fix: improve frame limiting and fps counting
This commit is contained in:
		
							
								
								
									
										61
									
								
								src/emu.zig
									
									
									
									
									
								
							
							
						
						
									
										61
									
								
								src/emu.zig
									
									
									
									
									
								
							| @@ -3,6 +3,7 @@ const std = @import("std"); | ||||
| const Bus = @import("Bus.zig"); | ||||
| const Scheduler = @import("scheduler.zig").Scheduler; | ||||
| const Arm7tdmi = @import("cpu.zig").Arm7tdmi; | ||||
| const FpsAverage = @import("util.zig").FpsAverage; | ||||
|  | ||||
| const Timer = std.time.Timer; | ||||
| const Thread = std.Thread; | ||||
| @@ -24,13 +25,13 @@ const RunKind = enum { | ||||
|     LimitedBusy, | ||||
| }; | ||||
|  | ||||
| pub fn run(kind: RunKind, quit: *Atomic(bool), pause: *Atomic(bool), fps: *Atomic(u64), sched: *Scheduler, cpu: *Arm7tdmi, bus: *Bus) void { | ||||
| pub fn run(kind: RunKind, quit: *Atomic(bool), fps: *FpsAverage, sched: *Scheduler, cpu: *Arm7tdmi, bus: *Bus) void { | ||||
|     switch (kind) { | ||||
|         .Unlimited => runUnSync(quit, pause, sched, cpu, bus), | ||||
|         .Limited => runSync(quit, pause, sched, cpu, bus), | ||||
|         .UnlimitedFPS => runUnSyncFps(quit, pause, fps, sched, cpu, bus), | ||||
|         .LimitedFPS => runSyncFps(quit, pause, fps, sched, cpu, bus), | ||||
|         .LimitedBusy => runBusyLoop(quit, pause, sched, cpu, bus), | ||||
|         .Unlimited => runUnSync(quit, sched, cpu, bus), | ||||
|         .Limited => runSync(quit, sched, cpu, bus), | ||||
|         .UnlimitedFPS => runUnSyncFps(quit, fps, sched, cpu, bus), | ||||
|         .LimitedFPS => runSyncFps(quit, fps, sched, cpu, bus), | ||||
|         .LimitedBusy => runBusyLoop(quit, sched, cpu, bus), | ||||
|     } | ||||
| } | ||||
|  | ||||
| @@ -46,17 +47,17 @@ pub fn runFrame(sched: *Scheduler, cpu: *Arm7tdmi, bus: *Bus) void { | ||||
|     } | ||||
| } | ||||
|  | ||||
| pub fn runUnSync(quit: *Atomic(bool), pause: *Atomic(bool), sched: *Scheduler, cpu: *Arm7tdmi, bus: *Bus) void { | ||||
| pub fn runUnSync(quit: *Atomic(bool), sched: *Scheduler, cpu: *Arm7tdmi, bus: *Bus) void { | ||||
|     log.info("Unsynchronized EmuThread has begun", .{}); | ||||
|     while (!quit.load(.Unordered)) if (!pause.load(.Unordered)) runFrame(sched, cpu, bus); | ||||
|     while (!quit.load(.Unordered)) runFrame(sched, cpu, bus); | ||||
| } | ||||
|  | ||||
| pub fn runSync(quit: *Atomic(bool), pause: *Atomic(bool), sched: *Scheduler, cpu: *Arm7tdmi, bus: *Bus) void { | ||||
| pub fn runSync(quit: *Atomic(bool), sched: *Scheduler, cpu: *Arm7tdmi, bus: *Bus) void { | ||||
|     log.info("Synchronized EmuThread has begun", .{}); | ||||
|     var timer = Timer.start() catch unreachable; | ||||
|     var wake_time: u64 = frame_period; | ||||
|  | ||||
|     while (!quit.load(.Unordered)) if (!pause.load(.Unordered)) { | ||||
|     while (!quit.load(.Unordered)) { | ||||
|         runFrame(sched, cpu, bus); | ||||
|  | ||||
|         // Put the Thread to Sleep + Backup Spin Loop | ||||
| @@ -65,26 +66,26 @@ pub fn runSync(quit: *Atomic(bool), pause: *Atomic(bool), sched: *Scheduler, cpu | ||||
|  | ||||
|         // Update to the new wake time | ||||
|         wake_time += frame_period; | ||||
|     }; | ||||
|     } | ||||
| } | ||||
|  | ||||
| pub fn runUnSyncFps(quit: *Atomic(bool), pause: *Atomic(bool), fps: *Atomic(u64), sched: *Scheduler, cpu: *Arm7tdmi, bus: *Bus) void { | ||||
