564 lines
18 KiB
JavaScript
564 lines
18 KiB
JavaScript
"use strict";
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import { Constants } from "./Constants.js";
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//////////////////////////////////// Core /////////////////////////////////////
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// Emulation processor
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new class Core {
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// Instance fields
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audio; // Audio communication
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automatic; // Automatic emulation state
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clocked; // Clocked emulation state
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dom; // DOM communication
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mallocs; // Memory allocations by pointer
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pointerType; // TypedArray for WebAssembly pointers
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sims; // Simulations by pointer
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///////////////////////// Initialization Methods //////////////////////////
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constructor() {
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onmessage = async e=>{
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await this.#construct(e.data.audio, e.data.wasmUrl);
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this.dom.postMessage(0);
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};
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}
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// Asynchronous constructor
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async #construct(audio, wasmUrl) {
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// Configure instance fields
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this.mallocs = new Map();
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this.sims = new Map();
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// DOM thread communication
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this.dom = globalThis;
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this.dom.onmessage = e=>this[e.data.command](e.data);
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// Instantiate the WebAssembly module
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this.wasm = (await WebAssembly.instantiateStreaming(
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fetch(wasmUrl), {
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env: {
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emscripten_notify_memory_growth: ()=>this.#onGrowth()
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}
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}));
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Object.assign(this, this.wasm.instance.exports);
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this.pointerType = this.PointerSize() == 8 ?
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BigUint64Array : Uint32Array;
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// Configure audio state
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this.audio = audio;
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audio.buffers = [0,0,0].map(v=>new Float32Array(41700 / 50 * 2));
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audio.samples =
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this.#malloc(41700 / 50 * 2, audio, "samples", Float32Array);
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audio.onmessage = e=>this.#onAudio(e.data);
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// Configure emulation states
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this.automatic = { emulating: false };
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this.clocked = {};
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for (let s of [ this.automatic, this.clocked ]) {
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s.clocks = this.#malloc(1, s, "clocks" , Uint32Array);
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s.pointers = this.#malloc(1, s, "pointers", this.pointerType);
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s.sims = [];
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}
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}
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////////////////////////////// Core Commands //////////////////////////////
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// Instantiate sims
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createSims(message) {
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let sims = new Array(message.count);
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let size = this.vbSizeOf();
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// Process all sims
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for (let x = 0; x < message.count; x++) {
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let sim = {
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canvas : null,
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keys : Constants.VB.SGN,
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pointer : sims[x] = this.CreateSim()
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};
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this.sims.set(sim.pointer, sim);
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// Video
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sim.pixels = this.#noalloc(
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this.GetExtPixels(sim.pointer),
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384*224*4, sim, "pixels", Uint8ClampedArray
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);
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sim.image = new ImageData(sim.pixels, 384, 224);
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// Audio
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sim.samples = this.#noalloc(
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this.GetExtSamples(sim.pointer),
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41700 / 50 * 2, sim, "samples", Float32Array
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);
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}
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this.dom.postMessage({
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sims : sims,
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promised: true
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});
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}
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// Produce disassembly from a sim
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disassemble(message) {
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// Disassemble from the simulation
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let dasm = message.config == null ?
