Merge pull request 'rewrite it in rust' (#1) from riir into main

Reviewed-on: PVB/shrooms-vb-native#1
This commit is contained in:
SonicSwordcane 2024-11-10 23:34:42 +00:00
commit 9fcf6b3dc5
33 changed files with 4919 additions and 534 deletions

1
.gitignore vendored
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@ -2,3 +2,4 @@
/shrooms-vb.exe /shrooms-vb.exe
.vscode .vscode
output output
/target

3034
Cargo.lock generated Normal file

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30
Cargo.toml Normal file
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[package]
name = "shrooms-vb"
version = "0.1.0"
edition = "2021"
[dependencies]
anyhow = "1"
bitflags = "2"
bytemuck = { version = "1", features = ["derive"] }
clap = { version = "4", features = ["derive"] }
cpal = "0.15"
imgui = { version = "0.12", features = ["tables-api"] }
imgui-wgpu = { git = "https://github.com/Yatekii/imgui-wgpu-rs", rev = "2edd348" }
imgui-winit-support = "0.13"
itertools = "0.13"
native-dialog = "0.7"
num-derive = "0.4"
num-traits = "0.2"
pollster = "0.4"
rtrb = "0.3"
rubato = "0.16"
thread-priority = "1"
wgpu = "22.1"
winit = "0.30"
[build-dependencies]
cc = "1"
[profile.release]
lto = true

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@ -1,15 +1,15 @@
# Shrooms VB (native) # Shrooms VB (native)
An SDL-based implementation of shrooms-vb. A native implementation of shrooms-vb. Written in Rust, using winit, wgpu, and Dear ImGui. Should run on any major OS.
## Setup ## Setup
Install the following dependencies: Install the following dependencies:
- `gcc` (or MinGW on Windows) (or whatever, just set `CC`) - `cargo`
- `pkg-config`
- sdl2
Run Run
```sh ```sh
make build cargo build --release
``` ```
The executable will be in `target/release/shrooms-vb[.exe]`

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#ifndef SHROOMS_VB_NATIVE_ASSETS_
#define SHROOMS_VB_NATIVE_ASSETS_
#include <stdint.h>
extern const uint8_t _binary_assets_lefteye_bin_start;
const uint8_t *LEFT_EYE_DEFAULT = &_binary_assets_lefteye_bin_start;
extern const uint8_t _binary_assets_righteye_bin_start;
const uint8_t *RIGHT_EYE_DEFAULT = &_binary_assets_righteye_bin_start;
#endif

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assets/selawk.ttf Normal file

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65
audio.c
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@ -1,65 +0,0 @@
#include <audio.h>
#include <stdio.h>
void audioCallback(void *userdata, uint8_t *stream, int len) {
AudioContext *aud;
SDL_assert(len == 834 * 4);
aud = userdata;
if (!aud->filled) {
/* too little data, play silence */
SDL_memset4(stream, 0, 834);
return;
}
SDL_memcpy4(stream, aud->buffers[aud->current], 834);
++aud->current;
aud->current %= 2;
aud->filled -= 1;
}
int audioInit(AudioContext *aud) {
SDL_AudioSpec spec;
spec.freq = 41700;
spec.format = AUDIO_S16;
spec.channels = 2;
spec.samples = 834;
spec.callback = &audioCallback;
spec.userdata = aud;
aud->id = SDL_OpenAudioDevice(NULL, 0, &spec, NULL, 0);
aud->paused = true;
if (!aud->id) {
fprintf(stderr, "could not open audio device: %s\n", SDL_GetError());
return -1;
}
aud->current = 0;
aud->filled = 0;
return 0;
}
int audioUpdate(AudioContext *aud, void *data, uint32_t bytes) {
int filled;
if (!aud->id) return -1;
SDL_assert(bytes == 834 * 4);
SDL_LockAudioDevice(aud->id);
if (aud->filled < 2) {
int next = (aud->current + aud->filled) % 2;
SDL_memcpy4(aud->buffers[next], data, bytes / 4);
aud->filled += 1;
}
filled = aud->filled;
SDL_UnlockAudioDevice(aud->id);
if (aud->paused) {
SDL_PauseAudioDevice(aud->id, false);
aud->paused = false;
}
while (filled > 1) {
SDL_Delay(0);
filled = aud->filled;
}
return 0;
}

18
audio.h
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#ifndef SHROOMS_VB_NATIVE_AUDIO_
#define SHROOMS_VB_NATIVE_AUDIO_
#include <SDL2/SDL.h>
#include <stdbool.h>
typedef struct {
SDL_AudioDeviceID id;
bool paused;
uint32_t buffers[2][834];
int current;
int filled;
} AudioContext;
int audioInit(AudioContext *aud);
int audioUpdate(AudioContext *aud, void *data, uint32_t bytes);
#endif

12
build.rs Normal file
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use std::path::Path;
fn main() {
println!("cargo::rerun-if-changed=shrooms-vb-core");
cc::Build::new()
.include(Path::new("shrooms-vb-core/core"))
.opt_level(2)
.flag_if_supported("-flto")
.flag_if_supported("-fno-strict-aliasing")
.file(Path::new("shrooms-vb-core/core/vb.c"))
.compile("vb");
}

11
cli.c
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@ -1,11 +0,0 @@
#include <cli.h>
#include <stdio.h>
int parseCLIArgs(int argc, char **argv, CLIArgs *args) {
if (argc != 2) {
fprintf(stderr, "usage: %s /path/to/rom.vb\n", argv[0]);
return 1;
}
args->filename = argv[1];
return 0;
}

10
cli.h
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@ -1,10 +0,0 @@
#ifndef SHROOMS_VB_NATIVE_CLI_
#define SHROOMS_VB_NATIVE_CLI_
typedef struct {
char *filename;
} CLIArgs;
int parseCLIArgs(int argc, char **argv, CLIArgs *args);
#endif

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@ -1,65 +0,0 @@
#include <controller.h>
#define VB_PWR 0x0001
#define VB_SGN 0x0002
#define VB_A 0x0004
#define VB_B 0x0008
#define VB_RT 0x0010
#define VB_LT 0x0020
#define VB_RU 0x0040
#define VB_RR 0x0080
#define VB_LR 0x0100
#define VB_LL 0x0200
#define VB_LD 0x0400
#define VB_LU 0x0800
#define VB_STA 0x1000
#define VB_SEL 0x2000
#define VB_RL 0x4000
#define VB_RD 0x8000
static uint16_t symToMask(SDL_KeyCode sym) {
switch (sym) {
default: return 0;
case SDLK_a:
return VB_SEL;
case SDLK_s:
return VB_STA;
case SDLK_d:
return VB_B;
case SDLK_f:
return VB_A;
case SDLK_e:
return VB_LT;
case SDLK_r:
return VB_RT;
case SDLK_i:
return VB_RU;
case SDLK_j:
return VB_RL;
case SDLK_k:
return VB_RD;
case SDLK_l:
return VB_RR;
case SDLK_UP:
return VB_LU;
case SDLK_LEFT:
return VB_LL;
case SDLK_DOWN:
return VB_LD;
case SDLK_RIGHT:
return VB_LR;
}
}
void ctrlInit(ControllerState *ctrl) {
ctrl->keys = VB_SGN;
}
void ctrlKeyDown(ControllerState *ctrl, SDL_Keycode sym) {
ctrl->keys |= symToMask(sym);
}
void ctrlKeyUp(ControllerState *ctrl, SDL_Keycode sym) {
ctrl->keys &= ~symToMask(sym);
}
uint16_t ctrlKeys(ControllerState *ctrl) {
return ctrl->keys;
}

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#ifndef SHROOMS_VB_NATIVE_CONTROLLER_
#define SHROOMS_VB_NATIVE_CONTROLLER_
#include <SDL2/SDL.h>
#include <stdint.h>
typedef struct {
uint16_t keys;
} ControllerState;
void ctrlInit(ControllerState *ctrl);
void ctrlKeyDown(ControllerState *ctrl, SDL_Keycode sym);
void ctrlKeyUp(ControllerState *ctrl, SDL_Keycode sym);
uint16_t ctrlKeys(ControllerState *ctrl);
#endif

