Compare commits

...

3 Commits

Author SHA1 Message Date
Robin Hübner 1aff62163a mor stuff, mostly ui 2018-10-05 16:16:21 +02:00
Robin Hübner 0a08fa128b disassembler sorta 2018-10-05 01:29:02 +02:00
Robin Hübner e09f663b9b add stat of basic dissassemble 2018-10-04 00:36:40 +02:00
6 changed files with 1121 additions and 613 deletions

4
dscanner.ini Normal file
View File

@ -0,0 +1,4 @@
[analysis.config.StaticAnalysisConfig]
undocumented_declaration_check="disabled"
long_line_check="disabled"

View File

@ -1,560 +1,218 @@
import std.stdio;
import derelict.sdl2.sdl;
import derelict.imgui.imgui;
import glad.gl.all;
import gl : PixelBuffer;
import window;
import imgui;
bool checkShaderError(GLuint shader, GLuint flag, bool is_program, in char[] shader_path) nothrow {
struct Chip8Status {
GLint result;
struct Assembly {
(is_program) ? glGetProgramiv(shader, flag, &result)
: glGetShaderiv(shader, flag, &result);
import assembler;
if (result == GL_FALSE) {
GLchar[256] log; //FIXME this is potentially fatal
(is_program) ? glGetProgramInfoLog(shader, log.sizeof, null, log.ptr)
: glGetShaderInfoLog(shader, log.sizeof, null, log.ptr);
printf("[OpenGL] Error in %s: %s\n", shader_path.ptr, log.ptr);
return false;
alias OpCode = Assembler.OpCode;
alias Instr = Assembler.Instruction;
alias Arg = Assembler.Argument;
enum ViewMode {
Memory,
Disassembly
}
return true;
} // checkShaderError
struct PixelBuffer {
struct Shader {
private {
GLuint shader_prog;
enum DisassemblyMode {
Linear,
Recursive,
Dynamic
}
@disable this(this);
void compile(const (GLchar*)* vs_source, const (GLchar*)* fs_source) {
import core.stdc.stdlib : exit;
GLuint new_vs_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(new_vs_shader, 1, vs_source, null);
glCompileShader(new_vs_shader);
if (!checkShaderError(new_vs_shader, GL_COMPILE_STATUS, false, "vertex_shader")) {
exit(-1);
}
GLuint new_fs_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(new_fs_shader, 1, fs_source, null);
glCompileShader(new_fs_shader);
if (!checkShaderError(new_fs_shader, GL_COMPILE_STATUS, false, "fragment_shader")) {
exit(-1);
}
GLuint new_shader = glCreateProgram();
glAttachShader(new_shader, new_vs_shader);
glAttachShader(new_shader, new_fs_shader);
// glBindAttribLocation(new_shader, 0, "screen_size");
glLinkProgram(new_shader);
if (!checkShaderError(new_shader, GL_LINK_STATUS, true, "shader_program")) {
exit(-1);
}
glValidateProgram(new_shader);
if (!checkShaderError(new_shader, GL_VALIDATE_STATUS, true, "shader_program")) {
exit(-1);
}
shader_prog = new_shader;
} // compile
void setUniforms(int w, int h) {
auto attr_loc = glGetUniformLocation(shader_prog, "screen_size");
glUniform2f(attr_loc, cast(float)w, cast(float)h);
} // setUniforms
void bind() {
glUseProgram(shader_prog);
} // bind
void unbind() {
glUseProgram(0);
} // unbind
} // Shader
struct Texture {
import derelict.sdl2.sdl;
import derelict.sdl2.image;
private {
GLuint texture_; //OpenGL handle for texture
GLenum input_format_, output_format_, data_type_;
int width_, height_;
Chip8* emu_;
ViewMode mode_;
int range_start_;
int range_end_;
// disassembly state
DisassemblyMode ass_mode_;
Instr[] disassembly_;
}
@property @nogc nothrow {
int width() const { return width_; }
int height() const { return height_; }
GLuint handle() { return texture_; }
void initialize(Chip8* emu) {
mode_ = ViewMode.Disassembly;
emu_ = emu;
} // initialize
static const (char)* formatQual(Arg a, bool with_comma = false) {
if (with_comma) {
switch (a) with (Arg) {
case Vx, Vy, V0: return "V%hu,";
case nibble: return "%01X,";
case beit: return "0x%02X,";
case addr: return "0x%03X,";
default: return "%s,";
}
@disable this(this);
nothrow @nogc
this(int width, int height, GLenum input_format, GLenum output_format, GLenum unpack_alignment) {
width_ = width;
height_ = height;
input_format_ = input_format;
output_format_ = output_format;
data_type_ = GL_UNSIGNED_BYTE;
glGenTextures(1, &texture_);
glBindTexture(GL_TEXTURE_2D, texture_);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glPixelStorei(GL_UNPACK_ALIGNMENT, unpack_alignment);
glTexImage2D(GL_TEXTURE_2D, 0, input_format_, width_, height_, 0, output_format_, GL_UNSIGNED_BYTE, cast(void*)0);
glBindTexture(GL_TEXTURE_2D, 0);
} //this
nothrow @nogc
void create(void* pixels, int width, int height, GLenum input_format = GL_RGB, GLenum output_format = GL_RGB, GLenum data_type = GL_UNSIGNED_BYTE) {
width_ = width;
height_ = height;
input_format_ = input_format;
output_format_ = output_format;
data_type_ = data_type;
//generate single texture, put handle in texture
glGenTextures(1, &texture_);
//normal 2d texture, bind to our texture handle
glBindTexture(GL_TEXTURE_2D, texture_);
//set texture parameters in currently bound texture, controls texture wrapping (or GL_CLAMP?)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
//linearly interpolate between pixels, MIN if texture is too small for drawing area, MAG if drawing area is smaller than texture
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
//texture type, level, format to store as, width, height, border, format loaded in
glTexImage2D(GL_TEXTURE_2D, 0, input_format_, width_, height_, 0, output_format_, data_type_, pixels);
//UNBIND
glBindTexture(GL_TEXTURE_2D, 0);
} // this
~this() nothrow @nogc {
if (texture_ != 0) {
glDeleteTextures(1, &texture_);
} else {
switch (a) with (Arg) {
case Vx, Vy, V0: return "V%hu";
case nibble: return "0x%01X";
case beit: return "0x%02X";
case addr: return "0x%03X";
default: return "%s";
}
} // ~this
/**
* Binds the texture handle, takes an argument for which texture unit to use.
