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
390 lines
12 KiB
C
390 lines
12 KiB
C
/*
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Copyright (C) 1997-2026 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely.
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*/
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#define SDL_MAIN_USE_CALLBACKS 1
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#include <SDL3/SDL_main.h>
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#include <SDL3/SDL_test.h>
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#include <SDL3/SDL_test_common.h>
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static SDL_Window *window = NULL;
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static SDL_Renderer *renderer = NULL;
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static SDLTest_CommonState *state = NULL;
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static SDL_Camera *camera = NULL;
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static SDL_Texture *texture = NULL;
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static bool texture_updated = false;
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static SDL_Surface *frame_current = NULL;
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static SDL_CameraID front_camera = 0;
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static SDL_CameraID back_camera = 0;
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/* For frequency logging */
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static Uint64 last_log_time = 0;
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static int iterate_count = 0;
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static int frame_count = 0;
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static void PrintCameraSpecs(SDL_CameraID camera_id)
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{
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SDL_CameraSpec **specs = SDL_GetCameraSupportedFormats(camera_id, NULL);
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if (specs) {
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int i;
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SDL_Log("Available formats:");
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for (i = 0; specs[i]; ++i) {
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const SDL_CameraSpec *s = specs[i];
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SDL_Log(" %dx%d %.2f FPS %s", s->width, s->height, (float)s->framerate_numerator / s->framerate_denominator, SDL_GetPixelFormatName(s->format));
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}
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SDL_free(specs);
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}
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}
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static void PickCameraSpec(SDL_CameraID camera_id, SDL_CameraSpec *spec)
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{
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SDL_CameraSpec **specs = SDL_GetCameraSupportedFormats(camera_id, NULL);
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SDL_zerop(spec);
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if (specs) {
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int i;
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int max_size = (int)SDL_GetNumberProperty(SDL_GetRendererProperties(state->renderers[0]), SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER, 0);
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for (i = 0; specs[i]; ++i) {
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const SDL_CameraSpec *s = specs[i];
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if (s->width <= max_size && s->height <= max_size) {
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SDL_copyp(spec, s);
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break;
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}
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}
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SDL_free(specs);
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}
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}
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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char window_title[128];
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int devcount = 0;
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int i;
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const char *camera_name = NULL;
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SDL_CameraSpec spec;
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/* Initialize test framework */
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state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO | SDL_INIT_CAMERA);
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if (!state) {
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return SDL_APP_FAILURE;
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}
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/* Parse commandline */
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for (i = 1; i < argc;) {
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int consumed;
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consumed = SDLTest_CommonArg(state, i);
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if (!consumed) {
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if (SDL_strcmp(argv[i], "--camera") == 0 && argv[i+1]) {
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camera_name = argv[i+1];
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consumed = 2;
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}
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}
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if (consumed <= 0) {
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static const char *options[] = {
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"[--camera name]",
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NULL,
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};
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SDLTest_CommonLogUsage(state, argv[0], options);
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return SDL_APP_FAILURE;
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}
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i += consumed;
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}
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state->num_windows = 1;
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/* Load the SDL library */
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if (!SDLTest_CommonInit(state)) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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window = state->windows[0];
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if (!window) {
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SDL_Log("Couldn't create window: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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renderer = state->renderers[0];
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if (!renderer) {
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/* SDL_Log("Couldn't create renderer: %s", SDL_GetError()); */
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return SDL_APP_FAILURE;
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}
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SDL_Log("Using SDL camera driver: %s", SDL_GetCurrentCameraDriver());
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SDL_CameraID *devices = SDL_GetCameras(&devcount);
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if (!devices) {
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SDL_Log("SDL_GetCameras failed: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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SDL_CameraID camera_id = 0;
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SDL_Log("Saw %d camera devices.", devcount);
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for (i = 0; i < devcount; i++) {
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const SDL_CameraID device = devices[i];
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const char *name = SDL_GetCameraName(device);
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const SDL_CameraPosition position = SDL_GetCameraPosition(device);
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const char *posstr = "";
