Files
yaze/src/app/emu/emu.cc
scawful 6c331f1fd0 epic: refactor SDL2_Renderer usage to IRenderer and queued texture rendering
- Updated the testing guide to clarify the testing framework's organization and execution methods, improving user understanding.
- Refactored CMakeLists to include new platform-specific files, ensuring proper integration of the rendering backend.
- Modified main application files to utilize the new IRenderer interface, enhancing flexibility in rendering operations.
- Implemented deferred texture management in various components, allowing for more efficient graphics handling and improved performance.
- Introduced new methods for texture creation and updates, streamlining the rendering process across the application.
- Enhanced logging and error handling in the rendering pipeline to facilitate better debugging and diagnostics.
2025-10-07 17:15:11 -04:00

306 lines
9.9 KiB
C++

#if __APPLE__
#include "app/platform/app_delegate.h"
#endif
#include <SDL.h>
#include <memory>
#include <string>
#include <vector>
#include "absl/debugging/failure_signal_handler.h"
#include "absl/debugging/symbolize.h"
#include "absl/flags/flag.h"
#include "absl/flags/parse.h"
#include "app/emu/snes.h"
#include "app/rom.h"
#include "app/gfx/backend/irenderer.h"
#include "app/gfx/backend/sdl2_renderer.h"
#include "util/sdl_deleter.h"
ABSL_FLAG(std::string, emu_rom, "", "Path to the ROM file to load.");
ABSL_FLAG(bool, emu_no_gui, false, "Disable GUI and run in headless mode.");
ABSL_FLAG(std::string, emu_load_state, "", "Load emulator state from a file.");
ABSL_FLAG(std::string, emu_dump_state, "", "Dump emulator state to a file.");
ABSL_FLAG(int, emu_frames, 0, "Number of frames to run the emulator for.");
ABSL_FLAG(int, emu_max_frames, 180, "Maximum frames to run before auto-exit (0=infinite, default=180/3 seconds).");
ABSL_FLAG(bool, emu_debug_apu, false, "Enable detailed APU/SPC700 logging.");
ABSL_FLAG(bool, emu_debug_cpu, false, "Enable detailed CPU execution logging.");
using yaze::util::SDL_Deleter;
int main(int argc, char **argv) {
absl::InitializeSymbolizer(argv[0]);
absl::FailureSignalHandlerOptions options;
options.symbolize_stacktrace = true;
options.use_alternate_stack =
false; // Disable alternate stack to avoid shutdown conflicts
options.alarm_on_failure_secs =
false; // Disable alarm to avoid false positives during SDL cleanup
options.call_previous_handler = true;
absl::InstallFailureSignalHandler(options);
absl::ParseCommandLine(argc, argv);
if (absl::GetFlag(FLAGS_emu_no_gui)) {
yaze::Rom rom;
if (!rom.LoadFromFile(absl::GetFlag(FLAGS_emu_rom)).ok()) {
return EXIT_FAILURE;
}
yaze::emu::Snes snes;
std::vector<uint8_t> rom_data = rom.vector();
snes.Init(rom_data);
if (!absl::GetFlag(FLAGS_emu_load_state).empty()) {
snes.loadState(absl::GetFlag(FLAGS_emu_load_state));
}
for (int i = 0; i < absl::GetFlag(FLAGS_emu_frames); ++i) {
snes.RunFrame();
}
if (!absl::GetFlag(FLAGS_emu_dump_state).empty()) {
snes.saveState(absl::GetFlag(FLAGS_emu_dump_state));
}
return EXIT_SUCCESS;
}
// Initialize SDL subsystems
SDL_SetMainReady();
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_EVENTS) != 0) {
printf("SDL_Init failed: %s\n", SDL_GetError());