| pub fn runUnSyncFps(quit: *Atomic(bool), fps: *FpsAverage, sched: *Scheduler, cpu: *Arm7tdmi, bus: *Bus) void { | ||||
|     log.info("Unsynchronized EmuThread with FPS Tracking has begun", .{}); | ||||
|     var fps_timer = Timer.start() catch unreachable; | ||||
|  | ||||
|     while (!quit.load(.Unordered)) if (!pause.load(.Unordered)) { | ||||
|     while (!quit.load(.Unordered)) { | ||||
|         runFrame(sched, cpu, bus); | ||||
|         fps.store(emuFps(fps_timer.lap()), .Unordered); | ||||
|     }; | ||||
|         fps.add(emuFps(fps_timer.lap())); | ||||
|     } | ||||
| } | ||||
|  | ||||
| pub fn runSyncFps(quit: *Atomic(bool), pause: *Atomic(bool), fps: *Atomic(u64), sched: *Scheduler, cpu: *Arm7tdmi, bus: *Bus) void { | ||||
| pub fn runSyncFps(quit: *Atomic(bool), fps: *FpsAverage, sched: *Scheduler, cpu: *Arm7tdmi, bus: *Bus) void { | ||||
|     log.info("Synchronized EmuThread has begun", .{}); | ||||
|     var timer = Timer.start() catch unreachable; | ||||
|     var fps_timer = Timer.start() catch unreachable; | ||||
|     var wake_time: u64 = frame_period; | ||||
|  | ||||
|     while (!quit.load(.Unordered)) if (!pause.load(.Unordered)) { | ||||
|     while (!quit.load(.Unordered)) { | ||||
|         runFrame(sched, cpu, bus); | ||||
|  | ||||
|         // Put the Thread to Sleep + Backup Spin Loop | ||||
| @@ -92,29 +93,29 @@ pub fn runSyncFps(quit: *Atomic(bool), pause: *Atomic(bool), fps: *Atomic(u64), | ||||
|         sleep(&timer, &wake_time); | ||||
|  | ||||
|         // Determine FPS | ||||
|         fps.store(emuFps(fps_timer.lap()), .Unordered); | ||||
|         fps.add(emuFps(fps_timer.lap())); | ||||
|  | ||||
|         // Update to the new wake time | ||||
|         wake_time += frame_period; | ||||
|     }; | ||||
|     } | ||||
| } | ||||
|  | ||||
| pub fn runBusyLoop(quit: *Atomic(bool), pause: *Atomic(bool), sched: *Scheduler, cpu: *Arm7tdmi, bus: *Bus) void { | ||||
| pub fn runBusyLoop(quit: *Atomic(bool), sched: *Scheduler, cpu: *Arm7tdmi, bus: *Bus) void { | ||||
|     log.info("Run EmuThread with spin-loop sync", .{}); | ||||
|     var timer = Timer.start() catch unreachable; | ||||
|     var wake_time: u64 = frame_period; | ||||
|  | ||||
|     while (!quit.load(.Unordered)) if (!pause.load(.Unordered)) { | ||||
|     while (!quit.load(.Unordered)) { | ||||
|         runFrame(sched, cpu, bus); | ||||
|         spinLoop(&timer, wake_time); | ||||
|  | ||||
|         // Update to the new wake time | ||||
|         wake_time += frame_period; | ||||
|     }; | ||||
|     } | ||||
| } | ||||
|  | ||||
| fn sleep(timer: *Timer, wake_time: *u64) void { | ||||
|     const step = std.time.ns_per_ms * 10; | ||||
|     // const step = std.time.ns_per_ms * 10; // 10ms | ||||
|     const timestamp = timer.read(); | ||||
|  | ||||
|     // ns_late is non zero if we are late. | ||||
| @@ -130,13 +131,15 @@ fn sleep(timer: *Timer, wake_time: *u64) void { | ||||
|  | ||||
|     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 | ||||
|     // // 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); | ||||
|     // var i: usize = 0; | ||||
|     // while (i < loop_count) : (i += 1) std.time.sleep(step); | ||||
|  | ||||
|     std.time.sleep(sleep_for); | ||||
|  | ||||
|     // Spin to make up the difference if there is a need | ||||
|     // Make sure that we're using the old wake time and not the onne we recalculated | ||||
|   | ||||
							
