const std = @import("std"); const SDL = @import("sdl2"); const gl = @import("gl"); const zgui = @import("zgui"); const emu = @import("core/emu.zig"); const config = @import("config.zig"); const imgui = @import("imgui.zig"); const Apu = @import("core/apu.zig").Apu; const Arm7tdmi = @import("arm32").Arm7tdmi; const Bus = @import("core/Bus.zig"); const Scheduler = @import("core/scheduler.zig").Scheduler; const FpsTracker = @import("util.zig").FpsTracker; const Synchro = @import("core/emu.zig").Synchro; const KeyInput = @import("core/bus/io.zig").KeyInput; const gba_width = @import("core/ppu.zig").width; const gba_height = @import("core/ppu.zig").height; const GLuint = gl.GLuint; const GLsizei = gl.GLsizei; const SDL_GLContext = *anyopaque; const Allocator = std.mem.Allocator; pub 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; const window_title = "ZBA"; pub const Gui = struct { const Self = @This(); const log = std.log.scoped(.Gui); window: *SDL.SDL_Window, ctx: SDL_GLContext, audio: Audio, state: imgui.State, allocator: Allocator, 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(); if (SDL.SDL_GL_SetAttribute(SDL.SDL_GL_CONTEXT_PROFILE_MASK, SDL.SDL_GL_CONTEXT_PROFILE_CORE) < 0) panic(); if (SDL.SDL_GL_SetAttribute(SDL.SDL_GL_CONTEXT_MAJOR_VERSION, 3) < 0) panic(); if (SDL.SDL_GL_SetAttribute(SDL.SDL_GL_CONTEXT_MAJOR_VERSION, 3) < 0) panic(); const window = SDL.SDL_CreateWindow( window_title, SDL.SDL_WINDOWPOS_CENTERED, SDL.SDL_WINDOWPOS_CENTERED, 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(); if (SDL.SDL_GL_MakeCurrent(window, ctx) < 0) panic(); gl.load(ctx, Self.glGetProcAddress) catch {}; if (SDL.SDL_GL_SetSwapInterval(@intFromBool(config.config().host.vsync)) < 0) panic(); zgui.init(allocator); zgui.plot.init(); zgui.backend.init(window, ctx, "#version 330 core"); // zgui.io.setIniFilename(null); return Self{ .window = window, .ctx = ctx, .audio = Audio.init(apu), .allocator = allocator, .state = try imgui.State.init(allocator, title_opt), }; } pub fn deinit(self: *Self) void { self.audio.deinit(); self.state.deinit(self.allocator); zgui.backend.deinit(); zgui.plot.deinit(); zgui.deinit(); SDL.SDL_GL_DeleteContext(self.ctx); SDL.SDL_DestroyWindow(self.window); SDL.SDL_Quit(); self.* = undefined; } const RunOptions = struct { sync: *Synchro, tracker: ?*FpsTracker = null, cpu: *Arm7tdmi, scheduler: *Scheduler, }; pub fn run(self: *Self, opt: RunOptions) !void { const cpu = opt.cpu; const tracker = opt.tracker; const sync = opt.sync; const bus_ptr: *Bus = @ptrCast(@alignCast(cpu.bus.ptr)); const vao_id = opengl_impl.vao(); defer gl.deleteVertexArrays(1, &[_]GLuint{vao_id}); const emu_tex = opengl_impl.screenTex(bus_ptr.ppu.framebuf.get(.Renderer)); const out_tex = opengl_impl.outTex(); defer gl.deleteTextures(2, &[_]GLuint{ emu_tex, out_tex }); const fbo_id = try opengl_impl.frameBuffer(out_tex); defer gl.deleteFramebuffers(1, &fbo_id); const prog_id = try opengl_impl.program(); // Dynamic Shaders? 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 or sync.should_quit.load(.Monotonic)) break :emu_loop; var event: SDL.SDL_Event = undefined; while (SDL.SDL_PollEvent(&event) != 0) { _ = zgui.backend.processEvent(&event); switch (event.type) { SDL.SDL_QUIT => break :emu_loop, SDL.SDL_KEYDOWN => { // TODO: Make use of compare_and_xor? const key_code = event.key.keysym.sym; var keyinput: KeyInput = .{ .raw = 0x0000 }; switch (key_code) { SDL.SDLK_UP => keyinput.up.set(), SDL.SDLK_DOWN => keyinput.down.set(), SDL.SDLK_LEFT => keyinput.left.set(), SDL.SDLK_RIGHT => keyinput.right.set(), SDL.SDLK_x => keyinput.a.set(), SDL.SDLK_z => keyinput.b.set(), SDL.SDLK_a => keyinput.shoulder_l.set(), SDL.SDLK_s => keyinput.shoulder_r.set(), SDL.SDLK_RETURN => keyinput.start.set(), SDL.SDLK_RSHIFT => keyinput.select.set(), else => {}, } bus_ptr.io.keyinput.fetchAnd(~keyinput.raw, .Monotonic); }, SDL.SDL_KEYUP => { // TODO: Make use of compare_and_xor? const key_code = event.key.keysym.sym; var keyinput: KeyInput = .