feat: draw white texture using SDL2
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parent
8fb666624f
commit
da7f21f47e
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@ -0,0 +1,3 @@
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[submodule "lib/SDL.zig"]
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path = lib/SDL.zig
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url = https://github.com/MasterQ32/SDL.zig
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@ -1,4 +1,5 @@
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const std = @import("std");
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const Sdk = @import("lib/SDL.zig/Sdk.zig");
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pub fn build(b: *std.build.Builder) void {
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// Standard target options allows the person running `zig build` to choose
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@ -14,7 +15,13 @@ pub fn build(b: *std.build.Builder) void {
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const exe = b.addExecutable("zba", "src/main.zig");
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// Bitfield type from FlorenceOS: https://github.com/FlorenceOS/
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exe.addPackage(.{ .name = "bitfield", .path = .{ .path = "./lib/util/bitfield.zig" } });
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exe.addPackage(.{ .name = "bitfield", .path = .{ .path = "lib/util/bitfield.zig" } });
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// Zig SDL Bindings: https://github.com/MasterQ32/SDL.zig
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const sdk = Sdk.init(b);
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sdk.link(exe, .dynamic);
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exe.addPackage(sdk.getNativePackage("sdl2"));
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exe.setTarget(target);
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exe.setBuildMode(mode);
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@ -0,0 +1 @@
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Subproject commit d3a764869b31575d3d73cc874b1ff27879407b5a
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50
src/main.zig
50
src/main.zig
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const std = @import("std");
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const emu = @import("emu.zig");
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const SDL = @import("sdl2");
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const emu = @import("emu.zig");
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const Bus = @import("Bus.zig");
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const Arm7tdmi = @import("cpu.zig").Arm7tdmi;
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const Scheduler = @import("scheduler.zig").Scheduler;
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pub fn main() anyerror!void {
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// Allocator for Emulator + CLI Aruments
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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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// Handle CLI Arguments
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const args = try std.process.argsAlloc(alloc);
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defer std.process.argsFree(alloc, args);
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@ -23,6 +26,7 @@ pub fn main() anyerror!void {
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return;
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}
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// Initialize Emulator
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var scheduler = Scheduler.init(alloc);
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defer scheduler.deinit();
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@ -30,14 +34,50 @@ pub fn main() anyerror!void {
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defer bus.deinit();
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var cpu = Arm7tdmi.init(&scheduler, &bus);
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cpu.skipBios();
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while (true) {
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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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defer SDL.SDL_Quit();
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var window = SDL.SDL_CreateWindow(
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"Gameboy Advance Emulator",
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SDL.SDL_WINDOWPOS_CENTERED,
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SDL.SDL_WINDOWPOS_CENTERED,
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240 * 3,
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160 * 3,
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SDL.SDL_WINDOW_SHOWN,
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) orelse sdlPanic();
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defer _ = SDL.SDL_DestroyWindow(window);
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var renderer = SDL.SDL_CreateRenderer(window, -1, SDL.SDL_RENDERER_ACCELERATED) orelse sdlPanic();
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defer _ = SDL.SDL_DestroyRenderer(renderer);
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const texture = SDL.SDL_CreateTexture(renderer, SDL.SDL_PIXELFORMAT_RGBA8888, SDL.SDL_TEXTUREACCESS_STREAMING, 240, 160);
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defer SDL.SDL_DestroyTexture(texture);
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const buf_len = (240 * 4) * 160;
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var white: [buf_len]u8 = [_]u8{0xFF} ** buf_len;
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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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switch (event.type) {
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SDL.SDL_QUIT => break :emu_loop,
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else => {},
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}
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_ = SDL.SDL_UpdateTexture(texture, null, &white, 240 * 4);
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_ = SDL.SDL_RenderCopy(renderer, texture, null, null);
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SDL.SDL_RenderPresent(renderer);
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}
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}
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test "basic test" {
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try std.testing.expectEqual(10, 3 + 7);
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fn sdlPanic() noreturn {
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const str = @as(?[*:0]const u8, SDL.SDL_GetError()) orelse "unknown error";
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@panic(std.mem.sliceTo(str, 0));
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}
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