Compare commits
12 Commits
april-fool
...
21295b8d03
| Author | SHA1 | Date | |
|---|---|---|---|
| 21295b8d03 | |||
| 89671f767e | |||
| a92598d17d | |||
| c677957725 | |||
| a5e636d9c5 | |||
| f6527da948 | |||
| 53fb1d163b | |||
| df005d7fb6 | |||
| 3c619df3dc | |||
| 13f5e7a480 | |||
| 8519187d9b | |||
| a66428f24e |
@@ -8,7 +8,7 @@ const nfd = @import("lib/nfd-zig/build.zig");
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pub fn build(b: *std.Build) void {
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// Minimum Zig Version
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const min_ver = std.SemanticVersion.parse("0.11.0-dev.2168+322ace70f") catch return; // https://github.com/ziglang/zig/commit/322ace70f
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const min_ver = std.SemanticVersion.parse("0.11.0-dev.2934+1b432072b") catch return; // https://github.com/ziglang/zig/commit/1b432072b
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if (builtin.zig_version.order(min_ver).compare(.lt)) {
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std.log.err("{s}", .{b.fmt("Zig v{} does not meet the minimum version requirement. (Zig v{})", .{ builtin.zig_version, min_ver })});
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std.os.exit(1);
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@@ -65,9 +65,9 @@ pub fn build(b: *std.Build) void {
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const zgui_pkg = zgui.package(b, target, optimize, .{ .options = .{ .backend = .sdl2_opengl3, .shared = true } });
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zgui_pkg.link(exe);
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exe.install();
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b.installArtifact(exe);
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const run_cmd = exe.run();
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const run_cmd = b.addRunArtifact(exe);
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run_cmd.step.dependOn(b.getInstallStep());
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if (b.args) |args| {
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run_cmd.addArgs(args);
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Submodule lib/SDL.zig updated: cc3b023f50...e6f9576eab
Submodule lib/nfd-zig updated: 5e5098bcaf...d14635d112
Submodule lib/zba-util updated: d5e66caf21...72349459ec
2
lib/zgui
2
lib/zgui
Submodule lib/zgui updated: 5b2b64a9de...281f95b460
Submodule lib/zig-clap updated: 6310cbd576...05a50fe7fe
Submodule lib/zig-datetime updated: b570d61187...46ba305a45
@@ -27,7 +27,7 @@ pub fn write(self: *const Self, comptime T: type, address: usize, value: T) void
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pub fn init(allocator: Allocator) !Self {
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const buf = try allocator.alloc(u8, ewram_size);
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std.mem.set(u8, buf, 0);
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@memset(buf, 0);
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return Self{
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.buf = buf,
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@@ -36,7 +36,7 @@ pub fn init(allocator: Allocator) !Self {
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}
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pub fn reset(self: *Self) void {
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std.mem.set(u8, self.buf, 0);
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@memset(self.buf, 0);
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}
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pub fn deinit(self: *Self) void {
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@@ -27,7 +27,7 @@ pub fn write(self: *const Self, comptime T: type, address: usize, value: T) void
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pub fn init(allocator: Allocator) !Self {
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const buf = try allocator.alloc(u8, iwram_size);
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std.mem.set(u8, buf, 0);
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@memset(buf, 0);
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return Self{
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.buf = buf,
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@@ -36,7 +36,7 @@ pub fn init(allocator: Allocator) !Self {
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}
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pub fn reset(self: *Self) void {
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std.mem.set(u8, self.buf, 0);
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@memset(self.buf, 0);
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}
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pub fn deinit(self: *Self) void {
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@@ -110,7 +110,7 @@ pub const Backup = struct {
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};
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const buf = try allocator.alloc(u8, buf_size);
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std.mem.set(u8, buf, 0xFF);
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@memset(buf, 0xFF);
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var backup = Self{
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.buf = buf,
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@@ -163,7 +163,7 @@ pub const Backup = struct {
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switch (self.kind) {
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.Sram, .Flash, .Flash1M => {
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if (self.buf.len == file_buf.len) {
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std.mem.copy(u8, self.buf, file_buf);
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@memcpy(self.buf, file_buf);
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return log.info("Loaded Save from {s}", .{file_path});
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}
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@@ -174,7 +174,7 @@ pub const Backup = struct {
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self.eeprom.kind = if (file_buf.len == 0x200) .Small else .Large;
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self.buf = try allocator.alloc(u8, file_buf.len);
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std.mem.copy(u8, self.buf, file_buf);
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@memcpy(self.buf, file_buf);
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return log.info("Loaded Save from {s}", .{file_path});
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}
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@@ -44,7 +44,7 @@ pub fn handleCommand(self: *Self, buf: []u8, byte: u8) void {
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0xB0 => self.set_bank = true,
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0x80 => self.prep_erase = true,
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0x10 => {
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std.mem.set(u8, buf, 0xFF);
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@memset(buf, 0xFF);
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self.prep_erase = false;
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},
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0xA0 => self.prep_write = true,
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@@ -61,7 +61,7 @@ pub fn shouldEraseSector(self: *const Self, addr: usize, byte: u8) bool {
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pub fn erase(self: *Self, buf: []u8, sector: usize) void {
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const start = self.address() + (sector & 0xF000);
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std.mem.set(u8, buf[start..][0..0x1000], 0xFF);
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@memset(buf[start..][0..0x1000], 0xFF);
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self.prep_erase = false;
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self.state = .Ready;
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}
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@@ -58,7 +58,9 @@ pub const Eeprom = struct {
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log.err("Failed to resize EEPROM buf to {} bytes", .{len});
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std.debug.panic("EEPROM entered irrecoverable state {}", .{e});
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};
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std.mem.set(u8, buf.*, 0xFF);
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// FIXME: ptr to a slice?
