chore: cleanup main
This commit is contained in:
parent
f373d8e17c
commit
f194bee4eb
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@ -4,7 +4,7 @@ const SDL = @import("sdl2");
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const Bus = @import("Bus.zig");
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const Bus = @import("Bus.zig");
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const Scheduler = @import("scheduler.zig").Scheduler;
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const Scheduler = @import("scheduler.zig").Scheduler;
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const Arm7tdmi = @import("cpu.zig").Arm7tdmi;
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const Arm7tdmi = @import("cpu.zig").Arm7tdmi;
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const EmulatorFps = @import("util.zig").EmulatorFps;
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const FpsTracker = @import("util.zig").FpsTracker;
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const Timer = std.time.Timer;
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const Timer = std.time.Timer;
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const Thread = std.Thread;
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const Thread = std.Thread;
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@ -35,7 +35,7 @@ const RunKind = enum {
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LimitedBusy,
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LimitedBusy,
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};
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};
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pub fn run(kind: RunKind, quit: *Atomic(bool), fps: *EmulatorFps, sched: *Scheduler, cpu: *Arm7tdmi) void {
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pub fn run(kind: RunKind, quit: *Atomic(bool), fps: *FpsTracker, sched: *Scheduler, cpu: *Arm7tdmi) void {
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if (audio_sync) log.info("Audio sync enabled", .{});
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if (audio_sync) log.info("Audio sync enabled", .{});
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switch (kind) {
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switch (kind) {
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@ -69,7 +69,7 @@ fn syncToAudio(cpu: *const Arm7tdmi) void {
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while (SDL.SDL_AudioStreamAvailable(stream) > (@sizeOf(u16) * 2) * min_sample_count) {}
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while (SDL.SDL_AudioStreamAvailable(stream) > (@sizeOf(u16) * 2) * min_sample_count) {}
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}
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}
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pub fn runUnsynchronized(quit: *Atomic(bool), sched: *Scheduler, cpu: *Arm7tdmi, fps: ?*EmulatorFps) void {
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pub fn runUnsynchronized(quit: *Atomic(bool), sched: *Scheduler, cpu: *Arm7tdmi, fps: ?*FpsTracker) void {
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log.info("Emulation thread w/out video sync", .{});
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log.info("Emulation thread w/out video sync", .{});
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if (fps) |tracker| {
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if (fps) |tracker| {
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@ -89,7 +89,7 @@ pub fn runUnsynchronized(quit: *Atomic(bool), sched: *Scheduler, cpu: *Arm7tdmi,
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}
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}
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}
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}
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pub fn runSynchronized(quit: *Atomic(bool), sched: *Scheduler, cpu: *Arm7tdmi, fps: ?*EmulatorFps) void {
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pub fn runSynchronized(quit: *Atomic(bool), sched: *Scheduler, cpu: *Arm7tdmi, fps: ?*FpsTracker) void {
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log.info("Emulation thread w/ video sync", .{});
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log.info("Emulation thread w/ video sync", .{});
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var timer = Timer.start() catch unreachable;
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var timer = Timer.start() catch unreachable;
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var wake_time: u64 = frame_period;
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var wake_time: u64 = frame_period;
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129
src/main.zig
129
src/main.zig
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@ -9,7 +9,7 @@ const Bus = @import("Bus.zig");
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const Apu = @import("apu.zig").Apu;
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const Apu = @import("apu.zig").Apu;
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const Arm7tdmi = @import("cpu.zig").Arm7tdmi;
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const Arm7tdmi = @import("cpu.zig").Arm7tdmi;
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const Scheduler = @import("scheduler.zig").Scheduler;
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const Scheduler = @import("scheduler.zig").Scheduler;
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const EmulatorFps = @import("util.zig").EmulatorFps;
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const FpsTracker = @import("util.zig").FpsTracker;
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const Timer = std.time.Timer;
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const Timer = std.time.Timer;
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const Thread = std.Thread;
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const Thread = std.Thread;
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@ -31,65 +31,61 @@ pub const log_level = if (builtin.mode != .Debug) .info else std.log.default_lev
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const asString = @import("util.zig").asString;
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const asString = @import("util.zig").asString;
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// CLI Arguments + Help Text
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const params = clap.parseParamsComptime(
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\\-h, --help Display this help and exit.
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\\-b, --bios <str> Optional path to a GBA BIOS ROM.
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\\<str> Path to the GBA GamePak ROM
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\\
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);
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pub fn main() anyerror!void {
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pub fn main() anyerror!void {
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// Allocator for Emulator + CLI
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// Allocator for Emulator + CLI
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var gpa = std.heap.GeneralPurposeAllocator(.{}){};
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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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defer std.debug.assert(!gpa.deinit());
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const alloc = gpa.allocator();
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// CLI Arguments
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// Setup CLI using zig-clap
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const params = comptime clap.parseParamsComptime(
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\\-h, --help Display this help and exit.
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\\-b, --bios <str> Optional path to a GBA BIOS ROM.
