mirror of
https://github.com/wheremyfoodat/Panda3DS.git
synced 2025-04-08 07:05:40 +12:00
Merge branch 'bottom-screen' of github.com:fleroviux/Panda3DS into pica-tev-emulation
This commit is contained in:
commit
3aeef23b2e
14 changed files with 160 additions and 62 deletions
14
.clang-format
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14
.clang-format
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@ -0,0 +1,14 @@
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|||
BasedOnStyle: Google
|
||||
IndentWidth: 4
|
||||
ColumnLimit: 150
|
||||
AccessModifierOffset: -2
|
||||
TabWidth: 4
|
||||
NamespaceIndentation: All
|
||||
UseTab: ForContinuationAndIndentation
|
||||
AllowShortEnumsOnASingleLine: true
|
||||
AllowShortCaseLabelsOnASingleLine: true
|
||||
AllowShortFunctionsOnASingleLine: true
|
||||
AllowShortIfStatementsOnASingleLine: true
|
||||
Cpp11BracedListStyle: true
|
||||
PackConstructorInitializers: BinPack
|
||||
AlignAfterOpenBracket: BlockIndent
|
39
.github/workflows/Windows_Build.yml
vendored
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39
.github/workflows/Windows_Build.yml
vendored
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|
@ -0,0 +1,39 @@
|
|||
name: Windows Build
|
||||
|
||||
on:
|
||||
push:
|
||||
branches:
|
||||
- master
|
||||
pull_request:
|
||||
|
||||
env:
|
||||
# Customize the CMake build type here (Release, Debug, RelWithDebInfo, etc.)
|
||||
BUILD_TYPE: Release
|
||||
|
||||
jobs:
|
||||
build:
|
||||
# The CMake configure and build commands are platform agnostic and should work equally
|
||||
# well on Windows or Mac. You can convert this to a matrix build if you need
|
||||
# cross-platform coverage.
|
||||
# See: https://docs.github.com/en/free-pro-team@latest/actions/learn-github-actions/managing-complex-workflows#using-a-build-matrix
|
||||
runs-on: windows-latest
|
||||
|
||||
steps:
|
||||
- uses: actions/checkout@v2
|
||||
- name: Fetch submodules
|
||||
run: git submodule update --init --recursive
|
||||
|
||||
- name: Configure CMake
|
||||
# Configure CMake in a 'build' subdirectory. `CMAKE_BUILD_TYPE` is only required if you are using a single-configuration generator such as make.
|
||||
# See https://cmake.org/cmake/help/latest/variable/CMAKE_BUILD_TYPE.html?highlight=cmake_build_type
|
||||
run: cmake -B ${{github.workspace}}/build -DCMAKE_BUILD_TYPE=${{env.BUILD_TYPE}}
|
||||
|
||||
- name: Build
|
||||
# Build your program with the given configuration
|
||||
run: cmake --build ${{github.workspace}}/build --config ${{env.BUILD_TYPE}}
|
||||
|
||||
- name: Upload executable
|
||||
uses: actions/upload-artifact@v2
|
||||
with:
|
||||
name: Windows executable
|
||||
path: './build/Release/Alber.exe'
|
|
@ -1,4 +1,5 @@
|
|||
#pragma once
|
||||
#include "helpers.hpp"
|
||||
|
||||
namespace PICAInternalRegs {
|
||||
enum : u32 {
|
||||
|
@ -71,7 +72,7 @@ namespace PICAInternalRegs {
|
|||
FixedAttribData0 = 0x233,
|
||||
FixedAttribData1 = 0x234,
|
||||
FixedAttribData2 = 0x235,
|
||||
|
||||
|
||||
// Command processor registers
|
||||
CmdBufSize0 = 0x238,
|
||||
CmdBufSize1 = 0x239,
|
||||
|
|
|
@ -1,5 +1,7 @@
|
|||
#pragma once
|
||||
|
||||
#include <span>
|
||||
|
||||
#include "dynarmic/interface/A32/a32.h"
|
||||
#include "dynarmic/interface/A32/config.h"
|
||||
#include "dynarmic/interface/exclusive_monitor.h"
|
||||
|
@ -132,17 +134,11 @@ public:
|
|||
return jit->Regs()[index];
|
||||
}
|
||||
|
||||
std::array<u32, 16>& regs() {
|
||||
return jit->Regs();
|
||||
}
|
||||
std::span<u32, 16> regs() { return jit->Regs(); }
|
||||
|
||||
// Get reference to array of FPRs. This array consists of the FPRs as single precision values
|
||||
// Hence why its base type is u32
|
||||
// Note: Dynarmic keeps 64 VFP registers as VFPv3 extends the VFP register set to 64 registers.
|
||||
// However the 3DS ARM11 is an ARMv6k processor with VFPv2, so only the first 32 registers are actually used
|
||||
std::array<u32, 64>& fprs() {
|
||||
return jit->ExtRegs();
|
||||
}
|
||||
// Get reference to array of FPRs. This array consists of the FPRs as single precision values
|
||||
// Hence why its base type is u32
|
||||
std::span<u32, 32> fprs() { return std::span(jit->ExtRegs()).first<32>(); }
|
||||
|
||||
void setCPSR(u32 value) {
|
||||
jit->SetCpsr(value);
|
||||
|
|
|
@ -2,10 +2,12 @@
|
|||
#include <array>
|
||||
#include <cassert>
|
||||
#include <limits>
|
||||
#include <span>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include "kernel_types.hpp"
|
||||
|
||||
#include "helpers.hpp"
|
||||
#include "kernel_types.hpp"
|
||||
#include "logger.hpp"
|
||||
#include "memory.hpp"
|
||||
#include "resource_limits.hpp"
|
||||
|
@ -14,7 +16,7 @@
|
|||
class CPU;
|
||||
|
||||
class Kernel {
|
||||
std::array<u32, 16>& regs;
|
||||
std::span<u32, 16> regs;
|
||||
CPU& cpu;
|
||||
Memory& mem;
|
||||
|
||||
|
|
|
@ -30,6 +30,19 @@
|
|||
|
||||
#include "gl3w.h"
|
||||
|
||||
// Check if we have C++20. If yes, we can add C++20 std::span support
|
||||
#ifdef _MSVC_LANG // MSVC does not properly define __cplusplus without a compiler flag...
|
||||
#if _MSVC_LANG >= 202002L
|
||||
#define OPENGL_HAVE_CPP20
|
||||
#endif
|
||||
#elif __cplusplus >= 202002L
|
||||
#define OPENGL_HAVE_CPP20
|
||||
#endif // MSVC_LANG
|
||||
|
||||
#ifdef OPENGL_HAVE_CPP20
|
||||
#include <span>
|
||||
#endif
|
||||
|
||||
// Uncomment the following define if you want GL objects to automatically free themselves when their lifetime ends
|
||||
// #define OPENGL_DESTRUCTORS
|
||||
|
||||
|
@ -389,17 +402,30 @@ namespace OpenGL {
|
|||
void free() { glDeleteBuffers(1, &m_handle); }
|
||||
|
||||
// Reallocates the buffer on every call. Prefer the sub version if possible.
