6911e751d39a

Add draft of CHIP-8 graphics post
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author Steve Losh <steve@stevelosh.com>
date Sun, 18 Dec 2016 22:15:03 -0500
parents 64e956e4603b
children 6d36ebb4ecee
branches/tags (none)
files config.toml content/blog/2016/12/chip8-cpu.markdown content/blog/2016/12/chip8-graphics.markdown static/media/images/blog/2016/12/chip8-screen.png

Changes

--- a/config.toml	Sun Dec 18 12:55:25 2016 -0500
+++ b/config.toml	Sun Dec 18 22:15:03 2016 -0500
@@ -4,6 +4,7 @@
 PluralizeListTitles = false
 PygmentsCodeFences = true
 pygmentsuseclasses = true
+disableHugoGeneratorInject = true
 
 [Params]
     DateForm = "January 2, 2006"
--- a/content/blog/2016/12/chip8-cpu.markdown	Sun Dec 18 12:55:25 2016 -0500
+++ b/content/blog/2016/12/chip8-cpu.markdown	Sun Dec 18 22:15:03 2016 -0500
@@ -581,7 +581,7 @@
 
 ## Instructions
 
-The CHIP-8 support thirty six instructions, all of which we'll need to
+The CHIP-8 supports thirty-six instructions, all of which we'll need to
 implement.  We'll start with the simpler ones, and we'll be leaving some of the
 others (the graphics/sound related ones) for later articles.
 
@@ -627,7 +627,7 @@
 
 We'll start by removing the need to use the `with-chip` macro.  Every
 instruction needs to deal with the `chip` struct, so let's not repeat ourselves
-thirty six times.  Every instruction will also take `chip` and `instruction`
+thirty-six times.  Every instruction will also take `chip` and `instruction`
 arguments, so we can remove those too:
 
 ```lisp
@@ -688,26 +688,6 @@
 
 Now instead of `(aref registers ...)` we can just say `(register ...)`.  Cool.
 
-```lisp
-(defmacro define-instruction (name &body body)
-  `(progn
-    (declaim (ftype (function (chip int16) null) ,name))
-    (defun ,name (chip instruction)
-      (declare (ignorable instruction))
-      (with-chip (chip)
-        (macrolet ((register (index)
-                     `(aref registers ,index)))
-          (let ,(parse-instruction-argument-bindings argument-list)
-            ,@body))
-        nil))))
-
-(define-instruction op-rand
-  (let ((reg  (logand #x0F00 instruction))
-        (mask (logand #x00FF instruction)))
-    (setf (aref registers reg)
-          (logand (random 256) mask))))
-```
-
 The one thing that still bothers me is having to manually pull the instruction
 arguments out of the instruction with bitmasking.  It would be much nicer if we
 could just declare what the arguments look like and have the computer generate
@@ -844,7 +824,7 @@
         (logand (random 256) mask)))
 ```
 
-This is going to pay off nicely as we implement the other thirty five
+This is going to pay off nicely as we implement the other thirty-five
 instructions.
 
 ### Jumps and Calls
@@ -948,13 +928,13 @@
 
 ```lisp
 (digit 0 135)
-1
+5
 
 (digit 1 135)
 3
 
 (digit 2 135)
-5
+1
 
 (digit 0 #xD6 16)
 6
@@ -977,7 +957,7 @@
 
 ### Arithmetic
 
-Next up at the arithmetic instructions.  The CHIP-8 only supports addition and
+Next up are the arithmetic instructions.  The CHIP-8 only supports addition and
 subtraction — there are no multiplication or division instructions.
 
 The first two instructions are `ADD` and `SUB`:
@@ -1228,7 +1208,7 @@
 loads.  Normally we'd implement these first, but I wanted to introduce
 `macro-map` as gently as possible.
