fix(main): tie emulation to 60Hz on host machine

This commit is contained in:
Rekai Nyangadzayi Musuka 2021-08-03 14:09:16 -05:00
parent 832e1b7633
commit 33be2e0e83
2 changed files with 44 additions and 29 deletions

View File

@ -33,26 +33,39 @@ pub fn run(
game_boy: &mut SM83, game_boy: &mut SM83,
gamepad: &mut Gilrs, gamepad: &mut Gilrs,
input: &WinitInputHelper, input: &WinitInputHelper,
pending: Cycle, target: Cycle,
) -> Cycle { ) -> Cycle {
let mut elapsed = Cycle::new(0); let mut elapsed = Cycle::new(0);
while elapsed < pending { while elapsed < target {
elapsed += run_unsynced(game_boy, gamepad, input); if GAMEPAD_ENABLED {
if let Some(event) = gamepad.next_event() {
joypad::handle_gamepad_input(game_boy.joypad_mut(), event);
}
}
joypad::handle_keyboard_input(game_boy.joypad_mut(), input);
elapsed += game_boy.step();
} }
elapsed elapsed
} }
pub fn run_unsynced(game_boy: &mut SM83, gamepad: &mut Gilrs, input: &WinitInputHelper) -> Cycle { pub fn run_frame(game_boy: &mut SM83, gamepad: &mut Gilrs, input: &WinitInputHelper) -> Cycle {
if GAMEPAD_ENABLED { let mut elapsed = Cycle::new(0);
if let Some(event) = gamepad.next_event() {
joypad::handle_gamepad_input(game_boy.joypad_mut(), event); while elapsed < CYCLES_IN_FRAME {
if GAMEPAD_ENABLED {
if let Some(event) = gamepad.next_event() {
joypad::handle_gamepad_input(game_boy.joypad_mut(), event);
}
} }
joypad::handle_keyboard_input(game_boy.joypad_mut(), input);
elapsed += game_boy.step();
} }
joypad::handle_keyboard_input(game_boy.joypad_mut(), input); elapsed
game_boy.step()
} }
pub fn draw(ppu: &Ppu, frame: &mut [u8]) { pub fn draw(ppu: &Ppu, frame: &mut [u8]) {

