feat: implement video sync
This commit is contained in:
parent
a768d28e7c
commit
3994c2c7c8
39
src/emu.zig
39
src/emu.zig
|
@ -4,8 +4,18 @@ const Bus = @import("Bus.zig");
|
|||
const Scheduler = @import("scheduler.zig").Scheduler;
|
||||
const Arm7tdmi = @import("cpu.zig").Arm7tdmi;
|
||||
|
||||
const Timer = std.time.Timer;
|
||||
const Thread = std.Thread;
|
||||
const Atomic = std.atomic.Atomic;
|
||||
|
||||
const cycles_per_frame: u64 = 160 * (308 * 4);
|
||||
const clock_rate: u64 = 1 << 24;
|
||||
const clock_period: u64 = std.time.ns_per_s / clock_rate;
|
||||
const frame_period = (clock_period * cycles_per_frame);
|
||||
|
||||
const sync_to_video: bool = true;
|
||||
|
||||
const log = std.log.scoped(.Emulation);
|
||||
|
||||
pub fn runFrame(sched: *Scheduler, cpu: *Arm7tdmi, bus: *Bus) void {
|
||||
var cycles: u64 = 0;
|
||||
|
@ -19,8 +29,33 @@ pub fn runFrame(sched: *Scheduler, cpu: *Arm7tdmi, bus: *Bus) void {
|
|||
}
|
||||
}
|
||||
|
||||
pub fn runEmuThread(quit: *Atomic(bool), pause: *Atomic(bool), sched: *Scheduler, cpu: *Arm7tdmi, bus: *Bus) void {
|
||||
pub fn runEmuThread(quit: *Atomic(bool), pause: *Atomic(bool), fps: *Atomic(u64), sched: *Scheduler, cpu: *Arm7tdmi, bus: *Bus) void {
|
||||
var timer = Timer.start() catch unreachable;
|
||||
|
||||
log.info("EmuThread has begun execution", .{});
|
||||
|
||||
while (!quit.load(.Unordered)) {
|
||||
if (!pause.load(.Unordered)) runFrame(sched, cpu, bus);
|
||||
if (!pause.load(.Unordered)) {
|
||||
runFrame(sched, cpu, bus);
|
||||
|
||||
const diff = timer.lap();
|
||||
|
||||
var ns_late: u64 = undefined;
|
||||
const didUnderflow = @subWithOverflow(u64, diff, frame_period, &ns_late);
|
||||
|
||||
// We were more than an entire frame late....
|
||||
if (!didUnderflow and ns_late > frame_period) continue;
|
||||
|
||||
// Negate the u64 so that we add to the amount of time sleeping
|
||||
if (didUnderflow) ns_late = ~ns_late +% 1;
|
||||
|
||||
if (sync_to_video) std.time.sleep(frame_period -% ns_late);
|
||||
fps.store(emuFps(diff), .Unordered);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn emuFps(left: u64) u64 {
|
||||
@setRuntimeSafety(false);
|
||||
return @floatToInt(u64, @intToFloat(f64, std.time.ns_per_s) / @intToFloat(f64, left));
|
||||
}
|
||||
|
|
30
src/main.zig
30
src/main.zig
|
@ -84,9 +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);
|
||||
|
||||
// Create Emulator Thread
|
||||
const emu_thread = try Thread.spawn(.{}, emu.runEmuThread, .{ &quit, &pause, &scheduler, &cpu, &bus });
|
||||
const emu_thread = try Thread.spawn(.{}, emu.runEmuThread, .{ &quit, &pause, &emu_fps, &scheduler, &cpu, &bus });
|
||||
defer emu_thread.join();
|
||||
|
||||
// Initialize SDL
|
||||
|
@ -94,8 +95,9 @@ pub fn main() anyerror!void {
|
|||
if (status < 0) sdlPanic();
|
||||
defer SDL.SDL_Quit();
|
||||
|
||||
var title_buf: [0x20]u8 = [_]u8{0x00} ** 0x20;
|
||||
const title = try std.fmt.bufPrint(&title_buf, "ZBA | {s}", .{bus.pak.title});
|
||||
var title_buf: [0x20]u8 = std.mem.zeroes([0x20]u8);
|
||||
var title = try std.fmt.bufPrint(&title_buf, "ZBA | {s}", .{bus.pak.title});
|
||||
correctTitleSlice(&title);
|
||||
|
||||
var window = SDL.SDL_CreateWindow(
|
||||
title.ptr,
|
||||
|
@ -107,15 +109,14 @@ pub fn main() anyerror!void {
|
|||
) orelse sdlPanic();
|
||||
defer SDL.SDL_DestroyWindow(window);
|
||||
|
||||
var renderer = SDL.SDL_CreateRenderer(window, -1, SDL.SDL_RENDERER_ACCELERATED) orelse sdlPanic();
|
||||
var renderer = SDL.SDL_CreateRenderer(window, -1, SDL.SDL_RENDERER_ACCELERATED | SDL.SDL_RENDERER_PRESENTVSYNC) orelse sdlPanic();
|
||||
defer SDL.SDL_DestroyRenderer(renderer);
|
||||
|
||||
const texture = SDL.SDL_CreateTexture(renderer, SDL.SDL_PIXELFORMAT_BGR555, SDL.SDL_TEXTUREACCESS_STREAMING, 240, 160) orelse sdlPanic();
|
||||
defer SDL.SDL_DestroyTexture(texture);
|
||||
|
||||
// Init FPS Timer
|
||||
// var fps_buf: [0x100]u8 = [_]u8{0x00} ** 0x100;
|
||||
// var timer = Timer.start() catch unreachable;
|
||||
var dyn_title_buf: [0x100]u8 = [_]u8{0x00} ** 0x100;
|
||||
|
||||
emu_loop: while (true) {
|
||||
var event: SDL.SDL_Event = undefined;
|
||||
|
@ -169,9 +170,8 @@ pub fn main() anyerror!void {
|
|||
_ = SDL.SDL_RenderCopy(renderer, texture, null, null);
|
||||
SDL.SDL_RenderPresent(renderer);
|
||||
|
||||
// const fps = std.time.ns_per_s / timer.lap();
|
||||
// const fps_title = std.fmt.bufPrint(&fps_buf, "{s} [FPS: {d}]", .{ title, fps }) catch unreachable;
|
||||
// SDL.SDL_SetWindowTitle(window, fps_title.ptr);
|
||||
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);
|
||||
}
|
||||
|
@ -188,3 +188,15 @@ const CliError = error{
|
|||
InsufficientOptions,
|
||||
UnneededOptions,
|
||||
};
|
||||
|
||||
/// The slice considers some null values to be a part of the string
|
||||
/// so change the length of the slice so that isn't the case
|
||||
// FIXME: This is awful and bad
|
||||
fn correctTitleSlice(title: *[]u8) void {
|
||||
for (title.*) |char, i| {
|
||||
if (char == 0) {
|
||||
title.len = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue