Configure SDL2 to use OpenGL #4
|
@ -31,6 +31,9 @@ pub fn build(b: *std.build.Builder) void {
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|||
// TOML Library
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exe.addPackagePath("toml", "lib/zig-toml/src/toml.zig");
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// OpenGL 3.3 Bindings
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exe.addPackagePath("gl", "lib/gl.zig");
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// Zig SDL Bindings: https://github.com/MasterQ32/SDL.zig
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const sdk = Sdk.init(b);
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sdk.link(exe, .dynamic);
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|
|
File diff suppressed because it is too large
Load Diff
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@ -12,9 +12,6 @@ const Allocator = std.mem.Allocator;
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const log = std.log.scoped(.PPU);
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const pollDmaOnBlank = @import("bus/dma.zig").pollDmaOnBlank;
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/// This is used to generate byuu / Talurabi's Color Correction algorithm
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const COLOUR_LUT = genColourLut();
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pub const width = 240;
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pub const height = 160;
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pub const framebuf_pitch = width * @sizeOf(u32);
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@ -392,7 +389,7 @@ pub const Ppu = struct {
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const maybe_btm = self.scanline.btm()[i];
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const bgr555 = self.getBgr555(maybe_top, maybe_btm);
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std.mem.writeIntNative(u32, self.framebuf.get(.Emulator)[fb_base + i * @sizeOf(u32) ..][0..@sizeOf(u32)], COLOUR_LUT[bgr555 & 0x7FFF]);
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std.mem.writeIntNative(u32, self.framebuf.get(.Emulator)[fb_base + i * @sizeOf(u32) ..][0..@sizeOf(u32)], rgba888(bgr555));
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}
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// Reset Current Scanline Pixel Buffer and list of fetched sprites
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@ -419,7 +416,7 @@ pub const Ppu = struct {
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const maybe_btm = self.scanline.btm()[i];
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const bgr555 = self.getBgr555(maybe_top, maybe_btm);
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std.mem.writeIntNative(u32, self.framebuf.get(.Emulator)[fb_base + i * @sizeOf(u32) ..][0..@sizeOf(u32)], COLOUR_LUT[bgr555 & 0x7FFF]);
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std.mem.writeIntNative(u32, self.framebuf.get(.Emulator)[fb_base + i * @sizeOf(u32) ..][0..@sizeOf(u32)], rgba888(bgr555));
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}
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// Reset Current Scanline Pixel Buffer and list of fetched sprites
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@ -445,7 +442,7 @@ pub const Ppu = struct {
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const maybe_btm = self.scanline.btm()[i];
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const bgr555 = self.getBgr555(maybe_top, maybe_btm);
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std.mem.writeIntNative(u32, self.framebuf.get(.Emulator)[fb_base + i * @sizeOf(u32) ..][0..@sizeOf(u32)], COLOUR_LUT[bgr555 & 0x7FFF]);
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std.mem.writeIntNative(u32, self.framebuf.get(.Emulator)[fb_base + i * @sizeOf(u32) ..][0..@sizeOf(u32)], rgba888(bgr555));
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}
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// Reset Current Scanline Pixel Buffer and list of fetched sprites
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@ -460,7 +457,7 @@ pub const Ppu = struct {
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var i: usize = 0;
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while (i < width) : (i += 1) {
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const bgr555 = self.vram.read(u16, vram_base + i * @sizeOf(u16));
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std.mem.writeIntNative(u32, self.framebuf.get(.Emulator)[fb_base + i * @sizeOf(u32) ..][0..@sizeOf(u32)], COLOUR_LUT[bgr555 & 0x7FFF]);
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std.mem.writeIntNative(u32, self.framebuf.get(.Emulator)[fb_base + i * @sizeOf(u32) ..][0..@sizeOf(u32)], rgba888(bgr555));
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}
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},
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0x4 => {
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@ -471,7 +468,7 @@ pub const Ppu = struct {
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// Render Current Scanline
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for (self.vram.buf[vram_base .. vram_base + width]) |byte, i| {
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const bgr555 = self.palette.read(u16, @as(u16, byte) * @sizeOf(u16));
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std.mem.writeIntNative(u32, self.framebuf.get(.Emulator)[fb_base + i * @sizeOf(u32) ..][0..@sizeOf(u32)], COLOUR_LUT[bgr555 & 0x7FFF]);
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std.mem.writeIntNative(u32, self.framebuf.get(.Emulator)[fb_base + i * @sizeOf(u32) ..][0..@sizeOf(u32)], rgba888(bgr555));
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}
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},
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0x5 => {
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@ -488,7 +485,7 @@ pub const Ppu = struct {
