AppleWin/source/frontends/sa2/main.cpp
Andrea Odetti cadb72442a Use Video.cpp "as is".
Signed-off-by: Andrea Odetti <mariofutire@gmail.com>
2020-11-22 09:36:28 +00:00

446 lines
10 KiB
C++

#include <iostream>
#include <SDL.h>
#include <SDL_image.h>
#include <memory>
#include <iomanip>
#include "linux/interface.h"
#include "linux/windows/misc.h"
#include "linux/data.h"
#include "linux/paddle.h"
#include "linux/benchmark.h"
#include "linux/videobuffer.h"
#include "frontends/common2/configuration.h"
#include "frontends/common2/utils.h"
#include "frontends/common2/programoptions.h"
#include "frontends/common2/timer.h"
#include <frontends/common2/resources.h>
#include "frontends/sa2/emulator.h"
#include "frontends/sa2/gamepad.h"
#include "frontends/sa2/sdirectsound.h"
#include "frontends/sa2/utils.h"
#include "StdAfx.h"
#include "Common.h"
#include "CardManager.h"
#include "AppleWin.h"
#include "Disk.h"
#include "Mockingboard.h"
#include "SoundCore.h"
#include "Harddisk.h"
#include "Speaker.h"
#include "Log.h"
#include "CPU.h"
#include "Frame.h"
#include "Memory.h"
#include "LanguageCard.h"
#include "MouseInterface.h"
#include "ParallelPrinter.h"
#include "Video.h"
#include "NTSC.h"
#include "SaveState.h"
#include "RGBMonitor.h"
#include "Riff.h"
namespace
{
void initialiseEmulator()
{
LogFileOutput("Initialisation\n");
ImageInitialize();
g_bFullSpeed = false;
}
void loadEmulator()
{
LoadConfiguration();
CheckCpu();
SetWindowTitle();
FrameRefreshStatus(DRAW_LEDS | DRAW_BUTTON_DRIVES);
DSInit();
MB_Initialize();
SpkrInitialize();
MemInitialize();
VideoBufferInitialize();
VideoSwitchVideocardPalette(RGB_GetVideocard(), GetVideoType());
GetCardMgr().GetDisk2CardMgr().Reset();
HD_Reset();
}
void stopEmulator()
{
CMouseInterface* pMouseCard = GetCardMgr().GetMouseCard();
if (pMouseCard)
{
pMouseCard->Reset();
}
VideoBufferInitialize();
MemDestroy();
}
void uninitialiseEmulator()
{
SpkrDestroy();
MB_Destroy();
DSUninit();
HD_Destroy();
PrintDestroy();
CpuDestroy();
GetCardMgr().GetDisk2CardMgr().Destroy();
ImageDestroy();
LogDone();
RiffFinishWriteFile();
}
void applyOptions(const EmulatorOptions & options)
{
if (options.log)
{
LogInit();
}
bool disksOk = true;
if (!options.disk1.empty())
{
const bool ok = DoDiskInsert(SLOT6, DRIVE_1, options.disk1, options.createMissingDisks);
disksOk = disksOk && ok;
LogFileOutput("Init: DoDiskInsert(D1), res=%d\n", ok);
}
if (!options.disk2.empty())
{
const bool ok = DoDiskInsert(SLOT6, DRIVE_2, options.disk2, options.createMissingDisks);
disksOk = disksOk && ok;
LogFileOutput("Init: DoDiskInsert(D2), res=%d\n", ok);
}
if (!options.snapshot.empty())
{
setSnapshotFilename(options.snapshot);
}
Paddle::setSquaring(options.squaring);
}
int getRefreshRate()
{
SDL_DisplayMode current;
const int should_be_zero = SDL_GetCurrentDisplayMode(0, &current);
if (should_be_zero)
{
throw std::runtime_error(SDL_GetError());
