sokol gfx extracted to lib

This commit is contained in:
Vadim Grigoruk 2018-09-28 18:18:54 +03:00
parent 007ffbbc5a
commit 0f7a559042
8 changed files with 332 additions and 548 deletions

@ -1 +1 @@
Subproject commit 1eec0920bb63f7b983a619babe12f1499b0863bb Subproject commit ac6d28adc0b2e6d3adf1e8a6983dd0d64e757aaa

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@ -232,12 +232,16 @@ endif()
# Sokol # Sokol
################################ ################################
set(SOKOL_LIB_SRC src/system/sokol_gfx.c)
if(APPLE) if(APPLE)
add_library(sokol src/ext/sokol_impl.m) set(SOKOL_LIB_SRC ${SOKOL_LIB_SRC} src/system/sokol_impl.m)
else() else()
add_library(sokol src/ext/sokol_impl.c) set(SOKOL_LIB_SRC ${SOKOL_LIB_SRC} src/system/sokol_impl.c)
endif() endif()
add_library(sokol ${SOKOL_LIB_SRC})
if(APPLE) if(APPLE)
target_compile_definitions(sokol PRIVATE SOKOL_METAL) target_compile_definitions(sokol PRIVATE SOKOL_METAL)
elseif(WIN32) elseif(WIN32)
@ -246,10 +250,6 @@ elseif(LINUX)
target_compile_definitions(sokol PRIVATE SOKOL_GLCORE33) target_compile_definitions(sokol PRIVATE SOKOL_GLCORE33)
endif() endif()
#set_source_files_properties(${SOKOL_SRC} PROPERTIES COMPILE_FLAGS -DSOKOL_METAL)
# set_source_files_properties(${SOKOL_SRC} PROPERTIES COMPILE_FLAGS "-DSOKOL_D3D11 -DSOKOL_D3D11_SHADER_COMPILER")
#set_source_files_properties(${SOKOL_SRC} PROPERTIES COMPILE_FLAGS -DSOKOL_GLCORE33)
if(APPLE) if(APPLE)
set_property (TARGET sokol APPEND_STRING PROPERTY set_property (TARGET sokol APPEND_STRING PROPERTY
COMPILE_FLAGS "-fobjc-arc") COMPILE_FLAGS "-fobjc-arc")
@ -292,15 +292,6 @@ if(MINGW)
target_link_libraries(sokol-renderer mingw32) target_link_libraries(sokol-renderer mingw32)
endif() endif()
# TODO: remove this and define shaders in the sokol lib
if(APPLE)
target_compile_definitions(sokol-renderer PRIVATE SOKOL_METAL)
elseif(WIN32)
target_compile_definitions(sokol-renderer PRIVATE SOKOL_D3D11)
elseif(LINUX)
target_compile_definitions(sokol-renderer PRIVATE SOKOL_GLCORE33)
endif()
target_include_directories(sokol-renderer PRIVATE include) target_include_directories(sokol-renderer PRIVATE include)
target_include_directories(sokol-renderer PRIVATE 3rd-party/sokol) target_include_directories(sokol-renderer PRIVATE 3rd-party/sokol)
target_include_directories(sokol-renderer PRIVATE src) target_include_directories(sokol-renderer PRIVATE src)
@ -493,27 +484,15 @@ target_compile_definitions(tic80prolib PRIVATE TIC80_PRO)
# TIC-80 app # TIC-80 app
################################ ################################
set(TIC80_OUTPUTS ${TIC80_OUTPUTS} tic80-sokol tic80pro-sokol)
foreach(TIC80_OUTPUT ${TIC80_OUTPUTS}) foreach(TIC80_OUTPUT ${TIC80_OUTPUTS})
if(TIC80_OUTPUT MATCHES "-sokol")
set(SOKOL_RENDERER TRUE)
else()
set(SOKOL_RENDERER FALSE)
endif()
set(TIC80_SRC src/ext/file_dialog.c) set(TIC80_SRC src/ext/file_dialog.c)
