Added double buffering ish.
This commit is contained in:
180
Desktop/Form1.cs
180
Desktop/Form1.cs
@@ -63,11 +63,17 @@ namespace Desktop
|
||||
PopulateIncludedRomsMenu();
|
||||
}
|
||||
|
||||
private void DrawScreen()
|
||||
private void DrawScreen(int[] safeFrame)
|
||||
{
|
||||
// Rapidly copy our VDP FrameBuffer into the Windows Bitmap
|
||||
// Rapidly the Frame into the Windows Bitmap
|
||||
var data = _screenBitmap.LockBits(new Rectangle(0, 0, 256, 192), ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb);
|
||||
Marshal.Copy(_machine.VideoProcessor.FrameBuffer, 0, data.Scan0, _machine.VideoProcessor.FrameBuffer.Length);
|
||||
|
||||
//Frame buffer draw
|
||||
Marshal.Copy(safeFrame, 0, data.Scan0, safeFrame.Length);
|
||||
|
||||
//Direct VDP draw
|
||||
//Marshal.Copy(_machine.VideoProcessor.FrameBuffer, 0, data.Scan0, _machine.VideoProcessor.FrameBuffer.Length);
|
||||
|
||||
_screenBitmap.UnlockBits(data);
|
||||
this.Invalidate();
|
||||
TotalFrameCount++;
|
||||
@@ -137,88 +143,108 @@ namespace Desktop
|
||||
double nextFrameTargetTime = _stopwatch.Elapsed.TotalMilliseconds + TargetFrameTime;
|
||||
double lastFpsUpdate = _stopwatch.Elapsed.TotalMilliseconds;
|
||||
int framesThisSecond = 0;
|
||||
|
||||
while (IsRunning)
|
||||
try
|
||||
{
|
||||
//targetFps = isTurboMode ? 1000 : 59.94;
|
||||
//TargetFrameTime = 1000.0 / targetFps;
|
||||
BeginInvoke((System.Windows.Forms.MethodInvoker)delegate
|
||||
while (IsRunning)
|
||||
{
|
||||
targetFps = isTurboMode ? 1000 : 59.94;
|
||||
TargetFrameTime = 1000.0 / targetFps;
|
||||
});
|
||||
double frameStartTime = _stopwatch.Elapsed.TotalMilliseconds;
|
||||
|
||||
// --- POLL PHYSICAL CONTROLLER ---
|
||||
if (XInput.XInputGetState(0, out XInput.XINPUT_STATE state) == 0)
|
||||
{
|
||||
ushort btns = state.Gamepad.wButtons;
|
||||
byte padState = 0xFF;
|
||||
|
||||
if ((btns & 0x0001) != 0) padState &= 0xFE; // Up
|
||||
if ((btns & 0x0002) != 0) padState &= 0xFD; // Down
|
||||
if ((btns & 0x0004) != 0) padState &= 0xFB; // Left
|
||||
if ((btns & 0x0008) != 0) padState &= 0xF7; // Right
|
||||
if ((btns & 0x1000) != 0) padState &= 0xEF; // Button 1
|
||||
if ((btns & 0x2000) != 0) padState &= 0xDF; // Button 2
|
||||
|
||||
// THE FIX: Constantly update the gamepad state, even when it's 0xFF!
|
||||
_machine.IoBus.Joypad1Gamepad = padState;
|
||||
}
|
||||
// --------------------------------
|
||||
_machine.RunFrame();
|
||||
|
||||
// 2. FIRE AND FORGET! Tell Windows to draw, but DO NOT WAIT for it to finish!
|
||||
BeginInvoke((System.Windows.Forms.MethodInvoker)delegate { DrawScreen(); });
|
||||
|
||||
// 3. Safety catch
|
||||
if (_machine.Breakpoint.HasValue && _machine.Cpu.PC == _machine.Breakpoint.Value)
|
||||
{
|
||||
IsRunning = false;
|
||||
#pragma warning disable CS8625 // Cannot convert null literal to non-nullable reference type.
|
||||
BeginInvoke((System.Windows.Forms.MethodInvoker)delegate { _debugger?.uiUpdateTimer_Tick(null, EventArgs.Empty); });
|
||||
#pragma warning restore CS8625 // Cannot convert null literal to non-nullable reference type.
|
||||
break;
|
||||
}
|
||||
|
||||
// 4. Calculate TRUE Frame Time (Compute Time) BEFORE we go to sleep!