return EXIT_FAILURE;
}
// Create window and renderer with RAII smart pointers
std::unique_ptr<SDL_Window, SDL_Deleter> window_(
SDL_CreateWindow("Yaze Emulator",
SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
512, 480,
SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI),
SDL_Deleter());
if (!window_) {
printf("SDL_CreateWindow failed: %s\n", SDL_GetError());
SDL_Quit();
return EXIT_FAILURE;
}
// Create and initialize the renderer
auto renderer = std::make_unique<yaze::gfx::SDL2Renderer>();
if (!renderer->Initialize(window_.get())) {
printf("Failed to initialize renderer\n");
SDL_Quit();
return EXIT_FAILURE;
}
// Initialize audio system
constexpr int kAudioFrequency = 48000;
SDL_AudioSpec want = {};
want.freq = kAudioFrequency;
want.format = AUDIO_S16;
want.channels = 2;
want.samples = 2048;
want.callback = nullptr; // Use audio queue
SDL_AudioSpec have;
SDL_AudioDeviceID audio_device = SDL_OpenAudioDevice(nullptr, 0, &want, &have, 0);
if (audio_device == 0) {
printf("SDL_OpenAudioDevice failed: %s\n", SDL_GetError());
SDL_Quit();
return EXIT_FAILURE;
}
// Allocate audio buffer using unique_ptr for automatic cleanup
std::unique_ptr<int16_t[]> audio_buffer(new int16_t[kAudioFrequency / 50 * 4]);
SDL_PauseAudioDevice(audio_device, 0);
// Create PPU texture for rendering
void* ppu_texture = renderer->CreateTexture(512, 480);
if (!ppu_texture) {
printf("SDL_CreateTexture failed: %s\n", SDL_GetError());
SDL_CloseAudioDevice(audio_device);
SDL_Quit();
return EXIT_FAILURE;
}
yaze::Rom rom_;
yaze::emu::Snes snes_;
std::vector<uint8_t> rom_data_;
// Emulator state
bool running = true;
bool loaded = false;
int frame_count = 0;
const int max_frames = absl::GetFlag(FLAGS_emu_max_frames);
// Timing management
const uint64_t count_frequency = SDL_GetPerformanceFrequency();
uint64_t last_count = SDL_GetPerformanceCounter();
double time_adder = 0.0;
double wanted_frame_time = 0.0;
int wanted_samples = 0;
SDL_Event event;
// Load ROM from command-line argument or default
std::string rom_path = absl::GetFlag(FLAGS_emu_rom);
if (rom_path.empty()) {
rom_path = "assets/zelda3.sfc"; // Default to zelda3 in assets
}
if (!rom_.LoadFromFile(rom_path).ok()) {
printf("Failed to load ROM: %s\n", rom_path.c_str());
return EXIT_FAILURE;
}
if (rom_.is_loaded()) {
printf("Loaded ROM: %s (%zu bytes)\n", rom_path.c_str(), rom_.size());
rom_data_ = rom_.vector();
snes_.Init(rom_data_);
// Calculate timing based on PAL/NTSC
const bool is_pal = snes_.memory().pal_timing();
const double refresh_rate = is_pal ? 50.0 : 60.0;
wanted_frame_time = 1.0 / refresh_rate;
wanted_samples = kAudioFrequency / static_cast<int>(refresh_rate);
printf("Emulator initialized: %s mode (%.1f Hz)\n", is_pal ? "PAL" : "NTSC", refresh_rate);
loaded = true;
}
while (running) {
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_DROPFILE:
if (rom_.LoadFromFile(event.drop.file).ok() && rom_.is_loaded()) {
rom_data_ = rom_.vector();
snes_.Init(rom_data_);
const bool is_pal = snes_.memory().pal_timing();
const double refresh_rate = is_pal ? 50.0 : 60.0;
wanted_frame_time = 1.0 / refresh_rate;
wanted_samples = kAudioFrequency / static_cast<int>(refresh_rate);
printf("Loaded new ROM via drag-and-drop: %s\n", event.drop.file);