 
-Most of the `LD` instructions simple take a value from a source and stick it
+Most of the `LD` instructions simply take a value from a source and stick it
 into a destination, and we can implement them as a single `setf` form:
 
 ```lisp
@@ -1299,3 +1279,6 @@
 * Graphics and input
 * Sound
 * Debugging
+
+*Thanks to [James Cash](https://twitter.com/jamesnvc) for reading a draft of
+this post.*
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/content/blog/2016/12/chip8-graphics.markdown	Sun Dec 18 22:15:03 2016 -0500
@@ -0,0 +1,625 @@
++++
+title = "CHIP-8 in Common Lisp: Graphics"
+snip = "Let's draw some pixels."
+date = 2016-12-20T14:50:00Z
+draft = true
+
++++
+
+In the previous post we looked at how to emulate a [CHIP-8][] CPU with Common
+Lisp.  But a CPU alone isn't much fun to play, so in this post we'll add
+a screen to the emulator with [Qt][].
+
+The full emulator source is on [BitBucket][] and [GitHub][].
+
+[CHIP-8]: https://en.wikipedia.org/wiki/CHIP-8
+[Qt]: https://www.qt.io/
+[BitBucket]: https://bitbucket.org/sjl/cl-chip8
+[GitHub]: https://github.com/sjl/cl-chip8
+
+<div id="toc"></div>
+
+## Qtools
+
+[Qtools][] is a library that wraps up a few other libraries to make it easier to
+write Qt interfaces with Common Lisp.  It's a big library so I'm not going to
+try to explain everything about it here.  Most of the code here should be pretty
+easy to follow even if you haven't used it before (I'll explain the high-level
+concepts), but if you're interested in *exactly* how some code works you should
+check out its documentation.
+
+[qtools]: https://shinmera.github.io/qtools/
+
+## Architecture
+
+Let's take a moment to look at the overall architecture of the project.  So far
+we've got a `chip` struct that holds the state of the emulated system, and
+a bunch of `op-...` instruction functions that emulate the instructions.  We
+could start plugging in drawing calls right in the appropriate instructions, and
+this is the approach a lot of emulators take.  But I'd like to separate things
+a bit more strictly.
+
+My goal is to keep the emulated system entirely self-contained, and then layer
+the screen and user interface on top.  The emulator should ideally know
+*nothing* about the existence of an interface.  This keeps the emulator simple
+and (mostly) free of cruft.  It will also let us play around with alternate
+interfaces if we want to — I think it might be fun to add an ASCII screen with
+[ncurses][] and [cl-charms][] some day!
+
+With that said, we will make a *few* concessions to performance along the way.
+
+[ncurses]: https://en.wikipedia.org/wiki/Ncurses
+[cl-charms]: https://github.com/HiTECNOLOGYs/cl-charms
+
+## The Emulation Layer
+### Video Memory and Performance
+
+The CHIP-8 has a 64x32 pixel display, and each pixel has only two colors: on and
+off.  It's about as simple a screen as you can get.
+
+To keep the emulator from having to know about the user interface we'll model
+the screen as a big array of video memory.  The emulator can set the video
+memory appropriately, and the user interface can read it to determine what to
+draw to the screen at any given point.
+
+There are other ways we could have separated things, but let's run with this
+strategy for now.
+
+We'll add a video memory array to our `chip` struct:
+
+```lisp
+(defconstant +screen-width+ 64)
+(defconstant +screen-height+ 32)
+
+(defstruct chip
+  ; ...
+  (video (make-array (* +screen-height+ +screen-width+) :element-type 'fixnum)
+         :type (simple-array fixnum (#.(* +screen-height+ +screen-width+)))
+         :read-only t)
+  ; ...
+  )
+```
+
+Here we already see a first concession to performance.  We could have used
+a multidimensional array to make the indexing a bit nicer, but by using a simple
+flat array we'll be able to pass it directly to OpenGL later.
+
+We'll add a couple of helper functions to make the indexing of this array a bit
+less painful:
+
+```lisp
+(defun-inline vref (chip x y)
+  (aref (chip-video chip) (+ (* +screen-width+ y) x)))
+
+(defun-inline (setf vref) (new-value chip x y)
+  (setf (aref (chip-video chip) (+ (* +screen-width+ y) x))
+        new-value))
+```
+
+Now we can simply say `(vref chip 5 15)` to get the pixel at (5, 15).
