fix: improve frame limiting and fps counting
This commit is contained in:
parent
5ecbcc9f33
commit
0116dcdbe1
61
src/emu.zig
61
src/emu.zig
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@ -3,6 +3,7 @@ const std = @import("std");
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const Bus = @import("Bus.zig");
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const Bus = @import("Bus.zig");
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const Scheduler = @import("scheduler.zig").Scheduler;
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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 Arm7tdmi = @import("cpu.zig").Arm7tdmi;
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const FpsAverage = @import("util.zig").FpsAverage;
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const Timer = std.time.Timer;
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const Timer = std.time.Timer;
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const Thread = std.Thread;
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const Thread = std.Thread;
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@ -24,13 +25,13 @@ const RunKind = enum {
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LimitedBusy,
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LimitedBusy,
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};
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};
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pub fn run(kind: RunKind, quit: *Atomic(bool), pause: *Atomic(bool), fps: *Atomic(u64), sched: *Scheduler, cpu: *Arm7tdmi, bus: *Bus) void {
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pub fn run(kind: RunKind, quit: *Atomic(bool), fps: *FpsAverage, sched: *Scheduler, cpu: *Arm7tdmi, bus: *Bus) void {
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switch (kind) {
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switch (kind) {
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.Unlimited => runUnSync(quit, pause, sched, cpu, bus),
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.Unlimited => runUnSync(quit, sched, cpu, bus),
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.Limited => runSync(quit, pause, sched, cpu, bus),
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.Limited => runSync(quit, sched, cpu, bus),
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.UnlimitedFPS => runUnSyncFps(quit, pause, fps, sched, cpu, bus),
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.UnlimitedFPS => runUnSyncFps(quit, fps, sched, cpu, bus),
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.LimitedFPS => runSyncFps(quit, pause, fps, sched, cpu, bus),
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.LimitedFPS => runSyncFps(quit, fps, sched, cpu, bus),
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.LimitedBusy => runBusyLoop(quit, pause, sched, cpu, bus),
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.LimitedBusy => runBusyLoop(quit, sched, cpu, bus),
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}
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}
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}
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}
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@ -46,17 +47,17 @@ pub fn runFrame(sched: *Scheduler, cpu: *Arm7tdmi, bus: *Bus) void {
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}
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}
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}
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}
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pub fn runUnSync(quit: *Atomic(bool), pause: *Atomic(bool), sched: *Scheduler, cpu: *Arm7tdmi, bus: *Bus) void {
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pub fn runUnSync(quit: *Atomic(bool), sched: *Scheduler, cpu: *Arm7tdmi, bus: *Bus) void {
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log.info("Unsynchronized EmuThread has begun", .{});
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log.info("Unsynchronized EmuThread has begun", .{});
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while (!quit.load(.Unordered)) if (!pause.load(.Unordered)) runFrame(sched, cpu, bus);
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while (!quit.load(.Unordered)) runFrame(sched, cpu, bus);
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}
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}
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pub fn runSync(quit: *Atomic(bool), pause: *Atomic(bool), sched: *Scheduler, cpu: *Arm7tdmi, bus: *Bus) void {
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pub fn runSync(quit: *Atomic(bool), sched: *Scheduler, cpu: *Arm7tdmi, bus: *Bus) void {
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log.info("Synchronized EmuThread has begun", .{});
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log.info("Synchronized EmuThread has begun", .{});
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var timer = Timer.start() catch unreachable;
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var timer = Timer.start() catch unreachable;
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var wake_time: u64 = frame_period;
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var wake_time: u64 = frame_period;
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while (!quit.load(.Unordered)) if (!pause.load(.Unordered)) {
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while (!quit.load(.Unordered)) {
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runFrame(sched, cpu, bus);
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runFrame(sched, cpu, bus);
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// Put the Thread to Sleep + Backup Spin Loop
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// Put the Thread to Sleep + Backup Spin Loop
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@ -65,26 +66,26 @@ pub fn runSync(quit: *Atomic(bool), pause: *Atomic(bool), sched: *Scheduler, cpu
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// Update to the new wake time
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// Update to the new wake time
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wake_time += frame_period;
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wake_time += frame_period;
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};
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}
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}
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}
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pub fn runUnSyncFps(quit: *Atomic(bool), pause: *Atomic(bool), fps: *Atomic(u64), sched: *Scheduler, cpu: *Arm7tdmi, bus: *Bus) void {
