chore: reintroduce thread sleeping + simplify fps counter

This commit is contained in:
Rekai Nyangadzayi Musuka 2022-05-17 08:55:23 -03:00
parent daf977ef06
commit a667269d26
3 changed files with 63 additions and 71 deletions

View File

@ -3,7 +3,7 @@ const std = @import("std");
const Bus = @import("Bus.zig");
const Scheduler = @import("scheduler.zig").Scheduler;
const Arm7tdmi = @import("cpu.zig").Arm7tdmi;
const FpsAverage = @import("util.zig").FpsAverage;
const EmulatorFps = @import("util.zig").EmulatorFps;
const Timer = std.time.Timer;
const Thread = std.Thread;
@ -32,12 +32,12 @@ const RunKind = enum {
LimitedBusy,
};
pub fn run(kind: RunKind, quit: *Atomic(bool), fps: *FpsAverage, sched: *Scheduler, cpu: *Arm7tdmi) void {
pub fn run(kind: RunKind, quit: *Atomic(bool), fps: *EmulatorFps, sched: *Scheduler, cpu: *Arm7tdmi) void {
switch (kind) {
.Unlimited => runUnsync(quit, sched, cpu),
.Limited => runSync(quit, sched, cpu),
.UnlimitedFPS => runUnsyncFps(quit, fps, sched, cpu),
.LimitedFPS => runSyncFps(quit, fps, sched, cpu),
.Unlimited => runUnsynchronized(quit, sched, cpu, null),
.Limited => runSynchronized(quit, sched, cpu, null),
.UnlimitedFPS => runUnsynchronized(quit, sched, cpu, fps),
.LimitedFPS => runSynchronized(quit, sched, cpu, fps),
.LimitedBusy => runBusyLoop(quit, sched, cpu),
}
}
@ -56,57 +56,46 @@ pub fn runFrame(sched: *Scheduler, cpu: *Arm7tdmi) void {
}
}
pub fn runUnsync(quit: *Atomic(bool), sched: *Scheduler, cpu: *Arm7tdmi) void {
log.info("Start unsynchronized emu thread", .{});
while (!quit.load(.Unordered)) runFrame(sched, cpu);
pub fn runUnsynchronized(quit: *Atomic(bool), sched: *Scheduler, cpu: *Arm7tdmi, fps: ?*EmulatorFps) void {
if (fps) |tracker| {
log.info("Start unsynchronized emu thread w/ fps tracking", .{});
while (!quit.load(.SeqCst)) {
runFrame(sched, cpu);
tracker.completeFrame();
}
} else {
log.info("Start unsynchronized emu thread", .{});
while (!quit.load(.SeqCst)) runFrame(sched, cpu);
}
}
pub fn runSync(quit: *Atomic(bool), sched: *Scheduler, cpu: *Arm7tdmi) void {
log.info("Start synchronized emu thread", .{});
pub fn runSynchronized(quit: *Atomic(bool), sched: *Scheduler, cpu: *Arm7tdmi, fps: ?*EmulatorFps) void {
var timer = Timer.start() catch unreachable;
var wake_time: u64 = frame_period;
while (!quit.load(.Unordered)) {
runFrame(sched, cpu);
if (fps) |tracker| {
log.info("Start synchronized emu thread w/ fps tracking", .{});
// Put the Thread to Sleep + Backup Spin Loop
// This saves on resource usage when frame limiting
sleep(&timer, &wake_time);
// Update to the new wake time
wake_time += frame_period;
while (!quit.load(.SeqCst)) {
runSyncCore(sched, cpu, &timer, &wake_time);
tracker.completeFrame();
}
} else {
log.info("Start synchronized emu thread", .{});
while (!quit.load(.SeqCst)) runSyncCore(sched, cpu, &timer, &wake_time);
}
}
pub fn runUnsyncFps(quit: *Atomic(bool), fps: *FpsAverage, sched: *Scheduler, cpu: *Arm7tdmi) void {
log.info("Start unsynchronized emu thread w/ fps tracking", .{});
var fps_timer = Timer.start() catch unreachable;
inline fn runSyncCore(sched: *Scheduler, cpu: *Arm7tdmi, timer: *Timer, wake_time: *u64) void {
runFrame(sched, cpu);
while (!quit.load(.Unordered)) {
runFrame(sched, cpu);
fps.add(fps_timer.lap());
}
}
// Put the Thread to Sleep + Backup Spin Loop
// This saves on resource usage when frame limiting
sleep(timer, wake_time);
pub fn runSyncFps(quit: *Atomic(bool), fps: *FpsAverage, sched: *Scheduler, cpu: *Arm7tdmi) void {
log.info("Start synchronized emu thread w/ fps tracking", .{});
var timer = Timer.start() catch unreachable;
var fps_timer = Timer.start() catch unreachable;
var wake_time: u64 = frame_period;
while (!quit.load(.Unordered)) {
runFrame(sched, cpu);
// Put the Thread to Sleep + Backup Spin Loop
// This saves on resource usage when frame limiting
sleep(&timer, &wake_time);
// Determine FPS
fps.add(fps_timer.lap());
// Update to the new wake time
wake_time += frame_period;
}
// Update to the new wake time
wake_time.* += frame_period;
}
pub fn runBusyLoop(quit: *Atomic(bool), sched: *Scheduler, cpu: *Arm7tdmi) void {
@ -114,7 +103,7 @@ pub fn runBusyLoop(quit: *Atomic(bool), sched: *Scheduler, cpu: *Arm7tdmi) void
var timer = Timer.start() catch unreachable;
var wake_time: u64 = frame_period;
while (!quit.load(.Unordered)) {
while (!quit.load(.SeqCst)) {
runFrame(sched, cpu);
spinLoop(&timer, wake_time);