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const bgr555 =
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if (scanline < m5_height and i < m5_width) self.vram.read(u16, vram_base + i * @sizeOf(u16)) else self.palette.getBackdrop();
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std.mem.writeIntNative(u32, self.framebuf.get(.Emulator)[fb_base + i * @sizeOf(u32) ..][0..@sizeOf(u32)], COLOUR_LUT[bgr555 & 0x7FFF]);
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std.mem.writeIntNative(u32, self.framebuf.get(.Emulator)[fb_base + i * @sizeOf(u32) ..][0..@sizeOf(u32)], rgba888(bgr555));
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}
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},
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else => std.debug.panic("[PPU] TODO: Implement BG Mode {}", .{bg_mode}),
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|
@ -1063,7 +1060,7 @@ fn spriteDimensions(shape: u2, size: u2) [2]u8 {
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};
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}
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fn toRgba8888(bgr555: u16) u32 {
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inline fn rgba888(bgr555: u16) u32 {
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const b = @as(u32, bgr555 >> 10 & 0x1F);
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const g = @as(u32, bgr555 >> 5 & 0x1F);
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const r = @as(u32, bgr555 & 0x1F);
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|
@ -1071,39 +1068,6 @@ fn toRgba8888(bgr555: u16) u32 {
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return (r << 3 | r >> 2) << 24 | (g << 3 | g >> 2) << 16 | (b << 3 | b >> 2) << 8 | 0xFF;
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}
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fn genColourLut() [0x8000]u32 {
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return comptime {
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@setEvalBranchQuota(0x10001);
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|
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var lut: [0x8000]u32 = undefined;
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for (lut) |*px, i| px.* = toRgba8888(i);
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return lut;
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};
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}
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// FIXME: The implementation is incorrect and using it in the LUT crashes the compiler (OOM)
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/// Implementation courtesy of byuu and Talarubi at https://near.sh/articles/video/color-emulation
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fn toRgba8888Talarubi(bgr555: u16) u32 {
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@setRuntimeSafety(false);
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const lcd_gamma: f64 = 4;
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const out_gamma: f64 = 2.2;
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const b = @as(u32, bgr555 >> 10 & 0x1F);
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const g = @as(u32, bgr555 >> 5 & 0x1F);
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const r = @as(u32, bgr555 & 0x1F);
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const lb = std.math.pow(f64, @intToFloat(f64, b << 3 | b >> 2) / 31, lcd_gamma);
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const lg = std.math.pow(f64, @intToFloat(f64, g << 3 | g >> 2) / 31, lcd_gamma);
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const lr = std.math.pow(f64, @intToFloat(f64, r << 3 | r >> 2) / 31, lcd_gamma);
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const out_b = std.math.pow(f64, (220 * lb + 10 * lg + 50 * lr) / 255, 1 / out_gamma);
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const out_g = std.math.pow(f64, (30 * lb + 230 * lg + 10 * lr) / 255, 1 / out_gamma);
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const out_r = std.math.pow(f64, (0 * lb + 50 * lg + 255 * lr) / 255, 1 / out_gamma);
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return @floatToInt(u32, out_r) << 24 | @floatToInt(u32, out_g) << 16 | @floatToInt(u32, out_b) << 8 | 0xFF;
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}
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fn alphaBlend(top: u16, btm: u16, bldalpha: io.BldAlpha) u16 {
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||||
const eva: u16 = bldalpha.eva.read();
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const evb: u16 = bldalpha.evb.read();
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||||
|
|
146
src/platform.zig
146
src/platform.zig
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@ -1,5 +1,6 @@
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const std = @import("std");
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const SDL = @import("sdl2");
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const gl = @import("gl");
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const emu = @import("core/emu.zig");
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const config = @import("config.zig");
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|
@ -11,21 +12,43 @@ const FpsTracker = @import("util.zig").FpsTracker;
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const span = @import("util.zig").span;
|
||||
|
||||
const pitch = @import("core/ppu.zig").framebuf_pitch;
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const gba_width = @import("core/ppu.zig").width;
|
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const gba_height = @import("core/ppu.zig").height;
|
||||
|
||||
const default_title: []const u8 = "ZBA";
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|
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pub const Gui = struct {
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const Self = @This();