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pub fn runUnSyncFps(quit: *Atomic(bool), fps: *FpsAverage, sched: *Scheduler, cpu: *Arm7tdmi, bus: *Bus) void {
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log.info("Unsynchronized EmuThread with FPS Tracking has begun", .{});
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log.info("Unsynchronized EmuThread with FPS Tracking has begun", .{});
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var fps_timer = Timer.start() catch unreachable;
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var fps_timer = Timer.start() catch unreachable;
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while (!quit.load(.Unordered)) if (!pause.load(.Unordered)) {
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while (!quit.load(.Unordered)) {
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runFrame(sched, cpu, bus);
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runFrame(sched, cpu, bus);
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fps.store(emuFps(fps_timer.lap()), .Unordered);
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fps.add(emuFps(fps_timer.lap()));
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};
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}
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}
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}
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pub fn runSyncFps(quit: *Atomic(bool), pause: *Atomic(bool), fps: *Atomic(u64), sched: *Scheduler, cpu: *Arm7tdmi, bus: *Bus) void {
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pub fn runSyncFps(quit: *Atomic(bool), fps: *FpsAverage, sched: *Scheduler, cpu: *Arm7tdmi, bus: *Bus) void {
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log.info("Synchronized EmuThread has begun", .{});
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log.info("Synchronized EmuThread has begun", .{});
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var timer = Timer.start() catch unreachable;
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var timer = Timer.start() catch unreachable;
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var fps_timer = Timer.start() catch unreachable;
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var fps_timer = Timer.start() catch unreachable;
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var wake_time: u64 = frame_period;
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var wake_time: u64 = frame_period;
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while (!quit.load(.Unordered)) if (!pause.load(.Unordered)) {
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while (!quit.load(.Unordered)) {
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runFrame(sched, cpu, bus);
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runFrame(sched, cpu, bus);
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// Put the Thread to Sleep + Backup Spin Loop
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// Put the Thread to Sleep + Backup Spin Loop
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@ -92,29 +93,29 @@ pub fn runSyncFps(quit: *Atomic(bool), pause: *Atomic(bool), fps: *Atomic(u64),
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sleep(&timer, &wake_time);
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sleep(&timer, &wake_time);
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// Determine FPS
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// Determine FPS
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fps.store(emuFps(fps_timer.lap()), .Unordered);
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fps.add(emuFps(fps_timer.lap()));
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// Update to the new wake time
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// Update to the new wake time
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wake_time += frame_period;
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wake_time += frame_period;
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};
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}
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}
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}
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pub fn runBusyLoop(quit: *Atomic(bool), pause: *Atomic(bool), sched: *Scheduler, cpu: *Arm7tdmi, bus: *Bus) void {
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pub fn runBusyLoop(quit: *Atomic(bool), sched: *Scheduler, cpu: *Arm7tdmi, bus: *Bus) void {
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log.info("Run EmuThread with spin-loop sync", .{});
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log.info("Run EmuThread with spin-loop sync", .{});
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var timer = Timer.start() catch unreachable;
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var timer = Timer.start() catch unreachable;
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var wake_time: u64 = frame_period;
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var wake_time: u64 = frame_period;
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while (!quit.load(.Unordered)) if (!pause.load(.Unordered)) {
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while (!quit.load(.Unordered)) {
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runFrame(sched, cpu, bus);
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runFrame(sched, cpu, bus);
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spinLoop(&timer, wake_time);
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spinLoop(&timer, wake_time);
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// Update to the new wake time
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// Update to the new wake time
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wake_time += frame_period;
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wake_time += frame_period;
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};
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}
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}
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}
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fn sleep(timer: *Timer, wake_time: *u64) void {
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fn sleep(timer: *Timer, wake_time: *u64) void {
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const step = std.time.ns_per_ms * 10;
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// const step = std.time.ns_per_ms * 10; // 10ms
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const timestamp = timer.read();
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const timestamp = timer.read();
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// ns_late is non zero if we are late.
