Compare commits
No commits in common. "5579643d656574b57c399f56720506ea2aee5dde" and "3623362f7266ec4d915636aad6290abd4407fd04" have entirely different histories.
5579643d65
...
3623362f72
40
src/emu.zig
40
src/emu.zig
|
@ -49,42 +49,28 @@ pub fn runEmuThread(quit: *Atomic(bool), pause: *Atomic(bool), fps: *Atomic(u64)
|
|||
// ns_late is non zero if we are late.
|
||||
var ns_late = timestamp -| wake_time;
|
||||
|
||||
// log.info("timestamp: {} | late: {}", .{ timestamp, ns_late });
|
||||
// Calculate the new Thread wake time
|
||||
wake_time += frame_period;
|
||||
|
||||
// If we're more than a frame late, skip the rest of this loop
|
||||
// Recalculate what our new wake time should be so that we can
|
||||
// get "back on track"
|
||||
if (ns_late > frame_period) {
|
||||
wake_time = timestamp + frame_period;
|
||||
continue;
|
||||
}
|
||||
if (ns_late > frame_period) continue;
|
||||
|
||||
if (sync_to_video) {
|
||||
// Employ several sleep calls in periods of 10ms
|
||||
// By doing this the behaviour should average out to be
|
||||
// more consistent
|
||||
if (sync_to_video) std.time.sleep(frame_period - ns_late);
|
||||
|
||||
const sleep_for = frame_period - ns_late;
|
||||
const loop_count = sleep_for / (std.time.ns_per_ms * 10); // How many groups of 10ms
|
||||
|
||||
var i: usize = 0;
|
||||
while (i < loop_count) : (i += 1) {
|
||||
std.time.sleep(std.time.ns_per_ms * 10);
|
||||
}
|
||||
|
||||
// Spin to make up the difference if there is a need
|
||||
// Make sure that we're using the old wake time and not the onne we recalcualted
|
||||
spinLoop(&timer, wake_time);
|
||||
}
|
||||
|
||||
// Update to the new wake time
|
||||
wake_time += frame_period;
|
||||
// Backup Busy Loop Routine
|
||||
// if (sync_to_video) spinLoop(&timer, wake_time);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn spinLoop(timer: *Timer, wake_time: u64) void {
|
||||
while (true) if (timer.read() > wake_time) break;
|
||||
while (true) {
|
||||
const timestamp = timer.read();
|
||||
|
||||
if (timestamp >= wake_time) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn emuFps(left: u64) u64 {
|
||||
|
|
|
@ -177,7 +177,7 @@ pub fn main() anyerror!void {
|
|||
fps_avg.add(emu_fps.load(.Unordered));
|
||||
const avg = fps_avg.calc();
|
||||
|
||||
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;
|
||||
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;
|
||||
SDL.SDL_SetWindowTitle(window, dyn_title.ptr);
|
||||
}
|
||||
|
||||
|
|
35
src/ppu.zig
35
src/ppu.zig
|
@ -121,36 +121,37 @@ pub const Ppu = struct {
|
|||
|
||||
/// Draw all relevant sprites on a scanline
|
||||
fn drawSprites(self: *Self, prio: u2) void {
|
||||
// Object VRAM 3rd and 4th (0-indexed) charblocks
|
||||
const char_base = 0x4000 * 4;
|
||||
const y = @bitCast(i8, self.vcount.scanline.read());
|
||||
|
||||
// Loop over every fetched sprite
|
||||
sprite_loop: for (self.scanline_sprites) |maybe_sprites| {
|
||||
if (maybe_sprites) |sprite| {
|
||||
// Move on to the next sprite If its of a different priority
|
||||
if (sprite.priority() != prio) continue :sprite_loop;
|
||||
var i: u9 = 0;
|
||||
while (i < width) : (i += 1) {
|
||||
// Exit early if a pixel is already here
|
||||
if (self.scanline_buf[i] != null) continue;
|
||||
|
||||
const x = i;
|
||||
|
||||
for (self.scanline_sprites) |maybe_sprite| {
|
||||
if (maybe_sprite) |sprite| {
|
||||
if (sprite.priority() != prio) continue;
|
||||
|
||||
var i: u9 = 0;
|
||||
px_loop: while (i < sprite.width) : (i += 1) {
|
||||
const x = (sprite.x() +% i) % 240;
|
||||
const ix = @bitCast(i9, x);
|
||||
|
||||
// If We've already rendered a pixel here don't overwrite it
|
||||
if (self.scanline_buf[x] != null) continue :px_loop;
|
||||
|
||||
const start = sprite.x();
|
||||
const istart = @bitCast(i9, start);
|
||||
|
||||
const end = start +% sprite.width;
|
||||
const iend = @bitCast(i9, end);
|
||||
|
||||
// By comparing with both signed and unsigned values we ensure that sprites
|
||||
// are displayed in all valid (AFAIK) configuration
|
||||
// Sprites are expected to wrap, by performing the same check on both
|
||||
// signed and unsigned values we ensure that sprites are properly displayed
|
||||
// in all valid scenarios
|
||||
if ((start <= x and x < end) or (istart <= ix and ix < iend)) {
|
||||
self.drawSpritePixel(char_base, sprite, ix, y);
|
||||
}
|
||||
}
|
||||
} else break;
|
||||
} else break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -274,12 +275,12 @@ pub const Ppu = struct {
|
|||
0x0 => {
|
||||
const start = framebuf_pitch * @as(usize, scanline);
|
||||
|
||||
if (obj_enable) self.fetchSprites();
|
||||
self.fetchSprites();
|
||||
|
||||
var i: usize = 0;
|
||||
while (i < 4) : (i += 1) {
|
||||
// Draw Sprites Here
|
||||
self.drawSprites(@truncate(u2, i));
|
||||
if (obj_enable) self.drawSprites(@truncate(u2, i));
|
||||
if (i == self.bg[0].cnt.priority.read() and bg_enable & 1 == 1) self.drawBackround(0);
|
||||
if (i == self.bg[1].cnt.priority.read() and bg_enable >> 1 & 1 == 1) self.drawBackround(1);
|
||||
if (i == self.bg[2].cnt.priority.read() and bg_enable >> 2 & 1 == 1) self.drawBackround(2);
|
||||
|
|
|
@ -18,7 +18,7 @@ pub const FpsAverage = struct {
|
|||
}
|
||||
|
||||
pub fn add(self: *Self, sample: u64) void {
|
||||
if (self.sample_count == 600) return self.reset(sample);
|
||||
if (self.sample_count == 1000) return self.reset(sample);
|
||||
|
||||
self.total += sample;
|
||||
self.sample_count += 1;
|
||||
|
|
Loading…
Reference in New Issue