chore: improve accuracy of thread sleep in emu thread

This commit is contained in:
Rekai Nyangadzayi Musuka 2022-10-21 05:12:27 -03:00
parent 3994c2c7c8
commit 7684cf0f4a
3 changed files with 65 additions and 15 deletions

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@ -8,13 +8,15 @@ const Timer = std.time.Timer;
const Thread = std.Thread; const Thread = std.Thread;
const Atomic = std.atomic.Atomic; const Atomic = std.atomic.Atomic;
const cycles_per_frame: u64 = 160 * (308 * 4); const cycles_per_frame: u64 = 228 * (308 * 4);
const clock_rate: u64 = 1 << 24; const clock_rate: u64 = 1 << 24;
const clock_period: u64 = std.time.ns_per_s / clock_rate; const clock_period: u64 = std.time.ns_per_s / clock_rate;
const frame_period = (clock_period * cycles_per_frame); const frame_period = (clock_period * cycles_per_frame);
const sync_to_video: bool = true; const sync_to_video: bool = true;
// One frame operates at 59.7275005696Hz
const log = std.log.scoped(.Emulation); const log = std.log.scoped(.Emulation);
pub fn runFrame(sched: *Scheduler, cpu: *Arm7tdmi, bus: *Bus) void { pub fn runFrame(sched: *Scheduler, cpu: *Arm7tdmi, bus: *Bus) void {
@ -31,6 +33,9 @@ pub fn runFrame(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 { 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; var timer = Timer.start() catch unreachable;
var fps_timer = Timer.start() catch unreachable;
var wake_time: u64 = frame_period;
log.info("EmuThread has begun execution", .{}); log.info("EmuThread has begun execution", .{});
@ -38,19 +43,32 @@ pub fn runEmuThread(quit: *Atomic(bool), pause: *Atomic(bool), fps: *Atomic(u64)
if (!pause.load(.Unordered)) { if (!pause.load(.Unordered)) {
runFrame(sched, cpu, bus); runFrame(sched, cpu, bus);
const diff = timer.lap(); const timestamp = timer.read();
fps.store(emuFps(fps_timer.lap()), .Unordered);
var ns_late: u64 = undefined; // ns_late is non zero if we are late.
const didUnderflow = @subWithOverflow(u64, diff, frame_period, &ns_late); var ns_late = timestamp -| wake_time;
// We were more than an entire frame late.... // Calculate the new Thread wake time
if (!didUnderflow and ns_late > frame_period) continue; wake_time += frame_period;
// Negate the u64 so that we add to the amount of time sleeping // If we're more than a frame late, skip the rest of this loop
if (didUnderflow) ns_late = ~ns_late +% 1; if (ns_late > frame_period) continue;
if (sync_to_video) std.time.sleep(frame_period -% ns_late); if (sync_to_video) std.time.sleep(frame_period - ns_late);
fps.store(emuFps(diff), .Unordered);
// Backup Busy Loop Routine
// if (sync_to_video) spinLoop(&timer, wake_time);
}
}
}
fn spinLoop(timer: *Timer, wake_time: u64) void {
while (true) {
const timestamp = timer.read();
if (timestamp >= wake_time) {
break;
} }
} }
} }

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@ -6,6 +6,7 @@ const emu = @import("emu.zig");
const Bus = @import("Bus.zig"); const Bus = @import("Bus.zig");
const Arm7tdmi = @import("cpu.zig").Arm7tdmi; const Arm7tdmi = @import("cpu.zig").Arm7tdmi;
const Scheduler = @import("scheduler.zig").Scheduler; const Scheduler = @import("scheduler.zig").Scheduler;
const FpsAverage = @import("util.zig").FpsAverage;
const Timer = std.time.Timer; const Timer = std.time.Timer;
const Thread = std.Thread; const Thread = std.Thread;
@ -118,11 +119,12 @@ pub fn main() anyerror!void {
// Init FPS Timer // Init FPS Timer
var dyn_title_buf: [0x100]u8 = [_]u8{0x00} ** 0x100; var dyn_title_buf: [0x100]u8 = [_]u8{0x00} ** 0x100;
var fps_avg = FpsAverage.init();
emu_loop: while (true) { emu_loop: while (true) {
var event: SDL.SDL_Event = undefined; var event: SDL.SDL_Event = undefined;
if (SDL.SDL_PollEvent(&event) != 0) { if (SDL.SDL_PollEvent(&event) != 0) {
// Pause Emulation Thread during Input Writing // Pause Emulation Thread during Input Writing
pause.store(true, .Unordered);
switch (event.type) { switch (event.type) {
SDL.SDL_QUIT => break :emu_loop, 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? // 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; const buf_ptr = bus.ppu.framebuf.ptr;
_ = SDL.SDL_UpdateTexture(texture, null, buf_ptr, framebuf_pitch); _ = SDL.SDL_UpdateTexture(texture, null, buf_ptr, framebuf_pitch);
_ = SDL.SDL_RenderCopy(renderer, texture, null, null); _ = SDL.SDL_RenderCopy(renderer, texture, null, null);
SDL.SDL_RenderPresent(renderer); 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); 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 quit.store(true, .Unordered); // Terminate Emulator Thread

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@ -6,3 +6,30 @@ pub fn sext(comptime bits: comptime_int, value: u32) u32 {
return @bitCast(u32, @bitCast(i32, value << amount) >> amount); return @bitCast(u32, @bitCast(i32, value << amount) >> amount);
} }
pub const FpsAverage = struct {
const Self = @This();
total: u64,
sample_count: u64,
pub fn init() Self {
return .{ .total = 0, .sample_count = 0 };
}
pub fn add(self: *Self, sample: u64) void {
if (self.sample_count == 1000) return self.reset(sample);
self.total += sample;
self.sample_count += 1;
}
pub fn calc(self: *const Self) u64 {
return self.total / self.sample_count;
}
fn reset(self: *Self, sample: u64) void {
self.total = sample;
self.sample_count = 1;
}
};