Improve screen vector timing somewhat.
This patch tries to improve the accuracy of our screen refresh timing. Notably, it tries to ensure we don't introduce extra delay in our timing based on how long the screen vector takes to evaluate. We also try to ensure we only call SDL_Delay when we have at least 1ms to wait.
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09d9990a62
commit
310ba97ef6
29
src/uxnemu.c
29
src/uxnemu.c
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@ -456,28 +456,31 @@ handle_events(Uxn *u)
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static int
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static int
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run(Uxn *u)
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run(Uxn *u)
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{
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{
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Uint64 now = SDL_GetPerformanceCounter(), frame_end, frame_interval = SDL_GetPerformanceFrequency() / 60;
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Uint64 next_refresh = 0;
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Uint64 now = SDL_GetPerformanceCounter();
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Uint64 frame_interval = SDL_GetPerformanceFrequency() / 60;
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for(;;) {
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for(;;) {
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Uint16 screen_vector;
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Uint16 screen_vector;
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/* .System/halt */
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/* .System/halt */
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if(u->dev[0x0f])
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if(u->dev[0x0f])
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return system_error("Run", "Ended.");
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return system_error("Run", "Ended.");
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frame_end = now + frame_interval;
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now = SDL_GetPerformanceCounter();
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exec_deadline = now + deadline_interval;
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exec_deadline = now + deadline_interval;
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if(!handle_events(u))
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if(!handle_events(u))
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return 0;
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return 0;
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screen_vector = PEEK2(&u->dev[0x20]);
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screen_vector = PEEK2(&u->dev[0x20]);
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uxn_eval(u, screen_vector);
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if(BENCH || now >= next_refresh) {
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if(uxn_screen.x2)
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now = SDL_GetPerformanceCounter();
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redraw();
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next_refresh = now + frame_interval;
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now = SDL_GetPerformanceCounter();
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uxn_eval(u, screen_vector);
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if(screen_vector) {
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if(uxn_screen.x2)
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if(!BENCH && ((Sint64)(frame_end - now)) > 0) {
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redraw();
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SDL_Delay((frame_end - now) / ms_interval);
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}
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now = frame_end;
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if(BENCH);
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}
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else if(screen_vector || uxn_screen.x2) {
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} else
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Uint64 delay_ms = (next_refresh - now) / ms_interval;
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SDL_WaitEvent(NULL);
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if(delay_ms > 0) SDL_Delay(delay_ms);
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} else SDL_WaitEvent(NULL);
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}
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}
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}
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}
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