+
+We'll add one more field to `chip` before moving on, a "dirty" flag:
+
+```lisp
+(defstruct chip
+  ; ...
+  (video-dirty t :type boolean)
+  ; ...
+  )
+```
+
+This will make it easier for any interface to determine whether it needs to
+update the display or not.
+
+
+
+### Fonts
+
+The CHIP-8 spec sets aside a portion of main memory starting at address `#x50`
+to contain sprites for the hex digits 0 through F.  Check out [the display
+chapter of Cowgod's guide][cg-display] for an overview of how the CHIP-8 defines
+sprites.
+
+We'll need to load these sprites into our emulator's memory at the correct
+location when resetting it.  We'll also clear out the video memory while we're
+at it:
+
+```lisp
+(defun load-font (chip)
+  ;; Thanks http://www.multigesture.net/articles/how-to-write-an-emulator-chip-8-interpreter/
+  (replace (chip-memory chip)
+           #(#xF0 #x90 #x90 #x90 #xF0  ; 0
+             #x20 #x60 #x20 #x20 #x70  ; 1
+             #xF0 #x10 #xF0 #x80 #xF0  ; 2
+             #xF0 #x10 #xF0 #x10 #xF0  ; 3
+             #x90 #x90 #xF0 #x10 #x10  ; 4
+             #xF0 #x80 #xF0 #x10 #xF0  ; 5
+             #xF0 #x80 #xF0 #x90 #xF0  ; 6
+             #xF0 #x10 #x20 #x40 #x40  ; 7
+             #xF0 #x90 #xF0 #x90 #xF0  ; 8
+             #xF0 #x90 #xF0 #x10 #xF0  ; 9
+             #xF0 #x90 #xF0 #x90 #x90  ; A
+             #xE0 #x90 #xE0 #x90 #xE0  ; B
+             #xF0 #x80 #x80 #x80 #xF0  ; C
+             #xE0 #x90 #x90 #x90 #xE0  ; D
+             #xF0 #x80 #xF0 #x80 #xF0  ; E
+             #xF0 #x80 #xF0 #x80 #x80) ; F
+           :start1 #x50))
+
+(defun reset (chip)
+  (with-chip (chip)
+    (fill memory 0)
+    (fill registers 0)
+    (fill video 0)                 ; NEW
+    (load-font chip)               ; NEW
+    (replace memory (read-file-into-byte-vector loaded-rom)
+             :start1 #x200)
+    (setf running t
+          video-dirty t            ; NEW
+          program-counter #x200
+          (fill-pointer stack) 0))
+  (values))
+```
+
+Once again the handy `replace` function makes things easy.
+
+[cg-display]: http://devernay.free.fr/hacks/chip8/C8TECH10.HTM
+
+### Clearing the Screen: CLS
+
+Now we can start implementing the graphics-related instructions.  The first is
+the very simple `CLS` to clear the screen:
+
+```lisp
+(define-instruction op-cls ()                           ;; CLS
+  (fill video 0)
+  (setf video-dirty t))
+```
+
+### Loading Fonts: LD F, Vx
+
+Next up is the "load font" instruction, which sets the index register to the
+address of the sprite for the digit in the argument register.  So `LD F, V2`
+where register 2 contains `6` would set the index register to the address of the
+`6` sprite.
+
+```lisp
+(defun-inline font-location (character)
+  (+ #x50 (* character 5))) ; each sprite is 5 bytes wide
+
+(define-instruction op-ld-font<vx (_ r _ _)             ;; LD F, Vx
+  (setf index (font-location (register r))))
+```
+
+### Drawing Sprites: DRW X, Y, Size
+
+The most complicated part of the emulator's code is certainly the portion that
+draws sprites.  The instruction itself will delegate to a helper function:
+
+```lisp
+(define-instruction op-draw (_ rx ry size)              ;; DRW Vx, Vy, size
+  (draw-sprite chip (register rx) (register ry) size))
+```
+
+Check out [Cowgod's guide][cg-display] for a good overview of how the CHIP-8
+drawing system works.  I'll assume you've read that before moving on.
