bsnes/ruby/ruby.hpp

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#pragma once
Update to v094r09 release. byuu says: This will easily be the biggest diff in the history of higan. And not in a good way. * target-higan and target-loki have been blown away completely * nall and ruby massively updated * phoenix replaced with hiro (pretty near a total rewrite) * target-higan restarted using hiro (just a window for now) * all emulation cores updated to compile again * installation changed to not require root privileges (installs locally) For the foreseeable future (maybe even permanently?), the new higan UI will only build under Linux/BSD with GTK+ 2.20+. Probably the most likely route for Windows/OS X will be to try and figure out how to build hiro/GTK on those platforms, as awful as that would be. The other alternative would be to produce new UIs for those platforms ... which would actually be a good opportunity to make something much more user friendly. Being that I just started on this a few hours ago, that means that for at least a few weeks, don't expect to be able to actually play any games. Right now, you can pretty much just compile the binary and that's it. It's quite possible that some nall changes didn't produce compilation errors, but will produce runtime errors. So until the UI can actually load games, we won't know if anything is broken. But we should mostly be okay. It was mostly just trim<1> -> trim changes, moving to Hash::SHA256 (much cleaner), and patching some reckless memory copy functions enough to compile. Progress isn't going to be like it was before: I'm now dividing my time much thinner between studying and other hobbies. My aim this time is not to produce a binary for everyone to play games on. Rather, it's to keep the emulator alive. I want to be able to apply critical patches again. And I would also like the base of the emulator to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
/* ruby
* author: byuu
* license: ISC
* version: 0.16 (2017-07-08)
Update to v094r09 release. byuu says: This will easily be the biggest diff in the history of higan. And not in a good way. * target-higan and target-loki have been blown away completely * nall and ruby massively updated * phoenix replaced with hiro (pretty near a total rewrite) * target-higan restarted using hiro (just a window for now) * all emulation cores updated to compile again * installation changed to not require root privileges (installs locally) For the foreseeable future (maybe even permanently?), the new higan UI will only build under Linux/BSD with GTK+ 2.20+. Probably the most likely route for Windows/OS X will be to try and figure out how to build hiro/GTK on those platforms, as awful as that would be. The other alternative would be to produce new UIs for those platforms ... which would actually be a good opportunity to make something much more user friendly. Being that I just started on this a few hours ago, that means that for at least a few weeks, don't expect to be able to actually play any games. Right now, you can pretty much just compile the binary and that's it. It's quite possible that some nall changes didn't produce compilation errors, but will produce runtime errors. So until the UI can actually load games, we won't know if anything is broken. But we should mostly be okay. It was mostly just trim<1> -> trim changes, moving to Hash::SHA256 (much cleaner), and patching some reckless memory copy functions enough to compile. Progress isn't going to be like it was before: I'm now dividing my time much thinner between studying and other hobbies. My aim this time is not to produce a binary for everyone to play games on. Rather, it's to keep the emulator alive. I want to be able to apply critical patches again. And I would also like the base of the emulator to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
*
* ruby is a cross-platform hardware abstraction layer.
* it provides a common interface to video, audio and input devices.
