const std = @import("std"); const gl = @import("gl"); const zgui = @import("zgui"); const c = @import("lib.zig").c; 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 GLsizei = gl.sizei; const SDL_GLContext = *c.SDL_GLContextState; 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"; const errify = @import("lib.zig").errify; var gl_procs: gl.ProcTable = undefined; pub const Gui = struct { const Self = @This(); const log = std.log.scoped(.Gui); window: *c.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 { c.SDL_SetMainReady(); try errify(c.SDL_Init(c.SDL_INIT_VIDEO | c.SDL_INIT_AUDIO | c.SDL_INIT_EVENTS)); try errify(c.SDL_SetAppMetadata(window_title, "0.1.0", "moe.paoda.zba")); try errify(c.SDL_GL_SetAttribute(c.SDL_GL_CONTEXT_MAJOR_VERSION, gl.info.version_major)); try errify(c.SDL_GL_SetAttribute(c.SDL_GL_CONTEXT_MINOR_VERSION, gl.info.version_minor)); try errify(c.SDL_GL_SetAttribute(c.SDL_GL_CONTEXT_PROFILE_MASK, c.SDL_GL_CONTEXT_PROFILE_CORE)); try errify(c.SDL_GL_SetAttribute(c.SDL_GL_CONTEXT_FLAGS, c.SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG)); const window: *c.SDL_Window = try errify(c.SDL_CreateWindow(window_title, default_dim.width, default_dim.height, c.SDL_WINDOW_OPENGL | c.SDL_WINDOW_RESIZABLE)); errdefer c.SDL_DestroyWindow(window); const gl_ctx = try errify(c.SDL_GL_CreateContext(window)); errdefer errify(c.SDL_GL_DestroyContext(gl_ctx)) catch {}; try errify(c.SDL_GL_MakeCurrent(window, gl_ctx)); errdefer errify(c.SDL_GL_MakeCurrent(window, null)) catch {}; if (!gl_procs.init(c.SDL_GL_GetProcAddress)) return error.gl_init_failed; gl.makeProcTableCurrent(&gl_procs); errdefer gl.makeProcTableCurrent(null); try errify(c.SDL_GL_SetSwapInterval(@intFromBool(config.config().host.vsync))); zgui.init(allocator); zgui.plot.init(); zgui.backend.init(window, gl_ctx); // zgui.io.setIniFilename(null); return Self{ .window = window, .ctx = gl_ctx, .audio = try 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(); errify(c.SDL_GL_DestroyContext(self.ctx)) catch {}; c.SDL_DestroyWindow(self.window); c.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, vao_id[0..]); const emu_tex = opengl_impl.screenTex(bus_ptr.ppu.framebuf.get(.Renderer)); defer gl.DeleteTextures(1, emu_tex[0..]); const out_tex = opengl_impl.outTex(); defer gl.DeleteTextures(1, out_tex[0..]); const fbo_id = try opengl_impl.frameBuffer(out_tex[0]); defer gl.DeleteFramebuffers(1, fbo_id[0..]); 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: c.SDL_Event = undefined; while (c.SDL_PollEvent(&event)) { _ = zgui.backend.processEvent(&event); switch (event.type) { c.SDL_EVENT_QUIT => break :emu_loop, c.SDL_EVENT_KEY_DOWN => { // TODO: Make use of compare_and_xor? var keyinput: KeyInput = .{ .raw = 0x0000 }; switch (event.key.scancode) { c.SDL_SCANCODE_UP => keyinput.up.write(true), c.SDL_SCANCODE_DOWN => keyinput.down.write(true), c.SDL_SCANCODE_LEFT => keyinput.left.write(true), c.SDL_SCANCODE_RIGHT => keyinput.right.write(true), c.SDL_SCANCODE_X => keyinput.a.write(true), c.SDL_SCANCODE_Z => keyinput.b.write(true), c.SDL_SCANCODE_A => keyinput.shoulder_l.write(true), c.SDL_SCANCODE_S => keyinput.shoulder_r.write(true), c.SDL_SCANCODE_RETURN => keyinput.start.write(true), c.SDL_SCANCODE_RSHIFT => keyinput.select.write(true), else => {}, } bus_ptr.io.keyinput.fetchAnd(~keyinput.raw, .monotonic); }, c.SDL_EVENT_KEY_UP => { // FIXME(paoda): merge with above? // TODO: Make use of compare_and_xor? var keyinput: KeyInput = .