+
+Let's implement the `draw-sprite` function in chunks, because it can be a bit
+intimidating if I just slap it all down at once.  Before we start drawing
+anything we reset `flag` to 0, and we'll mark the dirty flag at the end:
+
+```lisp
+(defun draw-sprite (chip start-x start-y size)
+  (with-chip (chip)
+    (setf flag 0)
+    ; ... draw the sprite ...
+    (setf video-dirty t))
+  nil)
+```
+
+Simple enough.  Now we need to loop through each row of the sprite and draw it.
+The address of the sprite we're drawing is given by the index register, and each
+row in the sprite is represented by a byte of memory.  Again, check out Cowgod's
+guide for the full details.
+
+```lisp
+(defun draw-sprite (chip start-x start-y size)
+  (with-chip (chip)
+    (setf flag 0)
+    (iterate                         ; NEW
+      (repeat size)                  ; NEW
+      (for i :from index)            ; NEW
+      (for y :from start-y)          ; NEW
+      (for sprite = (aref memory i)) ; NEW
+      ; ... draw the row ...
+      )
+    (setf video-dirty t))
+  nil)
+```
+
+To draw a row, we just have to draw each of the eight pixels in it:
+
+```lisp
+(defun draw-sprite (chip start-x start-y size)
+  (with-chip (chip)
+    (setf flag 0)
+    (iterate
+      (repeat size)
+      (for i :from index)
+      (for y :from start-y)
+      (for sprite = (aref memory i))
+      (iterate                      ; NEW
+        (for x :from start-x)       ; NEW
+        (for col :from 7 :downto 0) ; NEW
+        ; ... draw the pixel ...
+        ))
+    (setf video-dirty t))
+  nil)
+```
+
+Unfortunately we hit a snag at this point.  All the references I've found say
+that if any X or Y values go outside of the range of valid screen coordinates
+the sprite should wrap around the screen.  And indeed, some ROMs (e.g.
+`ufo.rom`) require this behavior to work properly.  But unfortunately some
+*other* ROMs (e.g. `blitz.rom`) expect the screen to *clip*, not wrap!
+
+This is the first case where our emulator will need to bend the rules of the
+spec to accommodate buggy ROMs.  Sadly this is not uncommon in the emulation
+world.
+
+We'll deal with this by adding a setting to the emulator:
+
+```lisp
+(defstruct chip
+  ; ...
+  (screen-wrapping-enabled t :type boolean)
+  ; ...
+  )
+```
+
+Then we can hide the "to wrap, or not to wrap" logic in its own helper:
+
+```lisp
+(defun-inline wrap (chip x y)
+  (cond
+    ((chip-screen-wrapping-enabled chip)
+     (values (mod x +screen-width+)
+             (mod y +screen-height+)
+             t))
+    ((and (in-range-p 0 x +screen-width+)
+          (in-range-p 0 y +screen-height+))
+     (values x y t))
+    (t (values nil nil nil))))
+```
+
+`wrap` will take `x` and `y` coordinates and return three values:
+
+* The screen X coordinate to draw to (if any).
+* The screen Y coordinate to draw to (if any).
+* A boolean that will be `t` when the pixel should be draw, or `nil` if not.
+
+[`in-range-p`][in-range-p] is a predicate from my utility library that checks if
+`low <= val < high` (which is [often useful][dijkstra]).
+
+Now we can use this in `draw-sprite` to determine whether and where to draw each
+pixel:
+
+[in-range-p]: https://github.com/sjl/cl-losh/blob/master/DOCUMENTATION.markdown#in-range-p-function
+[dijkstra]: https://www.cs.utexas.edu/users/EWD/transcriptions/EWD08xx/EWD831.html
+
+```lisp
+(defun draw-sprite (chip start-x start-y size)
+  (with-chip (chip)
+    (setf flag 0)
+    (iterate
+      (repeat size)
+      (for i :from index)
+      (for y :from start-y)
+      (for sprite = (aref memory i))
+      (iterate
+        (for x :from start-x)
+        (for col :from 7 :downto 0)
+        (multiple-value-bind (x y should-draw) ; NEW
+            (wrap chip x y)                    ; NEW
+          (when should-draw                    ; NEW
+            ; ... actually draw the damn pixel ...
