Files
gb6/gui/main_imgui.cpp
2026-01-08 20:47:15 -06:00

371 lines
12 KiB
C++

#include "imgui/imgui.h"
#include "imgui/imgui_impl_sdl.h"
#include "imgui/imgui_impl_opengl3.h"
#include "imgui/imgui_memory_editor.h"
#include <stdio.h>
#include <SDL.h>
#include <SDL_timer.h>
#include <SDL_opengl.h>
extern "C" {
#include "dmg.h"
#include "cpu.h"
#include "rom.h"
#include "lcd.h"
#include "mbc.h"
#include "instructions.h"
}
static const char *A_FORMAT = "A: 0x%02x";
static const char *B_FORMAT = "B: 0x%02x";
static const char *C_FORMAT = "C: 0x%02x";
static const char *D_FORMAT = "D: 0x%02x";
static const char *E_FORMAT = "E: 0x%02x";
static const char *H_FORMAT = "H: 0x%02x";
static const char *L_FORMAT = "L: 0x%02x";
static const char *SP_FORMAT = "SP: 0x%02x";
static const char *PC_FORMAT = "PC: 0x%02x";
static const char *INSN_FORMAT = "Next instruction: %s";
unsigned char visible_pixels[160 * 144 * 4];
unsigned char vram_tiles[256 * 96 * 4];
static char save_filename[32];
extern "C" void convert_vram(struct dmg *);
struct key_input {
int scancode;
int button;
int field;
};
struct key_input key_inputs[] = {
{ SDL_SCANCODE_D, BUTTON_RIGHT, FIELD_JOY },
{ SDL_SCANCODE_A, BUTTON_LEFT, FIELD_JOY },
{ SDL_SCANCODE_W, BUTTON_UP, FIELD_JOY },
{ SDL_SCANCODE_S, BUTTON_DOWN, FIELD_JOY },
{ SDL_SCANCODE_L, BUTTON_A, FIELD_ACTION },
{ SDL_SCANCODE_K, BUTTON_B, FIELD_ACTION },
{ SDL_SCANCODE_N, BUTTON_SELECT, FIELD_ACTION },
{ SDL_SCANCODE_M, BUTTON_START, FIELD_ACTION },
{ 0 }
};
static MemoryEditor editor;
struct insn_profile {
int index;
unsigned long long total_cycles;
};
static int compare_profile(const void *a, const void *b)
{
const struct insn_profile *pa = (const struct insn_profile *)a;
const struct insn_profile *pb = (const struct insn_profile *)b;
if (pb->total_cycles > pa->total_cycles) return 1;
if (pb->total_cycles < pa->total_cycles) return -1;
return 0;
}
GLuint make_output_texture() {
GLuint image_texture;
glGenTextures(1, &image_texture);
glBindTexture(GL_TEXTURE_2D, image_texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
return image_texture;
}
static ImU8 read_mem(const ImU8* data, size_t off)
{
return dmg_read((void *) data, (u16) off);
}
static void write_mem(ImU8 *data, size_t off, ImU8 d)
{
dmg_write(data, (u16) off, d);
}
int main(int argc, char *argv[])
{
struct cpu cpu = { 0 };
struct rom rom = { 0 };
struct dmg dmg = { 0 };
struct lcd lcd = { 0 };
int executed;
int paused = 0;
int pause_next = 0;
if (argc < 2) {
printf("no rom specified\n");
return 1;
}
if (!rom_load(&rom, argv[1])) {
printf("error loading rom\n");
return 1;
}
lcd_new(&lcd);
dmg_new(&dmg, &cpu, &rom, &lcd);
cpu.dmg = &dmg;
dmg.frame_skip = 1;
rom_get_title(&rom, save_filename);
mbc_load_ram(dmg.rom->mbc, save_filename);
cpu.pc = 0x100;
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) {
printf("Error: %s\n", SDL_GetError());
return -1;
}
// Decide GL+GLSL versions
#if defined(__APPLE__)
// GL 3.2 Core + GLSL 150
const char* glsl_version = "#version 150";
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
#else
// GL 3.0 + GLSL 130
const char* glsl_version = "#version 130";
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
#endif
// Create window with graphics context
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
SDL_Window* window = SDL_CreateWindow("gb6 debug", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
SDL_GLContext gl_context = SDL_GL_CreateContext(window);
SDL_GL_MakeCurrent(window, gl_context);
SDL_GL_SetSwapInterval(0); // disable vsync
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
// Setup Platform/Renderer backends
ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
ImGui_ImplOpenGL3_Init(glsl_version);
// setup output
GLuint vis_texture = make_output_texture();
GLuint vram_texture = make_output_texture();
editor.ReadFn = read_mem;
editor.WriteFn = write_mem;
// for flag checkboxes
bool z_flag = false;
bool n_flag = false;
bool h_flag = false;
bool c_flag = false;
// Main loop
bool done = false;
unsigned int lastDrawTime = 0, currentTime;
while (!done) {
// super speed
// if (!paused) {
// dmg_step(&dmg);
// }
// if (pause_next) {
// paused = 1;
// }
currentTime = SDL_GetTicks();
if (currentTime >= lastDrawTime + 16) {
// real speed
if (!paused) {
unsigned long frame_end = cpu.cycle_count + 70224;
while ((long) (frame_end - cpu.cycle_count) > 0) {
dmg_step(&dmg);
}
}
if (pause_next) {
paused = 1;
}
// Poll and handle events (inputs, window resize, etc.)