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this.vbuDisassemble(
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message.sim,
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message.address,
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0,
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message.length,
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message.line
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)
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:
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this.Disassemble(
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message.config.bcondNotation,
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message.config.conditionCase,
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message.config.conditionCL,
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message.config.conditionEZ,
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message.config.conditionNotation,
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message.config.hexCase,
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message.config.hexNotation,
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message.config.immediateNotation,
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message.config.memoryNotation,
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message.config.mnemonicCase,
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message.config.operandOrder,
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message.config.programCase,
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message.config.programNotation,
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message.config.setfNotation,
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message.config.systemCase,
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message.config.systemNotation,
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message.sim,
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message.address,
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message.length,
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message.line
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)
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;
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// A memory error occurred
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if (dasm == 0) {
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this.dom.postMessage({
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promised: message.promised,
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success : false
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});
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return;
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}
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// Retrieve all disassembly data into a working buffer
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let pointer = this.Realloc(0, message.length * 17 * 4);
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let buffer = new Uint32Array(
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this.memory.buffer, pointer, message.length * 17);
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this.GetDasm(pointer, dasm, message.length);
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// Consume output lines
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let lines = new Array(message.length);
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for (let x = 0, z = 0; x < lines.length; x++) {
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let line = lines[x] = { text: {} };
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line.address = buffer[z++];
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line.code = new Array(buffer[z++]);
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for (let y = 0; y < line.code.length; y++)
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line.code[y] = buffer[z++];
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z += 4 - line.code.length;
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line.isPC = buffer[z++] != 0;
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line.text.address = this.#string(dasm + buffer[z++], true);
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line.text.code = new Array(line.code.length);
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for (let y = 0; y < line.code.length; y++)
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line.text.code[y] = this.#string(dasm + buffer[z++], true);
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z += 4 - line.code.length;
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line.text.mnemonic = this.#string(dasm + buffer[z++], true);
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line.text.operands = new Array(buffer[z++]);
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for (let y = 0; y < line.text.operands.length; y++)
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line.text.operands[y] = this.#string(dasm + buffer[z++], true);
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z += 3 - line.text.operands.length;
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}
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// Memory cleanup
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this.Realloc(pointer, 0);
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this.Realloc(dasm , 0);
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// Send response
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this.dom.postMessage({
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success : true,
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lines : lines,
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promised: message.promised
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});
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}
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// Emulate automatically
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emulateAutomatic(message) {
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// Configure sims
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this.automatic.pointers = this.#realloc(
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this.automatic.pointers, message.sims.length);
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for (let x = 0; x < message.sims.length; x++) {
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this.automatic.pointers[x] = message.sims[x];
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this.automatic.sims [x] = this.sims.get(message.sims[x]);
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}
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// Notify the DOM thread
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this.dom.postMessage({ promised: true });
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// Begin automatic emulation
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this.automatic.emulating = true;
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this.#autoEmulate();
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}
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// Emulate for a given number of clocks
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emulateClocked(message) {
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// Configure sims
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this.clocked.pointers = this.#realloc(
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this.clocked.pointers, message.sims.length);
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for (let x = 0; x < message.sims.length; x++) {
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this.clocked.pointers[x] = message.sims[x];
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this.clocked.sims [x] = this.sims.get(message.sims[x]);
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}
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// Process simulations
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let broke = false;
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this.clocked.clocks[0] = message.clocks;
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while (!broke && this.clocked.clocks[0] != 0) {
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// Process simulations until a suspension
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this.Emulate(
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this.clocked.pointers.pointer,
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message.sims.length,
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this.clocked.clocks.pointer
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);
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// Monitor break conditions
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for (let x = 0; x < message.sims.length; x++) {
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let sim = this.clocked.sims[x];
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sim.breaks = this.GetBreaks(sim.pointer);
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if (breaks & Constants.web.BREAK_POINT)
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broke = true;
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}
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}
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// Update images
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for (let sim of this.clocked.sims) {
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if (!(sim.breaks & Constants.web.BREAK_FRAME))
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continue;
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this.GetPixels(sim.pointer);
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sim.context.putImageData(sim.image, 0, 0);
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}
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// Notify DOM thread
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this.dom.postMessage({