71
game.c
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#include <audio.h>
#include <assets.h>
#include <controller.h>
#include <game.h>
#include <SDL2/SDL.h>
#include <stdbool.h>
#include <time.h>
typedef struct {
GraphicsContext *gfx;
AudioContext aud;
int16_t audioBuffer[834 * 2];
} GameState;
int onFrame(VB *sim) {
static uint8_t leftEye[384*224];
static uint8_t rightEye[384*224];
GameState *state;
void *samples;
uint32_t samplePairs;
state = vbGetUserData(sim);
vbGetPixels(sim, leftEye, 1, 384, rightEye, 1, 384);
gfxUpdateLeftEye(state->gfx, leftEye);
gfxUpdateRightEye(state->gfx, rightEye);
samples = vbGetSamples(sim, NULL, NULL, &samplePairs);
audioUpdate(&state->aud, samples, samplePairs * 4);
vbSetSamples(sim, samples, VB_S16, 834);
gfxRender(state->gfx);
return 1;
}
#define MAX_STEP_CLOCKS 20000000
int runGame(VB *sim, GraphicsContext *gfx) {
uint32_t clocks;
SDL_Event event;
GameState state;
ControllerState ctrl;
state.gfx = gfx;
audioInit(&state.aud);
vbSetSamples(sim, &state.audioBuffer, VB_S16, 834);
vbSetUserData(sim, &state);
vbSetFrameCallback(sim, &onFrame);
ctrlInit(&ctrl);
gfxUpdateLeftEye(gfx, LEFT_EYE_DEFAULT);
gfxUpdateRightEye(gfx, RIGHT_EYE_DEFAULT);
while (1) {
clocks = MAX_STEP_CLOCKS;
vbEmulate(sim, &clocks);
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
return 0;
}
if (event.type == SDL_KEYDOWN) {
ctrlKeyDown(&ctrl, event.key.keysym.sym);
}
if (event.type == SDL_KEYUP) {
ctrlKeyUp(&ctrl, event.key.keysym.sym);
}
}
vbSetKeys(sim, ctrlKeys(&ctrl));
}
}

9
game.h
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#ifndef SHROOMS_VB_NATIVE_GAME_
#define SHROOMS_VB_NATIVE_GAME_
#include "graphics.h"
#include "shrooms-vb-core/core/vb.h"
int runGame(VB *sim, GraphicsContext *gfx);
#endif

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#include <graphics.h>
static void copyScreenTexture(uint8_t *dst, const uint8_t *src, int pitch) {
int x, y, i;
uint8_t color;
int delta = pitch / 384;
for (y = 0; y < 224; ++y) {
for (x = 0; x < 384; x += 1) {
color = src[(y * 384) + x];
for (i = 0; i < delta; ++i) {
dst[(y * pitch) + (x * delta) + i] = color;
}
}
}
}
int gfxInit(GraphicsContext *gfx) {
gfx->window = SDL_CreateWindow("Shrooms VB",
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
1536, 896, SDL_WINDOW_SHOWN | SDL_WINDOW_ALLOW_HIGHDPI);
if (!gfx->window) {
fprintf(stderr, "Error creating window: %s\n", SDL_GetError());
return 1;
}
gfx->renderer = SDL_CreateRenderer(gfx->window, -1, 0);
if (!gfx->renderer) {
fprintf(stderr, "Error creating renderer: %s\n", SDL_GetError());
goto cleanup_window;
}
gfx->winSurface = SDL_GetWindowSurface(gfx->window);
if (!gfx->winSurface) {
fprintf(stderr, "Error getting surface: %s\n", SDL_GetError());
goto cleanup_window;
}
gfx->leftEye = SDL_CreateTexture(gfx->renderer, SDL_PIXELFORMAT_RGB24, SDL_TEXTUREACCESS_STREAMING, 384, 224);
if (!gfx->leftEye) {
fprintf(stderr, "Error creating left eye texture: %s\n", SDL_GetError());
goto cleanup_window;
}
SDL_SetTextureColorMod(gfx->leftEye, 0xff, 0, 0);
gfx->rightEye = SDL_CreateTexture(gfx->renderer, SDL_PIXELFORMAT_RGB24, SDL_TEXTUREACCESS_STREAMING, 384, 224);
if (!gfx->rightEye) {
fprintf(stderr, "Error creating left eye texture: %s\n", SDL_GetError());
goto cleanup_left_eye;
}
SDL_SetTextureColorMod(gfx->rightEye, 0, 0xc6, 0xf0);
SDL_SetTextureBlendMode(gfx->rightEye, SDL_BLENDMODE_ADD);
return 0;
cleanup_left_eye:
SDL_DestroyTexture(gfx->leftEye);
cleanup_window:
SDL_DestroyWindow(gfx->window);
return 1;
}
void gfxDestroy(GraphicsContext *gfx) {
SDL_DestroyTexture(gfx->rightEye);
SDL_DestroyTexture(gfx->leftEye);
SDL_DestroyWindow(gfx->window);
}
static void gfxUpdateEye(SDL_Texture *eye, const uint8_t *bytes) {
void *target;
int pitch;
if (SDL_LockTexture(eye, NULL, &target, &pitch)) {
fprintf(stderr, "Error locking buffer for eye: %s\n", SDL_GetError());
return;
}
copyScreenTexture(target, bytes, pitch);
SDL_UnlockTexture(eye);
}
void gfxUpdateLeftEye(GraphicsContext *gfx, const uint8_t *bytes) {
gfxUpdateEye(gfx->leftEye, bytes);
}
void gfxUpdateRightEye(GraphicsContext *gfx, const uint8_t *bytes) {
gfxUpdateEye(gfx->rightEye, bytes);
}
void gfxRender(GraphicsContext *gfx) {
SDL_RenderClear(gfx->renderer);
SDL_RenderCopy(gfx->renderer, gfx->leftEye, NULL, NULL);
SDL_RenderCopy(gfx->renderer, gfx->rightEye, NULL, NULL);
SDL_RenderPresent(gfx->renderer);
}

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#ifndef SHROOMS_VB_NATIVE_GRAPHICS_
#define SHROOMS_VB_NATIVE_GRAPHICS_
#include <SDL2/SDL.h>
typedef struct {
SDL_Window *window;
SDL_Surface *winSurface;
SDL_Renderer *renderer;
SDL_Texture *leftEye;
SDL_Texture *rightEye;
} GraphicsContext;
int gfxInit(GraphicsContext *gfx);
void gfxDestroy(GraphicsContext *gfx);
void gfxUpdateLeftEye(GraphicsContext *gfx, const uint8_t *bytes);
void gfxUpdateRightEye(GraphicsContext *gfx, const uint8_t *bytes);
void gfxRender(GraphicsContext *gfx);
#endif

85
main.c
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#include <cli.h>
#include <game.h>
#include <graphics.h>
#include <SDL2/SDL.h>
#include "shrooms-vb-core/core/vb.h"
#include <stdio.h>
uint8_t *readROM(char *filename, uint32_t *size) {
FILE *file = fopen(filename, "rb");
uint8_t *rom;
long filesize;
if (!file) {
perror("could not open file");
return NULL;
}
if (fseek(file, 0, SEEK_END)) {
perror("could not seek file end");
return NULL;
}
filesize = ftell(file);
if (filesize == -1) {
perror("could not read file size");
return NULL;
}
if (fseek(file, 0, SEEK_SET)) {
perror("could not seek file start");
return NULL;
}
*size = (uint32_t) filesize;
rom = malloc(*size);
if (!rom) {
perror("could not allocate ROM");
return NULL;
}
fread(rom, 1, *size, file);
if (ferror(file)) {
perror("could not read file");
return NULL;
}
if (fclose(file)) {
perror("could not close file");
return NULL;
}
return rom;
}
int main(int argc, char **argv) {
VB *sim;
uint8_t *rom;
uint32_t romSize;
GraphicsContext gfx;
CLIArgs args;
int status;
if (parseCLIArgs(argc, argv, &args)) {
return 1;
}
rom = readROM(args.filename, &romSize);
if (!rom) {
return 1;
}
sim = malloc(vbSizeOf());
vbInit(sim);
vbSetCartROM(sim, rom, romSize);
if (SDL_Init(SDL_INIT_EVERYTHING)) {
fprintf(stderr, "Error initializing SDL: %s\n", SDL_GetError());
return 1;
}
if (gfxInit(&gfx)) {
SDL_Quit();
return 1;
}
status = runGame(sim, &gfx);
SDL_Quit();
return status;
}

