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5579643d65
Author | SHA1 | Date |
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Rekai Nyangadzayi Musuka | 5579643d65 | |
Rekai Nyangadzayi Musuka | c6e6b42869 |
40
src/emu.zig
40
src/emu.zig
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@ -49,28 +49,42 @@ pub fn runEmuThread(quit: *Atomic(bool), pause: *Atomic(bool), fps: *Atomic(u64)
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// ns_late is non zero if we are late.
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// ns_late is non zero if we are late.
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var ns_late = timestamp -| wake_time;
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var ns_late = timestamp -| wake_time;
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// Calculate the new Thread wake time
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// log.info("timestamp: {} | late: {}", .{ timestamp, ns_late });
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wake_time += frame_period;
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// If we're more than a frame late, skip the rest of this loop
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// If we're more than a frame late, skip the rest of this loop
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if (ns_late > frame_period) continue;
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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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continue;
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}
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if (sync_to_video) std.time.sleep(frame_period - ns_late);
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if (sync_to_video) {
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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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// Backup Busy Loop Routine
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const sleep_for = frame_period - ns_late;
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// if (sync_to_video) spinLoop(&timer, wake_time);
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const loop_count = sleep_for / (std.time.ns_per_ms * 10); // How many groups of 10ms
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var i: usize = 0;
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while (i < loop_count) : (i += 1) {
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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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// Make sure that we're using the old wake time and not the onne we recalcualted
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spinLoop(&timer, wake_time);
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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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}
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}
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}
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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) {
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while (true) if (timer.read() > wake_time) break;
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const timestamp = timer.read();
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if (timestamp >= wake_time) {
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break;
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}
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}
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}
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}
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fn emuFps(left: u64) u64 {
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fn emuFps(left: u64) u64 {
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@ -177,7 +177,7 @@ pub fn main() anyerror!void {
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fps_avg.add(emu_fps.load(.Unordered));
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fps_avg.add(emu_fps.load(.Unordered));
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const avg = fps_avg.calc();
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const avg = fps_avg.calc();
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const dyn_title = std.fmt.bufPrint(&dyn_title_buf, "{s} [Emu: {d:0>3}fps, {d:0>3}%] ", .{ title, avg, (avg * 100 / 59) }) catch unreachable;
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const dyn_title = std.fmt.bufPrint(&dyn_title_buf, "{s} [Emu: {d:0>3}fps, {d:0>3}%] ", .{ title, avg, (avg * 100 / 60) }) catch unreachable;
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SDL.SDL_SetWindowTitle(window, dyn_title.ptr);
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SDL.SDL_SetWindowTitle(window, dyn_title.ptr);
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}
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}
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33
src/ppu.zig
33
src/ppu.zig
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@ -121,37 +121,36 @@ pub const Ppu = struct {
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/// Draw all relevant sprites on a scanline
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/// Draw all relevant sprites on a scanline
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fn drawSprites(self: *Self, prio: u2) void {
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fn drawSprites(self: *Self, prio: u2) void {
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// Object VRAM 3rd and 4th (0-indexed) charblocks
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const char_base = 0x4000 * 4;
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const char_base = 0x4000 * 4;
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const y = @bitCast(i8, self.vcount.scanline.read());
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const y = @bitCast(i8, self.vcount.scanline.read());
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// Loop over every fetched sprite
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sprite_loop: for (self.scanline_sprites) |maybe_sprites| {
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if (maybe_sprites) |sprite| {
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// Move on to the next sprite If its of a different priority
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if (sprite.priority() != prio) continue :sprite_loop;
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var i: u9 = 0;
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var i: u9 = 0;
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while (i < width) : (i += 1) {
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px_loop: while (i < sprite.width) : (i += 1) {
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// Exit early if a pixel is already here
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const x = (sprite.x() +% i) % 240;
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if (self.scanline_buf[i] != null) continue;
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const x = i;
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for (self.scanline_sprites) |maybe_sprite| {
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if (maybe_sprite) |sprite| {
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if (sprite.priority() != prio) continue;
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const ix = @bitCast(i9, x);
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const ix = @bitCast(i9, x);
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// If We've already rendered a pixel here don't overwrite it
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if (self.scanline_buf[x] != null) continue :px_loop;
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const start = sprite.x();
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const start = sprite.x();
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const istart = @bitCast(i9, start);
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const istart = @bitCast(i9, start);
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const end = start +% sprite.width;
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const end = start +% sprite.width;
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const iend = @bitCast(i9, end);
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const iend = @bitCast(i9, end);
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// Sprites are expected to wrap, by performing the same check on both
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// By comparing with both signed and unsigned values we ensure that sprites
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// signed and unsigned values we ensure that sprites are properly displayed
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// are displayed in all valid (AFAIK) configuration
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// in all valid scenarios
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if ((start <= x and x < end) or (istart <= ix and ix < iend)) {
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if ((start <= x and x < end) or (istart <= ix and ix < iend)) {
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self.drawSpritePixel(char_base, sprite, ix, y);
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self.drawSpritePixel(char_base, sprite, ix, y);
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}
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}
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} else break;
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}
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}
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} else break;
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}
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}
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}
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}
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@ -275,12 +274,12 @@ pub const Ppu = struct {
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0x0 => {
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0x0 => {
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const start = framebuf_pitch * @as(usize, scanline);
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const start = framebuf_pitch * @as(usize, scanline);
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self.fetchSprites();
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if (obj_enable) self.fetchSprites();
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var i: usize = 0;
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var i: usize = 0;
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while (i < 4) : (i += 1) {
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while (i < 4) : (i += 1) {
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// Draw Sprites Here
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// Draw Sprites Here
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if (obj_enable) self.drawSprites(@truncate(u2, i));
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self.drawSprites(@truncate(u2, i));
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if (i == self.bg[0].cnt.priority.read() and bg_enable & 1 == 1) self.drawBackround(0);
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if (i == self.bg[0].cnt.priority.read() and bg_enable & 1 == 1) self.drawBackround(0);
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if (i == self.bg[1].cnt.priority.read() and bg_enable >> 1 & 1 == 1) self.drawBackround(1);
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if (i == self.bg[1].cnt.priority.read() and bg_enable >> 1 & 1 == 1) self.drawBackround(1);
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if (i == self.bg[2].cnt.priority.read() and bg_enable >> 2 & 1 == 1) self.drawBackround(2);
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if (i == self.bg[2].cnt.priority.read() and bg_enable >> 2 & 1 == 1) self.drawBackround(2);
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@ -18,7 +18,7 @@ pub const FpsAverage = struct {
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}
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}
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pub fn add(self: *Self, sample: u64) void {
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pub fn add(self: *Self, sample: u64) void {
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if (self.sample_count == 1000) return self.reset(sample);
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if (self.sample_count == 600) return self.reset(sample);
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self.total += sample;
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self.total += sample;
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self.sample_count += 1;
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self.sample_count += 1;
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