const std = @import("std"); const SDL = @import("sdl2"); const gl = @import("gl"); 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 span = @import("util.zig").span; const pitch = @import("core/ppu.zig").framebuf_pitch; const gba_width = @import("core/ppu.zig").width; const gba_height = @import("core/ppu.zig").height; const default_title: []const u8 = "ZBA"; pub const Gui = struct { const Self = @This(); const SDL_GLContext = *anyopaque; // SDL.SDL_GLContext is a ?*anyopaque 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(title: *const [12]u8, apu: *Apu, width: i32, height: i32) 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.ptr, SDL.SDL_WINDOWPOS_CENTERED, SDL.SDL_WINDOWPOS_CENTERED, @as(c_int, width * win_scale), @as(c_int, height * win_scale), 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 @panic("gl.load failed"); if (config.config().host.vsync) if (SDL.SDL_GL_SetSwapInterval(1) < 0) panic(); const program_id = compileShaders(); return Self{ .window = window, .title = span(title), .ctx = ctx, .program_id = program_id, .audio = Audio.init(apu), }; } fn compileShaders() gl.GLuint { // TODO: Panic on Shader Compiler Failure + Error Message 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); const fs = gl.createShader(gl.FRAGMENT_SHADER); defer gl.deleteShader(fs); gl.shaderSource(fs, 1, &[_][*c]const u8{frag_shader}, 0); gl.compileShader(fs); 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 generateBuffers() [3]c_uint { var vao_id: c_uint = undefined; var vbo_id: c_uint = undefined; var ebo_id: c_uint = undefined; gl.genVertexArrays(1, &vao_id); gl.genBuffers(1, &vbo_id); gl.genBuffers(1, &ebo_id); gl.bindVertexArray(vao_id); gl.bindBuffer(gl.ARRAY_BUFFER, vbo_id); gl.bufferData(gl.ARRAY_BUFFER, @sizeOf(@TypeOf(vertices)), &vertices, gl.STATIC_DRAW); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ebo_id); 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 generateTexture(buf: []const u8) c_uint { var tex_id: c_uint = undefined; gl.genTextures(1, &tex_id); gl.bindTexture(gl.TEXTURE_2D, tex_id); // gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); // gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); 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); // gl.generateMipmap(gl.TEXTURE_2D); // TODO: Remove? return tex_id; } pub fn run(self: *Self, cpu: *Arm7tdmi, scheduler: *Scheduler) !void { var quit = std.atomic.Atomic(bool).init(false); var tracker = FpsTracker.init(); const thread = try std.Thread.spawn(.{}, emu.run, .{ &quit, scheduler, cpu, &tracker }); defer thread.join(); var title_buf: [0x100]u8 = [_]u8{0} ** 0x100; const vao_id = Self.generateBuffers()[0]; _ = Self.generateTexture(cpu.bus.ppu.framebuf.get(.Renderer)); emu_loop: while (true) { var event: SDL.SDL_Event = undefined; while (SDL.SDL_PollEvent(&event) != 0) { switch (event.type) { SDL.SDL_QUIT => break :emu_loop, SDL.SDL_KEYDOWN => { const io = &cpu.bus.io; const key_code = event.key.keysym.sym; switch (key_code) { SDL.SDLK_UP => io.keyinput.up.unset(), SDL.SDLK_DOWN => io.keyinput.down.unset(), SDL.SDLK_LEFT => io.keyinput.left.unset(), SDL.SDLK_RIGHT => io.keyinput.right.unset(), SDL.SDLK_x => io.keyinput.a.unset(), SDL.SDLK_z => io.keyinput.b.unset(), SDL.SDLK_a => io.keyinput.shoulder_l.unset(), SDL.SDLK_s => io.keyinput.shoulder_r.unset(), SDL.SDLK_RETURN => io.keyinput.start.unset(), SDL.SDLK_RSHIFT => io.keyinput.select.unset(), else => {}, } }, SDL.SDL_KEYUP => { const io = &cpu.bus.io; const key_code = event.key.keysym.sym; switch (key_code) { SDL.SDLK_UP => io.keyinput.up.set(), SDL.SDLK_DOWN => io.keyinput.down.set(), SDL.SDLK_LEFT => io.keyinput.left.set(), SDL.SDLK_RIGHT => io.keyinput.right.set(), SDL.SDLK_x => io.keyinput.a.set(), SDL.SDLK_z => io.keyinput.b.set(), SDL.SDLK_a => io.keyinput.shoulder_l.set(), SDL.SDLK_s => io.keyinput.shoulder_r.set(), SDL.SDLK_RETURN => io.keyinput.start.set(), SDL.SDLK_RSHIFT => io.keyinput.select.set(), SDL.SDLK_i => 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 => { // Dump IWRAM to file log.info("PC: 0x{X:0>8}", .{cpu.r[15]}); log.info("LR: 0x{X:0>8}", .{cpu.r[14]}); // const iwram_file = try std.fs.cwd().createFile("iwram.bin", .{}); // defer iwram_file.close(); // try iwram_file.writeAll(cpu.bus.iwram.buf); }, else => {}, } }, else => {}, } } // Emulator has an internal Double Buffer const framebuf = cpu.bus.ppu.framebuf.get(.Renderer); gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, gba_width, gba_height, gl.RGBA, gl.UNSIGNED_INT_8_8_8_8, framebuf.ptr); gl.useProgram(self.program_id); gl.bindVertexArray(vao_id); gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_INT, null); SDL.SDL_GL_SwapWindow(self.window); const dyn_title = std.fmt.bufPrint(&title_buf, "ZBA | {s} [Emu: {}fps] ", .{ self.title, tracker.value() }) catch unreachable; SDL.SDL_SetWindowTitle(self.window, dyn_title.ptr); } quit.store(true, .SeqCst); // Terminate Emulator Thread } pub fn deinit(self: *Self) void { self.audio.deinit(); 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(@ptrCast([*c]const u8, proc)); } }; const Audio = struct { const Self = @This(); const log = std.log.scoped(.PlatformAudio); const sample_rate = @import("core/apu.zig").host_sample_rate; 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 = SDL.AUDIO_U16; want.channels = 2; want.samples = 0x100; want.callback = Self.callback; want.userdata = apu; const device = SDL.SDL_OpenAudioDevice(null, 0, &want, &have, 0); if (device == 0) panic(); SDL.SDL_PauseAudioDevice(device, 0); // Unpause Audio 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 = @ptrCast(*Apu, @alignCast(@alignOf(*Apu), userdata)); // TODO: Find a better way to mute this if (!config.config().host.mute) { _ = SDL.SDL_AudioStreamGet(apu.stream, stream, len); } else { // FIXME: I don't think this hack to remove DC Offset is acceptable :thinking: std.mem.set(u8, stream[0..@intCast(usize, len)], 0x40); } // If we don't write anything, play silence otherwise garbage will be played // if (written == 0) std.mem.set(u8, stream[0..@intCast(usize, len)], 0x40); } }; fn panic() noreturn { const str = @as(?[*:0]const u8, SDL.SDL_GetError()) orelse "unknown error"; @panic(std.mem.sliceTo(str, 0)); }