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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@@ -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_height = @import("ppu.zig").height;
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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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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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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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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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// 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_RenderPresent(renderer);
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const avg = emu_fps.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 actual = emu_rate.calc();
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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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}
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