|
||||
template <typename VertType>
|
||||
void bufferVerts(VertType* vertices, int vertCount, GLenum usage = GL_DYNAMIC_DRAW) {
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(VertType) * vertCount, vertices, usage);
|
||||
}
|
||||
template <typename VertType>
|
||||
void bufferVerts(VertType* vertices, int vertCount, GLenum usage = GL_DYNAMIC_DRAW) {
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(VertType) * vertCount, vertices, usage);
|
||||
}
|
||||
|
||||
// Only use if you used createFixedSize
|
||||
template <typename VertType>
|
||||
void bufferVertsSub(VertType* vertices, int vertCount, GLintptr offset = 0) {
|
||||
glBufferSubData(GL_ARRAY_BUFFER, offset, sizeof(VertType) * vertCount, vertices);
|
||||
}
|
||||
};
|
||||
// Only use if you used createFixedSize
|
||||
template <typename VertType>
|
||||
void bufferVertsSub(VertType* vertices, int vertCount, GLintptr offset = 0) {
|
||||
glBufferSubData(GL_ARRAY_BUFFER, offset, sizeof(VertType) * vertCount, vertices);
|
||||
}
|
||||
|
||||
// If C++20 is available, add overloads that take std::span instead of raw pointers
|
||||
#ifdef OPENGL_HAVE_CPP20
|
||||
template <typename VertType>
|
||||
void bufferVerts(std::span<const VertType> vertices, GLenum usage = GL_DYNAMIC_DRAW) {
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(VertType) * vertices.size(), vertices.data(), usage);
|
||||
}
|
||||
|
||||
template <typename VertType>
|
||||
void bufferVertsSub(std::span<const VertType> vertices, GLintptr offset = 0) {
|
||||
glBufferSubData(GL_ARRAY_BUFFER, offset, sizeof(VertType) * vertices.size(), vertices.data());
|
||||
}
|
||||
#endif
|
||||
};
|
||||
|
||||
enum DepthFunc {
|
||||
Never = GL_NEVER, // Depth test never passes
|
||||
|
|
|
@ -1,5 +1,7 @@
|
|||
#pragma once
|
||||
#include <array>
|
||||
#include <span>
|
||||
|
||||
#include "helpers.hpp"
|
||||
#include "logger.hpp"
|
||||
#include "opengl.hpp"
|
||||
|
@ -50,11 +52,11 @@ class Renderer {
|
|||
SurfaceCache<ColourBuffer, 10> colourBufferCache;
|
||||
SurfaceCache<Texture, 256> textureCache;
|
||||
|
||||
OpenGL::uvec2 fbSize; // The size of the framebuffer (ie both the colour and depth buffer)'
|
||||
OpenGL::uvec2 fbSize; // The size of the framebuffer (ie both the colour and depth buffer)'
|
||||
|
||||
u32 colourBufferLoc; // Location in 3DS VRAM for the colour buffer
|
||||
ColourBuffer::Formats colourBufferFormat; // Format of the colours stored in the colour buffer
|
||||
|
||||
u32 colourBufferLoc; // Location in 3DS VRAM for the colour buffer
|
||||
ColourBuffer::Formats colourBufferFormat; // Format of the colours stored in the colour buffer
|
||||
|
||||
// Same for the depth/stencil buffer
|
||||
u32 depthBufferLoc;
|
||||
DepthBuffer::Formats depthBufferFormat;
|
||||
|
@ -63,7 +65,7 @@ class Renderer {
|
|||
OpenGL::VertexArray dummyVAO;
|
||||
OpenGL::VertexBuffer dummyVBO;
|
||||
|
||||
static constexpr u32 regNum = 0x300; // Number of internal PICA registers
|
||||
static constexpr u32 regNum = 0x300; // Number of internal PICA registers
|
||||
const std::array<u32, regNum>& regs;
|
||||
|
||||
OpenGL::Texture screenTexture;
|
||||
|
@ -77,16 +79,16 @@ class Renderer {
|
|||
void bindDepthBuffer();
|
||||
void setupTextureEnvState();
|
||||
|
||||
public:
|
||||
public:
|
||||
Renderer(GPU& gpu, const std::array<u32, regNum>& internalRegs) : gpu(gpu), regs(internalRegs) {}
|
||||