if(APPLE) if(APPLE)
set(TIC80_SRC ${TIC80_SRC} src/ext/file_dialog.m) set(TIC80_SRC ${TIC80_SRC} src/ext/file_dialog.m)
endif() endif()
if(SOKOL_RENDERER) set(TIC80_SRC ${TIC80_SRC} src/net.c src/system/sdlgpu.c)
set(TIC80_SRC ${TIC80_SRC} src/system/sokol.c)
else()
set(TIC80_SRC ${TIC80_SRC} src/net.c src/system/sdlgpu.c)
endif()
if(WIN32) if(WIN32)
set(TIC80_SRC ${TIC80_SRC} build/windows/tic80.rc) set(TIC80_SRC ${TIC80_SRC} build/windows/tic80.rc)
@ -531,39 +510,20 @@ foreach(TIC80_OUTPUT ${TIC80_OUTPUTS})
target_include_directories(${TIC80_OUTPUT} PRIVATE 3rd-party/SDL2_net-2.0.1) target_include_directories(${TIC80_OUTPUT} PRIVATE 3rd-party/SDL2_net-2.0.1)
target_include_directories(${TIC80_OUTPUT} PRIVATE 3rd-party/SDL2-2.0.8/include) target_include_directories(${TIC80_OUTPUT} PRIVATE 3rd-party/SDL2-2.0.8/include)
if(SOKOL_RENDERER) target_include_directories(${TIC80_OUTPUT} PRIVATE 3rd-party/sdl-gpu/include)
target_include_directories(${TIC80_OUTPUT} PRIVATE 3rd-party/sokol)
else()
target_include_directories(${TIC80_OUTPUT} PRIVATE 3rd-party/sdl-gpu/include)
endif()
if(MINGW) if(MINGW)
target_link_libraries(${TIC80_OUTPUT} mingw32) target_link_libraries(${TIC80_OUTPUT} mingw32)
endif() endif()
if(SOKOL_RENDERER) if(NOT EMSCRIPTEN)
# TODO fix Pro tic80lib add_dependencies(${TIC80_OUTPUT} SDL2main SDL2-static)
add_dependencies(${TIC80_OUTPUT} tic80lib sokol) target_link_libraries(${TIC80_OUTPUT} SDL2-static SDL2main)
target_link_libraries(${TIC80_OUTPUT} tic80lib sokol)
if(APPLE)
target_compile_definitions(${TIC80_OUTPUT} PRIVATE SOKOL_METAL)
elseif(WIN32)
target_compile_definitions(${TIC80_OUTPUT} PRIVATE SOKOL_D3D11)
elseif(LINUX)
target_compile_definitions(${TIC80_OUTPUT} PRIVATE SOKOL_GLCORE33)
endif()
else()
if(NOT EMSCRIPTEN)
add_dependencies(${TIC80_OUTPUT} SDL2main SDL2-static)
target_link_libraries(${TIC80_OUTPUT} SDL2-static SDL2main)
endif()
add_dependencies(${TIC80_OUTPUT} ${TIC80_OUTPUT}lib sdlnet sdlgpu)
target_link_libraries(${TIC80_OUTPUT} ${TIC80_OUTPUT}lib sdlnet sdlgpu)
endif() endif()
add_dependencies(${TIC80_OUTPUT} ${TIC80_OUTPUT}lib sdlnet sdlgpu)
target_link_libraries(${TIC80_OUTPUT} ${TIC80_OUTPUT}lib sdlnet sdlgpu)
if(LINUX) if(LINUX)
include(FindPkgConfig) include(FindPkgConfig)
if(NOT PKG_CONFIG_FOUND) if(NOT PKG_CONFIG_FOUND)
@ -577,3 +537,57 @@ foreach(TIC80_OUTPUT ${TIC80_OUTPUTS})
endif() endif()
endforeach() endforeach()
################################
# TIC-80 app (Sokol)
################################
foreach(TIC80_OUTPUT ${TIC80_OUTPUTS})
set(TIC80_SRC src/ext/file_dialog.c)
if(APPLE)
set(TIC80_SRC ${TIC80_SRC} src/ext/file_dialog.m)
endif()
set(TIC80_SRC ${TIC80_SRC} src/system/sokol.c)
if(WIN32)
set(TIC80_SRC ${TIC80_SRC} build/windows/tic80.rc)
add_executable(${TIC80_OUTPUT}-sokol WIN32 ${TIC80_SRC})
elseif(APPLE)