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CC?=gcc
LD?=ld
SHROOMSFLAGS=shrooms-vb-core/core/vb.c -I shrooms-vb-core/core
msys_version := $(if $(findstring Msys, $(shell uname -o)),$(word 1, $(subst ., ,$(shell uname -r))),0)
ifeq ($(msys_version), 0)
SDL2FLAGS=$(shell pkg-config sdl2 --cflags --libs)
BINLINKFLAGS=-z noexecstack
else
SDL2FLAGS=$(shell pkg-config sdl2 --cflags --libs) -mwindows -mconsole
BINLINKFLAGS=
endif
.PHONY: clean build
clean:
@rm -rf shrooms-vb output
CFILES := $(foreach dir,./,$(notdir $(wildcard $(dir)/*.c)))
BINFILES := $(foreach dir,assets/,$(notdir $(wildcard $(dir)/*.bin)))
COBJS := $(CFILES:%.c=output/%.o)
SHROOMSOBJS := output/vb.o
BINOBJS := $(BINFILES:%.bin=output/%.o)
OFILES := $(COBJS) $(SHROOMSOBJS) $(BINOBJS)
output/%.o: %.c
@mkdir -p output
@$(CC) -c -o $@ $< -I . \
-I shrooms-vb-core/core $(SDL2FLAGS) \
-O3 -flto -fno-strict-aliasing \
-Werror -std=c90 -Wall -Wextra -Wpedantic
output/vb.o: shrooms-vb-core/core/vb.c
@mkdir -p output
@$(CC) -c -o $@ $< -I . \
-I shrooms-vb-core/core $(SDL2FLAGS) \
-O3 -flto -fno-strict-aliasing \
-Werror -std=c90 -Wall -Wextra -Wpedantic
output/%.o: assets/%.bin
@mkdir -p output
@$(LD) -r -b binary $(BINLINKFLAGS) -o $@ $<
shrooms-vb: $(OFILES)
@$(CC) -o $@ $(OFILES) $(SDL2FLAGS) -flto
build: shrooms-vb

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src/anaglyph.wgsl Normal file
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// Vertex shader
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) tex_coords: vec2<f32>,
};
@vertex
fn vs_main(
@builtin(vertex_index) in_vertex_index: u32,
) -> VertexOutput {
var out: VertexOutput;
var x: f32;
var y: f32;
switch in_vertex_index {
case 0u, 3u: {
x = -1.0;
y = 1.0;
}
case 1u: {
x = -1.0;
y = -1.0;
}
case 2u, 4u: {
x = 1.0;
y = -1.0;
}
default: {
x = 1.0;
y = 1.0;
}
}
out.clip_position = vec4<f32>(x, y, 0.0, 1.0);
out.tex_coords = vec2<f32>((x + 1.0) / 2.0, (1.0 - y) / 2.0);
return out;
}
// Fragment shader
@group(0) @binding(0)
var u_texture: texture_2d<f32>;
@group(0) @binding(1)
var u_sampler: sampler;
struct Colors {
left: vec4<f32>,
right: vec4<f32>,
};
@group(0) @binding(2)
var<uniform> colors: Colors;
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let brt = textureSample(u_texture, u_sampler, in.tex_coords);
return colors.left * brt[0] + colors.right * brt[1];
}

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src/app.rs Normal file
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use std::{
collections::HashMap,
fmt::Debug,
sync::{Arc, RwLock},
};
use game::GameWindow;
use winit::{
application::ApplicationHandler,
event::{Event, WindowEvent},
event_loop::{ActiveEventLoop, EventLoopProxy},
window::WindowId,
};
use crate::{
controller::ControllerState,
emulator::{EmulatorClient, EmulatorCommand},
input::InputMapper,
};
mod common;
mod game;
mod input;
pub struct App {
windows: HashMap<WindowId, Box<dyn AppWindow>>,
client: EmulatorClient,
input_mapper: Arc<RwLock<InputMapper>>,
controller: ControllerState,
proxy: EventLoopProxy<UserEvent>,
}
impl App {
pub fn new(client: EmulatorClient, proxy: EventLoopProxy<UserEvent>) -> Self {
let input_mapper = Arc::new(RwLock::new(InputMapper::new()));
let controller = ControllerState::new(input_mapper.clone());
Self {
windows: HashMap::new(),
client,
input_mapper,
controller,
proxy,
}
}
}
impl ApplicationHandler<UserEvent> for App {
fn resumed(&mut self, event_loop: &ActiveEventLoop) {
let mut window = GameWindow::new(
event_loop,
self.client.clone(),
self.input_mapper.clone(),
self.proxy.clone(),
);
window.init();
self.windows.insert(window.id(), Box::new(window));
}
fn window_event(
&mut self,
event_loop: &ActiveEventLoop,
window_id: WindowId,
event: WindowEvent,
) {
if let WindowEvent::KeyboardInput { event, .. } = &event {
if self.controller.key_event(event) {
self.client
.send_command(EmulatorCommand::SetKeys(self.controller.pressed()));
}
}
let Some(window) = self.windows.get_mut(&window_id) else {
return;
};
window.handle_event(event_loop, &Event::WindowEvent { window_id, event });
}
fn user_event(&mut self, _event_loop: &ActiveEventLoop, event: UserEvent) {
match event {
UserEvent::OpenWindow(mut window) => {
window.init();
self.windows.insert(window.id(), window);
}
UserEvent::CloseWindow(window_id) => {
self.windows.remove(&window_id);
}
}
}
fn device_event(
&mut self,
event_loop: &ActiveEventLoop,
device_id: winit::event::DeviceId,
event: winit::event::DeviceEvent,
) {
for window in self.windows.values_mut() {
window.handle_event(
event_loop,
&Event::DeviceEvent {
device_id,
event: event.clone(),
},
);
}
}
fn about_to_wait(&mut self, event_loop: &ActiveEventLoop) {
for window in self.windows.values_mut() {
window.handle_event(event_loop, &Event::AboutToWait);
}
}
}
pub trait AppWindow {
fn id(&self) -> WindowId;
fn init(&mut self);
fn handle_event(&mut self, event_loop: &ActiveEventLoop, event: &Event<UserEvent>);
}
pub enum UserEvent {
OpenWindow(Box<dyn AppWindow>),
CloseWindow(WindowId),
}
impl Debug for UserEvent {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
match self {
Self::OpenWindow(window) => f.debug_tuple("OpenWindow").field(&window.id()).finish(),
Self::CloseWindow(window_id) => f.debug_tuple("CloseWindow").field(window_id).finish(),
}
}
}

