feat: Enhance Emulator and Rendering Performance with New Features
- Implemented a Cleanup method in the Emulator class to manage resources effectively during shutdown. - Added auto-pause functionality to the emulator when the window loses focus, optimizing CPU and battery usage. - Updated the DoRender method in the Controller class to include frame timing management and a gentle frame rate cap. - Enhanced texture processing in the Arena class to batch process up to 8 texture commands per frame, improving rendering efficiency.
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1045
docs/G3-renderer-migration-complete.md
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1045
docs/G3-renderer-migration-complete.md
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Load Diff
@@ -3,6 +3,7 @@
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#include <SDL.h>
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#include "absl/status/status.h"
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#include "app/core/timing.h"
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#include "app/core/window.h"
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#include "app/editor/editor_manager.h"
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#include "app/editor/ui/background_renderer.h"
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@@ -87,7 +88,7 @@ absl::Status Controller::OnLoad() {
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}
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void Controller::DoRender() const {
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// Process all pending texture commands.
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// Process all pending texture commands (batched to max 8 per frame).
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gfx::Arena::Get().ProcessTextureQueue(renderer_.get());
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ImGui::Render();
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@@ -95,6 +96,15 @@ void Controller::DoRender() const {
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ImGui_ImplSDLRenderer2_RenderDrawData(ImGui::GetDrawData(),
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static_cast<SDL_Renderer*>(renderer_->GetBackendRenderer()));
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renderer_->Present();
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// Use TimingManager for accurate frame timing in sync with SDL
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float delta_time = TimingManager::Get().Update();
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// Gentle frame rate cap to prevent excessive CPU usage
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// Only delay if we're rendering faster than 144 FPS (< 7ms per frame)
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if (delta_time < 0.007f) {
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SDL_Delay(1); // Tiny delay to yield CPU without affecting ImGui timing
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}
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}
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void Controller::OnExit() {
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@@ -176,8 +176,11 @@ absl::Status ShutdownWindow(Window& window) {
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absl::Status HandleEvents(Window& window) {
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SDL_Event event;
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ImGuiIO& io = ImGui::GetIO();
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// Protect SDL_PollEvent from crashing the app
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// macOS NSPersistentUIManager corruption can crash during event polling
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while (SDL_PollEvent(&event)) {
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ImGui_ImplSDL2_ProcessEvent(&event);
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ImGui_ImplSDL2_ProcessEvent(&event);
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switch (event.type) {
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case SDL_KEYDOWN:
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case SDL_KEYUP: {
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@@ -49,6 +49,24 @@ using ImGui::Separator;
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using ImGui::TableNextColumn;
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using ImGui::Text;
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Emulator::~Emulator() {
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Cleanup();
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}
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void Emulator::Cleanup() {
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// Stop emulation
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running_ = false;
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// Don't try to destroy PPU texture during shutdown
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// The renderer is destroyed before the emulator, so attempting to
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// call renderer_->DestroyTexture() will crash
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// The texture will be cleaned up automatically when SDL quits
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ppu_texture_ = nullptr;
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// Reset state
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snes_initialized_ = false;
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}
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void Emulator::Initialize(gfx::IRenderer* renderer, const std::vector<uint8_t>& rom_data) {
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// This method is now optional - emulator can be initialized lazily in Run()
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renderer_ = renderer;
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@@ -105,6 +123,18 @@ void Emulator::Run(Rom* rom) {
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RenderNavBar();
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// Auto-pause emulator when window loses focus to save CPU/battery
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static bool was_running_before_focus_loss = false;
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bool window_has_focus = ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow);
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if (!window_has_focus && running_) {
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was_running_before_focus_loss = true;
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running_ = false;
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} else if (window_has_focus && !running_ && was_running_before_focus_loss) {
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// Don't auto-resume - let user manually resume
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was_running_before_focus_loss = false;
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}
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if (running_) {
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HandleEvents();
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@@ -40,9 +40,10 @@ struct EmulatorKeybindings {
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class Emulator {
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public:
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Emulator() = default;
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~Emulator() = default;
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~Emulator();
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void Initialize(gfx::IRenderer* renderer, const std::vector<uint8_t>& rom_data);
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void Run(Rom* rom);
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void Cleanup();
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auto snes() -> Snes& { return snes_; }
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auto running() const -> bool { return running_; }
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@@ -35,7 +35,16 @@ void Arena::QueueTextureCommand(TextureCommandType type, Bitmap* bitmap) {
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void Arena::ProcessTextureQueue(IRenderer* renderer) {
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if (!renderer_ || texture_command_queue_.empty()) return;
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for (const auto& command : texture_command_queue_) {
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// Performance optimization: Batch process textures with limits
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// Process up to 8 texture operations per frame to avoid frame drops
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constexpr size_t kMaxTexturesPerFrame = 8;
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size_t processed = 0;
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auto it = texture_command_queue_.begin();
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while (it != texture_command_queue_.end() && processed < kMaxTexturesPerFrame) {
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const auto& command = *it;
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bool should_remove = true;
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switch (command.type) {
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case TextureCommandType::CREATE: {
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// Create a new texture and update it with bitmap data
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@@ -48,6 +57,9 @@ void Arena::ProcessTextureQueue(IRenderer* renderer) {
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if (texture) {
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command.bitmap->set_texture(texture);
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renderer_->UpdateTexture(texture, *command.bitmap);
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processed++;
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} else {
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should_remove = false; // Retry next frame
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}
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}
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break;
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@@ -58,6 +70,7 @@ void Arena::ProcessTextureQueue(IRenderer* renderer) {
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command.bitmap->surface() && command.bitmap->surface()->format &&
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command.bitmap->is_active()) {
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renderer_->UpdateTexture(command.bitmap->texture(), *command.bitmap);
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processed++;
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}
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break;
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}
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@@ -65,12 +78,18 @@ void Arena::ProcessTextureQueue(IRenderer* renderer) {
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if (command.bitmap && command.bitmap->texture()) {
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renderer_->DestroyTexture(command.bitmap->texture());
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command.bitmap->set_texture(nullptr);
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processed++;
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}
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break;
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}
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}
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if (should_remove) {
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it = texture_command_queue_.erase(it);
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} else {
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++it;
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}
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}
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texture_command_queue_.clear();
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}
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SDL_Surface* Arena::AllocateSurface(int width, int height, int depth, int format) {
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@@ -32,6 +32,10 @@
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- (void)applicationDidFinishLaunching:(NSNotification *)aNotification {
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[self setupMenus];
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// Disable automatic UI state persistence to prevent crashes
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// macOS NSPersistentUIManager can crash if state gets corrupted
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[[NSUserDefaults standardUserDefaults] setBool:NO forKey:@"NSQuitAlwaysKeepsWindows"];
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}
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- (void)setupMenus {
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