}
return current.refresh_rate;
}
struct Data
{
Emulator * emulator;
SDL_mutex * mutex;
Timer * timer;
};
Uint32 emulator_callback(Uint32 interval, void *param)
{
Data * data = static_cast<Data *>(param);
SDL_LockMutex(data->mutex);
data->timer->tic();
data->emulator->execute(interval);
data->timer->toc();
SDL_UnlockMutex(data->mutex);
return interval;
}
void setApplicationIcon(const std::shared_ptr<SDL_Window> & win)
{
const std::string path = getResourcePath() + "APPLEWIN.ICO";
std::shared_ptr<SDL_Surface> icon(IMG_Load(path.c_str()), SDL_FreeSurface);
if (icon)
{
SDL_SetWindowIcon(win.get(), icon.get());
}
}
}
int MessageBox(HWND, const char * text, const char * caption, UINT type)
{
// tabs do not render properly
std::string s(text);
std::replace(s.begin(), s.end(), '\t', ' ');
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_INFORMATION, caption, s.c_str(), nullptr);
return IDOK;
}
void FrameDrawDiskLEDS(HDC x)
{
}
void FrameDrawDiskStatus(HDC x)
{
}
void FrameRefreshStatus(int x, bool)
{
}
void run_sdl(int argc, const char * argv [])
{
EmulatorOptions options;
options.memclear = g_nMemoryClearType;
const bool run = getEmulatorOptions(argc, argv, "SDL2", options);
if (!run)
return;
if (options.log)
{
LogInit();
}
InitializeRegistry(options);
Paddle::instance().reset(new Gamepad(0));
g_nMemoryClearType = options.memclear;
#ifdef RIFF_SPKR
RiffInitWriteFile("/tmp/Spkr.wav", SPKR_SAMPLE_RATE, 1);
#endif
#ifdef RIFF_MB
RiffInitWriteFile("/tmp/Mockingboard.wav", 44100, 2);
#endif
initialiseEmulator();
loadEmulator();
applyOptions(options);
const int width = GetFrameBufferWidth();
const int height = GetFrameBufferHeight();
const int sw = GetFrameBufferBorderlessWidth();
const int sh = GetFrameBufferBorderlessHeight();
std::cerr << std::fixed << std::setprecision(2);
std::shared_ptr<SDL_Window> win(SDL_CreateWindow(g_pAppTitle.c_str(), SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, sw, sh, SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE), SDL_DestroyWindow);
if (!win)
{
std::cerr << "SDL_CreateWindow Error: " << SDL_GetError() << std::endl;
return;
}
setApplicationIcon(win);
std::shared_ptr<SDL_Renderer> ren(SDL_CreateRenderer(win.get(), options.sdlDriver, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC), SDL_DestroyRenderer);
if (!ren)
{
std::cout << "SDL_CreateRenderer Error: " << SDL_GetError() << std::endl;
return;
}
const Uint32 format = SDL_PIXELFORMAT_ARGB8888;
printRendererInfo(std::cerr, ren, format, options.sdlDriver);
std::shared_ptr<SDL_Texture> tex(SDL_CreateTexture(ren.get(), format, SDL_TEXTUREACCESS_STATIC, width, height), SDL_DestroyTexture);
const int fps = getRefreshRate();
std::cerr << "Video refresh rate: " << fps << " Hz, " << 1000.0 / fps << " ms" << std::endl;
Emulator emulator(win, ren, tex, options.fixedSpeed);
if (options.benchmark)
{
// benchmark and vsync do not work together...