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src/app/common.rs Normal file
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use std::{
ops::{Deref, DerefMut},
sync::Arc,
time::Instant,
};
use imgui::{FontSource, MouseCursor, SuspendedContext, WindowToken};
use imgui_wgpu::{Renderer, RendererConfig};
use imgui_winit_support::WinitPlatform;
use pollster::block_on;
#[cfg(target_os = "windows")]
use winit::platform::windows::{CornerPreference, WindowAttributesExtWindows as _};
use winit::{
dpi::{LogicalSize, PhysicalSize, Size},
event_loop::ActiveEventLoop,
window::{Window, WindowAttributes},
};
pub struct WindowStateBuilder<'a> {
event_loop: &'a ActiveEventLoop,
attributes: WindowAttributes,
}
impl<'a> WindowStateBuilder<'a> {
pub fn new(event_loop: &'a ActiveEventLoop) -> Self {
let attributes = Window::default_attributes();
#[cfg(target_os = "windows")]
let attributes = attributes.with_corner_preference(CornerPreference::DoNotRound);
Self {
event_loop,
attributes,
}
}
pub fn with_title<T: Into<String>>(self, title: T) -> Self {
Self {
attributes: self.attributes.with_title(title),
..self
}
}
pub fn with_inner_size<S: Into<Size>>(self, size: S) -> Self {
Self {
attributes: self.attributes.with_inner_size(size),
..self
}
}
pub fn build(self) -> WindowState {
WindowState::new(self.event_loop, self.attributes)
}
}
#[derive(Debug)]
pub struct WindowState {
pub device: wgpu::Device,
pub queue: Arc<wgpu::Queue>,
pub window: Arc<Window>,
pub surface_desc: wgpu::SurfaceConfiguration,
pub surface: wgpu::Surface<'static>,
pub hidpi_factor: f64,
pub minimized: bool,
}
impl WindowState {
fn new(event_loop: &ActiveEventLoop, attributes: WindowAttributes) -> Self {
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
backends: wgpu::Backends::PRIMARY,
..Default::default()
});
let window = Arc::new(event_loop.create_window(attributes).unwrap());
let size = window.inner_size();
let hidpi_factor = window.scale_factor();
let surface = instance.create_surface(window.clone()).unwrap();
let adapter = block_on(instance.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::HighPerformance,
compatible_surface: Some(&surface),
force_fallback_adapter: false,
}))
.unwrap();
let (device, queue) =
block_on(adapter.request_device(&wgpu::DeviceDescriptor::default(), None)).unwrap();
let queue = Arc::new(queue);
// Set up swap chain
let surface_desc = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format: wgpu::TextureFormat::Bgra8UnormSrgb,
width: size.width,
height: size.height,
present_mode: wgpu::PresentMode::Fifo,
desired_maximum_frame_latency: 2,
alpha_mode: wgpu::CompositeAlphaMode::Auto,
view_formats: vec![wgpu::TextureFormat::Bgra8Unorm],
};
surface.configure(&device, &surface_desc);
Self {
device,
queue,
window,
surface_desc,
surface,
hidpi_factor,
minimized: false,
}
}
pub fn logical_size(&self) -> LogicalSize<u32> {
PhysicalSize::new(self.surface_desc.width, self.surface_desc.height)
.to_logical(self.hidpi_factor)
}
pub fn handle_resize(&mut self, size: &PhysicalSize<u32>) {
if size.width > 0 && size.height > 0 {
self.minimized = false;
self.surface_desc.width = size.width;
self.surface_desc.height = size.height;
self.surface.configure(&self.device, &self.surface_desc);
} else {
self.minimized = true;
}
}
}
pub struct ImguiState {
pub context: ContextGuard,
pub platform: WinitPlatform,
pub renderer: Renderer,
pub clear_color: wgpu::Color,
pub last_frame: Instant,
pub last_cursor: Option<MouseCursor>,
}
impl ImguiState {
pub fn new(window: &WindowState) -> Self {
let mut context_guard = ContextGuard::new();
let mut context = context_guard.lock().unwrap();
let mut platform = imgui_winit_support::WinitPlatform::new(&mut context);
platform.attach_window(
context.io_mut(),
&window.window,
imgui_winit_support::HiDpiMode::Default,
);
context.set_ini_filename(None);
let font_size = (16.0 * window.hidpi_factor) as f32;
context.io_mut().font_global_scale = (1.0 / window.hidpi_factor) as f32;
context.fonts().add_font(&[FontSource::TtfData {
data: include_bytes!("../../assets/selawk.ttf"),
size_pixels: font_size,
config: Some(imgui::FontConfig {
oversample_h: 1,
pixel_snap_h: true,
size_pixels: font_size,
..Default::default()
}),
}]);
let style = context.style_mut();
style.use_light_colors();
//
// Set up dear imgui wgpu renderer
//
let renderer_config = RendererConfig {
texture_format: window.surface_desc.format,
..Default::default()
};
let renderer = Renderer::new(&mut context, &window.device, &window.queue, renderer_config);
let last_frame = Instant::now();
let last_cursor = None;
drop(context);
Self {
context: context_guard,
platform,
renderer,
clear_color: wgpu::Color::BLACK,
last_frame,
last_cursor,
}
}
}
pub struct ContextGuard {
value: Option<SuspendedContext>,
}
impl ContextGuard {
fn new() -> Self {
Self {
value: Some(SuspendedContext::create()),
}
}
pub fn lock(&mut self) -> Option<ContextLock<'_>> {
let sus = self.value.take()?;
match sus.activate() {
Ok(ctx) => Some(ContextLock {
ctx: Some(ctx),
holder: self,
}),
Err(sus) => {
self.value = Some(sus);
None
}
}
}
}
pub struct ContextLock<'a> {
ctx: Option<imgui::Context>,
holder: &'a mut ContextGuard,
}
impl<'a> Deref for ContextLock<'a> {
type Target = imgui::Context;
fn deref(&self) -> &Self::Target {
self.ctx.as_ref().unwrap()
}
}
impl<'a> DerefMut for ContextLock<'a> {
fn deref_mut(&mut self) -> &mut Self::Target {
self.ctx.as_mut().unwrap()
}
}
impl<'a> Drop for ContextLock<'a> {
fn drop(&mut self) {
self.holder.value = self.ctx.take().map(|c| c.suspend())
}
}
pub trait UiExt {
fn fullscreen_window(&self) -> Option<WindowToken<'_>>;
fn right_align_text<T: AsRef<str>>(&self, text: T, space: f32);
}
impl UiExt for imgui::Ui {
fn fullscreen_window(&self) -> Option<WindowToken<'_>> {
self.window("fullscreen")
.position([0.0, 0.0], imgui::Condition::Always)
.size(self.io().display_size, imgui::Condition::Always)
.flags(imgui::WindowFlags::NO_DECORATION)
.begin()
}
fn right_align_text<T: AsRef<str>>(&self, text: T, space: f32) {
let width = self.calc_text_size(text.as_ref())[0];
let [left, y] = self.cursor_pos();
let right = left + space;
self.set_cursor_pos([right - width, y]);
self.text(text);
}
}

