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https://github.com/TomHarte/CLK.git
synced 2024-11-26 23:52:26 +00:00
Rewired the existing cause-an-update route from the OpenGLView through the best-effort updater.
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@ -11,3 +11,4 @@
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#import "CSOpenGLView.h"
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#import "CSAudioQueue.h"
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#import "CSBestEffortUpdater.h"
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@ -18,7 +18,7 @@ class Atari2600Document: MachineDocument {
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// MARK: NSDocument overrides
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override init() {
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super.init()
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self.intendedCyclesPerSecond = 1194720
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self.bestEffortUpdater.clockRate = 1194720
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}
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override class func autosavesInPlace() -> Bool {
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@ -27,7 +27,7 @@ class ElectronDocument: MachineDocument {
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override func windowControllerDidLoadNib(aController: NSWindowController) {
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super.windowControllerDidLoadNib(aController)
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self.intendedCyclesPerSecond = 2000000
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self.bestEffortUpdater.clockRate = 2000000
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if let os = rom("os"), basic = rom("basic") {
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self.electron.setOSROM(os)
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@ -9,7 +9,7 @@
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import Cocoa
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import AudioToolbox
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class MachineDocument: NSDocument, CSOpenGLViewDelegate, CSOpenGLViewResponderDelegate, NSWindowDelegate {
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class MachineDocument: NSDocument, CSOpenGLViewDelegate, CSOpenGLViewResponderDelegate, CSBestEffortUpdaterDelegate, NSWindowDelegate {
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lazy var actionLock = NSLock()
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lazy var drawLock = NSLock()
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@ -34,6 +34,11 @@ class MachineDocument: NSDocument, CSOpenGLViewDelegate, CSOpenGLViewResponderDe
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}
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var audioQueue: CSAudioQueue! = nil
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lazy var bestEffortUpdater: CSBestEffortUpdater = {
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let updater = CSBestEffortUpdater()
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updater.delegate = self
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return updater
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}()
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override func windowControllerDidLoadNib(aController: NSWindowController) {
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super.windowControllerDidLoadNib(aController)
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@ -66,36 +71,39 @@ class MachineDocument: NSDocument, CSOpenGLViewDelegate, CSOpenGLViewResponderDe
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super.close()
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}
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var intendedCyclesPerSecond: Int64 = 0
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private var cycleCountError: Int64 = 0
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private var lastTime: CVTimeStamp?
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private var skippedFrames = 0
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final func openGLView(view: CSOpenGLView, didUpdateToTime time: CVTimeStamp, didSkipPreviousUpdate : Bool, frequency : Double) {
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if let lastTime = lastTime {
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// perform (time passed in seconds) * (intended cycles per second), converting and
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// maintaining an error count to deal with underflow
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let videoTimeScale64 = Int64(time.videoTimeScale)
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let videoTimeCount = ((time.videoTime - lastTime.videoTime) * intendedCyclesPerSecond) + cycleCountError
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cycleCountError = videoTimeCount % videoTimeScale64
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var numberOfCycles = videoTimeCount / videoTimeScale64
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// if the emulation has fallen behind then silently limit the request;
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// some actions — e.g. the host computer waking after sleep — may give us a
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// prohibitive backlog
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if didSkipPreviousUpdate {
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skippedFrames++
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} else {
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skippedFrames = 0
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}
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// run for at most three frames up to and until that causes overshoots in the
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// permitted processing window for at least four consecutive frames, in which
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// case limit to one
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numberOfCycles = min(numberOfCycles, Int64(Double(intendedCyclesPerSecond) * frequency * ((skippedFrames > 4) ? 3.0 : 1.0)))
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runForNumberOfCycles(Int32(numberOfCycles))
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}
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lastTime = time
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final func bestEffortUpdater(bestEffortUpdater: CSBestEffortUpdater!, runForCycles cycles: UInt, didSkipPreviousUpdate: Bool) {
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runForNumberOfCycles(Int32(cycles))
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}
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// var intendedCyclesPerSecond: Int64 = 0
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// private var cycleCountError: Int64 = 0
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// private var lastTime: CVTimeStamp?
