432 lines
15 KiB
Zig
432 lines
15 KiB
Zig
const std = @import("std");
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const SDL = @import("sdl2");
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const gl = @import("gl");
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const zgui = @import("zgui");
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const emu = @import("core/emu.zig");
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const config = @import("config.zig");
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const Apu = @import("core/apu.zig").Apu;
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const Arm7tdmi = @import("core/cpu.zig").Arm7tdmi;
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const Scheduler = @import("core/scheduler.zig").Scheduler;
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const FpsTracker = @import("util.zig").FpsTracker;
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const gba_width = @import("core/ppu.zig").width;
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const gba_height = @import("core/ppu.zig").height;
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const GLuint = gl.GLuint;
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const GLsizei = gl.GLsizei;
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const SDL_GLContext = *anyopaque;
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const Allocator = std.mem.Allocator;
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const width = 1280;
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const height = 720;
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pub const sample_rate = 1 << 15;
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pub const sample_format = SDL.AUDIO_U16;
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const default_title = "ZBA";
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pub const Gui = struct {
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const Self = @This();
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const log = std.log.scoped(.Gui);
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// zig fmt: off
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const vertices: [32]f32 = [_]f32{
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// Positions // Colours // Texture Coords
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1.0, -1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, // Top Right
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1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, // Bottom Right
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-1.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, // Bottom Left
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-1.0, -1.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, // Top Left
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};
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const indices: [6]u32 = [_]u32{
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0, 1, 3, // First Triangle
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1, 2, 3, // Second Triangle
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};
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// zig fmt: on
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window: *SDL.SDL_Window,
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ctx: SDL_GLContext,
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title: []const u8,
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audio: Audio,
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program_id: gl.GLuint,
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pub fn init(allocator: Allocator, title: *const [12]u8, apu: *Apu) !Self {
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if (SDL.SDL_Init(SDL.SDL_INIT_VIDEO | SDL.SDL_INIT_EVENTS | SDL.SDL_INIT_AUDIO) < 0) panic();
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if (SDL.SDL_GL_SetAttribute(SDL.SDL_GL_CONTEXT_PROFILE_MASK, SDL.SDL_GL_CONTEXT_PROFILE_CORE) < 0) panic();
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if (SDL.SDL_GL_SetAttribute(SDL.SDL_GL_CONTEXT_MAJOR_VERSION, 3) < 0) panic();
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if (SDL.SDL_GL_SetAttribute(SDL.SDL_GL_CONTEXT_MAJOR_VERSION, 3) < 0) panic();
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// const win_scale = @intCast(c_int, config.config().host.win_scale);
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const window = SDL.SDL_CreateWindow(
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default_title,
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SDL.SDL_WINDOWPOS_CENTERED,
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SDL.SDL_WINDOWPOS_CENTERED,
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width,
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height,
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SDL.SDL_WINDOW_OPENGL | SDL.SDL_WINDOW_SHOWN,
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) orelse panic();
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const ctx = SDL.SDL_GL_CreateContext(window) orelse panic();
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if (SDL.SDL_GL_MakeCurrent(window, ctx) < 0) panic();
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try gl.load(ctx, Self.glGetProcAddress);
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if (SDL.SDL_GL_SetSwapInterval(@boolToInt(config.config().host.vsync)) < 0) panic();
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zgui.init(allocator);
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zgui.backend.init(window, ctx, "#version 330 core");
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return Self{
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.window = window,
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.title = std.mem.sliceTo(title, 0),
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.ctx = ctx,
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.program_id = try compileShaders(),
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.audio = Audio.init(apu),
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};
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}
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fn drawGbaTexture(self: *const Self, obj_ids: struct { GLuint, GLuint, GLuint }, tex_id: GLuint, buf: []const u8) void {
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gl.bindTexture(gl.TEXTURE_2D, tex_id);
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defer gl.bindTexture(gl.TEXTURE_2D, 0);
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gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, gba_width, gba_height, gl.RGBA, gl.UNSIGNED_INT_8_8_8_8, buf.ptr);
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// Bind VAO, EBO. VBO not bound
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gl.bindVertexArray(obj_ids[0]); // VAO
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defer gl.bindVertexArray(0);
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, obj_ids[2]); // EBO
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defer gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, 0);
