fix: improve frame limiting and fps counting

This commit is contained in:
2022-03-16 21:25:32 -03:00
parent 40968f0990
commit 1921218c7b
2 changed files with 36 additions and 40 deletions

View File

@@ -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);
}