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@memset(buf.*, 0xFF);
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}
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}
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@@ -39,7 +39,7 @@ pub const arm = struct {
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}
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fn populate() [0x1000]InstrFn {
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comptime {
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return comptime comptime_blk: {
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@setEvalBranchQuota(0xE000);
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var table = [_]InstrFn{und} ** 0x1000;
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@@ -106,8 +106,8 @@ pub const arm = struct {
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};
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}
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return table;
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}
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break :comptime_blk table;
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};
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}
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};
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@@ -135,7 +135,7 @@ pub const thumb = struct {
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}
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fn populate() [0x400]InstrFn {
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comptime {
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return comptime comptime_blk: {
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@setEvalBranchQuota(5025); // This is exact
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var table = [_]InstrFn{und} ** 0x400;
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@@ -228,8 +228,8 @@ pub const thumb = struct {
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};
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}
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return table;
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}
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break :comptime_blk table;
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};
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}
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};
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@@ -266,7 +266,7 @@ pub const Ppu = struct {
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sched.push(.Draw, 240 * 4); // Add first PPU Event to Scheduler
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const sprites = try allocator.create([128]?Sprite);
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std.mem.set(?Sprite, sprites, null);
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@memset(sprites, null);
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return Self{
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.vram = try Vram.init(allocator),
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@@ -307,7 +307,7 @@ pub const Ppu = struct {
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self.vcount = .{ .raw = 0x0000 };
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self.scanline.reset();
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std.mem.set(?Sprite, self.scanline_sprites, null);
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@memset(self.scanline_sprites, null);
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}
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pub fn deinit(self: *Self) void {
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@@ -744,7 +744,7 @@ pub const Ppu = struct {
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// Reset Current Scanline Pixel Buffer and list of fetched sprites
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// in prep for next scanline
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self.scanline.reset();
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std.mem.set(?Sprite, self.scanline_sprites, null);
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@memset(self.scanline_sprites, null);
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}
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fn getBgr555(self: *Self, maybe_top: Scanline.Pixel, maybe_btm: Scanline.Pixel) u16 {
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@@ -1554,7 +1554,7 @@ const Scanline = struct {
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fn init(allocator: Allocator) !Self {
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const buf = try allocator.alloc(Pixel, width * 2); // Top & Bottom Scanline
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std.mem.set(Pixel, buf, .unset);
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@memset(buf, .unset);
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return .{
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// Top & Bototm Layers
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@@ -1565,7 +1565,7 @@ const Scanline = struct {
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}
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fn reset(self: *Self) void {
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std.mem.set(Pixel, self.buf, .unset);
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@memset(self.buf, .unset);
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}
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fn deinit(self: *Self) void {
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@@ -29,13 +29,13 @@ pub fn write(self: *Self, comptime T: type, address: usize, value: T) void {
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pub fn init(allocator: Allocator) !Self {
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const buf = try allocator.alloc(u8, buf_len);
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std.mem.set(u8, buf, 0);
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@memset(buf, 0);
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return Self{ .buf = buf, .allocator = allocator };
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}
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pub fn reset(self: *Self) void {
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std.mem.set(u8, self.buf, 0);
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@memset(self.buf, 0);
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}
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pub fn deinit(self: *Self) void {
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@@ -32,13 +32,13 @@ pub fn write(self: *Self, comptime T: type, address: usize, value: T) void {
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pub fn init(allocator: Allocator) !Self {
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const buf = try allocator.alloc(u8, buf_len);
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std.mem.set(u8, buf, 0);
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@memset(buf, 0);
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return Self{ .buf = buf, .allocator = allocator };
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}
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pub fn reset(self: *Self) void {
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std.mem.set(u8, self.buf, 0);
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@memset(self.buf, 0);
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}
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pub fn deinit(self: *Self) void {
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@@ -40,13 +40,13 @@ pub fn write(self: *Self, comptime T: type, dispcnt: io.DisplayControl, address:
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pub fn init(allocator: Allocator) !Self {
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const buf = try allocator.alloc(u8, buf_len);
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std.mem.set(u8, buf, 0);
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@memset(buf, 0);
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return Self{ .buf = buf, .allocator = allocator };
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}
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pub fn reset(self: *Self) void {
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std.mem.set(u8, self.buf, 0);
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@memset(self.buf, 0);
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}
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pub fn deinit(self: *Self) void {
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186
src/imgui.zig
186
src/imgui.zig
@@ -30,14 +30,34 @@ pub const State = struct {
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fps_hist: RingBuffer(u32),
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should_quit: bool = false,
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emulation: Emulation,
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win_stat: WindowStatus = .{},
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const WindowStatus = struct {
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show_deps: bool = false,
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show_regs: bool = false,
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show_schedule: bool = false,
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show_perf: bool = false,
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show_palette: bool = false,
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};
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const Emulation = union(enum) {
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Active,
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Inactive,
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Transition: enum { Active, Inactive },
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};
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/// if zba is initialized with a ROM already provided, this initializer should be called
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/// with `title_opt` being non-null
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pub fn init(allocator: Allocator, title_opt: ?*const [12]u8) !@This() {
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const history = try allocator.alloc(u32, histogram_len);
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const title: [12:0]u8 = if (title_opt) |t| t.* ++ [_:0]u8{} else "[No Title]\x00\x00".*;
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return .{ .title = title, .fps_hist = RingBuffer(u32).init(history) };
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return .{
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.title = handleTitle(title_opt),
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.emulation = if (title_opt == null) .Inactive else .Active,
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.fps_hist = RingBuffer(u32).init(history),
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};
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}
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pub fn deinit(self: *@This(), allocator: Allocator) void {
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@@ -56,7 +76,8 @@ pub fn draw(state: *State, tex_id: GLuint, cpu: *Arm7tdmi) void {
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if (zgui.beginMenu("File", true)) {
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defer zgui.endMenu();
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if (zgui.menuItem("Quit", .{})) state.should_quit = true;
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if (zgui.menuItem("Quit", .{}))
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state.should_quit = true;
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if (zgui.menuItem("Insert ROM", .{})) blk: {
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const maybe_path = nfd.openFileDialog("gba", null) catch |e| {
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@@ -76,16 +97,47 @@ pub fn draw(state: *State, tex_id: GLuint, cpu: *Arm7tdmi) void {
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break :blk;
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};
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state.title = cpu.bus.pak.title ++ [_:0]u8{};
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state.title = handleTitle(&cpu.bus.pak.title);
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state.emulation = .{ .Transition = .Active };
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}
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}
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if (zgui.beginMenu("Emulation", true)) {
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defer zgui.endMenu();
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if (zgui.menuItem("Restart", .{})) {
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emu.reset(cpu);
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if (zgui.menuItem("Registers", .{ .selected = state.win_stat.show_regs }))
|
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state.win_stat.show_regs = true;
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|
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if (zgui.menuItem("Palette", .{ .selected = state.win_stat.show_palette }))
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state.win_stat.show_palette = true;
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if (zgui.menuItem("Schedule", .{ .selected = state.win_stat.show_schedule }))
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state.win_stat.show_schedule = true;
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|
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if (zgui.menuItem("Paused", .{ .selected = state.emulation == .Inactive })) {
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state.emulation = switch (state.emulation) {
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.Active => .{ .Transition = .Inactive },
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.Inactive => .{ .Transition = .Active },
|
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else => state.emulation,
|
||||
};
|
||||
}
|
||||
|
||||
if (zgui.menuItem("Restart", .{}))
|
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emu.reset(cpu);
|
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}
|
||||
|
||||
if (zgui.beginMenu("Stats", true)) {
|
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defer zgui.endMenu();
|
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|
||||
if (zgui.menuItem("Performance", .{ .selected = state.win_stat.show_perf }))
|
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state.win_stat.show_perf = true;
|
||||
}
|
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|
||||
if (zgui.beginMenu("Help", true)) {
|
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defer zgui.endMenu();
|
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|
||||
if (zgui.menuItem("Dependencies", .{ .selected = state.win_stat.show_deps }))
|
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state.win_stat.show_deps = true;
|
||||
}
|
||||
}
|
||||
|
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@@ -100,8 +152,51 @@ pub fn draw(state: *State, tex_id: GLuint, cpu: *Arm7tdmi) void {
|
||||
zgui.image(@intToPtr(*anyopaque, tex_id), .{ .w = w, .h = h, .uv0 = .{ 0, 1 }, .uv1 = .{ 1, 0 } });
|
||||
}
|
||||
|
||||
{
|
||||
_ = zgui.begin("Information", .{});
|
||||
// TODO: Any other steps to respect the copyright of the libraries I use?
