feat: Implement lazy initialization for Emulator and Renderer

- Updated Emulator to support optional lazy initialization of the renderer, enhancing flexibility during runtime.
- Introduced a new method in IRenderer for creating textures with specific pixel formats, improving texture management for the emulator.
- Refactored texture command processing in Arena to handle empty queues more gracefully.
- Enhanced SDL2Renderer to support the new texture creation method, ensuring compatibility with emulator requirements.
This commit is contained in:
scawful
2025-10-07 17:49:27 -04:00
parent 6c331f1fd0
commit 0c3c8ebca7
7 changed files with 63 additions and 13 deletions

View File

@@ -233,6 +233,9 @@ constexpr const char* kMusicEditorName = ICON_MD_MUSIC_NOTE " Music Editor";
void EditorManager::Initialize(gfx::IRenderer* renderer, const std::string& filename) {
renderer_ = renderer;
// NOTE: Emulator will be initialized later when a ROM is loaded
// We just store the renderer for now
// Point to a blank editor set when no ROM is loaded
current_editor_set_ = &blank_editor_set_;
@@ -2097,6 +2100,11 @@ absl::Status EditorManager::LoadAssets() {
auto start_time = std::chrono::steady_clock::now();
// Set renderer for emulator (lazy initialization happens in Run())
if (renderer_) {
emulator_.set_renderer(renderer_);
}
current_editor_set_->overworld_editor_.Initialize();
current_editor_set_->message_editor_.Initialize();
// Initialize the dungeon editor with the renderer

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@@ -50,31 +50,50 @@ using ImGui::TableNextColumn;
using ImGui::Text;
void Emulator::Initialize(gfx::IRenderer* renderer, const std::vector<uint8_t>& rom_data) {
// This method is now optional - emulator can be initialized lazily in Run()
renderer_ = renderer;
rom_data_ = rom_data;
snes_.Init(rom_data_);
// Reset state for new ROM
running_ = false;
snes_initialized_ = false;
initialized_ = true;
}
void Emulator::Run(Rom* rom) {
static bool loaded = false;
if (!snes_.running() && rom->is_loaded()) {
ppu_texture_ = renderer_->CreateTexture(512, 480);
if (ppu_texture_ == NULL) {
printf("Failed to create texture: %s\n", SDL_GetError());
return;
// Lazy initialization: set renderer from Controller if not set yet
if (!renderer_) {
ImGui::TextColored(ImVec4(1.0f, 0.3f, 0.3f, 1.0f),
"Emulator renderer not initialized");
return;
}
// Initialize SNES and create PPU texture on first run
// This happens lazily when user opens the emulator window
if (!snes_initialized_ && rom->is_loaded()) {
// Create PPU texture with correct format for SNES emulator
// ARGB8888 matches the XBGR format used by the SNES PPU (pixel format 1)
if (!ppu_texture_) {
ppu_texture_ = renderer_->CreateTextureWithFormat(
512, 480, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING);
if (ppu_texture_ == NULL) {
printf("Failed to create PPU texture: %s\n", SDL_GetError());
return;
}
}
// Optimize texture for better performance
// renderer_->SetTextureBlendMode(ppu_texture_, SDL_BLENDMODE_NONE);
rom_data_ = rom->vector();
// Initialize SNES with ROM data (either from Initialize() or from rom parameter)
if (rom_data_.empty()) {
rom_data_ = rom->vector();
}
snes_.Init(rom_data_);
// Note: PPU pixel format set to 1 (XBGR) in Init() which matches ARGB8888 texture
wanted_frames_ = 1.0 / (snes_.memory().pal_timing() ? 50.0 : 60.0);
wanted_samples_ = 48000 / (snes_.memory().pal_timing() ? 50 : 60);
loaded = true;
snes_initialized_ = true;
count_frequency = SDL_GetPerformanceFrequency();
last_count = SDL_GetPerformanceCounter();
@@ -112,7 +131,7 @@ void Emulator::Run(Rom* rom) {
frames_to_process = 4;
}
if (loaded && frames_to_process > 0) {
if (snes_initialized_ && frames_to_process > 0) {
// Process frames (skip rendering for all but last frame if falling behind)
for (int i = 0; i < frames_to_process; i++) {
bool should_render = (i == frames_to_process - 1);

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@@ -51,6 +51,7 @@ class Emulator {
audio_device_ = audio_device;
}
auto wanted_samples() const -> int { return wanted_samples_; }
void set_renderer(gfx::IRenderer* renderer) { renderer_ = renderer; }
// AI Agent Integration API
bool IsEmulatorReady() const { return snes_.running() && !rom_data_.empty(); }
@@ -133,6 +134,7 @@ class Emulator {
Snes snes_;
bool initialized_ = false;
bool snes_initialized_ = false;
gfx::IRenderer* renderer_ = nullptr;
void* ppu_texture_ = nullptr;

View File

@@ -33,7 +33,7 @@ void Arena::QueueTextureCommand(TextureCommandType type, Bitmap* bitmap) {
}
void Arena::ProcessTextureQueue(IRenderer* renderer) {
if (!renderer_) return;
if (!renderer_ || texture_command_queue_.empty()) return;
for (const auto& command : texture_command_queue_) {
switch (command.type) {

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@@ -60,6 +60,16 @@ public:
*/
virtual TextureHandle CreateTexture(int width, int height) = 0;
/**
* @brief Creates a new texture with a specific pixel format.
* @param width The width of the texture in pixels.
* @param height The height of the texture in pixels.
* @param format The SDL pixel format (e.g., SDL_PIXELFORMAT_ARGB8888).
* @param access The texture access pattern (e.g., SDL_TEXTUREACCESS_STREAMING).
* @return An abstract TextureHandle to the newly created texture, or nullptr on failure.
*/
virtual TextureHandle CreateTextureWithFormat(int width, int height, uint32_t format, int access) = 0;
/**
* @brief Updates a texture with the pixel data from a Bitmap.
* @param texture The handle of the texture to update.

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@@ -50,6 +50,16 @@ TextureHandle SDL2Renderer::CreateTexture(int width, int height) {
);
}
/**
* @brief Creates an SDL_Texture with a specific pixel format and access pattern.
* This is useful for specialized textures like emulator PPU output.
*/
TextureHandle SDL2Renderer::CreateTextureWithFormat(int width, int height, uint32_t format, int access) {
return static_cast<TextureHandle>(
SDL_CreateTexture(renderer_.get(), format, access, width, height)
);
}
/**
* @brief Updates an SDL_Texture with data from a Bitmap.
* This involves converting the bitmap's surface to the correct format and updating the texture.

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@@ -26,6 +26,7 @@ public:
// --- Texture Management ---
TextureHandle CreateTexture(int width, int height) override;
TextureHandle CreateTextureWithFormat(int width, int height, uint32_t format, int access) override;
void UpdateTexture(TextureHandle texture, const Bitmap& bitmap) override;
void DestroyTexture(TextureHandle texture) override;