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// Use compiled frag + vertex shader
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gl.useProgram(self.program_id);
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defer gl.useProgram(0);
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gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_INT, null);
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}
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fn compileShaders() !GLuint {
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const vert_shader = @embedFile("shader/pixelbuf.vert");
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const frag_shader = @embedFile("shader/pixelbuf.frag");
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const vs = gl.createShader(gl.VERTEX_SHADER);
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defer gl.deleteShader(vs);
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gl.shaderSource(vs, 1, &[_][*c]const u8{vert_shader}, 0);
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gl.compileShader(vs);
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if (!shader.didCompile(vs)) return error.VertexCompileError;
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const fs = gl.createShader(gl.FRAGMENT_SHADER);
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defer gl.deleteShader(fs);
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gl.shaderSource(fs, 1, &[_][*c]const u8{frag_shader}, 0);
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gl.compileShader(fs);
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if (!shader.didCompile(fs)) return error.FragmentCompileError;
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const program = gl.createProgram();
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gl.attachShader(program, vs);
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gl.attachShader(program, fs);
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gl.linkProgram(program);
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return program;
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}
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// Returns the VAO ID since it's used in run()
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fn genBufferObjects() struct { GLuint, GLuint, GLuint } {
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var vao_id: GLuint = undefined;
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var vbo_id: GLuint = undefined;
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var ebo_id: GLuint = undefined;
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gl.genVertexArrays(1, &vao_id);
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gl.genBuffers(1, &vbo_id);
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gl.genBuffers(1, &ebo_id);
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gl.bindVertexArray(vao_id);
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defer gl.bindVertexArray(0);
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gl.bindBuffer(gl.ARRAY_BUFFER, vbo_id);
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defer gl.bindBuffer(gl.ARRAY_BUFFER, 0);
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ebo_id);
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defer gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, 0);
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gl.bufferData(gl.ARRAY_BUFFER, @sizeOf(@TypeOf(vertices)), &vertices, gl.STATIC_DRAW);
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, @sizeOf(@TypeOf(indices)), &indices, gl.STATIC_DRAW);
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// Position
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gl.vertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, 8 * @sizeOf(f32), @intToPtr(?*anyopaque, 0)); // lmao
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gl.enableVertexAttribArray(0);
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// Colour
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gl.vertexAttribPointer(1, 3, gl.FLOAT, gl.FALSE, 8 * @sizeOf(f32), @intToPtr(?*anyopaque, (3 * @sizeOf(f32))));
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gl.enableVertexAttribArray(1);
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// Texture Coord
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gl.vertexAttribPointer(2, 2, gl.FLOAT, gl.FALSE, 8 * @sizeOf(f32), @intToPtr(?*anyopaque, (6 * @sizeOf(f32))));
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gl.enableVertexAttribArray(2);
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return .{ vao_id, vbo_id, ebo_id };
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}
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fn genGbaTexture(buf: []const u8) GLuint {
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var tex_id: GLuint = undefined;
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gl.genTextures(1, &tex_id);
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gl.bindTexture(gl.TEXTURE_2D, tex_id);
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defer gl.bindTexture(gl.TEXTURE_2D, 0);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gba_width, gba_height, 0, gl.RGBA, gl.UNSIGNED_INT_8_8_8_8, buf.ptr);
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return tex_id;
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}
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fn genOutTexture() GLuint {
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var tex_id: GLuint = undefined;
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gl.genTextures(1, &tex_id);
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gl.bindTexture(gl.TEXTURE_2D, tex_id);
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defer gl.bindTexture(gl.TEXTURE_2D, 0);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gba_width, gba_height, 0, gl.RGBA, gl.UNSIGNED_INT_8_8_8_8, null);
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return tex_id;
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}
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fn genFrameBufObject(tex_id: c_uint) !GLuint {
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var fbo_id: GLuint = undefined;
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gl.genFramebuffers(1, &fbo_id);
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gl.bindFramebuffer(gl.FRAMEBUFFER, fbo_id);
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defer gl.bindFramebuffer(gl.FRAMEBUFFER, 0);
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gl.framebufferTexture(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, tex_id, 0);
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const draw_buffers: [1]GLuint = .{gl.COLOR_ATTACHMENT0};
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gl.drawBuffers(1, &draw_buffers);
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if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE)
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return error.FrameBufferObejctInitFailed;
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return fbo_id;