add_executable(${TIC80_OUTPUT} MACOSX_BUNDLE ${TIC80_SRC} build/macosx/tic80.icns)
set_source_files_properties(build/macosx/tic80.icns PROPERTIES MACOSX_PACKAGE_LOCATION RESOURCES)
set_target_properties(${TIC80_OUTPUT}-sokol PROPERTIES MACOSX_BUNDLE_INFO_PLIST build/macosx/${TIC80_OUTPUT}-sokol.plist)
else()
add_executable(${TIC80_OUTPUT}-sokol ${TIC80_SRC})
endif()
target_include_directories(${TIC80_OUTPUT}-sokol PRIVATE include)
target_include_directories(${TIC80_OUTPUT}-sokol PRIVATE src)
target_include_directories(${TIC80_OUTPUT}-sokol PRIVATE 3rd-party/SDL2_net-2.0.1)
target_include_directories(${TIC80_OUTPUT}-sokol PRIVATE 3rd-party/SDL2-2.0.8/include)
target_include_directories(${TIC80_OUTPUT}-sokol PRIVATE 3rd-party/sokol)
if(MINGW)
target_link_libraries(${TIC80_OUTPUT}-sokol mingw32)
endif()
add_dependencies(${TIC80_OUTPUT}-sokol ${TIC80_OUTPUT}lib sokol)
target_link_libraries(${TIC80_OUTPUT}-sokol ${TIC80_OUTPUT}lib sokol)
if(LINUX)
include(FindPkgConfig)
if(NOT PKG_CONFIG_FOUND)
message(FATAL_ERROR "We need pkg-config to compile this project")
endif()
pkg_check_modules(GTK REQUIRED gtk+-3.0)
target_include_directories(${TIC80_OUTPUT}-sokol PRIVATE ${GTK_INCLUDE_DIRS})
target_link_libraries(${TIC80_OUTPUT}-sokol ${GTK_LIBRARIES})
endif()
endforeach()

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

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@ -1,14 +1,10 @@
#include <sokol_app.h>
#include <sokol_gfx.h>
#include <sokol_time.h>
#include <sokol_audio.h>
#include <stdio.h> #include <stdio.h>
#include <stdlib.h> #include <stdlib.h>
#include <time.h> #include <time.h>
#include <limits.h> #include <limits.h>
#include "system.h" #include "system.h"
#include "system/sokol.h"
static struct static struct
{ {
@ -20,247 +16,8 @@ static struct
float* samples; float* samples;
} audio; } audio;
struct {
sg_draw_state upscale_draw_state;
sg_pass upscale_pass;
sg_draw_state draw_state;
s32 fb_width;
s32 fb_height;
s32 fb_aspect_scale_x;
s32 fb_aspect_scale_y;
} gfx;
} platform; } platform;
#if defined(SOKOL_GLCORE33)
static const char* gfx_vs_src =
"#version 330\n"
"in vec2 in_pos;\n"
"in vec2 in_uv;\n"
"out vec2 uv;\n"
"void main() {\n"
" gl_Position = vec4(in_pos*2.0-1.0, 0.5, 1.0);\n"
" uv = in_uv;\n"
"}\n";
static const char* gfx_fs_src =
"#version 330\n"
"uniform sampler2D tex;\n"
"in vec2 uv;\n"
"out vec4 frag_color;\n"
"void main() {\n"
" frag_color = texture(tex, uv);\n"
"}\n";
#elif defined(SOKOL_GLES2)
static const char* gfx_vs_src =
"attribute vec2 in_pos;\n"
"attribute vec2 in_uv;\n"
"varying vec2 uv;\n"
"void main() {\n"
" gl_Position = vec4(in_pos*2.0-1.0, 0.5, 1.0);\n"
" uv = in_uv;\n"
"}\n";
static const char* gfx_fs_src =
"precision mediump float;\n"
"uniform sampler2D tex;"
"varying vec2 uv;\n"
"void main() {\n"
" gl_FragColor = texture2D(tex, uv);\n"
"}\n";
#elif defined(SOKOL_METAL)