|
||||
void reset();
|
||||
void display(); // Display the 3DS screen contents to the window
|
||||
void initGraphicsContext(); // Initialize graphics context
|
||||
void getGraphicsContext(); // Set up graphics context for rendering
|
||||
void clearBuffer(u32 startAddress, u32 endAddress, u32 value, u32 control); // Clear a GPU buffer in VRAM
|
||||
void displayTransfer(u32 inputAddr, u32 outputAddr, u32 inputSize, u32 outputSize, u32 flags); // Perform display transfer
|
||||
void drawVertices(OpenGL::Primitives primType, Vertex* vertices, u32 count); // Draw the given vertices
|
||||
void display(); // Display the 3DS screen contents to the window
|
||||
void initGraphicsContext(); // Initialize graphics context
|
||||
void getGraphicsContext(); // Set up graphics context for rendering
|
||||
void clearBuffer(u32 startAddress, u32 endAddress, u32 value, u32 control); // Clear a GPU buffer in VRAM
|
||||
void displayTransfer(u32 inputAddr, u32 outputAddr, u32 inputSize, u32 outputSize, u32 flags); // Perform display transfer
|
||||
void drawVertices(OpenGL::Primitives primType, std::span<const Vertex> vertices); // Draw the given vertices
|
||||
|
||||
void setFBSize(u32 width, u32 height) {
|
||||
fbSize.x() = width;
|
||||
|
|
|
@ -1,6 +1,8 @@
|
|||
#pragma once
|
||||
#include <array>
|
||||
#include <optional>
|
||||
#include <span>
|
||||
|
||||
#include "kernel_types.hpp"
|
||||
#include "logger.hpp"
|
||||
#include "memory.hpp"
|
||||
|
@ -14,16 +16,16 @@
|
|||
#include "services/cfg.hpp"
|
||||
#include "services/dlp_srvr.hpp"
|
||||
#include "services/dsp.hpp"
|
||||
#include "services/hid.hpp"
|
||||
#include "services/frd.hpp"
|
||||
#include "services/fs.hpp"
|
||||
#include "services/gsp_gpu.hpp"
|
||||
#include "services/gsp_lcd.hpp"
|
||||
#include "services/hid.hpp"
|
||||
#include "services/ldr_ro.hpp"
|
||||
#include "services/mic.hpp"
|
||||
#include "services/ndm.hpp"
|
||||
#include "services/nfc.hpp"
|
||||
#include "services/nim.hpp"
|
||||
#include "services/ndm.hpp"
|
||||
#include "services/ptm.hpp"
|
||||
#include "services/y2r.hpp"
|
||||
|
||||
|
@ -31,7 +33,7 @@
|
|||
class Kernel;
|
||||
|
||||
class ServiceManager {
|
||||
std::array<u32, 16>& regs;
|
||||
std::span<u32, 16> regs;
|
||||
Memory& mem;
|
||||
Kernel& kernel;
|
||||
|
||||
|
@ -69,8 +71,8 @@ class ServiceManager {
|
|||
void registerClient(u32 messagePointer);
|
||||
void subscribe(u32 messagePointer);
|
||||
|
||||
public:
|
||||
ServiceManager(std::array<u32, 16>& regs, Memory& mem, GPU& gpu, u32& currentPID, Kernel& kernel);
|
||||
public:
|
||||
ServiceManager(std::span<u32, 16> regs, Memory& mem, GPU& gpu, u32& currentPID, Kernel& kernel);
|
||||
void reset();
|
||||
void initializeFS() { fs.initializeFilesystem(); }
|
||||
void handleSyncRequest(u32 messagePointer);
|
||||
|
|
|
@ -1,7 +1,13 @@
|
|||
# Panda3DS
|
||||
[](https://github.com/wheremyfoodat/Panda3DS/actions/workflows/Windows_Build.yml) [](https://github.com/wheremyfoodat/Panda3DS/actions/workflows/MacOS_Build.yml) [](https://github.com/wheremyfoodat/Panda3DS/actions/workflows/Linux_Build.yml)
|
||||
|
||||
Panda3DS is an HLE, red-panda-themed Nintendo 3DS emulator written in C++ which started out as a fun project out of curiosity, but evolved into something that can sort of play games!
|
||||
|
||||
# Discussion
|
||||
Join our Discord server by pressing on the banner below!
