sokol gfx extracted to lib
This commit is contained in:
@@ -1,7 +1,4 @@
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#include "sokol_app.h"
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#include "sokol_gfx.h"
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#include "sokol_time.h"
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#include "sokol_audio.h"
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#include "system/sokol.h"
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#include <stdio.h>
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#include <stdlib.h>
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@@ -12,247 +9,6 @@
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static tic80* tic = NULL;
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#if defined(SOKOL_GLCORE33)
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static const char* gfx_vs_src =
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"#version 330\n"
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"in vec2 in_pos;\n"
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"in vec2 in_uv;\n"
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"out vec2 uv;\n"
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"void main() {\n"
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" gl_Position = vec4(in_pos*2.0-1.0, 0.5, 1.0);\n"
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" uv = in_uv;\n"
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"}\n";
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static const char* gfx_fs_src =
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"#version 330\n"
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"uniform sampler2D tex;\n"
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"in vec2 uv;\n"
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"out vec4 frag_color;\n"
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"void main() {\n"
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" frag_color = texture(tex, uv);\n"
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"}\n";
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#elif defined(SOKOL_GLES2)
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static const char* gfx_vs_src =
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"attribute vec2 in_pos;\n"
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"attribute vec2 in_uv;\n"
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"varying vec2 uv;\n"
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"void main() {\n"
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" gl_Position = vec4(in_pos*2.0-1.0, 0.5, 1.0);\n"
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" uv = in_uv;\n"
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"}\n";
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static const char* gfx_fs_src =
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"precision mediump float;\n"
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"uniform sampler2D tex;"
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"varying vec2 uv;\n"
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"void main() {\n"
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" gl_FragColor = texture2D(tex, uv);\n"
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"}\n";
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#elif defined(SOKOL_METAL)
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static const char* gfx_vs_src =
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"#include <metal_stdlib>\n"
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"using namespace metal;\n"
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"struct vs_in {\n"
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" float2 pos [[attribute(0)]];\n"
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" float2 uv [[attribute(1)]];\n"
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"};\n"
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"struct vs_out {\n"
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" float4 pos [[position]];\n"
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" float2 uv;\n"
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"};\n"
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"vertex vs_out _main(vs_in in [[stage_in]]) {\n"
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" vs_out out;\n"
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" out.pos = float4(in.pos*2.0-1.0, 0.5, 1.0);\n"
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" out.uv = in.uv;\n"
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" return out;\n"
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"}\n";
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static const char* gfx_fs_src =
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"#include <metal_stdlib>\n"
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"using namespace metal;\n"
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"struct fs_in {\n"
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" float2 uv;\n"
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"};\n"
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"fragment float4 _main(fs_in in [[stage_in]], texture2d<float> tex [[texture(0)]], sampler smp [[sampler(0)]]) {\n"
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" return tex.sample(smp, in.uv);\n"
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"}\n";
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#elif defined(SOKOL_D3D11)
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static const char* gfx_vs_src =
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"struct vs_in {\n"
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" float2 pos: POS;\n"
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" float2 uv: UV;\n"
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"};\n"
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"struct vs_out {\n"
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" float2 uv: TEXCOORD0;\n"
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" float4 pos: SV_Position;\n"
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"};\n"
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"vs_out main(vs_in inp) {\n"
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" vs_out outp;\n"
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" outp.pos = float4(inp.pos*2.0-1.0, 0.5, 1.0);\n"
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" outp.uv = inp.uv;\n"
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" return outp;\n"
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"}\n";
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static const char* gfx_fs_src =
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"Texture2D<float4> tex: register(t0);\n"
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"sampler smp: register(s0);\n"
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"float4 main(float2 uv: TEXCOORD0): SV_Target0 {\n"
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" return tex.Sample(smp, uv);\n"
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"}\n";
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#endif
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typedef struct {
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sg_draw_state upscale_draw_state;
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sg_pass upscale_pass;
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sg_draw_state draw_state;
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int fb_width;
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int fb_height;
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int fb_aspect_scale_x;
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int fb_aspect_scale_y;
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} gfx_state;
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static gfx_state gfx;
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void gfx_init(int w, int h, int sx, int sy) {
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gfx.fb_width = w;
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gfx.fb_height = h;
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gfx.fb_aspect_scale_x = sx;
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gfx.fb_aspect_scale_y = sy;
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sg_setup(&(sg_desc){
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.mtl_device = sapp_metal_get_device(),
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.mtl_renderpass_descriptor_cb = sapp_metal_get_renderpass_descriptor,
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.mtl_drawable_cb = sapp_metal_get_drawable,
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.d3d11_device = sapp_d3d11_get_device(),
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.d3d11_device_context = sapp_d3d11_get_device_context(),
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.d3d11_render_target_view_cb = sapp_d3d11_get_render_target_view,
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.d3d11_depth_stencil_view_cb = sapp_d3d11_get_depth_stencil_view
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});
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/* quad vertex buffers with and without flipped UVs */
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float verts[] = {
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0.0f, 0.0f, 0.0f, 0.0f,
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1.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 1.0f,
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1.0f, 1.0f, 1.0f, 1.0f
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};
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float verts_flipped[] = {
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0.0f, 0.0f, 0.0f, 1.0f,
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1.0f, 0.0f, 1.0f, 1.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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1.0f, 1.0f, 1.0f, 0.0f
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};
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gfx.upscale_draw_state.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){
