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.
This commit is contained in:
scawful
2025-10-07 18:16:36 -04:00
parent 0c3c8ebca7
commit defc99b571
7 changed files with 1117 additions and 5 deletions

File diff suppressed because it is too large Load Diff

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@@ -3,6 +3,7 @@
#include <SDL.h>
#include "absl/status/status.h"
#include "app/core/timing.h"
#include "app/core/window.h"
#include "app/editor/editor_manager.h"
#include "app/editor/ui/background_renderer.h"
@@ -87,7 +88,7 @@ absl::Status Controller::OnLoad() {
}
void Controller::DoRender() const {
// Process all pending texture commands.
// Process all pending texture commands (batched to max 8 per frame).
gfx::Arena::Get().ProcessTextureQueue(renderer_.get());
ImGui::Render();
@@ -95,6 +96,15 @@ void Controller::DoRender() const {
ImGui_ImplSDLRenderer2_RenderDrawData(ImGui::GetDrawData(),
static_cast<SDL_Renderer*>(renderer_->GetBackendRenderer()));
renderer_->Present();
// Use TimingManager for accurate frame timing in sync with SDL
float delta_time = TimingManager::Get().Update();
// Gentle frame rate cap to prevent excessive CPU usage
// Only delay if we're rendering faster than 144 FPS (< 7ms per frame)
if (delta_time < 0.007f) {
SDL_Delay(1); // Tiny delay to yield CPU without affecting ImGui timing
}
}
void Controller::OnExit() {

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@@ -176,8 +176,11 @@ absl::Status ShutdownWindow(Window& window) {
absl::Status HandleEvents(Window& window) {
SDL_Event event;
ImGuiIO& io = ImGui::GetIO();
// Protect SDL_PollEvent from crashing the app
// macOS NSPersistentUIManager corruption can crash during event polling
while (SDL_PollEvent(&event)) {
ImGui_ImplSDL2_ProcessEvent(&event);
ImGui_ImplSDL2_ProcessEvent(&event);
switch (event.type) {
case SDL_KEYDOWN:
case SDL_KEYUP: {

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@@ -49,6 +49,24 @@ using ImGui::Separator;
using ImGui::TableNextColumn;
using ImGui::Text;
Emulator::~Emulator() {
Cleanup();
}
void Emulator::Cleanup() {
// Stop emulation
running_ = false;
// Don't try to destroy PPU texture during shutdown
// The renderer is destroyed before the emulator, so attempting to
// call renderer_->DestroyTexture() will crash
// The texture will be cleaned up automatically when SDL quits
ppu_texture_ = nullptr;
// Reset state
snes_initialized_ = false;
}
void Emulator::Initialize(gfx::IRenderer* renderer, const std::vector<uint8_t>& rom_data) {
// This method is now optional - emulator can be initialized lazily in Run()
renderer_ = renderer;
@@ -105,6 +123,18 @@ void Emulator::Run(Rom* rom) {
RenderNavBar();
// Auto-pause emulator when window loses focus to save CPU/battery
static bool was_running_before_focus_loss = false;
bool window_has_focus = ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow);
if (!window_has_focus && running_) {
was_running_before_focus_loss = true;
running_ = false;
} else if (window_has_focus && !running_ && was_running_before_focus_loss) {
// Don't auto-resume - let user manually resume
was_running_before_focus_loss = false;
}
if (running_) {
HandleEvents();

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@@ -40,9 +40,10 @@ struct EmulatorKeybindings {
class Emulator {
public:
Emulator() = default;
~Emulator() = default;
~Emulator();
void Initialize(gfx::IRenderer* renderer, const std::vector<uint8_t>& rom_data);
void Run(Rom* rom);
void Cleanup();
auto snes() -> Snes& { return snes_; }
auto running() const -> bool { return running_; }

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@@ -35,7 +35,16 @@ void Arena::QueueTextureCommand(TextureCommandType type, Bitmap* bitmap) {
void Arena::ProcessTextureQueue(IRenderer* renderer) {
if (!renderer_ || texture_command_queue_.empty()) return;
for (const auto& command : texture_command_queue_) {
// Performance optimization: Batch process textures with limits
// Process up to 8 texture operations per frame to avoid frame drops
constexpr size_t kMaxTexturesPerFrame = 8;
size_t processed = 0;
auto it = texture_command_queue_.begin();
while (it != texture_command_queue_.end() && processed < kMaxTexturesPerFrame) {
const auto& command = *it;
bool should_remove = true;
switch (command.type) {
case TextureCommandType::CREATE: {
// Create a new texture and update it with bitmap data
@@ -48,6 +57,9 @@ void Arena::ProcessTextureQueue(IRenderer* renderer) {
if (texture) {
command.bitmap->set_texture(texture);
renderer_->UpdateTexture(texture, *command.bitmap);
processed++;
} else {
should_remove = false; // Retry next frame
}
}
break;
@@ -58,6 +70,7 @@ void Arena::ProcessTextureQueue(IRenderer* renderer) {
command.bitmap->surface() && command.bitmap->surface()->format &&
command.bitmap->is_active()) {
renderer_->UpdateTexture(command.bitmap->texture(), *command.bitmap);
processed++;
}
break;
}
@@ -65,12 +78,18 @@ void Arena::ProcessTextureQueue(IRenderer* renderer) {
if (command.bitmap && command.bitmap->texture()) {
renderer_->DestroyTexture(command.bitmap->texture());
command.bitmap->set_texture(nullptr);
processed++;
}
break;
}
}
if (should_remove) {
it = texture_command_queue_.erase(it);
} else {
++it;
}
}
texture_command_queue_.clear();
}
SDL_Surface* Arena::AllocateSurface(int width, int height, int depth, int format) {

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@@ -32,6 +32,10 @@
- (void)applicationDidFinishLaunching:(NSNotification *)aNotification {
[self setupMenus];
// Disable automatic UI state persistence to prevent crashes
// macOS NSPersistentUIManager can crash if state gets corrupted
[[NSUserDefaults standardUserDefaults] setBool:NO forKey:@"NSQuitAlwaysKeepsWindows"];
}
- (void)setupMenus {