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if (position == SDL_CAMERA_POSITION_FRONT_FACING) {
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if (!front_camera) {
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front_camera = device;
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}
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posstr = "[front-facing] ";
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} else if (position == SDL_CAMERA_POSITION_BACK_FACING) {
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if (!back_camera) {
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back_camera = device;
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}
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posstr = "[back-facing] ";
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}
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if (camera_name && SDL_strcasecmp(name, camera_name) == 0) {
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camera_id = device;
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}
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SDL_Log(" - Camera #%d: %s %s", i, posstr, name);
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PrintCameraSpecs(device);
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}
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if (!camera_id) {
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if (camera_name) {
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SDL_Log("Could not find camera \"%s\"", camera_name);
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return SDL_APP_FAILURE;
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}
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if (front_camera) {
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camera_id = front_camera;
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} else if (devcount > 0) {
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camera_id = devices[0];
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}
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}
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SDL_free(devices);
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if (!camera_id) {
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SDL_Log("No cameras available?");
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return SDL_APP_FAILURE;
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}
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PickCameraSpec(camera_id, &spec);
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camera = SDL_OpenCamera(camera_id, &spec);
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if (!camera) {
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SDL_Log("Failed to open camera device: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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SDL_snprintf(window_title, sizeof (window_title), "testcamera: %s (%s)", SDL_GetCameraName(camera_id), SDL_GetCurrentCameraDriver());
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SDL_SetWindowTitle(window, window_title);
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return SDL_APP_CONTINUE;
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}
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static int FlipCamera(void)
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{
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static Uint64 last_flip = 0;
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if ((SDL_GetTicks() - last_flip) < 3000) { /* must wait at least 3 seconds between flips. */
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return SDL_APP_CONTINUE;
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}
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if (camera) {
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const SDL_CameraID current = SDL_GetCameraID(camera);
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SDL_CameraID nextcam = 0;
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if (current == front_camera) {
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nextcam = back_camera;
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} else if (current == back_camera) {
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nextcam = front_camera;
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}
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if (nextcam) {
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SDL_CameraSpec spec;
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SDL_Log("Flip camera!");
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if (frame_current) {
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SDL_ReleaseCameraFrame(camera, frame_current);
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frame_current = NULL;
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}
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SDL_CloseCamera(camera);
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if (texture) {
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SDL_DestroyTexture(texture);
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texture = NULL; /* will rebuild when new camera is approved. */
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}
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PickCameraSpec(nextcam, &spec);
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camera = SDL_OpenCamera(nextcam, &spec);
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if (!camera) {
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SDL_Log("Failed to open camera device: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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last_flip = SDL_GetTicks();
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}
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}
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return SDL_APP_CONTINUE;
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}
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SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
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{
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switch (event->type) {
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case SDL_EVENT_KEY_DOWN: {
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const SDL_Keycode sym = event->key.key;
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if (sym == SDLK_ESCAPE || sym == SDLK_AC_BACK) {
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SDL_Log("Key : Escape!");
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return SDL_APP_SUCCESS;
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} else if (sym == SDLK_SPACE) {
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FlipCamera();
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return SDL_APP_CONTINUE;
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}
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break;
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}
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case SDL_EVENT_MOUSE_BUTTON_DOWN:
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/* !!! FIXME: only flip if clicked in the area of a "flip" icon. */
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return FlipCamera();
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case SDL_EVENT_QUIT:
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SDL_Log("Quit!");
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return SDL_APP_SUCCESS;
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case SDL_EVENT_CAMERA_DEVICE_APPROVED:
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SDL_Log("Camera approved!");
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SDL_CameraSpec camera_spec;
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SDL_GetCameraFormat(camera, &camera_spec);
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float fps = 0;
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if (camera_spec.framerate_denominator != 0) {
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fps = (float)camera_spec.framerate_numerator / (float)camera_spec.framerate_denominator;
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}
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SDL_Log("Camera Spec: %dx%d %.2f FPS %s",
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camera_spec.width, camera_spec.height, fps, SDL_GetPixelFormatName(camera_spec.format));
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break;
