chore: emu audio sync code to emu.zig
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@ -200,8 +200,6 @@ pub const Apu = struct {
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self.stream = SDL.SDL_NewAudioStream(SDL.AUDIO_U16, 2, @intCast(c_int, self.sampleRate()), SDL.AUDIO_U16, 2, host_sample_rate) orelse unreachable;
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}
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while (SDL.SDL_AudioStreamAvailable(self.stream) > (@sizeOf(i16) * 2 * 0x800)) {}
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_ = SDL.SDL_AudioStreamPut(self.stream, &[2]u16{ final_left, final_right }, 2 * @sizeOf(u16));
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self.sched.push(.SampleAudio, self.sampleTicks() -| late);
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}
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79
src/emu.zig
79
src/emu.zig
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@ -1,4 +1,5 @@
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const std = @import("std");
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const SDL = @import("sdl2");
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const Bus = @import("Bus.zig");
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const Scheduler = @import("scheduler.zig").Scheduler;
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@ -9,6 +10,8 @@ const Timer = std.time.Timer;
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const Thread = std.Thread;
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const Atomic = std.atomic.Atomic;
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const audio_sync = true;
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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); //280896
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const clock_rate: u64 = 1 << 24; // 16.78MHz
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@ -33,6 +36,8 @@ const RunKind = enum {
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};
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pub fn run(kind: RunKind, quit: *Atomic(bool), fps: *EmulatorFps, sched: *Scheduler, cpu: *Arm7tdmi) void {
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if (audio_sync) log.info("Audio sync enabled", .{});
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switch (kind) {
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.Unlimited => runUnsynchronized(quit, sched, cpu, null),
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.Limited => runSynchronized(quit, sched, cpu, null),
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@ -56,50 +61,78 @@ pub fn runFrame(sched: *Scheduler, cpu: *Arm7tdmi) void {
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}
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}
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fn syncToAudio(cpu: *const Arm7tdmi) void {
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const stream = cpu.bus.apu.stream;
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const min_sample_count = 0x800;
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// Busy Loop while we wait for the Audio system to catch up
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while (SDL.SDL_AudioStreamAvailable(stream) > (@sizeOf(u16) * 2) * min_sample_count) {}
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}
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pub fn runUnsynchronized(quit: *Atomic(bool), sched: *Scheduler, cpu: *Arm7tdmi, fps: ?*EmulatorFps) void {
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log.info("Emulation thread w/out video sync", .{});
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if (fps) |tracker| {
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log.info("Start unsynchronized emu thread w/ fps tracking", .{});
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log.info("FPS Tracking Enabled", .{});
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while (!quit.load(.SeqCst)) {
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runFrame(sched, cpu);
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if (audio_sync) syncToAudio(cpu);
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tracker.completeFrame();
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}
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} else {
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log.info("Start unsynchronized emu thread", .{});
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while (!quit.load(.SeqCst)) runFrame(sched, cpu);
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while (!quit.load(.SeqCst)) {
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runFrame(sched, cpu);
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if (audio_sync) syncToAudio(cpu);
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}
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}
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}
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pub fn runSynchronized(quit: *Atomic(bool), sched: *Scheduler, cpu: *Arm7tdmi, fps: ?*EmulatorFps) void {
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log.info("Emulation thread w/ video sync", .{});
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var timer = Timer.start() catch unreachable;
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var wake_time: u64 = frame_period;
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if (fps) |tracker| {
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log.info("Start synchronized emu thread w/ fps tracking", .{});
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log.info("FPS Tracking Enabled", .{});
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while (!quit.load(.SeqCst)) {
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runSyncCore(sched, cpu, &timer, &wake_time);
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runFrame(sched, cpu);
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const new_wake_time = syncToVideo(&timer, wake_time);
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// Spin to make up the difference of OS scheduler innacuracies
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// If we happen to also be syncing to audio, we choose to spin on
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// the amount of time needed for audio to catch up rather than
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// our expected wake-up time
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if (audio_sync) syncToAudio(cpu) else spinLoop(&timer, wake_time);
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wake_time = new_wake_time;
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tracker.completeFrame();
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}
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} else {
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log.info("Start synchronized emu thread", .{});
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while (!quit.load(.SeqCst)) runSyncCore(sched, cpu, &timer, &wake_time);
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while (!quit.load(.SeqCst)) {
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runFrame(sched, cpu);
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const new_wake_time = syncToVideo(&timer, wake_time);
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// see above comment
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if (audio_sync) syncToAudio(cpu) else spinLoop(&timer, wake_time);
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wake_time = new_wake_time;
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}
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}
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}
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inline fn runSyncCore(sched: *Scheduler, cpu: *Arm7tdmi, timer: *Timer, wake_time: *u64) void {
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runFrame(sched, cpu);
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inline fn syncToVideo(timer: *Timer, wake_time: u64) u64 {
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// Use the OS scheduler to put the emulation thread to sleep
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const maybe_recalc_wake_time = sleep(timer, wake_time);
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// Put the Thread to Sleep + Backup Spin Loop
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// This saves on resource usage when frame limiting
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sleep(timer, wake_time);
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// Update to the new wake time
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wake_time.* += frame_period;
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// If sleep() determined we need to adjust our wake up time, do so
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// otherwise predict our next wake up time according to the frame period
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return if (maybe_recalc_wake_time) |recalc| recalc else wake_time + frame_period;
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}
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pub fn runBusyLoop(quit: *Atomic(bool), sched: *Scheduler, cpu: *Arm7tdmi) void {
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log.info("Start synchronized emu thread using busy loop", .{});
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log.info("Emulation thread with video sync using busy loop", .{});
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var timer = Timer.start() catch unreachable;
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var wake_time: u64 = frame_period;
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@ -112,21 +145,17 @@ pub fn runBusyLoop(quit: *Atomic(bool), sched: *Scheduler, cpu: *Arm7tdmi) void
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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) ?u64 {
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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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// ns_late is non zero if we are late.
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const ns_late = timestamp -| wake_time.*;
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const ns_late = timestamp -| wake_time;
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// If we're more than a frame late, skip the rest of this loop
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// Recalculate what our new wake time should be so that we can
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// get "back on track"
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if (ns_late > frame_period) {
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wake_time.* = timestamp + frame_period;
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return;
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}
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if (ns_late > frame_period) return timestamp + frame_period;
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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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@ -139,9 +168,7 @@ fn sleep(timer: *Timer, wake_time: *u64) void {
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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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// Make sure that we're using the old wake time and not the onne we recalculated
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spinLoop(timer, wake_time.*);
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return null;
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}
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fn spinLoop(timer: *Timer, wake_time: u64) void {
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