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:
parent
54143332ab
commit
e90d5a17ba
|
@ -120,8 +120,9 @@ pub fn main() void {
|
||||||
}) catch |e| exitln("main thread panicked: {}", .{e});
|
}) catch |e| exitln("main thread panicked: {}", .{e});
|
||||||
} else {
|
} else {
|
||||||
var tracker = FpsTracker.init();
|
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();
|
defer thread.join();
|
||||||
|
|
||||||
gui.run(.{
|
gui.run(.{
|
||||||
|
@ -129,6 +130,7 @@ pub fn main() void {
|
||||||
.scheduler = &scheduler,
|
.scheduler = &scheduler,
|
||||||
.tracker = &tracker,
|
.tracker = &tracker,
|
||||||
.quit = &quit,
|
.quit = &quit,
|
||||||
|
.pause = &pause,
|
||||||
}) catch |e| exitln("main thread panicked: {}", .{e});
|
}) catch |e| exitln("main thread panicked: {}", .{e});
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -307,16 +307,13 @@ pub const Gui = struct {
|
||||||
_ = zgui.begin("Information", .{});
|
_ = zgui.begin("Information", .{});
|
||||||
defer zgui.end();
|
defer zgui.end();
|
||||||
|
|
||||||
{
|
for (0..8) |i| {
|
||||||
var i: usize = 0;
|
zgui.text("R{}: 0x{X:0>8}", .{ i, cpu.r[i] });
|
||||||
while (i < 8) : (i += 1) {
|
|
||||||
zgui.text("R{}: 0x{X:0>8}", .{ i, cpu.r[i] });
|
|
||||||
|
|
||||||
zgui.sameLine(.{});
|
zgui.sameLine(.{});
|
||||||
|
|
||||||
const prefix = if (8 + i < 10) " " else "";
|
const prefix = if (8 + i < 10) " " else "";
|
||||||
zgui.text("{s}R{}: 0x{X:0>8}", .{ prefix, 8 + i, cpu.r[8 + i] });
|
zgui.text("{s}R{}: 0x{X:0>8}", .{ prefix, 8 + i, cpu.r[8 + i] });
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
zgui.separator();
|
zgui.separator();
|
||||||
|
@ -415,13 +412,14 @@ pub const Gui = struct {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
{
|
// {
|
||||||
zgui.showDemoWindow(null);
|
// zgui.showDemoWindow(null);
|
||||||
}
|
// }
|
||||||
}
|
}
|
||||||
|
|
||||||
const RunOptions = struct {
|
const RunOptions = struct {
|
||||||
quit: *std.atomic.Atomic(bool),
|
quit: *std.atomic.Atomic(bool),
|
||||||
|
pause: ?*std.atomic.Atomic(bool) = null,
|
||||||
tracker: ?*FpsTracker = null,
|
tracker: ?*FpsTracker = null,
|
||||||
cpu: *Arm7tdmi,
|
cpu: *Arm7tdmi,
|
||||||
scheduler: *Scheduler,
|
scheduler: *Scheduler,
|
||||||
|
@ -431,6 +429,7 @@ pub const Gui = struct {
|
||||||
const cpu = opt.cpu;
|
const cpu = opt.cpu;
|
||||||
const tracker = opt.tracker;
|
const tracker = opt.tracker;
|
||||||
const quit = opt.quit;
|
const quit = opt.quit;
|
||||||
|
const pause = opt.pause;
|
||||||
|
|
||||||
const obj_ids = Self.genBufferObjects();
|
const obj_ids = Self.genBufferObjects();
|
||||||
defer gl.deleteBuffers(3, @as(*const [3]c_uint, &obj_ids));
|
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);
|
const fbo_id = try Self.genFrameBufObject(out_tex);
|
||||||
defer gl.deleteFramebuffers(1, &fbo_id);
|
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) {
|
emu_loop: while (true) {
|
||||||
var event: SDL.SDL_Event = undefined;
|
// `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
|
||||||
// This might be true if the emu is running via a gdbstub server
|
|
||||||
// and the gdb stub exits first
|
|
||||||
if (quit.load(.Monotonic)) break :emu_loop;
|
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;
|
if (self.state.should_quit) break :emu_loop;
|
||||||
|
|
||||||
|
var event: SDL.SDL_Event = undefined;
|
||||||
while (SDL.SDL_PollEvent(&event) != 0) {
|
while (SDL.SDL_PollEvent(&event) != 0) {
|
||||||
_ = zgui.backend.processEvent(&event);
|
_ = 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);
|
// TODO: Is there a nicer way to express this?
|
||||||
defer pause.store(false, .Monotonic);
|
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
|
// Draw GBA Screen to Texture
|
||||||
{
|
{
|
||||||
|
@ -529,14 +528,6 @@ pub const Gui = struct {
|
||||||
gl.clearColor(0, 0, 0, 1.0);
|
gl.clearColor(0, 0, 0, 1.0);
|
||||||
gl.clear(gl.COLOR_BUFFER_BIT);
|
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);
|
zgui.backend.newFrame(width, height);
|
||||||
self.draw(out_tex, cpu);
|
self.draw(out_tex, cpu);
|
||||||
zgui.backend.draw();
|
zgui.backend.draw();
|
||||||
|
@ -544,6 +535,8 @@ pub const Gui = struct {
|
||||||
|
|
||||||
SDL.SDL_GL_SwapWindow(self.window);
|
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 {
|
fn glGetProcAddress(ctx: SDL.SDL_GLContext, proc: [:0]const u8) ?*anyopaque {
|
||||||
|
|
Loading…
Reference in New Issue