|
||||
FrameTime = _stopwatch.Elapsed.TotalMilliseconds - frameStartTime;
|
||||
|
||||
// --- HIGH PRECISION THROTTLE ---
|
||||
while (_stopwatch.Elapsed.TotalMilliseconds < nextFrameTargetTime)
|
||||
{
|
||||
if (nextFrameTargetTime - _stopwatch.Elapsed.TotalMilliseconds > 2.0)
|
||||
{
|
||||
Thread.Sleep(1);
|
||||
}
|
||||
else
|
||||
{
|
||||
Thread.SpinWait(10);
|
||||
}
|
||||
}
|
||||
|
||||
double currentTime = _stopwatch.Elapsed.TotalMilliseconds;
|
||||
TotalFrameCount++;
|
||||
framesThisSecond++;
|
||||
|
||||
if (currentTime - lastFpsUpdate >= 1000.0)
|
||||
{
|
||||
FramesPerSecond = framesThisSecond / ((currentTime - lastFpsUpdate) / 1000.0);
|
||||
framesThisSecond = 0;
|
||||
lastFpsUpdate = currentTime;
|
||||
|
||||
//targetFps = isTurboMode ? 1000 : 59.94;
|
||||
//TargetFrameTime = 1000.0 / targetFps;
|
||||
BeginInvoke((System.Windows.Forms.MethodInvoker)delegate
|
||||
{
|
||||
this.Text = $"{_romType} Parsons Master System 2026 - {_currentRomName} [FPS: {FramesPerSecond:F0}]";
|
||||
targetFps = isTurboMode ? 1000 : 59.94;
|
||||
TargetFrameTime = 1000.0 / targetFps;
|
||||
});
|
||||
double frameStartTime = _stopwatch.Elapsed.TotalMilliseconds;
|
||||
|
||||
// --- POLL PHYSICAL CONTROLLER ---
|
||||
if (XInput.XInputGetState(0, out XInput.XINPUT_STATE state) == 0)
|
||||
{
|
||||
ushort btns = state.Gamepad.wButtons;
|
||||
byte padState = 0xFF;
|
||||
|
||||
if ((btns & 0x0001) != 0) padState &= 0xFE; // Up
|
||||
if ((btns & 0x0002) != 0) padState &= 0xFD; // Down
|
||||
if ((btns & 0x0004) != 0) padState &= 0xFB; // Left
|
||||
if ((btns & 0x0008) != 0) padState &= 0xF7; // Right
|
||||
if ((btns & 0x1000) != 0) padState &= 0xEF; // Button 1
|
||||
if ((btns & 0x2000) != 0) padState &= 0xDF; // Button 2
|
||||
|
||||
// THE FIX: Constantly update the gamepad state, even when it's 0xFF!
|
||||
_machine.IoBus.Joypad1Gamepad = padState;
|
||||
}
|
||||
// --------------------------------
|
||||
_machine.RunFrame();
|
||||
|
||||
int[] frozenFrame = (int[])_machine.VideoProcessor.FrameBuffer.Clone();
|
||||
|
||||
// 2. FIRE AND FORGET! Tell Windows to draw, but DO NOT WAIT for it to finish!
|
||||
BeginInvoke((System.Windows.Forms.MethodInvoker)delegate { DrawScreen(frozenFrame); });
|
||||
|
||||
// 3. Safety catch
|
||||
if (_machine.Breakpoint.HasValue && _machine.Cpu.PC == _machine.Breakpoint.Value)
|
||||
{
|
||||
IsRunning = false;
|
||||
#pragma warning disable CS8625 // Cannot convert null literal to non-nullable reference type.
|
||||
BeginInvoke((System.Windows.Forms.MethodInvoker)delegate { _debugger?.uiUpdateTimer_Tick(null, EventArgs.Empty); });
|
||||
#pragma warning restore CS8625 // Cannot convert null literal to non-nullable reference type.
|
||||
break;
|
||||
}
|
||||
|
||||
// 4. Calculate TRUE Frame Time (Compute Time) BEFORE we go to sleep!
|
||||
FrameTime = _stopwatch.Elapsed.TotalMilliseconds - frameStartTime;
|
||||
|
||||
// --- HIGH PRECISION THROTTLE ---
|
||||
while (_stopwatch.Elapsed.TotalMilliseconds < nextFrameTargetTime)
|
||||
{
|
||||
if (nextFrameTargetTime - _stopwatch.Elapsed.TotalMilliseconds > 2.0)
|
||||
{
|
||||
Thread.Sleep(1);
|
||||
}
|
||||
else
|
||||
{
|
||||
Thread.SpinWait(10);
|
||||
}
|
||||
}
|
||||
|
||||
double currentTime = _stopwatch.Elapsed.TotalMilliseconds;
|
||||
TotalFrameCount++;
|
||||
framesThisSecond++;
|
||||
|
||||
if (currentTime - lastFpsUpdate >= 1000.0)
|
||||
{
|
||||
FramesPerSecond = framesThisSecond / ((currentTime - lastFpsUpdate) / 1000.0);
|
||||
framesThisSecond = 0;
|
||||
lastFpsUpdate = currentTime;
|
||||
|
||||
BeginInvoke((System.Windows.Forms.MethodInvoker)delegate
|
||||
{
|
||||
this.Text = $"{_romType} Parsons Master System 2026 - {_currentRomName} [FPS: {FramesPerSecond:F0}]";
|
||||
});
|
||||
}
|
||||
|
||||
nextFrameTargetTime += TargetFrameTime;
|
||||
|
||||
if (currentTime > nextFrameTargetTime + TargetFrameTime)
|
||||
{
|
||||
nextFrameTargetTime = currentTime + TargetFrameTime;
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
IsRunning = false;
|
||||
|
||||
nextFrameTargetTime += TargetFrameTime;
|
||||
|
||||
if (currentTime > nextFrameTargetTime + TargetFrameTime)
|
||||
this.Invoke((System.Windows.Forms.MethodInvoker)delegate
|
||||
{
|
||||
nextFrameTargetTime = currentTime + TargetFrameTime;
|
||||
}
|
||||
MessageBox.Show(
|
||||
$"The Z80 CPU Panicked!\n\n" +
|
||||
$"PC Address: 0x{_machine.Cpu.PC:X4}\n" +
|
||||
$"Error: {ex.Message}\n\n" +
|
||||
$"Stack Trace:\n{ex.StackTrace}",
|
||||
"Fatal Emulator Crash",
|
||||
MessageBoxButtons.OK,
|
||||
MessageBoxIcon.Error);
|
||||
});
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user