chore: improve accuracy of thread sleep in emu thread
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3994c2c7c8
commit
7684cf0f4a
38
src/emu.zig
38
src/emu.zig
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@ -8,13 +8,15 @@ 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 cycles_per_frame: u64 = 160 * (308 * 4);
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const cycles_per_frame: u64 = 228 * (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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// One frame operates at 59.7275005696Hz
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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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@ -31,6 +33,9 @@ pub fn runFrame(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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var fps_timer = Timer.start() catch unreachable;
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var wake_time: u64 = frame_period;
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log.info("EmuThread has begun execution", .{});
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@ -38,19 +43,32 @@ pub fn runEmuThread(quit: *Atomic(bool), pause: *Atomic(bool), fps: *Atomic(u64)
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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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const timestamp = timer.read();
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fps.store(emuFps(fps_timer.lap()), .Unordered);
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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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// ns_late is non zero if we are late.
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var ns_late = timestamp -| wake_time;
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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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// Calculate the new Thread wake time
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wake_time += frame_period;
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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 we're more than a frame late, skip the rest of this loop
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if (ns_late > frame_period) continue;
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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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if (sync_to_video) std.time.sleep(frame_period - ns_late);
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// Backup Busy Loop Routine
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// if (sync_to_video) spinLoop(&timer, wake_time);
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}
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}
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}
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fn spinLoop(timer: *Timer, wake_time: u64) void {
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while (true) {
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const timestamp = timer.read();
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if (timestamp >= wake_time) {
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break;
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}
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}
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}
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15
src/main.zig
15
src/main.zig
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@ -6,6 +6,7 @@ const emu = @import("emu.zig");
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const Bus = @import("Bus.zig");
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const Arm7tdmi = @import("cpu.zig").Arm7tdmi;
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const Scheduler = @import("scheduler.zig").Scheduler;
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const FpsAverage = @import("util.zig").FpsAverage;
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const Timer = std.time.Timer;
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const Thread = std.Thread;
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@ -118,11 +119,12 @@ pub fn main() anyerror!void {
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// Init FPS Timer
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var dyn_title_buf: [0x100]u8 = [_]u8{0x00} ** 0x100;
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var fps_avg = FpsAverage.init();
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emu_loop: while (true) {
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var event: SDL.SDL_Event = undefined;
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if (SDL.SDL_PollEvent(&event) != 0) {
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// Pause Emulation Thread during Input Writing
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pause.store(true, .Unordered);
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switch (event.type) {
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SDL.SDL_QUIT => break :emu_loop,
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@ -165,15 +167,18 @@ pub fn main() anyerror!void {
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}
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// FIXME: Is it OK just to copy the Emulator's Frame Buffer to SDL?
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pause.store(true, .Unordered);
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const buf_ptr = bus.ppu.framebuf.ptr;
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_ = SDL.SDL_UpdateTexture(texture, null, buf_ptr, framebuf_pitch);
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_ = SDL.SDL_RenderCopy(renderer, texture, null, null);
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SDL.SDL_RenderPresent(renderer);
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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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SDL.SDL_SetWindowTitle(window, dyn_title.ptr);
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pause.store(false, .Unordered);
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fps_avg.add(emu_fps.load(.Unordered));
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const avg = fps_avg.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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SDL.SDL_SetWindowTitle(window, dyn_title.ptr);
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}
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quit.store(true, .Unordered); // Terminate Emulator Thread
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27
src/util.zig
27
src/util.zig
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@ -6,3 +6,30 @@ pub fn sext(comptime bits: comptime_int, value: u32) u32 {
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return @bitCast(u32, @bitCast(i32, value << amount) >> amount);
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}
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pub const FpsAverage = struct {
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const Self = @This();
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total: u64,
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sample_count: u64,
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pub fn init() Self {
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return .{ .total = 0, .sample_count = 0 };
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}
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pub fn add(self: *Self, sample: u64) void {
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if (self.sample_count == 1000) return self.reset(sample);
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self.total += sample;
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self.sample_count += 1;
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}
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pub fn calc(self: *const Self) u64 {
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return self.total / self.sample_count;
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}
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fn reset(self: *Self, sample: u64) void {
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self.total = sample;
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self.sample_count = 1;
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}
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};
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