Add FPS counter to SDL title
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629550c30b
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75
SDL/main.c
75
SDL/main.c
@ -7,6 +7,17 @@
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#include "gui.h"
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#include "shader.h"
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#define str(x) #x
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#define xstr(x) str(x)
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#define title "SameBoy v" xstr(VERSION)
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#define FRAME_VALUES 300 // reduce to get averages above shorter time periods
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Uint32 frametimes[FRAME_VALUES];
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Uint32 frametime_last;
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Uint32 frame_count;
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float frames_per_second;
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float fps_min;
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float fps_max;
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#ifndef _WIN32
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#define AUDIO_FREQUENCY 96000
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@ -42,6 +53,51 @@ static const GB_model_t sdl_to_internal_model[] =
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[MODEL_AGB] = GB_MODEL_AGB
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};
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void fps_init() {
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// Set all frame times to 0ms.
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memset(frametimes, 0, sizeof(frametimes));
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frame_count = 0;
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frames_per_second = 0;
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fps_max = 0;
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fps_min = FLT_MAX;
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frametime_last = SDL_GetTicks();
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}
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/* Source: http://sdl.beuc.net/sdl.wiki/SDL_Average_FPS_Measurement */
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void fps_update() {
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Uint32 frametimes_index;
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Uint32 get_ticks;
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Uint32 count;
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Uint32 i;
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frametimes_index = frame_count % FRAME_VALUES;
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get_ticks = SDL_GetTicks();
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frametimes[frametimes_index] = get_ticks - frametime_last;
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frametime_last = get_ticks;
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frame_count++;
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if (frame_count < FRAME_VALUES) {
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count = frame_count;
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} else {
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count = FRAME_VALUES;
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}
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frames_per_second = 0;
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for (i = 0; i < count; i++) {
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frames_per_second += frametimes[i];
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}
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frames_per_second /= count;
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frames_per_second = 1000.f / frames_per_second;
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if (frames_per_second < fps_min) fps_min = frames_per_second;
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if (frames_per_second > fps_max) fps_max = frames_per_second;
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char title_buffer[50];
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snprintf(title_buffer, sizeof(title_buffer), title " - %.1f FPS (%.1f - %.1f)", frames_per_second, fps_min, fps_max);
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SDL_SetWindowTitle(window, title_buffer);
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}
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void set_filename(const char *new_filename, bool new_should_free)
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{
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if (filename && should_free_filename) {
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@ -224,7 +280,6 @@ static void handle_events(GB_gameboy_t *gb)
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case SDL_SCANCODE_C:
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if (event.type == SDL_KEYDOWN && (event.key.keysym.mod & KMOD_CTRL)) {
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GB_debugger_break(gb);
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}
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break;
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@ -269,6 +324,12 @@ static void handle_events(GB_gameboy_t *gb)
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}
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break;
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case SDL_SCANCODE_L:
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if (event.key.keysym.mod & MODIFIER) {
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fps_init();
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}
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break;
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default:
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/* Save states */
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if (event.key.keysym.scancode >= SDL_SCANCODE_1 && event.key.keysym.scancode <= SDL_SCANCODE_0) {
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@ -324,6 +385,7 @@ static void vblank(GB_gameboy_t *gb)
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clock_mutliplier += 0.1;
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GB_set_clock_multiplier(gb, clock_mutliplier);
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}
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if (configuration.blend_frames) {
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render_texture(active_pixel_buffer, previous_pixel_buffer);
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uint32_t *temp = active_pixel_buffer;
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@ -334,6 +396,9 @@ static void vblank(GB_gameboy_t *gb)
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else {
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render_texture(active_pixel_buffer, NULL);
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}
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fps_update();
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do_rewind = rewind_down;
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handle_events(gb);
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}
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@ -448,6 +513,8 @@ restart:
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replace_extension(filename, path_length, symbols_path, ".sym");
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GB_debugger_load_symbol_file(&gb, symbols_path);
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fps_init();
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/* Run emulation */
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while (true) {
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if (paused || rewind_paused) {
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@ -490,9 +557,7 @@ static void save_configuration(void)
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int main(int argc, char **argv)
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{
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#define str(x) #x
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#define xstr(x) str(x)
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fprintf(stderr, "SameBoy v" xstr(VERSION) "\n");
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fprintf(stderr, title "\n");
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if (argc > 2) {
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fprintf(stderr, "Usage: %s [rom]\n", argv[0]);
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@ -511,7 +576,7 @@ int main(int argc, char **argv)
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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window = SDL_CreateWindow("SameBoy v" xstr(VERSION), SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
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window = SDL_CreateWindow(title, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
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160 * 2, 144 * 2, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
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SDL_SetWindowMinimumSize(window, 160, 144);
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