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https://git.eden-emu.dev/eden-emu/eden
synced 2026-06-28 20:35:22 +02:00
emscripten friendly sdl loop
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518971f4eb
commit
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6 changed files with 155 additions and 146 deletions
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@ -11,6 +11,8 @@
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#ifdef __EMSCRIPTEN__
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#include <emscripten.h>
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#endif
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#define SDL_MAIN_USE_CALLBACKS 1
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#include <SDL3/SDL_main.h>
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#include <fmt/ostream.h>
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@ -43,9 +45,7 @@
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#ifdef _WIN32
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// windows.h needs to be included before shellapi.h
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#include <windows.h>
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#include <shellapi.h>
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#include "common/windows/timer_resolution.h"
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#endif
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@ -178,8 +178,15 @@ static void OnStatusMessageReceived(const Network::StatusMessageEntry& msg) {
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std::cout << std::endl << "* " << message << std::endl << std::endl;
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}
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/// Application entry point
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int main(int argc, char** argv) {
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struct SdlState {
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Common::DetachedTasks detached_tasks{};
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Core::System system{};
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std::unique_ptr<EmuWindow_SDL3> emu_window;
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};
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extern "C" SDL_AppResult SDL_AppInit(void **appstate, int argc, char **argv) {
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SdlState* state = new SdlState();
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#ifdef _WIN32
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if (AttachConsole(ATTACH_PARENT_PROCESS)) {
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freopen("CONOUT$", "wb", stdout);
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@ -190,16 +197,14 @@ int main(int argc, char** argv) {
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Common::Log::Initialize();
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Common::Log::SetColorConsoleBackendEnabled(true);
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Common::Log::Start();
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Common::DetachedTasks detached_tasks;
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int option_index = 0;
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#ifdef _WIN32
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int argc_w;
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auto argv_w = CommandLineToArgvW(GetCommandLineW(), &argc_w);
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if (argv_w == nullptr) {
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LOG_CRITICAL(Frontend, "Failed to get command line arguments");
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return -1;
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return SDL_APP_FAILURE;
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}
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#endif
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std::string filepath;
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@ -247,7 +252,7 @@ int main(int argc, char** argv) {
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break;
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case 'h':
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PrintHelp(argv[0]);
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return 0;
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return SDL_APP_FAILURE;
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case 'g':
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filepath = std::string(optarg);
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break;
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@ -264,7 +269,7 @@ int main(int argc, char** argv) {
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if (!std::regex_match(str_arg, re)) {
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std::cout << "Wrong format for option --multiplayer\n";
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PrintHelp(argv[0]);
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return 0;
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return SDL_APP_FAILURE;
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}
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std::smatch match;
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@ -274,17 +279,16 @@ int main(int argc, char** argv) {
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password = match[2];
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address = match[3];
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if (!match[4].str().empty()) {
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port = static_cast<u16>(std::strtoul(match[4].str().c_str(), nullptr, 0));
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port = u16(std::strtoul(match[4].str().c_str(), nullptr, 0));
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}
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std::regex nickname_re("^[a-zA-Z0-9._\\- ]+$");
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if (!std::regex_match(nickname, nickname_re)) {
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std::cout
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<< "Nickname is not valid. Must be 4 to 20 alphanumeric characters.\n";
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return 0;
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LOG_ERROR(Frontend, "Nickname is not valid. Must be 4 to 20 alphanumeric characters");
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return SDL_APP_FAILURE;
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}
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if (address.empty()) {
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std::cout << "Address to room must not be empty.\n";
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return 0;
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LOG_ERROR(Frontend, "Address to room must not be empty");
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return SDL_APP_FAILURE;
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}
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break;
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}
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@ -297,7 +301,7 @@ int main(int argc, char** argv) {
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break;
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case 'v':
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PrintVersion();
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return 0;
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return SDL_APP_FAILURE;
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}
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} else {
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#ifdef _WIN32
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@ -341,79 +345,73 @@ int main(int argc, char** argv) {
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if (filepath.empty()) {
