feat: implement video sync
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parent
a768d28e7c
commit
3994c2c7c8
39
src/emu.zig
39
src/emu.zig
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@ -4,8 +4,18 @@ 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 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 Atomic = std.atomic.Atomic;
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const cycles_per_frame: u64 = 160 * (308 * 4);
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const cycles_per_frame: u64 = 160 * (308 * 4);
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const clock_rate: u64 = 1 << 24;
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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 sync_to_video: bool = true;
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const log = std.log.scoped(.Emulation);
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pub fn runFrame(sched: *Scheduler, cpu: *Arm7tdmi, bus: *Bus) void {
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pub fn runFrame(sched: *Scheduler, cpu: *Arm7tdmi, bus: *Bus) void {
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var cycles: u64 = 0;
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var cycles: u64 = 0;
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@ -19,8 +29,33 @@ 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 runEmuThread(quit: *Atomic(bool), pause: *Atomic(bool), sched: *Scheduler, cpu: *Arm7tdmi, bus: *Bus) void {
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pub fn runEmuThread(quit: *Atomic(bool), pause: *Atomic(bool), fps: *Atomic(u64), sched: *Scheduler, cpu: *Arm7tdmi, bus: *Bus) void {
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var timer = Timer.start() catch unreachable;
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log.info("EmuThread has begun execution", .{});
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while (!quit.load(.Unordered)) {
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while (!quit.load(.Unordered)) {
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if (!pause.load(.Unordered)) runFrame(sched, cpu, bus);
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if (!pause.load(.Unordered)) {
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runFrame(sched, cpu, bus);
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const diff = timer.lap();
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var ns_late: u64 = undefined;
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const didUnderflow = @subWithOverflow(u64, diff, frame_period, &ns_late);
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// We were more than an entire frame late....
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if (!didUnderflow and ns_late > frame_period) continue;
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// Negate the u64 so that we add to the amount of time sleeping
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if (didUnderflow) ns_late = ~ns_late +% 1;
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if (sync_to_video) std.time.sleep(frame_period -% ns_late);
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fps.store(emuFps(diff), .Unordered);
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}
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}
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}
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}
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}
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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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30
src/main.zig
30
src/main.zig
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@ -84,9 +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 pause = Atomic(bool).init(false);
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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.runEmuThread, .{ &quit, &pause, &scheduler, &cpu, &bus });
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const emu_thread = try Thread.spawn(.{}, emu.runEmuThread, .{ &quit, &pause, &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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@ -94,8 +95,9 @@ pub fn main() anyerror!void {
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if (status < 0) sdlPanic();
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if (status < 0) sdlPanic();
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defer SDL.SDL_Quit();
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defer SDL.SDL_Quit();
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var title_buf: [0x20]u8 = [_]u8{0x00} ** 0x20;
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var title_buf: [0x20]u8 = std.mem.zeroes([0x20]u8);
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const title = try std.fmt.bufPrint(&title_buf, "ZBA | {s}", .{bus.pak.title});
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var title = try std.fmt.bufPrint(&title_buf, "ZBA | {s}", .{bus.pak.title});
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correctTitleSlice(&title);
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var window = SDL.SDL_CreateWindow(
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var window = SDL.SDL_CreateWindow(
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title.ptr,
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title.ptr,
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@ -107,15 +109,14 @@ pub fn main() anyerror!void {
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) orelse sdlPanic();
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) orelse sdlPanic();
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defer SDL.SDL_DestroyWindow(window);
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defer SDL.SDL_DestroyWindow(window);
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var renderer = SDL.SDL_CreateRenderer(window, -1, SDL.SDL_RENDERER_ACCELERATED) orelse sdlPanic();
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var renderer = SDL.SDL_CreateRenderer(window, -1, SDL.SDL_RENDERER_ACCELERATED | SDL.SDL_RENDERER_PRESENTVSYNC) orelse sdlPanic();
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defer SDL.SDL_DestroyRenderer(renderer);
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defer SDL.SDL_DestroyRenderer(renderer);
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const texture = SDL.SDL_CreateTexture(renderer, SDL.SDL_PIXELFORMAT_BGR555, SDL.SDL_TEXTUREACCESS_STREAMING, 240, 160) orelse sdlPanic();
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const texture = SDL.SDL_CreateTexture(renderer, SDL.SDL_PIXELFORMAT_BGR555, SDL.SDL_TEXTUREACCESS_STREAMING, 240, 160) orelse sdlPanic();
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defer SDL.SDL_DestroyTexture(texture);
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defer SDL.SDL_DestroyTexture(texture);
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// Init FPS Timer
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// Init FPS Timer
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// var fps_buf: [0x100]u8 = [_]u8{0x00} ** 0x100;
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var dyn_title_buf: [0x100]u8 = [_]u8{0x00} ** 0x100;
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// var timer = Timer.start() catch unreachable;
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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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@ -169,9 +170,8 @@ 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 fps = std.time.ns_per_s / timer.lap();
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const dyn_title = std.fmt.bufPrint(&dyn_title_buf, "{s} [Emu FPS: {d}] ", .{ title, emu_fps.load(.Unordered) }) catch unreachable;
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// const fps_title = std.fmt.bufPrint(&fps_buf, "{s} [FPS: {d}]", .{ title, fps }) catch unreachable;
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SDL.SDL_SetWindowTitle(window, dyn_title.ptr);
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// SDL.SDL_SetWindowTitle(window, fps_title.ptr);
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pause.store(false, .Unordered);
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pause.store(false, .Unordered);
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}
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}
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@ -188,3 +188,15 @@ const CliError = error{
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InsufficientOptions,
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InsufficientOptions,
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UnneededOptions,
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UnneededOptions,
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};
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};
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/// The slice considers some null values to be a part of the string
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/// so change the length of the slice so that isn't the case
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// FIXME: This is awful and bad
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fn correctTitleSlice(title: *[]u8) void {
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for (title.*) |char, i| {
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if (char == 0) {
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title.len = i;
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break;
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}
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}
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}
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