Code is a bit crude, but the whole emulator would need a proper refactor at some point anyway.
425 lines
9.5 KiB
C++
425 lines
9.5 KiB
C++
////////////////////////////////////////////////////////////////////////////////
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// Main emulation loop
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////////////////////////////////////////////////////////////////////////////////
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//
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//
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//
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//
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//
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//
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//////////////////////////////////////////////////////////////////////////////
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#include <stdio.h>
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#include <stdlib.h>
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#include <stdint.h>
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#include <string.h>
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#include <fcntl.h>
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#include <time.h>
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#include <unistd.h> /* UNIX standard function definitions */
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#include <errno.h> /* Error number definitions */
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#include <termios.h> /* POSIX terminal control definitions */
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#include <sys/mman.h>
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#include <sys/time.h>
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#define GLFW_INCLUDE_GLEXT
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#define GL_SILENCE_DEPRECATION
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#include <GLFW/glfw3.h>
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/* "Apple" fix */
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#ifndef GL_TEXTURE_RECTANGLE
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#define GL_TEXTURE_RECTANGLE GL_TEXTURE_RECTANGLE_EXT
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#endif
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#include "log.h"
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#include "io.h"
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#include "ws.h"
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#include "rom.h"
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#include "./nec/nec.h"
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#include "./nec/necintrf.h"
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#include "gpu.h"
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#include "audio.h"
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#include "memory.h"
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char app_window_title[256];
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int app_gameRunning=0;
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int app_terminate=0;
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int app_fullscreen=0;
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int app_rotated=0;
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int ws_key_esc = 0;
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/* Open GL stuffs */
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typedef struct GLWindow_t GLWindow;
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struct KeyArray
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{
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uint8_t lastState;
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uint8_t curState;
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uint8_t debounced;
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GLFWwindow *window;
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};
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struct GLWindow_t
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{
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struct KeyArray keyArray[512];
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GLFWwindow *windows;
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uint8_t *videoMemory;
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GLuint videoTexture;
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int WIDTH;
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int HEIGHT;
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};
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static GLWindow mainWindow;
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static int window_num = 0;
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static void ShowScreen(GLWindow *g, int w, int h)
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{
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glBindTexture(GL_TEXTURE_RECTANGLE, g->videoTexture);
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// glTexSubImage2D is faster when not using a texture range
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glTexSubImage2D(GL_TEXTURE_RECTANGLE, 0, 0, 0, w, h,
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GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, g->videoMemory);
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glBegin(GL_QUADS);
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glTexCoord2f(0.0f, 0.0f);
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glVertex2f(-1.0f, 1.0f);
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glTexCoord2f(0.0f, h);
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glVertex2f(-1.0f, -1.0f);
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glTexCoord2f(w, h);
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glVertex2f(1.0f, -1.0f);
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glTexCoord2f(w, 0.0f);
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glVertex2f(1.0f, 1.0f);
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glEnd();
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glFlush();
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}
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static void GLWindowInitEx(GLWindow *g, int w, int h)
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{
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g->WIDTH = w;
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g->HEIGHT = h;
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g->videoTexture = window_num++;
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}
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static void setupGL(GLWindow *g, int w, int h)
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{
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g->videoMemory = (uint8_t *)malloc(w * h * sizeof(uint16_t));
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memset(g->videoMemory, 0, w * h * sizeof(uint16_t));
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//Tell OpenGL how to convert from coordinates to pixel values
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glViewport(0, 0, w, h);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glClearColor(1.0f, 0.f, 1.0f, 1.0f);
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glDisable(GL_TEXTURE_2D);
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glEnable(GL_TEXTURE_RECTANGLE);
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glBindTexture(GL_TEXTURE_RECTANGLE, g->videoTexture);
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// glTextureRangeAPPLE(GL_TEXTURE_RECTANGLE_NV_EXT, 0, NULL);
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// glTexParameteri(GL_TEXTURE_RECTANGLE_NV_EXT, GL_TEXTURE_STORAGE_HINT_APPLE , GL_STORAGE_CACHED_APPLE);
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// glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
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glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA, w, h, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, g->videoMemory);
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glDisable(GL_DEPTH_TEST);
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}
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void restoreGL(GLWindow *g)
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{
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//Tell OpenGL how to convert from coordinates to pixel values
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glViewport(0, 0, g->WIDTH, g->HEIGHT);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glClearColor(1.0f, 0.f, 1.0f, 1.0f);
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glDisable(GL_TEXTURE_2D);
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glEnable(GL_TEXTURE_RECTANGLE);
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glDisable(GL_DEPTH_TEST);
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}
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static void kbHandler(GLFWwindow *window, int key, int scan, int action, int mod)
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{
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struct KeyArray *keyArray;
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keyArray = (struct KeyArray *)glfwGetWindowUserPointer(window);
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keyArray[key].lastState = keyArray[key].curState;
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if (action == GLFW_RELEASE)
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{
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keyArray[key].curState = GLFW_RELEASE;
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}
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else
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{
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keyArray[key].curState = GLFW_PRESS;
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}
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keyArray[key].debounced |= (keyArray[key].lastState == GLFW_RELEASE) && (keyArray[key].curState == GLFW_PRESS);
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keyArray[key].window = window;
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/*printf("key:%d, state:%d debounce:%d, laststate:%d\n", key, keyArray[key].curState,
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keyArray[key].debounced, keyArray[key].lastState);*/
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}
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static void sizeHandler(GLFWwindow *window, int xs, int ys)
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{
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glfwMakeContextCurrent(window);
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glViewport(0, 0, xs, ys);
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ShowScreen(&mainWindow, 244, 144);
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}
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static void error_callback(int error, const char *description)
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{
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puts(description);
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}
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static void initDisplay(GLWindow *g)
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{
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int h = g->HEIGHT;
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int w = g->WIDTH;
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/// Initialize GLFW
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glfwInit();
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glfwSetErrorCallback(error_callback);
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// Open screen OpenGL window
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if (!(g->windows = glfwCreateWindow(g->WIDTH, g->HEIGHT, "Main", NULL, NULL)))
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{
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glfwTerminate();
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fprintf(stderr, "Window creation error...\n");
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abort();
