feat: add gdb support to zba
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@ -1 +1 @@
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Subproject commit 08bf0f9201a0cd6d317e3f73a26d245eedfd1121
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Subproject commit 4bca44e5f2a4aa19361b51b7617a21f46f88eef4
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@ -163,3 +163,59 @@ fn sleep(timer: *Timer, wake_time: u64) ?u64 {
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fn spinLoop(timer: *Timer, wake_time: u64) void {
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while (true) if (timer.read() > wake_time) break;
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}
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pub const EmuThing = struct {
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const Self = @This();
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const Interface = @import("gdbstub").Emulator;
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cpu: *Arm7tdmi,
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scheduler: *Scheduler,
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pub fn init(cpu: *Arm7tdmi, scheduler: *Scheduler) Self {
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return .{ .cpu = cpu, .scheduler = scheduler };
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}
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pub fn interface(self: *Self) Interface {
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return Interface.init(self);
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}
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pub fn read(self: *const Self, addr: u32) u8 {
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return self.cpu.bus.dbgRead(u8, addr);
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}
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pub fn write(self: *Self, addr: u32, value: u8) void {
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_ = value;
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_ = self;
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_ = addr;
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std.debug.panic("TODO: Implement Debug Writes?", .{});
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}
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pub fn registers(self: *const Self) *[16]u32 {
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return &self.cpu.r;
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}
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pub fn cpsr(self: *const Self) u32 {
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return self.cpu.cpsr.raw;
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}
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pub fn step(self: *Self) void {
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const cpu = self.cpu;
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const sched = self.scheduler;
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// TODO: How can I make it easier to keep this in lock-step with runFrame?
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while (true) {
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if (!cpu.stepDmaTransfer()) {
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if (cpu.isHalted()) {
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// Fast-forward to next Event
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sched.tick = sched.queue.peek().?.tick;
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} else {
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cpu.step();
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break; // this function won't return until we've actually stepped once
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}
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}
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if (sched.tick >= sched.nextTimestamp()) sched.handleEvent(cpu);
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}
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}
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};
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34
src/main.zig
34
src/main.zig
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@ -22,6 +22,7 @@ const params = clap.parseParamsComptime(
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\\-h, --help Display this help and exit.
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\\-s, --skip Skip BIOS.
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\\-b, --bios <str> Optional path to a GBA BIOS ROM.
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\\ --gdb Run ZBA from the context of a GDB Server
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\\<str> Path to the GBA GamePak ROM.
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\\
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);
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@ -87,10 +88,37 @@ pub fn main() void {
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cpu.fastBoot();
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}
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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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defer gui.deinit();
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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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gui.run(&cpu, &scheduler) catch |e| exitln("failed to run gui thread: {}", .{e});
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var emu_thing = EmuThing.init(&cpu, &scheduler);
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const emulator = emu_thing.interface();
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{
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const frames_per_second: usize = 60;
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const emu = @import("core/emu.zig");
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var i: usize = 0;
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while (i < frames_per_second * 120) : (i += 1) {
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emu.runFrame(&scheduler, &cpu);
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std.debug.print("Frame {:0>3}/{:0>3}\r", .{ i, frames_per_second * 120 });
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}
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}
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log.info("Ready to connect", .{});
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var server = Server.init(emulator) catch |e| exitln("failed to init gdb server: {}", .{e});
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defer server.deinit(allocator);
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server.run(allocator) catch |e| exitln("gdb server crashed: {}", .{e});
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} else {
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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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defer gui.deinit();
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gui.run(&cpu, &scheduler) catch |e| exitln("failed to run gui thread: {}", .{e});
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}
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}
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pub fn handleArguments(allocator: Allocator, data_path: []const u8, result: *const clap.Result(clap.Help, ¶ms, clap.parsers.default)) !FilePaths {
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