SameBoy/wasm/main.c

448 lines
13 KiB
C

#include <emscripten.h>
#include <SDL2/SDL_video.h>
#include <SDL2/SDL.h>
#include <stdbool.h>
#include <stdio.h>
#include <Core/gb.h>
#include "main.h"
#include "utils.h"
#include "shader.h"
#include "SDL/audio/audio.h"
GB_gameboy_t gb;
SDL_Window *window;
SDL_Renderer *renderer;
SDL_Surface *screen;
SDL_Texture *texture;
SDL_PixelFormat *pixel_format;
shader_t shader;
static SDL_Rect rect;
static unsigned factor;
static uint32_t pixel_buffer_1[256 * 224], pixel_buffer_2[256 * 224];
static uint32_t *active_pixel_buffer = pixel_buffer_1;
static uint32_t *previous_pixel_buffer = pixel_buffer_2;
static char *battery_save_path_ptr;
struct shader_name {
const char *file_name;
const char *display_name;
} shaders[] =
{
{"NearestNeighbor", "Nearest Neighbor"},
{"Bilinear", "Bilinear"},
{"SmoothBilinear", "Smooth Bilinear"},
{"LCD", "LCD Display"},
{"CRT", "CRT Display"},
{"Scale2x", "Scale2x"},
{"Scale4x", "Scale4x"},
{"AAScale2x", "Anti-aliased Scale2x"},
{"AAScale4x", "Anti-aliased Scale4x"},
// {"HQ2x", "HQ2x"}, // requires OpenGL ES 1.30 features
// {"OmniScale", "OmniScale"}, // requires OpenGL ES 1.30 features
{"OmniScaleLegacy", "OmniScale Legacy"},
{"AAOmniScaleLegacy", "AA OmniScale Legacy"},
};
configuration_t configuration =
{
.keys = {
SDL_SCANCODE_RIGHT,
SDL_SCANCODE_LEFT,
SDL_SCANCODE_UP,
SDL_SCANCODE_DOWN,
SDL_SCANCODE_X,
SDL_SCANCODE_Z,
SDL_SCANCODE_BACKSPACE,
SDL_SCANCODE_RETURN,
SDL_SCANCODE_SPACE
},
.keys_2 = {
SDL_SCANCODE_TAB,
SDL_SCANCODE_LSHIFT,
},
.joypad_configuration = {
13,
14,
11,
12,
0,
1,
9,
8,
10,
4,
-1,
5,
},
.joypad_axises = {
0,
1,
},
.color_correction_mode = GB_COLOR_CORRECTION_EMULATE_HARDWARE,
.highpass_mode = GB_HIGHPASS_ACCURATE,
.scaling_mode = GB_SDL_SCALING_INTEGER_FACTOR,
.blend_frames = true,
.rewind_length = 60 * 2,
.model = MODEL_CGB,
.filter = "OmniScaleLegacy",
};
// Use this function instead of GB_save_battery()
int save_battery(GB_gameboy_t *gb, const char *path) {
int result = GB_save_battery(gb, path);
fprintf(stderr, "Saving battery: \"%s\": %d\n", path, result);
EM_ASM(Module.sync_fs());
return result;
}
unsigned query_sample_rate_of_audiocontexts() {
return EM_ASM_INT({
if (!Module.SDL2 || !Module.SDL2.audioContext) {
const AudioContext = window.AudioContext || window.webkitAudioContext;
const ctx = new AudioContext();
const sr = ctx.sampleRate;
ctx.close();
return sr;
}
return Module.SDL2.audioContext.sampleRate;
});
}
static void gb_audio_callback(GB_gameboy_t *gb, GB_sample_t *sample)
{
if (GB_audio_get_queue_length() / sizeof(*sample) > GB_audio_get_sample_rate() / 4) {
return;
}
GB_audio_queue_sample(sample);
}
void update_viewport(void)
{
int win_width, win_height;
SDL_GL_GetDrawableSize(window, &win_width, &win_height);
int logical_width, logical_height;
SDL_GetWindowSize(window, &logical_width, &logical_height);
factor = win_width / logical_width;
double x_factor = win_width / (double) GB_get_screen_width(&gb);
double y_factor = win_height / (double) GB_get_screen_height(&gb);
if (configuration.scaling_mode == GB_SDL_SCALING_INTEGER_FACTOR) {
x_factor = (int)(x_factor);
y_factor = (int)(y_factor);
}
if (configuration.scaling_mode != GB_SDL_SCALING_ENTIRE_WINDOW) {
if (x_factor > y_factor) {
x_factor = y_factor;
}
else {
y_factor = x_factor;
}
}
unsigned new_width = x_factor * GB_get_screen_width(&gb);
unsigned new_height = y_factor * GB_get_screen_height(&gb);
rect = (SDL_Rect){(win_width - new_width) / 2, (win_height - new_height) / 2,
new_width, new_height};
if (renderer) {
SDL_RenderSetViewport(renderer, &rect);
}
else {
glViewport(rect.x, rect.y, rect.w, rect.h);