*/
nothrow @nogc
void bind(int unit) {
assert(unit >= 0 && unit <= 31);
glActiveTexture(GL_TEXTURE0 + unit); //since this is sequential, this works
glBindTexture(GL_TEXTURE_2D, texture_);
} // bind
nothrow @nogc
void unbind() {
glBindTexture(GL_TEXTURE_2D, 0);
} // unbind
/**
* Updates the texture in place given the new texture buffer.
* Takes an optional offset to update only a part of the texture.
**/
nothrow @nogc
void update(void[] pixels, size_t offset = 0) {
bind(0);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width_, height_, input_format_, data_type_, pixels.ptr);
unbind();
} // update
} // Texture
/**
* Generic VertexArray structure, used to upload data of any given vertex type to the GPU.
*/
struct VertexArray {
private {
GLuint vao_;
GLuint vbo_;
GLenum type_; // type of vertex data, GL_TRIANGLES etc
uint num_vertices_;
}
} // formatQual
@disable this(this);
void disassemble() {
ubyte[] instrs = emu_.ram[range_start_ .. range_end_];
disassembly_ = Assembler.disassemble(instrs);
} // disassemble
nothrow @nogc
void create(in float[2][] vertices, GLenum draw_type = GL_STATIC_DRAW, GLenum primitive = GL_TRIANGLES) {
void setRange(ushort start, ushort end) {
range_start_ = start;
range_end_ = end;
} // setRange
this.num_vertices_ = cast(uint)vertices.length;
this.type_ = primitive;
void reset() {
disassembly_ = null;
} // reset
glGenVertexArrays(1, &vao_);
glBindVertexArray(vao_);
glGenBuffers(1, &vbo_);
glBindBuffer(GL_ARRAY_BUFFER, vbo_);
glBufferData(GL_ARRAY_BUFFER, vertices.length * vertices[0].sizeof, vertices.ptr, draw_type);
// pos
glEnableVertexAttribArray(0);
glVertexAttribPointer(0,
2,
GL_FLOAT,
GL_FALSE,
float.sizeof * 2,
null
);
glBindVertexArray(0);
} // this
~this() nothrow @nogc {
if (vao_ != 0) {
glDeleteVertexArrays(1, &vao_);
}
} // ~this
void bind() nothrow @nogc {
glBindVertexArray(vao_);
} // bind
void draw() nothrow @nogc {
glDrawArrays(type_, 0, num_vertices_);
} // draw
void unbind() nothrow @nogc {
glBindVertexArray(0);
} // unbind
} // VertexArray
const char* vs_shader = q{
#version 330 core
uniform vec2 screen_size;
layout(location = 0) in vec2 pos;
out vec2 frag_uv;
void main() {
gl_Position = vec4(pos, 0.0, 1.0);
frag_uv = clamp(pos, vec2(0.0, 0.0), vec2(1.0, 1.0));
}
};
const char* fs_shader = q{
#version 330 core
uniform sampler2D tex;
in vec2 frag_uv;
out vec4 out_col;
void main() {
float v = texture(tex, frag_uv.st).r * 255;
out_col = vec4(v, v, v, 1.0);
}
};
Shader shader;
VertexArray vao;
Texture tex;
void create(void* pixels, int w, int h) {
float[2][6] rect = [
[-1.0f, -1.0f], // top left
[1.0f, -1.0f], // top right
[1.0f, 1.0f], // bottom right
[-1.0f, -1.0f], // top left
[-1.0f, 1.0f], // bottom left
[1.0f, 1.0f], // bottom right
];
vao.create(rect[]);
tex.create(pixels, w, h, GL_RED, GL_RED);
shader.compile(&vs_shader, &fs_shader);
} // create
void draw(int screen_w, int screen_h) {
vao.bind();
shader.bind();
shader.setUniforms(screen_w, screen_h);
tex.bind(0);
vao.draw();
} // draw
nothrow @nogc
void update(void[] pixels, size_t offset = 0) {
tex.update(pixels, offset);
} // update
} // PixelBuffer
struct Assembler {
/*
Instruction Glossary:
0x0nnn - SYS addr
0x00E0 - CLS
0x00EE - RET
0x1nnn - JP addr
0x2nnn - CALL addr
0x3xkk - SE Vx, byte
0x4xkk - SNE Vx, byte
0x5xy0 - SE Vx, Vy
0x6xkk - LD Vx, byte
0x7xkk - ADD Vx, byte
0x8xy0 - LD Vx, Vy
0x8xy1 - OR Vx, Vy
0x8xy2 - AND Vx, Vy
0x8xy3 - XOR Vx, Vy
0x8xy4 - ADD Vx, Vy
0x8xy5 - SUB Vx, Vy
0x8xy6 - SHR Vx {, Vy}
0x8xy7 - SUBN Vx, Vy
0x8xyE - SHL Vx {, Vy}
0x9xy0 - SNE Vx, Vy
0xAnnn - LD I, addr
0xBnnn - JP V0, addr
0xCxkk - RND Vx, byte
0xDxyn - DRW Vx, Vy, nibble
0xEx9E - SKP Vx
0xExA1 - SKNP Vx
0xFx07 - LD Vx, DT
0xFx0A - LD Vx, K
0xFx15 - LD DT, Vx
0xFx18 - LD ST, Vx
0xFx1E - ADD I, Vx
0xFx29 - LD F, Vx
0xFx33 - LD B, Vx
0xFx55 - LD [I], Vx
0xFx65 - LD Vx, [I]
*/
enum OpCode {
CLS, // CLS
RET, // RET
CALL, // CALL addr
ADD, // ADD Vx, Vy
// ADD Vx, byte
// ADD I, Vx
SUB, // SUB Vx, Vy
// SUB Vx, byte
SUBN, // SUBN Vx, Vy
SE, // SE Vx, Vy
// SE Vx, byte
SNE, // SNE Vx, byte
SKP, // SKP Vx
SKNP, // SKNP Vx
SHL, // SHL Vx {, Vy}
SHR, // SHR Vx {, Vy}
XOR, // XOR Vx, Vy
AND, // AND Vx, Vy
OR, // OR Vx, Vy
LD, // LD Vx, DT
// LD DT, Vx
// LD ST, Vx
// LD Vx, K
// LD [I], Vx
// LD Vx, [I]
RND // RND Vx, byte
}
enum Argument {
Vx,
Vy,
DT,
ST,
K,
addr,
val
}
struct Instruction {
}
import std.array;
Appender!string dissassembly_data;
void assemble(const char* input) {
} // assemble
void assemble(const char[] input) {
} // assemble
const (char)[] disassemble(ubyte[] instructions) {
void draw() {
import std.range : chunks;
foreach (ref ubyte[] i; instructions.chunks(2)) {
igBegin("Emulator Assembly");
igRadioButton("Memory View", cast(int*)&mode_, cast(int)ViewMode.Memory); igSameLine();
igRadioButton("Disassembly View", cast(int*)&mode_, cast(int)ViewMode.Disassembly);
ushort opcode = (*(cast(ushort*)(i.ptr)));
if (mode_ == ViewMode.Memory) {
} else if (mode_ == ViewMode.Disassembly) {
igInputInt("Range Start ", &range_start_);
igInputInt("Range End ", &range_end_);
igNewLine();
switch (opcode & 0xF000) {
case 0x0000:
switch (opcode & 0x0FFF) {
case 0x00E0: // 0x00E0 Clears the screen.
case 0x00EE: // 0x00EE Returns from a subroutine.
default: // 0x0NNN Calls RCA 1802 program at address NNN. Not necessary for most ROMs.
//assert(0, "0x0NNN RCA 1802 program opcode not implemented!");
igText("Disassembly Mode");
igRadioButton("Linear", cast(int*)&ass_mode_, cast(int)DisassemblyMode.Linear); igSameLine();
igRadioButton("Recursive", cast(int*)&ass_mode_, cast(int)DisassemblyMode.Recursive); igSameLine();