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\\<str> Path to the GBA GamePak ROM
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\\
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);
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var res = try clap.parse(clap.Help, ¶ms, clap.parsers.default, .{});
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var res = try clap.parse(clap.Help, ¶ms, clap.parsers.default, .{});
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defer res.deinit();
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defer res.deinit();
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const stderr = std.io.getStdErr();
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const stderr = std.io.getStdErr();
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defer stderr.close();
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defer stderr.close();
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// Display Help, if requested
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// Grab ROM and BIOS paths if provided
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if (res.args.help) return clap.help(stderr.writer(), clap.Help, ¶ms, .{});
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if (res.args.help) return clap.help(stderr.writer(), clap.Help, ¶ms, .{});
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const rom_path = try getRomPath(res, stderr);
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const bios_path: ?[]const u8 = if (res.args.bios) |p| p else null;
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const bios_path: ?[]const u8 = if (res.args.bios) |p| p else null;
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const rom_path = switch (res.positionals.len) {
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1 => res.positionals[0],
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0 => {
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try stderr.writeAll("ZBA requires a positional path to a GamePak ROM.\n");
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return CliError.InsufficientOptions;
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},
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else => {
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try stderr.writeAll("ZBA received too many arguments.\n");
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return CliError.UnneededOptions;
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},
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};
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// Determine Save Directory
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// Determine Save Directory
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const save_dir = try setupSavePath(alloc);
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const save_dir = try getSavePath(alloc);
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defer if (save_dir) |path| alloc.free(path);
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defer if (save_dir) |path| alloc.free(path);
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log.info("Found save directory: {s}", .{save_dir});
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log.info("Found save directory: {s}", .{save_dir});
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// Initialize SDL
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// Initialize Scheduler and ARM7TDMI Emulator
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_ = initSdl2();
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// Provide GBA Bus (initialized with ARM7TDMI) with a valid ptr to ARM7TDMI
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defer SDL.SDL_Quit();
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// Initialize Emulator
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var scheduler = Scheduler.init(alloc);
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var scheduler = Scheduler.init(alloc);
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defer scheduler.deinit();
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defer scheduler.deinit();
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const paths = .{ .bios = bios_path, .rom = rom_path, .save = save_dir };
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const paths = .{ .bios = bios_path, .rom = rom_path, .save = save_dir };
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var cpu = try Arm7tdmi.init(alloc, &scheduler, paths);
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var cpu = try Arm7tdmi.init(alloc, &scheduler, paths);
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defer cpu.deinit();
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defer cpu.deinit();
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cpu.bus.attach(&cpu);
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cpu.bus.attach(&cpu);
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// cpu.fastBoot();
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// cpu.fastBoot(); // Uncomment to skip BIOS
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// Initialize SDL Audio
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// Copy ROM title while Emulator still belongs to this thread
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const audio_dev = initAudio(&cpu.bus.apu);
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const title = cpu.bus.pak.title;
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defer SDL.SDL_CloseAudioDevice(audio_dev);
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// Initialize SDL2
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initSdl2();
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defer SDL.SDL_Quit();
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const dev = initAudio(&cpu.bus.apu);
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defer SDL.SDL_CloseAudioDevice(dev);
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// TODO: Refactor or delete this Logging code
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// I probably still need logging in some form though (e.g. Golden Sun IIRC)
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const log_file: ?File = if (enable_logging) blk: {
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const log_file: ?File = if (enable_logging) blk: {
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const file = try std.fs.cwd().createFile(if (is_binary) "zba.bin" else "zba.log", .{});
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const file = try std.fs.cwd().createFile(if (is_binary) "zba.bin" else "zba.log", .{});
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cpu.useLogger(&file, is_binary);
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cpu.useLogger(&file, is_binary);
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} else null;
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} else null;
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defer if (log_file) |file| file.close();
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defer if (log_file) |file| file.close();
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// Init Atomics
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var quit = Atomic(bool).init(false);
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var quit = Atomic(bool).init(false);
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var emu_rate = EmulatorFps.init();
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var emu_rate = FpsTracker.init();
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// Create Emulator Thread
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// Run Emulator in it's separate thread
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// From this point on, interacting with Arm7tdmi or Scheduler
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// be justified, as it will require to be thread-afe
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const emu_thread = try Thread.spawn(.{}, emu.run, .{ .LimitedFPS, &quit, &emu_rate, &scheduler, &cpu });
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const emu_thread = try Thread.spawn(.{}, emu.run, .{ .LimitedFPS, &quit, &emu_rate, &scheduler, &cpu });
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defer emu_thread.join();
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defer emu_thread.join();
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var title_buf: [0x20]u8 = std.mem.zeroes([0x20]u8);
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var title_buf: [0x20]u8 = std.mem.zeroes([0x20]u8);
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const window_title = try std.fmt.bufPrint(&title_buf, "ZBA | {s}", .{asString(cpu.bus.pak.title)});
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const window_title = try std.fmt.bufPrint(&title_buf, "ZBA | {s}", .{asString(title)});
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const window = createWindow(window_title, gba_width, gba_height);
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const window = createWindow(window_title, gba_width, gba_height);
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defer SDL.SDL_DestroyWindow(window);
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defer SDL.SDL_DestroyWindow(window);
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@ -158,7 +155,7 @@ pub fn main() anyerror!void {
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SDL.SDLK_s => io.keyinput.shoulder_r.set(),
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SDL.SDLK_s => io.keyinput.shoulder_r.set(),
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SDL.SDLK_RETURN => io.keyinput.start.set(),
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SDL.SDLK_RETURN => io.keyinput.start.set(),
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SDL.SDLK_RSHIFT => io.keyinput.select.set(),
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SDL.SDLK_RSHIFT => io.keyinput.select.set(),
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SDL.SDLK_i => std.debug.print("{} samples\n", .{@intCast(u32, SDL.SDL_AudioStreamAvailable(cpu.bus.apu.stream)) / (2 * @sizeOf(f32))}),
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SDL.SDLK_i => std.debug.print("{} samples\n", .{@intCast(u32, SDL.SDL_AudioStreamAvailable(cpu.bus.apu.stream)) / (2 * @sizeOf(u16))}),
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else => {},
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else => {},
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}
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}
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},
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},
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@ -189,31 +186,9 @@ fn sdlPanic() noreturn {
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@panic(std.mem.sliceTo(str, 0));
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@panic(std.mem.sliceTo(str, 0));
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}
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}
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// FIXME: Superfluous allocations?
