chore: create different types of emuloops
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5579643d65
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bdea19f280
142
src/emu.zig
142
src/emu.zig
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@ -8,17 +8,32 @@ const Timer = std.time.Timer;
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const Thread = std.Thread;
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const Thread = std.Thread;
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const Atomic = std.atomic.Atomic;
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const Atomic = std.atomic.Atomic;
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// One frame operates at 59.7275005696Hz
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const cycles_per_frame: u64 = 228 * (308 * 4);
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const cycles_per_frame: u64 = 228 * (308 * 4);
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const clock_rate: u64 = 1 << 24;
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const clock_rate: u64 = 1 << 24;
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const clock_period: u64 = std.time.ns_per_s / clock_rate;
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const clock_period: u64 = std.time.ns_per_s / clock_rate;
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const frame_period = (clock_period * cycles_per_frame);
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const frame_period = (clock_period * cycles_per_frame);
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const sync_to_video: bool = true;
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// One frame operates at 59.7275005696Hz
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const log = std.log.scoped(.Emulation);
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const log = std.log.scoped(.Emulation);
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const RunKind = enum {
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Unlimited,
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UnlimitedFPS,
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Limited,
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LimitedFPS,
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LimitedBusy,
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};
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pub fn run(kind: RunKind, quit: *Atomic(bool), pause: *Atomic(bool), fps: *Atomic(u64), sched: *Scheduler, cpu: *Arm7tdmi, bus: *Bus) void {
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switch (kind) {
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.Unlimited => runUnSync(quit, pause, sched, cpu, bus),
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.Limited => runSync(quit, pause, sched, cpu, bus),
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.UnlimitedFPS => runUnSyncFps(quit, pause, fps, sched, cpu, bus),
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.LimitedFPS => runSyncFps(quit, pause, fps, sched, cpu, bus),
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.LimitedBusy => runBusyLoop(quit, pause, sched, cpu, bus),
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}
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}
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pub fn runFrame(sched: *Scheduler, cpu: *Arm7tdmi, bus: *Bus) void {
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pub fn runFrame(sched: *Scheduler, cpu: *Arm7tdmi, bus: *Bus) void {
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var cycles: u64 = 0;
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var cycles: u64 = 0;
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while (cycles < cycles_per_frame) : (cycles += 1) {
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while (cycles < cycles_per_frame) : (cycles += 1) {
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@ -31,63 +46,108 @@ pub fn runFrame(sched: *Scheduler, cpu: *Arm7tdmi, bus: *Bus) void {
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}
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}
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}
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}
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pub fn runEmuThread(quit: *Atomic(bool), pause: *Atomic(bool), fps: *Atomic(u64), sched: *Scheduler, cpu: *Arm7tdmi, bus: *Bus) void {
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pub fn runUnSync(quit: *Atomic(bool), pause: *Atomic(bool), sched: *Scheduler, cpu: *Arm7tdmi, bus: *Bus) void {
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var timer = Timer.start() catch unreachable;
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log.info("Unsynchronized EmuThread has begun", .{});
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var fps_timer = Timer.start() catch unreachable;
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while (!quit.load(.Unordered)) if (!pause.load(.Unordered)) runFrame(sched, cpu, bus);
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}
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pub fn runSync(quit: *Atomic(bool), pause: *Atomic(bool), sched: *Scheduler, cpu: *Arm7tdmi, bus: *Bus) void {
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log.info("Synchronized EmuThread has begun", .{});
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var timer = Timer.start() catch unreachable;
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var wake_time: u64 = frame_period;
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var wake_time: u64 = frame_period;
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log.info("EmuThread has begun execution", .{});
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while (!quit.load(.Unordered)) if (!pause.load(.Unordered)) {
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runFrame(sched, cpu, bus);
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while (!quit.load(.Unordered)) {
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// Put the Thread to Sleep + Backup Spin Loop
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if (!pause.load(.Unordered)) {
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// This saves on resource usage when frame limiting
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runFrame(sched, cpu, bus);
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sleep(&timer, &wake_time);
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const timestamp = timer.read();
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// Update to the new wake time
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fps.store(emuFps(fps_timer.lap()), .Unordered);
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wake_time += frame_period;
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};
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}
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// ns_late is non zero if we are late.