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
SDL_Event event;
while (SDL_PollEvent(&event))
{
ImGui_ImplSDL2_ProcessEvent(&event);
if (event.type == SDL_QUIT) {
done = true;
}
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE
&& event.window.windowID == SDL_GetWindowID(window)) {
done = true;
}
if (event.type == SDL_KEYDOWN || event.type == SDL_KEYUP) {
struct key_input *key = key_inputs;
while (key->scancode) {
if (key->scancode == event.key.keysym.scancode) {
dmg_set_button(&dmg, key->field, key->button, event.type == SDL_KEYDOWN);
break;
}
key++;
}
}
}
// Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplSDL2_NewFrame();
ImGui::NewFrame();
z_flag = flag_isset(dmg.cpu, FLAG_ZERO);
n_flag = flag_isset(dmg.cpu, FLAG_SIGN);
h_flag = flag_isset(dmg.cpu, FLAG_HALF_CARRY);
c_flag = flag_isset(dmg.cpu, FLAG_CARRY);
{
ImGui::Begin("State");
ImGui::Text(A_FORMAT, dmg.cpu->a);
ImGui::Text(B_FORMAT, dmg.cpu->b);
ImGui::SameLine();
ImGui::Text(C_FORMAT, dmg.cpu->c);
ImGui::Text(D_FORMAT, dmg.cpu->d);
ImGui::SameLine();
ImGui::Text(E_FORMAT, dmg.cpu->e);
ImGui::Text(H_FORMAT, dmg.cpu->h);
ImGui::SameLine();
ImGui::Text(L_FORMAT, dmg.cpu->l);
ImGui::Text(SP_FORMAT, dmg.cpu->sp);
ImGui::SameLine();
ImGui::Text(PC_FORMAT, dmg.cpu->pc);
u8 opc = dmg_read(&dmg, dmg.cpu->pc);
ImGui::Text(INSN_FORMAT, instructions[opc].format);
if (dmg.rom->mbc) {
ImGui::Text("MBC Bank: %02x", dmg.rom->mbc->rom_bank);
}
ImGui::Checkbox("Z", &z_flag);
ImGui::SameLine();
ImGui::Checkbox("N", &n_flag);
ImGui::SameLine();
ImGui::Checkbox("H", &h_flag);
ImGui::SameLine();
ImGui::Checkbox("C", &c_flag);
if (ImGui::Button("Run")) {
paused = 0;
pause_next = 0;
}
ImGui::SameLine();
if (ImGui::Button("Stop")) {
paused = 1;
}
ImGui::SameLine();
if (ImGui::Button("Step")) {
paused = 0;
pause_next = 1;
}
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::End();
}
{
ImGui::Begin("LCD");
glBindTexture(GL_TEXTURE_2D, vis_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 160, 144, 0, GL_RGBA, GL_UNSIGNED_BYTE, visible_pixels);
ImGui::Image((void*)(intptr_t) vis_texture, ImVec2(320, 288));
ImGui::End();
}
{
ImGui::Begin("VRAM");
convert_vram(&dmg);
glBindTexture(GL_TEXTURE_2D, vram_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 96, 0, GL_RGBA, GL_UNSIGNED_BYTE, vram_tiles);
ImGui::Image((void*)(intptr_t) vram_texture, ImVec2(512, 192));
ImGui::End();
}
editor.DrawWindow("Memory", &dmg, 0x10000, 0x0000);
// Rendering
ImGui::Render();
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
glClearColor(0.45f, 0.55f, 0.60f, 1.00f);
glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
SDL_GL_SwapWindow(window);
lastDrawTime = currentTime;
}
}
// Print instruction profile
{
struct insn_profile profile[512];
unsigned long long total = 0;
for (int k = 0; k < 512; k++) {
profile[k].index = k;
profile[k].total_cycles = (unsigned long long)cpu.counts[k] * instructions[k].cycles;
total += profile[k].total_cycles;
}
qsort(profile, 512, sizeof(struct insn_profile), compare_profile);
printf("\n=== Instruction Profile (sorted by total cycles) ===\n");
printf("%-6s %-20s %12s %12s %10s\n", "Opcode", "Instruction", "Count", "Cycles", "% Total");
printf("--------------------------------------------------------------\n");
for (int k = 0; k < 512; k++) {
int idx = profile[k].index;
if (cpu.counts[idx] == 0) continue;
const char *prefix = (idx >= 0x100) ? "CB " : " ";
int opc = (idx >= 0x100) ? idx - 0x100 : idx;
printf("%s%02x %-20s %12u %12llu %9.2f%%\n",
prefix, opc, instructions[idx].format,
cpu.counts[idx], profile[k].total_cycles,
total ? (100.0 * profile[k].total_cycles / total) : 0.0);
}
printf("--------------------------------------------------------------\n");
printf("%-6s %-20s %12s %12llu\n", "", "TOTAL", "", total);
}
// Cleanup
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplSDL2_Shutdown();
ImGui::DestroyContext();
SDL_GL_DeleteContext(gl_context);
SDL_DestroyWindow(window);
SDL_Quit();
mbc_save_ram(dmg.rom->mbc, save_filename);
rom_free(&rom);
return 0;
}