|
||||
if (state.win_stat.show_deps) {
|
||||
_ = zgui.begin("Dependencies", .{ .popen = &state.win_stat.show_deps });
|
||||
defer zgui.end();
|
||||
|
||||
zgui.bulletText("SDL.zig by Felix Queißner", .{});
|
||||
{
|
||||
zgui.indent(.{});
|
||||
defer zgui.unindent(.{});
|
||||
|
||||
zgui.bulletText("SDL by Sam Lantinga", .{});
|
||||
}
|
||||
|
||||
zgui.bulletText("known-folders by ziglibs", .{});
|
||||
zgui.bulletText("nfd-zig by Fabio Arnold", .{});
|
||||
{
|
||||
zgui.indent(.{});
|
||||
defer zgui.unindent(.{});
|
||||
|
||||
zgui.bulletText("nativefiledialog by Michael Labbe", .{});
|
||||
}
|
||||
zgui.bulletText("zba-gdbstub by Rekai Musuka", .{});
|
||||
zgui.bulletText("zba-util by Rekai Musuka", .{});
|
||||
zgui.bulletText("zgui by Michal Ziulek", .{});
|
||||
{
|
||||
zgui.indent(.{});
|
||||
defer zgui.unindent(.{});
|
||||
|
||||
zgui.bulletText("DearImGui by Omar Cornut", .{});
|
||||
}
|
||||
zgui.bulletText("zig-clap by Jimmi Holst Christensen", .{});
|
||||
zgui.bulletText("zig-datetime by Jairus Martin", .{});
|
||||
zgui.bulletText("zig-opengl by Felix Queißner", .{});
|
||||
{
|
||||
zgui.indent(.{});
|
||||
defer zgui.unindent(.{});
|
||||
|
||||
zgui.bulletText("OpenGL-Registry by The Khronos Group", .{});
|
||||
}
|
||||
zgui.bulletText("zig-toml by Aeron Avery", .{});
|
||||
zgui.bulletText("bitfield.zig by Hannes Bredberg and FlorenceOS contributors", .{});
|
||||
}
|
||||
|
||||
if (state.win_stat.show_regs) {
|
||||
_ = zgui.begin("Guest Registers", .{ .popen = &state.win_stat.show_regs });
|
||||
defer zgui.end();
|
||||
|
||||
for (0..8) |i| {
|
||||
@@ -124,8 +219,8 @@ pub fn draw(state: *State, tex_id: GLuint, cpu: *Arm7tdmi) void {
|
||||
widgets.interrupts("IRQ", cpu.bus.io.irq);
|
||||
}
|
||||
|
||||
{
|
||||
_ = zgui.begin("Performance", .{});
|
||||
if (state.win_stat.show_perf) {
|
||||
_ = zgui.begin("Performance", .{ .popen = &state.win_stat.show_perf });
|
||||
defer zgui.end();
|
||||
|
||||
const tmp = blk: {
|
||||
@@ -142,7 +237,7 @@ pub fn draw(state: *State, tex_id: GLuint, cpu: *Arm7tdmi) void {
|
||||
const sorted = blk: {
|
||||
var buf: @TypeOf(values) = undefined;
|
||||
|
||||
std.mem.copy(u32, buf[0..len], values[0..len]);
|
||||
@memcpy(buf[0..len], values[0..len]);
|
||||
std.sort.sort(u32, buf[0..len], {}, std.sort.asc(u32));
|
||||
|
||||
break :blk buf;
|
||||
@@ -187,8 +282,8 @@ pub fn draw(state: *State, tex_id: GLuint, cpu: *Arm7tdmi) void {
|
||||
zgui.text(" 1% Low: {:0>3} fps", .{stats[2]});
|
||||
}
|
||||
|
||||
{
|
||||
_ = zgui.begin("Scheduler", .{});
|
||||
if (state.win_stat.show_schedule) {
|
||||
_ = zgui.begin("Schedule", .{ .popen = &state.win_stat.show_schedule });
|
||||
defer zgui.end();
|
||||
|
||||
const scheduler = cpu.sched;
|
||||
@@ -201,7 +296,7 @@ pub fn draw(state: *State, tex_id: GLuint, cpu: *Arm7tdmi) void {
|
||||
var items: [20]Event = undefined;
|
||||
const len = scheduler.queue.len;
|
||||
|
||||
std.mem.copy(Event, &items, scheduler.queue.items);
|
||||
@memcpy(&items, scheduler.queue.items);
|
||||
std.sort.sort(Event, items[0..len], {}, widgets.eventDesc(Event));
|
||||
|
||||
for (items[0..len]) |event| {
|
||||
@@ -209,12 +304,59 @@ pub fn draw(state: *State, tex_id: GLuint, cpu: *Arm7tdmi) void {
|
||||
}
|
||||
}
|
||||
|
||||
// {
|
||||
// zgui.showDemoWindow(null);
|
||||
// }
|
||||
if (state.win_stat.show_palette) {
|
||||
_ = zgui.begin("Palette", .{ .popen = &state.win_stat.show_palette });
|
||||
defer zgui.end();
|
||||
|
||||
widgets.paletteGrid(.Background, cpu);
|
||||
|
||||
zgui.sameLine(.{ .spacing = 20.0 });
|
||||
|
||||
widgets.paletteGrid(.Object, cpu);
|
||||
}
|
||||
|
||||
{
|
||||
zgui.showDemoWindow(null);
|
||||
}
|
||||
}
|
||||
|
||||
const widgets = struct {
|
||||
const PaletteKind = enum { Background, Object };
|
||||
|
||||
fn paletteGrid(comptime kind: PaletteKind, cpu: *const Arm7tdmi) void {
|
||||
_ = zgui.beginGroup();
|
||||
defer zgui.endGroup();
|
||||
|
||||
const address: u32 = switch (kind) {
|
||||
.Background => 0x0500_0000,
|
||||
.Object => 0x0500_0200,
|
||||
};
|
||||
|
||||
for (0..0x100) |i| {
|
||||
const offset = @truncate(u32, i);
|
||||
const bgr555 = cpu.bus.dbgRead(u16, address + offset * @sizeOf(u16));
|
||||
widgets.colourSquare(bgr555);
|
||||
|
||||
if ((i + 1) % 0x10 != 0) zgui.sameLine(.{});
|
||||
}
|
||||
zgui.text(@tagName(kind), .{});
|
||||
}
|
||||
|
||||
fn colourSquare(bgr555: u16) void {
|
||||
// FIXME: working with the packed struct enum is currently broken :pensive:
|
||||
const ImguiColorEditFlags_NoInputs: u32 = 1 << 5;
|
||||
const ImguiColorEditFlags_NoPicker: u32 = 1 << 2;
|
||||
const flags = @bitCast(zgui.ColorEditFlags, ImguiColorEditFlags_NoInputs | ImguiColorEditFlags_NoPicker);
|
||||
|
||||
const b = @intToFloat(f32, bgr555 >> 10 & 0x1f);
|
||||
const g = @intToFloat(f32, bgr555 >> 5 & 0x1F);
|
||||
const r = @intToFloat(f32, bgr555 & 0x1F);
|
||||
|
||||
