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https://github.com/Lime3DS/Lime3DS.git
synced 2024-11-27 12:04:16 +01:00
GPU: Improve frame synchronization, increases compatibility with both homebrew and retail applications.
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@ -24,6 +24,7 @@ Regs g_regs;
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u32 g_cur_line = 0; ///< Current vertical screen line
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u32 g_cur_line = 0; ///< Current vertical screen line
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u64 g_last_line_ticks = 0; ///< CPU tick count from last vertical screen line
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u64 g_last_line_ticks = 0; ///< CPU tick count from last vertical screen line
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u64 g_last_frame_ticks = 0; ///< CPU tick count from last frame
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template <typename T>
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template <typename T>
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inline void Read(T &var, const u32 raw_addr) {
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inline void Read(T &var, const u32 raw_addr) {
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@ -179,27 +180,44 @@ void Update() {
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auto& framebuffer_top = g_regs.framebuffer_config[0];
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auto& framebuffer_top = g_regs.framebuffer_config[0];
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u64 current_ticks = Core::g_app_core->GetTicks();
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u64 current_ticks = Core::g_app_core->GetTicks();
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// Synchronize line...
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// Update the frame after a certain number of CPU ticks have elapsed. This assumes that the
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if ((current_ticks - g_last_line_ticks) >= GPU::kFrameTicks / framebuffer_top.height) {
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// active frame in memory is always complete to render. There also may be issues with this
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GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PDC0);
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// becoming out-of-synch with GSP synchrinization code (as follows). At this time, this seems to
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g_cur_line++;
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// be the most effective solution for both homebrew and retail applications. With retail, this
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g_last_line_ticks = current_ticks;
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// could be moved below (and probably would guarantee more accurate synchronization). However,
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// primitive homebrew relies on a vertical blank interrupt to happen inevitably (regardless of a
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// threading reschedule).
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if ((current_ticks - g_last_frame_ticks) > GPU::kFrameTicks) {
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VideoCore::g_renderer->SwapBuffers();
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g_last_frame_ticks = current_ticks;
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}
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}
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// Synchronize frame...
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// Synchronize GPU on a thread reschedule: Because we cannot accurately predict a vertical
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if (g_cur_line >= framebuffer_top.height) {
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// blank, we need to simulate it. Based on testing, it seems that retail applications work more
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g_cur_line = 0;
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// accurately when this is signalled between thread switches.
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GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PDC1);
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VideoCore::g_renderer->SwapBuffers();
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if (HLE::g_reschedule) {
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Kernel::WaitCurrentThread(WAITTYPE_VBLANK);
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HLE::Reschedule(__func__);
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// Synchronize line...
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if ((current_ticks - g_last_line_ticks) >= GPU::kFrameTicks / framebuffer_top.height) {
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GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PDC0);
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g_cur_line++;
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g_last_line_ticks = current_ticks;
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}
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// Synchronize frame...
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if (g_cur_line >= framebuffer_top.height) {
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g_cur_line = 0;
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GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PDC1);
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}
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}
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}
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}
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}
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/// Initialize hardware
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/// Initialize hardware
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void Init() {
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void Init() {
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g_cur_line = 0;
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g_cur_line = 0;
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g_last_line_ticks = Core::g_app_core->GetTicks();
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g_last_frame_ticks = g_last_line_ticks = Core::g_app_core->GetTicks();
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auto& framebuffer_top = g_regs.framebuffer_config[0];
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auto& framebuffer_top = g_regs.framebuffer_config[0];
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auto& framebuffer_sub = g_regs.framebuffer_config[1];
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auto& framebuffer_sub = g_regs.framebuffer_config[1];
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