#include #include #include #include "StdAfx.h" #include "linux/interface.h" #include "linux/benchmark.h" #include "linux/context.h" #include "frontends/common2/fileregistry.h" #include "frontends/common2/utils.h" #include "frontends/common2/programoptions.h" #include "frontends/common2/timer.h" #include "frontends/sdl/emulator.h" #include "frontends/sdl/gamepad.h" #include "frontends/sdl/sdirectsound.h" #include "frontends/sdl/utils.h" #include "frontends/sdl/sdlframe.h" #include "Core.h" #include "Log.h" #include "CPU.h" #include "NTSC.h" #include "SaveState.h" #include "Interface.h" // comment out to test / debug init / shutdown only #define EMULATOR_RUN namespace { int getRefreshRate() { SDL_DisplayMode current; const int should_be_zero = SDL_GetCurrentDisplayMode(0, ¤t); if (should_be_zero) { throw std::runtime_error(SDL_GetError()); } return current.refresh_rate; } struct Data { Emulator * emulator; SDL_mutex * mutex; Timer * timer; }; Uint32 emulator_callback(Uint32 interval, void *param) { Data * data = static_cast(param); SDL_LockMutex(data->mutex); data->timer->tic(); data->emulator->execute(interval); data->timer->toc(); SDL_UnlockMutex(data->mutex); return interval; } } void run_sdl(int argc, const char * argv []) { EmulatorOptions options; options.memclear = g_nMemoryClearType; const bool run = getEmulatorOptions(argc, argv, "SDL2", options); if (!run) return; const std::shared_ptr frame(new SDLFrame(options)); SetFrame(frame); if (options.log) { LogInit(); } InitializeFileRegistry(options); Paddle::instance.reset(new Gamepad(0)); g_nMemoryClearType = options.memclear; Initialisation init; applyOptions(options); Video & video = GetVideo(); const int fps = getRefreshRate(); std::cerr << "Video refresh rate: " << fps << " Hz, " << 1000.0 / fps << " ms" << std::endl; Emulator emulator(frame, options.fixedSpeed); #ifdef EMULATOR_RUN if (options.benchmark) { // we need to switch off vsync, otherwise FPS is limited to 60 // and it will take longer to run const int res = SDL_GL_SetSwapInterval(0); // if this fails, should we throw, print something or just ignore? const auto redraw = [&frame, res]{ frame->UpdateTexture(); if (res == 0) { frame->RenderPresent(); } }; const auto refresh = [redraw, &video]{ NTSC_SetVideoMode( video.GetVideoMode() ); NTSC_VideoRedrawWholeScreen(); redraw(); }; VideoBenchmark(redraw, refresh); } else { Timer global; Timer updateTextureTimer; Timer refreshScreenTimer; Timer cpuTimer; Timer eventTimer; const std::string globalTag = ". ."; std::string updateTextureTimerTag, refreshScreenTimerTag, cpuTimerTag, eventTimerTag; if (options.multiThreaded) { refreshScreenTimerTag = "0 ."; cpuTimerTag = "1 M"; eventTimerTag = "0 M"; if (options.looseMutex) { updateTextureTimerTag = "0 ."; } else { updateTextureTimerTag = "0 M"; } std::shared_ptr mutex(SDL_CreateMutex(), SDL_DestroyMutex); Data data; data.mutex = mutex.get(); data.emulator = &emulator; data.timer = &cpuTimer; const SDL_TimerID timer = SDL_AddTimer(options.timerInterval, emulator_callback, &data); bool quit = false; do { SDL_LockMutex(data.mutex); eventTimer.tic(); SDirectSound::writeAudio(); emulator.processEvents(quit); eventTimer.toc(); if (options.looseMutex) { // loose mutex // unlock early and let CPU run again in the timer callback SDL_UnlockMutex(data.mutex); // but the texture will be updated concurrently with the CPU updating the video buffer // pixels are not atomic, so a pixel error could happen (if pixel changes while being read) // on the positive side this will release pressure from CPU and allow for more parallelism } updateTextureTimer.tic(); frame->UpdateTexture(); updateTextureTimer.toc(); if (!options.looseMutex) { // safe mutex, only unlock after texture has been updated // this will stop the CPU for longer SDL_UnlockMutex(data.mutex); } if (!options.headless) { refreshScreenTimer.tic(); frame->RenderPresent(); refreshScreenTimer.toc(); } } while (!quit); SDL_RemoveTimer(timer); // if the following enough to make sure the timer has finished // and wont be called again? SDL_LockMutex(data.mutex); SDL_UnlockMutex(data.mutex); } else { refreshScreenTimerTag = "0 ."; cpuTimerTag = "0 ."; eventTimerTag = "0 ."; updateTextureTimerTag = "0 ."; bool quit = false; // it does not need to be exact const size_t oneFrame = 1000 / fps; do { eventTimer.tic(); SDirectSound::writeAudio(); emulator.processEvents(quit); eventTimer.toc(); cpuTimer.tic(); emulator.execute(oneFrame); cpuTimer.toc(); updateTextureTimer.tic(); frame->UpdateTexture(); updateTextureTimer.toc(); if (!options.headless) { refreshScreenTimer.tic(); frame->RenderPresent(); refreshScreenTimer.toc(); } } while (!quit); } global.toc(); const char sep[] = "], "; std::cerr << "Global: [" << globalTag << sep << global << std::endl; std::cerr << "Events: [" << eventTimerTag << sep << eventTimer << std::endl; std::cerr << "Texture: [" << updateTextureTimerTag << sep << updateTextureTimer << std::endl; std::cerr << "Screen: [" << refreshScreenTimerTag << sep << refreshScreenTimer << std::endl; std::cerr << "CPU: [" << cpuTimerTag << sep << cpuTimer << std::endl; const double timeInSeconds = global.getTimeInSeconds(); const double actualClock = g_nCumulativeCycles / timeInSeconds; std::cerr << "Expected clock: " << g_fCurrentCLK6502 << " Hz, " << g_nCumulativeCycles / g_fCurrentCLK6502 << " s" << std::endl; std::cerr << "Actual clock: " << actualClock << " Hz, " << timeInSeconds << " s" << std::endl; SDirectSound::stop(); } #endif } int main(int argc, const char * argv []) { //First we need to start up SDL, and make sure it went ok const Uint32 flags = SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER | SDL_INIT_AUDIO | SDL_INIT_TIMER; if (SDL_Init(flags) != 0) { std::cerr << "SDL_Init Error: " << SDL_GetError() << std::endl; return 1; } int exit = 0; try { run_sdl(argc, argv); } catch (const std::exception & e) { exit = 2; std::cerr << e.what() << std::endl; } // this must happen BEFORE the SDL_Quit() as otherwise we have a double free (of the game controller). Paddle::instance.reset(); SetFrame(std::shared_ptr()); SDL_Quit(); return exit; }