fix(apu): don't spin if ringbuf is full
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@ -131,10 +131,11 @@ impl Apu {
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self.div_prev = Some(bit_5);
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self.div_prev = Some(bit_5);
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if let Some(ref mut prod) = self.prod {
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if self.sample_counter >= SM83_CLOCK_SPEED {
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if self.sample_counter >= SM83_CLOCK_SPEED {
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self.sample_counter %= SM83_CLOCK_SPEED;
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self.sample_counter %= SM83_CLOCK_SPEED;
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if let Some(ref mut prod) = self.prod {
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if prod.two_available() {
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// Sample the APU
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// Sample the APU
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let ch1_amplitude = self.ch1.amplitude();
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let ch1_amplitude = self.ch1.amplitude();
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let ch1_left = self.ctrl.output.ch1_left() as u8 as f32 * ch1_amplitude;
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let ch1_left = self.ctrl.output.ch1_left() as u8 as f32 * ch1_amplitude;
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@ -161,6 +162,7 @@ impl Apu {
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}
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}
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}
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}
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}
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}
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}
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pub fn set_producer(&mut self, prod: SampleProducer<f32>) {
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pub fn set_producer(&mut self, prod: SampleProducer<f32>) {
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self.prod = Some(prod);
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self.prod = Some(prod);
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@ -47,6 +47,11 @@ impl<T> SampleProducer<T> {
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pub(crate) fn is_full(&self) -> bool {
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pub(crate) fn is_full(&self) -> bool {
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self.inner.is_full()
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self.inner.is_full()
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}
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}
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#[inline]
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pub(crate) fn two_available(&self) -> bool {
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self.inner.slots() > 2
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}
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}
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}
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impl<T> std::fmt::Debug for SampleProducer<T> {
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impl<T> std::fmt::Debug for SampleProducer<T> {
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@ -117,16 +117,9 @@ impl Cpu {
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}
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}
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};
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};
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// TODO: With how we currently handle audio
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// this --while being correct-- incurs a performance penalty
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// as our emu is audio-bound.
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let mut elapsed = 0x00;
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let pending: u32 = cycles.into();
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let pending: u32 = cycles.into();
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while elapsed < pending {
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for _ in 0..pending {
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if !self.bus.apu().is_full() {
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self.bus.clock();
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self.bus.clock();
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elapsed += 1;
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}
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}
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}
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self.handle_interrupts();
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self.handle_interrupts();
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@ -112,7 +112,7 @@ fn main() -> Result<()> {
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if cycle_count >= gb::emu::CYCLES_IN_FRAME {
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if cycle_count >= gb::emu::CYCLES_IN_FRAME {
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// Draw Frame
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// Draw Frame
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cycle_count = Cycle::new(0);
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cycle_count %= gb::emu::CYCLES_IN_FRAME;
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gb::emu::draw(game_boy.ppu(), pixels.get_frame());
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gb::emu::draw(game_boy.ppu(), pixels.get_frame());
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window.request_redraw();
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window.request_redraw();
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