var col = [_]f32{ r / 31.0, g / 31.0, b / 31.0 };
|
||||
|
||||
_ = zgui.colorEdit3("", .{ .col = &col, .flags = flags });
|
||||
}
|
||||
|
||||
fn interrupts(comptime label: []const u8, int: anytype) void {
|
||||
const h = 15.0;
|
||||
const w = 9.0 * 2 + 3.5;
|
||||
@@ -305,3 +447,13 @@ const widgets = struct {
|
||||
}.inner;
|
||||
}
|
||||
};
|
||||
|
||||
fn handleTitle(title_opt: ?*const [12]u8) [12:0]u8 {
|
||||
if (title_opt == null) return "[N/A Title]\x00".*; // No ROM present
|
||||
const title = title_opt.?;
|
||||
|
||||
// ROM Title is an empty string (ImGui hates these)
|
||||
if (title[0] == '\x00') return "[No Title]\x00\x00".*;
|
||||
|
||||
return title.* ++ [_:0]u8{};
|
||||
}
|
||||
|
||||
14
src/main.zig
14
src/main.zig
@@ -31,7 +31,7 @@ const params = clap.parseParamsComptime(
|
||||
pub fn main() void {
|
||||
// Main Allocator for ZBA
|
||||
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
|
||||
defer std.debug.assert(!gpa.deinit());
|
||||
defer std.debug.assert(gpa.deinit() == .ok);
|
||||
|
||||
const allocator = gpa.allocator();
|
||||
|
||||
@@ -86,7 +86,7 @@ pub fn main() void {
|
||||
bus.init(allocator, &scheduler, &cpu, paths) catch |e| exitln("failed to init zba bus: {}", .{e});
|
||||
defer bus.deinit();
|
||||
|
||||
if (config.config().guest.skip_bios or result.args.skip or paths.bios == null) {
|
||||
if (config.config().guest.skip_bios or result.args.skip != 0 or paths.bios == null) {
|
||||
cpu.fastBoot();
|
||||
}
|
||||
|
||||
@@ -101,7 +101,7 @@ pub fn main() void {
|
||||
var items: [0x100]u8 = undefined;
|
||||
var channel = TwoWayChannel.init(&items);
|
||||
|
||||
if (result.args.gdb) {
|
||||
if (result.args.gdb != 0) {
|
||||
const Server = @import("gdbstub").Server;
|
||||
const EmuThing = @import("core/emu.zig").EmuThing;
|
||||
|
||||
@@ -119,7 +119,7 @@ pub fn main() void {
|
||||
const thread = std.Thread.spawn(.{}, Server.run, .{ &server, allocator, &quit }) catch |e| exitln("gdb server thread crashed: {}", .{e});
|
||||
defer thread.join();
|
||||
|
||||
gui.run(.{
|
||||
gui.run(.Debug, .{
|
||||
.cpu = &cpu,
|
||||
.scheduler = &scheduler,
|
||||
.channel = &channel,
|
||||
@@ -127,10 +127,14 @@ pub fn main() void {
|
||||
} else {
|
||||
var tracker = FpsTracker.init();
|
||||
|
||||
// emu should start paused if there's no ROM to run
|
||||
if (paths.rom == null)
|
||||
channel.emu.push(.Pause);
|
||||
|
||||
const thread = std.Thread.spawn(.{}, emu.run, .{ &cpu, &scheduler, &tracker, &channel }) catch |e| exitln("emu thread panicked: {}", .{e});
|
||||
defer thread.join();
|
||||
|
||||
gui.run(.{
|
||||
gui.run(.Standard, .{
|
||||
.cpu = &cpu,
|
||||
.scheduler = &scheduler,
|
||||
.channel = &channel,
|
||||
|
||||
476
src/platform.zig
476
src/platform.zig
@@ -21,8 +21,8 @@ const GLsizei = gl.GLsizei;
|
||||
const SDL_GLContext = *anyopaque;
|
||||
const Allocator = std.mem.Allocator;
|
||||
|
||||
const width = 1280;
|
||||
const height = 720;
|
||||
const Dimensions = struct { width: u32, height: u32 };
|
||||
const default_dim: Dimensions = .{ .width = 1280, .height = 720 };
|
||||
|
||||
pub const sample_rate = 1 << 15;
|
||||
pub const sample_format = SDL.AUDIO_U16;
|
||||
@@ -33,29 +33,12 @@ pub const Gui = struct {
|
||||
const Self = @This();
|
||||
const log = std.log.scoped(.Gui);
|
||||
|
||||
// zig fmt: off
|
||||
const vertices: [32]f32 = [_]f32{
|
||||
// Positions // Colours // Texture Coords
|
||||
1.0, -1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, // Top Right
|
||||
1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, // Bottom Right
|
||||
-1.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, // Bottom Left
|
||||
-1.0, -1.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, // Top Left
|
||||
};
|
||||
|
||||
const indices: [6]u32 = [_]u32{
|
||||
0, 1, 3, // First Triangle
|
||||
1, 2, 3, // Second Triangle
|
||||
};
|
||||
// zig fmt: on
|
||||
|
||||
window: *SDL.SDL_Window,
|
||||
ctx: SDL_GLContext,
|
||||
audio: Audio,
|
||||
|
||||
state: imgui.State,
|
||||
|
||||
allocator: Allocator,
|
||||
program_id: gl.GLuint,
|
||||
|
||||
pub fn init(allocator: Allocator, apu: *Apu, title_opt: ?*const [12]u8) !Self {
|
||||
if (SDL.SDL_Init(SDL.SDL_INIT_VIDEO | SDL.SDL_INIT_EVENTS | SDL.SDL_INIT_AUDIO) < 0) panic();
|
||||
@@ -67,9 +50,9 @@ pub const Gui = struct {
|
||||
window_title,
|
||||
SDL.SDL_WINDOWPOS_CENTERED,
|
||||
SDL.SDL_WINDOWPOS_CENTERED,
|
||||
width,
|
||||
height,
|
||||
SDL.SDL_WINDOW_OPENGL | SDL.SDL_WINDOW_SHOWN,
|
||||
default_dim.width,
|
||||
default_dim.height,
|
||||
SDL.SDL_WINDOW_OPENGL | SDL.SDL_WINDOW_SHOWN | SDL.SDL_WINDOW_RESIZABLE,
|
||||
) orelse panic();
|
||||
|
||||
const ctx = SDL.SDL_GL_CreateContext(window) orelse panic();
|
||||
@@ -87,7 +70,6 @@ pub const Gui = struct {
|
||||
return Self{
|
||||
.window = window,
|
||||
.ctx = ctx,
|
||||
.program_id = try compileShaders(),
|
||||
.audio = Audio.init(apu),
|
||||
|
||||
