Refactor CPU clock and instruction handling: improve variable naming for clarity and consistency
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@@ -7,7 +7,7 @@ namespace yaze {
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namespace emu {
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class Clock {
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public:
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public:
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virtual ~Clock() = default;
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virtual void UpdateClock(double delta) = 0;
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virtual unsigned long long GetCycleCount() const = 0;
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@@ -17,23 +17,23 @@ class Clock {
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};
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class ClockImpl : public Clock {
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public:
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public:
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ClockImpl() = default;
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virtual ~ClockImpl() = default;
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void UpdateCycleCount(double deltaTime) {
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accumulatedTime += deltaTime;
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double cycleTime = 1.0 / frequency;
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void UpdateCycleCount(double delta_time) {
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accumulated_time += delta_time;
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double cycle_time = 1.0 / frequency;
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while (accumulatedTime >= cycleTime) {
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while (accumulated_time >= cycle_time) {
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Cycle();
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accumulatedTime -= cycleTime;
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accumulated_time -= cycle_time;
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}
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}
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void Cycle() {
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cycle++;
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cycleCount++;
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cycle_count++;
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}
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void UpdateClock(double delta) override {
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@@ -41,22 +41,21 @@ class ClockImpl : public Clock {
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ResetAccumulatedTime();
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}
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void ResetAccumulatedTime() override { accumulatedTime = 0.0; }
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unsigned long long GetCycleCount() const override { return cycleCount; }
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void ResetAccumulatedTime() override { accumulated_time = 0.0; }
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unsigned long long GetCycleCount() const override { return cycle_count; }
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float GetFrequency() const override { return frequency; }
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void SetFrequency(float new_frequency) override {
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this->frequency = new_frequency;
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}
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private:
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private:
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uint64_t cycle = 0; // Current cycle
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float frequency = 0.0; // Frequency of the clock in Hz
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unsigned long long cycleCount = 0; // Total number of cycles executed
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double accumulatedTime = 0.0; // Accumulated time since the last cycle update
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unsigned long long cycle_count = 0; // Total number of cycles executed
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double accumulated_time = 0.0; // Accumulated time since the last cycle update
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};
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} // namespace emu
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} // namespace emu
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} // namespace yaze
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} // namespace yaze
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#endif // YAZE_APP_EMU_CLOCK_H_
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#endif // YAZE_APP_EMU_CLOCK_H_
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