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 Apu = @import("core/apu.zig").Apu; const Arm7tdmi = @import("core/cpu.zig").Arm7tdmi; const Scheduler = @import("core/scheduler.zig").Scheduler; const FpsTracker = @import("util.zig").FpsTracker; 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; const width = 1280; const height = 720; pub const sample_rate = 1 << 15; pub const sample_format = SDL.AUDIO_U16; const default_title = "ZBA"; 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, title: []const u8, audio: Audio, program_id: gl.GLuint, pub fn init(allocator: Allocator, title: *const [12]u8, apu: *Apu) !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 win_scale = @intCast(c_int, config.config().host.win_scale); const window = SDL.SDL_CreateWindow( default_title, SDL.SDL_WINDOWPOS_CENTERED, SDL.SDL_WINDOWPOS_CENTERED, width, height, SDL.SDL_WINDOW_OPENGL | SDL.SDL_WINDOW_SHOWN, ) 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(@boolToInt(config.config().host.vsync)) < 0) panic(); zgui.init(allocator); zgui.backend.init(window, ctx, "#version 330 core"); return Self{ .window = window, .title = std.mem.sliceTo(title, 0), .ctx = ctx, .program_id = try compileShaders(), .audio = Audio.init(apu), }; } 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), @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 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; } fn draw(self: *Self, tex_id: GLuint) void { _ = self; { _ = zgui.begin("Game Boy Advance Screen", .{ .flags = .{ .no_resize = true } }); defer zgui.end(); const args = .{ .w = gba_width, .h = gba_height, .uv0 = .{ 0.0, 1.0 }, .uv1 = .{ 1.0, 0.0 }, }; zgui.image(@intToPtr(*anyopaque, tex_id), args); } } const RunOptions = struct { quit: *std.atomic.Atomic(bool), tracker: ?*FpsTracker = null, cpu: *Arm7tdmi, scheduler: *Scheduler, }; pub fn run(self: *Self, opt: RunOptions) !void { const cpu = opt.cpu; const tracker = opt.tracker; const quit = opt.quit; const obj_ids = Self.genBufferObjects(); defer gl.deleteBuffers(3, @as(*const [3]c_uint, &obj_ids)); 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 fbo_id = try Self.genFrameBufObject(out_tex); defer gl.deleteFramebuffers(1, &fbo_id); var quit = std.atomic.Atomic(bool).init(false); var tracker = FpsTracker.init(); var title_buf: [0x100]u8 = undefined; emu_loop: while (true) { var event: SDL.SDL_Event = undefined; // This might be true if the emu is running via a gdbstub server // and the gdb stub exits first if (quit.load(.Monotonic)) break :emu_loop; while (SDL.SDL_PollEvent(&event) != 0) { _ = zgui.backend.processEvent(&event); switch (event.type) { SDL.SDL_QUIT => break :emu_loop, SDL.SDL_KEYDOWN => { const key_code = event.key.keysym.sym; var keyinput = cpu.bus.io.keyinput.load(.Monotonic); switch (key_code) { SDL.SDLK_UP => keyinput.up.unset(), SDL.SDLK_DOWN => keyinput.down.unset(), SDL.SDLK_LEFT => keyinput.left.unset(), SDL.SDLK_RIGHT => keyinput.right.unset(), SDL.SDLK_x => keyinput.a.unset(), SDL.SDLK_z => keyinput.b.unset(), SDL.SDLK_a => keyinput.shoulder_l.unset(), SDL.SDLK_s => keyinput.shoulder_r.unset(), SDL.SDLK_RETURN => keyinput.start.unset(), SDL.SDLK_RSHIFT => keyinput.select.unset(), else => {}, } cpu.bus.io.keyinput.store(keyinput.raw, .Monotonic); }, SDL.SDL_KEYUP => { const key_code = event.key.keysym.sym; var keyinput = cpu.bus.io.keyinput.load(.Monotonic); 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(), SDL.SDLK_i => { comptime std.debug.assert(sample_format == SDL.AUDIO_U16); log.err("Sample Count: {}", .{@intCast(u32, SDL.SDL_AudioStreamAvailable(cpu.bus.apu.stream)) / (2 * @sizeOf(u16))}); }, // SDL.SDLK_j => log.err("Scheduler Capacity: {} | Scheduler Event Count: {}", .{ scheduler.queue.capacity(), scheduler.queue.count() }), SDL.SDLK_k => {}, else => {}, } cpu.bus.io.keyinput.store(keyinput.raw, .Monotonic); }, else => {}, } } { 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); self.drawGbaTexture(obj_ids, emu_tex, buf); } // Background 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); zgui.backend.newFrame(width, height); self.draw(out_tex); zgui.backend.draw(); SDL.SDL_GL_SwapWindow(self.window); if (tracker) |t| { const dyn_title = std.fmt.bufPrintZ(&title_buf, "ZBA | {s} [Emu: {}fps] ", .{ self.title, t.value() }) catch unreachable; SDL.SDL_SetWindowTitle(self.window, dyn_title.ptr); } } quit.store(true, .Monotonic); // Terminate Emulator Thread } pub fn deinit(self: *Self) void { self.audio.deinit(); zgui.backend.deinit(); zgui.deinit(); 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 { 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(); if (!config.config().host.mute) { SDL.SDL_PauseAudioDevice(device, 0); // Unpause Audio log.info("Unpaused Device", .{}); } 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 T = *Apu; const apu = @ptrCast(T, @alignCast(@alignOf(T), userdata)); _ = SDL.SDL_AudioStreamGet(apu.stream, stream, len); } }; 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)); }