.allocator = allocator,
|
||||
@@ -103,7 +85,6 @@ pub const Gui = struct {
|
||||
zgui.plot.deinit();
|
||||
zgui.deinit();
|
||||
|
||||
gl.deleteProgram(self.program_id);
|
||||
SDL.SDL_GL_DeleteContext(self.ctx);
|
||||
SDL.SDL_DestroyWindow(self.window);
|
||||
SDL.SDL_Quit();
|
||||
@@ -111,137 +92,6 @@ pub const Gui = struct {
|
||||
self.* = undefined;
|
||||
}
|
||||
|
||||
fn drawGbaTexture(self: *const Self, obj_ids: struct { GLuint, GLuint, GLuint }, tex_id: GLuint, buf: []const u8) void {
|
||||
gl.bindTexture(gl.TEXTURE_2D, tex_id);
|
||||
defer gl.bindTexture(gl.TEXTURE_2D, 0);
|
||||
|
||||
gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, gba_width, gba_height, gl.RGBA, gl.UNSIGNED_INT_8_8_8_8, buf.ptr);
|
||||
|
||||
// Bind VAO, EBO. VBO not bound
|
||||
gl.bindVertexArray(obj_ids[0]); // VAO
|
||||
defer gl.bindVertexArray(0);
|
||||
|
||||
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, obj_ids[2]); // EBO
|
||||
defer gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, 0);
|
||||
|
||||
// Use compiled frag + vertex shader
|
||||
gl.useProgram(self.program_id);
|
||||
defer gl.useProgram(0);
|
||||
|
||||
gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_INT, null);
|
||||
}
|
||||
|
||||
fn compileShaders() !GLuint {
|
||||
const vert_shader = @embedFile("shader/pixelbuf.vert");
|
||||
const frag_shader = @embedFile("shader/pixelbuf.frag");
|
||||
|
||||
const vs = gl.createShader(gl.VERTEX_SHADER);
|
||||
defer gl.deleteShader(vs);
|
||||
|
||||
gl.shaderSource(vs, 1, &[_][*c]const u8{vert_shader}, 0);
|
||||
gl.compileShader(vs);
|
||||
|
||||
if (!shader.didCompile(vs)) return error.VertexCompileError;
|
||||
|
||||
const fs = gl.createShader(gl.FRAGMENT_SHADER);
|
||||
defer gl.deleteShader(fs);
|
||||
|
||||
gl.shaderSource(fs, 1, &[_][*c]const u8{frag_shader}, 0);
|
||||
gl.compileShader(fs);
|
||||
|
||||
if (!shader.didCompile(fs)) return error.FragmentCompileError;
|
||||
|
||||
const program = gl.createProgram();
|
||||
gl.attachShader(program, vs);
|
||||
gl.attachShader(program, fs);
|
||||
gl.linkProgram(program);
|
||||
|
||||
return program;
|
||||
}
|
||||
|
||||
// Returns the VAO ID since it's used in run()
|
||||
fn genBufferObjects() struct { GLuint, GLuint, GLuint } {
|
||||
var vao_id: GLuint = undefined;
|
||||
var vbo_id: GLuint = undefined;
|
||||
var ebo_id: GLuint = undefined;
|
||||
|
||||
gl.genVertexArrays(1, &vao_id);
|
||||
gl.genBuffers(1, &vbo_id);
|
||||
gl.genBuffers(1, &ebo_id);
|
||||
|
||||
gl.bindVertexArray(vao_id);
|
||||
defer gl.bindVertexArray(0);
|
||||
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, vbo_id);
|
||||
defer gl.bindBuffer(gl.ARRAY_BUFFER, 0);
|
||||
|
||||
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ebo_id);
|
||||
defer gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, 0);
|
||||
|
||||
gl.bufferData(gl.ARRAY_BUFFER, @sizeOf(@TypeOf(vertices)), &vertices, gl.STATIC_DRAW);
|
||||
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, @sizeOf(@TypeOf(indices)), &indices, gl.STATIC_DRAW);
|
||||
|
||||
// Position
|
||||
gl.vertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, 8 * @sizeOf(f32), null); // lmao
|
||||
gl.enableVertexAttribArray(0);
|
||||
// Colour
|
||||
gl.vertexAttribPointer(1, 3, gl.FLOAT, gl.FALSE, 8 * @sizeOf(f32), @intToPtr(?*anyopaque, (3 * @sizeOf(f32))));
|
||||
gl.enableVertexAttribArray(1);
|
||||
// Texture Coord
|
||||
gl.vertexAttribPointer(2, 2, gl.FLOAT, gl.FALSE, 8 * @sizeOf(f32), @intToPtr(?*anyopaque, (6 * @sizeOf(f32))));
|
||||
gl.enableVertexAttribArray(2);
|
||||
|
||||
return .{ vao_id, vbo_id, ebo_id };
|
||||
}
|
||||
|
||||
fn genGbaTexture(buf: []const u8) GLuint {
|
||||
var tex_id: GLuint = undefined;
|
||||
gl.genTextures(1, &tex_id);
|
||||
|
||||
gl.bindTexture(gl.TEXTURE_2D, tex_id);
|
||||
defer gl.bindTexture(gl.TEXTURE_2D, 0);
|
||||
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
|
||||
|
||||
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gba_width, gba_height, 0, gl.RGBA, gl.UNSIGNED_INT_8_8_8_8, buf.ptr);
|
||||
|
||||
return tex_id;
|
||||
}
|
||||
|
||||
fn genOutTexture() GLuint {
|
||||
var tex_id: GLuint = undefined;
|
||||
gl.genTextures(1, &tex_id);
|
||||
|
||||
gl.bindTexture(gl.TEXTURE_2D, tex_id);
|
||||
defer gl.bindTexture(gl.TEXTURE_2D, 0);
|
||||
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
|
||||
|
||||
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gba_width, gba_height, 0, gl.RGBA, gl.UNSIGNED_INT_8_8_8_8, null);
|
||||
|
||||
return tex_id;
|
||||
}
|
||||
|
||||
fn genFrameBufObject(tex_id: c_uint) !GLuint {
|
||||
var fbo_id: GLuint = undefined;
|
||||
gl.genFramebuffers(1, &fbo_id);
|
||||
|
||||
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo_id);
|
||||
defer gl.bindFramebuffer(gl.FRAMEBUFFER, 0);
|
||||
|
||||
gl.framebufferTexture(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, tex_id, 0);
|
||||
|
||||