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case SDL_EVENT_CAMERA_DEVICE_DENIED:
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SDL_Log("Camera denied!");
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Camera permission denied!", "User denied access to the camera!", window);
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return SDL_APP_FAILURE;
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default:
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break;
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}
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return SDLTest_CommonEventMainCallbacks(state, event);
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}
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SDL_AppResult SDL_AppIterate(void *appstate)
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{
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iterate_count++;
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Uint64 current_time = SDL_GetTicks();
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/* If a minute has passed, log the frequencies and reset the counters */
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if (current_time - last_log_time >= 60000) {
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SDL_Log("SDL_AppIterate() called %d times in the last minute", iterate_count);
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float fps = (float)frame_count / 60.0f;
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SDL_Log("SDL_AcquireCameraFrame() FPS: %.2f", fps);
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iterate_count = 0;
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frame_count = 0;
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last_log_time = current_time;
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}
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SDL_SetRenderDrawColor(renderer, 0x99, 0x99, 0x99, 255);
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SDL_RenderClear(renderer);
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int win_w, win_h;
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SDL_FRect d;
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Uint64 timestampNS = 0;
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SDL_Surface *frame_next = camera ? SDL_AcquireCameraFrame(camera, ×tampNS) : NULL;
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#if 0
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if (frame_next) {
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SDL_Log("frame: %p at %" SDL_PRIu64, frame_next->pixels, timestampNS);
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}
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#endif
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if (frame_next) {
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frame_count++;
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if (frame_current) {
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SDL_ReleaseCameraFrame(camera, frame_current);
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}
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/* It's not needed to keep the frame once updated the texture is updated.
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* But in case of 0-copy, it's needed to have the frame while using the texture.
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*/
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frame_current = frame_next;
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texture_updated = false;
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}
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if (frame_current) {
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if (!texture ||
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texture->w != frame_current->w || texture->h != frame_current->h) {
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/* Resize the window to match */
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SDL_SetWindowSize(window, frame_current->w, frame_current->h);
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if (texture) {
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SDL_DestroyTexture(texture);
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}
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SDL_Colorspace colorspace = SDL_GetSurfaceColorspace(frame_current);
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/* Create texture with appropriate format */
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SDL_PropertiesID props = SDL_CreateProperties();
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SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER, frame_current->format);
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SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER, colorspace);
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SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER, SDL_TEXTUREACCESS_STREAMING);
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SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER, frame_current->w);
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SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER, frame_current->h);
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texture = SDL_CreateTextureWithProperties(renderer, props);
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SDL_DestroyProperties(props);
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if (!texture) {
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SDL_Log("Couldn't create texture: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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}
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/* Update SDL_Texture with last video frame (only once per new frame) */
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if (frame_current && !texture_updated) {
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SDL_UpdateTexture(texture, NULL, frame_current->pixels, frame_current->pitch);
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texture_updated = true;
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}
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// the image might be coming from a mobile device that provides images in only one orientation, but the
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// device might be rotated to a different one (like an iPhone providing portrait images even if you hold
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// the phone in landscape mode). The rotation is how far to rotate the image clockwise to put it right-side
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// up, for how the user would expect it to be for how they are holding the device.
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const float rotation = SDL_GetFloatProperty(SDL_GetSurfaceProperties(frame_current), SDL_PROP_SURFACE_ROTATION_FLOAT, 0.0f);
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SDL_GetRenderOutputSize(renderer, &win_w, &win_h);
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d.x = ((win_w - texture->w) / 2.0f);
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d.y = ((win_h - texture->h) / 2.0f);
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d.w = (float)texture->w;
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d.h = (float)texture->h;
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SDL_RenderTextureRotated(renderer, texture, NULL, &d, rotation, NULL, SDL_FLIP_NONE);
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}
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/* !!! FIXME: Render a "flip" icon if front_camera and back_camera are both != 0. */
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SDL_RenderPresent(renderer);
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return SDL_APP_CONTINUE;
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}
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void SDL_AppQuit(void *appstate, SDL_AppResult result)
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{
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SDL_ReleaseCameraFrame(camera, frame_current);
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SDL_CloseCamera(camera);
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SDL_DestroyTexture(texture);
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SDLTest_CommonQuit(state);
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}
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