Update to v094r09 release. byuu says: This will easily be the biggest diff in the history of higan. And not in a good way. * target-higan and target-loki have been blown away completely * nall and ruby massively updated * phoenix replaced with hiro (pretty near a total rewrite) * target-higan restarted using hiro (just a window for now) * all emulation cores updated to compile again * installation changed to not require root privileges (installs locally) For the foreseeable future (maybe even permanently?), the new higan UI will only build under Linux/BSD with GTK+ 2.20+. Probably the most likely route for Windows/OS X will be to try and figure out how to build hiro/GTK on those platforms, as awful as that would be. The other alternative would be to produce new UIs for those platforms ... which would actually be a good opportunity to make something much more user friendly. Being that I just started on this a few hours ago, that means that for at least a few weeks, don't expect to be able to actually play any games. Right now, you can pretty much just compile the binary and that's it. It's quite possible that some nall changes didn't produce compilation errors, but will produce runtime errors. So until the UI can actually load games, we won't know if anything is broken. But we should mostly be okay. It was mostly just trim<1> -> trim changes, moving to Hash::SHA256 (much cleaner), and patching some reckless memory copy functions enough to compile. Progress isn't going to be like it was before: I'm now dividing my time much thinner between studying and other hobbies. My aim this time is not to produce a binary for everyone to play games on. Rather, it's to keep the emulator alive. I want to be able to apply critical patches again. And I would also like the base of the emulator to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
*/
#include <nall/nall.hpp>
namespace ruby {
struct Video {
static auto create(const nall::string& driver = "") -> Video*;
static auto optimalDriver() -> nall::string;
static auto safestDriver() -> nall::string;
static auto availableDrivers() -> nall::string_vector;
struct Information {
};
virtual ~Video() = default;
virtual auto ready() -> bool { return true; }
virtual auto information() -> Information { return {}; }
virtual auto exclusive() -> bool { return false; }
virtual auto context() -> uintptr { return 0; }
virtual auto blocking() -> bool { return false; }
virtual auto depth() -> uint { return 24; }
virtual auto smooth() -> bool { return false; }
virtual auto shader() -> nall::string { return ""; }
virtual auto setExclusive(bool exclusive) -> bool { return false; }
virtual auto setContext(uintptr context) -> bool { return false; }
virtual auto setBlocking(bool blocking) -> bool { return false; }
virtual auto setDepth(uint depth) -> bool { return false; }
virtual auto setSmooth(bool smooth) -> bool { return false; }
virtual auto setShader(nall::string shader) -> bool { return false; }
virtual auto clear() -> void {}
virtual auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool { return false; }
virtual auto unlock() -> void {}
virtual auto output() -> void {}
};
struct Audio {
static auto create(const nall::string& driver = "") -> Audio*;
static auto optimalDriver() -> nall::string;
static auto safestDriver() -> nall::string;
static auto availableDrivers() -> nall::string_vector;
struct Information {
Update to v103r16 release. byuu says: Changelog: - emulator/audio: added the ability to change the output frequency at run-time without emulator reset - tomoko: display video synchronize option again¹ - tomoko: Settings→Configuration expanded to Settings→{Video, Audio, Input, Hotkey, Advanced} Settings² - tomoko: fix default population of audio settings tab - ruby: Audio::frequency is a double now (to match both Emulator::Audio and ASIO)³ - tomoko: changing the audio device will repopulate the frequency and latency lists - tomoko: changing the audio frequency can now be done in real-time - ruby/audio/asio: added missing device() information, so devices can be changed now - ruby/audio/openal: ported to new API; added device selection support - ruby/audio/wasapi: ported to new API, but did not test yet (it's assuredly still broken)⁴ ¹: I'm uneasy about this ... but, I guess if people want to disable audio and just have smooth scrolling video ... so be it. With Screwtape's documentation, hopefully that'll help people understand that video synchronization always breaks audio synchronization. I may change this to a child menu that lets you pick between {no synchronization, video synchronization, audio synchronization} as a radio selection. ²: given how much more useful the video and audio tabs are now, I felt that four extra menu items were worth saving a click and going right to the tab you want. This also matches the behavior of the Tools menu displaying all tool options and taking you directly to each tab. This is kind of a hard change to get used to ... but I think it's for the better. ³: kind of stupid because I've never seen a hardware sound card where floor(frequency) != frequency, but whatever. Yay consistency. ⁴: I'm going to move it to be event-driven, and try to support 24-bit sample formats if possible. Who knows which cards that'll fix and which cards that'll break. I may end up making multiple WASAPI drivers so people can find one that actually works for them. We'll see.