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use std::{
sync::{Arc, RwLock},
time::Instant,
};
use wgpu::util::DeviceExt as _;
use winit::{
dpi::LogicalSize,
event::{Event, WindowEvent},
event_loop::{ActiveEventLoop, EventLoopProxy},
window::WindowId,
};
use crate::{
emulator::{EmulatorClient, EmulatorCommand},
input::InputMapper,
renderer::GameRenderer,
};
use super::{
common::{ImguiState, WindowState, WindowStateBuilder},
input::InputWindow,
AppWindow, UserEvent,
};
pub struct GameWindow {
window: WindowState,
imgui: Option<ImguiState>,
pipeline: wgpu::RenderPipeline,
bind_group: wgpu::BindGroup,
client: EmulatorClient,
input_mapper: Arc<RwLock<InputMapper>>,
proxy: EventLoopProxy<UserEvent>,
paused_due_to_minimize: bool,
}
impl GameWindow {
pub fn new(
event_loop: &ActiveEventLoop,
client: EmulatorClient,
input_mapper: Arc<RwLock<InputMapper>>,
proxy: EventLoopProxy<UserEvent>,
) -> Self {
let window = WindowStateBuilder::new(event_loop)
.with_title("Shrooms VB")
.with_inner_size(LogicalSize::new(384, 244))
.build();
let device = &window.device;
let eyes = Arc::new(GameRenderer::create_texture(device, "eye"));
client.send_command(EmulatorCommand::SetRenderer(GameRenderer {
queue: window.queue.clone(),
eyes: eyes.clone(),
}));
let eyes = eyes.create_view(&wgpu::TextureViewDescriptor::default());
let sampler = device.create_sampler(&wgpu::SamplerDescriptor::default());
let colors = Colors {
left: [1.0, 0.0, 0.0, 1.0],
right: [0.0, 0.7734375, 0.9375, 1.0],
};
let color_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("colors"),
contents: bytemuck::bytes_of(&colors),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
let texture_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("texture bind group layout"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
],
});
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("bind group"),
layout: &texture_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&eyes),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&sampler),
},
wgpu::BindGroupEntry {
binding: 2,
resource: color_buf.as_entire_binding(),
},
],
});
let shader = device.create_shader_module(wgpu::include_wgsl!("../anaglyph.wgsl"));
let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("render pipeline layout"),
bind_group_layouts: &[&texture_bind_group_layout],
push_constant_ranges: &[],
});
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("render pipeline"),
layout: Some(&render_pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main",
buffers: &[],
compilation_options: wgpu::PipelineCompilationOptions::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[Some(wgpu::ColorTargetState {
format: wgpu::TextureFormat::Bgra8UnormSrgb,
blend: Some(wgpu::BlendState::REPLACE),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: wgpu::PipelineCompilationOptions::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: Some(wgpu::Face::Back),
polygon_mode: wgpu::PolygonMode::Fill,
unclipped_depth: false,
conservative: false,
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview: None,
cache: None,
});
Self {
window,
imgui: None,
pipeline: render_pipeline,
bind_group,
client,
input_mapper,
proxy,
paused_due_to_minimize: false,
}
}
fn draw(&mut self, event_loop: &ActiveEventLoop) {
let window = &mut self.window;
let imgui = self.imgui.as_mut().unwrap();
let mut context = imgui.context.lock().unwrap();
let mut new_size = None;
let now = Instant::now();
context.io_mut().update_delta_time(now - imgui.last_frame);
imgui.last_frame = now;
let frame = match window.surface.get_current_texture() {
Ok(frame) => frame,
Err(e) => {
if !self.window.minimized {
eprintln!("dropped frame: {e:?}");
}
return;
}
};
imgui
.platform
.prepare_frame(context.io_mut(), &window.window)
.expect("Failed to prepare frame");
let ui = context.new_frame();
let mut menu_height = 0.0;
ui.main_menu_bar(|| {
menu_height = ui.window_size()[1];
ui.menu("ROM", || {
if ui.menu_item("Open ROM") {
let rom = native_dialog::FileDialog::new()
.add_filter("Virtual Boy ROMs", &["vb", "vbrom"])
.show_open_single_file()
.unwrap();
if let Some(path) = rom {
self.client.send_command(EmulatorCommand::LoadGame(path));
}
}
if ui.menu_item("Quit") {
event_loop.exit();
}
});
ui.menu("Emulation", || {
let has_game = self.client.has_game();
if self.client.is_running() {
if ui.menu_item_config("Pause").enabled(has_game).build() {
self.client.send_command(EmulatorCommand::Pause);
}
} else if ui.menu_item_config("Resume").enabled(has_game).build() {
self.client.send_command(EmulatorCommand::Resume);
}
if ui.menu_item_config("Reset").enabled(has_game).build() {
self.client.send_command(EmulatorCommand::Reset);
}
});
ui.menu("Video", || {
let current_dims = window.logical_size();
for scale in 1..=4 {
let label = format!("x{scale}");
let dims = LogicalSize::new(384 * scale, 224 * scale + 20);
let selected = dims == current_dims;
if ui.menu_item_config(label).selected(selected).build() {
if let Some(size) = window.window.request_inner_size(dims) {
window.handle_resize(&size);
new_size = Some(size);
}
}
}
});
ui.menu("Input", || {
if ui.menu_item("Bind Inputs") {
let input_window = Box::new(InputWindow::new(
event_loop,
self.input_mapper.clone(),
self.proxy.clone(),
));
self.proxy
.send_event(UserEvent::OpenWindow(input_window))
.unwrap();
}
});
});
let mut encoder: wgpu::CommandEncoder = window
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
if imgui.last_cursor != ui.mouse_cursor() {
imgui.last_cursor = ui.mouse_cursor();
imgui.platform.prepare_render(ui, &window.window);
}
let view = frame
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: None,
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(imgui.clear_color),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
});
// Draw the game
rpass.set_pipeline(&self.pipeline);
let window_width = window.surface_desc.width as f32;
let window_height = window.surface_desc.height as f32;
let menu_height = menu_height * window.hidpi_factor as f32;
let ((x, y), (width, height)) =
compute_game_bounds(window_width, window_height, menu_height);
rpass.set_viewport(x, y, width, height, 0.0, 1.0);
rpass.set_bind_group(0, &self.bind_group, &[]);
rpass.draw(0..6, 0..1);
// Draw the menu on top of the game
rpass.set_viewport(0.0, 0.0, window_width, window_height, 0.0, 1.0);
imgui
.renderer
.render(context.render(), &window.queue, &window.device, &mut rpass)
.expect("Rendering failed");
drop(rpass);
if let Some(size) = new_size {
imgui.platform.handle_event::<UserEvent>(
context.io_mut(),
&window.window,
&Event::WindowEvent {
window_id: window.window.id(),
event: WindowEvent::Resized(size),
},
);
}
window.queue.submit(Some(encoder.finish()));
frame.present();
}
}
impl AppWindow for GameWindow {
fn id(&self) -> WindowId {
self.window.window.id()
}
fn init(&mut self) {
self.imgui = Some(ImguiState::new(&self.window));
self.window.window.request_redraw();
}
fn handle_event(&mut self, event_loop: &ActiveEventLoop, event: &Event<UserEvent>) {
match event {
Event::WindowEvent { event, .. } => match event {
WindowEvent::Resized(size) => {
self.window.handle_resize(size);
if self.window.minimized {
if self.client.is_running() {
self.client.send_command(EmulatorCommand::Pause);
self.paused_due_to_minimize = true;
}
} else if self.paused_due_to_minimize {
self.client.send_command(EmulatorCommand::Resume);
self.paused_due_to_minimize = false;
}
}
WindowEvent::CloseRequested => event_loop.exit(),
WindowEvent::RedrawRequested => self.draw(event_loop),
_ => (),
},
Event::AboutToWait => {
self.window.window.request_redraw();
}
_ => (),
}
let window = &self.window;
let Some(imgui) = self.imgui.as_mut() else {
return;
};
let mut context = imgui.context.lock().unwrap();
imgui
.platform
.handle_event(context.io_mut(), &window.window, event);
}
}
fn compute_game_bounds(
window_width: f32,
window_height: f32,
menu_height: f32,
) -> ((f32, f32), (f32, f32)) {
let available_width = window_width;
let available_height = window_height - menu_height;
let width = available_width.min(available_height * 384.0 / 224.0);
let height = available_height.min(available_width * 224.0 / 384.0);
let x = (available_width - width) / 2.0;
let y = menu_height + (available_height - height) / 2.0;
((x, y), (width, height))
}
#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
#[repr(C)]
struct Colors {
left: [f32; 4],
right: [f32; 4],
}

223
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use std::{
sync::{Arc, RwLock},
time::Instant,
};
use winit::{
dpi::LogicalSize,
event::{Event, KeyEvent, WindowEvent},
event_loop::{ActiveEventLoop, EventLoopProxy},
platform::modifier_supplement::KeyEventExtModifierSupplement,
};
use crate::{input::InputMapper, shrooms_vb_core::VBKey};
use super::{
common::{ImguiState, UiExt, WindowState, WindowStateBuilder},
AppWindow, UserEvent,
};
pub struct InputWindow {
window: WindowState,
imgui: Option<ImguiState>,
input_mapper: Arc<RwLock<InputMapper>>,
proxy: EventLoopProxy<UserEvent>,
now_binding: Option<VBKey>,
}
const KEY_NAMES: [(VBKey, &str); 14] = [
(VBKey::LU, "Up"),
(VBKey::LD, "Down"),
(VBKey::LL, "Left"),
(VBKey::LR, "Right"),
(VBKey::SEL, "Select"),
(VBKey::STA, "Start"),
(VBKey::B, "B"),
(VBKey::A, "A"),
(VBKey::LT, "L-Trigger"),
(VBKey::RT, "R-Trigger"),
(VBKey::RU, "R-Up"),
(VBKey::RD, "R-Down"),
(VBKey::RL, "R-Left"),
(VBKey::RR, "R-Right"),
];
impl InputWindow {
pub fn new(
event_loop: &ActiveEventLoop,
input_mapper: Arc<RwLock<InputMapper>>,
proxy: EventLoopProxy<UserEvent>,
) -> Self {
let window = WindowStateBuilder::new(event_loop)
.with_title("Bind Inputs")
.with_inner_size(LogicalSize::new(600, 400))
.build();
Self {
window,
imgui: None,
input_mapper,
now_binding: None,
proxy,
}
}
fn draw(&mut self) {
let window = &mut self.window;
let imgui = self.imgui.as_mut().unwrap();
let mut context = imgui.context.lock().unwrap();
let now = Instant::now();
context.io_mut().update_delta_time(now - imgui.last_frame);
imgui.last_frame = now;
let frame = match window.surface.get_current_texture() {
Ok(frame) => frame,
Err(e) => {
if !self.window.minimized {
eprintln!("dropped frame: {e:?}");
}
return;
}
};
imgui
.platform
.prepare_frame(context.io_mut(), &window.window)
.expect("Failed to prepare frame");
let ui = context.new_frame();
let mut render_key_bindings = || {
if let Some(table) = ui.begin_table("controls", 2) {
let binding_names = {
let mapper = self.input_mapper.read().unwrap();
mapper.binding_names()
};
ui.table_next_row();
for (key, name) in KEY_NAMES {
let binding = binding_names.get(&key).map(|s| s.as_str());
ui.table_next_column();
let [space, _] = ui.content_region_avail();
ui.group(|| {
ui.right_align_text(name, space * 0.20);
ui.same_line();
let label_text = if self.now_binding == Some(key) {
"Press any input"
} else {
binding.unwrap_or("")
};
let label = format!("{}##{}", label_text, name);
if ui.button_with_size(label, [space * 0.60, 0.0]) {
self.now_binding = Some(key);
}
});
ui.same_line();
if ui.button(format!("Clear##{name}")) {
let mut mapper = self.input_mapper.write().unwrap();
mapper.clear_binding(key);
}
}
table.end();
}
};
if let Some(window) = ui.fullscreen_window() {
if let Some(tabs) = ui.tab_bar("tabs") {
if let Some(tab) = ui.tab_item("Player 1") {
render_key_bindings();
tab.end();
}
tabs.end();
}
window.end();
}
let mut encoder: wgpu::CommandEncoder = window
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
if imgui.last_cursor != ui.mouse_cursor() {
imgui.last_cursor = ui.mouse_cursor();
imgui.platform.prepare_render(ui, &window.window);
}
let view = frame
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: None,
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(imgui.clear_color),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
});
// Draw the game
imgui
.renderer
.render(context.render(), &window.queue, &window.device, &mut rpass)
.expect("Rendering failed");
drop(rpass);
window.queue.submit(Some(encoder.finish()));
frame.present();
}
fn try_bind_key(&mut self, event: &KeyEvent) {
if !event.state.is_pressed() {
return;
}
let Some(vb) = self.now_binding.take() else {
return;
};
let mut mapper = self.input_mapper.write().unwrap();
mapper.bind_key(vb, event.key_without_modifiers());
}
}
impl AppWindow for InputWindow {
fn id(&self) -> winit::window::WindowId {
self.window.window.id()
}
fn init(&mut self) {
self.imgui = Some(ImguiState::new(&self.window));
self.window.window.request_redraw();
}
fn handle_event(&mut self, _: &ActiveEventLoop, event: &Event<UserEvent>) {
match event {
Event::WindowEvent { event, .. } => match event {
WindowEvent::Resized(size) => self.window.handle_resize(size),
WindowEvent::CloseRequested => self
.proxy
.send_event(UserEvent::CloseWindow(self.id()))
.unwrap(),
WindowEvent::KeyboardInput { event, .. } => self.try_bind_key(event),
WindowEvent::RedrawRequested => self.draw(),
_ => (),
},
Event::AboutToWait => {
self.window.window.request_redraw();
}
_ => (),
}
let window = &self.window;
let Some(imgui) = self.imgui.as_mut() else {
return;
};
let mut context = imgui.context.lock().unwrap();
imgui
.platform
.handle_event(context.io_mut(), &window.window, event);
}
}