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}
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fn draw(self: *Self, tex_id: GLuint) void {
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_ = self;
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{
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_ = zgui.begin("Game Boy Advance Screen", .{ .flags = .{ .no_resize = true } });
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defer zgui.end();
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const args = .{
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.w = gba_width,
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.h = gba_height,
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.uv0 = .{ 0.0, 1.0 },
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.uv1 = .{ 1.0, 0.0 },
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};
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zgui.image(@intToPtr(*anyopaque, tex_id), args);
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}
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}
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pub fn run(self: *Self, cpu: *Arm7tdmi, scheduler: *Scheduler) !void {
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const obj_ids = Self.genBufferObjects();
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defer gl.deleteBuffers(3, @as(*const [3]c_uint, &obj_ids));
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const emu_tex = Self.genGbaTexture(cpu.bus.ppu.framebuf.get(.Renderer));
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const out_tex = Self.genOutTexture();
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defer gl.deleteTextures(2, &[_]c_uint{ emu_tex, out_tex });
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const fbo_id = try Self.genFrameBufObject(out_tex);
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defer gl.deleteFramebuffers(1, &fbo_id);
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var quit = std.atomic.Atomic(bool).init(false);
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var tracker = FpsTracker.init();
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const thread = try std.Thread.spawn(.{}, emu.run, .{ &quit, scheduler, cpu, &tracker });
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defer thread.join();
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var title_buf: [0x100]u8 = undefined;
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emu_loop: while (true) {
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var event: SDL.SDL_Event = undefined;
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while (SDL.SDL_PollEvent(&event) != 0) {
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_ = zgui.backend.processEvent(&event);
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switch (event.type) {
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SDL.SDL_QUIT => break :emu_loop,
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SDL.SDL_KEYDOWN => {
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const key_code = event.key.keysym.sym;
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var keyinput = cpu.bus.io.keyinput.load(.Monotonic);
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switch (key_code) {
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SDL.SDLK_UP => keyinput.up.unset(),
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SDL.SDLK_DOWN => keyinput.down.unset(),
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SDL.SDLK_LEFT => keyinput.left.unset(),
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SDL.SDLK_RIGHT => keyinput.right.unset(),
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SDL.SDLK_x => keyinput.a.unset(),
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SDL.SDLK_z => keyinput.b.unset(),
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SDL.SDLK_a => keyinput.shoulder_l.unset(),
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SDL.SDLK_s => keyinput.shoulder_r.unset(),
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SDL.SDLK_RETURN => keyinput.start.unset(),
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SDL.SDLK_RSHIFT => keyinput.select.unset(),
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else => {},
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}
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cpu.bus.io.keyinput.store(keyinput.raw, .Monotonic);
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},
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SDL.SDL_KEYUP => {
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const key_code = event.key.keysym.sym;
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var keyinput = cpu.bus.io.keyinput.load(.Monotonic);
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switch (key_code) {
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SDL.SDLK_UP => keyinput.up.set(),
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SDL.SDLK_DOWN => keyinput.down.set(),
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SDL.SDLK_LEFT => keyinput.left.set(),
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SDL.SDLK_RIGHT => keyinput.right.set(),
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SDL.SDLK_x => keyinput.a.set(),
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SDL.SDLK_z => keyinput.b.set(),
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SDL.SDLK_a => keyinput.shoulder_l.set(),
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SDL.SDLK_s => keyinput.shoulder_r.set(),
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SDL.SDLK_RETURN => keyinput.start.set(),
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SDL.SDLK_RSHIFT => keyinput.select.set(),
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SDL.SDLK_i => {
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comptime std.debug.assert(sample_format == SDL.AUDIO_U16);
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log.err("Sample Count: {}", .{@intCast(u32, SDL.SDL_AudioStreamAvailable(cpu.bus.apu.stream)) / (2 * @sizeOf(u16))});
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},
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// SDL.SDLK_j => log.err("Scheduler Capacity: {} | Scheduler Event Count: {}", .{ scheduler.queue.capacity(), scheduler.queue.count() }),
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SDL.SDLK_k => {},
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else => {},
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}
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cpu.bus.io.keyinput.store(keyinput.raw, .Monotonic);
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},
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else => {},
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}
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}
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{
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gl.bindFramebuffer(gl.FRAMEBUFFER, fbo_id);
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defer gl.bindFramebuffer(gl.FRAMEBUFFER, 0);
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const buf = cpu.bus.ppu.framebuf.get(.Renderer);