igRadioButton("Dynamic", cast(int*)&ass_mode_, cast(int)DisassemblyMode.Dynamic);
if (igButton("Disassemble")) {
final switch (ass_mode_) with (DisassemblyMode) {
case Linear:
disassemble();
break;
case Recursive:
break;
case Dynamic:
break;
}
break;
case 0x1000: // 0x1NNN Jumps to address NNN.
case 0x2000: // 0x2NNN Calls subroutine at NNN.
case 0x3000: // 0x3XNN Skips the next instruction if VX equals NN.
case 0x4000: // 0x4XNN Skips the next instruction if VX doesn't equal NN.
case 0x5000: // 0x5XYO Skips the next instruction if VX equals VY.
case 0x6000: // 0x6XNN Sets VX to NN.
case 0x7000: // 0x7XNN Adds NN to VX.
case 0x8000:
switch (opcode) {
case 0x0000: // 0x8XY0 Sets VX to the value of VY.
case 0x0001: // 0x8XY1 Sets VX to VX or VY.
case 0x0002: // 0x8XY2 Sets VX to VX and VY.
case 0x0003: // 0x8XY3 Sets VX to VX xor VY.
case 0x0004: // 0x8XY4 Adds VY to VX. VF is set to 1 when there's a carry, and to 0 when there isn't.
case 0x0005: // 0x8XY5 VY is subtracted from VX. VF is set to 0 when there's a borrow, and 1 when there isn't.
case 0x0006: // 0x8XY6 Shifts VX right by one. VF is set to the value of the least significant bit of VX before the shift.
case 0x0007: // 0x8XY7 Sets VX to VY minus VX. VF is set to 0 when there's a borrow, and 1 when there isn't.
case 0x000E: // 0x8XYE Shifts VX left by one. VF is set to the value of the most significant bit of VX before the shift.
default: // unhandled for some reason
writefln("unknown opcode: 0x%x", opcode);
break;
}
break;
case 0x9000: // 0x9XYO Skips the next instruction if VX doesn't equal VY.
case 0xA000: // 0xANNN Sets I to the address NNN.
case 0xB000: // 0xBNNN Jumps to the address NNN plus V0.
case 0xC000: // 0xCXNN Sets VX to the result of a bitwise and operation on a random number and NN.
// 0xDXYN
// Sprites stored in memory at location in index register (I), 8bits wide.
// Wraps around the screen. If when drawn, clears a pixel, register VF is set to 1 otherwise it is zero.
// All drawing is XOR drawing (i.e. it toggles the screen pixels).
// Sprites are drawn starting at position VX, VY. N is the number of 8bit rows that need to be drawn.
// If N is greater than 1, second line continues at position VX, VY+1, and so on.
case 0xD000:
case 0xE000:
switch (opcode & 0x000F) {
case 0x000E: // 0xEX9E Skips the next instruction if the key stored in VX is pressed.
case 0x0001: // 0xEXA1 Skips the next instruction if the key stored in VX isn't pressed.
default: // unhandled for some reason
writefln("unknown opcode: 0x%x", opcode);
break;
}
break;
case 0xF000:
switch (opcode & 0x00FF) {
case 0x0007: // 0xFX07 Sets VX to the value of the delay timer.
case 0x000A: // 0xFX0A A key press is awaited, and then stored in VX.
case 0x0015: // 0xFX15 Sets the delay timer to VX.
case 0x0018: // 0xFX18 Sets the sound timer to VX.
case 0x001E: // 0xFX1E Adds VX to I.
case 0x0029: // 0xFX29 Sets I to the location of the sprite for the character in VX.
// 0xFX33 Stores the Binary-coded decimal representation of VX,
// with the most significant of three digits at the address in I,
// the middle digit at I plus 1, and the least significant digit at I plus 2.
case 0x0033:
case 0x0055: // 0xFX55 Stores V0 to VX in memory starting at address I.
case 0x0065: // 0xFX65 Fills V0 to VX with values from memory starting at address I.
default: // unhandled for some reason
writefln("unknown opcode: 0x%x", opcode);
break;
if (range_start_ < 0) range_start_ = 0;
if (range_start_ > ushort.max) range_start_ = 0;
if (range_end_ < range_start_) range_end_ = 0;
if (range_end_ > ushort.max) range_end_ = 0;
if (mode_ == ViewMode.Memory) {
/*
foreach (ref ubyte[] b; emu_.ram[0x200 + range_start_ .. range_end_].chunks(2)) {
ushort opcode = (*(cast(ushort*)(b.ptr)));
igText("0x%04X", opcode);
}
*/
} else if (mode_ == ViewMode.Disassembly) {
int cur_offset = range_start_;
foreach (ref instr; disassembly_) {
if (emu_.cpu.pc == cur_offset) {
igTextColored(ImColor(0, 255, 0), "0x%03X |", cur_offset);
cur_offset += 2;
igSameLine();
} else {
igText("0x%03X |", cur_offset);
cur_offset += 2;
igSameLine();
}
switch (instr.args) {
case 3:
igText("%s", instr.op);
igSameLine();
Arg a1_arg;
auto a1 = instr.a1(a1_arg);
igText(formatQual(a1_arg, true), a1);
igSameLine();
Arg a2_arg;
auto a2 = instr.a2(a2_arg);
igText(formatQual(a2_arg, true), a2);
igSameLine();
Arg a3_arg;
auto a3 = instr.a3(a3_arg);
igText(formatQual(a3_arg), a3);
break;
case 2:
igText("%s", instr.op);
igSameLine();
Arg a1_arg;
auto a1 = instr.a1(a1_arg);
igText(formatQual(a1_arg, true), a1);
igSameLine();
Arg a2_arg;
auto a2 = instr.a2(a2_arg);
igText(formatQual(a2_arg), a2);
break;
case 1:
igText("%s", instr.op);
igSameLine();
Arg a1_arg;
auto a1 = instr.a1(a1_arg);
igText(formatQual(a1_arg), a1);
break;
case 0:
igText("%s", instr.op);
break;
default:
writefln("unknown opcode: 0x%x", opcode);
break;
}
}
}
return "";
igEnd();
} // dissassemble
} // draw
} // Assembler
struct Chip8Status {
} // Assembly
// emu ptr
Emulator* run_;
Chip8* emu_;
// assembly/disassembly
Assembly ass_;
// loaded program
const (char)* loaded_program;
@ -568,6 +226,7 @@ struct Chip8Status {
void initialize(Emulator* run, Chip8* emu) {
this.run_ = run;
this.emu_ = emu;
ass_.initialize(emu);
} // initialize
alias Callback = float delegate(int idx, const char** out_text);
@ -598,6 +257,7 @@ struct Chip8Status {
loaded_program = null;
emu_.reset();
ass_.reset();
} // resetShortcut
@ -608,6 +268,8 @@ struct Chip8Status {
loaded_program = "chip8_picture.ch8";
auto buf = read("programs/chip8_picture.ch8");