const draw_buffers: [1]GLuint = .{gl.COLOR_ATTACHMENT0};
|
||||
gl.drawBuffers(1, &draw_buffers);
|
||||
|
||||
if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE)
|
||||
return error.FrameBufferObejctInitFailed;
|
||||
|
||||
return fbo_id;
|
||||
}
|
||||
|
||||
const RunOptions = struct {
|
||||
channel: *TwoWayChannel,
|
||||
tracker: ?*FpsTracker = null,
|
||||
@@ -249,29 +99,30 @@ pub const Gui = struct {
|
||||
scheduler: *Scheduler,
|
||||
};
|
||||
|
||||
pub fn run(self: *Self, opt: RunOptions) !void {
|
||||
const RunMode = enum { Standard, Debug };
|
||||
|
||||
pub fn run(self: *Self, comptime mode: RunMode, opt: RunOptions) !void {
|
||||
const cpu = opt.cpu;
|
||||
const tracker = opt.tracker;
|
||||
const channel = opt.channel;
|
||||
|
||||
const obj_ids = Self.genBufferObjects();
|
||||
defer gl.deleteBuffers(3, @as(*const [3]c_uint, &obj_ids));
|
||||
const objects = opengl_impl.createObjects();
|
||||
defer gl.deleteBuffers(3, @as(*const [3]GLuint, &.{ objects.vao, objects.vbo, objects.ebo }));
|
||||
|
||||
const emu_tex = Self.genGbaTexture(cpu.bus.ppu.framebuf.get(.Renderer));
|
||||
const out_tex = Self.genOutTexture();
|
||||
defer gl.deleteTextures(2, &[_]c_uint{ emu_tex, out_tex });
|
||||
const emu_tex = opengl_impl.createScreenTexture(cpu.bus.ppu.framebuf.get(.Renderer));
|
||||
const out_tex = opengl_impl.createOutputTexture();
|
||||
defer gl.deleteTextures(2, &[_]GLuint{ emu_tex, out_tex });
|
||||
|
||||
const fbo_id = try Self.genFrameBufObject(out_tex);
|
||||
const fbo_id = try opengl_impl.createFrameBuffer(out_tex);
|
||||
defer gl.deleteFramebuffers(1, &fbo_id);
|
||||
|
||||
emu_loop: while (true) {
|
||||
// `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 (channel.gui.pop()) |event| switch (event) {
|
||||
.Quit => break :emu_loop,
|
||||
.Paused => @panic("TODO: We want to peek (and then pop if it's .Quit), not always pop"),
|
||||
};
|
||||
// TODO: Support dynamically switching shaders?
|
||||
const prog_id = try opengl_impl.compileShaders();
|
||||
defer gl.deleteProgram(prog_id);
|
||||
|
||||
var win_dim: Dimensions = default_dim;
|
||||
|
||||
emu_loop: while (true) {
|
||||
// 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;
|
||||
@@ -322,44 +173,85 @@ pub const Gui = struct {
|
||||
|
||||
cpu.bus.io.keyinput.store(keyinput.raw, .Monotonic);
|
||||
},
|
||||
SDL.SDL_WINDOWEVENT => {
|
||||
if (event.window.event == SDL.SDL_WINDOWEVENT_RESIZED) {
|
||||
log.debug("window resized to: {}x{}", .{ event.window.data1, event.window.data2 });
|
||||
|
||||
win_dim.width = @intCast(u32, event.window.data1);
|
||||
win_dim.height = @intCast(u32, event.window.data2);
|
||||
}
|
||||
},
|
||||
else => {},
|
||||
}
|
||||
}
|
||||
|
||||
{
|
||||
channel.emu.push(.Pause);
|
||||
defer channel.emu.push(.Resume);
|
||||
zgui.backend.newFrame(@intToFloat(f32, win_dim.width), @intToFloat(f32, win_dim.height));
|
||||
|
||||
// Spin Loop until we know that the emu is paused
|
||||
wait: while (true) switch (channel.gui.pop() orelse continue) {
|
||||
.Paused => break :wait,
|
||||
else => |any| std.debug.panic("[Gui/Channel]: Unhandled Event: {}", .{any}),
|
||||
};
|
||||
switch (self.state.emulation) {
|
||||
.Transition => |inner| switch (inner) {
|
||||
.Active => {
|
||||
_ = channel.gui.pop();
|
||||
|
||||
// Add FPS count to the histogram
|
||||
if (tracker) |t| self.state.fps_hist.push(t.value()) catch {};
|
||||
channel.emu.push(.Resume);
|
||||
self.state.emulation = .Active;
|
||||
},
|
||||
.Inactive => {
|
||||
// Assert that double pausing is impossible
|
||||
if (channel.gui.peek()) |value|
|
||||
std.debug.assert(value != .Paused);
|
||||
|
||||
// Draw GBA Screen to Texture
|
||||
{
|
||||
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo_id);
|
||||
defer gl.bindFramebuffer(gl.FRAMEBUFFER, 0);
|
||||
channel.emu.push(.Pause);
|
||||
self.state.emulation = .Inactive;
|
||||
},
|
||||
},
|
||||
.Active => {
|
||||
const is_std = mode == .Standard;
|
||||
|
||||
const buf = cpu.bus.ppu.framebuf.get(.Renderer);
|
||||
gl.viewport(0, 0, gba_width, gba_height);
|
||||
self.drawGbaTexture(obj_ids, emu_tex, buf);
|
||||
}
|
||||
if (is_std) channel.emu.push(.Pause);
|
||||
defer if (is_std) channel.emu.push(.Resume);
|
||||
|
||||
// Background Colour
|
||||
const size = zgui.io.getDisplaySize();
|
||||
gl.viewport(0, 0, @floatToInt(c_int, size[0]), @floatToInt(c_int, size[1]));
|
||||
gl.clearColor(0, 0, 0, 1.0);
|
||||
gl.clear(gl.COLOR_BUFFER_BIT);
|
||||
switch (mode) {
|
||||
.Standard => {
|
||||
// TODO: add timeout
|
||||
while (true) switch (channel.gui.pop() orelse continue) {
|
||||
.Paused => break,
|
||||
.Quit => unreachable, // only signaled in debug mode
|
||||
};
|
||||
},
|
||||
.Debug => blk: {
|
||||
switch (channel.gui.pop() orelse break :blk) {
|
||||
.Paused => unreachable, // only in standard mode
|
||||
.Quit => break :emu_loop, // FIXME: gdb side of emu is seriously out-of-date...