// so we only count the time to update the texture, not the video repaint
const auto redraw = [&emulator]{
emulator.updateTexture();
};
const auto refresh = [&emulator]{
NTSC_SetVideoMode( g_uVideoMode );
NTSC_VideoRedrawWholeScreen();
emulator.updateTexture();
};
VideoBenchmark(redraw, refresh);
}
else
{
Timer global;
Timer updateTextureTimer;
Timer refreshScreenTimer;
Timer cpuTimer;
Timer eventTimer;
const std::string globalTag = ". .";
std::string updateTextureTimerTag, refreshScreenTimerTag, cpuTimerTag, eventTimerTag;
if (options.multiThreaded)
{
refreshScreenTimerTag = "0 .";
cpuTimerTag = "1 M";
eventTimerTag = "0 M";
if (options.looseMutex)
{
updateTextureTimerTag = "0 .";
}
else
{
updateTextureTimerTag = "0 M";
}
std::shared_ptr<SDL_mutex> mutex(SDL_CreateMutex(), SDL_DestroyMutex);
Data data;
data.mutex = mutex.get();
data.emulator = &emulator;
data.timer = &cpuTimer;
const SDL_TimerID timer = SDL_AddTimer(options.timerInterval, emulator_callback, &data);
bool quit = false;
do
{
SDL_LockMutex(data.mutex);
eventTimer.tic();
SDirectSound::writeAudio();
emulator.processEvents(quit);
eventTimer.toc();
if (options.looseMutex)
{
// loose mutex
// unlock early and let CPU run again in the timer callback
SDL_UnlockMutex(data.mutex);
// but the texture will be updated concurrently with the CPU updating the video buffer
// pixels are not atomic, so a pixel error could happen (if pixel changes while being read)
// on the positive side this will release pressure from CPU and allow for more parallelism
}
updateTextureTimer.tic();
const SDL_Rect rect = emulator.updateTexture();
updateTextureTimer.toc();
if (!options.looseMutex)
{
// safe mutex, only unlock after texture has been updated
// this will stop the CPU for longer
SDL_UnlockMutex(data.mutex);
}
if (!options.headless)
{
refreshScreenTimer.tic();
emulator.refreshVideo(rect);
refreshScreenTimer.toc();
}
} while (!quit);
SDL_RemoveTimer(timer);
// if the following enough to make sure the timer has finished
// and wont be called again?
SDL_LockMutex(data.mutex);
SDL_UnlockMutex(data.mutex);
}
else
{
refreshScreenTimerTag = "0 .";
cpuTimerTag = "0 .";
eventTimerTag = "0 .";
updateTextureTimerTag = "0 .";
bool quit = false;
// it does not need to be exact
const size_t oneFrame = 1000 / fps;
do
{
eventTimer.tic();
SDirectSound::writeAudio();
emulator.processEvents(quit);
eventTimer.toc();
cpuTimer.tic();
emulator.execute(oneFrame);
cpuTimer.toc();
updateTextureTimer.tic();
const SDL_Rect rect = emulator.updateTexture();
updateTextureTimer.toc();
if (!options.headless)
{
refreshScreenTimer.tic();
emulator.refreshVideo(rect);
refreshScreenTimer.toc();
}
} while (!quit);
}
global.toc();
const char sep[] = "], ";
std::cerr << "Global: [" << globalTag << sep << global << std::endl;
std::cerr << "Events: [" << eventTimerTag << sep << eventTimer << std::endl;
std::cerr << "Texture: [" << updateTextureTimerTag << sep << updateTextureTimer << std::endl;
std::cerr << "Screen: [" << refreshScreenTimerTag << sep << refreshScreenTimer << std::endl;
std::cerr << "CPU: [" << cpuTimerTag << sep << cpuTimer << std::endl;
const double timeInSeconds = global.getTimeInSeconds();
const double actualClock = g_nCumulativeCycles / timeInSeconds;
std::cerr << "Expected clock: " << g_fCurrentCLK6502 << " Hz, " << g_nCumulativeCycles / g_fCurrentCLK6502 << " s" << std::endl;
std::cerr << "Actual clock: " << actualClock << " Hz, " << timeInSeconds << " s" << std::endl;
SDirectSound::stop();
}
stopEmulator();
uninitialiseEmulator();
}
int main(int argc, const char * argv [])
{
//First we need to start up SDL, and make sure it went ok
const Uint32 flags = SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER | SDL_INIT_AUDIO | SDL_INIT_TIMER;
if (SDL_Init(flags) != 0)
{
std::cerr << "SDL_Init Error: " << SDL_GetError() << std::endl;
return 1;
}
int exit = 0;
try
{
run_sdl(argc, argv);
}
catch (const std::exception & e)
{
exit = 2;
std::cerr << e.what() << std::endl;
}
// this must happen BEFORE the SDL_Quit() as otherwise we have a double free (of the game controller).
Paddle::instance().reset();
SDL_Quit();
return exit;
}