emu_.load(0x200, buf); // do ze load yes, will copy all the data in
ass_.setRange(cast(ushort)0x200, cast(ushort)(0x200 + cast(ushort)buf.length));
ass_.reset();
} // loadShortcut
@ -637,6 +299,8 @@ struct Chip8Status {
void draw() {
ass_.draw();
if (!status_menu_) return;
if (igBeginMainMenuBar()) {
@ -768,29 +432,48 @@ struct Chip8Status {
pure
@property {
ubyte x(ref ushort oc) {
ubyte x(in ushort oc) {
return (oc & 0x0F00) >> 8;
}
ubyte y(ref ushort oc) {
ubyte y(in ushort oc) {
return (oc & 0x00F0) >> 4;
}
ubyte n(ref ushort oc) {
ubyte n(in ushort oc) {
return oc & 0x000F;
}
ubyte nn(ref ushort oc) {
ubyte nn(in ushort oc) {
return (oc & 0x00FF);
}
ushort nnn(ref ushort oc) {
ushort nnn(in ushort oc) {
return (oc & 0x0FFF);
}
}
struct Chip8 {
ubyte[80] chip8_fontset = [
0xF0, 0x90, 0x90, 0x90, 0xF0, // 0
0x20, 0x60, 0x20, 0x20, 0x70, // 1
0xF0, 0x10, 0xF0, 0x80, 0xF0, // 2
0xF0, 0x10, 0xF0, 0x10, 0xF0, // 3
0x90, 0x90, 0xF0, 0x10, 0x10, // 4
0xF0, 0x80, 0xF0, 0x10, 0xF0, // 5
0xF0, 0x80, 0xF0, 0x90, 0xF0, // 6
0xF0, 0x10, 0x20, 0x40, 0x40, // 7
0xF0, 0x90, 0xF0, 0x90, 0xF0, // 8
0xF0, 0x90, 0xF0, 0x10, 0xF0, // 9
0xF0, 0x90, 0xF0, 0x90, 0x90, // A
0xE0, 0x90, 0xE0, 0x90, 0xE0, // B
0xF0, 0x80, 0x80, 0x80, 0xF0, // C
0xE0, 0x90, 0x90, 0x90, 0xE0, // D
0xF0, 0x80, 0xF0, 0x80, 0xF0, // E
0xF0, 0x80, 0xF0, 0x80, 0x80 // F
];
alias OpCode = ushort;
alias ProgramCounter = ushort;
alias Memory = ubyte[4096];
@ -824,7 +507,6 @@ struct Chip8 {
KeyPad kp;
ubyte[64*32] screen_buf;
ubyte[3][64*32] screen_data;
bool run_flag;
bool draw_flag;
@ -836,8 +518,18 @@ struct Chip8 {
ram[offset .. offset + data.length] = cast(ubyte[])data[];
loadFont(); // again
} // load
void loadFont() {
foreach (i, b; chip8_fontset) {
ram[i] = b;
}
} // loadFont
void reset() {
reset_flag = true;
@ -850,9 +542,7 @@ struct Chip8 {
run_flag = run_flag.init;
draw_flag = draw_flag.init;
screen_buf = screen_buf.init;
screen_data = screen_data.init;
} // reset
@ -936,8 +626,8 @@ struct Chip8 {
case 0x8000:
ubyte x = cpu.opcode.x;
ubyte y = cpu.opcode.y;
immutable ubyte x = cpu.opcode.x;
immutable ubyte y = cpu.opcode.y;
switch (cpu.opcode.n) {
@ -958,8 +648,8 @@ struct Chip8 {
break;
case 0x0004: // 0x8XY4 Adds VY to VX. VF is set to 1 when there's a carry, and to 0 when there isn't.
ubyte vx = cpu.v[x];
ubyte vy = cpu.v[y];
immutable ubyte vx = cpu.v[x];
immutable ubyte vy = cpu.v[y];
if (cast(ushort)vx + cast(ushort)vy > 255) {
cpu.v[0xF] = 1;
} else {
@ -969,8 +659,8 @@ struct Chip8 {
break;
case 0x0005: // 0x8XY5 VY is subtracted from VX. VF is set to 0 when there's a borrow, and 1 when there isn't.
ubyte vx = cpu.v[x];
ubyte vy = cpu.v[y];
immutable ubyte vx = cpu.v[x];
immutable ubyte vy = cpu.v[y];
if (vx > vy) {
cpu.v[0xF] = 1;
} else {
@ -981,14 +671,14 @@ struct Chip8 {
case 0x0006: // 0x8XY6 Shifts VX right by one. VF is set to the value of the least significant bit of VX before the shift.
ubyte vx = cpu.v[x];
immutable ubyte vx = cpu.v[x];
cpu.v[0xF] = vx & 0x1;
cpu.v[x] >>= 1;
break;
case 0x0007: // 0x8XY7 Sets VX to VY minus VX. VF is set to 0 when there's a borrow, and 1 when there isn't.
ubyte vx = cpu.v[x];
ubyte vy = cpu.v[y];
immutable ubyte vx = cpu.v[x];
immutable ubyte vy = cpu.v[y];
if (vy > vx) {
cpu.v[0xF] = 1;
} else {
@ -999,7 +689,7 @@ struct Chip8 {
case 0x000E: // 0x8XYE Shifts VX left by one. VF is set to the value of the most significant bit of VX before the shift.
ubyte vx = cpu.v[x];
immutable ubyte vx = cpu.v[x];
cpu.v[0xF] = vx >> 7;
cpu.v[x] <<= 1;
break;
@ -1032,7 +722,7 @@ struct Chip8 {
import std.random : uniform;
ubyte x = cpu.opcode.x;
cpu.v[x] = uniform(Register.min, Register.max) & (cpu.opcode & 0x00FF);
cpu.v[x] = uniform(Register.min, Register.max) & x;
break;
// 0xDXYN
@ -1043,14 +733,14 @@ struct Chip8 {
// If N is greater than 1, second line continues at position VX, VY+1, and so on.
case 0xD000:
ProgramCounter spr_addr = cpu.i;
ubyte x = cpu.opcode.x;
ubyte y = cpu.opcode.y;
ubyte n = cpu.opcode.n;
immutable ProgramCounter spr_addr = cpu.i;
immutable ubyte x = cpu.opcode.x;
immutable ubyte y = cpu.opcode.y;
immutable ubyte n = cpu.opcode.n;
foreach(int row; 0 .. n) {
ushort pixel = ram[spr_addr + row];
immutable ushort pixel = ram[spr_addr + row];
foreach (int col; 0 .. 8) {
if ((pixel & (0x80 >> col)) != 0) {
@ -1083,6 +773,7 @@ struct Chip8 {
case 0x0001: // 0xEXA1 Skips the next instruction if the key stored in VX isn't pressed.
writefln("0xEXA1: skip instruction if VX not pressed: %x", key);
pc_target += 2;
break;
default: //unhandled for some reason
@ -1124,9 +815,9 @@ struct Chip8 {
case 0x0029: // 0xFX29 Sets I to the location of the sprite for the character in VX.
ubyte vx = cpu.v[cpu.opcode.x];
// ushort char_addr = 0x200 + (vx * 40); // base of char sprites + value of vx * bits per character
ushort char_addr = vx * 0x5;
immutable ubyte vx = cpu.v[cpu.opcode.x];
// immutable ushort char_addr = 0x200 + (vx * 40); // base of char sprites + value of vx * bits per character
immutable ushort char_addr = vx * 0x05;
cpu.i = char_addr;
break;
@ -1135,7 +826,7 @@ struct Chip8 {
// the middle digit at I plus 1, and the least significant digit at I plus 2.
case 0x0033:
ubyte vx = cpu.v[cpu.opcode.x];
immutable ubyte vx = cpu.v[cpu.opcode.x];
ram[cpu.i] = vx / 100;
ram[cpu.i + 1] = (vx / 10) % 10;
ram[cpu.i + 2] = (vx % 100) % 10;
@ -1320,8 +1011,8 @@ struct Emulator {
int w, h;
window.windowSize(w, h);
if (emu.draw_flag || emu.reset_flag) {
if (emu.reset_flag) emu.reset_flag = false;
buf.update(emu.screen_buf);
emu.reset_flag = false;
emu.draw_flag = false;
}
buf.draw(w, h);