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// private var skippedFrames = 0
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// final func openGLView(view: CSOpenGLView, didUpdateToTime time: CVTimeStamp, didSkipPreviousUpdate : Bool, frequency : Double) {
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// if let lastTime = lastTime {
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// // perform (time passed in seconds) * (intended cycles per second), converting and
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// // maintaining an error count to deal with underflow
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// let videoTimeScale64 = Int64(time.videoTimeScale)
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// let videoTimeCount = ((time.videoTime - lastTime.videoTime) * intendedCyclesPerSecond) + cycleCountError
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// cycleCountError = videoTimeCount % videoTimeScale64
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// var numberOfCycles = videoTimeCount / videoTimeScale64
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//
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// // if the emulation has fallen behind then silently limit the request;
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// // some actions — e.g. the host computer waking after sleep — may give us a
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// // prohibitive backlog
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// if didSkipPreviousUpdate {
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// skippedFrames++
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// } else {
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// skippedFrames = 0
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// }
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//
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// // run for at most three frames up to and until that causes overshoots in the
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// // permitted processing window for at least four consecutive frames, in which
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// // case limit to one
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// numberOfCycles = min(numberOfCycles, Int64(Double(intendedCyclesPerSecond) * frequency * ((skippedFrames > 4) ? 3.0 : 1.0)))
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// runForNumberOfCycles(Int32(numberOfCycles))
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// }
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// lastTime = time
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// }
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// MARK: Utilities for children
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func dataForResource(name : String, ofType type: String, inDirectory directory: String) -> NSData? {
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@ -115,6 +123,7 @@ class MachineDocument: NSDocument, CSOpenGLViewDelegate, CSOpenGLViewResponderDe
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}
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func openGLView(view: CSOpenGLView, drawViewOnlyIfDirty onlyIfDirty: Bool) {
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bestEffortUpdater.update()
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if drawLock.tryLock() {
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self.machine().drawViewForPixelSize(view.backingSize, onlyIfDirty: onlyIfDirty)
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drawLock.unlock()
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@ -18,7 +18,7 @@ class Vic20Document: MachineDocument {
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// MARK: NSDocument overrides
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override init() {
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super.init()
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self.intendedCyclesPerSecond = 1022727
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self.bestEffortUpdater.clockRate = 1022727
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// TODO: or 1108405 for PAL; see http://www.antimon.org/dl/c64/code/stable.txt
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if let kernel = rom("kernel-ntsc"), basic = rom("basic"), characters = rom("characters-english") {
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@ -12,14 +12,6 @@
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@class CSOpenGLView;
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@protocol CSOpenGLViewDelegate
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/*!
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Tells the delegate that time has advanced.
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@param view The view sending the message.
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@param time The time to which time has advanced.
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@param didSkipPreviousUpdate @c YES if the previous update that would have occurred was skipped because a didUpdateToTime: call prior to that was still ongoing; @c NO otherwise.
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*/
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- (void)openGLView:(nonnull CSOpenGLView *)view didUpdateToTime:(CVTimeStamp)time didSkipPreviousUpdate:(BOOL)didSkipPreviousUpdate frequency:(double)frequency;
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/*!
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Requests that the delegate produce an image of its current output state. May be called on
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any queue or thread.
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@ -12,9 +12,6 @@
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@implementation CSOpenGLView {
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CVDisplayLinkRef _displayLink;
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uint32_t _updateIsOngoing;
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BOOL _hasSkipped;
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dispatch_queue_t _serialDispatchQueue;
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}
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- (void)prepareOpenGL
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@ -34,10 +31,6 @@
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CGLPixelFormatObj cglPixelFormat = [[self pixelFormat] CGLPixelFormatObj];
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CVDisplayLinkSetCurrentCGDisplayFromOpenGLContext(_displayLink, cglContext, cglPixelFormat);
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// create a serial dispatch queue
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_serialDispatchQueue = dispatch_queue_create("OpenGLView", DISPATCH_QUEUE_SERIAL);
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// dispatch_set_target_queue(_serialDispatchQueue, dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_HIGH, 0));
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// set the clear colour
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[self.openGLContext makeCurrentContext];
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glClearColor(0.0, 0.0, 0.0, 1.0);
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@ -55,24 +48,6 @@ static CVReturn DisplayLinkCallback(CVDisplayLinkRef displayLink, const CVTimeSt
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- (void)drawAtTime:(const CVTimeStamp *)now frequency:(double)frequency
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{
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const uint32_t processingMask = 0x01;
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// Always post an -openGLView:didUpdateToTime: if a previous one isn't still ongoing. This is the hook upon which the substantial processing occurs.
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if(!OSAtomicTestAndSet(processingMask, &_updateIsOngoing))
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{
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CVTimeStamp time = *now;
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BOOL didSkip = _hasSkipped;
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dispatch_async(_serialDispatchQueue, ^{
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[self.delegate openGLView:self didUpdateToTime:time didSkipPreviousUpdate:didSkip frequency:frequency];
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OSAtomicTestAndClear(processingMask, &_updateIsOngoing);
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});
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_hasSkipped = NO;
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}
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else
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{
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_hasSkipped = YES;
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}
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// Draw the display now regardless of other activity.
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[self drawViewOnlyIfDirty:YES];
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}
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