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

View File

@@ -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();