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
152 lines
5.7 KiB
C
152 lines
5.7 KiB
C
/*
|
|
Simple DirectMedia Layer
|
|
Copyright (C) 1997-2026 Sam Lantinga <slouken@libsdl.org>
|
|
|
|
This software is provided 'as-is', without any express or implied
|
|
warranty. In no event will the authors be held liable for any damages
|
|
arising from the use of this software.
|
|
|
|
Permission is granted to anyone to use this software for any purpose,
|
|
including commercial applications, and to alter it and redistribute it
|
|
freely, subject to the following restrictions:
|
|
|
|
1. The origin of this software must not be misrepresented; you must not
|
|
claim that you wrote the original software. If you use this software
|
|
in a product, an acknowledgment in the product documentation would be
|
|
appreciated but is not required.
|
|
2. Altered source versions must be plainly marked as such, and must not be
|
|
misrepresented as being the original software.
|
|
3. This notice may not be removed or altered from any source distribution.
|
|
*/
|
|
|
|
/* WIKI CATEGORY: Main */
|
|
|
|
#ifndef SDL_main_impl_h_
|
|
#define SDL_main_impl_h_
|
|
|
|
#ifndef SDL_main_h_
|
|
#error "This header should not be included directly, but only via SDL_main.h!"
|
|
#endif
|
|
|
|
/* if someone wants to include SDL_main.h but doesn't want the main handing magic,
|
|
(maybe to call SDL_RegisterApp()) they can #define SDL_MAIN_HANDLED first.
|
|
SDL_MAIN_NOIMPL is for SDL-internal usage (only affects implementation,
|
|
not definition of SDL_MAIN_AVAILABLE etc in SDL_main.h) and if the user wants
|
|
to have the SDL_main implementation (from this header) in another source file
|
|
than their main() function, for example if SDL_main requires C++
|
|
and main() is implemented in plain C */
|
|
#if !defined(SDL_MAIN_HANDLED) && !defined(SDL_MAIN_NOIMPL)
|
|
|
|
/* the implementations below must be able to use the implement real main(), nothing renamed
|
|
(the user's main() will be renamed to SDL_main so it can be called from here) */
|
|
#ifdef main
|
|
#undef main
|
|
#endif
|
|
|
|
#ifdef SDL_MAIN_USE_CALLBACKS
|
|
|
|
#if 0
|
|
/* currently there are no platforms that _need_ a magic entry point here
|
|
for callbacks, but if one shows up, implement it here. */
|
|
|
|
#else /* use a standard SDL_main, which the app SHOULD NOT ALSO SUPPLY. */
|
|
|
|
/* this define makes the normal SDL_main entry point stuff work...we just provide SDL_main() instead of the app. */
|
|
#define SDL_MAIN_CALLBACK_STANDARD 1
|
|
|
|
int SDL_main(int argc, char **argv)
|
|
{
|
|
return SDL_EnterAppMainCallbacks(argc, argv, SDL_AppInit, SDL_AppIterate, SDL_AppEvent, SDL_AppQuit);
|
|
}
|
|
|
|
#endif /* platform-specific tests */
|
|
|
|
#endif /* SDL_MAIN_USE_CALLBACKS */
|
|
|
|
|
|
/* set up the usual SDL_main stuff if we're not using callbacks or if we are but need the normal entry point,
|
|
unless the real entry point needs to be somewhere else entirely, like Android where it's in Java code */
|
|
#if (!defined(SDL_MAIN_USE_CALLBACKS) || defined(SDL_MAIN_CALLBACK_STANDARD)) && !defined(SDL_MAIN_EXPORTED)
|
|
|
|
#if defined(SDL_PLATFORM_PRIVATE_MAIN)
|
|
/* Private platforms may have their own ideas about entry points. */
|
|
#include "SDL_main_impl_private.h"
|
|
|
|
#elif defined(SDL_PLATFORM_WINDOWS)
|
|
|
|
/* these defines/typedefs are needed for the WinMain() definition */
|
|
#ifndef WINAPI
|
|
#define WINAPI __stdcall
|
|
#endif
|
|
|
|
typedef struct HINSTANCE__ * HINSTANCE;
|
|
typedef char *LPSTR;
|
|
typedef wchar_t *PWSTR;
|
|
|
|
/* The VC++ compiler needs main/wmain defined, but not for GDK */
|
|
#if defined(_MSC_VER) && !defined(SDL_PLATFORM_GDK)
|
|
|
|
/* This is where execution begins [console apps] */
|
|
#if defined(UNICODE) && UNICODE
|
|
int wmain(int argc, wchar_t *wargv[], wchar_t *wenvp)
|
|
{
|
|
(void)argc;
|
|
(void)wargv;
|
|
(void)wenvp;
|
|
return SDL_RunApp(0, NULL, SDL_main, NULL);
|
|
}
|
|
#else /* ANSI */
|
|
int main(int argc, char *argv[])
|
|
{
|
|
(void)argc;
|
|
(void)argv;
|
|
return SDL_RunApp(0, NULL, SDL_main, NULL);
|
|
}
|
|
#endif /* UNICODE */
|
|
|
|
#endif /* _MSC_VER && ! SDL_PLATFORM_GDK */
|
|
|
|
/* This is where execution begins [windowed apps and GDK] */
|
|
|
|
#ifdef __cplusplus
|
|
extern "C" {
|
|
#endif
|
|
|
|
#if defined(UNICODE) && UNICODE
|
|
int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE hPrev, PWSTR szCmdLine, int sw)
|
|
#else /* ANSI */
|
|
int WINAPI WinMain(HINSTANCE hInst, HINSTANCE hPrev, LPSTR szCmdLine, int sw)
|
|
#endif
|
|
{
|
|
(void)hInst;
|
|
(void)hPrev;
|
|
(void)szCmdLine;
|
|
(void)sw;
|
|
return SDL_RunApp(0, NULL, SDL_main, NULL);
|
|
}
|
|
|
|
#ifdef __cplusplus
|
|
} /* extern "C" */
|
|
#endif
|
|
|
|
/* end of SDL_PLATFORM_WINDOWS impls */
|
|
|
|
#else /* platforms that use a standard main() and just call SDL_RunApp(), like iOS and 3DS */
|
|
int main(int argc, char *argv[])
|
|
{
|
|
return SDL_RunApp(argc, argv, SDL_main, NULL);
|
|
}
|
|
|
|
/* end of impls for standard-conforming platforms */
|
|
|
|
#endif /* SDL_PLATFORM_WIN32 etc */
|
|
|
|
#endif /* !defined(SDL_MAIN_USE_CALLBACKS) || defined(SDL_MAIN_CALLBACK_STANDARD) */
|
|
|
|
/* rename users main() function to SDL_main() so it can be called from the wrappers above */
|
|
#define main SDL_main
|
|
|
|
#endif /* SDL_MAIN_HANDLED */
|
|
|
|
#endif /* SDL_main_impl_h_ */
|