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LOG_CRITICAL(Frontend, "Failed to load ROM: No ROM specified");
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return -1;
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return SDL_APP_FAILURE;
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}
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Core::System system{};
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system.Initialize();
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state->system.Initialize();
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InputCommon::InputSubsystem input_subsystem{};
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// Apply the command line arguments
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system.ApplySettings();
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state->system.ApplySettings();
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std::unique_ptr<EmuWindow_SDL3> emu_window;
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switch (Settings::values.renderer_backend.GetValue()) {
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#ifdef HAS_OPENGL
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case Settings::RendererBackend::OpenGL_GLSL:
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case Settings::RendererBackend::OpenGL_GLASM:
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case Settings::RendererBackend::OpenGL_SPIRV:
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emu_window = std::make_unique<EmuWindow_SDL3_GL>(&input_subsystem, system, fullscreen);
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state->emu_window = std::make_unique<EmuWindow_SDL3_GL>(&input_subsystem, state->system, fullscreen);
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break;
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#endif
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case Settings::RendererBackend::Vulkan:
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emu_window = std::make_unique<EmuWindow_SDL3_VK>(&input_subsystem, system, fullscreen);
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state->emu_window = std::make_unique<EmuWindow_SDL3_VK>(&input_subsystem, state->system, fullscreen);
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break;
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case Settings::RendererBackend::Null:
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emu_window = std::make_unique<EmuWindow_SDL3_Null>(&input_subsystem, system, fullscreen);
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state->emu_window = std::make_unique<EmuWindow_SDL3_Null>(&input_subsystem, state->system, fullscreen);
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break;
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default:
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LOG_CRITICAL(Frontend, "Invalid renderer backend");
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return -1;
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return SDL_APP_FAILURE;
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}
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#ifdef _WIN32
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Common::Windows::SetCurrentTimerResolutionToMaximum();
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system.CoreTiming().SetTimerResolutionNs(Common::Windows::GetCurrentTimerResolution());
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state->system.CoreTiming().SetTimerResolutionNs(Common::Windows::GetCurrentTimerResolution());
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#endif
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system.SetContentProvider(std::make_unique<FileSys::ContentProviderUnion>());
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system.SetFilesystem(std::make_shared<FileSys::RealVfsFilesystem>());
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system.GetFileSystemController().CreateFactories(*system.GetFilesystem());
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system.GetUserChannel().clear();
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state->system.SetContentProvider(std::make_unique<FileSys::ContentProviderUnion>());
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state->system.SetFilesystem(std::make_shared<FileSys::RealVfsFilesystem>());
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state->system.GetFileSystemController().CreateFactories(*state->system.GetFilesystem());
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state->system.GetUserChannel().clear();
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Service::AM::FrontendAppletParameters load_parameters{
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.applet_id = Service::AM::AppletId::Application,
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};
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const Core::SystemResultStatus load_result{system.Load(*emu_window, filepath, load_parameters)};
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const Core::SystemResultStatus load_result = state->system.Load(*state->emu_window, filepath, load_parameters);
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switch (load_result) {
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case Core::SystemResultStatus::ErrorGetLoader:
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LOG_CRITICAL(Frontend, "Failed to obtain loader for {}!", filepath);
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return -1;
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case Core::SystemResultStatus::ErrorLoader:
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LOG_CRITICAL(Frontend, "Failed to load ROM!");
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return -1;
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case Core::SystemResultStatus::ErrorNotInitialized:
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LOG_CRITICAL(Frontend, "CPUCore not initialized");
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return -1;
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case Core::SystemResultStatus::ErrorVideoCore:
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LOG_CRITICAL(Frontend, "Failed to initialize VideoCore!");
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return -1;
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case Core::SystemResultStatus::Success:
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break; // Expected case
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case Core::SystemResultStatus::ErrorGetLoader:
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LOG_CRITICAL(Frontend, "Failed to obtain loader for {}!", filepath);
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return SDL_APP_FAILURE;
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case Core::SystemResultStatus::ErrorLoader:
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LOG_CRITICAL(Frontend, "Failed to load ROM!");
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return SDL_APP_FAILURE;
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case Core::SystemResultStatus::ErrorNotInitialized:
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LOG_CRITICAL(Frontend, "CPUCore not initialized");
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return SDL_APP_FAILURE;
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case Core::SystemResultStatus::ErrorVideoCore:
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LOG_CRITICAL(Frontend, "Failed to initialize VideoCore!");
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return SDL_APP_FAILURE;
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default:
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if (static_cast<u32>(load_result) >
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static_cast<u32>(Core::SystemResultStatus::ErrorLoader)) {
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const u16 loader_id = static_cast<u16>(Core::SystemResultStatus::ErrorLoader);
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const u16 error_id = static_cast<u16>(load_result) - loader_id;