+            ))))
+    (setf video-dirty t))
+  nil)
+```
+
+Now we come to the second concession to performance.  Ideally we'd store the
+pixel values as `t` and `nil` or `1` and `0`.  But due to a bug in Qt 4 (which
+we'll talk about later) we need to store `255` and `0`.  So we need to do a bit
+of an ugly dance to `XOR` the pixels together:
+
+```lisp
+(defun draw-sprite (chip start-x start-y size)
+  (with-chip (chip)
+    (setf flag 0)
+    (iterate
+      (repeat size)
+      (for i :from index)
+      (for y :from start-y)
+      (for sprite = (aref memory i))
+      (iterate
+        (for x :from start-x)
+        (for col :from 7 :downto 0)
+        (multiple-value-bind (x y should-draw)
+            (wrap chip x y)
+          (when should-draw
+            (for old-pixel = (plusp (vref chip x y)))       ; NEW
+            (for new-pixel = (plusp (get-bit col sprite)))  ; NEW
+            (when (and old-pixel new-pixel)                 ; NEW
+              (setf flag 1))                                ; NEW
+            (setf (vref chip x y)                           ; NEW
+                  (if (xor old-pixel new-pixel) 255 0)))))) ; NEW
+    (setf video-dirty t))
+  nil)
+```
+
+And we're finally done.  `draw-sprite` is 22 lines, which is getting a bit long
+by Lisp standards, so it might be worth breaking into separate functions.  But
+it's also the most performance-critical function in the emulator, so keeping it
+as a single loop will let us optimize it heavily later if necessary (spoiler: it
+won't be necessary).
+
+## The User Interface Layer
+
+That's it for the emulation side of things.  If we run a ROM now the video
+memory array in the `chip` struct will be updated properly.  But unless we want
+to look at raw memory, we need some kind of a screen.
+
+### GUI Data Structure
+
+We'll start off with a fresh package to define the screen:
+
+```lisp
+(in-package :chip8.gui.screen)
+(named-readtables:in-readtable :qtools)
+```
+
+And we'll make a little struct to package up the Qt screen widget and the `chip`
+it's going to be displaying:
+
+```lisp
+(defstruct gui
+  chip
+  screen)
+```
+
+### Basic Plan
+
+We're going to use OpenGL to draw the actual pixels for our screen.  The basic
+plan will be:
+
+* Ship the video memory up to the graphics card as a texture each frame.
+* Draw a single quad with this texture to get the actual pixels onto the display.
+
+We can use a tiny 64 by 64 texture so this will be fine for our performance
+needs.
+
+### Screen Widget
+
+The main UI for our screen will be a `QGLWidget`:
+
+```lisp
+(define-widget screen (QGLWidget)
+  ((texture :accessor screen-texture)
+   (chip :accessor screen-chip :initarg :chip)))
+
+(defun make-screen (chip)
+  (make-instance 'screen :chip chip))
+```
+
+We'll define some initializers for this widget:
+
+```lisp
+(defparameter *scale* 8)
+(defparameter *width* (* *scale* 64))
+(defparameter *height* (* *scale* 32))
+
+(define-initializer (screen setup)
+  (setf (q+:window-title screen) "cl-chip8"
+        (q+:fixed-size screen) (values *width* *height*)))
+
+(define-override (screen "initializeGL") ()
+  (setf (screen-texture screen) (initialize-texture 64))
+  (stop-overriding))
+```
+
+Single pixels are almost impossible to see on today's high-resolution displays,
+so we'll scale them up by 8 to make them bigger.
+
+We need to do the OpenGL texture initialization in the `initializeGL` method,
+*not* the normal initializer, because we need the OpenGL context to be ready.