424
source/assembler.d Normal file
View File

@ -0,0 +1,424 @@
module assembler;
import std.stdio : writefln;
struct Assembler {
/*
Instruction Glossary:
0x0nnn - SYS addr
0x00E0 - CLS
0x00EE - RET
0x1nnn - JP addr
0x2nnn - CALL addr
0x3xkk - SE Vx, byte
0x4xkk - SNE Vx, byte
0x5xy0 - SE Vx, Vy
0x6xkk - LD Vx, byte
0x7xkk - ADD Vx, byte
0x8xy0 - LD Vx, Vy
0x8xy1 - OR Vx, Vy
0x8xy2 - AND Vx, Vy
0x8xy3 - XOR Vx, Vy
0x8xy4 - ADD Vx, Vy
0x8xy5 - SUB Vx, Vy
0x8xy6 - SHR Vx {, Vy}
0x8xy7 - SUBN Vx, Vy
0x8xyE - SHL Vx {, Vy}
0x9xy0 - SNE Vx, Vy
0xAnnn - LD I, addr
0xBnnn - JP V0, addr
0xCxkk - RND Vx, byte
0xDxyn - DRW Vx, Vy, nibble
0xEx9E - SKP Vx
0xExA1 - SKNP Vx
0xFx07 - LD Vx, DT
0xFx0A - LD Vx, K
0xFx15 - LD DT, Vx
0xFx18 - LD ST, Vx
0xFx1E - ADD I, Vx
0xFx29 - LD F, Vx
0xFx33 - LD B, Vx
0xFx55 - LD [I], Vx
0xFx65 - LD Vx, [I]
*/
enum OpCode : const (char)* {
UNK = "UNK", // UNKNOWN
CLS = "CLS", // CLS
RET = "RET", // RET
CALL = "CALL", // CALL addr
ADD = "ADD", // ADD Vx, Vy
// ADD Vx, byte
// ADD I, Vx
SUB = "SUB", // SUB Vx, Vy
// SUB Vx, byte
SUBN = "SUBN", // SUBN Vx, Vy
SE = "SE", // SE Vx, Vy
// SE Vx, byte
SNE = "SNE", // SNE Vx, byte
SKP = "SKP", // SKP Vx
SKNP = "SKNP", // SKNP Vx
SHL = "SHL", // SHL Vx {, Vy}
SHR = "SHR", // SHR Vx {, Vy}
XOR = "XOR", // XOR Vx, Vy
AND = "AND", // AND Vx, Vy
OR = "OR", // OR Vx, Vy
LD = "LD", // LD Vx, DT
// LD DT, Vx
// LD ST, Vx
// LD Vx, K
// LD [I], Vx
// LD Vx, [I]
RND = "RND", // RND Vx, byte,
JP = "JP", // JP addr
// JP V0, addr
DRW = "DRW", // DRW Vx, Vy, nibble
SYS = "SYS" // SYS addr | probably unused? but still
}
enum Argument {
Nil,
Vx,
Vy,
V0,
I,
I_addr,
DT,
ST,
K,
B,
F,
beit,
nibble,
addr,
}
struct Instruction {
@property {
ubyte vx() {
return (v_ & 0x0F00) >> 8;
}
ubyte vy() {
return (v_ & 0x00F0) >> 4;
}
ubyte n() {
return (v_ & 0x000F);
}
ubyte nn() {
return (v_ & 0x00FF);
}
ushort nnn() {
return (v_ & 0x0FFF);
}
}
private {
ushort v_; // raw value
OpCode op_;
Argument a1_;
Argument a2_;
Argument a3_;
}
void* extract(Argument a) {
final switch (a) with (Argument) {
case Vx: return cast(void*)(vx());
case Vy: return cast(void*)(vy());
case V0: return cast(void*)(0);
case I: return cast(void*)("I".ptr);
case I_addr: return cast(void*)("[I]".ptr);
case DT: return cast(void*)("DT".ptr);
case ST: return cast(void*)("ST".ptr);
case B: return cast(void*)("B".ptr);
case F: return cast(void*)("F".ptr);
case K: return cast(void*)("K".ptr);
case nibble: return cast(void*)(n());
case beit: return cast(void*)(nn());
case addr: return cast(void*)(nnn());
case Nil: return cast(void*)(0);
}
}
@property
OpCode op() {
return op_;
}
void* a1(out Argument a) {
a = a1_;
return extract(a1_);
}
void* a2(out Argument a) {
a = a2_;
return extract(a2_);
}
void* a3(out Argument a) {
a = a3_;
return extract(a3_);
}
@property int args() {
int args = 0;
args += (a1_ != Argument.Nil);
args += (a2_ != Argument.Nil);
args += (a3_ != Argument.Nil);
return args;
}
this(ushort v, OpCode op, Argument a) {
v_ = v;
op_ = op;
a1_ = a;
}
this(ushort v, OpCode op, Argument a1, Argument a2) {
v_ = v;
op_ = op;
a1_ = a1;
a2_ = a2;
}
this(ushort v, OpCode op, Argument a1, Argument a2, Argument a3) {
v_ = v;
op_ = op;
a1_ = a1;
a2_ = a2;
a3_ = a3;
}
this(ushort v, OpCode op) {
v_ = v;
op_ = op;
}
}
import std.array;
private {
Appender!(ubyte[]) assembled_data;
Appender!string dissassembled_data;
}
@disable this(this);
ubyte[] assemble(const char* input) {
return [];
} // assemble
ubyte[] assemble(const char[] input) {
return [];
} // assemble
static Instruction[] disassemble(ubyte[] instructions) {
import std.range : chunks;
auto instr_output = Appender!(Instruction[])();
foreach (ref ubyte[] i; instructions.chunks(2)) {
if (i.length != 2) break;
ushort opcode = i[0] << 8 | i[1];
switch (opcode & 0xF000) {
case 0x0000:
switch (opcode & 0x0FFF) {
case 0x00E0: // 0x00E0 Clears the screen. | CLS
instr_output ~= Instruction(opcode, OpCode.CLS);
break;
case 0x00EE: // 0x00EE Returns from a subroutine. | RET
instr_output ~= Instruction(opcode, OpCode.RET);
break;
default: // 0x0NNN Calls RCA 1802 program at address NNN. Not necessary for most ROMs. | SYS addr
//assert(0, "0x0NNN RCA 1802 program opcode not implemented!");
// instr_output ~= Instruction(opcode, OpCode.SYS, Argument.addr);
instr_output ~= Instruction(opcode, OpCode.UNK);
break;
}
break;
case 0x1000: // 0x1NNN Jumps to address NNN. | JP addr
instr_output ~= Instruction(opcode, OpCode.JP, Argument.addr);
break;
case 0x2000: // 0x2NNN Calls subroutine at NNN. | CALL addr
instr_output ~= Instruction(opcode, OpCode.CALL, Argument.addr);
break;
case 0x3000: // 0x3XNN Skips the next instruction if VX equals NN. | SE Vx, byte
instr_output ~= Instruction(opcode, OpCode.SE, Argument.Vx, Argument.beit);
break;
case 0x4000: // 0x4XNN Skips the next instruction if VX doesn't equal NN. | SNE Vx, byte
instr_output ~= Instruction(opcode, OpCode.SNE, Argument.Vx, Argument.beit);
break;
case 0x5000: // 0x5XYO Skips the next instruction if VX equals VY. | SE Vx, Vy
instr_output ~= Instruction(opcode, OpCode.SE, Argument.Vx, Argument.Vy);
break;
case 0x6000: // 0x6XNN Sets VX to NN. | LD Vx, byte
instr_output ~= Instruction(opcode, OpCode.LD, Argument.Vx, Argument.beit);
break;
case 0x7000: // 0x7XNN Adds NN to VX. | ADD Vx, byte
instr_output ~= Instruction(opcode, OpCode.ADD, Argument.Vx, Argument.beit);
break;
case 0x8000:
switch (opcode) {
case 0x0000: // 0x8XY0 Sets VX to the value of VY. | LD Vx, Vy