{ .raw = 0x0000 }; switch (event.key.scancode) { c.SDL_SCANCODE_UP => keyinput.up.write(true), c.SDL_SCANCODE_DOWN => keyinput.down.write(true), c.SDL_SCANCODE_LEFT => keyinput.left.write(true), c.SDL_SCANCODE_RIGHT => keyinput.right.write(true), c.SDL_SCANCODE_X => keyinput.a.write(true), c.SDL_SCANCODE_Z => keyinput.b.write(true), c.SDL_SCANCODE_A => keyinput.shoulder_l.write(true), c.SDL_SCANCODE_S => keyinput.shoulder_r.write(true), c.SDL_SCANCODE_RETURN => keyinput.start.write(true), c.SDL_SCANCODE_RSHIFT => keyinput.select.write(true), else => {}, } bus_ptr.io.keyinput.fetchOr(keyinput.raw, .monotonic); }, c.SDL_EVENT_WINDOW_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) try errify(c.SDL_PauseAudioDevice(c.SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK)); self.state.emulation = .Active; }, .Inactive => { // Assert that double pausing is impossible try errify(c.SDL_ResumeAudioDevice(c.SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK)); 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[0]); defer gl.BindFramebuffer(gl.FRAMEBUFFER, 0); gl.Viewport(0, 0, gba_width, gba_height); opengl_impl.drawScreen(emu_tex[0], prog_id, vao_id[0], 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? try errify(c.SDL_LockAudioStream(self.audio.stream)); defer errify(c.SDL_UnlockAudioStream(self.audio.stream)) catch @panic("TODO: FIXME"); zgui_redraw = imgui.draw(&self.state, sync, win_dim, cpu, out_tex[0]); }, .Inactive => zgui_redraw = imgui.draw(&self.state, sync, win_dim, cpu, out_tex[0]), } 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(); } try errify(c.SDL_GL_SwapWindow(self.window)); } sync.should_quit.store(true, .monotonic); } }; const Audio = struct { const Self = @This(); const log = std.log.scoped(.PlatformAudio); stream: *c.SDL_AudioStream, fn init(apu: *Apu) !Self { var desired: c.SDL_AudioSpec = std.mem.zeroes(c.SDL_AudioSpec); desired.freq = sample_rate; desired.format = c.SDL_AUDIO_S16LE; desired.channels = 2; log.info("Host Sample Rate: {}Hz, Host Format: SDL_AUDIO_S16LE", .{sample_rate}); const stream = try errify(c.SDL_OpenAudioDeviceStream(c.SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &desired, null, null)); errdefer c.SDL_DestroyAudioStream(stream); apu.stream = stream; return .{ .stream = stream }; } fn deinit(self: *Self) void { c.SDL_DestroyAudioStream(self.stream); self.* = undefined; } }; const opengl_impl = struct { fn drawScreen(tex_id: gl.uint, prog_id: gl.uint, vao_id: gl.uint, 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() !gl.uint { const vert_shader: [1][*]const u8 = .{@embedFile("shader/pixelbuf.vert")}; const frag_shader: [1][*]const u8 = .{@embedFile("shader/pixelbuf.frag")}; const vs = gl.CreateShader(gl.VERTEX_SHADER); defer gl.DeleteShader(vs); gl.ShaderSource(vs, 1, vert_shader[0..], null); 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, frag_shader[0..], null); 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() [1]gl.uint { var vao_id: [1]gl.uint = undefined; gl.GenVertexArrays(1, vao_id[0..]); return vao_id; } fn screenTex(buf: []const u8) [1]gl.uint { var tex_id: [1]gl.uint = undefined; gl.GenTextures(1, tex_id[0..]); gl.BindTexture(gl.TEXTURE_2D, tex_id[0]); 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() [1]gl.uint { var tex_id: [1]gl.uint = undefined; gl.GenTextures(1, tex_id[0..]); gl.BindTexture(gl.TEXTURE_2D, tex_id[0]); 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: gl.uint) ![1]gl.uint { var fbo_id: [1]gl.uint = undefined; gl.GenFramebuffers(1, fbo_id[0..]); gl.BindFramebuffer(gl.FRAMEBUFFER, fbo_id[0]); defer gl.BindFramebuffer(gl.FRAMEBUFFER, 0); gl.FramebufferTexture(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, tex_id, 0); gl.DrawBuffers(1, &.{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.uint) bool { var success: [1]gl.int = undefined; gl.GetShaderiv(id, gl.COMPILE_STATUS, success[0..]); if (success[0] == 0) err(id); return success[0] == 1; } fn err(id: gl.uint) void { const buf_len = 512; var error_msg: [buf_len]u8 = undefined; gl.GetShaderInfoLog(id, buf_len, null, &error_msg); log.err("{s}", .{std.mem.sliceTo(&error_msg, 0)}); } }; };