static const char* gfx_vs_src =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"struct vs_in {\n"
" float2 pos [[attribute(0)]];\n"
" float2 uv [[attribute(1)]];\n"
"};\n"
"struct vs_out {\n"
" float4 pos [[position]];\n"
" float2 uv;\n"
"};\n"
"vertex vs_out _main(vs_in in [[stage_in]]) {\n"
" vs_out out;\n"
" out.pos = float4(in.pos*2.0-1.0, 0.5, 1.0);\n"
" out.uv = in.uv;\n"
" return out;\n"
"}\n";
static const char* gfx_fs_src =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"struct fs_in {\n"
" float2 uv;\n"
"};\n"
"fragment float4 _main(fs_in in [[stage_in]], texture2d<float> tex [[texture(0)]], sampler smp [[sampler(0)]]) {\n"
" return tex.sample(smp, in.uv);\n"
"}\n";
#elif defined(SOKOL_D3D11)
static const char* gfx_vs_src =
"struct vs_in {\n"
" float2 pos: POS;\n"
" float2 uv: UV;\n"
"};\n"
"struct vs_out {\n"
" float2 uv: TEXCOORD0;\n"
" float4 pos: SV_Position;\n"
"};\n"
"vs_out main(vs_in inp) {\n"
" vs_out outp;\n"
" outp.pos = float4(inp.pos*2.0-1.0, 0.5, 1.0);\n"
" outp.uv = inp.uv;\n"
" return outp;\n"
"}\n";
static const char* gfx_fs_src =
"Texture2D<float4> tex: register(t0);\n"
"sampler smp: register(s0);\n"
"float4 main(float2 uv: TEXCOORD0): SV_Target0 {\n"
" return tex.Sample(smp, uv);\n"
"}\n";
#endif
void gfx_init(s32 w, s32 h, s32 sx, s32 sy) {
platform.gfx.fb_width = w;
platform.gfx.fb_height = h;
platform.gfx.fb_aspect_scale_x = sx;
platform.gfx.fb_aspect_scale_y = sy;
sg_setup(&(sg_desc){
.mtl_device = sapp_metal_get_device(),
.mtl_renderpass_descriptor_cb = sapp_metal_get_renderpass_descriptor,
.mtl_drawable_cb = sapp_metal_get_drawable,
.d3d11_device = sapp_d3d11_get_device(),
.d3d11_device_context = sapp_d3d11_get_device_context(),
.d3d11_render_target_view_cb = sapp_d3d11_get_render_target_view,
.d3d11_depth_stencil_view_cb = sapp_d3d11_get_depth_stencil_view
});
/* quad vertex buffers with and without flipped UVs */
float verts[] = {
0.0f, 0.0f, 0.0f, 0.0f,
1.0f, 0.0f, 1.0f, 0.0f,
0.0f, 1.0f, 0.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f
};
float verts_flipped[] = {
0.0f, 0.0f, 0.0f, 1.0f,
1.0f, 0.0f, 1.0f, 1.0f,
0.0f, 1.0f, 0.0f, 0.0f,
1.0f, 1.0f, 1.0f, 0.0f
};
platform.gfx.upscale_draw_state.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){
.size = sizeof(verts),
.content = verts,
});
platform.gfx.draw_state.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){
.size = sizeof(verts),
.content = sg_query_feature(SG_FEATURE_ORIGIN_TOP_LEFT) ? verts : verts_flipped
});
/* a shader to render a textured quad */
sg_shader fsq_shd = sg_make_shader(&(sg_shader_desc){
.fs.images = {
[0] = { .name="tex", .type=SG_IMAGETYPE_2D },
},
.vs.source = gfx_vs_src,
.fs.source = gfx_fs_src,
});
/* 2 pipeline-state-objects, one for upscaling, one for rendering */
sg_pipeline_desc pip_desc = {
.layout = {
.attrs[0] = { .name="in_pos", .sem_name="POS", .format=SG_VERTEXFORMAT_FLOAT2 },