|
||||
}
|
||||
},
|
||||
}
|
||||
|
||||
zgui.backend.newFrame(width, height);
|
||||
imgui.draw(&self.state, out_tex, cpu);
|
||||
zgui.backend.draw();
|
||||
// Add FPS count to the histogram
|
||||
if (tracker) |t| self.state.fps_hist.push(t.value()) catch {};
|
||||
|
||||
// Draw GBA Screen to Texture
|
||||
{
|
||||
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo_id);
|
||||
defer gl.bindFramebuffer(gl.FRAMEBUFFER, 0);
|
||||
|
||||
const buf = cpu.bus.ppu.framebuf.get(.Renderer);
|
||||
gl.viewport(0, 0, gba_width, gba_height);
|
||||
opengl_impl.drawScreenTexture(emu_tex, prog_id, objects, buf);
|
||||
}
|
||||
|
||||
imgui.draw(&self.state, out_tex, cpu);
|
||||
},
|
||||
.Inactive => imgui.draw(&self.state, out_tex, cpu),
|
||||
}
|
||||
|
||||
// Background Colour
|
||||
const size = zgui.io.getDisplaySize();
|
||||
gl.viewport(0, 0, @floatToInt(GLsizei, size[0]), @floatToInt(GLsizei, size[1]));
|
||||
gl.clearColor(0, 0, 0, 1.0);
|
||||
gl.clear(gl.COLOR_BUFFER_BIT);
|
||||
|
||||
zgui.backend.draw();
|
||||
|
||||
SDL.SDL_GL_SwapWindow(self.window);
|
||||
}
|
||||
|
||||
@@ -415,29 +307,179 @@ const Audio = struct {
|
||||
}
|
||||
};
|
||||
|
||||
const shader = struct {
|
||||
const Kind = enum { vertex, fragment };
|
||||
const log = std.log.scoped(.Shader);
|
||||
|
||||
fn didCompile(id: gl.GLuint) bool {
|
||||
var success: gl.GLint = undefined;
|
||||
gl.getShaderiv(id, gl.COMPILE_STATUS, &success);
|
||||
|
||||
if (success == 0) err(id);
|
||||
|
||||
return success == 1;
|
||||
}
|
||||
|
||||
fn err(id: gl.GLuint) void {
|
||||
const buf_len = 512;
|
||||
var error_msg: [buf_len]u8 = undefined;
|
||||
|
||||
gl.getShaderInfoLog(id, buf_len, 0, &error_msg);
|
||||
log.err("{s}", .{std.mem.sliceTo(&error_msg, 0)});
|
||||
}
|
||||
};
|
||||
|
||||
fn panic() noreturn {
|
||||
const str = @as(?[*:0]const u8, SDL.SDL_GetError()) orelse "unknown error";
|
||||
@panic(std.mem.sliceTo(str, 0));
|
||||
}
|
||||
|
||||
const opengl_impl = struct {
|
||||
// zig fmt: off
|
||||
const vertices: [32]f32 = [_]f32{
|
||||
// Positions // Colours // Texture Coords
|
||||
1.0, -1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, // Top Right
|
||||
1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, // Bottom Right
|
||||
-1.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, // Bottom Left
|
||||
-1.0, -1.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, // Top Left
|
||||
};
|
||||
|
||||
const indices: [6]u32 = [_]u32{
|
||||
0, 1, 3, // First Triangle
|
||||
1, 2, 3, // Second Triangle
|
||||
};
|
||||
// zig fmt: on
|
||||
|
||||
const Objects = struct { vao: GLuint, vbo: GLuint, ebo: GLuint };
|
||||
|
||||
fn drawScreenTexture(tex_id: GLuint, prog_id: GLuint, ids: Objects, buf: []const u8) void {
|
||||
gl.bindTexture(gl.TEXTURE_2D, tex_id);
|
||||
defer gl.bindTexture(gl.TEXTURE_2D, 0);
|
||||
|
||||
gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, gba_width, gba_height, gl.RGBA, gl.UNSIGNED_INT_8_8_8_8, buf.ptr);
|
||||
|
||||
// Bind VAO, EBO. VBO not bound
|
||||
gl.bindVertexArray(ids.vao); // VAO
|
||||
defer gl.bindVertexArray(0);
|
||||
|
||||
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ids.ebo); // EBO
|
||||
defer gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, 0);
|
||||
|
||||
// Use compiled frag + vertex shader
|
||||
gl.useProgram(prog_id);
|
||||
defer gl.useProgram(0);
|
||||
|
||||
gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_INT, null);
|
||||
}
|
||||
|
||||
fn compileShaders() !GLuint {
|
||||
const vert_shader = @embedFile("shader/pixelbuf.vert");
|
||||
const frag_shader = @embedFile("shader/pixelbuf.frag");
|
||||
|
||||
const vs = gl.createShader(gl.VERTEX_SHADER);
|
||||
defer gl.deleteShader(vs);
|
||||
|
||||
gl.shaderSource(vs, 1, &[_][*c]const u8{vert_shader}, 0);
|
||||
gl.compileShader(vs);
|
||||
|
||||
if (!shader.didCompile(vs)) return error.VertexCompileError;
|
||||
|
||||
const fs = gl.createShader(gl.FRAGMENT_SHADER);
|
||||
defer gl.deleteShader(fs);
|
||||
|
||||
gl.shaderSource(fs, 1, &[_][*c]const u8{frag_shader}, 0);
|
||||
gl.compileShader(fs);
|
||||
|
||||
if (!shader.didCompile(fs)) return error.FragmentCompileError;
|
||||
|
||||
const program = gl.createProgram();
|
||||
gl.attachShader(program, vs);
|
||||
gl.attachShader(program, fs);
|