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LOG_CRITICAL(Frontend,
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"While attempting to load the ROM requested, an error occurred. Please "
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"refer to the Eden wiki for more information or the Eden discord for "
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"additional help.\n\nError Code: {:04X}-{:04X}\nError Description: {}",
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loader_id, error_id, static_cast<Loader::ResultStatus>(error_id));
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}
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break;
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const u16 loader_id = u16(Core::SystemResultStatus::ErrorLoader);
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const u16 error_id = u16(load_result) - loader_id;
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LOG_CRITICAL(Frontend,
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"While attempting to load the ROM requested, an error occurred. Please "
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"refer to the Eden wiki for more information or the Eden discord for "
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"additional help.\n\nError Code: {:04X}-{:04X}\nError Description: {}",
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loader_id, error_id, Loader::ResultStatus(error_id));
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return SDL_APP_FAILURE;
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}
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if (use_multiplayer) {
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@ -422,49 +420,47 @@ int main(int argc, char** argv) {
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member->BindOnStatusMessageReceived(OnStatusMessageReceived);
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member->BindOnStateChanged(OnStateChanged);
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member->BindOnError(OnNetworkError);
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LOG_DEBUG(Network, "Start connection to {}:{} with nickname {}", address, port,
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nickname);
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LOG_DEBUG(Network, "Start connection to {}:{} with nickname {}", address, port, nickname);
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member->Join(nickname, address.c_str(), port, 0, Network::NoPreferredIP, password);
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} else {
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LOG_ERROR(Network, "Could not access RoomMember");
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return 0;
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return SDL_APP_FAILURE;
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}
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}
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// Core is loaded, start the GPU (makes the GPU contexts current to this thread)
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system.GPU().Start();
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system.GetCpuManager().OnGpuReady();
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state->system.GPU().Start();
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state->system.GetCpuManager().OnGpuReady();
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if (Settings::values.use_disk_shader_cache.GetValue()) {
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system.Renderer().ReadRasterizer()->LoadDiskResources(
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system.GetApplicationProcessProgramID(), std::stop_token{},
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state->system.Renderer().ReadRasterizer()->LoadDiskResources(
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state->system.GetApplicationProcessProgramID(), std::stop_token{},
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[](VideoCore::LoadCallbackStage, size_t value, size_t total) {});
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}
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system.RegisterExitCallback([&] {
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// Just exit right away.
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exit(0);
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});
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void(system.Run());
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if (system.DebuggerEnabled()) {
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system.InitializeDebugger();
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}
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#ifdef __EMSCRIPTEN__
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// Required so lambda fits snuggly into our "main loop"
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static EmuWindow_SDL3* static_ems_emu_window = emu_window.get();
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emscripten_set_main_loop([]() {
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static_ems_emu_window->WaitEvent();
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}, 0, 1);
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#else
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while (emu_window->IsOpen())
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emu_window->WaitEvent();
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#endif
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system.DetachDebugger();
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void(system.Pause());
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system.ShutdownMainProcess();
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detached_tasks.WaitForAllTasks();
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return 0;
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// don't do anything, SDL3 already exists for us :D
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state->system.RegisterExitCallback([] {});
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void(state->system.Run());
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if (state->system.DebuggerEnabled())
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state->system.InitializeDebugger();
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return SDL_APP_SUCCESS;
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}
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extern "C" SDL_AppResult SDL_AppIterate(void *appstate) {
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SdlState *state = (SdlState *)appstate;
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return state->emu_window->IsOpen() ? SDL_APP_CONTINUE : SDL_APP_SUCCESS;
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}
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extern "C" SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) {
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SdlState *state = (SdlState *)appstate;
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state->emu_window->OnEvent(*event);
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return SDL_APP_SUCCESS;
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}
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extern "C" void SDL_AppQuit(void *appstate, SDL_AppResult result) {
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SdlState *state = (SdlState *)appstate;
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state->system.DetachDebugger();
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void(state->system.Pause());
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state->system.ShutdownMainProcess();
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state->detached_tasks.WaitForAllTasks();
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delete state;
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}
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#define VMA_IMPLEMENTATION
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