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
137 lines
4.8 KiB
C
137 lines
4.8 KiB
C
/*
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* This example code loads two .wav files, puts them in audio streams and
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* binds them for playback, repeating both sounds on loop. This shows several
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* streams mixing into a single playback device.
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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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#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_AudioDeviceID audio_device = 0;
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/* things that are playing sound (the audiostream itself, plus the original data, so we can refill to loop. */
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typedef struct Sound {
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Uint8 *wav_data;
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Uint32 wav_data_len;
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SDL_AudioStream *stream;
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} Sound;
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static Sound sounds[2];
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static bool init_sound(const char *fname, Sound *sound)
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{
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bool retval = false;
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SDL_AudioSpec spec;
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char *wav_path = NULL;
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/* Load the .wav files from wherever the app is being run from. */
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SDL_asprintf(&wav_path, "%s%s", SDL_GetBasePath(), fname); /* allocate a string of the full file path */
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if (!SDL_LoadWAV(wav_path, &spec, &sound->wav_data, &sound->wav_data_len)) {
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SDL_Log("Couldn't load .wav file: %s", SDL_GetError());
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return false;
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}
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/* Create an audio stream. Set the source format to the wav's format (what
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we'll input), leave the dest format NULL here (it'll change to what the
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device wants once we bind it). */
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sound->stream = SDL_CreateAudioStream(&spec, NULL);
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if (!sound->stream) {
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SDL_Log("Couldn't create audio stream: %s", SDL_GetError());
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} else if (!SDL_BindAudioStream(audio_device, sound->stream)) { /* once bound, it'll start playing when there is data available! */
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SDL_Log("Failed to bind '%s' stream to device: %s", fname, SDL_GetError());
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} else {
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retval = true; /* success! */
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}
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SDL_free(wav_path); /* done with this string. */
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return retval;
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}
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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_SetAppMetadata("Example Audio Multiple Streams", "1.0", "com.example.audio-multiple-streams");
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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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if (!SDL_CreateWindowAndRenderer("examples/audio/multiple-streams", 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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/* open the default audio device in whatever format it prefers; our audio streams will adjust to it. */
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audio_device = SDL_OpenAudioDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, NULL);
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if (audio_device == 0) {
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SDL_Log("Couldn't open audio device: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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if (!init_sound("sample.wav", &sounds[0])) {
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return SDL_APP_FAILURE;
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} else if (!init_sound("sword.wav", &sounds[1])) {
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return SDL_APP_FAILURE;
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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 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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int i;
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for (i = 0; i < SDL_arraysize(sounds); i++) {
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/* If less than a full copy of the audio is queued for playback, put another copy in there.
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This is overkill, but easy when lots of RAM is cheap. One could be more careful and
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queue less at a time, as long as the stream doesn't run dry. */
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if (SDL_GetAudioStreamQueued(sounds[i].stream) < ((int) sounds[i].wav_data_len)) {
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SDL_PutAudioStreamData(sounds[i].stream, sounds[i].wav_data, (int) sounds[i].wav_data_len);
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}
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}
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/* just blank the screen. */
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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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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int i;
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SDL_CloseAudioDevice(audio_device);
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for (i = 0; i < SDL_arraysize(sounds); i++) {
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if (sounds[i].stream) {
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SDL_DestroyAudioStream(sounds[i].stream);
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}
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SDL_free(sounds[i].wav_data);
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}
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/* SDL will clean up the window/renderer for us. */
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}
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