Squashed 'external/ircolib/' changes from ce3cd726c..de6e324bd

de6e324bd separate emu thread
10d3daf86 Roms List improvements
95d202f37 Let's make the rom list process on a separate thread so the emulator doesnt take ages to load.
fc306967f Wow the ROM Header was just completely busted. Game list view works now
bad1691ee fuck this shit
2b59e5f46 game list in progress
d26417b83 remappable inputs in progress
ac4af8106 input
e72abc240 update readme
430139dc9 Qt6 frontend
3080d4d45 Fix this small bug too
08cd13b85 Cop0 unused functions do not actually pose a threat (as per manual). They don't do anything, so shall we.
61bb4fb44 make idle loop detection a little more specific with where the load goes
b037de4c3 SAZDFsdff
12e81e73e need to figure out why n64-systemtest loops indefinitely at some address that appears to be valid (i think it's me not invalidating the cache properly)
204f0e13b idle skipping seems to work!
cb8bb634a sdkfjlasdf
58e5c89c1 Fix compilation issue on my machine (no idea)
24fb2898e attempting more serious idle skipping
214719577 Place rsp.Step inside cached interpreter. Gains about 3 more fps
bb97dcc23 mmmmm
920b77d38 wjkhasdfjhkasdf
430ccdab4 it's a start...
4f42a673a Cached interpreter plays Mario 64. Start looking into RSP as well
c9a030787 idle skipping works!
5fbda03ce new idea
366637aba Idle skipping... maybe?
609fa2fb0 Cache instructions implemented but broken lmao. Commented out for now
e140a6d12 - Stop using inheritance for CPU, instead use composition. - Introduce KAIZEN_JIT_ENABLED optional define instead of relying on __aarch64__ and the like. - More cache work
68e613057 prep cache impl
811b4d809 fix clang format
fda755f7d idk
d5024ebbf small MI refactor in preparation of (eventually) implementing the RDRAM interface properly
694b45341 Merge commit '206dcdedf195fb320913584180edb12c7731e396' as 'external/SDL'
206dcdedf Squashed 'external/SDL/' content from commit 4d17b99d0a
4d16e1cb4 need to update sdl
848b19920 Fix compilation error
db61b5299 Merge commit 'e94a94559f28e49678fbcf72199a5258137b0fe9' as 'external/imgui'
e94a94559 Squashed 'external/imgui/' content from commit 02e9b8cac
52edb3757 need to update imgui
c1a705e86 Emulate weird JALR behaviour
4b4c32f4b Fix exception for "unusable COP1" in 4 instructions i missed accidentally (again)
df5828142 Bug putting 0s in the log everywhere
f8b580048 Make isviewer a sink to file
8241e9735 Fix exception for "unusable COP1" in 4 instructions i missed accidentally
b29715f20 small changes
d9a620bc1 make use of my new small utility library
0d1aa938e Add 'external/ircolib/' from commit 'ce3cd726c8df8388d554abf8bb55d55020eb4450'
e64eb40b3 Fuck git

git-subtree-dir: external/ircolib
git-subtree-split: de6e324bde
This commit is contained in:
2026-06-15 11:56:38 +02:00
parent ce3cd726c8
commit 00cc9309cb
4479 changed files with 2943227 additions and 7 deletions
@@ -0,0 +1,136 @@
/*
* This example code loads two .wav files, puts them in audio streams and
* binds them for playback, repeating both sounds on loop. This shows several
* streams mixing into a single playback device.
*
* This code is public domain. Feel free to use it for any purpose!
*/
#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
/* We will use this renderer to draw into this window every frame. */
static SDL_Window *window = NULL;
static SDL_Renderer *renderer = NULL;
static SDL_AudioDeviceID audio_device = 0;
/* things that are playing sound (the audiostream itself, plus the original data, so we can refill to loop. */
typedef struct Sound {
Uint8 *wav_data;
Uint32 wav_data_len;
SDL_AudioStream *stream;
} Sound;
static Sound sounds[2];
static bool init_sound(const char *fname, Sound *sound)
{
bool retval = false;
SDL_AudioSpec spec;
char *wav_path = NULL;
/* Load the .wav files from wherever the app is being run from. */
SDL_asprintf(&wav_path, "%s%s", SDL_GetBasePath(), fname); /* allocate a string of the full file path */
if (!SDL_LoadWAV(wav_path, &spec, &sound->wav_data, &sound->wav_data_len)) {
SDL_Log("Couldn't load .wav file: %s", SDL_GetError());
return false;
}
/* Create an audio stream. Set the source format to the wav's format (what
we'll input), leave the dest format NULL here (it'll change to what the
device wants once we bind it). */
sound->stream = SDL_CreateAudioStream(&spec, NULL);
if (!sound->stream) {
SDL_Log("Couldn't create audio stream: %s", SDL_GetError());
} else if (!SDL_BindAudioStream(audio_device, sound->stream)) { /* once bound, it'll start playing when there is data available! */
SDL_Log("Failed to bind '%s' stream to device: %s", fname, SDL_GetError());
} else {
retval = true; /* success! */
}
SDL_free(wav_path); /* done with this string. */
return retval;
}
/* This function runs once at startup. */
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
{
SDL_SetAppMetadata("Example Audio Multiple Streams", "1.0", "com.example.audio-multiple-streams");
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)) {
SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
if (!SDL_CreateWindowAndRenderer("examples/audio/multiple-streams", 640, 480, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
SDL_SetRenderLogicalPresentation(renderer, 640, 480, SDL_LOGICAL_PRESENTATION_LETTERBOX);
/* open the default audio device in whatever format it prefers; our audio streams will adjust to it. */
audio_device = SDL_OpenAudioDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, NULL);
if (audio_device == 0) {
SDL_Log("Couldn't open audio device: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
if (!init_sound("sample.wav", &sounds[0])) {
return SDL_APP_FAILURE;
} else if (!init_sound("sword.wav", &sounds[1])) {
return SDL_APP_FAILURE;
}
return SDL_APP_CONTINUE; /* carry on with the program! */
}
/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
{
if (event->type == SDL_EVENT_QUIT) {
return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
}
return SDL_APP_CONTINUE; /* carry on with the program! */
}
/* This function runs once per frame, and is the heart of the program. */
SDL_AppResult SDL_AppIterate(void *appstate)
{
int i;
for (i = 0; i < SDL_arraysize(sounds); i++) {
/* If less than a full copy of the audio is queued for playback, put another copy in there.
This is overkill, but easy when lots of RAM is cheap. One could be more careful and
queue less at a time, as long as the stream doesn't run dry. */
if (SDL_GetAudioStreamQueued(sounds[i].stream) < ((int) sounds[i].wav_data_len)) {
SDL_PutAudioStreamData(sounds[i].stream, sounds[i].wav_data, (int) sounds[i].wav_data_len);
}
}
/* just blank the screen. */
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
SDL_RenderPresent(renderer);
return SDL_APP_CONTINUE; /* carry on with the program! */
}
/* This function runs once at shutdown. */
void SDL_AppQuit(void *appstate, SDL_AppResult result)
{
int i;
SDL_CloseAudioDevice(audio_device);
for (i = 0; i < SDL_arraysize(sounds); i++) {
if (sounds[i].stream) {
SDL_DestroyAudioStream(sounds[i].stream);
}
SDL_free(sounds[i].wav_data);
}
/* SDL will clean up the window/renderer for us. */
}