{ .raw = 0x0000 }; switch (key_code) { SDL.SDLK_UP => keyinput.up.set(), SDL.SDLK_DOWN => keyinput.down.set(), SDL.SDLK_LEFT => keyinput.left.set(), SDL.SDLK_RIGHT => keyinput.right.set(), SDL.SDLK_x => keyinput.a.set(), SDL.SDLK_z => keyinput.b.set(), SDL.SDLK_a => keyinput.shoulder_l.set(), SDL.SDLK_s => keyinput.shoulder_r.set(), SDL.SDLK_RETURN => keyinput.start.set(), SDL.SDLK_RSHIFT => keyinput.select.set(), else => {}, } bus_ptr.io.keyinput.fetchOr(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(event.window.data1); win_dim.height = @intCast(event.window.data2); } }, else => {}, } } var zgui_redraw: bool = false; switch (self.state.emulation) { .Transition => |inner| switch (inner) { .Active => { sync.paused.store(false, .Monotonic); if (!config.config().host.mute) SDL.SDL_PauseAudioDevice(self.audio.device, 0); self.state.emulation = .Active; }, .Inactive => { // Assert that double pausing is impossible SDL.SDL_PauseAudioDevice(self.audio.device, 1); sync.paused.store(true, .Monotonic); self.state.emulation = .Inactive; }, }, .Active => { // 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); gl.viewport(0, 0, gba_width, gba_height); opengl_impl.drawScreen(emu_tex, prog_id, vao_id, bus_ptr.ppu.framebuf.get(.Renderer)); } // FIXME: We only really care about locking the audio device (and therefore writing silence) // since if nfd-zig is used the emu may be paused for way too long. Perhaps we should try and limit // spurious calls to SDL_LockAudioDevice? SDL.SDL_LockAudioDevice(self.audio.device); defer SDL.SDL_UnlockAudioDevice(self.audio.device); zgui_redraw = imgui.draw(&self.state, sync, win_dim, cpu, out_tex); }, .Inactive => zgui_redraw = imgui.draw(&self.state, sync, win_dim, cpu, out_tex), } if (zgui_redraw) { // Background Colour const size = zgui.io.getDisplaySize(); gl.viewport(0, 0, @intFromFloat(size[0]), @intFromFloat(size[1])); gl.clearColor(0, 0, 0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); zgui.backend.draw(); } SDL.SDL_GL_SwapWindow(self.window); } sync.should_quit.store(true, .Monotonic); } fn glGetProcAddress(ctx: SDL.SDL_GLContext, proc: [:0]const u8) ?*anyopaque { _ = ctx; return SDL.SDL_GL_GetProcAddress(proc.ptr); } }; const Audio = struct { const Self = @This(); const log = std.log.scoped(.PlatformAudio); device: SDL.SDL_AudioDeviceID, fn init(apu: *Apu) Self { var have: SDL.SDL_AudioSpec = undefined; var want: SDL.SDL_AudioSpec = std.mem.zeroes(SDL.SDL_AudioSpec); want.freq = sample_rate; want.format = sample_format; want.channels = 2; want.samples = 0x100; want.callback = Self.callback; want.userdata = apu; std.debug.assert(sample_format == SDL.AUDIO_U16); log.info("Host Sample Rate: {}Hz, Host Format: SDL.AUDIO_U16", .{sample_rate}); const device = SDL.SDL_OpenAudioDevice(null, 0, &want, &have, 0); if (device == 0) panic(); return .{ .device = device }; } fn deinit(self: *Self) void { SDL.SDL_CloseAudioDevice(self.device); self.* = undefined; } export fn callback(userdata: ?*anyopaque, stream: [*c]u8, len: c_int) void { const apu: *Apu = @ptrCast(@alignCast(userdata)); _ = SDL.SDL_AudioStreamGet(apu.stream, stream, len); } }; 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 { fn drawScreen(tex_id: GLuint, prog_id: GLuint, vao_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 gl.bindVertexArray(vao_id); defer gl.bindVertexArray(0); // Use compiled frag + vertex shader gl.useProgram(prog_id); defer gl.useProgram(0); gl.drawArrays(gl.TRIANGLE_STRIP, 0, 3); } fn program() !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 prog = gl.createProgram(); gl.attachShader(prog, vs); gl.attachShader(prog, fs); gl.linkProgram(prog); return prog; } fn vao() GLuint { var vao_id: GLuint = undefined; gl.genVertexArrays(1, &vao_id); return vao_id; } fn screenTex(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 outTex() 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 frameBuffer(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); gl.drawBuffers(1, &@as(GLuint, gl.COLOR_ATTACHMENT0)); if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) return error.FrameBufferObejctInitFailed; return fbo_id; } const shader = struct { 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)}); } }; };