fix: speed percentage in title is now accurate
We now properly account for full speed being 59.97Hz not, 59Hz or 60Hz
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parent
4ee0eed2e5
commit
22a8f67d81
30
src/emu.zig
30
src/emu.zig
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@ -9,12 +9,19 @@ 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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const Atomic = std.atomic.Atomic;
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const Atomic = std.atomic.Atomic;
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// One frame operates at 59.7275005696Hz
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// 228 Lines which consist of 308 dots (which are 4 cycles long)
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const cycles_per_frame: u64 = 228 * (308 * 4);
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const cycles_per_frame: u64 = 228 * (308 * 4); //280896
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const clock_rate: u64 = 1 << 24;
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const clock_rate: u64 = 1 << 24; // 16.78MHz
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// TODO: Don't truncate this, be more accurate w/ timing
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// 59.6046447754ns (truncated to just 59ns)
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const clock_period: u64 = std.time.ns_per_s / clock_rate;
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const clock_period: u64 = std.time.ns_per_s / clock_rate;
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const frame_period = (clock_period * cycles_per_frame);
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const frame_period = (clock_period * cycles_per_frame);
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// 59.7275005696Hz
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pub const frame_rate = @intToFloat(f64, std.time.ns_per_s) /
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((@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 log = std.log.scoped(.Emulation);
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const RunKind = enum {
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const RunKind = enum {
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@ -27,9 +34,9 @@ const RunKind = enum {
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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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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, sched, cpu, bus),
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.Unlimited => runUnsync(quit, sched, cpu, bus),
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.Limited => runSync(quit, sched, cpu, bus),
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.Limited => runSync(quit, sched, cpu, bus),
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.UnlimitedFPS => runUnSyncFps(quit, fps, sched, cpu, bus),
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.UnlimitedFPS => runUnsyncFps(quit, fps, sched, cpu, bus),
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.LimitedFPS => runSyncFps(quit, fps, sched, cpu, bus),
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.LimitedFPS => runSyncFps(quit, fps, sched, cpu, bus),
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.LimitedBusy => runBusyLoop(quit, 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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@ -47,7 +54,7 @@ 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), 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)) 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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@ -69,13 +76,13 @@ pub fn runSync(quit: *Atomic(bool), sched: *Scheduler, cpu: *Arm7tdmi, bus: *Bus
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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), fps: *FpsAverage, 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)) {
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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.add(emuFps(fps_timer.lap()));
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fps.add(fps_timer.lap());
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}
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}
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}
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}
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@ -93,7 +100,7 @@ pub fn runSyncFps(quit: *Atomic(bool), fps: *FpsAverage, sched: *Scheduler, cpu:
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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.add(emuFps(fps_timer.lap()));
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fps.add(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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@ -149,8 +156,3 @@ fn sleep(timer: *Timer, wake_time: *u64) void {
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fn spinLoop(timer: *Timer, wake_time: u64) void {
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fn spinLoop(timer: *Timer, wake_time: u64) void {
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while (true) if (timer.read() > wake_time) break;
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while (true) if (timer.read() > wake_time) break;
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}
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}
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inline fn emuFps(left: u64) u64 {
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@setRuntimeSafety(false);
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return @floatToInt(u64, @intToFloat(f64, std.time.ns_per_s) / @intToFloat(f64, left));
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}
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@ -17,6 +17,7 @@ const window_scale = 3;
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const gba_width = @import("ppu.zig").width;
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const gba_width = @import("ppu.zig").width;
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const gba_height = @import("ppu.zig").height;
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const gba_height = @import("ppu.zig").height;
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const framebuf_pitch = @import("ppu.zig").framebuf_pitch;
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const framebuf_pitch = @import("ppu.zig").framebuf_pitch;
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const expected_rate = @import("emu.zig").frame_rate;
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pub const enable_logging: bool = false;
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pub const enable_logging: bool = false;
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const is_binary: bool = false;
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const is_binary: bool = false;
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@ -76,10 +77,10 @@ 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 emu_fps = FpsAverage.init();
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var emu_rate = FpsAverage.init();
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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, .{ .UnlimitedFPS, &quit, &emu_fps, &scheduler, &cpu, &bus });
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const emu_thread = try Thread.spawn(.{}, emu.run, .{ .LimitedFPS, &quit, &emu_rate, &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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@ -161,8 +162,8 @@ pub fn main() anyerror!void {
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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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const avg = emu_fps.calc();
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const actual = emu_rate.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>3.2}fps, {d:0>3.2}%] ", .{ title, actual, actual * 100 / expected_rate }) 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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@ -33,8 +33,8 @@ pub const FpsAverage = struct {
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self.sample_count += 1;
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self.sample_count += 1;
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}
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}
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pub fn calc(self: *const Self) u64 {
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pub fn calc(self: *const Self) f64 {
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return self.total / self.sample_count;
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return @intToFloat(f64, std.time.ns_per_s) / (@intToFloat(f64, self.total) / @intToFloat(f64, self.sample_count));
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}
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}
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fn reset(self: *Self, sample: u64) void {
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fn reset(self: *Self, sample: u64) void {
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