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https://github.com/Lime3DS/Lime3DS
synced 2024-12-28 01:52:29 -06:00
Merge pull request #4282 from zhaowenlan1779/frame-advance
core, citra_qt: add frame advancing to framelimiter
This commit is contained in:
commit
0df32275a7
4 changed files with 90 additions and 0 deletions
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@ -352,6 +352,10 @@ void GMainWindow::InitializeHotkeys() {
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Qt::ApplicationShortcut);
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Qt::ApplicationShortcut);
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hotkey_registry.RegisterHotkey("Main Window", "Decrease Speed Limit", QKeySequence("-"),
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hotkey_registry.RegisterHotkey("Main Window", "Decrease Speed Limit", QKeySequence("-"),
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Qt::ApplicationShortcut);
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Qt::ApplicationShortcut);
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hotkey_registry.RegisterHotkey("Main Window", "Toggle Frame Advancing", QKeySequence("CTRL+A"),
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Qt::ApplicationShortcut);
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hotkey_registry.RegisterHotkey("Main Window", "Advance Frame", QKeySequence(Qt::Key_Backslash),
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Qt::ApplicationShortcut);
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hotkey_registry.LoadHotkeys();
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hotkey_registry.LoadHotkeys();
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connect(hotkey_registry.GetHotkey("Main Window", "Load File", this), &QShortcut::activated,
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connect(hotkey_registry.GetHotkey("Main Window", "Load File", this), &QShortcut::activated,
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@ -409,6 +413,10 @@ void GMainWindow::InitializeHotkeys() {
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UpdateStatusBar();
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UpdateStatusBar();
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}
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}
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});
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});
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connect(hotkey_registry.GetHotkey("Main Window", "Toggle Frame Advancing", this),
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&QShortcut::activated, ui.action_Enable_Frame_Advancing, &QAction::trigger);
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connect(hotkey_registry.GetHotkey("Main Window", "Advance Frame", this), &QShortcut::activated,
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ui.action_Advance_Frame, &QAction::trigger);
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}
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}
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void GMainWindow::ShowUpdaterWidgets() {
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void GMainWindow::ShowUpdaterWidgets() {
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@ -540,6 +548,20 @@ void GMainWindow::ConnectMenuEvents() {
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connect(ui.action_Play_Movie, &QAction::triggered, this, &GMainWindow::OnPlayMovie);
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connect(ui.action_Play_Movie, &QAction::triggered, this, &GMainWindow::OnPlayMovie);
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connect(ui.action_Stop_Recording_Playback, &QAction::triggered, this,
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connect(ui.action_Stop_Recording_Playback, &QAction::triggered, this,
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&GMainWindow::OnStopRecordingPlayback);
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&GMainWindow::OnStopRecordingPlayback);
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connect(ui.action_Enable_Frame_Advancing, &QAction::triggered, this, [this] {
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if (emulation_running) {
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Core::System::GetInstance().frame_limiter.SetFrameAdvancing(
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ui.action_Enable_Frame_Advancing->isChecked());
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ui.action_Advance_Frame->setEnabled(ui.action_Enable_Frame_Advancing->isChecked());
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}
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});
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connect(ui.action_Advance_Frame, &QAction::triggered, this, [this] {
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if (emulation_running) {
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ui.action_Enable_Frame_Advancing->setChecked(true);
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ui.action_Advance_Frame->setEnabled(true);
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Core::System::GetInstance().frame_limiter.AdvanceFrame();
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}
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});
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// Help
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// Help
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connect(ui.action_FAQ, &QAction::triggered,
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connect(ui.action_FAQ, &QAction::triggered,
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@ -803,6 +825,9 @@ void GMainWindow::ShutdownGame() {
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// TODO(bunnei): This function is not thread safe, but it's being used as if it were
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// TODO(bunnei): This function is not thread safe, but it's being used as if it were
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Pica::g_debug_context->ClearBreakpoints();
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Pica::g_debug_context->ClearBreakpoints();
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// Frame advancing must be cancelled in order to release the emu thread from waiting
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Core::System::GetInstance().frame_limiter.SetFrameAdvancing(false);
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emit EmulationStopping();
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emit EmulationStopping();
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// Wait for emulation thread to complete and delete it
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// Wait for emulation thread to complete and delete it
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@ -823,6 +848,9 @@ void GMainWindow::ShutdownGame() {
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ui.action_Stop->setEnabled(false);
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ui.action_Stop->setEnabled(false);
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ui.action_Restart->setEnabled(false);
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ui.action_Restart->setEnabled(false);
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ui.action_Report_Compatibility->setEnabled(false);
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ui.action_Report_Compatibility->setEnabled(false);
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ui.action_Enable_Frame_Advancing->setEnabled(false);
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ui.action_Enable_Frame_Advancing->setChecked(false);
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ui.action_Advance_Frame->setEnabled(false);
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render_window->hide();
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render_window->hide();
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if (game_list->isEmpty())
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if (game_list->isEmpty())
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game_list_placeholder->show();
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game_list_placeholder->show();
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@ -1110,6 +1138,7 @@ void GMainWindow::OnStartGame() {
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ui.action_Stop->setEnabled(true);
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ui.action_Stop->setEnabled(true);
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ui.action_Restart->setEnabled(true);
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ui.action_Restart->setEnabled(true);
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ui.action_Report_Compatibility->setEnabled(true);
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ui.action_Report_Compatibility->setEnabled(true);
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ui.action_Enable_Frame_Advancing->setEnabled(true);
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discord_rpc->Update();
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discord_rpc->Update();
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}
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}
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@ -114,6 +114,9 @@
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<addaction name="action_Record_Movie"/>
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<addaction name="action_Record_Movie"/>
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<addaction name="action_Play_Movie"/>
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<addaction name="action_Play_Movie"/>
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<addaction name="action_Stop_Recording_Playback"/>
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<addaction name="action_Stop_Recording_Playback"/>