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use anyhow::{bail, Result};
use cpal::traits::{DeviceTrait, HostTrait, StreamTrait};
use itertools::Itertools;
use rubato::{FftFixedInOut, Resampler};
pub struct Audio {
#[allow(unused)]
stream: cpal::Stream,
sampler: FftFixedInOut<f32>,
input_buffer: Vec<Vec<f32>>,
output_buffer: Vec<Vec<f32>>,
sample_sink: rtrb::Producer<f32>,
}
impl Audio {
pub fn init() -> Result<Self> {
let host = cpal::default_host();
let Some(device) = host.default_output_device() else {
bail!("No output device available");
};
let Some(config) = device
.supported_output_configs()?
.find(|c| c.channels() == 2 && c.sample_format().is_float())
else {
bail!("No suitable output config available");
};
let mut config = config.with_max_sample_rate().config();
let sampler = FftFixedInOut::new(41700, config.sample_rate.0 as usize, 834, 2)?;
config.buffer_size = cpal::BufferSize::Fixed(sampler.output_frames_max() as u32);
let input_buffer = sampler.input_buffer_allocate(true);
let output_buffer = sampler.output_buffer_allocate(true);
let (sample_sink, mut sample_source) =
rtrb::RingBuffer::new(sampler.output_frames_max() * 4);
let stream = device.build_output_stream(
&config,
move |data: &mut [f32], _| {
let requested = data.len();
let chunk = match sample_source.read_chunk(data.len()) {
Ok(c) => c,
Err(rtrb::chunks::ChunkError::TooFewSlots(n)) => {
sample_source.read_chunk(n).unwrap()
}
};
let len = chunk.len();
let (first, second) = chunk.as_slices();
data[0..first.len()].copy_from_slice(first);
data[first.len()..len].copy_from_slice(second);
for rest in &mut data[len..requested] {
*rest = 0.0;
}
chunk.commit_all();
},
move |err| eprintln!("stream error: {err}"),
None,
)?;
stream.play()?;
Ok(Self {
stream,
sampler,
input_buffer,
output_buffer,
sample_sink,
})
}
pub fn update(&mut self, samples: &[f32]) {
for sample in samples.chunks_exact(2) {
for (channel, value) in self.input_buffer.iter_mut().zip(sample) {
channel.push(*value);
}
if self.input_buffer[0].len() >= self.sampler.input_frames_next() {
let (_, output_samples) = self
.sampler
.process_into_buffer(&self.input_buffer, &mut self.output_buffer, None)
.unwrap();
let chunk = match self.sample_sink.write_chunk_uninit(output_samples * 2) {
Ok(c) => c,
Err(rtrb::chunks::ChunkError::TooFewSlots(n)) => {
self.sample_sink.write_chunk_uninit(n).unwrap()
}
};
let interleaved = self.output_buffer[0]
.iter()
.interleave(self.output_buffer[1].iter())
.cloned();
chunk.fill_from_iter(interleaved);
for channel in &mut self.input_buffer {
channel.clear();
}
}
}
while self.sample_sink.slots() < self.sampler.output_frames_max() * 2 {
std::hint::spin_loop();
}
}
}

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use std::sync::{Arc, RwLock};
use winit::event::{ElementState, KeyEvent};
use crate::{input::InputMapper, shrooms_vb_core::VBKey};
pub struct ControllerState {
input_mapper: Arc<RwLock<InputMapper>>,
pressed: VBKey,
}
impl ControllerState {
pub fn new(input_mapper: Arc<RwLock<InputMapper>>) -> Self {
Self {
input_mapper,
pressed: VBKey::SGN,
}
}
pub fn pressed(&self) -> VBKey {
self.pressed
}
pub fn key_event(&mut self, event: &KeyEvent) -> bool {
let Some(input) = self.key_event_to_input(event) else {
return false;
};
match event.state {
ElementState::Pressed => {
if self.pressed.contains(input) {
return false;
}
self.pressed.insert(input);
true
}
ElementState::Released => {
if !self.pressed.contains(input) {
return false;
}
self.pressed.remove(input);
true
}
}
}
fn key_event_to_input(&self, event: &KeyEvent) -> Option<VBKey> {
let mapper = self.input_mapper.read().unwrap();
mapper.key_event(event)
}
}