frame_count = 0; // Reset frame counter
loaded = true;
}
SDL_free(event.drop.file);
break;
case SDL_KEYDOWN:
break;
case SDL_KEYUP:
break;
case SDL_WINDOWEVENT:
switch (event.window.event) {
case SDL_WINDOWEVENT_CLOSE:
running = false;
break;
case SDL_WINDOWEVENT_SIZE_CHANGED:
break;
default:
break;
}
break;
default:
break;
}
}
const uint64_t current_count = SDL_GetPerformanceCounter();
const uint64_t delta = current_count - last_count;
last_count = current_count;
const double seconds = static_cast<double>(delta) / static_cast<double>(count_frequency);
time_adder += seconds;
// Run frame if enough time has elapsed (allow 2ms grace period)
while (time_adder >= wanted_frame_time - 0.002) {
time_adder -= wanted_frame_time;
if (loaded) {
snes_.RunFrame();
frame_count++;
// Detect deadlock - CPU stuck in same location
static uint16_t last_cpu_pc = 0;
static int stuck_count = 0;
uint16_t current_cpu_pc = snes_.cpu().PC;
if (current_cpu_pc == last_cpu_pc && current_cpu_pc >= 0x88B0 && current_cpu_pc <= 0x88C0) {
stuck_count++;
if (stuck_count > 180 && frame_count % 60 == 0) {
printf("[WARNING] CPU stuck at $%02X:%04X for %d frames (APU deadlock?)\n",
snes_.cpu().PB, current_cpu_pc, stuck_count);
}
} else {
stuck_count = 0;
}
last_cpu_pc = current_cpu_pc;
// Print status every 60 frames (1 second)
if (frame_count % 60 == 0) {
printf("[Frame %d] CPU=$%02X:%04X SPC=$%04X APU_cycles=%llu\n",
frame_count, snes_.cpu().PB, snes_.cpu().PC,
snes_.apu().spc700().PC, snes_.apu().GetCycles());
}
// Auto-exit after max_frames (if set)
if (max_frames > 0 && frame_count >= max_frames) {
printf("\n[EMULATOR] Reached max frames (%d), shutting down...\n", max_frames);
printf("[EMULATOR] Final state: CPU=$%02X:%04X SPC=$%04X\n",
snes_.cpu().PB, snes_.cpu().PC, snes_.apu().spc700().PC);
running = false;
break; // Exit inner loop immediately
}
// Generate audio samples and queue them
snes_.SetSamples(audio_buffer.get(), wanted_samples);
const uint32_t queued_size = SDL_GetQueuedAudioSize(audio_device);
const uint32_t max_queued = wanted_samples * 4 * 6; // Keep up to 6 frames queued
if (queued_size <= max_queued) {
SDL_QueueAudio(audio_device, audio_buffer.get(), wanted_samples * 4);
}
// Render PPU output to texture
void *ppu_pixels = nullptr;
int ppu_pitch = 0;
if (renderer->LockTexture(ppu_texture, nullptr, &ppu_pixels, &ppu_pitch)) {
snes_.SetPixels(static_cast<uint8_t*>(ppu_pixels));
renderer->UnlockTexture(ppu_texture);
}
}
}
// Present rendered frame
renderer->Clear();
renderer->RenderCopy(ppu_texture, nullptr, nullptr);
renderer->Present();
}
// === Cleanup SDL resources (in reverse order of initialization) ===
printf("\n[EMULATOR] Shutting down...\n");
// Clean up texture
if (ppu_texture) {
renderer->DestroyTexture(ppu_texture);
ppu_texture = nullptr;
}
// Clean up audio (audio_buffer cleaned up automatically by unique_ptr)
SDL_PauseAudioDevice(audio_device, 1);
SDL_ClearQueuedAudio(audio_device);
SDL_CloseAudioDevice(audio_device);
// Clean up renderer and window (done automatically by unique_ptr destructors)
renderer->Shutdown();
window_.reset();
// Quit SDL subsystems
SDL_Quit();
printf("[EMULATOR] Shutdown complete.\n");
return EXIT_SUCCESS;
}