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<addaction name="separator"/>
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<addaction name="action_Enable_Frame_Advancing"/>
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<addaction name="action_Advance_Frame"/>
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</widget>
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</widget>
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<widget class="QMenu" name="menu_Multiplayer">
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<widget class="QMenu" name="menu_Multiplayer">
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<property name="enabled">
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<property name="enabled">
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@ -276,6 +279,25 @@
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<string>Stop Recording / Playback</string>
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<string>Stop Recording / Playback</string>
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</property>
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</property>
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</action>
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</action>
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<action name="action_Enable_Frame_Advancing">
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<property name="checkable">
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<bool>true</bool>
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</property>
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<property name="enabled">
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<bool>false</bool>
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</property>
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<property name="text">
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<string>Enable Frame Advancing</string>
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</property>
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</action>
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<action name="action_Advance_Frame">
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<property name="enabled">
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<bool>false</bool>
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</property>
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<property name="text">
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<string>Advance Frame</string>
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</property>
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</action>
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<action name="action_View_Lobby">
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<action name="action_View_Lobby">
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<property name="enabled">
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<property name="enabled">
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<bool>true</bool>
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<bool>true</bool>
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@ -74,6 +74,13 @@ double PerfStats::GetLastFrameTimeScale() {
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}
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}
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void FrameLimiter::DoFrameLimiting(microseconds current_system_time_us) {
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void FrameLimiter::DoFrameLimiting(microseconds current_system_time_us) {
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if (frame_advancing_enabled) {
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// Frame advancing is enabled: wait on event instead of doing framelimiting
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frame_advance_event.Wait();
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frame_advance_event.Reset();
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return;
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}
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if (!Settings::values.use_frame_limit) {
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if (!Settings::values.use_frame_limit) {
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return;
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return;
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}
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}
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@ -104,4 +111,20 @@ void FrameLimiter::DoFrameLimiting(microseconds current_system_time_us) {
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previous_walltime = now;
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previous_walltime = now;
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}
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}
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void FrameLimiter::SetFrameAdvancing(bool value) {
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const bool was_enabled = frame_advancing_enabled.exchange(value);
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if (was_enabled && !value) {
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// Set the event to let emulation continue
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frame_advance_event.Set();
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}
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}
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void FrameLimiter::AdvanceFrame() {
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if (!frame_advancing_enabled) {
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// Start frame advancing
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frame_advancing_enabled = true;
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}
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frame_advance_event.Set();
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}
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} // namespace Core
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} // namespace Core
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@ -4,9 +4,11 @@
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#pragma once
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#pragma once
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#include <atomic>
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#include <chrono>
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#include <chrono>
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#include <mutex>
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#include <mutex>
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#include "common/common_types.h"
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#include "common/common_types.h"
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#include "common/thread.h"
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namespace Core {
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namespace Core {
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@ -70,6 +72,14 @@ public:
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void DoFrameLimiting(std::chrono::microseconds current_system_time_us);
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void DoFrameLimiting(std::chrono::microseconds current_system_time_us);
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/**
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* Sets whether frame advancing is enabled or not.
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* Note: The frontend must cancel frame advancing before shutting down in order
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* to resume the emu_thread.
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*/
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void SetFrameAdvancing(bool value);
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void AdvanceFrame();
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private:
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private:
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/// Emulated system time (in microseconds) at the last limiter invocation
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/// Emulated system time (in microseconds) at the last limiter invocation
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std::chrono::microseconds previous_system_time_us{0};
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std::chrono::microseconds previous_system_time_us{0};
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@ -78,6 +88,12 @@ private:
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/// Accumulated difference between walltime and emulated time
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/// Accumulated difference between walltime and emulated time
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std::chrono::microseconds frame_limiting_delta_err{0};
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std::chrono::microseconds frame_limiting_delta_err{0};
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/// Whether to use frame advancing (i.e. frame by frame)
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std::atomic_bool frame_advancing_enabled;
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/// Event to advance the frame when frame advancing is enabled
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Common::Event frame_advance_event;
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};
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};
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} // namespace Core
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} // namespace Core
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