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gl.viewport(0, 0, gba_width, gba_height);
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self.drawGbaTexture(obj_ids, emu_tex, buf);
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}
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// Background
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const size = zgui.io.getDisplaySize();
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gl.viewport(0, 0, @floatToInt(c_int, size[0]), @floatToInt(c_int, size[1]));
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gl.clearColor(0, 0, 0, 1.0);
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gl.clear(gl.COLOR_BUFFER_BIT);
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zgui.backend.newFrame(width, height);
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self.draw(out_tex);
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zgui.backend.draw();
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SDL.SDL_GL_SwapWindow(self.window);
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const dyn_title = std.fmt.bufPrintZ(&title_buf, "ZBA | {s} [Emu: {}fps] ", .{ self.title, tracker.value() }) catch unreachable;
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SDL.SDL_SetWindowTitle(self.window, dyn_title.ptr);
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}
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quit.store(true, .Monotonic); // Terminate Emulator Thread
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}
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pub fn deinit(self: *Self) void {
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self.audio.deinit();
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zgui.backend.deinit();
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zgui.deinit();
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gl.deleteProgram(self.program_id);
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SDL.SDL_GL_DeleteContext(self.ctx);
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SDL.SDL_DestroyWindow(self.window);
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SDL.SDL_Quit();
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self.* = undefined;
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}
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fn glGetProcAddress(ctx: SDL.SDL_GLContext, proc: [:0]const u8) ?*anyopaque {
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_ = ctx;
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return SDL.SDL_GL_GetProcAddress(proc.ptr);
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}
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};
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const Audio = struct {
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const Self = @This();
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const log = std.log.scoped(.PlatformAudio);
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device: SDL.SDL_AudioDeviceID,
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fn init(apu: *Apu) Self {
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var have: SDL.SDL_AudioSpec = undefined;
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var want: SDL.SDL_AudioSpec = std.mem.zeroes(SDL.SDL_AudioSpec);
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want.freq = sample_rate;
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want.format = sample_format;
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want.channels = 2;
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want.samples = 0x100;
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want.callback = Self.callback;
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want.userdata = apu;
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std.debug.assert(sample_format == SDL.AUDIO_U16);
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log.info("Host Sample Rate: {}Hz, Host Format: SDL.AUDIO_U16", .{sample_rate});
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const device = SDL.SDL_OpenAudioDevice(null, 0, &want, &have, 0);
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if (device == 0) panic();
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if (!config.config().host.mute) {
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SDL.SDL_PauseAudioDevice(device, 0); // Unpause Audio
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log.info("Unpaused Device", .{});
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}
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return .{ .device = device };
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}
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fn deinit(self: *Self) void {
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SDL.SDL_CloseAudioDevice(self.device);
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self.* = undefined;
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}
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export fn callback(userdata: ?*anyopaque, stream: [*c]u8, len: c_int) void {
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const T = *Apu;
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const apu = @ptrCast(T, @alignCast(@alignOf(T), userdata));
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_ = SDL.SDL_AudioStreamGet(apu.stream, stream, len);
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}
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};
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const shader = struct {
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const Kind = enum { vertex, fragment };
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const log = std.log.scoped(.Shader);
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fn didCompile(id: gl.GLuint) bool {
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var success: gl.GLint = undefined;
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gl.getShaderiv(id, gl.COMPILE_STATUS, &success);
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if (success == 0) err(id);
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return success == 1;
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}
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fn err(id: gl.GLuint) void {
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const buf_len = 512;
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var error_msg: [buf_len]u8 = undefined;
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gl.getShaderInfoLog(id, buf_len, 0, &error_msg);
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log.err("{s}", .{std.mem.sliceTo(&error_msg, 0)});
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}
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};
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fn panic() noreturn {
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const str = @as(?[*:0]const u8, SDL.SDL_GetError()) orelse "unknown error";
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@panic(std.mem.sliceTo(str, 0));
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}
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