}
}
void render_texture(void *pixels, void *previous)
{
if (renderer) {
if (pixels) {
SDL_UpdateTexture(texture, NULL, pixels, 160 * sizeof (uint32_t));
}
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, texture, NULL, NULL);
SDL_RenderPresent(renderer);
}
else {
static void *_pixels = NULL;
if (pixels) {
_pixels = pixels;
}
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
render_bitmap_with_shader(&shader, _pixels, previous,
GB_get_screen_width(&gb), GB_get_screen_height(&gb),
rect.x, rect.y, rect.w, rect.h);
SDL_GL_SwapWindow(window);
}
}
static void handle_events(GB_gameboy_t *gb) {
GB_set_key_state(gb, GB_KEY_START, true);
}
static void vblank(GB_gameboy_t *gb) {
if (configuration.blend_frames) {
render_texture(active_pixel_buffer, previous_pixel_buffer);
uint32_t *temp = active_pixel_buffer;
active_pixel_buffer = previous_pixel_buffer;
previous_pixel_buffer = temp;
GB_set_pixels_output(gb, active_pixel_buffer);
}
else {
render_texture(active_pixel_buffer, NULL);
}
handle_events(gb);
}
static uint32_t rgb_encode(GB_gameboy_t *gb, uint8_t r, uint8_t g, uint8_t b)
{
return SDL_MapRGB(pixel_format, r, g, b);
}
void init_gb() {
GB_model_t model;
model = (GB_model_t [])
{
[MODEL_DMG] = GB_MODEL_DMG_B,
[MODEL_CGB] = GB_MODEL_CGB_E,
[MODEL_AGB] = GB_MODEL_AGB,
[MODEL_SGB] = (GB_model_t [])
{
[SGB_NTSC] = GB_MODEL_SGB_NTSC,
[SGB_PAL] = GB_MODEL_SGB_PAL,
[SGB_2] = GB_MODEL_SGB2,
}[configuration.sgb_revision],
}[configuration.model];
fprintf(stderr, "Initializing ...\n");
if (GB_is_inited(&gb)) {
fprintf(stderr, "Already initialized, switching model ...\n");
GB_switch_model_and_reset(&gb, model);
}
else {
fprintf(stderr, "Initializing new GB ...\n");
GB_init(&gb, model);
GB_set_vblank_callback(&gb, (GB_vblank_callback_t) vblank);
GB_set_pixels_output(&gb, active_pixel_buffer);
GB_set_rgb_encode_callback(&gb, rgb_encode);
GB_set_sample_rate(&gb, GB_audio_get_sample_rate());
GB_set_color_correction_mode(&gb, configuration.color_correction_mode);
GB_set_highpass_filter_mode(&gb, configuration.highpass_mode);
GB_set_rewind_length(&gb, 0);
GB_apu_set_sample_callback(&gb, gb_audio_callback);
GB_set_input_callback(&gb, NULL);
GB_set_async_input_callback(&gb, NULL);
}
SDL_DestroyTexture(texture);
texture = SDL_CreateTexture(
renderer,
SDL_GetWindowPixelFormat(window),
SDL_TEXTUREACCESS_STREAMING,
GB_get_screen_width(&gb),
GB_get_screen_height(&gb)
);
SDL_SetWindowMinimumSize(window, GB_get_screen_width(&gb), GB_get_screen_height(&gb));
bool error = false;
const char * const boot_roms[] = {
"dmg_boot.bin",
"cgb_boot.bin",
"agb_boot.bin",
"sgb_boot.bin"
};
const char *boot_rom = boot_roms[configuration.model];
if (configuration.model == GB_MODEL_SGB && configuration.sgb_revision == SGB_2) {
boot_rom = "sgb2_boot.bin";
}
const char *boot_rom_path = resource_path(concat("BootROMs/", boot_rom));
fprintf(stderr, "Loading boot ROM: %s\n", boot_rom_path);
error = GB_load_boot_rom(&gb, boot_rom_path);
}
int EMSCRIPTEN_KEEPALIVE init() {
#define str(x) #x
#define xstr(x) str(x)
pixel_format = (SDL_PixelFormat *) malloc(sizeof(SDL_PixelFormat));
if (!pixel_format) {
fprintf(stderr, "Failed to allocate memory\n");
return EXIT_FAILURE;
}
// emscripten_sample_gamepad_data();
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) != 0) {
fprintf(stderr, "SDL_Init Error: %s\n", SDL_GetError());
return EXIT_FAILURE;
}
fprintf(stderr, "SameBoy v" xstr(VERSION) "\n");
window = SDL_CreateWindow(
"SameBoy v" xstr(VERSION),
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
VIDEO_WIDTH * 2,
VIDEO_HEIGHT * 2,
SDL_WINDOW_OPENGL | SDL_WINDOW_BORDERLESS | SDL_WINDOW_ALLOW_HIGHDPI