.attrs[1] = { .name="in_uv", .sem_name="UV", .format=SG_VERTEXFORMAT_FLOAT2 }
},
.shader = fsq_shd,
.primitive_type = SG_PRIMITIVETYPE_TRIANGLE_STRIP
};
platform.gfx.draw_state.pipeline = sg_make_pipeline(&pip_desc);
pip_desc.blend.depth_format = SG_PIXELFORMAT_NONE;
platform.gfx.upscale_draw_state.pipeline = sg_make_pipeline(&pip_desc);
/* a texture with the emulator's raw pixel data */
platform.gfx.upscale_draw_state.fs_images[0] = sg_make_image(&(sg_image_desc){
.width = platform.gfx.fb_width,
.height = platform.gfx.fb_height,
.pixel_format = SG_PIXELFORMAT_RGBA8,
.usage = SG_USAGE_STREAM,
.min_filter = SG_FILTER_NEAREST,
.mag_filter = SG_FILTER_NEAREST,
.wrap_u = SG_WRAP_CLAMP_TO_EDGE,
.wrap_v = SG_WRAP_CLAMP_TO_EDGE
});
/* a 2x upscaled render-target-texture */
platform.gfx.draw_state.fs_images[0] = sg_make_image(&(sg_image_desc){
.render_target = true,
.width = 2*platform.gfx.fb_width,
.height = 2*platform.gfx.fb_height,
.pixel_format = SG_PIXELFORMAT_RGBA8,
.min_filter = SG_FILTER_LINEAR,
.mag_filter = SG_FILTER_LINEAR,
.wrap_u = SG_WRAP_CLAMP_TO_EDGE,
.wrap_v = SG_WRAP_CLAMP_TO_EDGE
});
/* a render pass for the 2x upscaling */
platform.gfx.upscale_pass = sg_make_pass(&(sg_pass_desc){
.color_attachments[0].image = platform.gfx.draw_state.fs_images[0]
});
}
static const sg_pass_action gfx_upscale_pass_action = {
.colors[0] = { .action = SG_ACTION_DONTCARE }
};
static const sg_pass_action gfx_draw_pass_action = {
.colors[0] = { .action = SG_ACTION_CLEAR, .val = { 0.05f, 0.05f, 0.05f, 1.0f } }
};
static void apply_viewport(void) {
const s32 canvas_width = sapp_width();
const s32 canvas_height = sapp_height();
const float canvas_aspect = (float)canvas_width / (float)canvas_height;
const float fb_aspect = (float)(platform.gfx.fb_width*platform.gfx.fb_aspect_scale_x) / (float)(platform.gfx.fb_height*platform.gfx.fb_aspect_scale_y);
const s32 frame_x = 5;
const s32 frame_y = 5;
s32 vp_x, vp_y, vp_w, vp_h;
if (fb_aspect < canvas_aspect) {
vp_y = frame_y;
vp_h = canvas_height - 2 * frame_y;
vp_w = (s32) (canvas_height * fb_aspect) - 2 * frame_x;
vp_x = (canvas_width - vp_w) / 2;
}
else {
vp_x = frame_x;
vp_w = canvas_width - 2 * frame_x;
vp_h = (s32) (canvas_width / fb_aspect) - 2 * frame_y;
vp_y = frame_y;
}
sg_apply_viewport(vp_x, vp_y, vp_w, vp_h, true);
}
static void gfx_draw() {
/* copy emulator pixel data into upscaling source texture */
sg_update_image(platform.gfx.upscale_draw_state.fs_images[0], &(sg_image_content){
.subimage[0][0] = {
.ptr = platform.studio->tic->screen,
.size = platform.gfx.fb_width*platform.gfx.fb_height*sizeof platform.studio->tic->screen[0]
}
});
/* upscale the original framebuffer 2x with nearest filtering */
sg_begin_pass(platform.gfx.upscale_pass, &gfx_upscale_pass_action);
sg_apply_draw_state(&platform.gfx.upscale_draw_state);