2017-07-17 10:32:36 +00:00
nall::string_vector devices;
nall::vector<double> frequencies;
nall::vector<uint> latencies;
nall::vector<uint> channels;
};
virtual ~Audio() = default;
virtual auto ready() -> bool { return true; }
Update to v103r24 release. byuu says: Changelog: - gb/mbc6: mapper is now functional, but Net de Get has some text corruption¹ - gb/mbc7: mapper is now functional² - gb/cpu: HDMA syncs other components after each byte transfer now - gb/ppu: LY,LX forced to zero when LCDC.d7 is lowered (eg disabled), not when it's raised (eg enabled) - gb/ppu: the LCD does not run at all when LCDC.d7 is clear³ - fixes graphical corruption between scene transitions in Legend of Zelda - Oracle of Ages - thanks to Cydrak, Shonumi, gekkio for their input on the cause of this issue - md/controller: renamed "Gamepad" to "Control Pad" per official terminology - md/controller: added "Fighting Pad" (6-button controller) emulation [hex\_usr] - processor/m68k: fixed TAS to set data.d7 when EA.mode==DataRegisterDirect; fixes Asterix - hiro/windows: removed carriage returns from mouse.cpp and desktop.cpp - ruby/audio/alsa: added device driver selection [SuperMikeMan] - ruby/audio/ao: set format.matrix=nullptr to prevent a crash on some systems [SuperMikeMan] - ruby/video/cgl: rename term() to terminate() to fix a crash on macOS [Sintendo] ¹: The observation that this mapper split $4000-7fff into two banks came from MAME's implementation. But their implementation was quite broken and incomplete, so I didn't actually use any of it. The observation that this mapper split $a000-bfff into two banks came from Tauwasser, and I did directly use that information, plus the knowledge that $0400/$0800 are the RAM bank select registers. The text corruption is due to a race condition with timing. The game is transferring font letters via HDMA, but the game code ends up setting the bank# with the font a bit too late after the HDMA has already occurred. I'm not sure how to fix this ... as a whole, I assumed my Game Boy timing was pretty good, but apparently it's not that good. ²: The entire design of this mapper comes from endrift's notes. endrift gets full credit for higan being able to emulate this mapper. Note that the accelerometer implementation is still not tested, and probably won't work right until I tweak the sensitivity a lot. ³: So the fun part of this is ... it breaks the strict 60fps rate of the Game Boy. This was always inevitable: certain timing conditions can stretch frames, too. But this is pretty much an absolute deal breaker for something like Vsync timing. This pretty much requires adaptive sync to run well without audio stuttering during the transition. There's currently one very important detail missing: when the LCD is turned off, presumably the image on the screen fades to white. I do not know how long this process takes, or how to really go about emulating it. Right now as an incomplete patch, I'm simply leaving the last displayed image on the screen until the LCD is turned on again. But I will have to output white, as well as add code to break out of the emulation loop periodically when the LCD is left off eg indefinitely, or bad things would happen. I'll work something out and then implement. Another detail is I'm not sure how long it takes for the LCD to start rendering again once enabled. Right now, it's immediate. I've heard it's as long as 1/60th of a second, but that really seems incredibly excessive? I'd like to know at least a reasonably well-supported estimate before I implement that.
2017-08-01 11:41:27 +00:00
virtual auto information() -> Information { return {{"Default"}, {48000.0}, {0}, {2}}; }
virtual auto exclusive() -> bool { return false; }
virtual auto context() -> uintptr { return 0; }
virtual auto device() -> nall::string { return "None"; }
virtual auto blocking() -> bool { return false; }
virtual auto channels() -> uint { return 2; }
Update to v103r16 release. byuu says: Changelog: - emulator/audio: added the ability to change the output frequency at run-time without emulator reset - tomoko: display video synchronize option again¹ - tomoko: Settings→Configuration expanded to Settings→{Video, Audio, Input, Hotkey, Advanced} Settings² - tomoko: fix default population of audio settings tab - ruby: Audio::frequency is a double now (to match both Emulator::Audio and ASIO)³ - tomoko: changing the audio device will repopulate the frequency and latency lists - tomoko: changing the audio frequency can now be done in real-time - ruby/audio/asio: added missing device() information, so devices can be changed now - ruby/audio/openal: ported to new API; added device selection support - ruby/audio/wasapi: ported to new API, but did not test yet (it's assuredly still broken)⁴ ¹: I'm uneasy about this ... but, I guess if people want to disable audio and just have smooth scrolling video ... so be it. With Screwtape's documentation, hopefully that'll help people understand that video synchronization always breaks audio synchronization. I may change this to a child menu that lets you pick between {no synchronization, video synchronization, audio synchronization} as a radio selection. ²: given how much more useful the video and audio tabs are now, I felt that four extra menu items were worth saving a click and going right to the tab you want. This also matches the behavior of the Tools menu displaying all tool options and taking you directly to each tab. This is kind of a hard change to get used to ... but I think it's for the better. ³: kind of stupid because I've never seen a hardware sound card where floor(frequency) != frequency, but whatever. Yay consistency. ⁴: I'm going to move it to be event-driven, and try to support 24-bit sample formats if possible. Who knows which cards that'll fix and which cards that'll break. I may end up making multiple WASAPI drivers so people can find one that actually works for them. We'll see.