);
if (!window) {
printf("Could not create window: %s\n", SDL_GetError());
return EXIT_FAILURE;
}
SDL_SetWindowMinimumSize(window, VIDEO_WIDTH, VIDEO_HEIGHT);
SDL_SetWindowMaximumSize(window, VIDEO_WIDTH, VIDEO_HEIGHT);
// Try to get a GLES 3.0 context
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
SDL_GLContext gl_context = SDL_GL_CreateContext(window);
if (gl_context == NULL) {
// Try to get a GLES 2.0 context
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
gl_context = SDL_GL_CreateContext(window);
}
if (gl_context == NULL) {
fprintf(stderr, "Using software renderer!\n");
renderer = SDL_CreateRenderer(window, -1, 0);
texture = SDL_CreateTexture(renderer, SDL_GetWindowPixelFormat(window), SDL_TEXTUREACCESS_STREAMING, 160, 144);
pixel_format = SDL_AllocFormat(SDL_GetWindowPixelFormat(window));
}
else {
fprintf(stderr, "Using OpenGL renderer!\n");
pixel_format = SDL_AllocFormat(SDL_PIXELFORMAT_ABGR8888);
fprintf(stderr, "GLES: %s\n", glGetString(GL_VERSION));
fprintf(stderr, "GLSL: %s\n", glGetString(GL_SHADING_LANGUAGE_VERSION));
fprintf(stderr, "Parsed GL version: %hu\n", get_gl_version());
}
unsigned audio_sample_rate = query_sample_rate_of_audiocontexts();
fprintf(stderr, "Sample rate: %u\n", audio_sample_rate);
GB_audio_init(audio_sample_rate);
EM_ASM({
function audio_workaround(e) {
if (!Module.SDL2 || !Module.SDL2.audioContext || !Module.SDL2.audioContext.resume) return;
console.log('Applying audio workarounds...');
if (Module.SDL2.audioContext.state == 'suspended') {
Module.SDL2.audioContext.resume();
}
if (Module.SDL2.audioContext.state == 'running') {
document.removeEventListener('touchstart', audio_workaround);
document.removeEventListener('click', audio_workaround);
document.removeEventListener('keydown', audio_workaround);
if (Module.canvas) {
Module.canvas.removeEventListener('touchstart', audio_workaround);
Module.canvas.removeEventListener('click', audio_workaround);
Module.canvas.removeEventListener('keydown', audio_workaround);
}
}
else if (Module.SDL2.audioContext && Module.SDL2.audioContext.currentTime == 0) {
// unlock audio for iOS
let buffer = Module.SDL2.audioContext.createBuffer(1, 1, 22050);
let source = Module.SDL2.audioContext.createBufferSource();
source.buffer = buffer;
source.connect(Module.SDL2.audioContext.destination);
source.start(0);
}
}
document.addEventListener('touchstart', audio_workaround);
document.addEventListener('click', audio_workaround);
document.addEventListener('keydown', audio_workaround);
if (Module.canvas) {
Module.canvas.addEventListener('touchstart', audio_workaround);
Module.canvas.addEventListener('click', audio_workaround);
Module.canvas.addEventListener('keydown', audio_workaround);
}
audio_workaround();
});
init_gb();
if (!init_shader_with_name(&shader, configuration.filter)) {
init_shader_with_name(&shader, "NearestNeighbor");
}
update_viewport();
GB_audio_set_paused(false);
return EXIT_SUCCESS;
}
int EMSCRIPTEN_KEEPALIVE load_boot_rom_from_file(char* filename) {
return GB_load_boot_rom(&gb, filename);
}
int EMSCRIPTEN_KEEPALIVE load_rom_from_file(char* filename, char* battery_save_path) {
int result = GB_load_rom(&gb, filename);
if (result == 0) {
battery_save_path_ptr = battery_save_path;
GB_load_battery(&gb, battery_save_path);
save_battery(&gb, battery_save_path_ptr);
}
return result;
}
void EMSCRIPTEN_KEEPALIVE quit() {
fprintf(stderr, "Quitting ...\n");
emscripten_set_main_loop(NULL, 0, false);
GB_free(&gb);
SDL_FreeSurface(screen);
SDL_DestroyTexture(texture);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
}
void EMSCRIPTEN_KEEPALIVE run_frame() {
GB_run_frame(&gb);
}