sg_draw(0, 4, 1);
sg_end_pass();
/* draw the final pass with linear filtering */
sg_begin_default_pass(&gfx_draw_pass_action, sapp_width(), sapp_height());
apply_viewport();
sg_apply_draw_state(&platform.gfx.draw_state);
sg_draw(0, 4, 1);
sg_end_pass();
sg_commit();
}
static void setClipboardText(const char* text) static void setClipboardText(const char* text)
{ {
} }
@ -359,7 +116,7 @@ static System systemInterface =
static void app_init(void) static void app_init(void)
{ {
gfx_init(TIC80_FULLWIDTH, TIC80_FULLHEIGHT, 1, 1); sokol_gfx_init(TIC80_FULLWIDTH, TIC80_FULLHEIGHT, 1, 1);
platform.audio.samples = calloc(sizeof platform.audio.samples[0], saudio_sample_rate() / TIC_FRAMERATE * TIC_STEREO_CHANNLES); platform.audio.samples = calloc(sizeof platform.audio.samples[0], saudio_sample_rate() / TIC_FRAMERATE * TIC_STEREO_CHANNLES);
} }
@ -375,7 +132,7 @@ static void app_frame(void)
platform.studio->tick(); platform.studio->tick();
gfx_draw(); sokol_gfx_draw(platform.studio->tic->screen);
s32 count = tic->samples.size / sizeof tic->samples.buffer[0]; s32 count = tic->samples.size / sizeof tic->samples.buffer[0];
for(s32 i = 0; i < count; i++) for(s32 i = 0; i < count; i++)

11
src/system/sokol.h Normal file
View File

@ -0,0 +1,11 @@
#pragma once
#include "sokol_app.h"
#include "sokol_gfx.h"
#include "sokol_time.h"
#include "sokol_audio.h"
#include <stdint.h>
void sokol_gfx_init(int w, int h, int sx, int sy);
void sokol_gfx_draw(const uint32_t* ptr);

246
src/system/sokol_gfx.c Normal file
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@ -0,0 +1,246 @@
#include "sokol.h"
static struct
{
sg_draw_state upscale_draw_state;
sg_pass upscale_pass;
sg_draw_state draw_state;
int fb_width;
int fb_height;
int fb_aspect_scale_x;
int fb_aspect_scale_y;
} sokol_gfx;
#if defined(SOKOL_GLCORE33)
static const char* gfx_vs_src =
"#version 330\n"
"in vec2 in_pos;\n"
"in vec2 in_uv;\n"
"out vec2 uv;\n"
"void main() {\n"
" gl_Position = vec4(in_pos*2.0-1.0, 0.5, 1.0);\n"
" uv = in_uv;\n"
"}\n";
static const char* gfx_fs_src =
"#version 330\n"
"uniform sampler2D tex;\n"
"in vec2 uv;\n"
"out vec4 frag_color;\n"
"void main() {\n"
" frag_color = texture(tex, uv);\n"
"}\n";
#elif defined(SOKOL_GLES2)
static const char* gfx_vs_src =
"attribute vec2 in_pos;\n"
"attribute vec2 in_uv;\n"
"varying vec2 uv;\n"
"void main() {\n"
" gl_Position = vec4(in_pos*2.0-1.0, 0.5, 1.0);\n"
" uv = in_uv;\n"
"}\n";
static const char* gfx_fs_src =
"precision mediump float;\n"
"uniform sampler2D tex;"
"varying vec2 uv;\n"
"void main() {\n"
" gl_FragColor = texture2D(tex, uv);\n"
"}\n";
#elif defined(SOKOL_METAL)
static const char* gfx_vs_src =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"struct vs_in {\n"
" float2 pos [[attribute(0)]];\n"
" float2 uv [[attribute(1)]];\n"
"};\n"
"struct vs_out {\n"
" float4 pos [[position]];\n"
