Files
InputTest_MiSTer/verilator/sim_main.cpp
2021-06-28 22:42:42 +01:00

345 lines
8.4 KiB
C++

#include <verilated.h>
#include "Vtop.h"
#include "imgui.h"
#ifndef _MSC_VER
#include <stdio.h>
#include <SDL.h>
#include <SDL_opengl.h>
#else
#define WIN32
#include <dinput.h>
#endif
#include "sim_console.h"
#include "sim_bus.h"
#include "sim_video.h"
#include "sim_input.h"
#include "sim_clock.h"
#include "../imgui/imgui_memory_editor.h"
// Debug GUI
// ---------
const char* windowTitle = "Verilator Sim: InputTest";
bool showDebugWindow = true;
const char* debugWindowTitle = "Virtual Dev Board v1.0";
DebugConsole console;
MemoryEditor mem_edit_1;
MemoryEditor mem_edit_2;
MemoryEditor mem_edit_3;
// HPS emulator
// ------------
SimBus bus(console);
// Input handling
// --------------
SimInput input(12);
const int input_right = 0;
const int input_left = 1;
const int input_down = 2;
const int input_up = 3;
const int input_fire1 = 4;
const int input_fire2 = 5;
const int input_start_1 = 6;
const int input_start_2 = 7;
const int input_coin_1 = 8;
const int input_coin_2 = 9;
const int input_coin_3 = 10;
const int input_pause = 11;
// Video
// -----
#define VGA_WIDTH 320
#define VGA_HEIGHT 240
#define VGA_ROTATE 0 // 90 degrees anti-clockwise
SimVideo video(VGA_WIDTH, VGA_HEIGHT, VGA_ROTATE);
// Simulation control
// ------------------
int initialReset = 48;
bool run_enable = 1;
int batchSize = 150000;
bool single_step = 0;
bool multi_step = 0;
int multi_step_amount = 1024;
// Verilog module
// --------------
Vtop* top = NULL;
vluint64_t main_time = 0; // Current simulation time.
double sc_time_stamp() { // Called by $time in Verilog.
return main_time;
}
SimClock clk_sys(1);
void resetSim() {
main_time = 0;
top->reset = 1;
clk_sys.Reset();
}
int verilate() {
if (!Verilated::gotFinish()) {
// Assert reset during startup
if (main_time < initialReset) { top->reset = 1; }
// Deassert reset after startup
if (main_time == initialReset) { top->reset = 0; }
// Clock dividers
clk_sys.Tick();
// Set system clock in core
top->clk_sys = clk_sys.clk;
// Simulate both edges of system clock
if (clk_sys.clk != clk_sys.old) {
if (clk_sys.clk) { bus.BeforeEval(); }
top->eval();
if (clk_sys.clk) { bus.AfterEval(); }
}
// Output pixels on rising edge of pixel clock
if (clk_sys.IsRising() && top->top__DOT__system__DOT__ce_pix) {
uint32_t colour = 0xFF000000 | top->VGA_B << 16 | top->VGA_G << 8 | top->VGA_R;
video.Clock(top->VGA_HB, top->VGA_VB, top->VGA_HS, top->VGA_VS, colour);
}
main_time++;
return 1;
}
// Stop verilating and cleanup
top->final();
delete top;
exit(0);
return 0;
}
char ps2_scancode = 0;
char ps2_toggle = 0;
char ps2_timer = 0;
int main(int argc, char** argv, char** env) {
// Create core and initialise
top = new Vtop();
Verilated::commandArgs(argc, argv);
#ifdef WIN32
// Attach debug console to the verilated code
Verilated::setDebug(console);
#endif
// Attach bus
bus.ioctl_addr = &top->ioctl_addr;
bus.ioctl_index = &top->ioctl_index;
bus.ioctl_wait = &top->ioctl_wait;
bus.ioctl_download = &top->ioctl_download;
//bus.ioctl_upload = &top->ioctl_upload;
bus.ioctl_wr = &top->ioctl_wr;
bus.ioctl_dout = &top->ioctl_dout;
//bus.ioctl_din = &top->ioctl_din;
// Set up input module
input.Initialise();
#ifdef WIN32
input.SetMapping(input_up, DIK_UP);
input.SetMapping(input_right, DIK_RIGHT);
input.SetMapping(input_down, DIK_DOWN);
input.SetMapping(input_left, DIK_LEFT);
input.SetMapping(input_fire1, DIK_SPACE);
input.SetMapping(input_start_1, DIK_1);
input.SetMapping(input_start_2, DIK_2);
input.SetMapping(input_coin_1, DIK_5);
input.SetMapping(input_coin_2, DIK_6);
input.SetMapping(input_coin_3, DIK_7);
input.SetMapping(input_pause, DIK_P);
#else
input.SetMapping(input_up, SDL_SCANCODE_UP);
input.SetMapping(input_right, SDL_SCANCODE_RIGHT);
input.SetMapping(input_down, SDL_SCANCODE_DOWN);
input.SetMapping(input_left, SDL_SCANCODE_LEFT);
input.SetMapping(input_fire1, SDL_SCANCODE_SPACE);
input.SetMapping(input_start_1, SDL_SCANCODE_1);
input.SetMapping(input_start_2, SDL_SCANCODE_2);
input.SetMapping(input_coin_1, SDL_SCANCODE_3);
input.SetMapping(input_coin_2, SDL_SCANCODE_4);
