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("core/cpu.zig").Arm7tdmi; const Scheduler = @import("core/scheduler.zig").Scheduler; const FpsTracker = @import("util.zig").FpsTracker; const Channel = @import("zba-util").Channel(emu.Message, 0x100); 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(@boolToInt(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 { ch: Channel.Sender, tracker: ?*FpsTracker = null, cpu: *Arm7tdmi, scheduler: *Scheduler, }; const RunMode = enum { Standard, Debug }; pub fn run(self: *Self, comptime mode: RunMode, opt: RunOptions) !void { const cpu = opt.cpu; const tracker = opt.tracker; const ch = opt.ch; const objects = opengl_impl.createObjects(); defer gl.deleteBuffers(3, @as(*const [3]GLuint, &.{ objects.vao, objects.vbo, objects.ebo })); const emu_tex = opengl_impl.createScreenTexture(cpu.bus.ppu.framebuf.get(.Renderer)); const out_tex = opengl_impl.createOutputTexture(); defer gl.deleteTextures(2, &[_]GLuint{ emu_tex, out_tex }); const fbo_id = try opengl_impl.createFrameBuffer(out_tex); defer gl.deleteFramebuffers(1, &fbo_id); // TODO: Support dynamically switching shaders? const prog_id = try opengl_impl.compileShaders(); 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) 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 => {}, } cpu.bus.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 => {}, } cpu.bus.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(u32, event.window.data1); win_dim.height = @intCast(u32, event.window.data2); } }, else => {}, } } var zgui_redraw: bool = false; switch (self.state.emulation) { .Transition => |inner| switch (inner) { .Active => { ch.send(.Resume); 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); ch.send(.Pause); self.state.emulation = .Inactive; }, }, .Active => { const is_std = mode == .Standard; if (is_std) ch.send(.Pause); defer if (is_std) ch.send(.Resume); // switch (mode) { // .Standard => blk: { // const limit = 15; // TODO: What should this be? // // TODO: learn more about std.atomic.spinLoopHint(); // for (0..limit) |_| { // const message = channel.gui.pop() orelse continue; // switch (message) { // .Paused => break :blk, // .Quit => unreachable, // } // } // log.info("timed out waiting for emu thread to pause (limit: {})", .{limit}); // break :skip_draw; // }, // .Debug => blk: { // switch (channel.gui.pop() orelse break :blk) { // .Paused => unreachable, // only in standard mode // .Quit => break :emu_loop, // FIXME: gdb side of emu is seriously out-of-date... // } // }, // } // 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); const buf = cpu.bus.ppu.framebuf.get(.Renderer); gl.viewport(0, 0, gba_width, gba_height); opengl_impl.drawScreenTexture(emu_tex, prog_id, objects, buf); } // 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, win_dim, out_tex, cpu); }, .Inactive => zgui_redraw = imgui.draw(&self.state, win_dim, out_tex, cpu), } if (zgui_redraw) { // Background Colour const size = zgui.io.getDisplaySize(); gl.viewport(0, 0, @floatToInt(GLsizei, size[0]), @floatToInt(GLsizei, size[1])); gl.clearColor(0, 0, 0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); zgui.backend.draw(); } SDL.SDL_GL_SwapWindow(self.window); } ch.send(.Quit); } 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 T = *Apu; const apu = @ptrCast(T, @alignCast(@alignOf(T), 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 { // 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 const Objects = struct { vao: GLuint, vbo: GLuint, ebo: GLuint }; fn drawScreenTexture(tex_id: GLuint, prog_id: GLuint, ids: Objects, 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(ids.vao); // VAO defer gl.bindVertexArray(0); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ids.ebo); // EBO defer gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, 0); // Use compiled frag + vertex shader gl.useProgram(prog_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 createObjects() Objects { 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), null); // 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 = vao_id, .vbo = vbo_id, .ebo = ebo_id }; } fn createScreenTexture(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 createOutputTexture() 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 createFrameBuffer(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); 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; } 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)}); } }; };