" float2 uv;\n"
"};\n"
"vertex vs_out _main(vs_in in [[stage_in]]) {\n"
" vs_out out;\n"
" out.pos = float4(in.pos*2.0-1.0, 0.5, 1.0);\n"
" out.uv = in.uv;\n"
" return out;\n"
"}\n";
static const char* gfx_fs_src =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"struct fs_in {\n"
" float2 uv;\n"
"};\n"
"fragment float4 _main(fs_in in [[stage_in]], texture2d<float> tex [[texture(0)]], sampler smp [[sampler(0)]]) {\n"
" return tex.sample(smp, in.uv);\n"
"}\n";
#elif defined(SOKOL_D3D11)
static const char* gfx_vs_src =
"struct vs_in {\n"
" float2 pos: POS;\n"
" float2 uv: UV;\n"
"};\n"
"struct vs_out {\n"
" float2 uv: TEXCOORD0;\n"
" float4 pos: SV_Position;\n"
"};\n"
"vs_out main(vs_in inp) {\n"
" vs_out outp;\n"
" outp.pos = float4(inp.pos*2.0-1.0, 0.5, 1.0);\n"
" outp.uv = inp.uv;\n"
" return outp;\n"
"}\n";
static const char* gfx_fs_src =
"Texture2D<float4> tex: register(t0);\n"
"sampler smp: register(s0);\n"
"float4 main(float2 uv: TEXCOORD0): SV_Target0 {\n"
" return tex.Sample(smp, uv);\n"
"}\n";
#endif
void sokol_gfx_init(int w, int h, int sx, int sy) {
sokol_gfx.fb_width = w;
sokol_gfx.fb_height = h;
sokol_gfx.fb_aspect_scale_x = sx;
sokol_gfx.fb_aspect_scale_y = sy;
sg_setup(&(sg_desc){
.mtl_device = sapp_metal_get_device(),
.mtl_renderpass_descriptor_cb = sapp_metal_get_renderpass_descriptor,
.mtl_drawable_cb = sapp_metal_get_drawable,
.d3d11_device = sapp_d3d11_get_device(),
.d3d11_device_context = sapp_d3d11_get_device_context(),
.d3d11_render_target_view_cb = sapp_d3d11_get_render_target_view,
.d3d11_depth_stencil_view_cb = sapp_d3d11_get_depth_stencil_view
});
/* quad vertex buffers with and without flipped UVs */
float verts[] = {
0.0f, 0.0f, 0.0f, 0.0f,
1.0f, 0.0f, 1.0f, 0.0f,
0.0f, 1.0f, 0.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f
};
float verts_flipped[] = {
0.0f, 0.0f, 0.0f, 1.0f,
1.0f, 0.0f, 1.0f, 1.0f,
0.0f, 1.0f, 0.0f, 0.0f,
1.0f, 1.0f, 1.0f, 0.0f
};
sokol_gfx.upscale_draw_state.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){
.size = sizeof(verts),
.content = verts,
});
sokol_gfx.draw_state.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){
.size = sizeof(verts),
.content = sg_query_feature(SG_FEATURE_ORIGIN_TOP_LEFT) ? verts : verts_flipped
});
/* a shader to render a textured quad */
sg_shader fsq_shd = sg_make_shader(&(sg_shader_desc){
.fs.images = {
[0] = { .name="tex", .type=SG_IMAGETYPE_2D },
},
.vs.source = gfx_vs_src,
.fs.source = gfx_fs_src,
});
/* 2 pipeline-state-objects, one for upscaling, one for rendering */
sg_pipeline_desc pip_desc = {
.layout = {
.attrs[0] = { .name="in_pos", .sem_name="POS", .format=SG_VERTEXFORMAT_FLOAT2 },
.attrs[1] = { .name="in_uv", .sem_name="UV", .format=SG_VERTEXFORMAT_FLOAT2 }
},
.shader = fsq_shd,
.primitive_type = SG_PRIMITIVETYPE_TRIANGLE_STRIP
};
sokol_gfx.draw_state.pipeline = sg_make_pipeline(&pip_desc);
