From 0116dcdbe136b38983c110975da97065b03abf41 Mon Sep 17 00:00:00 2001 From: Rekai Musuka Date: Fri, 21 Oct 2022 05:12:28 -0300 Subject: [PATCH] fix: improve frame limiting and fps counting --- src/emu.zig | 61 +++++++++++++++++++++++++++------------------------- src/main.zig | 15 ++++--------- 2 files changed, 36 insertions(+), 40 deletions(-) diff --git a/src/emu.zig b/src/emu.zig index 011881a..fbe9a93 100644 --- a/src/emu.zig +++ b/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 diff --git a/src/main.zig b/src/main.zig index 37157b6..3a8a869 100644 --- a/src/main.zig +++ b/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); }