It renders something, crashes because ImGui exhausts the display list. Need to find a better way for thread sync. Message queue?
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@@ -3,10 +3,12 @@
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#include <KaizenGui.hpp>
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EmuThread::EmuThread(const std::shared_ptr<n64::Core> &core, double &fps, RenderWidget &renderWidget,
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SettingsWindow &settings, KaizenGui& kaizenGui) noexcept :
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SettingsWindow &settings) noexcept :
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renderWidget(renderWidget), core(core), settings(settings), fps(fps) {
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thread = std::thread([&]() {
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core->parallel.Init(renderWidget.wsiPlatform, renderWidget.windowInfo, core->cpu->GetMem().GetRDRAMPtr());
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parallelRDPInitialized = true;
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isRunning = true;
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auto lastSample = std::chrono::high_resolution_clock::now();
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@@ -18,26 +20,8 @@ EmuThread::EmuThread(const std::shared_ptr<n64::Core> &core, double &fps, Render
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while (!interruptionRequested) {
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if(!started) {
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const auto startFrameTime = std::chrono::high_resolution_clock::now();
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core->parallel.UpdateScreen(core->cpu->GetMem().mmio.vi, kaizenGui, false);
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const auto endFrameTime = std::chrono::high_resolution_clock::now();
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using namespace std::chrono_literals;
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const auto frameTimeMs = std::chrono::duration<double>(endFrameTime - startFrameTime) / 1ms;
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avgFps += frameTimeMs;
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sampledFps++;
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if (const auto elapsedSinceLastSample = std::chrono::duration<double>(endFrameTime - lastSample) / 1s;
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elapsedSinceLastSample >= 1.0) {
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if (!oneSecondPassed) {
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oneSecondPassed = true;
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continue;
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}
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lastSample = endFrameTime;
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avgFps /= sampledFps;
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sampledFps = 0;
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fps = 1000.0 / avgFps;
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}
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core->parallel.UpdateScreen(core->cpu->GetMem().mmio.vi, false);
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fps = -1.0;
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continue;
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}
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@@ -50,7 +34,7 @@ EmuThread::EmuThread(const std::shared_ptr<n64::Core> &core, double &fps, Render
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}
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if (core->render) {
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core->parallel.UpdateScreen(core->cpu->GetMem().mmio.vi, kaizenGui);
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core->parallel.UpdateScreen(core->cpu->GetMem().mmio.vi);
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}
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const auto endFrameTime = std::chrono::high_resolution_clock::now();
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