bool _mPerfRunCore(const char* fname, const struct mArguments* args, const struct PerfOpts* perfOpts) { struct mCore* core = mCoreFind(fname); if (!core) { return false; } // TODO: Put back debugger char gameCode[9] = { 0 }; core->init(core); if (!perfOpts->noVideo) { core->setVideoBuffer(core, _outputBuffer, 256); } mCoreLoadFile(core, fname); mCoreConfigInit(&core->config, "perf"); mCoreConfigLoad(&core->config); if (perfOpts->threadedVideo) { mCoreConfigSetOverrideIntValue(&core->config, "threadedVideo", 1); } else { mCoreConfigSetOverrideIntValue(&core->config, "threadedVideo", 0); } struct mCoreOptions opts = {}; mCoreConfigMap(&core->config, &opts); opts.audioSync = false; opts.videoSync = false; applyArguments(args, NULL, &core->config); mCoreConfigLoadDefaults(&core->config, &opts); mCoreConfigSetDefaultValue(&core->config, "idleOptimization", "detect"); mCoreLoadConfig(core); core->reset(core); if (_savestate) { mCoreLoadStateNamed(core, _savestate, 0); } core->getGameCode(core, gameCode); int frames = perfOpts->frames; if (!frames) { frames = perfOpts->duration * 60; } struct timeval tv; gettimeofday(&tv, 0); uint64_t start = 1000000LL * tv.tv_sec + tv.tv_usec; _mPerfRunloop(core, &frames, perfOpts->csv); gettimeofday(&tv, 0); uint64_t end = 1000000LL * tv.tv_sec + tv.tv_usec; uint64_t duration = end - start; mCoreConfigFreeOpts(&opts); mCoreConfigDeinit(&core->config); core->deinit(core); float scaledFrames = frames * 1000000.f; if (perfOpts->csv) { char buffer[256]; const char* rendererName; if (perfOpts->noVideo) { rendererName = "none"; } else if (perfOpts->threadedVideo) { rendererName = "threaded-software"; } else { rendererName = "software"; } snprintf(buffer, sizeof(buffer), "%s,%i,%" PRIu64 ",%s\n", gameCode, frames, duration, rendererName); printf("%s", buffer); if (_socket != INVALID_SOCKET) { SocketSend(_socket, buffer, strlen(buffer)); } } else { printf("%u frames in %" PRIu64 " microseconds: %g fps (%gx)\n", frames, duration, scaledFrames / duration, scaledFrames / (duration * 60.f)); } return true; }
int main(int argc, char** argv) { struct mSDLRenderer renderer = {}; struct mCoreOptions opts = { .useBios = true, .rewindEnable = true, .audioBuffers = 512, .videoSync = false, .audioSync = true, .volume = 0x100, }; struct mArguments args; struct mGraphicsOpts graphicsOpts; struct mSubParser subparser; initParserForGraphics(&subparser, &graphicsOpts); bool parsed = parseArguments(&args, argc, argv, &subparser); if (!parsed || args.showHelp) { usage(argv[0], subparser.usage); freeArguments(&args); return !parsed; } if (args.showVersion) { version(argv[0]); freeArguments(&args); return 0; } renderer.core = mCoreFind(args.fname); if (!renderer.core) { printf("Could not run game. Are you sure the file exists and is a compatible game?\n"); freeArguments(&args); return 1; } renderer.core->desiredVideoDimensions(renderer.core, &renderer.width, &renderer.height); #ifdef BUILD_GL mSDLGLCreate(&renderer); #elif defined(BUILD_GLES2) || defined(USE_EPOXY) mSDLGLES2Create(&renderer); #else mSDLSWCreate(&renderer); #endif renderer.ratio = graphicsOpts.multiplier; if (renderer.ratio == 0) { renderer.ratio = 1; } opts.width = renderer.width * renderer.ratio; opts.height = renderer.height * renderer.ratio; if (!renderer.core->init(renderer.core)) { freeArguments(&args); return 