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.size = sizeof(verts),
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.content = verts,
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});
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gfx.draw_state.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){
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.size = sizeof(verts),
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.content = sg_query_feature(SG_FEATURE_ORIGIN_TOP_LEFT) ? verts : verts_flipped
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});
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/* a shader to render a textured quad */
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sg_shader fsq_shd = sg_make_shader(&(sg_shader_desc){
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.fs.images = {
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[0] = { .name="tex", .type=SG_IMAGETYPE_2D },
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},
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.vs.source = gfx_vs_src,
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.fs.source = gfx_fs_src,
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});
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/* 2 pipeline-state-objects, one for upscaling, one for rendering */
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sg_pipeline_desc pip_desc = {
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.layout = {
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.attrs[0] = { .name="in_pos", .sem_name="POS", .format=SG_VERTEXFORMAT_FLOAT2 },
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.attrs[1] = { .name="in_uv", .sem_name="UV", .format=SG_VERTEXFORMAT_FLOAT2 }
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},
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.shader = fsq_shd,
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.primitive_type = SG_PRIMITIVETYPE_TRIANGLE_STRIP
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};
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gfx.draw_state.pipeline = sg_make_pipeline(&pip_desc);
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pip_desc.blend.depth_format = SG_PIXELFORMAT_NONE;
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gfx.upscale_draw_state.pipeline = sg_make_pipeline(&pip_desc);
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/* a texture with the emulator's raw pixel data */
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gfx.upscale_draw_state.fs_images[0] = sg_make_image(&(sg_image_desc){
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.width = gfx.fb_width,
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.height = gfx.fb_height,
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.pixel_format = SG_PIXELFORMAT_RGBA8,
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.usage = SG_USAGE_STREAM,
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.min_filter = SG_FILTER_NEAREST,
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.mag_filter = SG_FILTER_NEAREST,
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.wrap_u = SG_WRAP_CLAMP_TO_EDGE,
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.wrap_v = SG_WRAP_CLAMP_TO_EDGE
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});
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/* a 2x upscaled render-target-texture */
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gfx.draw_state.fs_images[0] = sg_make_image(&(sg_image_desc){
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.render_target = true,
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.width = 2*gfx.fb_width,
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.height = 2*gfx.fb_height,
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.pixel_format = SG_PIXELFORMAT_RGBA8,
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.min_filter = SG_FILTER_LINEAR,
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.mag_filter = SG_FILTER_LINEAR,
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.wrap_u = SG_WRAP_CLAMP_TO_EDGE,
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.wrap_v = SG_WRAP_CLAMP_TO_EDGE
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});
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/* a render pass for the 2x upscaling */
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gfx.upscale_pass = sg_make_pass(&(sg_pass_desc){
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.color_attachments[0].image = gfx.draw_state.fs_images[0]
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});
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}
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static const sg_pass_action gfx_upscale_pass_action = {
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.colors[0] = { .action = SG_ACTION_DONTCARE }
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};
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static const sg_pass_action gfx_draw_pass_action = {
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.colors[0] = { .action = SG_ACTION_CLEAR, .val = { 0.05f, 0.05f, 0.05f, 1.0f } }
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};
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static void apply_viewport(void) {
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const int canvas_width = sapp_width();
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const int canvas_height = sapp_height();
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const float canvas_aspect = (float)canvas_width / (float)canvas_height;
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const float fb_aspect = (float)(gfx.fb_width*gfx.fb_aspect_scale_x) / (float)(gfx.fb_height*gfx.fb_aspect_scale_y);
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const int frame_x = 5;
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const int frame_y = 5;
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int vp_x, vp_y, vp_w, vp_h;
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if (fb_aspect < canvas_aspect) {
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vp_y = frame_y;
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vp_h = canvas_height - 2 * frame_y;
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vp_w = (int) (canvas_height * fb_aspect) - 2 * frame_x;
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vp_x = (canvas_width - vp_w) / 2;
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}
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else {
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vp_x = frame_x;
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vp_w = canvas_width - 2 * frame_x;
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vp_h = (int) (canvas_width / fb_aspect) - 2 * frame_y;
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vp_y = frame_y;
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}
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sg_apply_viewport(vp_x, vp_y, vp_w, vp_h, true);
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}
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static void gfx_draw() {
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/* copy emulator pixel data into upscaling source texture */
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sg_update_image(gfx.upscale_draw_state.fs_images[0], &(sg_image_content){
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.subimage[0][0] = {
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.ptr = tic->screen,
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.size = gfx.fb_width*gfx.fb_height*sizeof(uint32_t)
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}
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});
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/* upscale the original framebuffer 2x with nearest filtering */
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sg_begin_pass(gfx.upscale_pass, &gfx_upscale_pass_action);
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sg_apply_draw_state(&gfx.upscale_draw_state);
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sg_draw(0, 4, 1);
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sg_end_pass();
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/* draw the final pass with linear filtering */
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sg_begin_default_pass(&gfx_draw_pass_action, sapp_width(), sapp_height());
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apply_viewport();
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sg_apply_draw_state(&gfx.draw_state);
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sg_draw(0, 4, 1);
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sg_end_pass();
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sg_commit();
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}
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static void app_init(void)
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{
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saudio_desc desc = {0};
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@@ -284,7 +40,7 @@ static void app_init(void)
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}
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}
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gfx_init(TIC80_FULLWIDTH, TIC80_FULLHEIGHT, 1, 1);
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sokol_gfx_init(TIC80_FULLWIDTH, TIC80_FULLHEIGHT, 1, 1);
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}
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static tic80_input tic_input;
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@@ -294,7 +50,7 @@ static void app_frame(void)
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if(tic)
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tic80_tick(tic, tic_input);
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gfx_draw();
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sokol_gfx_draw(tic->screen);
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static float floatSamples[44100 / 60 * 2];
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