chore: reintroduce thread sleeping + simplify fps counter
This commit is contained in:
83
src/emu.zig
83
src/emu.zig
@@ -3,7 +3,7 @@ const std = @import("std");
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const Bus = @import("Bus.zig");
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const Scheduler = @import("scheduler.zig").Scheduler;
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const Arm7tdmi = @import("cpu.zig").Arm7tdmi;
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const FpsAverage = @import("util.zig").FpsAverage;
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const EmulatorFps = @import("util.zig").EmulatorFps;
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const Timer = std.time.Timer;
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const Thread = std.Thread;
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@@ -32,12 +32,12 @@ const RunKind = enum {
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LimitedBusy,
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};
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pub fn run(kind: RunKind, quit: *Atomic(bool), fps: *FpsAverage, sched: *Scheduler, cpu: *Arm7tdmi) void {
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pub fn run(kind: RunKind, quit: *Atomic(bool), fps: *EmulatorFps, sched: *Scheduler, cpu: *Arm7tdmi) void {
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switch (kind) {
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.Unlimited => runUnsync(quit, sched, cpu),
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.Limited => runSync(quit, sched, cpu),
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.UnlimitedFPS => runUnsyncFps(quit, fps, sched, cpu),
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.LimitedFPS => runSyncFps(quit, fps, sched, cpu),
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.Unlimited => runUnsynchronized(quit, sched, cpu, null),
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.Limited => runSynchronized(quit, sched, cpu, null),
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.UnlimitedFPS => runUnsynchronized(quit, sched, cpu, fps),
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.LimitedFPS => runSynchronized(quit, sched, cpu, fps),
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.LimitedBusy => runBusyLoop(quit, sched, cpu),
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}
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}
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@@ -56,57 +56,46 @@ pub fn runFrame(sched: *Scheduler, cpu: *Arm7tdmi) void {
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}
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}
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pub fn runUnsync(quit: *Atomic(bool), sched: *Scheduler, cpu: *Arm7tdmi) void {
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log.info("Start unsynchronized emu thread", .{});
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while (!quit.load(.Unordered)) runFrame(sched, cpu);
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pub fn runUnsynchronized(quit: *Atomic(bool), sched: *Scheduler, cpu: *Arm7tdmi, fps: ?*EmulatorFps) void {
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if (fps) |tracker| {
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log.info("Start unsynchronized emu thread w/ fps tracking", .{});
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while (!quit.load(.SeqCst)) {
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runFrame(sched, cpu);
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tracker.completeFrame();
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}
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} else {
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log.info("Start unsynchronized emu thread", .{});
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while (!quit.load(.SeqCst)) runFrame(sched, cpu);
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}
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}
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pub fn runSync(quit: *Atomic(bool), sched: *Scheduler, cpu: *Arm7tdmi) void {
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log.info("Start synchronized emu thread", .{});
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pub fn runSynchronized(quit: *Atomic(bool), sched: *Scheduler, cpu: *Arm7tdmi, fps: ?*EmulatorFps) void {
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var timer = Timer.start() catch unreachable;
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var wake_time: u64 = frame_period;
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while (!quit.load(.Unordered)) {
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runFrame(sched, cpu);
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if (fps) |tracker| {
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log.info("Start synchronized emu thread w/ fps tracking", .{});
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// Put the Thread to Sleep + Backup Spin Loop
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// This saves on resource usage when frame limiting
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sleep(&timer, &wake_time);
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// Update to the new wake time
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wake_time += frame_period;
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while (!quit.load(.SeqCst)) {
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runSyncCore(sched, cpu, &timer, &wake_time);
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tracker.completeFrame();
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}
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} else {
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log.info("Start synchronized emu thread", .{});
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while (!quit.load(.SeqCst)) runSyncCore(sched, cpu, &timer, &wake_time);
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}
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}
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pub fn runUnsyncFps(quit: *Atomic(bool), fps: *FpsAverage, sched: *Scheduler, cpu: *Arm7tdmi) void {
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log.info("Start unsynchronized emu thread w/ fps tracking", .{});
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var fps_timer = Timer.start() catch unreachable;
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inline fn runSyncCore(sched: *Scheduler, cpu: *Arm7tdmi, timer: *Timer, wake_time: *u64) void {
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runFrame(sched, cpu);
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while (!quit.load(.Unordered)) {
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runFrame(sched, cpu);
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fps.add(fps_timer.lap());
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}
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}
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// Put the Thread to Sleep + Backup Spin Loop
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// This saves on resource usage when frame limiting
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sleep(timer, wake_time);
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pub fn runSyncFps(quit: *Atomic(bool), fps: *FpsAverage, sched: *Scheduler, cpu: *Arm7tdmi) void {
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log.info("Start synchronized emu thread w/ fps tracking", .{});
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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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while (!quit.load(.Unordered)) {
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runFrame(sched, cpu);
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// Put the Thread to Sleep + Backup Spin Loop
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// This saves on resource usage when frame limiting
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sleep(&timer, &wake_time);
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// Determine FPS
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fps.add(fps_timer.lap());
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// Update to the new wake time
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wake_time += frame_period;
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}
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// Update to the new wake time
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wake_time.* += frame_period;
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}
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pub fn runBusyLoop(quit: *Atomic(bool), sched: *Scheduler, cpu: *Arm7tdmi) void {
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@@ -114,7 +103,7 @@ pub fn runBusyLoop(quit: *Atomic(bool), sched: *Scheduler, cpu: *Arm7tdmi) void
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var timer = Timer.start() catch unreachable;
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var wake_time: u64 = frame_period;
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while (!quit.load(.Unordered)) {
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while (!quit.load(.SeqCst)) {
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runFrame(sched, cpu);
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spinLoop(&timer, wake_time);
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