||||
gl.linkProgram(program);
|
||||
|
||||
return program;
|
||||
}
|
||||
|
||||
// Returns the VAO ID since it's used in run()
|
||||
fn createObjects() Objects {
|
||||
var vao_id: GLuint = undefined;
|
||||
var vbo_id: GLuint = undefined;
|
||||
var ebo_id: GLuint = undefined;
|
||||
|
||||
gl.genVertexArrays(1, &vao_id);
|
||||
gl.genBuffers(1, &vbo_id);
|
||||
gl.genBuffers(1, &ebo_id);
|
||||
|
||||
gl.bindVertexArray(vao_id);
|
||||
defer gl.bindVertexArray(0);
|
||||
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, vbo_id);
|
||||
defer gl.bindBuffer(gl.ARRAY_BUFFER, 0);
|
||||
|
||||
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ebo_id);
|
||||
defer gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, 0);
|
||||
|
||||
gl.bufferData(gl.ARRAY_BUFFER, @sizeOf(@TypeOf(vertices)), &vertices, gl.STATIC_DRAW);
|
||||
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, @sizeOf(@TypeOf(indices)), &indices, gl.STATIC_DRAW);
|
||||
|
||||
// Position
|
||||
gl.vertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, 8 * @sizeOf(f32), null); // lmao
|
||||
gl.enableVertexAttribArray(0);
|
||||
// Colour
|
||||
gl.vertexAttribPointer(1, 3, gl.FLOAT, gl.FALSE, 8 * @sizeOf(f32), @intToPtr(?*anyopaque, (3 * @sizeOf(f32))));
|
||||
gl.enableVertexAttribArray(1);
|
||||
// Texture Coord
|
||||
gl.vertexAttribPointer(2, 2, gl.FLOAT, gl.FALSE, 8 * @sizeOf(f32), @intToPtr(?*anyopaque, (6 * @sizeOf(f32))));
|
||||
gl.enableVertexAttribArray(2);
|
||||
|
||||
return .{ .vao = vao_id, .vbo = vbo_id, .ebo = ebo_id };
|
||||
}
|
||||
|
||||
fn createScreenTexture(buf: []const u8) GLuint {
|
||||
var tex_id: GLuint = undefined;
|
||||
gl.genTextures(1, &tex_id);
|
||||
|
||||
gl.bindTexture(gl.TEXTURE_2D, tex_id);
|
||||
defer gl.bindTexture(gl.TEXTURE_2D, 0);
|
||||
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
|
||||
|
||||
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gba_width, gba_height, 0, gl.RGBA, gl.UNSIGNED_INT_8_8_8_8, buf.ptr);
|
||||
|
||||
return tex_id;
|
||||
}
|
||||
|
||||
fn createOutputTexture() GLuint {
|
||||
var tex_id: GLuint = undefined;
|
||||
gl.genTextures(1, &tex_id);
|
||||
|
||||
gl.bindTexture(gl.TEXTURE_2D, tex_id);
|
||||
defer gl.bindTexture(gl.TEXTURE_2D, 0);
|
||||
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
|
||||
|
||||
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gba_width, gba_height, 0, gl.RGBA, gl.UNSIGNED_INT_8_8_8_8, null);
|
||||
|
||||
return tex_id;
|
||||
}
|
||||
|
||||
fn createFrameBuffer(tex_id: GLuint) !GLuint {
|
||||
var fbo_id: GLuint = undefined;
|
||||
gl.genFramebuffers(1, &fbo_id);
|
||||
|
||||
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo_id);
|
||||
defer gl.bindFramebuffer(gl.FRAMEBUFFER, 0);
|
||||
|
||||
gl.framebufferTexture(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, tex_id, 0);
|
||||
|
||||
const draw_buffers: [1]GLuint = .{gl.COLOR_ATTACHMENT0};
|
||||
gl.drawBuffers(1, &draw_buffers);
|
||||
|
||||
if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE)
|
||||
return error.FrameBufferObejctInitFailed;
|
||||
|
||||
return fbo_id;
|
||||
}
|
||||
|
||||
const shader = struct {
|
||||
const Kind = enum { vertex, fragment };
|
||||
const log = std.log.scoped(.Shader);
|
||||
|
||||
fn didCompile(id: gl.GLuint) bool {
|
||||
var success: gl.GLint = undefined;
|
||||
gl.getShaderiv(id, gl.COMPILE_STATUS, &success);
|
||||
|
||||
if (success == 0) err(id);
|
||||
|
||||
return success == 1;
|
||||
}
|
||||
|
||||
fn err(id: gl.GLuint) void {
|
||||
const buf_len = 512;
|
||||
var error_msg: [buf_len]u8 = undefined;
|
||||
|
||||
gl.getShaderInfoLog(id, buf_len, 0, &error_msg);
|
||||
log.err("{s}", .{std.mem.sliceTo(&error_msg, 0)});
|
||||
}
|
||||
};
|
||||
};
|
||||
|
||||
@@ -260,7 +260,7 @@ pub const FrameBuffer = struct {
|
||||
|
||||
pub fn init(allocator: Allocator, comptime len: comptime_int) !Self {
|
||||
const buf = try allocator.alloc(u8, len * 2);
|
||||
std.mem.set(u8, buf, 0);
|
||||
@memset(buf, 0);
|
||||
|
||||
return .{
|
||||
// Front and Back Framebuffers
|
||||
@@ -272,7 +272,7 @@ pub const FrameBuffer = struct {
|
||||
}
|
||||
|
||||
pub fn reset(self: *Self) void {
|
||||
std.mem.set(u8, self.buf, 0);
|
||||
@memset(self.buf, 0);
|
||||
self.current = 0;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user