2017-07-17 10:32:36 +00:00
virtual auto frequency() -> double { return 48000.0; }
virtual auto latency() -> uint { return 0; }
virtual auto setExclusive(bool exclusive) -> bool { return false; }
virtual auto setContext(uintptr context) -> bool { return false; }
virtual auto setDevice(nall::string device) -> bool { return false; }
virtual auto setBlocking(bool blocking) -> bool { return false; }
virtual auto setChannels(uint channels) -> bool { return false; }
Update to v103r16 release. byuu says: Changelog: - emulator/audio: added the ability to change the output frequency at run-time without emulator reset - tomoko: display video synchronize option again¹ - tomoko: Settings→Configuration expanded to Settings→{Video, Audio, Input, Hotkey, Advanced} Settings² - tomoko: fix default population of audio settings tab - ruby: Audio::frequency is a double now (to match both Emulator::Audio and ASIO)³ - tomoko: changing the audio device will repopulate the frequency and latency lists - tomoko: changing the audio frequency can now be done in real-time - ruby/audio/asio: added missing device() information, so devices can be changed now - ruby/audio/openal: ported to new API; added device selection support - ruby/audio/wasapi: ported to new API, but did not test yet (it's assuredly still broken)⁴ ¹: I'm uneasy about this ... but, I guess if people want to disable audio and just have smooth scrolling video ... so be it. With Screwtape's documentation, hopefully that'll help people understand that video synchronization always breaks audio synchronization. I may change this to a child menu that lets you pick between {no synchronization, video synchronization, audio synchronization} as a radio selection. ²: given how much more useful the video and audio tabs are now, I felt that four extra menu items were worth saving a click and going right to the tab you want. This also matches the behavior of the Tools menu displaying all tool options and taking you directly to each tab. This is kind of a hard change to get used to ... but I think it's for the better. ³: kind of stupid because I've never seen a hardware sound card where floor(frequency) != frequency, but whatever. Yay consistency. ⁴: I'm going to move it to be event-driven, and try to support 24-bit sample formats if possible. Who knows which cards that'll fix and which cards that'll break. I may end up making multiple WASAPI drivers so people can find one that actually works for them. We'll see.
2017-07-17 10:32:36 +00:00
virtual auto setFrequency(double frequency) -> bool { return false; }
virtual auto setLatency(uint latency) -> bool { return false; }
virtual auto clear() -> void {}
virtual auto output(const double samples[]) -> void {}
};
struct Input {
static auto create(const nall::string& driver = "") -> Input*;
static auto optimalDriver() -> nall::string;
static auto safestDriver() -> nall::string;
static auto availableDrivers() -> nall::string_vector;
struct Information {
};
virtual ~Input() = default;
virtual auto ready() -> bool { return true; }
virtual auto information() -> Information { return {}; }
virtual auto context() -> uintptr { return 0; }
virtual auto setContext(uintptr context) -> bool { return false; }
virtual auto acquired() -> bool { return false; }
virtual auto acquire() -> bool { return false; }
virtual auto release() -> bool { return false; }
virtual auto poll() -> nall::vector<nall::shared_pointer<nall::HID::Device>> { return {}; }
virtual auto rumble(uint64_t id, bool enable) -> bool { return false; }
auto onChange(const nall::function<void (nall::shared_pointer<nall::HID::Device>, uint, uint, int16_t, int16_t)>& callback) { _onChange = callback; }
auto doChange(nall::shared_pointer<nall::HID::Device> device, uint group, uint input, int16_t oldValue, int16_t newValue) -> void {
if(_onChange) _onChange(device, group, input, oldValue, newValue);
}
private:
nall::function<void (nall::shared_pointer<nall::HID::Device> device, uint group, uint input, int16_t oldValue, int16_t newValue)> _onChange;
};
}