feat: implement cpu timing for emulator
When running the GB Boot ROM, a garbled Nin***** logo will appear
This commit is contained in:
parent
d76b3b6101
commit
0f4dec8a38
|
@ -1,3 +1,5 @@
|
||||||
|
pub use instruction::Cycles;
|
||||||
|
|
||||||
mod bus;
|
mod bus;
|
||||||
mod cartridge;
|
mod cartridge;
|
||||||
pub mod cpu;
|
pub mod cpu;
|
||||||
|
|
43
src/main.rs
43
src/main.rs
|
@ -1,19 +1,23 @@
|
||||||
use anyhow::{anyhow, Result};
|
use anyhow::{anyhow, Result};
|
||||||
use gb::cpu::Cpu as LR35902;
|
use gb::cpu::Cpu as LR35902;
|
||||||
|
use gb::Cycles;
|
||||||
use pixels::{Pixels, SurfaceTexture};
|
use pixels::{Pixels, SurfaceTexture};
|
||||||
use std::env::args;
|
use std::env::args;
|
||||||
use winit::{
|
use std::time::{Duration, Instant};
|
||||||
dpi::LogicalSize,
|
use winit::dpi::LogicalSize;
|
||||||
event::{Event, VirtualKeyCode},
|
use winit::event::{Event, VirtualKeyCode};
|
||||||
event_loop::{ControlFlow, EventLoop},
|
use winit::event_loop::{ControlFlow, EventLoop};
|
||||||
window::Window,
|
use winit::window::{Window, WindowBuilder};
|
||||||
window::WindowBuilder,
|
|
||||||
};
|
|
||||||
use winit_input_helper::WinitInputHelper;
|
use winit_input_helper::WinitInputHelper;
|
||||||
|
|
||||||
// 160 x 144
|
// 160 x 144
|
||||||
const GB_WIDTH: u32 = 160;
|
const GB_WIDTH: u32 = 160;
|
||||||
const GB_HEIGHT: u32 = 144;
|
const GB_HEIGHT: u32 = 144;
|
||||||
|
const SCALE: f64 = 5.0;
|
||||||
|
|
||||||
|
const LR35902_CLOCK_SPEED: u32 = 4194304; // Hz | 4.194304Mhz
|
||||||
|
const LR35902_CYCLE_TIME: f64 = 1.0f64 / LR35902_CLOCK_SPEED as f64;
|
||||||
|
const CYCLES_IN_FRAME: Cycles = Cycles::new(70224);
|
||||||
|
|
||||||
fn main() -> Result<()> {
|
fn main() -> Result<()> {
|
||||||
let event_loop = EventLoop::new();
|
let event_loop = EventLoop::new();
|
||||||
|
@ -28,6 +32,8 @@ fn main() -> Result<()> {
|
||||||
|
|
||||||
game_boy.load_cartridge("bin/cpu_instrs.gb");
|
game_boy.load_cartridge("bin/cpu_instrs.gb");
|
||||||
|
|
||||||
|
let mut now = Instant::now();
|
||||||
|
let mut cycles_in_frame = Cycles::default();
|
||||||
event_loop.run(move |event, _, control_flow| {
|
event_loop.run(move |event, _, control_flow| {
|
||||||
if let Event::RedrawRequested(_) = event {
|
if let Event::RedrawRequested(_) = event {
|
||||||
if pixels
|
if pixels
|
||||||
|
@ -50,21 +56,36 @@ fn main() -> Result<()> {
|
||||||
pixels.resize(size.width, size.height);
|
pixels.resize(size.width, size.height);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Emulation
|
// Emulate Game Boy
|
||||||
let _cycles = game_boy.step();
|
let delta = now.elapsed().subsec_nanos();
|
||||||
|
now = Instant::now();
|
||||||
|
|
||||||
|
let cycle_time = Duration::from_secs_f64(LR35902_CYCLE_TIME).subsec_nanos();
|
||||||
|
let pending_cycles = Cycles::new(delta / cycle_time);
|
||||||
|
|
||||||
|
let mut elapsed_cycles = Cycles::default();
|
||||||
|
while elapsed_cycles <= pending_cycles {
|
||||||
|
elapsed_cycles += game_boy.step();
|
||||||
|
}
|
||||||
|
|
||||||
|
cycles_in_frame += elapsed_cycles;
|
||||||
|
|
||||||
|
if cycles_in_frame >= CYCLES_IN_FRAME {
|
||||||
let ppu = game_boy.get_ppu();
|
let ppu = game_boy.get_ppu();
|
||||||
let frame = pixels.get_frame();
|
let frame = pixels.get_frame();
|
||||||
ppu.copy_to_gui(frame);
|
ppu.copy_to_gui(frame);
|
||||||
window.request_redraw();
|
window.request_redraw();
|
||||||
|
|
||||||
|
cycles_in_frame = Cycles::default()
|
||||||
|
}
|
||||||
}
|
}
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn create_window(event_loop: &EventLoop<()>) -> Result<Window> {
|
pub fn create_window(event_loop: &EventLoop<()>) -> Result<Window> {
|
||||||
let size = LogicalSize::new(GB_WIDTH as f64, GB_HEIGHT as f64);
|
let size = LogicalSize::new((GB_WIDTH as f64) * SCALE, (GB_HEIGHT as f64) * SCALE);
|
||||||
Ok(WindowBuilder::new()
|
Ok(WindowBuilder::new()
|
||||||
.with_title("DMG-1 Game Boy")
|
.with_title("DMG-1 Game Boy Emulator")
|
||||||
.with_inner_size(size)
|
.with_inner_size(size)
|
||||||
.with_min_inner_size(size)
|
.with_min_inner_size(size)
|
||||||
.build(&event_loop)?)
|
.build(&event_loop)?)
|
||||||
|
|
Loading…
Reference in New Issue