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promised: true,
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broke : broke,
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clocks : this.clocked.clocks[0]
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});
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}
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// Specify anaglyph colors
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setAnaglyph(message) {
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this.SetAnaglyph(message.sim, message.left, message.right);
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this.dom.postMessage({ promised: true });
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}
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// Specify the OffscreenCanvas that goes with a sim
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setCanvas(message) {
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let sim = this.sims.get(message.sim);
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sim.canvas = message.canvas;
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sim.context = sim.canvas.getContext("2d");
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sim.context.putImageData(sim.image, 0, 0);
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this.dom.postMessage({ promised: true });
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}
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// Specify a game pak RAM buffer
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setCartRAM(message) {
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this.#setCartMemory(message.sim, message.data,
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this.vbGetCartRAM, this.vbSetCartRAM);
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}
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// Specify a game pak ROM buffer
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setCartROM(message) {
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this.#setCartMemory(message.sim, message.data,
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this.vbGetCartROM, this.vbSetCartROM);
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}
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// Specify new game pad keys
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setKeys(message) {
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this.vbSetKeys(message.sim, message.keys);
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this.dom.postMessage({ promised: true });
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}
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// Specify audio panning
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setPanning(message) {
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this.SetPanning(message.sim, message.panning);
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this.dom.postMessage({ promised: true });
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}
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// Specify a new communication peer
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setPeer(message) {
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let orphaned = [];
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let prev = this.vbGetPeer(message.sim);
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if (prev != message.peer) {
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if (prev != 0) // Sim's previous peer has been orphaned
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orphaned.push(prev);
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if (message.peer != 0) {
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prev = this.vbGetPeer(message.peer);
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if (prev != null) // Peer's previous peer has been orphaned
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orphaned.push(prev);
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}
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this.vbSetPeer(message.sim, message.peer);
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}
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this.dom.postMessage({
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orphaned: orphaned,
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promised: true
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});
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}
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// Specify audio volume
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setVolume(message) {
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this.SetVolume(message.sim, message.volume);
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this.dom.postMessage({ promised: true });
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}
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// Suspend automatic emulation
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suspend(message) {
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this.automatic.emulating = false;
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this.dom.postMessage({ promised: true });
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}
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///////////////////////////// Event Handlers //////////////////////////////
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// Message from audio thread
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#onAudio(e) {
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// Output staged images
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if (this.automatic.emulating && this.audio.buffers.length == 0) {
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for (let sim of this.automatic.sims)
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sim.context.putImageData(sim.image, 0, 0);
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}
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// Acquire the emptied buffers and resume emulation
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this.audio.buffers.push(... e.map(b=>new Float32Array(b)));
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this.#autoEmulate();
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}
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// WebAssembly memory has grown
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#onGrowth() {
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for (let prev of this.mallocs.values()) {
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let buffer = new prev.constructor(
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this.memory.buffer, prev.pointer, prev.size);
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Object.assign(buffer, {
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assign : prev.assign,
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pointer: prev.pointer,
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size : prev.size,
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target : prev.target
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});
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this.mallocs.set(buffer.pointer, buffer);
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this.#updateTarget(buffer);
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}
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for (let sim of this.sims)
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sim.image = new ImageData(sim.pixels, 384, 224);
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}
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///////////////////////////// Private Methods /////////////////////////////
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// Automatic emulation processing
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#autoEmulate() {
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// Error checking
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if (!this.automatic.emulating)
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return;
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// Process all remaining audio buffers
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while (this.audio.buffers.length != 0) {
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// Reset sample output
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for (let sim of this.automatic.sims) {
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this.vbSetSamples(sim.pointer, sim.samples.pointer,
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Constants.VB.F32, 41700 / 50);
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}
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// Process all clocks
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this.automatic.clocks[0] = 400000; // 0.02s
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while (this.automatic.clocks[0] != 0) {
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this.Emulate(
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this.automatic.pointers.pointer,
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this.automatic.sims.length,
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this.automatic.clocks.pointer
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);
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// Too many buffers left to output video
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if (this.audio.buffers.length > 2)
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continue;
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// Stage the next video image
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for (let sim of this.automatic.sims) {
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let breaks = this.GetBreaks(sim.pointer);
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if (breaks & Constants.web.BREAK_FRAME)
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this.GetPixels(sim.pointer);