1; } mInputMapInit(&renderer.core->inputMap, &GBAInputInfo); mCoreInitConfig(renderer.core, PORT); applyArguments(&args, &subparser, &renderer.core->config); mCoreConfigLoadDefaults(&renderer.core->config, &opts); mCoreLoadConfig(renderer.core); renderer.viewportWidth = renderer.core->opts.width; renderer.viewportHeight = renderer.core->opts.height; #if SDL_VERSION_ATLEAST(2, 0, 0) renderer.player.fullscreen = renderer.core->opts.fullscreen; renderer.player.windowUpdated = 0; #else renderer.fullscreen = renderer.core->opts.fullscreen; #endif renderer.lockAspectRatio = renderer.core->opts.lockAspectRatio; renderer.filter = renderer.core->opts.resampleVideo; if (!mSDLInit(&renderer)) { freeArguments(&args); renderer.core->deinit(renderer.core); return 1; } renderer.player.bindings = &renderer.core->inputMap; mSDLInitBindingsGBA(&renderer.core->inputMap); mSDLInitEvents(&renderer.events); mSDLEventsLoadConfig(&renderer.events, mCoreConfigGetInput(&renderer.core->config)); mSDLAttachPlayer(&renderer.events, &renderer.player); mSDLPlayerLoadConfig(&renderer.player, mCoreConfigGetInput(&renderer.core->config)); int ret; // TODO: Use opts and config ret = mSDLRun(&renderer, &args); mSDLDetachPlayer(&renderer.events, &renderer.player); mInputMapDeinit(&renderer.core->inputMap); mSDLDeinit(&renderer); freeArguments(&args); mCoreConfigFreeOpts(&opts); mCoreConfigDeinit(&renderer.core->config); renderer.core->deinit(renderer.core); return ret; } int mSDLRun(struct mSDLRenderer* renderer, struct mArguments* args) { struct mCoreThread thread = { .core = renderer->core }; if (!mCoreLoadFile(renderer->core, args->fname)) { return 1; } mCoreAutoloadSave(renderer->core); struct mDebugger* debugger = mDebuggerCreate(args->debuggerType, renderer->core); if (debugger) { mDebuggerAttach(debugger, renderer->core); mDebuggerEnter(debugger, DEBUGGER_ENTER_MANUAL, NULL); } if (args->patch) { struct VFile* patch = VFileOpen(args->patch, O_RDONLY); if (patch) { renderer->core->loadPatch(renderer->core, patch); } } else { mCoreAutoloadPatch(renderer->core); } renderer->audio.samples = renderer->core->opts.audioBuffers; renderer->audio.sampleRate = 44100; bool didFail = !mSDLInitAudio(&renderer->audio, &thread); if (!didFail) { #if SDL_VERSION_ATLEAST(2, 0, 0) mSDLSetScreensaverSuspendable(&renderer->events, renderer->core->opts.suspendScreensaver); mSDLSuspendScreensaver(&renderer->events); #endif if (mCoreThreadStart(&thread)) { renderer->runloop(renderer, &thread); mSDLPauseAudio(&renderer->audio); mCoreThreadJoin(&thread); } else { didFail = true; printf("Could not run game. Are you sure the file exists and is a compatible game?\n"); } #if SDL_VERSION_ATLEAST(2, 0, 0) mSDLResumeScreensaver(&renderer->events); mSDLSetScreensaverSuspendable(&renderer->events, false); #endif if (mCoreThreadHasCrashed(&thread)) { didFail = true; printf("The game crashed!\n"); } } renderer->core->unloadROM(renderer->core); return didFail; } static bool mSDLInit(struct mSDLRenderer* renderer) { if (SDL_Init(SDL_INIT_VIDEO) < 0) { printf("Could not initialize video: %s\n", SDL_GetError()); return false; } return renderer->init(renderer); } static void mSDLDeinit(struct mSDLRenderer* renderer) { mSDLDeinitEvents(&renderer->events); mSDLDeinitAudio(&renderer->audio); #if SDL_VERSION_ATLEAST(2, 0, 0) SDL_DestroyWindow(renderer->window); #endif renderer->deinit(renderer); SDL_Quit(); }