instr_output ~= Instruction(opcode, OpCode.LD, Argument.Vx, Argument.Vy);
break;
case 0x0001: // 0x8XY1 Sets VX to VX or VY. | OR Vx, Vy
instr_output ~= Instruction(opcode, OpCode.OR, Argument.Vx, Argument.Vy);
break;
case 0x0002: // 0x8XY2 Sets VX to VX and VY. | AND Vx, Vy
instr_output ~= Instruction(opcode, OpCode.AND, Argument.Vx, Argument.Vy);
break;
case 0x0003: // 0x8XY3 Sets VX to VX xor VY. | XOR Vx, Vy
instr_output ~= Instruction(opcode, OpCode.XOR, Argument.Vx, Argument.Vy);
break;
case 0x0004: // 0x8XY4 Adds VY to VX. VF is set to 1 when there's a carry, and to 0 when there isn't. | ADD Vx, Vy
instr_output ~= Instruction(opcode, OpCode.ADD, Argument.Vx, Argument.Vy);
break;
case 0x0005: // 0x8XY5 VY is subtracted from VX. VF is set to 0 when there's a borrow, and 1 when there isn't. | SUB Vx, Vy
instr_output ~= Instruction(opcode, OpCode.SUB, Argument.Vx, Argument.Vy);
break;
case 0x0006: // 0x8XY6 Shifts VX right by one. VF is set to the value of the least significant bit of VX before the shift. | SHR Vx {, Vy}
instr_output ~= Instruction(opcode, OpCode.SHR, Argument.Vx); // FIXME? what about Vy here actually?
break;
case 0x0007: // 0x8XY7 Sets VX to VY minus VX. VF is set to 0 when there's a borrow, and 1 when there isn't. | SUBN Vx, Vy
instr_output ~= Instruction(opcode, OpCode.SUBN, Argument.Vx, Argument.Vy);
break;
case 0x000E: // 0x8XYE Shifts VX left by one. VF is set to the value of the most significant bit of VX before the shift. | SHL Vx {, Vy}
instr_output ~= Instruction(opcode, OpCode.SHL, Argument.Vx); // FIXME? what about Vy here actually?
break;
default: // unhandled for some reason
instr_output ~= Instruction(opcode, OpCode.UNK);
writefln("unknown opcode: 0x%x", opcode);
break;
}
break;
case 0x9000: // 0x9XYO Skips the next instruction if VX doesn't equal VY. | SNE Vx, Vy
instr_output ~= Instruction(opcode, OpCode.SNE, Argument.Vx, Argument.Vy);
break;
case 0xA000: // 0xANNN Sets I to the address NNN. | LD I, addr
instr_output ~= Instruction(opcode, OpCode.LD, Argument.I, Argument.addr);
break;
case 0xB000: // 0xBNNN Jumps to the address NNN plus V0. | JP V0, addr
instr_output ~= Instruction(opcode, OpCode.JP, Argument.V0, Argument.addr);
break;
case 0xC000: // 0xCXNN Sets VX to the result of a bitwise and operation on a random number and NN. | RND Vx, byte
instr_output ~= Instruction(opcode, OpCode.RND, Argument.Vx, Argument.beit);
break;
// 0xDXYN | DRW Vx, Vy, nibble
// Sprites stored in memory at location in index register (I), 8bits wide.
// Wraps around the screen. If when drawn, clears a pixel, register VF is set to 1 otherwise it is zero.
// All drawing is XOR drawing (i.e. it toggles the screen pixels).
// Sprites are drawn starting at position VX, VY. N is the number of 8bit rows that need to be drawn.
// If N is greater than 1, second line continues at position VX, VY+1, and so on.
case 0xD000:
instr_output ~= Instruction(opcode, OpCode.DRW, Argument.Vx, Argument.Vy, Argument.beit);
break;
case 0xE000:
switch (opcode & 0x000F) {
case 0x000E: // 0xEX9E Skips the next instruction if the key stored in VX is pressed. | SKP Vx
instr_output ~= Instruction(opcode, OpCode.SKP, Argument.Vx);
break;
case 0x0001: // 0xEXA1 Skips the next instruction if the key stored in VX isn't pressed. | SKNP Vx
instr_output ~= Instruction(opcode, OpCode.SKNP, Argument.Vx);
break;
default: // unhandled for some reason
instr_output ~= Instruction(opcode, OpCode.UNK);
writefln("unknown opcode: 0x%x", opcode);
break;
}
break;
case 0xF000:
switch (opcode & 0x00FF) {
case 0x0007: // 0xFX07 Sets VX to the value of the delay timer. | LD Vx, DT
instr_output ~= Instruction(opcode, OpCode.LD, Argument.Vx, Argument.DT);
break;
case 0x000A: // 0xFX0A A key press is awaited, and then stored in VX. | LD Vx, K
instr_output ~= Instruction(opcode, OpCode.LD, Argument.Vx, Argument.K);
break;
case 0x0015: // 0xFX15 Sets the delay timer to VX. | LD DT, Vx
instr_output ~= Instruction(opcode, OpCode.LD, Argument.DT, Argument.Vx);
break;
case 0x0018: // 0xFX18 Sets the sound timer to VX. | LD ST, Vx
instr_output ~= Instruction(opcode, OpCode.LD, Argument.ST, Argument.Vx);
break;
case 0x001E: // 0xFX1E Adds VX to I. | ADD I, Vx
instr_output ~= Instruction(opcode, OpCode.ADD, Argument.I, Argument.DT);
break;
case 0x0029: // 0xFX29 Sets I to the location of the sprite for the character in VX. | LD F, Vx
instr_output ~= Instruction(opcode, OpCode.LD, Argument.F, Argument.DT);
break;
// 0xFX33 Stores the Binary-coded decimal representation of VX,
// with the most significant of three digits at the address in I,
// the middle digit at I plus 1, and the least significant digit at I plus 2.
case 0x0033: // 0xFX33 ??? FIXME? | LD B, Vx
instr_output ~= Instruction(opcode, OpCode.LD, Argument.B, Argument.Vx);
break;
case 0x0055: // 0xFX55 Stores V0 to VX in memory starting at address I. | LD [I], Vx
instr_output ~= Instruction(opcode, OpCode.LD, Argument.I_addr, Argument.DT);
break;
case 0x0065: // 0xFX65 Fills V0 to VX with values from memory starting at address I. | LD Vx, [I]
instr_output ~= Instruction(opcode, OpCode.LD, Argument.Vx, Argument.I_addr);
break;
default: // unhandled for some reason
instr_output ~= Instruction(opcode, OpCode.UNK);
writefln("unknown opcode: 0x%x", opcode);
break;
}
break;
default:
instr_output ~= Instruction(opcode, OpCode.UNK);
writefln("unknown opcode: 0x%x", opcode);
}
}
return instr_output.data;
} // dissassemble
} // Assembler

