00cc9309cb
de6e324bdseparate emu thread10d3daf86Roms List improvements95d202f37Let's make the rom list process on a separate thread so the emulator doesnt take ages to load.fc306967fWow the ROM Header was just completely busted. Game list view works nowbad1691eefuck this shit2b59e5f46game list in progressd26417b83remappable inputs in progressac4af8106inpute72abc240update readme430139dc9Qt6 frontend3080d4d45Fix this small bug too08cd13b85Cop0 unused functions do not actually pose a threat (as per manual). They don't do anything, so shall we.61bb4fb44make idle loop detection a little more specific with where the load goesb037de4c3SAZDFsdff12e81e73eneed 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)204f0e13bidle skipping seems to work!cb8bb634asdkfjlasdf58e5c89c1Fix compilation issue on my machine (no idea)24fb2898eattempting more serious idle skipping214719577Place rsp.Step inside cached interpreter. Gains about 3 more fpsbb97dcc23mmmmm920b77d38wjkhasdfjhkasdf430ccdab4it's a start...4f42a673aCached interpreter plays Mario 64. Start looking into RSP as wellc9a030787idle skipping works!5fbda03cenew idea366637abaIdle skipping... maybe?609fa2fb0Cache instructions implemented but broken lmao. Commented out for nowe140a6d12- Stop using inheritance for CPU, instead use composition. - Introduce KAIZEN_JIT_ENABLED optional define instead of relying on __aarch64__ and the like. - More cache work68e613057prep cache impl811b4d809fix clang formatfda755f7didkd5024ebbfsmall MI refactor in preparation of (eventually) implementing the RDRAM interface properly694b45341Merge commit '206dcdedf195fb320913584180edb12c7731e396' as 'external/SDL'206dcdedfSquashed 'external/SDL/' content from commit 4d17b99d0a4d16e1cb4need to update sdl848b19920Fix compilation errordb61b5299Merge commit 'e94a94559f28e49678fbcf72199a5258137b0fe9' as 'external/imgui'e94a94559Squashed 'external/imgui/' content from commit 02e9b8cac52edb3757need to update imguic1a705e86Emulate weird JALR behaviour4b4c32f4bFix exception for "unusable COP1" in 4 instructions i missed accidentally (again)df5828142Bug putting 0s in the log everywheref8b580048Make isviewer a sink to file8241e9735Fix exception for "unusable COP1" in 4 instructions i missed accidentallyb29715f20small changesd9a620bc1make use of my new small utility library0d1aa938eAdd 'external/ircolib/' from commit 'ce3cd726c8df8388d554abf8bb55d55020eb4450'e64eb40b3Fuck git git-subtree-dir: external/ircolib git-subtree-split:de6e324bde
105 lines
4.1 KiB
C
105 lines
4.1 KiB
C
/*
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* This example code creates a simple audio stream for playing sound, and
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* loads a .wav file that is pushed through the stream in a loop.
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*
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* This code is public domain. Feel free to use it for any purpose!
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*
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* The .wav file is a sample from Will Provost's song, The Living Proof,
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* used with permission.
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*
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* From the album The Living Proof
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* Publisher: 5 Guys Named Will
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* Copyright 1996 Will Provost
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* https://itunes.apple.com/us/album/the-living-proof/id4153978
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* http://www.amazon.com/The-Living-Proof-Will-Provost/dp/B00004R8RH
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*/
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#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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/* We will use this renderer to draw into this window every frame. */
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static SDL_Window *window = NULL;
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static SDL_Renderer *renderer = NULL;
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static SDL_AudioStream *stream = NULL;
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static Uint8 *wav_data = NULL;
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static Uint32 wav_data_len = 0;
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/* This function runs once at startup. */
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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SDL_AudioSpec spec;
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char *wav_path = NULL;
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SDL_SetAppMetadata("Example Audio Load Wave", "1.0", "com.example.audio-load-wav");
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if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)) {
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SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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/* we don't _need_ a window for audio-only things but it's good policy to have one. */
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if (!SDL_CreateWindowAndRenderer("examples/audio/load-wav", 640, 480, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
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SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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SDL_SetRenderLogicalPresentation(renderer, 640, 480, SDL_LOGICAL_PRESENTATION_LETTERBOX);
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/* Load the .wav file from wherever the app is being run from. */
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SDL_asprintf(&wav_path, "%ssample.wav", SDL_GetBasePath()); /* allocate a string of the full file path */
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if (!SDL_LoadWAV(wav_path, &spec, &wav_data, &wav_data_len)) {
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SDL_Log("Couldn't load .wav file: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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SDL_free(wav_path); /* done with this string. */
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/* Create our audio stream in the same format as the .wav file. It'll convert to what the audio hardware wants. */
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stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &spec, NULL, NULL);
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if (!stream) {
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SDL_Log("Couldn't create audio stream: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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/* SDL_OpenAudioDeviceStream starts the device paused. You have to tell it to start! */
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SDL_ResumeAudioStreamDevice(stream);
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return SDL_APP_CONTINUE; /* carry on with the program! */
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}
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/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
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SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
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{
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if (event->type == SDL_EVENT_QUIT) {
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return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
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}
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return SDL_APP_CONTINUE; /* carry on with the program! */
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}
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/* This function runs once per frame, and is the heart of the program. */
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SDL_AppResult SDL_AppIterate(void *appstate)
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{
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/* see if we need to feed the audio stream more data yet.
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We're being lazy here, but if there's less than the entire wav file left to play,
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just shove a whole copy of it into the queue, so we always have _tons_ of
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data queued for playback. */
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if (SDL_GetAudioStreamQueued(stream) < (int)wav_data_len) {
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/* feed more data to the stream. It will queue at the end, and trickle out as the hardware needs more data. */
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SDL_PutAudioStreamData(stream, wav_data, wav_data_len);
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}
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/* we're not doing anything with the renderer, so just blank it out. */
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SDL_RenderClear(renderer);
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SDL_RenderPresent(renderer);
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return SDL_APP_CONTINUE; /* carry on with the program! */
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}
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/* This function runs once at shutdown. */
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void SDL_AppQuit(void *appstate, SDL_AppResult result)
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{
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SDL_free(wav_data); /* strictly speaking, this isn't necessary because the process is ending, but it's good policy. */
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/* SDL will clean up the window/renderer for us. */
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}
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