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https://github.com/Lime3DS/Lime3DS.git
synced 2024-11-02 00:15:06 +01:00
Attempt to improve save/load during frame advance
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parent
19872b599b
commit
77c4b26e6c
@ -706,6 +706,7 @@ void GMainWindow::ConnectMenuEvents() {
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if (emulation_running) {
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ui.action_Enable_Frame_Advancing->setChecked(true);
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ui.action_Advance_Frame->setEnabled(true);
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Core::System::GetInstance().frame_limiter.SetFrameAdvancing(true);
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Core::System::GetInstance().frame_limiter.AdvanceFrame();
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}
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});
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@ -1640,6 +1641,7 @@ void GMainWindow::OnSaveState() {
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assert(action);
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Core::System::GetInstance().SendSignal(Core::System::Signal::Save, action->data().toUInt());
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Core::System::GetInstance().frame_limiter.AdvanceFrame();
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newest_slot = action->data().toUInt();
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}
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@ -1648,6 +1650,7 @@ void GMainWindow::OnLoadState() {
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assert(action);
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Core::System::GetInstance().SendSignal(Core::System::Signal::Load, action->data().toUInt());
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Core::System::GetInstance().frame_limiter.AdvanceFrame();
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}
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void GMainWindow::OnConfigure() {
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@ -89,6 +89,40 @@ System::ResultStatus System::RunLoop(bool tight_loop) {
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}
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}
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Signal signal{Signal::None};
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u32 param{};
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{
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std::lock_guard lock{signal_mutex};
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if (current_signal != Signal::None) {
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signal = current_signal;
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param = signal_param;
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current_signal = Signal::None;
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}
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}
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switch (signal) {
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case Signal::Reset:
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Reset();
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return ResultStatus::Success;
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case Signal::Shutdown:
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return ResultStatus::ShutdownRequested;
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case Signal::Load: {
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LOG_INFO(Core, "Begin load");
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System::LoadState(param);
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LOG_INFO(Core, "Load completed");
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frame_limiter.WaitOnce();
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return ResultStatus::Success;
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}
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case Signal::Save: {
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LOG_INFO(Core, "Begin save");
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System::SaveState(param);
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LOG_INFO(Core, "Save completed");
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frame_limiter.WaitOnce();
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return ResultStatus::Success;
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}
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default:
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break;
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}
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// All cores should have executed the same amount of ticks. If this is not the case an event was
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// scheduled with a cycles_into_future smaller then the current downcount.
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// So we have to get those cores to the same global time first
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@ -163,39 +197,6 @@ System::ResultStatus System::RunLoop(bool tight_loop) {
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HW::Update();
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Reschedule();
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Signal signal{Signal::None};
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u32 param{};
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{
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std::lock_guard lock{signal_mutex};
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if (current_signal != Signal::None) {
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signal = current_signal;
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param = signal_param;
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current_signal = Signal::None;
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}
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}
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switch (signal) {
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case Signal::Reset:
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Reset();
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break;
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case Signal::Shutdown:
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return ResultStatus::ShutdownRequested;
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break;
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case Signal::Load: {
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LOG_INFO(Core, "Begin load");
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System::LoadState(param);
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LOG_INFO(Core, "Load completed");
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break;
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}
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case Signal::Save: {
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LOG_INFO(Core, "Begin save");
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System::SaveState(param);
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LOG_INFO(Core, "Save completed");
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break;
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}
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default:
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break;
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}
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return status;
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}
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@ -117,6 +117,14 @@ double PerfStats::GetLastFrameTimeScale() {
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return duration_cast<DoubleSecs>(previous_frame_length).count() / FRAME_LENGTH;
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}
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void FrameLimiter::WaitOnce() {
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if (frame_advancing_enabled) {
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// Frame advancing is enabled: wait on event instead of doing framelimiting
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frame_advance_event.Wait();
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frame_advance_event.Reset();
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}
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}
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void FrameLimiter::DoFrameLimiting(microseconds current_system_time_us) {
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if (frame_advancing_enabled) {
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// Frame advancing is enabled: wait on event instead of doing framelimiting
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@ -164,10 +172,6 @@ void FrameLimiter::SetFrameAdvancing(bool value) {
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}
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void FrameLimiter::AdvanceFrame() {
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if (!frame_advancing_enabled) {
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// Start frame advancing
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frame_advancing_enabled = true;
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}
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frame_advance_event.Set();
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}
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@ -98,6 +98,7 @@ public:
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*/
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void SetFrameAdvancing(bool value);
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void AdvanceFrame();
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void WaitOnce();
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private:
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/// Emulated system time (in microseconds) at the last limiter invocation
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