Add a GUI to ZBA #7
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@ -4,7 +4,7 @@ const config = @import("../config.zig");
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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 FpsTracker = @import("../util.zig").FpsTracker;
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const Tracker = @import("../util.zig").FpsTracker;
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const Timer = std.time.Timer;
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const Atomic = std.atomic.Atomic;
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@ -35,18 +35,18 @@ const RunKind = enum {
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LimitedFPS,
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};
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pub fn run(quit: *Atomic(bool), scheduler: *Scheduler, cpu: *Arm7tdmi, tracker: *FpsTracker) void {
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pub fn run(quit: *Atomic(bool), pause: *Atomic(bool), cpu: *Arm7tdmi, scheduler: *Scheduler, tracker: *Tracker) void {
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const audio_sync = config.config().guest.audio_sync and !config.config().host.mute;
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if (audio_sync) log.info("Audio sync enabled", .{});
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if (config.config().guest.video_sync) {
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inner(.LimitedFPS, audio_sync, quit, scheduler, cpu, tracker);
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inner(.LimitedFPS, audio_sync, quit, pause, cpu, scheduler, tracker);
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} else {
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inner(.UnlimitedFPS, audio_sync, quit, scheduler, cpu, tracker);
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inner(.UnlimitedFPS, audio_sync, quit, pause, cpu, scheduler, tracker);
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}
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}
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fn inner(comptime kind: RunKind, audio_sync: bool, quit: *Atomic(bool), scheduler: *Scheduler, cpu: *Arm7tdmi, tracker: ?*FpsTracker) void {
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fn inner(comptime kind: RunKind, audio_sync: bool, quit: *Atomic(bool), pause: *Atomic(bool), cpu: *Arm7tdmi, scheduler: *Scheduler, tracker: ?*Tracker) void {
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if (kind == .UnlimitedFPS or kind == .LimitedFPS) {
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std.debug.assert(tracker != null);
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log.info("FPS tracking enabled", .{});
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@ -57,6 +57,8 @@ fn inner(comptime kind: RunKind, audio_sync: bool, quit: *Atomic(bool), schedule
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log.info("Emulation w/out video sync", .{});
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while (!quit.load(.Monotonic)) {
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if (pause.load(.Monotonic)) continue;
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runFrame(scheduler, cpu);
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audioSync(audio_sync, cpu.bus.apu.stream, &cpu.bus.apu.is_buffer_full);
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@ -69,6 +71,8 @@ fn inner(comptime kind: RunKind, audio_sync: bool, quit: *Atomic(bool), schedule
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var wake_time: u64 = frame_period;
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while (!quit.load(.Monotonic)) {
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if (pause.load(.Monotonic)) continue;
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runFrame(scheduler, cpu);
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const new_wake_time = videoSync(&timer, wake_time);
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@ -389,8 +389,9 @@ pub const Gui = struct {
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const fbo_id = try Self.genFrameBufObject(out_tex);
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defer gl.deleteFramebuffers(1, &fbo_id);
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var quit = std.atomic.Atomic(bool).init(false);
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var tracker = FpsTracker.init();
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var quit = std.atomic.Atomic(bool).init(false);
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var pause = std.atomic.Atomic(bool).init(false);
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var title_buf: [0x100]u8 = undefined;
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@ -441,12 +442,6 @@ pub const Gui = struct {
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SDL.SDLK_s => keyinput.shoulder_r.set(),
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SDL.SDLK_RETURN => keyinput.start.set(),
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SDL.SDLK_RSHIFT => keyinput.select.set(),
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SDL.SDLK_i => {
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comptime std.debug.assert(sample_format == SDL.AUDIO_U16);
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log.err("Sample Count: {}", .{@intCast(u32, SDL.SDL_AudioStreamAvailable(cpu.bus.apu.stream)) / (2 * @sizeOf(u16))});
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},
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// SDL.SDLK_j => log.err("Scheduler Capacity: {} | Scheduler Event Count: {}", .{ scheduler.queue.capacity(), scheduler.queue.count() }),
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SDL.SDLK_k => {},
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else => {},
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}
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@ -456,6 +451,14 @@ pub const Gui = struct {
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}
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}
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// We Access non-atomic parts of the Emulator here
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{
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pause.store(true, .Monotonic);
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defer pause.store(false, .Monotonic);
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self.state.fps_hist.push(tracker.value()) catch {};
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// Draw GBA Screen to Texture
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{
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gl.bindFramebuffer(gl.FRAMEBUFFER, fbo_id);
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defer gl.bindFramebuffer(gl.FRAMEBUFFER, 0);
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@ -465,18 +468,12 @@ pub const Gui = struct {
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self.drawGbaTexture(obj_ids, emu_tex, buf);
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}
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// Background
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// Background Colour
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const size = zgui.io.getDisplaySize();
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gl.viewport(0, 0, @floatToInt(c_int, size[0]), @floatToInt(c_int, size[1]));
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gl.clearColor(0, 0, 0, 1.0);
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gl.clear(gl.COLOR_BUFFER_BIT);
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zgui.backend.newFrame(width, height);
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self.draw(out_tex, cpu);
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zgui.backend.draw();
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SDL.SDL_GL_SwapWindow(self.window);
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if (tracker) |t| {
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const emu_fps = t.value();
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self.state.fps_hist.push(emu_fps) catch {};
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@ -484,9 +481,14 @@ pub const Gui = struct {
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const dyn_title = std.fmt.bufPrintZ(&title_buf, "ZBA | {s} [Emu: {}fps] ", .{ self.title, emu_fps }) catch unreachable;
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SDL.SDL_SetWindowTitle(self.window, dyn_title.ptr);
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}
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zgui.backend.newFrame(width, height);
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self.draw(out_tex, cpu);
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zgui.backend.draw();
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}
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quit.store(true, .Monotonic); // Terminate Emulator Thread
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SDL.SDL_GL_SwapWindow(self.window);
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}
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}
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fn glGetProcAddress(ctx: SDL.SDL_GLContext, proc: [:0]const u8) ?*anyopaque {
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