tidy snes

This commit is contained in:
zeromus 2017-04-17 22:49:17 -05:00
parent e9229747d7
commit 2e286317f2
1 changed files with 2 additions and 25 deletions

View File

@ -1,10 +1,8 @@
using System;
using System.Diagnostics;
using System.IO;
using System.IO.Pipes;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using System.IO.MemoryMappedFiles;
using BizHawk.Common;
@ -12,24 +10,6 @@ namespace BizHawk.Emulation.Cores.Nintendo.SNES
{
public unsafe partial class LibsnesApi : IDisposable
{
//this wouldve been the ideal situation to learn protocol buffers, but since the number of messages here is so limited, it took less time to roll it by hand.
//todo - could optimize a lot of the apis once we decide to commit to this. will we? then we wont be able to debug bsnes as well
// well, we could refactor it a lot and let the debuggable static dll version be the one that does annoying workarounds
//todo - more intelligent use of buffers to avoid so many copies (especially framebuffer from bsnes? supply framebuffer to-be-used to libsnes? same for audiobuffer)
//todo - refactor to use a smarter set of pipe reader and pipe writer classes
//todo - combine messages / tracecallbacks into one system with a channel number enum additionally
//todo - consider refactoring bsnes to allocate memory blocks through the interface, and set ours up to allocate from a large arena of shared memory.
// this is a lot of work, but it will be some decent speedups. who wouldve ever thought to make an emulator this way? I will, from now on...
//todo - use a reader/writer ring buffer for communication instead of pipe
//todo - when exe wrapper is fully baked, put it into mingw so we can just have libsneshawk.exe without a separate dll. it hardly needs any debugging presently, it should be easy to maintain.
//space optimizations to deploy later (only if people complain about so many files)
//todo - put executables in zipfiles and search for them there; dearchive to a .cache folder. check timestamps to know when to freshen. this is weird.....
//speedups to deploy later:
//todo - collect all memory block names whenever a memory block is alloc/dealloced. that way we avoid the overhead when using them for gui stuff (gfx debugger, hex editor)
InstanceDll instanceDll;
string InstanceName;
@ -37,7 +17,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.SNES
public static unsafe extern void* CopyMemory(void* dest, void* src, ulong count);
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
delegate CommStruct* DllInit();
delegate IntPtr DllInit();
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
delegate void MessageApi(eMessage msg);
@ -53,16 +33,13 @@ namespace BizHawk.Emulation.Cores.Nintendo.SNES
public LibsnesApi(string dllPath)
{
InstanceName = "libsneshawk_" + Guid.NewGuid().ToString();
var pipeName = InstanceName;
instanceDll = new InstanceDll(dllPath);
var dllinit = (DllInit)Marshal.GetDelegateForFunctionPointer(instanceDll.GetProcAddress("DllInit"), typeof(DllInit));
Message = (MessageApi)Marshal.GetDelegateForFunctionPointer(instanceDll.GetProcAddress("Message"), typeof(MessageApi));
CopyBuffer = (BufferApi)Marshal.GetDelegateForFunctionPointer(instanceDll.GetProcAddress("CopyBuffer"), typeof(BufferApi));
SetBuffer = (BufferApi)Marshal.GetDelegateForFunctionPointer(instanceDll.GetProcAddress("SetBuffer"), typeof(BufferApi));
comm = dllinit();
comm = (CommStruct*)dllinit().ToPointer();
}
public void Dispose()