|
||||
|
||||
[](https://discord.gg/ZYbugsEmsw)
|
||||
|
||||
  
|
||||
|
||||
# Compatibility
|
||||
|
|
|
@ -1,7 +1,10 @@
|
|||
#include "PICA/gpu.hpp"
|
||||
|
||||
#include <array>
|
||||
#include <cstdio>
|
||||
|
||||
#include "PICA/float_types.hpp"
|
||||
#include "PICA/regs.hpp"
|
||||
#include <cstdio>
|
||||
|
||||
using namespace Floats;
|
||||
|
||||
|
@ -41,7 +44,7 @@ void GPU::drawArrays(bool indexed) {
|
|||
drawArrays<false>();
|
||||
}
|
||||
|
||||
Vertex* vertices = new Vertex[Renderer::vertexBufferSize];
|
||||
static std::array<Vertex, Renderer::vertexBufferSize> vertices;
|
||||
|
||||
template <bool indexed>
|
||||
void GPU::drawArrays() {
|
||||
|
@ -205,7 +208,7 @@ void GPU::drawArrays() {
|
|||
OpenGL::Triangle, OpenGL::TriangleStrip, OpenGL::TriangleFan, OpenGL::Triangle
|
||||
};
|
||||
const auto shape = primTypes[primType];
|
||||
renderer.drawVertices(shape, vertices, vertexCount);
|
||||
renderer.drawVertices(shape, std::span(vertices).first(vertexCount));
|
||||
}
|
||||
|
||||
Vertex GPU::getImmediateModeVertex() {
|
||||
|
|
|
@ -157,7 +157,7 @@ void GPU::writeInternalReg(u32 index, u32 value, u32 mask) {
|
|||
// If we've reached 3 verts, issue a draw call
|
||||
// Handle rendering depending on the primitive type
|
||||
if (immediateModeVertIndex == 3) {
|
||||
renderer.drawVertices(OpenGL::Triangle, &immediateModeVertices[0], 3);
|
||||
renderer.drawVertices(OpenGL::Triangle, immediateModeVertices);
|
||||
|
||||
switch (primType) {
|
||||
// Triangle or geometry primitive. Draw a triangle and discard all vertices
|
||||
|
|
|
@ -1,8 +1,10 @@
|
|||
#include <cassert>
|
||||
#include <cstring>
|
||||
#include "kernel.hpp"
|
||||
|
||||
#include "arm_defs.hpp"
|
||||
// This header needs to be included because I did stupid forward decl hack so the kernel and CPU can both access each other
|
||||
#include "kernel.hpp"
|
||||
// This header needs to be included because I did stupid forward decl hack so the kernel and CPU can both access each
|
||||
// other
|
||||
#include "cpu.hpp"
|
||||
#include "resource_limits.hpp"
|
||||
|
||||
|
@ -20,17 +22,17 @@ void Kernel::switchThread(int newThreadIndex) {
|
|||
}
|
||||
|
||||
// Backup context
|
||||
std::memcpy(&oldThread.gprs[0], &cpu.regs()[0], 16 * sizeof(u32)); // Backup the 16 GPRs
|
||||
std::memcpy(&oldThread.fprs[0], &cpu.fprs()[0], 32 * sizeof(u32)); // Backup the 32 FPRs
|
||||
oldThread.cpsr = cpu.getCPSR(); // Backup CPSR
|
||||
oldThread.fpscr = cpu.getFPSCR(); // Backup FPSCR
|
||||
std::memcpy(oldThread.gprs.data(), cpu.regs().data(), cpu.regs().size_bytes()); // Backup the 16 GPRs
|
||||
std::memcpy(oldThread.fprs.data(), cpu.fprs().data(), cpu.fprs().size_bytes()); // Backup the 32 FPRs
|
||||
oldThread.cpsr = cpu.getCPSR(); // Backup CPSR
|
||||
oldThread.fpscr = cpu.getFPSCR(); // Backup FPSCR
|
||||
|
||||
// Load new context
|
||||
std::memcpy(&cpu.regs()[0], &newThread.gprs[0], 16 * sizeof(u32)); // Load 16 GPRs
|
||||
