);
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gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_INT, null);
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}
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fn compileShaders() !GLuint {
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const vert_shader = @embedFile("shader/pixelbuf.vert");
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const frag_shader = @embedFile("shader/pixelbuf.frag");
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@ -108,20 +137,25 @@ pub const Gui = struct {
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}
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// Returns the VAO ID since it's used in run()
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fn generateBuffers() struct { c_uint, c_uint, c_uint } {
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var vao_id: c_uint = undefined;
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var vbo_id: c_uint = undefined;
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var ebo_id: c_uint = undefined;
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fn genBufferObjects() struct { GLuint, GLuint, GLuint } {
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var vao_id: GLuint = undefined;
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var vbo_id: GLuint = undefined;
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var ebo_id: GLuint = undefined;
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gl.genVertexArrays(1, &vao_id);
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gl.genBuffers(1, &vbo_id);
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gl.genBuffers(1, &ebo_id);
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gl.bindVertexArray(vao_id);
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defer gl.bindVertexArray(0);
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gl.bindBuffer(gl.ARRAY_BUFFER, vbo_id);
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gl.bufferData(gl.ARRAY_BUFFER, @sizeOf(@TypeOf(vertices)), &vertices, gl.STATIC_DRAW);
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defer gl.bindBuffer(gl.ARRAY_BUFFER, 0);
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ebo_id);
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defer gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, 0);
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gl.bufferData(gl.ARRAY_BUFFER, @sizeOf(@TypeOf(vertices)), &vertices, gl.STATIC_DRAW);
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, @sizeOf(@TypeOf(indices)), &indices, gl.STATIC_DRAW);
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// Position
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return .{ vao_id, vbo_id, ebo_id };
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}
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fn generateTexture(buf: []const u8) c_uint {
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var tex_id: c_uint = undefined;
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fn genGbaTexture(buf: []const u8) GLuint {
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var tex_id: GLuint = undefined;
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gl.genTextures(1, &tex_id);
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gl.bindTexture(gl.TEXTURE_2D, tex_id);
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// gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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// gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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gl.bindTexture(gl.TEXTURE_2D, tex_id);
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defer gl.bindTexture(gl.TEXTURE_2D, 0);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gba_width, gba_height, 0, gl.RGBA, gl.UNSIGNED_INT_8_8_8_8, buf.ptr);
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// gl.generateMipmap(gl.TEXTURE_2D); // TODO: Remove?
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return tex_id;
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}
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fn genOutTexture() GLuint {
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var tex_id: GLuint = undefined;
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gl.genTextures(1, &tex_id);
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gl.bindTexture(gl.TEXTURE_2D, tex_id);
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defer gl.bindTexture(gl.TEXTURE_2D, 0);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gba_width, gba_height, 0, gl.RGBA, gl.UNSIGNED_INT_8_8_8_8, null);
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return tex_id;
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}
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fn genFrameBufObject(tex_id: c_uint) !GLuint {
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var fbo_id: GLuint = undefined;
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gl.genFramebuffers(1, &fbo_id);
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gl.bindFramebuffer(gl.FRAMEBUFFER, fbo_id);
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defer gl.bindFramebuffer(gl.FRAMEBUFFER, 0);
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gl.framebufferTexture(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, tex_id, 0);
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const draw_buffers: [1]GLuint = .{gl.COLOR_ATTACHMENT0};
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gl.drawBuffers(1, &draw_buffers);
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if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE)
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return error.FrameBufferObejctInitFailed;
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return fbo_id;
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}
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fn draw(self: *Self, tex_id: GLuint) void {
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_ = self;
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{
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_ = zgui.begin("Game Boy Advance Screen", .{ .flags = .{ .no_resize = true } });
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defer zgui.end();
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const args = .{
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.w = gba_width,
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.h = gba_height,
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.uv0 = .{ 0.0, 1.0 },
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.uv1 = .{ 1.0, 0.0 },
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};
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zgui.image(@intToPtr(*anyopaque, tex_id), args);
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}
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}
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const RunOptions = struct {
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quit: *std.atomic.Atomic(bool),
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tracker: ?*FpsTracker = null,
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const tracker = opt.tracker;
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const quit = opt.quit;
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var buffer_ids = Self.generateBuffers();
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defer {
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gl.deleteBuffers(1, &buffer_ids[2]); // EBO
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gl.deleteBuffers(1, &buffer_ids[1]); // VBO
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gl.deleteVertexArrays(1, &buffer_ids[0]); // VAO
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}
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const vao_id = buffer_ids[0];
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const obj_ids = Self.genBufferObjects();
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defer gl.deleteBuffers(3, @as(*const [3]c_uint, &obj_ids));
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const tex_id = Self.generateTexture(cpu.bus.ppu.framebuf.get(.Renderer));
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defer gl.deleteTextures(1, &tex_id);
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const emu_tex = Self.genGbaTexture(cpu.bus.ppu.framebuf.get(.Renderer));
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const out_tex = Self.genOutTexture();
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defer gl.deleteTextures(2, &[_]c_uint{ emu_tex, out_tex });
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const fbo_id = try Self.genFrameBufObject(out_tex);
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defer gl.deleteFramebuffers(1, &fbo_id);
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var quit = std.atomic.Atomic(bool).init(false);
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var tracker = FpsTracker.init();
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var title_buf: [0x100]u8 = undefined;
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if (quit.load(.Monotonic)) break :emu_loop;
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while (SDL.SDL_PollEvent(&event) != 0) {
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_ = zgui.backend.processEvent(&event);
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switch (event.type) {
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SDL.SDL_QUIT => break :emu_loop,
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SDL.SDL_KEYDOWN => {
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}
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}
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// Emulator has an internal Double Buffer
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const framebuf = cpu.bus.ppu.framebuf.get(.Renderer);
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gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, gba_width, gba_height, gl.RGBA, gl.UNSIGNED_INT_8_8_8_8, framebuf.ptr);
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{
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gl.bindFramebuffer(gl.FRAMEBUFFER, fbo_id);
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defer gl.bindFramebuffer(gl.FRAMEBUFFER, 0);
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const buf = cpu.bus.ppu.framebuf.get(.Renderer);
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gl.viewport(0, 0, gba_width, gba_height);
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self.drawGbaTexture(obj_ids, emu_tex, buf);
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}
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// Background
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const size = zgui.io.getDisplaySize();
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gl.viewport(0, 0, @floatToInt(c_int, size[0]), @floatToInt(c_int, size[1]));
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gl.clearColor(0, 0, 0, 1.0);
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gl.clear(gl.COLOR_BUFFER_BIT);
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zgui.backend.newFrame(width, height);
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self.draw(out_tex);
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zgui.backend.draw();
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gl.useProgram(self.program_id);
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gl.bindVertexArray(vao_id);
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gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_INT, null);
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SDL.SDL_GL_SwapWindow(self.window);
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if (tracker) |t| {
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@ -259,6 +358,10 @@ pub const Gui = struct {
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pub fn deinit(self: *Self) void {
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self.audio.deinit();
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zgui.backend.deinit();
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zgui.deinit();
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gl.deleteProgram(self.program_id);
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SDL.SDL_GL_DeleteContext(self.ctx);
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SDL.SDL_DestroyWindow(self.window);
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