feat: implement cpu timing for emulator

When running the GB Boot ROM, a garbled Nin***** logo will appear
This commit is contained in:
Rekai Nyangadzayi Musuka 2021-03-20 19:56:26 -05:00
parent d76b3b6101
commit 0f4dec8a38
2 changed files with 38 additions and 15 deletions

View File

@ -1,3 +1,5 @@
pub use instruction::Cycles;
mod bus;
mod cartridge;
pub mod cpu;

View File

@ -1,19 +1,23 @@
use anyhow::{anyhow, Result};
use gb::cpu::Cpu as LR35902;
use gb::Cycles;
use pixels::{Pixels, SurfaceTexture};
use std::env::args;
use winit::{
dpi::LogicalSize,
event::{Event, VirtualKeyCode},
event_loop::{ControlFlow, EventLoop},
window::Window,
window::WindowBuilder,
};
use std::time::{Duration, Instant};
use winit::dpi::LogicalSize;
use winit::event::{Event, VirtualKeyCode};
use winit::event_loop::{ControlFlow, EventLoop};
use winit::window::{Window, WindowBuilder};
use winit_input_helper::WinitInputHelper;
// 160 x 144
const GB_WIDTH: u32 = 160;
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<()> {
let event_loop = EventLoop::new();
@ -28,6 +32,8 @@ fn main() -> Result<()> {
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| {
if let Event::RedrawRequested(_) = event {
if pixels
@ -50,21 +56,36 @@ fn main() -> Result<()> {
pixels.resize(size.width, size.height);
}
// Emulation
let _cycles = game_boy.step();
// Emulate Game Boy
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 frame = pixels.get_frame();
ppu.copy_to_gui(frame);
window.request_redraw();
cycles_in_frame = Cycles::default()
}
}
});
}
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()
.with_title("DMG-1 Game Boy")
.with_title("DMG-1 Game Boy Emulator")
.with_inner_size(size)
.with_min_inner_size(size)
.build(&event_loop)?)