AppleWin/source/frontends/sdl/main.cpp
Andrea Odetti 989410c17d Integrate Dear ImGui with SDL to reduce code duplication.
Signed-off-by: Andrea Odetti <mariofutire@gmail.com>
2021-02-06 16:55:08 +00:00

310 lines
7.1 KiB
C++

#include <SDL.h>
#include <iostream>
#include <memory>
#include <iomanip>
#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/renderer/sdlrendererframe.h"
#ifdef SA2_IMGUI
#include "frontends/sdl/imgui/sdlimguiframe.h"
#endif
#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, &current);
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<Data *>(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 [])
{
std::cerr << std::fixed << std::setprecision(2);
EmulatorOptions options;
options.memclear = g_nMemoryClearType;
const bool run = getEmulatorOptions(argc, argv, "SDL2", options);
if (!run)
return;
std::shared_ptr<SDLFrame> frame;
#ifdef SA2_IMGUI
if (options.imgui)
{
frame.reset(new SDLImGuiFrame());
}
else
{
frame.reset(new SDLRendererFrame(options));
}
#else
frame.reset(new SDLRendererFrame(options));
#endif
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<SDL_mutex> 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<FrameBase>());
SDL_Quit();
return exit;
}