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use std::{
fs,
path::{Path, PathBuf},
sync::{
atomic::{AtomicBool, Ordering},
mpsc::{self, RecvError, TryRecvError},
Arc,
},
};
use anyhow::Result;
use crate::{
audio::Audio,
renderer::GameRenderer,
shrooms_vb_core::{CoreVB, VBKey},
};
pub struct EmulatorBuilder {
rom: Option<PathBuf>,
commands: mpsc::Receiver<EmulatorCommand>,
running: Arc<AtomicBool>,
has_game: Arc<AtomicBool>,
}
impl EmulatorBuilder {
pub fn new() -> (Self, EmulatorClient) {
let (queue, commands) = mpsc::channel();
let builder = Self {
rom: None,
commands,
running: Arc::new(AtomicBool::new(false)),
has_game: Arc::new(AtomicBool::new(false)),
};
let client = EmulatorClient {
queue,
running: builder.running.clone(),
has_game: builder.has_game.clone(),
};
(builder, client)
}
pub fn with_rom(self, path: &Path) -> Self {
Self {
rom: Some(path.into()),
..self
}
}
pub fn build(self) -> Result<Emulator> {
let mut emulator = Emulator::new(self.commands, self.running, self.has_game)?;
if let Some(path) = self.rom {
emulator.load_rom(&path)?;
}
Ok(emulator)
}
}
pub struct Emulator {
sim: CoreVB,
audio: Audio,
commands: mpsc::Receiver<EmulatorCommand>,
renderer: Option<GameRenderer>,
running: Arc<AtomicBool>,
has_game: Arc<AtomicBool>,
}
impl Emulator {
fn new(
commands: mpsc::Receiver<EmulatorCommand>,
running: Arc<AtomicBool>,
has_game: Arc<AtomicBool>,
) -> Result<Self> {
Ok(Self {
sim: CoreVB::new(),
audio: Audio::init()?,
commands,
renderer: None,
running,
has_game,
})
}
pub fn load_rom(&mut self, path: &Path) -> Result<()> {
let bytes = fs::read(path)?;
self.sim.reset();
self.sim.load_rom(bytes)?;
self.has_game.store(true, Ordering::Release);
self.running.store(true, Ordering::Release);
Ok(())
}
pub fn run(&mut self) {
let mut eye_contents = vec![0u8; 384 * 224 * 2];
let mut audio_samples = vec![];
loop {
let mut idle = true;
if self.running.load(Ordering::Acquire) {
idle = false;
self.sim.emulate_frame();
}
if let Some(renderer) = &mut self.renderer {
if self.sim.read_pixels(&mut eye_contents) {
idle = false;
renderer.render(&eye_contents);
}
}
self.sim.read_samples(&mut audio_samples);
if !audio_samples.is_empty() {
idle = false;
self.audio.update(&audio_samples);
audio_samples.clear();
}
if idle {
// The game is paused, and we have output all the video/audio we have.
// Block the thread until a new command comes in.
match self.commands.recv() {
Ok(command) => self.handle_command(command),
Err(RecvError) => {
return;
}
}
}
loop {
match self.commands.try_recv() {
Ok(command) => self.handle_command(command),
Err(TryRecvError::Empty) => {
break;
}
Err(TryRecvError::Disconnected) => {
return;
}
}
}
}
}
fn handle_command(&mut self, command: EmulatorCommand) {
match command {
EmulatorCommand::SetRenderer(renderer) => {
self.renderer = Some(renderer);
}
EmulatorCommand::LoadGame(path) => {
if let Err(error) = self.load_rom(&path) {
eprintln!("error loading rom: {}", error);
}
}
EmulatorCommand::Pause => {
self.running.store(false, Ordering::Release);
}
EmulatorCommand::Resume => {
if self.has_game.load(Ordering::Acquire) {
self.running.store(true, Ordering::Relaxed);
}
}
EmulatorCommand::Reset => {
self.sim.reset();
self.running.store(true, Ordering::Release);
}
EmulatorCommand::SetKeys(keys) => {
self.sim.set_keys(keys);
}
}
}
}
#[derive(Debug)]
pub enum EmulatorCommand {
SetRenderer(GameRenderer),
LoadGame(PathBuf),
Pause,
Resume,
Reset,
SetKeys(VBKey),
}
#[derive(Clone)]
pub struct EmulatorClient {
queue: mpsc::Sender<EmulatorCommand>,
running: Arc<AtomicBool>,
has_game: Arc<AtomicBool>,
}
impl EmulatorClient {
pub fn is_running(&self) -> bool {
self.running.load(Ordering::Acquire)
}
pub fn has_game(&self) -> bool {
self.has_game.load(Ordering::Acquire)
}
pub fn send_command(&self, command: EmulatorCommand) {
if let Err(err) = self.queue.send(command) {
eprintln!(
"could not send command {:?} as emulator is shut down",
err.0
);
}
}
}

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use std::collections::HashMap;
use winit::{
event::KeyEvent,
keyboard::{Key, NamedKey},
platform::modifier_supplement::KeyEventExtModifierSupplement,
};
use crate::shrooms_vb_core::VBKey;
pub struct InputMapper {
vb_bindings: HashMap<VBKey, Key>,
key_bindings: HashMap<Key, VBKey>,
}
impl InputMapper {
pub fn new() -> Self {
let mut mapper = Self {
vb_bindings: HashMap::new(),
key_bindings: HashMap::new(),
};
mapper.bind_key(VBKey::SEL, Key::Character("a".into()));
mapper.bind_key(VBKey::STA, Key::Character("s".into()));
mapper.bind_key(VBKey::B, Key::Character("d".into()));
mapper.bind_key(VBKey::A, Key::Character("f".into()));
mapper.bind_key(VBKey::LT, Key::Character("e".into()));
mapper.bind_key(VBKey::RT, Key::Character("r".into()));
mapper.bind_key(VBKey::RU, Key::Character("i".into()));
mapper.bind_key(VBKey::RL, Key::Character("j".into()));
mapper.bind_key(VBKey::RD, Key::Character("k".into()));
mapper.bind_key(VBKey::RR, Key::Character("l".into()));
mapper.bind_key(VBKey::LU, Key::Named(NamedKey::ArrowUp));
mapper.bind_key(VBKey::LL, Key::Named(NamedKey::ArrowLeft));
mapper.bind_key(VBKey::LD, Key::Named(NamedKey::ArrowDown));
mapper.bind_key(VBKey::LR, Key::Named(NamedKey::ArrowRight));
mapper
}
pub fn binding_names(&self) -> HashMap<VBKey, String> {
self.vb_bindings
.iter()
.map(|(k, v)| {
let name = match v {
Key::Character(char) => char.to_string(),
Key::Named(key) => format!("{:?}", key),
k => format!("{:?}", k),
};
(*k, name)
})
.collect()
}
pub fn bind_key(&mut self, vb: VBKey, key: Key) {
if let Some(old) = self.vb_bindings.insert(vb, key.clone()) {
self.key_bindings.remove(&old);
}
self.key_bindings.insert(key, vb);
}
pub fn clear_binding(&mut self, vb: VBKey) {
if let Some(old) = self.vb_bindings.remove(&vb) {
self.key_bindings.remove(&old);
}
}
pub fn key_event(&self, event: &KeyEvent) -> Option<VBKey> {
self.key_bindings
.get(&event.key_without_modifiers())
.cloned()
}
}

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use std::{path::PathBuf, process};
use anyhow::Result;
use app::App;
use clap::Parser;
use emulator::EmulatorBuilder;
use thread_priority::{ThreadBuilder, ThreadPriority};
use winit::event_loop::{ControlFlow, EventLoop};
mod app;
mod audio;
mod controller;
mod emulator;
mod input;
mod renderer;
mod shrooms_vb_core;
#[derive(Parser)]
struct Args {
rom: Option<PathBuf>,
}
fn main() -> Result<()> {
let args = Args::parse();
let (mut builder, client) = EmulatorBuilder::new();
if let Some(path) = args.rom {
builder = builder.with_rom(&path);
}
ThreadBuilder::default()
.name("Emulator".to_owned())
.priority(ThreadPriority::Max)
.spawn_careless(move || {
let mut emulator = match builder.build() {
Ok(e) => e,
Err(err) => {
eprintln!("Error initializing emulator: {err}");
process::exit(1);
}
};
emulator.run();
})?;
let event_loop = EventLoop::with_user_event().build().unwrap();
event_loop.set_control_flow(ControlFlow::Poll);
let proxy = event_loop.create_proxy();
event_loop.run_app(&mut App::new(client, proxy))?;
Ok(())
}

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use std::sync::Arc;
use wgpu::{
Extent3d, ImageCopyTexture, ImageDataLayout, Origin3d, Queue, Texture, TextureDescriptor,
TextureFormat, TextureUsages,
};
#[derive(Debug)]
pub struct GameRenderer {
pub queue: Arc<Queue>,
pub eyes: Arc<Texture>,
}
impl GameRenderer {
pub fn render(&self, buffer: &[u8]) {
let texture = ImageCopyTexture {
texture: &self.eyes,
mip_level: 0,
origin: Origin3d::ZERO,
aspect: wgpu::TextureAspect::All,
};
let size = Extent3d {
width: 384,
height: 224,
depth_or_array_layers: 1,
};
let data_layout = ImageDataLayout {
offset: 0,
bytes_per_row: Some(384 * 2),
rows_per_image: Some(224),
};
self.queue.write_texture(texture, buffer, data_layout, size);
}
pub fn create_texture(device: &wgpu::Device, name: &str) -> Texture {
let desc = TextureDescriptor {
label: Some(name),
size: Extent3d {
width: 384,
height: 224,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: TextureFormat::Rg8Unorm,
usage: TextureUsages::COPY_SRC
| TextureUsages::COPY_DST
| TextureUsages::TEXTURE_BINDING,
view_formats: &[TextureFormat::Rg8Unorm],
};
device.create_texture(&desc)
}
}