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// ns_late is non zero if we are late.
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@ -130,13 +131,15 @@ fn sleep(timer: *Timer, wake_time: *u64) void {
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const sleep_for = frame_period - ns_late;
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const sleep_for = frame_period - ns_late;
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// Employ several sleep calls in periods of 10ms
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// // Employ several sleep calls in periods of 10ms
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// By doing this the behaviour should average out to be
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// // By doing this the behaviour should average out to be
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// more consistent
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// // more consistent
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const loop_count = sleep_for / step; // How many groups of 10ms
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// const loop_count = sleep_for / step; // How many groups of 10ms
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var i: usize = 0;
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// var i: usize = 0;
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while (i < loop_count) : (i += 1) std.time.sleep(step);
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// while (i < loop_count) : (i += 1) std.time.sleep(step);
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std.time.sleep(sleep_for);
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// Spin to make up the difference if there is a need
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// Spin to make up the difference if there is a need
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// Make sure that we're using the old wake time and not the onne we recalculated
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// Make sure that we're using the old wake time and not the onne we recalculated
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15
src/main.zig
15
src/main.zig
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@ -84,11 +84,10 @@ pub fn main() anyerror!void {
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// Init Atomics
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// Init Atomics
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var quit = Atomic(bool).init(false);
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var quit = Atomic(bool).init(false);
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var pause = Atomic(bool).init(false);
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var emu_fps = FpsAverage.init();
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var emu_fps = Atomic(u64).init(0);
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// Create Emulator Thread
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// Create Emulator Thread
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const emu_thread = try Thread.spawn(.{}, emu.run, .{ .LimitedFPS, &quit, &pause, &emu_fps, &scheduler, &cpu, &bus });
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const emu_thread = try Thread.spawn(.{}, emu.run, .{ .UnlimitedFPS, &quit, &emu_fps, &scheduler, &cpu, &bus });
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defer emu_thread.join();
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defer emu_thread.join();
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// Initialize SDL
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// Initialize SDL
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@ -119,8 +118,6 @@ pub fn main() anyerror!void {
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// Init FPS Timer
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// Init FPS Timer
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var dyn_title_buf: [0x100]u8 = [_]u8{0x00} ** 0x100;
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var dyn_title_buf: [0x100]u8 = [_]u8{0x00} ** 0x100;
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var fps_avg = FpsAverage.init();
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emu_loop: while (true) {
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emu_loop: while (true) {
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var event: SDL.SDL_Event = undefined;
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var event: SDL.SDL_Event = undefined;
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if (SDL.SDL_PollEvent(&event) != 0) {
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if (SDL.SDL_PollEvent(&event) != 0) {
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@ -167,17 +164,13 @@ pub fn main() anyerror!void {
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}
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}
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// FIXME: Is it OK just to copy the Emulator's Frame Buffer to SDL?
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// FIXME: Is it OK just to copy the Emulator's Frame Buffer to SDL?
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pause.store(true, .Unordered);
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const buf_ptr = bus.ppu.framebuf.ptr;
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const buf_ptr = bus.ppu.framebuf.ptr;
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_ = SDL.SDL_UpdateTexture(texture, null, buf_ptr, framebuf_pitch);
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_ = SDL.SDL_UpdateTexture(texture, null, buf_ptr, framebuf_pitch);
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_ = SDL.SDL_RenderCopy(renderer, texture, null, null);
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_ = SDL.SDL_RenderCopy(renderer, texture, null, null);
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SDL.SDL_RenderPresent(renderer);
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SDL.SDL_RenderPresent(renderer);
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pause.store(false, .Unordered);
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fps_avg.add(emu_fps.load(.Unordered));
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const avg = emu_fps.calc();
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const avg = fps_avg.calc();
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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;
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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;
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SDL.SDL_SetWindowTitle(window, dyn_title.ptr);
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SDL.SDL_SetWindowTitle(window, dyn_title.ptr);
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}
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}
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