Basilisk Mac Emulator Hardfile
Basilisk II Classic Macintosh emulator in the browser. I recently ported the to run in a web browser. I've been hoping to get it running for some time, and previously made an attempt back in 2013, before switching to focus on the. Since then browser technologies have advanced, and I've learned a lot more about emulation (in part by making ). The Basilisk II port is the culmination of both of these things. But enough about me, let's get into the gory technical details of how it works. How it works Basically, the emulator code is compiled with Emscripten and run in a Web Worker.
Communication with the main thread happens by reading and writing SharedArrayBuffers shared between the main browser thread and the worker, which allows the emulator code to run without ever yielding. This allows the simulation to be more smooth than if we had to regularly yield the browser event loop, and also simplifies the porting work in some ways. The original emulator codebase makes use of SDL (a cross-platform set of video/audio/input APIs), and Emscripten provides an implementation of SDL, but it doesn't work when the code is running in a web worker, so I've hacked the emulator's video output code to write to the SharedArrayBuffer instead of calling SDL APIs. You can see where the EM_ASM_ macro is used to call to copy the contents of the video framebuffer to a SharedArrayBuffer. Psx emulator for mac. This shared memory is read from the main thread and output onto a Canvas.
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I experimented with locking the video surface when reading and writing, but this hurt performance due to lock contention. However, we don't really need it. Even if the UI thread reads a frame from the video framebuffer while it is currently in the middle of being written to from the emulator worker, it's not really noticable, because in the shared memory the new frame contents is just being written directly over the old one at the same position, so visually it just presents as a bit of 'tearing' (showing part of the old frame, part of the new frame). We could improve on this by using a circular queue of framebuffers for alternating frames (multiple buffering), which would allow locking (with less contention), but in practice this is okay. Mouse and keyboard input are communicated via another SharedArrayBuffer in the UI thread JS, then read in the worker thread JS, when requested from the C code. I also had to add a mapping to convert JS keycodes to ADB (Apple) keycodes. The implementation of audio uses a queue of buffers in shared memory, which each have a flag signifying whether they are full and ready to be consumed by the UI thread, or empty and ready to be written by the emulator thread.
Basilisk II, a 68K Mac emulator running on the Raspberry Pi. Everyone asks if the Pi can do this or that. If you can do it on Linux and compile it, the answer is usually 'yes'!
The emulator thread will ensure that there are several buffers of audio queued up, to avoid gaps in playback in the case of a slowdown. When the emulator is built natively, audio has a dedicated thread to avoid slowness on the emulator thread affecting playback, but to make things simpler I've just hacked in a call to output audio directly into the emulator's main loop. This could be improved by using Emscripten's pthreads support to spawn a separate audio thread.