+The actual texture initialization code is typical verbose ugly OpenGL, so we'll
+tuck it away in a helper function:
+
+```lisp
+(defun initialize-texture (size)
+  (let ((handle (gl:gen-texture)))
+    (gl:bind-texture :texture-2d handle)
+
+    (gl:tex-image-2d :texture-2d 0 :luminance size size 0 :luminance
+                     :unsigned-byte (cffi:null-pointer))
+    (gl:tex-parameter :texture-2d :texture-min-filter :nearest)
+    (gl:tex-parameter :texture-2d :texture-mag-filter :nearest)
+    (gl:enable :texture-2d)
+
+    (gl:bind-texture :texture-2d 0)
+
+    handle))
+```
+
+We'll use [nearest-neighbor interpolation][] to get nice sharp sprites.
+
+The texture array will be `unsigned-byte`s of luminance values, with `0` being
+black and `255` being white.  This explains the dance we had to do back in the
+`draw-sprite`.
+
+A better way to do this would be to have video memory contain `0` and `1`, and
+use an OpenGL fragment shader to map these to the desired colors.  Unfortunately
+due to [a nasty bug][qt-bug] in Qt 4 on OS X we can't use shaders, so we're
+stuck with this workaround for the time being.  Computers are awful.
+
+[nearest-neighbor interpolation]: https://en.wikipedia.org/wiki/Nearest-neighbor_interpolation
+[qt-bug]: https://github.com/Shinmera/qtools/issues/17
+
+### Drawing Frames
+
+Now that we've got a widget we'll need to paint it on each frame.  We'll use
+a Qtimer to handle firing off the paint events:
+
+```lisp
+(defparameter *fps* 60)
+
+(define-subwidget (screen timer) (q+:make-qtimer screen)
+  (setf (q+:single-shot timer) NIL)
+  (q+:start timer (round 1000 *fps*)))
+
+(define-slot (screen update) ()
+  (declare (connected timer (timeout)))
+  (if (chip8::chip-running (screen-chip screen))
+    (q+:repaint screen)
+    (die screen)))
+
+(defun die (screen)
+  (setf (chip8::chip-running (screen-chip screen)) nil)
+  (q+:close screen))
+```
+
+The `timer` widget will fire a Qt `timeout` signal sixty times per second.  The
+screen's `update` slot is connected to this signal, and will either initiate
+a repaint or kill the screen, depending on whether the `chip` is still running.
+
+The `die` function also tells the `chip` to stop running.  This obviously isn't
+necessary here (we just checked that it's not running!), but we'll be using
+`die` in another place later.
+
+(It's really a shame that Qt and Common Lisp both use the words "signal" and
+"slot" to mean wildly different things.  It makes using Qt with Common Lisp more
+painful than it should be...)
+
+Now on to the meat of the code, repainting.  We'll define the `paint-event` and
+delegate to a helper function:
+
+```lisp
+(define-override (screen paint-event) (ev)
+  (declare (ignore ev))
+  (with-finalizing ((painter (q+:make-qpainter screen)))
+    (render-screen screen painter)))
+```
+
+And here we go with another pile of verbose graphics code:
+
+```lisp
+(defun render-screen (screen painter)
+  (q+:begin-native-painting painter)
+
+  ;; Clear the screen
+  (gl:clear-color 0.0 0.0 0.0 1.0)
+  (gl:clear :color-buffer-bit)
+
+  (gl:bind-texture :texture-2d (screen-texture screen))
+
+  ;; Update the texture
+  (let ((chip (screen-chip screen)))
+    (when (chip8::chip-video-dirty chip)
+      (setf (chip8::chip-video-dirty chip) nil)
+      (gl:tex-sub-image-2d :texture-2d 0 0 0 64 32 :luminance :unsigned-byte
+                           (chip8::chip-video chip))))
+
+  ;; Draw the quad
+  (let ((tw 1)
+        (th 0.5))
+    (gl:with-primitives :quads
+      (gl:tex-coord 0 0)
+      (gl:vertex 0 0)
+
+      (gl:tex-coord tw 0)
+      (gl:vertex *width* 0)
+
+      (gl:tex-coord tw th)
+      (gl:vertex *width* *height*)
+
+      (gl:tex-coord 0 th)
+      (gl:vertex 0 *height*)))
+
+  (gl:bind-texture :texture-2d 0)
+
+  (q+:end-native-painting painter))
+```
+
+Each frame, if `video-dirty` is set we'll update the texture with the contents
+of the `chip`'s video memory.  Then we draw a quad using this texture to get the
+pixels on the actual display.
