mirror of
https://github.com/mlaux/gb6.git
synced 2026-03-13 18:16:28 +00:00
371 lines
12 KiB
C++
371 lines
12 KiB
C++
#include "imgui/imgui.h"
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#include "imgui/imgui_impl_sdl.h"
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#include "imgui/imgui_impl_opengl3.h"
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#include "imgui/imgui_memory_editor.h"
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#include <stdio.h>
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#include <SDL.h>
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#include <SDL_timer.h>
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#include <SDL_opengl.h>
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extern "C" {
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#include "dmg.h"
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#include "cpu.h"
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#include "rom.h"
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#include "lcd.h"
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#include "mbc.h"
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#include "instructions.h"
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}
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static const char *A_FORMAT = "A: 0x%02x";
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static const char *B_FORMAT = "B: 0x%02x";
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static const char *C_FORMAT = "C: 0x%02x";
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static const char *D_FORMAT = "D: 0x%02x";
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static const char *E_FORMAT = "E: 0x%02x";
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static const char *H_FORMAT = "H: 0x%02x";
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static const char *L_FORMAT = "L: 0x%02x";
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static const char *SP_FORMAT = "SP: 0x%02x";
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static const char *PC_FORMAT = "PC: 0x%02x";
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static const char *INSN_FORMAT = "Next instruction: %s";
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unsigned char visible_pixels[160 * 144 * 4];
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unsigned char vram_tiles[256 * 96 * 4];
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static char save_filename[32];
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extern "C" void convert_vram(struct dmg *);
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struct key_input {
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int scancode;
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int button;
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int field;
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};
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struct key_input key_inputs[] = {
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{ SDL_SCANCODE_D, BUTTON_RIGHT, FIELD_JOY },
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{ SDL_SCANCODE_A, BUTTON_LEFT, FIELD_JOY },
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{ SDL_SCANCODE_W, BUTTON_UP, FIELD_JOY },
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{ SDL_SCANCODE_S, BUTTON_DOWN, FIELD_JOY },
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{ SDL_SCANCODE_L, BUTTON_A, FIELD_ACTION },
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{ SDL_SCANCODE_K, BUTTON_B, FIELD_ACTION },
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{ SDL_SCANCODE_N, BUTTON_SELECT, FIELD_ACTION },
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{ SDL_SCANCODE_M, BUTTON_START, FIELD_ACTION },
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{ 0 }
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};
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static MemoryEditor editor;
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struct insn_profile {
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int index;
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unsigned long long total_cycles;
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};
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static int compare_profile(const void *a, const void *b)
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{
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const struct insn_profile *pa = (const struct insn_profile *)a;
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const struct insn_profile *pb = (const struct insn_profile *)b;
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if (pb->total_cycles > pa->total_cycles) return 1;
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if (pb->total_cycles < pa->total_cycles) return -1;
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return 0;
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}
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GLuint make_output_texture() {
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GLuint image_texture;
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glGenTextures(1, &image_texture);
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glBindTexture(GL_TEXTURE_2D, image_texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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return image_texture;
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}
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static ImU8 read_mem(const ImU8* data, size_t off)
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{
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return dmg_read((void *) data, (u16) off);
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}
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static void write_mem(ImU8 *data, size_t off, ImU8 d)
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{
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dmg_write(data, (u16) off, d);
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}
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int main(int argc, char *argv[])
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{
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struct cpu cpu = { 0 };
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struct rom rom = { 0 };
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struct dmg dmg = { 0 };
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struct lcd lcd = { 0 };
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int executed;
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int paused = 0;
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int pause_next = 0;
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if (argc < 2) {
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printf("no rom specified\n");
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return 1;
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}
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if (!rom_load(&rom, argv[1])) {
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printf("error loading rom\n");
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return 1;
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}
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lcd_new(&lcd);
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dmg_new(&dmg, &cpu, &rom, &lcd);
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cpu.dmg = &dmg;
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dmg.frame_skip = 1;
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rom_get_title(&rom, save_filename);
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mbc_load_ram(dmg.rom->mbc, save_filename);
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cpu.pc = 0x100;
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) {
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printf("Error: %s\n", SDL_GetError());
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return -1;
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}
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// Decide GL+GLSL versions
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#if defined(__APPLE__)
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// GL 3.2 Core + GLSL 150
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const char* glsl_version = "#version 150";
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
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#else
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// GL 3.0 + GLSL 130
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const char* glsl_version = "#version 130";
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
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#endif
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// Create window with graphics context
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
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SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
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SDL_Window* window = SDL_CreateWindow("gb6 debug", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
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SDL_GLContext gl_context = SDL_GL_CreateContext(window);
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SDL_GL_MakeCurrent(window, gl_context);
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SDL_GL_SetSwapInterval(0); // disable vsync
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsLight();
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// Setup Platform/Renderer backends
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ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
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ImGui_ImplOpenGL3_Init(glsl_version);
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// setup output
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GLuint vis_texture = make_output_texture();
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GLuint vram_texture = make_output_texture();
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editor.ReadFn = read_mem;
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editor.WriteFn = write_mem;
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// for flag checkboxes
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bool z_flag = false;
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bool n_flag = false;
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bool h_flag = false;
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bool c_flag = false;
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// Main loop
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bool done = false;
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unsigned int lastDrawTime = 0, currentTime;
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while (!done) {
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// super speed
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// if (!paused) {
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// dmg_step(&dmg);
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// }
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// if (pause_next) {
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// paused = 1;
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// }
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currentTime = SDL_GetTicks();
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if (currentTime >= lastDrawTime + 16) {
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// real speed
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if (!paused) {
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unsigned long frame_end = cpu.cycle_count + 70224;
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while ((long) (frame_end - cpu.cycle_count) > 0) {
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dmg_step(&dmg);
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}
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}
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if (pause_next) {
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paused = 1;
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}
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// Poll and handle events (inputs, window resize, etc.)
