chore: improve accuracy of thread sleep in emu thread

This commit is contained in:
2022-03-14 08:54:48 -03:00
parent c538079ad4
commit 3623362f72
3 changed files with 65 additions and 15 deletions

View File

@@ -6,6 +6,7 @@ const emu = @import("emu.zig");
const Bus = @import("Bus.zig");
const Arm7tdmi = @import("cpu.zig").Arm7tdmi;
const Scheduler = @import("scheduler.zig").Scheduler;
const FpsAverage = @import("util.zig").FpsAverage;
const Timer = std.time.Timer;
const Thread = std.Thread;
@@ -118,11 +119,12 @@ 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) {
// Pause Emulation Thread during Input Writing
pause.store(true, .Unordered);
switch (event.type) {
SDL.SDL_QUIT => break :emu_loop,
@@ -165,15 +167,18 @@ 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);
const dyn_title = std.fmt.bufPrint(&dyn_title_buf, "{s} [Emu FPS: {d}] ", .{ title, emu_fps.load(.Unordered) }) catch unreachable;
SDL.SDL_SetWindowTitle(window, dyn_title.ptr);
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 / 59) }) catch unreachable;
SDL.SDL_SetWindowTitle(window, dyn_title.ptr);
}
quit.store(true, .Unordered); // Terminate Emulator Thread