mGBA 架构概述
本文档概述了 mGBA 的代码库架构、组件和设计原则。了解架构对于为项目做出贡献或自定义 mGBA 至关重要。
概述
mGBA 主要使用 C 语言编写,部分 C++ 用于平台特定代码和基于 Qt 的 GUI。代码库设计注重准确性、性能和跨多个平台的可移植性。
核心架构
模块化设计
mGBA 使用具有独立组件的模块化架构:
- 核心: 核心模拟引擎(CPU、内存、硬件组件)
- 前端: 平台特定的 UI 实现(Qt、SDL 等)
- 后端: 平台特定的后端(OpenGL、Vulkan、Direct3D、Metal)
- 支持: 支持库和实用程序
目录结构
mGBA 源代码树中的关键目录:
- src/: 主要源代码
- src/core/: 核心模拟引擎
- src/gb/: Game Boy/Game Boy Color 模拟
- src/gba/: Game Boy Advance 模拟
- src/platform/: 平台特定代码
- src/util/: 实用函数和辅助工具
- src/debugger/: 调试器功能
- src/feature/: 功能实现(作弊码、脚本等)
Core Components
CPU Emulation
The CPU core implements ARM7TDMI processor emulation:
- ARM Mode: 32-bit ARM instruction set
- THUMB Mode: 16-bit THUMB instruction set
- Cycle Accuracy: Cycle-accurate instruction timing
- Pipelining: CPU pipeline simulation
Memory Management
Memory system implements complete GBA memory map:
- Memory Map: Complete 32-bit address space
- Memory Regions: WRAM, VRAM, ROM, SRAM, I/O registers
- DMA: Direct Memory Access transfers
- Cache: CPU cache simulation
Graphics System
Graphics rendering system:
- PPU (Pixel Processing Unit): Graphics pipeline emulation
- Rendering Backends: Software, OpenGL, Vulkan, Direct3D, Metal
- Layers: Background layers and sprite layer
- Effects: Scaling, rotation, alpha blending
Audio System
Audio processing system:
- Sound Channels: PCM, PSG channel emulation
- Mixing: Audio channel mixing
- Resampling: Sample rate conversion
- Output: Platform-specific audio output
Frontend Architecture
Qt Frontend
Qt-based GUI frontend for desktop platforms:
- Cross-platform GUI framework
- Native look and feel on each platform
- Rich widget set for configuration and debugging
SDL Frontend
SDL-based frontend for simpler UI or embedded systems:
- Lighter weight than Qt frontend
- Used for embedded ports (3DS, Wii U, Vita)
- Basic windowing and input handling
Backend Architecture
Rendering Backends
Multiple rendering backends for different platforms:
- Software: CPU-based rendering (always available)
- OpenGL: Cross-platform hardware acceleration
- Vulkan: Modern low-level API (Linux/Windows)
- Direct3D 11: Windows-specific acceleration
- Metal: macOS/iOS native acceleration
Design Principles
Accuracy First
mGBA prioritizes accuracy over performance:
- Cycle-accurate emulation as default
- Hardware-accurate behavior for all components
- Performance optimizations must not sacrifice accuracy
Portability
Code is written with portability in mind:
- Platform abstraction layers for OS-specific code
- Standard C/C++ where possible
- Conditional compilation for platform-specific features
Modularity
Components are designed to be modular and independent:
- Clear separation between core and frontend
- Pluggable backends for rendering and audio
- Optional features can be enabled or disabled
Key Components
Core Emulator (mCore)
The core emulator class manages emulation state:
- Initializes and manages all hardware components
- Handles ROM loading and game state
- Coordinates CPU, memory, graphics, and audio
- Manages save states and battery saves
Game Boy Advance (GBA)
GBA-specific emulation:
- ARM7TDMI CPU core
- GBA memory map and hardware
- GBA-specific features (link cable, RTC, etc.)
Game Boy/Game Boy Color (GB/GBC)
Backward compatibility with GB/GBC games:
- Separate GB/GBC emulation core
- Automatic detection of GB/GBC games
- Same features available for GB/GBC games
Platform Ports
mGBA supports multiple platforms through platform-specific ports:
- Desktop: Windows, macOS, Linux (Qt frontend)
- Mobile: Android, iOS (native UI)
- Embedded: 3DS, Wii U, Vita (SDL frontend)
Feature Modules
Optional Features
Features can be enabled or disabled at compile time:
- Lua Scripting: Lua 5.4 integration
- Debugger: Debugging tools and memory inspection
- Cheat Codes: Cheat code support
- Link Cable: Multiplayer support
相关文章
有关 mGBA 开发的更多信息:
- 从源码构建 - 在不同平台上从源代码编译 mGBA 的完整指南
- 贡献给 mGBA - 贡献代码、错误报告和文档的指南
- Lua 脚本 API - 脚本接口实现的 API 文档
- 配置 API - 配置选项和设置管理