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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SDL_Event event;
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while (SDL_PollEvent(&event))
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{
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ImGui_ImplSDL2_ProcessEvent(&event);
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if (event.type == SDL_QUIT) {
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done = true;
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}
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if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE
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&& event.window.windowID == SDL_GetWindowID(window)) {
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done = true;
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}
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if (event.type == SDL_KEYDOWN || event.type == SDL_KEYUP) {
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struct key_input *key = key_inputs;
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while (key->scancode) {
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if (key->scancode == event.key.keysym.scancode) {
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dmg_set_button(&dmg, key->field, key->button, event.type == SDL_KEYDOWN);
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break;
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}
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key++;
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}
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}
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}
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// Start the Dear ImGui frame
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplSDL2_NewFrame();
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ImGui::NewFrame();
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z_flag = flag_isset(dmg.cpu, FLAG_ZERO);
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n_flag = flag_isset(dmg.cpu, FLAG_SIGN);
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h_flag = flag_isset(dmg.cpu, FLAG_HALF_CARRY);
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c_flag = flag_isset(dmg.cpu, FLAG_CARRY);
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{
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ImGui::Begin("State");
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ImGui::Text(A_FORMAT, dmg.cpu->a);
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ImGui::Text(B_FORMAT, dmg.cpu->b);
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ImGui::SameLine();
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ImGui::Text(C_FORMAT, dmg.cpu->c);
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ImGui::Text(D_FORMAT, dmg.cpu->d);
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ImGui::SameLine();
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ImGui::Text(E_FORMAT, dmg.cpu->e);
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ImGui::Text(H_FORMAT, dmg.cpu->h);
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ImGui::SameLine();
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ImGui::Text(L_FORMAT, dmg.cpu->l);
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ImGui::Text(SP_FORMAT, dmg.cpu->sp);
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ImGui::SameLine();
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ImGui::Text(PC_FORMAT, dmg.cpu->pc);
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u8 opc = dmg_read(&dmg, dmg.cpu->pc);
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ImGui::Text(INSN_FORMAT, instructions[opc].format);
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if (dmg.rom->mbc) {
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ImGui::Text("MBC Bank: %02x", dmg.rom->mbc->rom_bank);
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}
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ImGui::Checkbox("Z", &z_flag);
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ImGui::SameLine();
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ImGui::Checkbox("N", &n_flag);
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ImGui::SameLine();
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ImGui::Checkbox("H", &h_flag);
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ImGui::SameLine();
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ImGui::Checkbox("C", &c_flag);
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if (ImGui::Button("Run")) {
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paused = 0;
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pause_next = 0;
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}
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ImGui::SameLine();
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if (ImGui::Button("Stop")) {
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paused = 1;
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}
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ImGui::SameLine();
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if (ImGui::Button("Step")) {
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paused = 0;
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pause_next = 1;
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}
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
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ImGui::End();
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}
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{
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ImGui::Begin("LCD");
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glBindTexture(GL_TEXTURE_2D, vis_texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 160, 144, 0, GL_RGBA, GL_UNSIGNED_BYTE, visible_pixels);
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ImGui::Image((void*)(intptr_t) vis_texture, ImVec2(320, 288));
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ImGui::End();
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}
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{
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ImGui::Begin("VRAM");
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convert_vram(&dmg);
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glBindTexture(GL_TEXTURE_2D, vram_texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 96, 0, GL_RGBA, GL_UNSIGNED_BYTE, vram_tiles);
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ImGui::Image((void*)(intptr_t) vram_texture, ImVec2(512, 192));
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ImGui::End();
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}
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editor.DrawWindow("Memory", &dmg, 0x10000, 0x0000);
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// Rendering
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ImGui::Render();
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glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
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glClearColor(0.45f, 0.55f, 0.60f, 1.00f);
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glClear(GL_COLOR_BUFFER_BIT);
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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SDL_GL_SwapWindow(window);
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lastDrawTime = currentTime;
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}
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}
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// Print instruction profile
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{
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struct insn_profile profile[512];
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unsigned long long total = 0;
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for (int k = 0; k < 512; k++) {
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profile[k].index = k;
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profile[k].total_cycles = (unsigned long long)cpu.counts[k] * instructions[k].cycles;
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total += profile[k].total_cycles;
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}
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qsort(profile, 512, sizeof(struct insn_profile), compare_profile);
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printf("\n=== Instruction Profile (sorted by total cycles) ===\n");
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printf("%-6s %-20s %12s %12s %10s\n", "Opcode", "Instruction", "Count", "Cycles", "% Total");
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printf("--------------------------------------------------------------\n");
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for (int k = 0; k < 512; k++) {
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int idx = profile[k].index;
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if (cpu.counts[idx] == 0) continue;
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const char *prefix = (idx >= 0x100) ? "CB " : " ";
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int opc = (idx >= 0x100) ? idx - 0x100 : idx;
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printf("%s%02x %-20s %12u %12llu %9.2f%%\n",
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prefix, opc, instructions[idx].format,
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cpu.counts[idx], profile[k].total_cycles,
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total ? (100.0 * profile[k].total_cycles / total) : 0.0);
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}
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printf("--------------------------------------------------------------\n");
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printf("%-6s %-20s %12s %12llu\n", "", "TOTAL", "", total);
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}
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// Cleanup
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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplSDL2_Shutdown();
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ImGui::DestroyContext();
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SDL_GL_DeleteContext(gl_context);
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SDL_DestroyWindow(window);
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SDL_Quit();
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mbc_save_ram(dmg.rom->mbc, save_filename);
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rom_free(&rom);
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return 0;
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}
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