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