std::memcpy(&cpu.fprs()[0], &newThread.fprs[0], 32 * sizeof(u32)); // Load 32 FPRs
|
||||
cpu.setCPSR(newThread.cpsr); // Load CPSR
|
||||
cpu.setFPSCR(newThread.fpscr); // Load FPSCR
|
||||
cpu.setTLSBase(newThread.tlsBase); // Load CP15 thread-local-storage pointer register
|
||||
std::memcpy(cpu.regs().data(), newThread.gprs.data(), cpu.regs().size_bytes()); // Load 16 GPRs
|
||||
std::memcpy(cpu.fprs().data(), newThread.fprs.data(), cpu.fprs().size_bytes()); // Load 32 FPRs
|
||||
cpu.setCPSR(newThread.cpsr); // Load CPSR
|
||||
cpu.setFPSCR(newThread.fpscr); // Load FPSCR
|
||||
cpu.setTLSBase(newThread.tlsBase); // Load CP15 thread-local-storage pointer register
|
||||
|
||||
currentThreadIndex = newThreadIndex;
|
||||
}
|
||||
|
|
|
@ -475,7 +475,10 @@ void Renderer::setupTextureEnvState() {
|
|||
glUniform4f(textureEnvBufferColorLoc, r, g, b, a);
|
||||
}
|
||||
|
||||
void Renderer::drawVertices(OpenGL::Primitives primType, Vertex* vertices, u32 count) {
|
||||
void Renderer::drawVertices(OpenGL::Primitives primType, std::span<const Vertex> vertices) {
|
||||
// TODO: We should implement a GL state tracker that tracks settings like scissor, blending, bound program, etc
|
||||
// This way if we attempt to eg do multiple glEnable(GL_BLEND) calls in a row, it will say "Oh blending is already enabled"
|
||||
// And not actually perform the very expensive driver call for it
|
||||
OpenGL::disableScissor();
|
||||
|
||||
vbo.bind();
|
||||
|
@ -570,8 +573,8 @@ void Renderer::drawVertices(OpenGL::Primitives primType, Vertex* vertices, u32 c
|
|||
}
|
||||
}
|
||||
|
||||
vbo.bufferVertsSub(vertices, count);
|
||||
OpenGL::draw(primType, count);
|
||||
vbo.bufferVertsSub(vertices);
|
||||
OpenGL::draw(primType, vertices.size());
|
||||
}
|
||||
|
||||
constexpr u32 topScreenBuffer = 0x1f000000;
|
||||
|
|
|
@ -1,13 +1,15 @@
|
|||
#include "services/service_manager.hpp"
|
||||
|
||||
#include <map>
|
||||
|
||||
#include "ipc.hpp"
|
||||
#include "kernel.hpp"
|
||||
|
||||
ServiceManager::ServiceManager(std::array<u32, 16>& regs, Memory& mem, GPU& gpu, u32& currentPID, Kernel& kernel)
|
||||
ServiceManager::ServiceManager(std::span<u32, 16> regs, Memory& mem, GPU& gpu, u32& currentPID, Kernel& kernel)
|
||||
: regs(regs), mem(mem), kernel(kernel), ac(mem), am(mem), boss(mem), act(mem), apt(mem, kernel), cam(mem),
|
||||
cecd(mem, kernel), cfg(mem), dlp_srvr(mem), dsp(mem, kernel), hid(mem, kernel), frd(mem), fs(mem, kernel),
|
||||
gsp_gpu(mem, gpu, kernel, currentPID), gsp_lcd(mem), ldr(mem), mic(mem), nfc(mem, kernel), nim(mem), ndm(mem),
|
||||
ptm(mem), y2r(mem, kernel) {}
|
||||
cecd(mem, kernel), cfg(mem), dlp_srvr(mem), dsp(mem, kernel), hid(mem, kernel), frd(mem), fs(mem, kernel),
|
||||
gsp_gpu(mem, gpu, kernel, currentPID), gsp_lcd(mem), ldr(mem), mic(mem), nfc(mem, kernel), nim(mem), ndm(mem),
|
||||
ptm(mem), y2r(mem, kernel) {}
|
||||
|
||||
static constexpr int MAX_NOTIFICATION_COUNT = 16;
|
||||
|
||||
|
|
Loading…
Add table
Reference in a new issue