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const SDL_GLContext = *anyopaque; // SDL.SDL_GLContext is a ?*anyopaque
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const log = std.log.scoped(.Gui);
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// zig fmt: off
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const vertices: [32]f32 = [_]f32{
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// Positions // Colours // Texture Coords
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1.0, -1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, // Top Right
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1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, // Bottom Right
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-1.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, // Bottom Left
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-1.0, -1.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, // Top Left
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};
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const indices: [6]u32 = [_]u32{
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0, 1, 3, // First Triangle
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1, 2, 3, // Second Triangle
|
||||
};
|
||||
// zig fmt: on
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window: *SDL.SDL_Window,
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ctx: SDL_GLContext,
|
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title: []const u8,
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renderer: *SDL.SDL_Renderer,
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texture: *SDL.SDL_Texture,
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audio: Audio,
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program_id: gl.GLuint,
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pub fn init(title: *const [12]u8, apu: *Apu, width: i32, height: i32) Self {
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const ret = SDL.SDL_Init(SDL.SDL_INIT_VIDEO | SDL.SDL_INIT_EVENTS | SDL.SDL_INIT_AUDIO | SDL.SDL_INIT_GAMECONTROLLER);
|
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if (ret < 0) panic();
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if (SDL.SDL_Init(SDL.SDL_INIT_VIDEO | SDL.SDL_INIT_EVENTS | SDL.SDL_INIT_AUDIO) < 0) panic();
|
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if (SDL.SDL_GL_SetAttribute(SDL.SDL_GL_CONTEXT_PROFILE_MASK, SDL.SDL_GL_CONTEXT_PROFILE_CORE) < 0) panic();
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if (SDL.SDL_GL_SetAttribute(SDL.SDL_GL_CONTEXT_MAJOR_VERSION, 3) < 0) panic();
|
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if (SDL.SDL_GL_SetAttribute(SDL.SDL_GL_CONTEXT_MAJOR_VERSION, 3) < 0) panic();
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const win_scale = @intCast(c_int, config.config().host.win_scale);
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|
@ -35,29 +58,98 @@ pub const Gui = struct {
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SDL.SDL_WINDOWPOS_CENTERED,
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@as(c_int, width * win_scale),
|
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@as(c_int, height * win_scale),
|
||||
SDL.SDL_WINDOW_SHOWN,
|
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SDL.SDL_WINDOW_OPENGL | SDL.SDL_WINDOW_SHOWN,
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||||
) orelse panic();
|
||||
|
||||
const renderer_flags = SDL.SDL_RENDERER_ACCELERATED | if (config.config().host.vsync) SDL.SDL_RENDERER_PRESENTVSYNC else 0;
|
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const renderer = SDL.SDL_CreateRenderer(window, -1, @bitCast(u32, renderer_flags)) orelse panic();
|
||||
const ctx = SDL.SDL_GL_CreateContext(window) orelse panic();
|
||||
if (SDL.SDL_GL_MakeCurrent(window, ctx) < 0) panic();
|
||||
|
||||
const texture = SDL.SDL_CreateTexture(
|
||||
renderer,
|
||||
SDL.SDL_PIXELFORMAT_RGBA8888,
|
||||
SDL.SDL_TEXTUREACCESS_STREAMING,
|
||||
@as(c_int, width),
|
||||
@as(c_int, height),
|
||||
) orelse panic();
|
||||
gl.load(ctx, Self.glGetProcAddress) catch @panic("gl.load failed");
|
||||
if (SDL.SDL_GL_SetSwapInterval(@boolToInt(config.config().host.vsync)) < 0) panic();
|
||||
|
||||
const program_id = compileShaders();
|
||||
|
||||
return Self{
|
||||
.window = window,
|
||||
.title = span(title),
|
||||
.renderer = renderer,
|
||||
.texture = texture,
|
||||
.ctx = ctx,
|
||||
.program_id = program_id,
|
||||
.audio = Audio.init(apu),
|
||||
};
|
||||
}
|
||||
|
||||
fn compileShaders() gl.GLuint {
|
||||
// TODO: Panic on Shader Compiler Failure + Error Message
|
||||
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);
|
||||
|
||||
const fs = gl.createShader(gl.FRAGMENT_SHADER);
|
||||
defer gl.deleteShader(fs);
|
||||
|
||||
gl.shaderSource(fs, 1, &[_][*c]const u8{frag_shader}, 0);
|
||||
gl.compileShader(fs);
|
||||
|
||||
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 generateBuffers() [3]c_uint {
|
||||
var vao_id: c_uint = undefined;
|
||||
var vbo_id: c_uint = undefined;
|
||||
var ebo_id: c_uint = undefined;
|
||||
gl.genVertexArrays(1, &vao_id);
|
||||
gl.genBuffers(1, &vbo_id);
|
||||
gl.genBuffers(1, &ebo_id);
|
||||
|
||||
gl.bindVertexArray(vao_id);
|
||||
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, vbo_id);
|
||||
gl.bufferData(gl.ARRAY_BUFFER, @sizeOf(@TypeOf(vertices)), &vertices, gl.STATIC_DRAW);
|
||||
|
||||
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ebo_id);
|
||||
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), @intToPtr(?*anyopaque, 0)); // 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 generateTexture(buf: []const u8) c_uint {
|
||||
var tex_id: c_uint = undefined;
|
||||
gl.genTextures(1, &tex_id);
|
||||
gl.bindTexture(gl.TEXTURE_2D, tex_id);
|
||||
|
||||
// gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
||||
// gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
||||
|
||||
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);
|
||||
// gl.generateMipmap(gl.TEXTURE_2D); // TODO: Remove?