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pub fn runUnSyncFps(quit: *Atomic(bool), pause: *Atomic(bool), fps: *Atomic(u64), sched: *Scheduler, cpu: *Arm7tdmi, bus: *Bus) void {
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var ns_late = timestamp -| wake_time;
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log.info("Unsynchronized EmuThread with FPS Tracking has begun", .{});
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var fps_timer = Timer.start() catch unreachable;
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// log.info("timestamp: {} | late: {}", .{ timestamp, ns_late });
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while (!quit.load(.Unordered)) if (!pause.load(.Unordered)) {
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runFrame(sched, cpu, bus);
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fps.store(emuFps(fps_timer.lap()), .Unordered);
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};
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}
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// If we're more than a frame late, skip the rest of this loop
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pub fn runSyncFps(quit: *Atomic(bool), pause: *Atomic(bool), fps: *Atomic(u64), sched: *Scheduler, cpu: *Arm7tdmi, bus: *Bus) void {
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// Recalculate what our new wake time should be so that we can
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log.info("Synchronized EmuThread has begun", .{});
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// get "back on track"
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var timer = Timer.start() catch unreachable;
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if (ns_late > frame_period) {
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var fps_timer = Timer.start() catch unreachable;
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wake_time = timestamp + frame_period;
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var wake_time: u64 = frame_period;
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continue;
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}
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if (sync_to_video) {
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while (!quit.load(.Unordered)) if (!pause.load(.Unordered)) {
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// Employ several sleep calls in periods of 10ms
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runFrame(sched, cpu, bus);
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// By doing this the behaviour should average out to be
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// more consistent
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const sleep_for = frame_period - ns_late;
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// Put the Thread to Sleep + Backup Spin Loop
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const loop_count = sleep_for / (std.time.ns_per_ms * 10); // How many groups of 10ms
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// This saves on resource usage when frame limiting
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sleep(&timer, &wake_time);
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var i: usize = 0;
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// Determine FPS
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while (i < loop_count) : (i += 1) {
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fps.store(emuFps(fps_timer.lap()), .Unordered);
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std.time.sleep(std.time.ns_per_ms * 10);
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}
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// Spin to make up the difference if there is a need
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// Update to the new wake time
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// Make sure that we're using the old wake time and not the onne we recalcualted
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wake_time += frame_period;
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spinLoop(&timer, wake_time);
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};
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}
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}
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// Update to the new wake time
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pub fn runBusyLoop(quit: *Atomic(bool), pause: *Atomic(bool), sched: *Scheduler, cpu: *Arm7tdmi, bus: *Bus) void {
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wake_time += frame_period;
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log.info("Run EmuThread with spin-loop sync", .{});
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}
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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)) if (!pause.load(.Unordered)) {
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runFrame(sched, cpu, bus);
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spinLoop(&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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};
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}
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fn sleep(timer: *Timer, wake_time: *u64) void {
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const step = std.time.ns_per_ms * 10;
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const timestamp = timer.read();
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// ns_late is non zero if we are late.
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const ns_late = timestamp -| wake_time.*;
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// If we're more than a frame late, skip the rest of this loop
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// Recalculate what our new wake time should be so that we can
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// get "back on track"
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if (ns_late > frame_period) {
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wake_time.* = timestamp + frame_period;
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return;
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}
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}
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const sleep_for = frame_period - ns_late;
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// Employ several sleep calls in periods of 10ms
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// By doing this the behaviour should average out to be
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// more consistent
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const loop_count = sleep_for / step; // How many groups of 10ms
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var i: usize = 0;
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while (i < loop_count) : (i += 1) std.time.sleep(step);
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// Spin to make up the difference if there is a need
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// Make sure that we're using the old wake time and not the onne we recalculated
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spinLoop(timer, wake_time.*);
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}
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}
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fn spinLoop(timer: *Timer, wake_time: u64) void {
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fn spinLoop(timer: *Timer, wake_time: u64) void {
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while (true) if (timer.read() > wake_time) break;
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while (true) if (timer.read() > wake_time) break;
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}
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}
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fn emuFps(left: u64) u64 {
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inline fn emuFps(left: u64) u64 {
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@setRuntimeSafety(false);
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@setRuntimeSafety(false);
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return @floatToInt(u64, @intToFloat(f64, std.time.ns_per_s) / @intToFloat(f64, left));
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return @floatToInt(u64, @intToFloat(f64, std.time.ns_per_s) / @intToFloat(f64, left));
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}
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}
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@ -88,7 +88,7 @@ pub fn main() anyerror!void {
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var emu_fps = Atomic(u64).init(0);
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var emu_fps = Atomic(u64).init(0);
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// Create Emulator Thread
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// Create Emulator Thread
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const emu_thread = try Thread.spawn(.{}, emu.runEmuThread, .{ &quit, &pause, &emu_fps, &scheduler, &cpu, &bus });
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const emu_thread = try Thread.spawn(.{}, emu.run, .{ .LimitedFPS, &quit, &pause, &emu_fps, &scheduler, &cpu, &bus });
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defer emu_thread.join();
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defer emu_thread.join();
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// Initialize SDL
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// Initialize SDL
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