chore: reintroduce thread sleeping + simplify fps counter
This commit is contained in:
15
src/main.zig
15
src/main.zig
@@ -9,7 +9,7 @@ const Bus = @import("Bus.zig");
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const Apu = @import("apu.zig").Apu;
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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 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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@@ -99,10 +99,10 @@ pub fn main() anyerror!void {
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// Init Atomics
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var quit = Atomic(bool).init(false);
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var emu_rate = FpsAverage.init();
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var emu_rate = EmulatorFps.init();
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// Create Emulator Thread
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const emu_thread = try Thread.spawn(.{}, emu.run, .{ .UnlimitedFPS, &quit, &emu_rate, &scheduler, &cpu });
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const emu_thread = try Thread.spawn(.{}, emu.run, .{ .LimitedFPS, &quit, &emu_rate, &scheduler, &cpu });
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defer emu_thread.join();
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var title_buf: [0x20]u8 = std.mem.zeroes([0x20]u8);
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@@ -123,8 +123,6 @@ pub fn main() anyerror!void {
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emu_loop: while (true) {
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var event: SDL.SDL_Event = undefined;
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while (SDL.SDL_PollEvent(&event) != 0) {
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// Pause Emulation Thread during Input Writing
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switch (event.type) {
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SDL.SDL_QUIT => break :emu_loop,
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SDL.SDL_KEYDOWN => {
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@@ -168,18 +166,17 @@ pub fn main() anyerror!void {
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}
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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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// Emulator has an internal Double Buffer
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const buf_ptr = cpu.bus.ppu.framebuf.get(.Renderer).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 actual = emu_rate.calc();
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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;
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const dyn_title = std.fmt.bufPrint(&dyn_title_buf, "{s} [Emu: {}fps] ", .{ window_title, emu_rate.value() }) 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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quit.store(true, .SeqCst); // Terminate Emulator Thread
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}
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const CliError = error{
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