								
								
									
										15
									
								
								src/main.zig
									
									
									
									
									
								
							
							
						
						
									
										15
									
								
								src/main.zig
									
									
									
									
									
								
							| @@ -84,11 +84,10 @@ pub fn main() anyerror!void { | ||||
|  | ||||
|     // Init Atomics | ||||
|     var quit = Atomic(bool).init(false); | ||||
|     var pause = Atomic(bool).init(false); | ||||
|     var emu_fps = Atomic(u64).init(0); | ||||
|     var emu_fps = FpsAverage.init(); | ||||
|  | ||||
|     // Create Emulator Thread | ||||
|     const emu_thread = try Thread.spawn(.{}, emu.run, .{ .LimitedFPS, &quit, &pause, &emu_fps, &scheduler, &cpu, &bus }); | ||||
|     const emu_thread = try Thread.spawn(.{}, emu.run, .{ .UnlimitedFPS, &quit, &emu_fps, &scheduler, &cpu, &bus }); | ||||
|     defer emu_thread.join(); | ||||
|  | ||||
|     // Initialize SDL | ||||
| @@ -119,8 +118,6 @@ pub fn main() anyerror!void { | ||||
|     // Init FPS Timer | ||||
|     var dyn_title_buf: [0x100]u8 = [_]u8{0x00} ** 0x100; | ||||
|  | ||||
|     var fps_avg = FpsAverage.init(); | ||||
|  | ||||
|     emu_loop: while (true) { | ||||
|         var event: SDL.SDL_Event = undefined; | ||||
|         if (SDL.SDL_PollEvent(&event) != 0) { | ||||
| @@ -167,17 +164,13 @@ pub fn main() anyerror!void { | ||||
|         } | ||||
|  | ||||
|         // FIXME: Is it OK just to copy the Emulator's Frame Buffer to SDL? | ||||
|         pause.store(true, .Unordered); | ||||
|         const buf_ptr = bus.ppu.framebuf.ptr; | ||||
|         _ = SDL.SDL_UpdateTexture(texture, null, buf_ptr, framebuf_pitch); | ||||
|         _ = SDL.SDL_RenderCopy(renderer, texture, null, null); | ||||
|         SDL.SDL_RenderPresent(renderer); | ||||
|         pause.store(false, .Unordered); | ||||
|  | ||||
|         fps_avg.add(emu_fps.load(.Unordered)); | ||||
|         const avg = fps_avg.calc(); | ||||
|  | ||||
|         const dyn_title = std.fmt.bufPrint(&dyn_title_buf, "{s} [Emu: {d:0>3}fps, {d:0>3}%] ", .{ title, avg, (avg * 100 / 60) }) catch unreachable; | ||||
|         const avg = emu_fps.calc(); | ||||
|         const dyn_title = std.fmt.bufPrint(&dyn_title_buf, "{s} [Emu: {d:0>3}fps, {d:0>3}%] ", .{ title, avg, (avg * 100 / 59) }) catch unreachable; | ||||
|         SDL.SDL_SetWindowTitle(window, dyn_title.ptr); | ||||
|     } | ||||
|  | ||||
|   | ||||
		Reference in New Issue
	
	Block a user