Implement proper clock management

For some reason, sleep causes some issues in release in the egl crate. Maybe
some timing issue ? In debug, the program is way slower than it should be
This commit is contained in:
Steins7 2024-03-10 22:47:12 +01:00
parent dec36156df
commit af35cfc712
3 changed files with 52 additions and 12 deletions

View File

@ -14,6 +14,7 @@ pub struct Bus<M: Mapper> {
ppu: Ppu<M>,
apu: Ram<0x1F>,//TODO
cartridge: Rc<RefCell<M>>,
tick_counter: u8,
}
impl<M: Mapper> fmt::Debug for Bus<M> {
@ -119,11 +120,20 @@ impl<M: Mapper> Bus<M> {
ppu: Ppu::new(mapper.clone(), screen, pattern_table),
apu: Ram::<0x1F>::new(),
cartridge: mapper,
tick_counter: 0,
}
}
pub fn tick(&mut self) {
self.ppu.tick();
if self.tick_counter >= 3 {
self.tick_counter = 0;
self.ppu.tick();
} else {
self.tick_counter += 1;
}
}
}

View File

@ -151,6 +151,7 @@ pub struct Cpu<M: Mapper> {
s: u8,
p: StatusReg,
bus: Bus<M>,
tick_counter: u8,
}
impl<M: Mapper> fmt::Debug for Cpu<M> {
@ -189,16 +190,23 @@ impl<M: Mapper> Cpu<M> {
s: 0xFD,
p: StatusReg::from_bits(0x34).unwrap(),
bus,
tick_counter: 0,
}
}
pub fn tick(&mut self) {
pub fn tick(&mut self) {
self.execute();
self.bus.tick();
}
if self.tick_counter >= 11 {
self.tick_counter = 0;
self.execute();
} else {
self.tick_counter += 1;
}
fn execute(&mut self) {
self.bus.tick();
}
fn execute(&mut self) {
let opcode = self.read_pc_addr();
// if self.pc-1 > 0x36D0 && self.pc-1 < 0x36D8 {

View File

@ -25,6 +25,12 @@ use canvas::{
};
use utils::DisplayBuffer;
///Nanoseconds for 12 periods of the master clock (21.478 MHz). The frequency is divided by 12 since
///this is the CPU clock. All faster peripherals (i.e. the PPU, will be run whithout timing
///considerations whithing these 12 periods. This shouldn't affect the system's behavior while
///improving the clock's precision
const MASTER_CLOCK_PERIOD_NS: u128 = 559;
struct EmulatorState {
pub screen: Rc<RefCell<DisplayBuffer>>,
pub screen_sprite: TextureSprite,
@ -95,15 +101,31 @@ impl Application<EmulatorState> for NesEmulator {
fn tick(state: &mut EmulatorState, canvas: &mut Canvas) -> Result<(), &'static str> {
let frame_time = state.start.elapsed().as_secs_f32();
state.start = Instant::now();
canvas.clear();
state.cpu.tick();
//save frame start for frame time computation
let frame_start = state.start;
if state.screen.borrow_mut().is_ready {
state.screen.borrow_mut().is_ready = false;
//tick the system for 1 frame
while state.screen.borrow_mut().is_ready == false {
let tick_period = state.start.elapsed().as_nanos();
//this should never fail as id frame_period doesn't fit in a u64, then the substraction
//saturated and the resulting 0 now fits
let delta = MASTER_CLOCK_PERIOD_NS.saturating_sub(tick_period) as u64;
std::thread::sleep(std::time::Duration::from_nanos(delta));
state.start = Instant::now();
for _ in 0..12 {
//TODO the cpu is ticked 12 times since MASTER_CLOCK_PERIOD_NS corresponds to 12
//clock periods. Further division is done in the function
state.cpu.tick();
}
}
state.screen.borrow_mut().is_ready = false;
//draw frame
let frame_time = frame_start.elapsed().as_secs_f32();
canvas.clear();
canvas.draw(&mut state.screen_sprite);
canvas.draw(&mut state.pattern_sprite);