add sdl2 demo
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27d9c3a686
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@ -4,7 +4,7 @@
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CC_NATIVE = gcc
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CFLAGS_NATIVE = -g -std=c89 -Wall -Wextra -Werror -Wno-unused-parameter -I.
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LDFLAGS_NATIVE =
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LDLIBS_NATIVE =
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LDLIBS_NATIVE = -lSDL2
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# WASM build (emscripten)
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CC_WASM = emcc
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@ -1,6 +1,7 @@
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#include "../../debug.h"
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#include "../../test.h"
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#include "../../vm.h"
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#include <SDL2/SDL.h>
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int main(int argc, char **argv) {
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VM vm = {0};
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@ -9,9 +10,80 @@ int main(int argc, char **argv) {
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vm.stack_size = STACK_SIZE;
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vm.memory_size = MEMORY_SIZE;
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test_loop_compile(vm.memory);
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uint32_t end = test_loop_compile(vm.memory);
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/* test_add_function_compile(vm.memory); */
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/* test_recursive_function_compile(vm.memory); */
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uint32_t buffer_size = 640 * 480 * sizeof(uint32_t);
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while (step_vm(&vm)){}
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Device screen;
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screen.type = SCREEN;
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screen.s = (Screen){.width = (uint8_t)480,
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.height = (uint8_t)640,
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.allocated = {end, buffer_size},
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.buffer = &vm.memory[end]};
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vm.devices[vm.dp++] = screen;
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vm.mp += buffer_size;
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/* Create window and renderer */
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SDL_Window *window = SDL_CreateWindow(
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"Reality Engine VM", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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screen.s.width, screen.s.height, SDL_WINDOW_SHOWN | SDL_WINDOW_ALLOW_HIGHDPI);
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SDL_Renderer *renderer = SDL_CreateRenderer(
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window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
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/* Create texture for 640x480 buffer */
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SDL_Texture *texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ARGB8888,
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SDL_TEXTUREACCESS_STREAMING,
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screen.s.width, screen.s.height);
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/* Enable nearest-neighbor scaling (preserves pixel art) */
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SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "0"); /* "0" = nearest-neighbor */
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while (step_vm(&vm)) {
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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switch (event.type) {
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case SDL_QUIT:
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return 0;
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case SDL_MOUSEBUTTONDOWN:
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/* event.button.x, event.button.y, event.button.button */
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break;
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case SDL_MOUSEMOTION:
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/* handleInput(event.motion.x, event.motion.y, 0); 0 for no button */
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break;
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case SDL_FINGERDOWN:
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/* handleInput(event.tfinger.x * screen.s.width, */
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/* event.tfinger.y * screen.s.height, 1); // 1 for touch */
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break;
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case SDL_FINGERMOTION:
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/* handleInput(event.tfinger.x * screen.s.width, */
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/* event.tfinger.y * screen.s.height, 0); // 0 for no button */
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break;
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}
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}
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SDL_UpdateTexture(texture, NULL, screen.s.buffer,
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screen.s.width * sizeof(uint32_t));
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SDL_RenderClear(renderer);
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/* Optional: Set logical size to maintain 640x480 aspect ratio */
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/* (Scales to fit screen while preserving pixel grid) */
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SDL_Rect output_rect;
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SDL_RenderGetViewport(renderer, &output_rect);
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float scale_x = (float)output_rect.w / screen.s.width;
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float scale_y = (float)output_rect.h / screen.s.height;
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float scale = SDL_min(scale_x, scale_y);
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SDL_Rect dstrect = {(int)((output_rect.w - screen.s.width * scale) / 2),
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(int)((output_rect.h - screen.s.height * scale) / 2),
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(int)(screen.s.width * scale),
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(int)(screen.s.height * scale)};
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SDL_RenderCopy(renderer, texture, NULL, &dstrect);
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SDL_RenderPresent(renderer);
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}
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core_dump(&vm);
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return 0;
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}
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@ -22,15 +22,31 @@ typedef struct frame_s {
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Slice allocated; /* start and end of global allocated block */
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} Frame;
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typedef struct screen_t {
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uint8_t width;
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uint8_t height;
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Slice allocated;
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Value *buffer;
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} Screen;
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typedef union device_u {
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uint8_t type;
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Screen s;
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} Device;
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#define MEMORY_SIZE 65536
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#define FRAMES_SIZE 128
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#define STACK_SIZE 256
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#define DEVICES_SIZE 8
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typedef struct vm_s {
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uint32_t pc; /* Program counter */
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uint32_t fp; /* Frame pointer (last allocated value) */
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uint32_t fp; /* Frame pointer (current frame) */
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uint32_t sp; /* stack pointer (top of stack) */
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uint32_t rp; /* return stack pointer (top of stack) */
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uint32_t mp; /* Memory pointer (last allocated value) */
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uint32_t dp; /* device pointer (last allocated device) */
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uint8_t devices_size;
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Device devices[DEVICES_SIZE];
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uint32_t frames_size;
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Frame frames[FRAMES_SIZE]; /* function call frames */
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uint32_t stack_size;
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@ -100,6 +116,14 @@ typedef enum {
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OP_CMP_STRING, /* cmps : dest = (str == src2) as bool */
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} Opcode;
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typedef enum {
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SCREEN,
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MOUSE,
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KEYBOARD,
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CONTROLLER,
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AUDIO,
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} Devicecode;
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/* defines a uint32 opcode */
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#define OP(opcode, a, b, c) ((opcode << 24) | (a << 16) | (b << 8) | c)
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