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}
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}
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// Mix and output audio samples
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let buffer = this.audio.buffers.shift();
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this.Mix(
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this.audio.samples.pointer,
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this.automatic.pointers.pointer,
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this.automatic.sims.length
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);
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for (let x = 0; x < buffer.length; x++)
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buffer[x] = this.audio.samples[x];
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this.audio.postMessage(buffer.buffer, [ buffer.buffer ]);
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// Output staged images if there's one audio buffer to go
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if (this.audio.buffers.length != 1)
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continue;
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for (let sim of this.automatic.sims)
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sim.context.putImageData(sim.image, 0, 0);
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}
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}
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// Delete an allocated buffer in WebAssembly memory
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#free(buffer) {
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this.mallocs.delete(buffer.pointer);
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this.Realloc(buffer.pointer, 0);
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}
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// Allocate memory in WebAssembly and register the buffer
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#malloc(count, target = null, assign = null, type = Uint8ClampedArray) {
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return this.#noalloc(
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this.Realloc(0, count * type.BYTES_PER_ELEMENT),
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count, target, assign, type
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);
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}
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// Register a buffer in WebAssembly memory without allocating it
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#noalloc(pointer, count, target=null, assign=null, type=Uint8ClampedArray){
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let buffer = new type(this.memory.buffer, pointer, count);
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Object.assign(buffer, {
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assign : assign?.split("."),
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count : count,
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pointer: pointer,
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target : target
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});
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this.mallocs.set(pointer, buffer);
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return buffer;
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}
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// Resize a previously allocated buffer in WebAssembly memory
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#realloc(prev, count) {
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this.mallocs.delete(prev.pointer);
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let pointer = this.Realloc(prev.pointer,
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count * prev.constructor.prototype.BYTES_PER_ELEMENT);
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let buffer = new prev.constructor(this.memory.buffer, pointer, count);
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Object.assign(buffer, {
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assign : prev.assign,
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count : count,
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pointer: pointer,
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target : prev.target
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});
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this.mallocs.set(pointer, buffer);
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this.#updateTarget(buffer);
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return buffer;
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}
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// Compute anaglyph color values
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#setAnaglyph(sim, left, right) {
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// Split out the RGB channels
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let color = left | right;
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let stereo = [
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color >> 16 & 0xFF,
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color >> 8 & 0xFF,
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color & 0xFF
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];
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// Compute scaled RGB values by output level
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sim.anaglyph = new Array(256);
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for (let x = 0; x < 256; x++) {
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let level = sim.anaglyph[x] = new Array(3);
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for (let y = 0; y < 3; y++)
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level[y] = Math.round(x * stereo[y] / 255.0);
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}
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// Determine which channels are in each eye
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sim.anaglyph.left = [];
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sim.anaglyph.right = [];
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for (let x = 0, y = 16; x < 3; x++, y -= 8) {
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if (left >> y & 0xFF)
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sim.anaglyph.left .push(x);
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if (right >> y & 0xFF)
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sim.anaglyph.right.push(x);
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}
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}
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// Specify a game pak memory buffer
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#setCartMemory(sim, mem, getter, setter) {
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// Working variables
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let cart = new Uint8Array(mem);
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let prev = getter(sim);
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let cur = this.Realloc(0, cart.length);
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mem = new Uint8Array(this.memory.buffer, cur, cart.length);
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// Transfer the data into core memory
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for (let x = 0; x < mem.length; x++)
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mem[x] = cart[x];
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// Assign the ROM to the simulation
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let success = setter(sim, cur, mem.length) == 0;
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if (success) {
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if (prev != 0)
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this.Realloc(prev, 0);
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} else this.Realloc(cur, 0);
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// Reply to the DOM thread
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this.dom.postMessage({
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success : success,
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promised: true
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});
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}
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// Read a C string from WebAssembly memory
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#string(address, indirect = false) {
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if (address == 0)
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return null;
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if (indirect) {
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let next = new this.pointerType(this.memory.buffer, address, 1)[0];
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address = next;
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}
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let length = 0;
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let memory = new Uint8Array(this.memory.buffer);
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for (let addr = address; memory[addr++] != 0; length++);
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return (Array.from(memory.slice(address, address + length))
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.map(b=>String.fromCodePoint(b)).join(""));
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}
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// Update an allocated buffer's assignment in its monitor object
|
|
#updateTarget(buffer) {
|
|
if (buffer.target == null)
|
|
return;
|
|
let obj = buffer.target;
|
|
let assign = buffer.assign.slice();
|
|
while (assign.length > 1)
|
|
obj = obj[assign.shift()];
|
|
obj[assign[0]] = buffer;
|
|
}
|
|
|
|
}();
|