zba/src/emu.zig

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const std = @import("std");
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const SDL = @import("sdl2");
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const Bus = @import("Bus.zig");
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const Scheduler = @import("scheduler.zig").Scheduler;
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const Arm7tdmi = @import("cpu.zig").Arm7tdmi;
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const FpsTracker = @import("util.zig").FpsTracker;
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const Timer = std.time.Timer;
const Thread = std.Thread;
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const Atomic = std.atomic.Atomic;
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const audio_sync = true;
// 228 Lines which consist of 308 dots (which are 4 cycles long)
const cycles_per_frame: u64 = 228 * (308 * 4); //280896
const clock_rate: u64 = 1 << 24; // 16.78MHz
// TODO: Don't truncate this, be more accurate w/ timing
// 59.6046447754ns (truncated to just 59ns)
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const clock_period: u64 = std.time.ns_per_s / clock_rate;
const frame_period = (clock_period * cycles_per_frame);
// 59.7275005696Hz
pub const frame_rate = @intToFloat(f64, std.time.ns_per_s) /
((@intToFloat(f64, std.time.ns_per_s) / @intToFloat(f64, clock_rate)) * @intToFloat(f64, cycles_per_frame));
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const log = std.log.scoped(.Emulation);
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const RunKind = enum {
Unlimited,
UnlimitedFPS,
Limited,
LimitedFPS,
LimitedBusy,
};
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pub fn run(kind: RunKind, quit: *Atomic(bool), fps: *FpsTracker, sched: *Scheduler, cpu: *Arm7tdmi) void {
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if (audio_sync) log.info("Audio sync enabled", .{});
switch (kind) {
.Unlimited => runUnsynchronized(quit, sched, cpu, null),
.Limited => runSynchronized(quit, sched, cpu, null),
.UnlimitedFPS => runUnsynchronized(quit, sched, cpu, fps),
.LimitedFPS => runSynchronized(quit, sched, cpu, fps),
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.LimitedBusy => runBusyLoop(quit, sched, cpu),
}
}
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pub fn runFrame(sched: *Scheduler, cpu: *Arm7tdmi) void {
const frame_end = sched.tick + cycles_per_frame;
while (true) {
while (sched.tick < std.math.min(frame_end, sched.nextTimestamp())) {
if (cpu.bus.io.haltcnt == .Execute) cpu.step() else sched.tick += 1;
cpu.handleDMATransfers();
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}
if (sched.tick >= frame_end) break;
sched.handleEvent(cpu);
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}
}
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fn syncToAudio(cpu: *const Arm7tdmi) void {
const stream = cpu.bus.apu.stream;
const min_sample_count = 0x800;
// Busy Loop while we wait for the Audio system to catch up
while (SDL.SDL_AudioStreamAvailable(stream) > (@sizeOf(u16) * 2) * min_sample_count) {}
}
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pub fn runUnsynchronized(quit: *Atomic(bool), sched: *Scheduler, cpu: *Arm7tdmi, fps: ?*FpsTracker) void {
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log.info("Emulation thread w/out video sync", .{});
if (fps) |tracker| {
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log.info("FPS Tracking Enabled", .{});
while (!quit.load(.SeqCst)) {
runFrame(sched, cpu);
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if (audio_sync) syncToAudio(cpu);
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tracker.tick();
}
} else {
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while (!quit.load(.SeqCst)) {
runFrame(sched, cpu);
if (audio_sync) syncToAudio(cpu);
}
}
}
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pub fn runSynchronized(quit: *Atomic(bool), sched: *Scheduler, cpu: *Arm7tdmi, fps: ?*FpsTracker) void {
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log.info("Emulation thread w/ video sync", .{});
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var timer = Timer.start() catch unreachable;
var wake_time: u64 = frame_period;
if (fps) |tracker| {
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log.info("FPS Tracking Enabled", .{});
while (!quit.load(.SeqCst)) {
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runFrame(sched, cpu);
const new_wake_time = syncToVideo(&timer, wake_time);
// Spin to make up the difference of OS scheduler innacuracies
// If we happen to also be syncing to audio, we choose to spin on
// the amount of time needed for audio to catch up rather than
// our expected wake-up time
if (audio_sync) syncToAudio(cpu) else spinLoop(&timer, wake_time);
wake_time = new_wake_time;
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tracker.tick();
}
} else {
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while (!quit.load(.SeqCst)) {
runFrame(sched, cpu);
const new_wake_time = syncToVideo(&timer, wake_time);
// see above comment
if (audio_sync) syncToAudio(cpu) else spinLoop(&timer, wake_time);
wake_time = new_wake_time;
}
}
}
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inline fn syncToVideo(timer: *Timer, wake_time: u64) u64 {
// Use the OS scheduler to put the emulation thread to sleep
const maybe_recalc_wake_time = sleep(timer, wake_time);
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// If sleep() determined we need to adjust our wake up time, do so
// otherwise predict our next wake up time according to the frame period
return if (maybe_recalc_wake_time) |recalc| recalc else wake_time + frame_period;
}
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pub fn runBusyLoop(quit: *Atomic(bool), sched: *Scheduler, cpu: *Arm7tdmi) void {
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log.info("Emulation thread with video sync using busy loop", .{});
var timer = Timer.start() catch unreachable;
var wake_time: u64 = frame_period;
while (!quit.load(.SeqCst)) {
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runFrame(sched, cpu);
spinLoop(&timer, wake_time);
// Update to the new wake time
wake_time += frame_period;
}
}
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fn sleep(timer: *Timer, wake_time: u64) ?u64 {
// const step = std.time.ns_per_ms * 10; // 10ms
const timestamp = timer.read();
// ns_late is non zero if we are late.
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const ns_late = timestamp -| wake_time;
// If we're more than a frame late, skip the rest of this loop
// Recalculate what our new wake time should be so that we can
// get "back on track"
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if (ns_late > frame_period) return timestamp + frame_period;
const sleep_for = frame_period - ns_late;
// // Employ several sleep calls in periods of 10ms
// // By doing this the behaviour should average out to be
// // more consistent
// const loop_count = sleep_for / step; // How many groups of 10ms
// var i: usize = 0;
// while (i < loop_count) : (i += 1) std.time.sleep(step);
std.time.sleep(sleep_for);
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return null;
}
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fn spinLoop(timer: *Timer, wake_time: u64) void {
while (true) if (timer.read() > wake_time) break;
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}