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}
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glfwSetWindowAspectRatio(g->windows, 244, 144);
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glfwMakeContextCurrent(g->windows);
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setupGL(g, g->WIDTH, g->HEIGHT);
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glfwSwapInterval(1); // We need vsync
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glfwGetWindowSize(g->windows, &w, &h);
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glfwSetWindowUserPointer(g->windows, g->keyArray);
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glfwSetKeyCallback(g->windows, kbHandler);
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glfwSetWindowSizeCallback(g->windows, sizeHandler);
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}
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static void clearScreen(GLWindow *g)
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{
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memset(g->videoMemory, 0, sizeof(uint8_t) * g->WIDTH * g->HEIGHT * 4);
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}
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static void updateScreen(GLWindow *g)
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{
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/* Update windows code */
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glfwMakeContextCurrent(g->windows);
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ShowScreen(g, g->WIDTH, g->HEIGHT);
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glfwSwapBuffers(g->windows);
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glfwPollEvents();
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}
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uint64_t getTicks()
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{
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struct timeval curTime;
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uint64_t ticks;
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/* Get datetime */
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gettimeofday(&curTime, NULL);
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ticks = (curTime.tv_sec* 1000) + curTime.tv_usec / 1000;
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return ticks;
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}
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static inline int getKeyState(int key)
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{
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return mainWindow.keyArray[key].curState;
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}
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static void read_keys()
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{
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ws_key_start=0;
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ws_key_x4=0;
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ws_key_x2=0;
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ws_key_x1=0;
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ws_key_x3=0;
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ws_key_y4=0;
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ws_key_y2=0;
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ws_key_y1=0;
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ws_key_y3=0;
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ws_key_button_a=0;
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ws_key_button_b=0;
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if (getKeyState(GLFW_KEY_E))
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{
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dump_memory();
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}
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if (getKeyState(GLFW_KEY_R))
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{
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printf("Boop\n");
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ws_reset();
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}
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if (getKeyState(GLFW_KEY_ESCAPE))
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{
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ws_key_esc = 1;
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}
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if ( getKeyState(GLFW_KEY_UP))
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{
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ws_key_x1=1;
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}
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if ( getKeyState(GLFW_KEY_DOWN))
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{
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ws_key_x3=1;
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}
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if (getKeyState(GLFW_KEY_RIGHT))
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{
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ws_key_x2=1;
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}
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if (getKeyState(GLFW_KEY_LEFT))
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{
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ws_key_x4=1;
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}
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if (getKeyState(GLFW_KEY_ENTER))
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{
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ws_key_start=1;
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}
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if (getKeyState(GLFW_KEY_C))
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{
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ws_key_button_a=1;
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}
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if (getKeyState(GLFW_KEY_X))
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{
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ws_key_button_b=1;
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}
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if (getKeyState(GLFW_KEY_W))
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{
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ws_key_y1=1;
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}
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if (getKeyState(GLFW_KEY_A))
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{
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ws_key_y4=1;
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}
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if (getKeyState(GLFW_KEY_S))
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{
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ws_key_y3=1;
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}
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if (getKeyState(GLFW_KEY_D))
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{
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ws_key_y2=1;
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}
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if (getKeyState(GLFW_KEY_O))
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{
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ws_cyclesByLine+=10;
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}
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if (getKeyState(GLFW_KEY_L))
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{
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ws_cyclesByLine-=10;
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}
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}
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////////////////////////////////////////////////////////////////////////////////
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//
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////////////////////////////////////////////////////////////////////////////////
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//
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//
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//
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//
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//
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//
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//
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////////////////////////////////////////////////////////////////////////////////
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void ws_emulate(void)
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{
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int32_t nCount = 0;
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int i = 0;
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double dTime = 0.0, dNormalLast = 0.0, dTemp;
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// 15 bits RGB555
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//Format format(16, 0x007c00, 0x00003e0, 0x0000001f);
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GLWindowInitEx(&mainWindow, 224, 144);
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initDisplay(&mainWindow);
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clearScreen(&mainWindow);
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updateScreen(&mainWindow);
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int16_t *backBuffer = (int16_t *)mainWindow.videoMemory;
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dNormalLast = (double)getTicks();
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while (1)
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{
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dTemp = getTicks();
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dTime = dTemp - dNormalLast;
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nCount = (int32_t)(dTime * 0.07547); // does this calculation make sense?
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if (nCount <= 0)
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{
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/* Sleep for 2ms */
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usleep(2000);
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} // No need to do anything for a bit
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else
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{
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dNormalLast += nCount * (1 / 0.07547);
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if (nCount > 10)
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{
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nCount = 10;
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}
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read_keys();
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if (ws_key_esc)
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{
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app_terminate = 1;
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if ((ws_rom_path != NULL) || (app_terminate))
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{
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break;
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}
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}
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for (i = 0 ; i < nCount - 1 ; i++)
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{
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while (!ws_executeLine(backBuffer, 0))
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{
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}
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}
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while (!ws_executeLine(backBuffer, 1))
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{
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}
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updateScreen(&mainWindow);
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}
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}
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}
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