View File

@ -4,14 +4,14 @@ use gb::{AudioSPSC, Cycle, GB_HEIGHT, GB_WIDTH};
use gilrs::Gilrs; use gilrs::Gilrs;
use pixels::{PixelsBuilder, SurfaceTexture}; use pixels::{PixelsBuilder, SurfaceTexture};
use rodio::{OutputStream, Sink}; use rodio::{OutputStream, Sink};
use std::time::Instant; use std::time::{Duration, Instant};
use winit::dpi::LogicalSize; use winit::dpi::LogicalSize;
use winit::event::{Event, VirtualKeyCode}; use winit::event::{Event, VirtualKeyCode};
use winit::event_loop::{ControlFlow, EventLoop}; use winit::event_loop::{ControlFlow, EventLoop};
use winit::window::{Window, WindowBuilder}; use winit::window::{Window, WindowBuilder};
use winit_input_helper::WinitInputHelper; use winit_input_helper::WinitInputHelper;
const SCALE: f64 = 2.0; const WINDOW_SCALE: f64 = 2.0;
fn main() -> Result<()> { fn main() -> Result<()> {
let app = App::new(crate_name!()) let app = App::new(crate_name!())
@ -38,23 +38,20 @@ fn main() -> Result<()> {
) )
.get_matches(); .get_matches();
// `rom` is a required value in every situation so this will
// always exist.
let rom_path = m let rom_path = m
.value_of("rom") .value_of("rom")
.expect("Required value 'rom' was provided"); .expect("Required value 'rom' was provided");
let mut game_boy = let mut game_boy =
gb::emu::init(m.value_of("boot"), rom_path).expect("Initialized DMG-01 Emulator"); gb::emu::init(m.value_of("boot"), rom_path).expect("Initialize DMG-01 Emulator");
let cartridge_title = gb::emu::rom_title(&game_boy); let rom_title = gb::emu::rom_title(&game_boy);
// Initialize Gamepad Support let mut gamepad = Gilrs::new().expect("Initialize Controller Support");
let mut gamepad = Gilrs::new().expect("Initialized Gilrs for Controller Input");
// Initialize GUI // Initialize GUI
let event_loop = EventLoop::new(); let event_loop = EventLoop::new();
let mut input = WinitInputHelper::new(); let mut input = WinitInputHelper::new();
let window = create_window(&event_loop, cartridge_title)?; let window = create_window(&event_loop, rom_title)?;
let mut pixels = { let mut pixels = {
let size = window.inner_size(); let size = window.inner_size();
@ -65,21 +62,20 @@ fn main() -> Result<()> {
.build()? .build()?
}; };
// Initialize Audio
let spsc: AudioSPSC<f32> = Default::default(); let spsc: AudioSPSC<f32> = Default::default();
let (prod, cons) = spsc.init(); let (prod, cons) = spsc.init();
game_boy.apu_mut().set_producer(prod);
// Initialize Audio
let (_stream, stream_handle) = OutputStream::try_default().expect("Initialized Audio"); let (_stream, stream_handle) = OutputStream::try_default().expect("Initialized Audio");
let sink = Sink::try_new(&stream_handle)?; let sink = Sink::try_new(&stream_handle)?;
sink.append(cons); sink.append(cons);
game_boy.apu_mut().set_producer(prod);
std::thread::spawn(move || { std::thread::spawn(move || {
sink.sleep_until_end(); sink.sleep_until_end();
}); });
let mut now = Instant::now(); let mut start = Instant::now();
let frame_time = Duration::from_secs_f64(1.0 / 60.0); // 60 Hz on Host
let mut cycle_count: Cycle = Default::default(); let mut cycle_count: Cycle = Default::default();
event_loop.run(move |event, _, control_flow| { event_loop.run(move |event, _, control_flow| {
@ -104,14 +100,17 @@ fn main() -> Result<()> {
pixels.resize_surface(size.width, size.height); pixels.resize_surface(size.width, size.height);
} }
let delta = now.elapsed().subsec_nanos(); let mut diff = Instant::now() - start;
now = Instant::now(); while diff.subsec_nanos() < frame_time.subsec_nanos() {
if cycle_count < gb::emu::CYCLES_IN_FRAME {
cycle_count += gb::emu::run_frame(&mut game_boy, &mut gamepad, &input);
}
let pending = Cycle::new(delta / gb::emu::SM83_CYCLE_TIME.subsec_nanos()); diff = Instant::now() - start;
cycle_count += gb::emu::run(&mut game_boy, &mut gamepad, &input, pending); }
start = Instant::now();
if cycle_count >= gb::emu::CYCLES_IN_FRAME { if cycle_count >= gb::emu::CYCLES_IN_FRAME {
// Draw Frame
cycle_count %= gb::emu::CYCLES_IN_FRAME; cycle_count %= gb::emu::CYCLES_IN_FRAME;
gb::emu::draw(game_boy.ppu(), pixels.get_frame()); gb::emu::draw(game_boy.ppu(), pixels.get_frame());
@ -138,7 +137,10 @@ fn create_window(event_loop: &EventLoop<()>, title: &str) -> Result<Window> {
fn create_window(event_loop: &EventLoop<()>, title: &str) -> Result<Window> { fn create_window(event_loop: &EventLoop<()>, title: &str) -> Result<Window> {
use winit::platform::windows::WindowBuilderExtWindows; use winit::platform::windows::WindowBuilderExtWindows;
let size = LogicalSize::new((GB_WIDTH as f64) * SCALE, (GB_HEIGHT as f64) * SCALE); let size = LogicalSize::new(
(GB_WIDTH as f64) * WINDOW_SCALE,
(GB_HEIGHT as f64) * WINDOW_SCALE,
);
Ok(WindowBuilder::new() Ok(WindowBuilder::new()
.with_title(title) .with_title(title)
.with_inner_size(size) .with_inner_size(size)