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

@@ -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) {