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fn initSdl2() void {
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fn setupSavePath(alloc: std.mem.Allocator) !?[]const u8 {
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const save_subpath = try std.fs.path.join(alloc, &[_][]const u8{ "zba", "save" });
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defer alloc.free(save_subpath);
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const maybe_data_path = try known_folders.getPath(alloc, .data);
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defer if (maybe_data_path) |path| alloc.free(path);
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const save_path = if (maybe_data_path) |base| try std.fs.path.join(alloc, &[_][]const u8{ base, save_subpath }) else null;
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if (save_path) |_| {
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// If we've determined what our save path should be, ensure the prereq directories
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// are present so that we can successfully write to the path when necessary
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const maybe_data_dir = try known_folders.open(alloc, .data, .{});
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if (maybe_data_dir) |data_dir| try data_dir.makePath(save_subpath);
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}
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return save_path;
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}
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fn initSdl2() c_int {
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const status = SDL.SDL_Init(SDL.SDL_INIT_VIDEO | SDL.SDL_INIT_EVENTS | SDL.SDL_INIT_AUDIO | SDL.SDL_INIT_GAMECONTROLLER);
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const status = SDL.SDL_Init(SDL.SDL_INIT_VIDEO | SDL.SDL_INIT_EVENTS | SDL.SDL_INIT_AUDIO | SDL.SDL_INIT_GAMECONTROLLER);
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if (status < 0) sdlPanic();
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if (status < 0) sdlPanic();
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return status;
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}
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}
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fn createWindow(title: []u8, width: c_int, height: c_int) *SDL.SDL_Window {
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fn createWindow(title: []u8, width: c_int, height: c_int) *SDL.SDL_Window {
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@ -268,3 +243,35 @@ export fn audioCallback(userdata: ?*anyopaque, stream: [*c]u8, len: c_int) void
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const apu = @ptrCast(*Apu, @alignCast(8, userdata));
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const apu = @ptrCast(*Apu, @alignCast(8, userdata));
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_ = SDL.SDL_AudioStreamGet(apu.stream, stream, len);
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_ = SDL.SDL_AudioStreamGet(apu.stream, stream, len);
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}
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}
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fn getSavePath(alloc: std.mem.Allocator) !?[]const u8 {
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const save_subpath = "zba" ++ [_]u8{std.fs.path.sep} ++ "save";
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const maybe_data_path = try known_folders.getPath(alloc, .data);
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defer if (maybe_data_path) |path| alloc.free(path);
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const save_path = if (maybe_data_path) |base| try std.fs.path.join(alloc, &[_][]const u8{ base, "zba", "save" }) else null;
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if (save_path) |_| {
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// If we've determined what our save path should be, ensure the prereq directories
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// are present so that we can successfully write to the path when necessary
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const maybe_data_dir = try known_folders.open(alloc, .data, .{});
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if (maybe_data_dir) |data_dir| try data_dir.makePath(save_subpath);
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}
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return save_path;
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}
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fn getRomPath(res: clap.Result(clap.Help, ¶ms, clap.parsers.default), stderr: std.fs.File) ![]const u8 {
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return switch (res.positionals.len) {
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1 => res.positionals[0],
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0 => {
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try stderr.writeAll("ZBA requires a positional path to a GamePak ROM.\n");
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return CliError.InsufficientOptions;
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},
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else => {
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try stderr.writeAll("ZBA received too many arguments.\n");
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return CliError.UnneededOptions;
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},
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};
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}
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@ -17,7 +17,7 @@ pub inline fn rotr(comptime T: type, x: T, r: anytype) T {
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return x >> ar | x << (1 +% ~ar);
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return x >> ar | x << (1 +% ~ar);
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}
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}
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pub const EmulatorFps = struct {
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pub const FpsTracker = struct {
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const Self = @This();
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const Self = @This();
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fps: u32,
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fps: u32,
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