344
source/gl.d Normal file
View File

@ -0,0 +1,344 @@
module gl;
import glad.gl.all;
import core.stdc.stdio;
bool checkShaderError(GLuint shader, GLuint flag, bool is_program, in char[] shader_path) nothrow {
GLint result;
(is_program) ? glGetProgramiv(shader, flag, &result)
: glGetShaderiv(shader, flag, &result);
if (result == GL_FALSE) {
GLchar[256] log; //FIXME this is potentially fatal
(is_program) ? glGetProgramInfoLog(shader, log.sizeof, null, log.ptr)
: glGetShaderInfoLog(shader, log.sizeof, null, log.ptr);
printf("[OpenGL] Error in %s: %s\n", shader_path.ptr, log.ptr);
return false;
}
return true;
} // checkShaderError
struct PixelBuffer {
struct Shader {
private {
GLuint shader_prog;
}
@disable this(this);
void compile(const (GLchar*)* vs_source, const (GLchar*)* fs_source) {
import core.stdc.stdlib : exit;
GLuint new_vs_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(new_vs_shader, 1, vs_source, null);
glCompileShader(new_vs_shader);
if (!checkShaderError(new_vs_shader, GL_COMPILE_STATUS, false, "vertex_shader")) {
exit(-1);
}
GLuint new_fs_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(new_fs_shader, 1, fs_source, null);
glCompileShader(new_fs_shader);
if (!checkShaderError(new_fs_shader, GL_COMPILE_STATUS, false, "fragment_shader")) {
exit(-1);
}
GLuint new_shader = glCreateProgram();
glAttachShader(new_shader, new_vs_shader);
glAttachShader(new_shader, new_fs_shader);
// glBindAttribLocation(new_shader, 0, "screen_size");
glLinkProgram(new_shader);
if (!checkShaderError(new_shader, GL_LINK_STATUS, true, "shader_program")) {
exit(-1);
}
glValidateProgram(new_shader);
if (!checkShaderError(new_shader, GL_VALIDATE_STATUS, true, "shader_program")) {
exit(-1);
}
shader_prog = new_shader;
} // compile
void setUniforms(int w, int h) {
auto attr_loc = glGetUniformLocation(shader_prog, "screen_size");
glUniform2f(attr_loc, cast(float)w, cast(float)h);
} // setUniforms
void bind() {
glUseProgram(shader_prog);
} // bind
void unbind() {
glUseProgram(0);
} // unbind
} // Shader
struct Texture {
import derelict.sdl2.sdl;
import derelict.sdl2.image;
private {
GLuint texture_; //OpenGL handle for texture
GLenum input_format_, output_format_, data_type_;
int width_, height_;
}
@property @nogc nothrow {
int width() const { return width_; }
int height() const { return height_; }
GLuint handle() { return texture_; }
}
@disable this(this);
nothrow @nogc
this(int width, int height, GLenum input_format, GLenum output_format, GLenum unpack_alignment) {
width_ = width;
height_ = height;
input_format_ = input_format;
output_format_ = output_format;
data_type_ = GL_UNSIGNED_BYTE;
glGenTextures(1, &texture_);
glBindTexture(GL_TEXTURE_2D, texture_);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glPixelStorei(GL_UNPACK_ALIGNMENT, unpack_alignment);
glTexImage2D(GL_TEXTURE_2D, 0, input_format_, width_, height_, 0, output_format_, GL_UNSIGNED_BYTE, cast(void*)0);
glBindTexture(GL_TEXTURE_2D, 0);
} //this
nothrow @nogc
void create(void* pixels, int width, int height, GLenum input_format = GL_RGB, GLenum output_format = GL_RGB, GLenum data_type = GL_UNSIGNED_BYTE) {
width_ = width;
height_ = height;
input_format_ = input_format;
output_format_ = output_format;
data_type_ = data_type;
//generate single texture, put handle in texture
glGenTextures(1, &texture_);
//normal 2d texture, bind to our texture handle
glBindTexture(GL_TEXTURE_2D, texture_);
//set texture parameters in currently bound texture, controls texture wrapping (or GL_CLAMP?)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
//linearly interpolate between pixels, MIN if texture is too small for drawing area, MAG if drawing area is smaller than texture
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
//texture type, level, format to store as, width, height, border, format loaded in
glTexImage2D(GL_TEXTURE_2D, 0, input_format_, width_, height_, 0, output_format_, data_type_, pixels);
//UNBIND
glBindTexture(GL_TEXTURE_2D, 0);
} // this
~this() nothrow @nogc {
if (texture_ != 0) {
glDeleteTextures(1, &texture_);
}
} // ~this
/**
* Binds the texture handle, takes an argument for which texture unit to use.
*/
nothrow @nogc
void bind(int unit) {
assert(unit >= 0 && unit <= 31);
glActiveTexture(GL_TEXTURE0 + unit); //since this is sequential, this works
glBindTexture(GL_TEXTURE_2D, texture_);
} // bind
nothrow @nogc
void unbind() {
glBindTexture(GL_TEXTURE_2D, 0);
} // unbind
/**
* Updates the texture in place given the new texture buffer.
* Takes an optional offset to update only a part of the texture.
**/
nothrow @nogc
void update(void[] pixels, size_t offset = 0) {
bind(0);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width_, height_, input_format_, data_type_, pixels.ptr);
unbind();
} // update
} // Texture
/**
* Generic VertexArray structure, used to upload data of any given vertex type to the GPU.
*/
struct VertexArray {
private {
GLuint vao_;
GLuint vbo_;
GLenum type_; // type of vertex data, GL_TRIANGLES etc
uint num_vertices_;
}
@disable this(this);
nothrow @nogc
void create(in float[2][] vertices, GLenum draw_type = GL_STATIC_DRAW, GLenum primitive = GL_TRIANGLES) {
this.num_vertices_ = cast(uint)vertices.length;
this.type_ = primitive;
glGenVertexArrays(1, &vao_);
glBindVertexArray(vao_);
glGenBuffers(1, &vbo_);
glBindBuffer(GL_ARRAY_BUFFER, vbo_);
glBufferData(GL_ARRAY_BUFFER, vertices.length * vertices[0].sizeof, vertices.ptr, draw_type);
// pos
glEnableVertexAttribArray(0);
glVertexAttribPointer(0,
2,
GL_FLOAT,
GL_FALSE,
float.sizeof * 2,
null
);
glBindVertexArray(0);
} // this
~this() nothrow @nogc {
if (vao_ != 0) {
glDeleteVertexArrays(1, &vao_);
}
} // ~this
void bind() nothrow @nogc {
glBindVertexArray(vao_);
} // bind
void draw() nothrow @nogc {
glDrawArrays(type_, 0, num_vertices_);
} // draw
void unbind() nothrow @nogc {
glBindVertexArray(0);
} // unbind
} // VertexArray
const char* vs_shader = q{
#version 330 core
uniform vec2 screen_size;
layout(location = 0) in vec2 pos;
out vec2 frag_uv;
void main() {
gl_Position = vec4(pos, 0.0, 1.0);
frag_uv = clamp(pos, vec2(0.0, 0.0), vec2(1.0, 1.0));
}
};
const char* fs_shader = q{
#version 330 core
uniform sampler2D tex;
in vec2 frag_uv;
out vec4 out_col;
void main() {
float v = texture(tex, frag_uv.st).r * 255;
out_col = vec4(v, v, v, 1.0);
}
};
Shader shader;
VertexArray vao;
Texture tex;
void create(void* pixels, int w, int h) {
float[2][6] rect = [
[-1.0f, -1.0f], // top left
[1.0f, -1.0f], // top right
[1.0f, 1.0f], // bottom right
[-1.0f, -1.0f], // top left
[-1.0f, 1.0f], // bottom left
[1.0f, 1.0f], // bottom right
];
vao.create(rect[]);
tex.create(pixels, w, h, GL_RED, GL_RED);
shader.compile(&vs_shader, &fs_shader);
} // create
void draw(int screen_w, int screen_h) {
vao.bind();
shader.bind();
shader.setUniforms(screen_w, screen_h);
tex.bind(0);
vao.draw();
} // draw
nothrow @nogc
void update(void[] pixels, size_t offset = 0) {
tex.update(pixels, offset);
} // update
} // PixelBuffer