View File

@ -9,7 +9,7 @@ const Bus = @import("Bus.zig");
const Apu = @import("apu.zig").Apu;
const Arm7tdmi = @import("cpu.zig").Arm7tdmi;
const Scheduler = @import("scheduler.zig").Scheduler;
const FpsAverage = @import("util.zig").FpsAverage;
const EmulatorFps = @import("util.zig").EmulatorFps;
const Timer = std.time.Timer;
const Thread = std.Thread;
@ -99,10 +99,10 @@ pub fn main() anyerror!void {
// Init Atomics
var quit = Atomic(bool).init(false);
var emu_rate = FpsAverage.init();
var emu_rate = EmulatorFps.init();
// Create Emulator Thread
const emu_thread = try Thread.spawn(.{}, emu.run, .{ .UnlimitedFPS, &quit, &emu_rate, &scheduler, &cpu });
const emu_thread = try Thread.spawn(.{}, emu.run, .{ .LimitedFPS, &quit, &emu_rate, &scheduler, &cpu });
defer emu_thread.join();
var title_buf: [0x20]u8 = std.mem.zeroes([0x20]u8);
@ -123,8 +123,6 @@ pub fn main() anyerror!void {
emu_loop: while (true) {
var event: SDL.SDL_Event = undefined;
while (SDL.SDL_PollEvent(&event) != 0) {
// Pause Emulation Thread during Input Writing
switch (event.type) {
SDL.SDL_QUIT => break :emu_loop,
SDL.SDL_KEYDOWN => {
@ -168,18 +166,17 @@ pub fn main() anyerror!void {
}
}
// FIXME: Is it OK just to copy the Emulator's Frame Buffer to SDL?
// Emulator has an internal Double Buffer
const buf_ptr = cpu.bus.ppu.framebuf.get(.Renderer).ptr;
_ = SDL.SDL_UpdateTexture(texture, null, buf_ptr, framebuf_pitch);
_ = SDL.SDL_RenderCopy(renderer, texture, null, null);
SDL.SDL_RenderPresent(renderer);
const actual = emu_rate.calc();
const dyn_title = std.fmt.bufPrint(&dyn_title_buf, "{s} [Emu: {d:.1}fps, {d:0>6.2}%] ", .{ window_title, actual, actual * 100 / expected_rate }) catch unreachable;
const dyn_title = std.fmt.bufPrint(&dyn_title_buf, "{s} [Emu: {}fps] ", .{ window_title, emu_rate.value() }) catch unreachable;
SDL.SDL_SetWindowTitle(window, dyn_title.ptr);
}
quit.store(true, .Unordered); // Terminate Emulator Thread
quit.store(true, .SeqCst); // Terminate Emulator Thread
}
const CliError = error{

View File

@ -17,30 +17,36 @@ pub inline fn rotr(comptime T: type, x: T, r: anytype) T {
return x >> ar | x << (1 +% ~ar);
}
pub const FpsAverage = struct {
pub const EmulatorFps = struct {
const Self = @This();
total: u64,
sample_count: u64,
fps: u32,
count: std.atomic.Atomic(u32),
timer: std.time.Timer,
pub fn init() Self {
return .{ .total = 0, .sample_count = 1 };
return .{
.fps = 0,
.count = std.atomic.Atomic(u32).init(0),
.timer = std.time.Timer.start() catch unreachable,
};
}
pub fn add(self: *Self, sample: u64) void {
if (self.sample_count == 600) return self.reset(sample);
self.total += sample;
self.sample_count += 1;
// TODO: Rename
pub fn completeFrame(self: *Self) void {
_ = self.count.fetchAdd(1, .Monotonic);
}
pub fn calc(self: *const Self) f64 {
return @intToFloat(f64, std.time.ns_per_s) / (@intToFloat(f64, self.total) / @intToFloat(f64, self.sample_count));
}
pub fn value(self: *Self) u32 {
const expected = @intToFloat(f64, std.time.ns_per_s);
const actual = @intToFloat(f64, self.timer.read());
fn reset(self: *Self, sample: u64) void {
self.total = sample;
self.sample_count = 1;
if (actual >= expected) {
self.fps = self.count.swap(0, .SeqCst);
self.timer.reset();
}
return self.fps;
}
};