perf: don't check scheduler every iteration of runFrame loop
~20fps gain in Pokemon Emerald, nice
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9134456229
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15
src/emu.zig
15
src/emu.zig
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@ -50,14 +50,17 @@ pub fn run(kind: RunKind, quit: *Atomic(bool), fps: *FpsTracker, sched: *Schedul
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pub fn runFrame(sched: *Scheduler, cpu: *Arm7tdmi) void {
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pub fn runFrame(sched: *Scheduler, cpu: *Arm7tdmi) void {
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const frame_end = sched.tick + cycles_per_frame;
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const frame_end = sched.tick + cycles_per_frame;
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while (sched.tick < frame_end) {
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while (true) {
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if (cpu.bus.io.haltcnt == .Halt) sched.tick += 1;
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const next = sched.nextTimestamp();
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if (cpu.bus.io.haltcnt == .Execute) cpu.step();
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const run_until = std.math.min(next, frame_end);
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cpu.handleDMATransfers();
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while (sched.tick >= sched.nextTimestamp()) {
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while (sched.tick < run_until) {
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sched.handleEvent(cpu);
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if (cpu.bus.io.haltcnt == .Execute) cpu.step() else sched.tick += 1;
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cpu.handleDMATransfers();
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}
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}
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if (sched.tick >= frame_end) break;
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sched.handleEvent(cpu);
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}
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}
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}
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}
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