input.SetMapping(input_coin_3, SDL_SCANCODE_5);
input.SetMapping(input_pause, SDL_SCANCODE_P);
#endif
// Setup video output
if (video.Initialise(windowTitle) == 1) { return 1; }
//bus.QueueDownload("../src/os.bin", 0);
//bus.QueueDownload("../MiSTer.pf", 1);
#ifdef WIN32
MSG msg;
ZeroMemory(&msg, sizeof(msg));
while (msg.message != WM_QUIT)
{
if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
continue;
}
#else
bool done = false;
while (!done)
{
SDL_Event event;
while (SDL_PollEvent(&event))
{
ImGui_ImplSDL2_ProcessEvent(&event);
if (event.type == SDL_QUIT)
done = true;
}
#endif
video.StartFrame();
input.Read();
// Draw GUI
// --------
ImGui::NewFrame();
console.Draw("Debug Log", &showDebugWindow);
ImGui::Begin(debugWindowTitle);
ImGui::SetWindowPos(debugWindowTitle, ImVec2(580, 10), ImGuiCond_Once);
ImGui::SetWindowSize(debugWindowTitle, ImVec2(1000, 1000), ImGuiCond_Once);
if (ImGui::Button("RESET")) { resetSim(); } ImGui::SameLine();
if (ImGui::Button("START")) { run_enable = 1; } ImGui::SameLine();
if (ImGui::Button("STOP")) { run_enable = 0; } ImGui::SameLine();
ImGui::Checkbox("RUN", &run_enable);
ImGui::SliderInt("Batch size", &batchSize, 1, 250000);
if (single_step == 1) { single_step = 0; }
if (ImGui::Button("Single Step")) { run_enable = 0; single_step = 1; }
ImGui::SameLine();
if (multi_step == 1) { multi_step = 0; }
if (ImGui::Button("Multi Step")) { run_enable = 0; multi_step = 1; }
ImGui::SameLine();
ImGui::SliderInt("Step amount", &multi_step_amount, 8, 1024);
ImGui::SliderInt("Rotate", &video.output_rotate, -1, 1); ImGui::SameLine();
ImGui::Checkbox("Flip V", &video.output_vflip);
ImGui::Text("main_time: %d frame_count: %d sim FPS: %f", main_time, video.count_frame, video.stats_fps);
ImGui::Text("minx: %d maxx: %d miny: %d maxy: %d", video.stats_xMin, video.stats_xMax, video.stats_yMin, video.stats_yMax);
// Draw VGA output
float m = 2.0;
ImGui::Image(video.texture_id, ImVec2(video.output_width * m, video.output_height * m));
ImGui::End();
/*ImGui::Begin("PGROM Editor");
mem_edit_1.DrawContents(top->top__DOT__system__DOT__pgrom__DOT__mem, 16384, 0);
ImGui::End();
ImGui::Begin("CHROM Editor");
mem_edit_1.DrawContents(top->top__DOT__system__DOT__chrom__DOT__mem, 2048, 0);
ImGui::End();*/
ImGui::Begin("WKRAM Editor");
mem_edit_2.DrawContents(top->top__DOT__system__DOT__wkram__DOT__mem, 16384, 0);
ImGui::End();
//ImGui::Begin("CHRAM Editor");
//mem_edit_3.DrawContents(top->top__DOT__system__DOT__chram__DOT__mem, 2048, 0);
//ImGui::End();
//ImGui::Begin("COLRAM Editor");
//mem_edit_3.DrawContents(top->top__DOT__system__DOT__colram__DOT__mem, 2048, 0);
//ImGui::End();
ImGui::Begin("CPU Registers");
ImGui::Spacing();
ImGui::Text("PC 0x%04X", top->top__DOT__system__DOT__T80x__DOT__i_tv80_core__DOT__PC);
ImGui::Text("ACC 0x%04X", top->top__DOT__system__DOT__T80x__DOT__i_tv80_core__DOT__ACC);
ImGui::End();
video.UpdateTexture();
// Pass inputs to sim
top->joystick_0 = 0;
for (int i = 0; i < input.inputCount; i++)
{
if (input.inputs[i]) { top->joystick_0 |= (1 << i); }
}
top->joystick_1 = top->joystick_0;
top->joystick_analog_0 += 1;
top->joystick_analog_0 -= 256;
top->joystick_analog_1 -= 1;
top->joystick_analog_1 += 256;
top->paddle_0 += 1;
top->paddle_1 -= 1;
top->spinner_0 += 1;
top->spinner_1 -= 1;
if (video.frameChanged) {
top->ps2_key = 0;
ps2_timer++;
if (ps2_timer == 2) {
ps2_scancode =0x16;
ps2_toggle = !ps2_toggle;
ps2_timer = 0;
}
if (ps2_toggle) {
top->ps2_key &= ~(1UL << 10);
}
else {
top->ps2_key |= (1UL << 10);
}
for (char b = 0; b < 8; b++) {
char bit = (ps2_scancode >> b) & 1U;
if (bit == 1) {
top->ps2_key |= (1UL << b);
}
}
}
video.frameChanged = 0;
if (!bus.HasQueue() && input.inputs[input_pause]) {
bus.QueueDownload("../src/os.bin", 0);
}
top->ps2_mouse += 1;
top->ps2_mouse_ext -= 1;
// Run simulation
if (run_enable) {
for (int step = 0; step < batchSize; step++) { verilate(); }
}
else {
if (single_step) { verilate(); }
if (multi_step) {
for (int step = 0; step < multi_step_amount; step++) { verilate(); }
}
}
}
// Clean up before exit
// --------------------
video.CleanUp();
input.CleanUp();
return 0;
}