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kichikuou_xsystem35-sdl2/src/scheduler.c
T

100 lines
2.8 KiB
C

/*
* Copyright (C) 2025 <KichikuouChrome@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
*/
#include "scheduler.h"
#include "scenario.h"
#include "sdl_core.h"
#include "nact.h"
#include "hacks.h"
bool scheduler_yield_requested;
int scheduler_cmd_count;
#define BLOOM_FILTER_HASHES 4
// Knuth's multiplicative hash.
static uint32_t hash(uint32_t x, int s) {
return (x * 2654435761ULL) >> s;
}
/*
* System 3.x games are basically driven by busy loops that repeatedly check
* the state of input devices or timers until their state changes. On modern
* computers such loops waste power, and in emscripten SDL events are not
* queued until we call emscripten_sleep(). This function detects such busy
* loops and schedules a yield.
*/
void scheduler_on_event(enum scheduler_event event) {
static int prev_cmd_count = -1;
static uint64_t bloom = 0;
switch (event) {
case SCHEDULER_EVENT_SLEEP:
scheduler_yield_requested = false;
bloom = 0;
scheduler_cmd_count = 0;
prev_cmd_count = -1;
break;
case SCHEDULER_EVENT_INPUT_CHECK_MISS:
case SCHEDULER_EVENT_INPUT_CHECK_HIT:
case SCHEDULER_EVENT_TIMER_CHECK:
case SCHEDULER_EVENT_AUDIO_CHECK:
case SCHEDULER_EVENT_VA_STATUS_CHECK:
// A single Sys3x command may generate multiple scheduler events.
// Deduplicate them.
if (prev_cmd_count == scheduler_cmd_count)
break;
prev_cmd_count = scheduler_cmd_count;
if (event == SCHEDULER_EVENT_INPUT_CHECK_HIT) {
// There are new input events. Let's process them without delay.
bloom = 0;
} else {
uint32_t h1 = hash(sl_getPage(), 7);
uint32_t h2 = hash(sl_getIndex(), 15);
uint64_t bits = 0;
for (int i = 0; i < BLOOM_FILTER_HASHES; i++) {
uint32_t h = (h1 + (i + 1) * h2) % 64;
bits |= 1ULL << h;
}
if ((bloom & bits) == bits) {
request_yield();
bloom = 0;
} else {
bloom |= bits;
}
}
break;
}
}
void scheduler_yield(void) {
switch (game_id) {
case GAME_AGAKE:
sdl_sleep(6); // The slot game runs in a 6ms-cycle loop.
break;
case GAME_PERSIOM:
sdl_sleep(10); // The slot game runs in a 10ms-cycle loop.
break;
default:
sdl_wait_vsync();
break;
}
}