View File

@ -23,11 +23,11 @@ auto bindDelegate(T, string file = __FILE__, size_t line = __LINE__)(T t) if(isD
struct Imgui {
// OpenGL data, cleanup soon
GLuint g_FontTexture = 0;
int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
uint g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0;
GLuint font_texture_ = 0;
int shander_handle_ = 0, vs_handle_ = 0, fs_handle_ = 0;
int shader_attrib_loc_tex_ = 0, shader_attrib_loc_projmtx_ = 0;
int shader_attrib_loc_pos_ = 0, shader_attrib_loc_uv_ = 0, shader_attrib_loc_color_ = 0;
uint vao_ = 0, vbo_ = 0, ebo_ = 0;
// imgui input related state
bool[3] mouse_buttons_pressed;
@ -74,14 +74,14 @@ struct Imgui {
// upload texture to graphics system
GLint last_texture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glGenTextures(1, &g_FontTexture);
glBindTexture(GL_TEXTURE_2D, g_FontTexture);
glGenTextures(1, &font_texture_);
glBindTexture(GL_TEXTURE_2D, font_texture_);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
// store our identifier
ImFontAtlas_SetTexID(io.Fonts, cast(void*)g_FontTexture);
ImFontAtlas_SetTexID(io.Fonts, cast(void*)font_texture_);
// restore state
glBindTexture(GL_TEXTURE_2D, last_texture);
@ -122,36 +122,36 @@ struct Imgui {
}
};
g_ShaderHandle = glCreateProgram();
g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(g_VertHandle, 1, &vertex_shader, null);
glShaderSource(g_FragHandle, 1, &fragment_shader, null);
glCompileShader(g_VertHandle);
glCompileShader(g_FragHandle);
glAttachShader(g_ShaderHandle, g_VertHandle);
glAttachShader(g_ShaderHandle, g_FragHandle);
glLinkProgram(g_ShaderHandle);
shander_handle_ = glCreateProgram();
vs_handle_ = glCreateShader(GL_VERTEX_SHADER);
fs_handle_ = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(vs_handle_, 1, &vertex_shader, null);
glShaderSource(fs_handle_, 1, &fragment_shader, null);
glCompileShader(vs_handle_);
glCompileShader(fs_handle_);
glAttachShader(shander_handle_, vs_handle_);
glAttachShader(shander_handle_, fs_handle_);
glLinkProgram(shander_handle_);
g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
shader_attrib_loc_tex_ = glGetUniformLocation(shander_handle_, "Texture");
shader_attrib_loc_projmtx_ = glGetUniformLocation(shander_handle_, "ProjMtx");
shader_attrib_loc_pos_ = glGetAttribLocation(shander_handle_, "Position");
shader_attrib_loc_uv_ = glGetAttribLocation(shander_handle_, "UV");
shader_attrib_loc_color_ = glGetAttribLocation(shander_handle_, "Color");
glGenBuffers(1, &g_VboHandle);
glGenBuffers(1, &g_ElementsHandle);
glGenBuffers(1, &vbo_);
glGenBuffers(1, &ebo_);
glGenVertexArrays(1, &g_VaoHandle);
glBindVertexArray(g_VaoHandle);
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
glEnableVertexAttribArray(g_AttribLocationPosition);
glEnableVertexAttribArray(g_AttribLocationUV);
glEnableVertexAttribArray(g_AttribLocationColor);
glGenVertexArrays(1, &vao_);
glBindVertexArray(vao_);
glBindBuffer(GL_ARRAY_BUFFER, vbo_);
glEnableVertexAttribArray(shader_attrib_loc_pos_);
glEnableVertexAttribArray(shader_attrib_loc_uv_);
glEnableVertexAttribArray(shader_attrib_loc_color_);
glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, ImDrawVert.sizeof, cast(void*)ImDrawVert.pos.offsetof);
glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, ImDrawVert.sizeof, cast(void*)ImDrawVert.uv.offsetof);
glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, ImDrawVert.sizeof, cast(void*)ImDrawVert.col.offsetof);
glVertexAttribPointer(shader_attrib_loc_pos_, 2, GL_FLOAT, GL_FALSE, ImDrawVert.sizeof, cast(void*)ImDrawVert.pos.offsetof);
glVertexAttribPointer(shader_attrib_loc_uv_, 2, GL_FLOAT, GL_FALSE, ImDrawVert.sizeof, cast(void*)ImDrawVert.uv.offsetof);
glVertexAttribPointer(shader_attrib_loc_color_, 4, GL_UNSIGNED_BYTE, GL_TRUE, ImDrawVert.sizeof, cast(void*)ImDrawVert.col.offsetof);
createFontTexture();
@ -162,6 +162,82 @@ struct Imgui {
}
struct GLState {
GLenum last_active_texture;
GLint last_program;
GLint last_texture;
GLint last_array_buffer;
GLint last_element_array_buffer;
GLint last_vertex_array;
GLint[4] last_viewport;
GLint[4] last_scissor_box;
GLenum last_blend_src_rgb;
GLenum last_blend_dst_rgb;
GLenum last_blend_src_alpha;
GLenum last_blend_dst_alpha;
GLenum last_blend_equation_rgb;
GLenum last_blend_equation_alpha;
GLboolean last_enable_blend;
GLboolean last_enable_cull_face;
GLboolean last_enable_depth_test;
GLboolean last_enable_scissor_test;
}
nothrow @nogc
GLState backupGLState() {
GLState gl_state;
// backup GL state
with (gl_state) {
glGetIntegerv(GL_ACTIVE_TEXTURE, cast(GLint*)&last_active_texture);
glActiveTexture(GL_TEXTURE0);
glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
glGetIntegerv(GL_VIEWPORT, last_viewport.ptr);
glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box.ptr);
glGetIntegerv(GL_BLEND_SRC_RGB, cast(GLint*)&last_blend_src_rgb);
glGetIntegerv(GL_BLEND_DST_RGB, cast(GLint*)&last_blend_dst_rgb);
glGetIntegerv(GL_BLEND_SRC_ALPHA, cast(GLint*)&last_blend_src_alpha);
glGetIntegerv(GL_BLEND_DST_ALPHA, cast(GLint*)&last_blend_dst_alpha);
glGetIntegerv(GL_BLEND_EQUATION_RGB, cast(GLint*)&last_blend_equation_rgb);
glGetIntegerv(GL_BLEND_EQUATION_ALPHA, cast(GLint*)&last_blend_equation_alpha);
last_enable_blend = glIsEnabled(GL_BLEND);
last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
}
return gl_state;
}
nothrow @nogc
void restoreGLState(GLState state) {
// restore modified GL state
with (state) {
glUseProgram(last_program);
glBindTexture(GL_TEXTURE_2D, last_texture);
glActiveTexture(last_active_texture);
glBindVertexArray(last_vertex_array);
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
glViewport(last_viewport[0], last_viewport[1], cast(GLsizei)last_viewport[2], cast(GLsizei)last_viewport[3]);
glScissor(last_scissor_box[0], last_scissor_box[1], cast(GLsizei)last_scissor_box[2], cast(GLsizei)last_scissor_box[3]);
}
}
extern(C) nothrow
void renderDrawLists(ImDrawData* draw_data) {
@ -173,25 +249,7 @@ struct Imgui {
draw_data.ScaleClipRects(io.DisplayFramebufferScale);
// backup GL state
GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, cast(GLint*)&last_active_texture);
glActiveTexture(GL_TEXTURE0);
GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
GLint[4] last_viewport; glGetIntegerv(GL_VIEWPORT, last_viewport.ptr);
GLint[4] last_scissor_box; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box.ptr);
GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, cast(GLint*)&last_blend_src_rgb);
GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, cast(GLint*)&last_blend_dst_rgb);
GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, cast(GLint*)&last_blend_src_alpha);
GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, cast(GLint*)&last_blend_dst_alpha);
GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, cast(GLint*)&last_blend_equation_rgb);
GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, cast(GLint*)&last_blend_equation_alpha);
GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
GLState last_state = backupGLState();
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
glEnable(GL_BLEND);
@ -210,10 +268,10 @@ struct Imgui {
[-1.0f, 1.0f, 0.0f, 1.0f ],
];
glUseProgram(g_ShaderHandle);
glUniform1i(g_AttribLocationTex, 0);
glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
glBindVertexArray(g_VaoHandle);
glUseProgram(shander_handle_);
glUniform1i(shader_attrib_loc_tex_, 0);
glUniformMatrix4fv(shader_attrib_loc_projmtx_, 1, GL_FALSE, &ortho_projection[0][0]);
glBindVertexArray(vao_);
foreach (int n; 0 .. draw_data.CmdListsCount) {
ImDrawList* cmd_list = draw_data.CmdLists[n];
@ -222,10 +280,10 @@ struct Imgui {
auto countVertices = ImDrawList_GetVertexBufferSize(cmd_list);
auto countIndices = ImDrawList_GetIndexBufferSize(cmd_list);
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
glBindBuffer(GL_ARRAY_BUFFER, vbo_);
glBufferData(GL_ARRAY_BUFFER, countVertices * ImDrawVert.sizeof, cast(GLvoid*)ImDrawList_GetVertexPtr(cmd_list,0), GL_STREAM_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo_);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, countIndices * ImDrawIdx.sizeof, cast(GLvoid*)ImDrawList_GetIndexPtr(cmd_list,0), GL_STREAM_DRAW);
auto cmdCnt = ImDrawList_GetCmdSize(cmd_list);
@ -244,21 +302,8 @@ struct Imgui {
}
}
// Restore modified GL state
glUseProgram(last_program);
glBindTexture(GL_TEXTURE_2D, last_texture);
glActiveTexture(last_active_texture);
glBindVertexArray(last_vertex_array);
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
glViewport(last_viewport[0], last_viewport[1], cast(GLsizei)last_viewport[2], cast(GLsizei)last_viewport[3]);
glScissor(last_scissor_box[0], last_scissor_box[1], cast(GLsizei)last_scissor_box[2], cast(GLsizei)last_scissor_box[3]);
// restore old state
restoreGLState(last_state);
}

View File

@ -7,7 +7,8 @@ import glad.gl.all;
* Converts an integer representing a colour, for example 0x428bca into a 4 element
* int array for passing to OpenGL.
*/
GLfloat[4] to(T : GLfloat[4])(int color, ubyte alpha = 255) nothrow @nogc pure {
nothrow @nogc pure
GLfloat[4] to(T : GLfloat[4])(int color, ubyte alpha = 255) {
GLfloat[4] gl_color = [ //mask out r, g, b components from int
cast(float)cast(ubyte)(color>>16)/255,
@ -73,8 +74,7 @@ struct Window {
return;
}
import glad.gl.loader;
import std.functional;
import glad.gl.loader : gladLoadGL;
// Check OpenGL properties
printf("OpenGL loaded\n");