fix: ensure code builds + works
the gdbstub branch got merged into main, rebasing on top of main led to a bunch of merge conflicts that had to be resolved. Unfortunately some things got missed, and this commit covers the immediate problems that the rebase caused
This commit is contained in:
		| @@ -120,8 +120,9 @@ pub fn main() void { | ||||
|         }) catch |e| exitln("main thread panicked: {}", .{e}); | ||||
|     } else { | ||||
|         var tracker = FpsTracker.init(); | ||||
|         var pause = Atomic(bool).init(false); | ||||
|  | ||||
|         const thread = std.Thread.spawn(.{}, emu.run, .{ &quit, &scheduler, &cpu, &tracker }) catch |e| exitln("emu thread panicked: {}", .{e}); | ||||
|         const thread = std.Thread.spawn(.{}, emu.run, .{ &quit, &pause, &cpu, &scheduler, &tracker }) catch |e| exitln("emu thread panicked: {}", .{e}); | ||||
|         defer thread.join(); | ||||
|  | ||||
|         gui.run(.{ | ||||
| @@ -129,6 +130,7 @@ pub fn main() void { | ||||
|             .scheduler = &scheduler, | ||||
|             .tracker = &tracker, | ||||
|             .quit = &quit, | ||||
|             .pause = &pause, | ||||
|         }) catch |e| exitln("main thread panicked: {}", .{e}); | ||||
|     } | ||||
| } | ||||
|   | ||||
| @@ -307,16 +307,13 @@ pub const Gui = struct { | ||||
|             _ = zgui.begin("Information", .{}); | ||||
|             defer zgui.end(); | ||||
|  | ||||
|             { | ||||
|                 var i: usize = 0; | ||||
|                 while (i < 8) : (i += 1) { | ||||
|                     zgui.text("R{}: 0x{X:0>8}", .{ i, cpu.r[i] }); | ||||
|             for (0..8) |i| { | ||||
|                 zgui.text("R{}: 0x{X:0>8}", .{ i, cpu.r[i] }); | ||||
|  | ||||
|                     zgui.sameLine(.{}); | ||||
|                 zgui.sameLine(.{}); | ||||
|  | ||||
|                     const prefix = if (8 + i < 10) " " else ""; | ||||
|                     zgui.text("{s}R{}: 0x{X:0>8}", .{ prefix, 8 + i, cpu.r[8 + i] }); | ||||
|                 } | ||||
|                 const prefix = if (8 + i < 10) " " else ""; | ||||
|                 zgui.text("{s}R{}: 0x{X:0>8}", .{ prefix, 8 + i, cpu.r[8 + i] }); | ||||
|             } | ||||
|  | ||||
|             zgui.separator(); | ||||
| @@ -415,13 +412,14 @@ pub const Gui = struct { | ||||
|             } | ||||
|         } | ||||
|  | ||||
|         { | ||||
|             zgui.showDemoWindow(null); | ||||
|         } | ||||
|         // { | ||||
|         //     zgui.showDemoWindow(null); | ||||
|         // } | ||||
|     } | ||||
|  | ||||
|     const RunOptions = struct { | ||||
|         quit: *std.atomic.Atomic(bool), | ||||
|         pause: ?*std.atomic.Atomic(bool) = null, | ||||
|         tracker: ?*FpsTracker = null, | ||||
|         cpu: *Arm7tdmi, | ||||
|         scheduler: *Scheduler, | ||||
| @@ -431,6 +429,7 @@ pub const Gui = struct { | ||||
|         const cpu = opt.cpu; | ||||
|         const tracker = opt.tracker; | ||||
|         const quit = opt.quit; | ||||
|         const pause = opt.pause; | ||||
|  | ||||
|         const obj_ids = Self.genBufferObjects(); | ||||
|         defer gl.deleteBuffers(3, @as(*const [3]c_uint, &obj_ids)); | ||||
| @@ -442,21 +441,16 @@ pub const Gui = struct { | ||||
|         const fbo_id = try Self.genFrameBufObject(out_tex); | ||||
|         defer gl.deleteFramebuffers(1, &fbo_id); | ||||
|  | ||||