+
+<pre class="lineart">
+                Screen                       Texture
+    ┌───────────────────────────────┐ ┌──────────────────────┐
+    │                               │ │   ▉   ▉  ▉  ▉        │
+    │  ▉▉      ▉▉    ▉▉    ▉▉       │ │   ▉   ▉  ▉  ▉        │
+    │  ▉▉      ▉▉    ▉▉    ▉▉       │ │   ▉▉▉▉▉  ▉  ▉        │
+    │  ▉▉      ▉▉    ▉▉    ▉▉       │ │   ▉   ▉  ▉           │
+    │  ▉▉      ▉▉    ▉▉    ▉▉       │ │   ▉   ▉  ▉  ▉        │
+    │  ▉▉▉▉▉▉▉▉▉▉    ▉▉    ▉▉       │ │░░░░░░░░░░░░░░░░░░░░░░│
+    │  ▉▉      ▉▉    ▉▉    ▉▉       │ │░░░░░░░░░░░░░░░░░░░░░░│
+    │  ▉▉      ▉▉    ▉▉    ▉▉       │ │░░░░░░░░░░░░░░░░░░░░░░│
+    │  ▉▉      ▉▉    ▉▉             │ │░░░░░░░░░░░░░░░░░░░░░░│
+    │  ▉▉      ▉▉    ▉▉    ▉▉       │ │░░░░░░░░░░░░░░░░░░░░░░│
+    │  ▉▉      ▉▉    ▉▉    ▉▉       │ └──────────────────────┘
+    └───────────────────────────────┘
+</pre>
+
+Note that we're only every using the top half of the texture — the screen is
+a 2:1 rectangle but OpenGL likes square textures.
+
+Getting the texture coordinates on the quad's vertices correct is important,
+otherwise you'll end up drawing whatever garbage happened to be in memory at the
+time which, while entertaining, is probably not what you want.
+
+### Wrapping Up
+
+The last thing we need is a function to actually create the GUI:
+
+```lisp
+(defun run-gui (chip)
+  (with-main-window
+    (window (make-screen chip))))
+```
+
+And now we can modify our emulator's `run` function to start up a GUI in
+addition to the system emulation:
+
+```lisp
+(defun run (rom-filename)
+  (let ((chip (make-chip)))
+    (setf *c* chip)
+    (load-rom chip rom-filename)
+    (bt:make-thread (curry #'run-cpu chip)) ; NEW
+    (chip8.gui.screen::run-gui chip)))      ; NEW
+```
+
+Qt will take control of the thread and block when run, so we'll need to run our
+CPU emulation in a separate thread.
+
+The only thing they both write to is the `video-dirty` flag, so there's not much
+synchronization to deal with (yet).  It's theoretically possible that a badly
+timed repaint could draw a half-finished sprite on the screen, but in practice
+it's not noticeable.
+
+A different architecture (e.g. passing down pixel-drawing functions into the
+emulator from the UI) could solve that problem while keeping the layer separate,
+but it didn't seem worth the extra effort for this little toy project.
+
+## Results
+
+And with all that done we've *finally* got a screen to play games on!
+
+[![Screenshot of CHIP-8 screen running UFO.rom](/media/images/blog/2016/12/chip8-screen.png)](/media/images/blog/2016/12/chip8-screen.png)
+
+## Future
+
+That's all for the graphics.  In the next post we'll add user input, and then
+later we'll look at sound and debugging.
Binary file static/media/images/blog/2016/12/chip8-screen.png has changed