pip_desc.blend.depth_format = SG_PIXELFORMAT_NONE;
sokol_gfx.upscale_draw_state.pipeline = sg_make_pipeline(&pip_desc);
/* a texture with the emulator's raw pixel data */
sokol_gfx.upscale_draw_state.fs_images[0] = sg_make_image(&(sg_image_desc){
.width = sokol_gfx.fb_width,
.height = sokol_gfx.fb_height,
.pixel_format = SG_PIXELFORMAT_RGBA8,
.usage = SG_USAGE_STREAM,
.min_filter = SG_FILTER_NEAREST,
.mag_filter = SG_FILTER_NEAREST,
.wrap_u = SG_WRAP_CLAMP_TO_EDGE,
.wrap_v = SG_WRAP_CLAMP_TO_EDGE
});
/* a 2x upscaled render-target-texture */
sokol_gfx.draw_state.fs_images[0] = sg_make_image(&(sg_image_desc){
.render_target = true,
.width = 2*sokol_gfx.fb_width,
.height = 2*sokol_gfx.fb_height,
.pixel_format = SG_PIXELFORMAT_RGBA8,
.min_filter = SG_FILTER_LINEAR,
.mag_filter = SG_FILTER_LINEAR,
.wrap_u = SG_WRAP_CLAMP_TO_EDGE,
.wrap_v = SG_WRAP_CLAMP_TO_EDGE
});
/* a render pass for the 2x upscaling */
sokol_gfx.upscale_pass = sg_make_pass(&(sg_pass_desc){
.color_attachments[0].image = sokol_gfx.draw_state.fs_images[0]
});
}
static const sg_pass_action gfx_upscale_pass_action = {
.colors[0] = { .action = SG_ACTION_DONTCARE }
};
static const sg_pass_action gfx_draw_pass_action = {
.colors[0] = { .action = SG_ACTION_CLEAR, .val = { 0.05f, 0.05f, 0.05f, 1.0f } }
};
static void apply_viewport(void) {
const int canvas_width = sapp_width();
const int canvas_height = sapp_height();
const float canvas_aspect = (float)canvas_width / (float)canvas_height;
const float fb_aspect = (float)(sokol_gfx.fb_width*sokol_gfx.fb_aspect_scale_x) / (float)(sokol_gfx.fb_height*sokol_gfx.fb_aspect_scale_y);
const int frame_x = 5;
const int frame_y = 5;
int vp_x, vp_y, vp_w, vp_h;
if (fb_aspect < canvas_aspect) {
vp_y = frame_y;
vp_h = canvas_height - 2 * frame_y;
vp_w = (int) (canvas_height * fb_aspect) - 2 * frame_x;
vp_x = (canvas_width - vp_w) / 2;
}
else {
vp_x = frame_x;
vp_w = canvas_width - 2 * frame_x;
vp_h = (int) (canvas_width / fb_aspect) - 2 * frame_y;
// align top
// vp_y = frame_y;
// align vcenter
vp_y = (canvas_height - vp_h) / 2;
}
sg_apply_viewport(vp_x, vp_y, vp_w, vp_h, true);
}
void sokol_gfx_draw(const uint32_t* ptr) {
/* copy emulator pixel data into upscaling source texture */
sg_update_image(sokol_gfx.upscale_draw_state.fs_images[0], &(sg_image_content){
.subimage[0][0] = {
.ptr = ptr,
.size = sokol_gfx.fb_width*sokol_gfx.fb_height*sizeof ptr[0]
}
});
/* upscale the original framebuffer 2x with nearest filtering */
sg_begin_pass(sokol_gfx.upscale_pass, &gfx_upscale_pass_action);
sg_apply_draw_state(&sokol_gfx.upscale_draw_state);
sg_draw(0, 4, 1);
sg_end_pass();
/* draw the final pass with linear filtering */
sg_begin_default_pass(&gfx_draw_pass_action, sapp_width(), sapp_height());
apply_viewport();
sg_apply_draw_state(&sokol_gfx.draw_state);
sg_draw(0, 4, 1);
sg_end_pass();
sg_commit();
}