|
||||
|
||||
return tex_id;
|
||||
}
|
||||
|
||||
pub fn run(self: *Self, cpu: *Arm7tdmi, scheduler: *Scheduler) !void {
|
||||
var quit = std.atomic.Atomic(bool).init(false);
|
||||
var tracker = FpsTracker.init();
|
||||
|
@ -67,6 +159,9 @@ pub const Gui = struct {
|
|||
|
||||
var title_buf: [0x100]u8 = [_]u8{0} ** 0x100;
|
||||
|
||||
const vao_id = Self.generateBuffers()[0];
|
||||
_ = Self.generateTexture(cpu.bus.ppu.framebuf.get(.Renderer));
|
||||
|
||||
emu_loop: while (true) {
|
||||
var event: SDL.SDL_Event = undefined;
|
||||
while (SDL.SDL_PollEvent(&event) != 0) {
|
||||
|
@ -125,9 +220,12 @@ pub const Gui = struct {
|
|||
|
||||
// Emulator has an internal Double Buffer
|
||||
const framebuf = cpu.bus.ppu.framebuf.get(.Renderer);
|
||||
_ = SDL.SDL_UpdateTexture(self.texture, null, framebuf.ptr, pitch);
|
||||
_ = SDL.SDL_RenderCopy(self.renderer, self.texture, null, null);
|
||||
SDL.SDL_RenderPresent(self.renderer);
|
||||
gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, gba_width, gba_height, gl.RGBA, gl.UNSIGNED_INT_8_8_8_8, framebuf.ptr);
|
||||
|
||||
gl.useProgram(self.program_id);
|
||||
gl.bindVertexArray(vao_id);
|
||||
gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_INT, null);
|
||||
SDL.SDL_GL_SwapWindow(self.window);
|
||||
|
||||
const dyn_title = std.fmt.bufPrint(&title_buf, "ZBA | {s} [Emu: {}fps] ", .{ self.title, tracker.value() }) catch unreachable;
|
||||
SDL.SDL_SetWindowTitle(self.window, dyn_title.ptr);
|
||||
|
@ -138,12 +236,18 @@ pub const Gui = struct {
|
|||
|
||||
pub fn deinit(self: *Self) void {
|
||||
self.audio.deinit();
|
||||
SDL.SDL_DestroyTexture(self.texture);
|
||||
SDL.SDL_DestroyRenderer(self.renderer);
|
||||
// TODO: Buffer deletions
|
||||
gl.deleteProgram(self.program_id);
|
||||
SDL.SDL_GL_DeleteContext(self.ctx);
|
||||
SDL.SDL_DestroyWindow(self.window);
|
||||
SDL.SDL_Quit();
|
||||
self.* = undefined;
|
||||
}
|
||||
|
||||
fn glGetProcAddress(ctx: SDL.SDL_GLContext, proc: [:0]const u8) ?*anyopaque {
|
||||
_ = ctx;
|
||||
return SDL.SDL_GL_GetProcAddress(proc.ptr);
|
||||
}
|
||||
};
|
||||
|
||||
const Audio = struct {
|
||||
|
|
|
@ -0,0 +1,25 @@
|
|||
#version 330 core
|
||||
out vec4 frag_color;
|
||||
|
||||
in vec3 color;
|
||||
in vec2 uv;
|
||||
|
||||
uniform sampler2D screen;
|
||||
|
||||
void main() {
|
||||
// https://near.sh/video/color-emulation
|
||||
// Thanks to Talarubi + Near for the Colour Correction
|
||||
// Thanks to fleur + mattrb for the Shader Impl
|
||||
|
||||
vec4 color = texture(screen, uv);
|
||||
color.rgb = pow(color.rgb, vec3(4.0)); // LCD Gamma
|
||||
|
||||
frag_color = vec4(
|
||||
pow(vec3(
|
||||
0 * color.b + 50 * color.g + 255 * color.r,
|
||||
30 * color.b + 230 * color.g + 10 * color.r,
|
||||
220 * color.b + 10 * color.g + 50 * color.r
|
||||
) / 255, vec3(1.0 / 2.2)), // Out Gamma
|
||||
1.0);
|
||||
}
|
||||
|
|
@ -0,0 +1,13 @@
|
|||
#version 330 core
|
||||
layout (location = 0) in vec3 pos;
|
||||
layout (location = 1) in vec3 in_color;
|
||||
layout (location = 2) in vec2 in_uv;
|
||||
|
||||
out vec3 color;
|
||||
out vec2 uv;
|
||||
|
||||
void main() {
|
||||
color = in_color;
|
||||
uv = in_uv;
|
||||
gl_Position = vec4(pos, 1.0);
|
||||
}
|
Loading…
Reference in New Issue