|         var tracker = FpsTracker.init(); | ||||
|         var quit = std.atomic.Atomic(bool).init(false); | ||||
|         var pause = std.atomic.Atomic(bool).init(false); | ||||
|  | ||||
|         var title_buf: [0x100]u8 = undefined; | ||||
|  | ||||
|         emu_loop: while (true) { | ||||
|             var event: SDL.SDL_Event = undefined; | ||||
|  | ||||
|             // This might be true if the emu is running via a gdbstub server | ||||
|             // and the gdb stub exits first | ||||
|             // `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 (quit.load(.Monotonic)) break :emu_loop; | ||||
|             // Quit Signal from Dear Imgui | ||||
|  | ||||
|             // Outside of `SDL.SDL_QUIT` below, the DearImgui UI might signal that the program | ||||
|             // should exit, in which case we should also handle this | ||||
|             if (self.state.should_quit) break :emu_loop; | ||||
|  | ||||
|             var event: SDL.SDL_Event = undefined; | ||||
|             while (SDL.SDL_PollEvent(&event) != 0) { | ||||
|                 _ = zgui.backend.processEvent(&event); | ||||
|  | ||||
| @@ -506,12 +500,17 @@ pub const Gui = struct { | ||||
|                 } | ||||
|             } | ||||
|  | ||||
|             // We Access non-atomic parts of the Emulator here | ||||
|             // If `Gui.run` has been passed with a `pause` atomic, we should | ||||
|             // pause the emulation thread while we access the data there | ||||
|             { | ||||
|                 pause.store(true, .Monotonic); | ||||
|                 defer pause.store(false, .Monotonic); | ||||
|                 // TODO: Is there a nicer way to express this? | ||||
|                 if (pause) |val| val.store(true, .Monotonic); | ||||
|                 defer if (pause) |val| val.store(false, .Monotonic); | ||||
|  | ||||
|                 self.state.fps_hist.push(tracker.value()) catch {}; | ||||
|                 // Add FPS count to the histogram | ||||
|                 if (tracker) |t| { | ||||
|                     self.state.fps_hist.push(t.value()) catch {}; | ||||
|                 } | ||||
|  | ||||
|                 // Draw GBA Screen to Texture | ||||
|                 { | ||||
| @@ -529,14 +528,6 @@ pub const Gui = struct { | ||||
|                 gl.clearColor(0, 0, 0, 1.0); | ||||
|                 gl.clear(gl.COLOR_BUFFER_BIT); | ||||
|  | ||||
|                 if (tracker) |t| { | ||||
|                     const emu_fps = t.value(); | ||||
|                     self.state.fps_hist.push(emu_fps) catch {}; | ||||
|  | ||||
|                     const dyn_title = std.fmt.bufPrintZ(&title_buf, "ZBA | {s} [Emu: {}fps] ", .{ self.title, emu_fps }) catch unreachable; | ||||
|                     SDL.SDL_SetWindowTitle(self.window, dyn_title.ptr); | ||||
|                 } | ||||
|  | ||||
|                 zgui.backend.newFrame(width, height); | ||||
|                 self.draw(out_tex, cpu); | ||||
|                 zgui.backend.draw(); | ||||
| @@ -544,6 +535,8 @@ pub const Gui = struct { | ||||
|  | ||||
|             SDL.SDL_GL_SwapWindow(self.window); | ||||
|         } | ||||
|  | ||||
|         quit.store(true, .Monotonic); // Signals to emu thread to exit | ||||
|     } | ||||
|  | ||||
|     fn glGetProcAddress(ctx: SDL.SDL_GLContext, proc: [:0]const u8) ?*anyopaque { | ||||
|   | ||||
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