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use std::{ffi::c_void, ptr, slice};
use anyhow::{anyhow, Result};
use bitflags::bitflags;
use num_derive::{FromPrimitive, ToPrimitive};
#[repr(C)]
struct VB {
_data: [u8; 0],
}
#[allow(non_camel_case_types)]
type c_int = i32;
#[allow(non_camel_case_types)]
type c_uint = u32;
#[repr(u32)]
#[derive(FromPrimitive, ToPrimitive)]
enum VBDataType {
S8 = 0,
U8 = 1,
S16 = 2,
U16 = 3,
S32 = 4,
F32 = 5,
}
bitflags! {
#[repr(transparent)]
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub struct VBKey: u16 {
const PWR = 0x0001;
const SGN = 0x0002;
const A = 0x0004;
const B = 0x0008;
const RT = 0x0010;
const LT = 0x0020;
const RU = 0x0040;
const RR = 0x0080;
const LR = 0x0100;
const LL = 0x0200;
const LD = 0x0400;
const LU = 0x0800;
const STA = 0x1000;
const SEL = 0x2000;
const RL = 0x4000;
const RD = 0x8000;
}
}
type OnFrame = extern "C" fn(sim: *mut VB) -> c_int;
#[link(name = "vb")]
extern "C" {
#[link_name = "vbEmulate"]
fn vb_emulate(sim: *mut VB, cycles: *mut u32) -> c_int;
#[link_name = "vbGetCartROM"]
fn vb_get_cart_rom(sim: *mut VB, size: *mut u32) -> *mut c_void;
#[link_name = "vbGetPixels"]
fn vb_get_pixels(
sim: *mut VB,
left: *mut c_void,
left_stride_x: c_int,
left_stride_y: c_int,
right: *mut c_void,
right_stride_x: c_int,
right_stride_y: c_int,
);
#[link_name = "vbGetSamples"]
fn vb_get_samples(
sim: *mut VB,
typ_: *mut VBDataType,
capacity: *mut c_uint,
position: *mut c_uint,
) -> *mut c_void;
#[link_name = "vbGetUserData"]
fn vb_get_user_data(sim: *mut VB) -> *mut c_void;
#[link_name = "vbInit"]
fn vb_init(sim: *mut VB) -> *mut VB;
#[link_name = "vbReset"]
fn vb_reset(sim: *mut VB);
#[link_name = "vbSetCartROM"]
fn vb_set_cart_rom(sim: *mut VB, rom: *mut c_void, size: u32) -> c_int;
#[link_name = "vbSetKeys"]
fn vb_set_keys(sim: *mut VB, keys: u16) -> u16;
#[link_name = "vbSetFrameCallback"]
fn vb_set_frame_callback(sim: *mut VB, on_frame: OnFrame);
#[link_name = "vbSetSamples"]
fn vb_set_samples(
sim: *mut VB,
samples: *mut c_void,
typ_: VBDataType,
capacity: c_uint,
) -> c_int;
#[link_name = "vbSetUserData"]
fn vb_set_user_data(sim: *mut VB, tag: *mut c_void);
#[link_name = "vbSizeOf"]
fn vb_size_of() -> usize;
}
extern "C" fn on_frame(sim: *mut VB) -> i32 {
// SAFETY: the *mut VB owns its userdata.
// There is no way for the userdata to be null or otherwise invalid.
let data: &mut VBState = unsafe { &mut *vb_get_user_data(sim).cast() };
data.frame_seen = true;
1
}
const AUDIO_CAPACITY_SAMPLES: usize = 834 * 4;
const AUDIO_CAPACITY_FLOATS: usize = AUDIO_CAPACITY_SAMPLES * 2;
struct VBState {
frame_seen: bool,
}
pub struct CoreVB {
sim: *mut VB,
}
// SAFETY: the memory pointed to by sim is valid
unsafe impl Send for CoreVB {}
impl CoreVB {
pub fn new() -> Self {
// init the VB instance itself
let size = unsafe { vb_size_of() };
// allocate a vec of u64 so that this memory is 8-byte aligned
let memory = vec![0u64; size.div_ceil(4)];
let sim: *mut VB = Box::into_raw(memory.into_boxed_slice()).cast();
unsafe { vb_init(sim) };
unsafe { vb_reset(sim) };
// set up userdata
let state = VBState { frame_seen: false };
unsafe { vb_set_user_data(sim, Box::into_raw(Box::new(state)).cast()) };
unsafe { vb_set_frame_callback(sim, on_frame) };
// set up audio buffer
let audio_buffer = vec![0.0f32; AUDIO_CAPACITY_FLOATS];
let samples: *mut c_void = Box::into_raw(audio_buffer.into_boxed_slice()).cast();
unsafe { vb_set_samples(sim, samples, VBDataType::F32, AUDIO_CAPACITY_SAMPLES as u32) };
CoreVB { sim }
}
pub fn reset(&mut self) {
unsafe { vb_reset(self.sim) };
}
pub fn load_rom(&mut self, rom: Vec<u8>) -> Result<()> {
self.unload_rom();
let size = rom.len() as u32;
let rom = Box::into_raw(rom.into_boxed_slice()).cast();
let status = unsafe { vb_set_cart_rom(self.sim, rom, size) };
if status == 0 {
Ok(())
} else {
let _: Vec<u8> =
unsafe { Vec::from_raw_parts(rom.cast(), size as usize, size as usize) };
Err(anyhow!("Invalid ROM size of {} bytes", size))
}
}
fn unload_rom(&mut self) -> Option<Vec<u8>> {
let mut size = 0;
let rom = unsafe { vb_get_cart_rom(self.sim, &mut size) };
if rom.is_null() {
return None;
}
unsafe { vb_set_cart_rom(self.sim, ptr::null_mut(), 0) };
let vec = unsafe { Vec::from_raw_parts(rom.cast(), size as usize, size as usize) };
Some(vec)
}
pub fn emulate_frame(&mut self) {
let mut cycles = 20_000_000;
unsafe { vb_emulate(self.sim, &mut cycles) };
}
pub fn read_pixels(&mut self, buffers: &mut [u8]) -> bool {
// SAFETY: the *mut VB owns its userdata.
// There is no way for the userdata to be null or otherwise invalid.
let data: &mut VBState = unsafe { &mut *vb_get_user_data(self.sim).cast() };
if !data.frame_seen {
return false;
}
data.frame_seen = false;
// the buffer must be big enough for our data
assert!(buffers.len() >= 384 * 224 * 2);
unsafe {
vb_get_pixels(
self.sim,
buffers.as_mut_ptr().cast(),
2,
384 * 2,
buffers.as_mut_ptr().offset(1).cast(),
2,
384 * 2,
);
};
true
}
pub fn read_samples(&mut self, samples: &mut Vec<f32>) {
let mut position = 0;
let ptr =
unsafe { vb_get_samples(self.sim, ptr::null_mut(), ptr::null_mut(), &mut position) };
// SAFETY: position is an offset in a buffer of (f32, f32). so, position * 2 is an offset in a buffer of f32.
let read_samples: &mut [f32] =
unsafe { slice::from_raw_parts_mut(ptr.cast(), position as usize * 2) };
samples.extend_from_slice(read_samples);
unsafe {
vb_set_samples(
self.sim,
ptr,
VBDataType::F32,
AUDIO_CAPACITY_SAMPLES as u32,
)
};
}
pub fn set_keys(&mut self, keys: VBKey) {
unsafe { vb_set_keys(self.sim, keys.bits()) };
}
}
impl Drop for CoreVB {
fn drop(&mut self) {
let ptr =
unsafe { vb_get_samples(self.sim, ptr::null_mut(), ptr::null_mut(), ptr::null_mut()) };
// SAFETY: the audio buffer originally came from a Vec<u32>
let floats: Vec<f32> = unsafe {
Vec::from_raw_parts(ptr.cast(), AUDIO_CAPACITY_FLOATS, AUDIO_CAPACITY_FLOATS)
};
drop(floats);
// SAFETY: the *mut VB owns its userdata.
// There is no way for the userdata to be null or otherwise invalid.
let ptr: *mut VBState = unsafe { vb_get_user_data(self.sim).cast() };
// SAFETY: we made this pointer ourselves, we can for sure free it
unsafe { drop(Box::from_raw(ptr)) };
let len = unsafe { vb_size_of() }.div_ceil(4);
// SAFETY: the sim's memory originally came from a Vec<u64>
let bytes: Vec<u64> = unsafe { Vec::from_raw_parts(self.sim.cast(), len, len) };
drop(bytes);
}
}