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https://github.com/Lime3DS/Lime3DS
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Merge pull request #84 from bunnei/fix-hw-synchronization
Fix GPU/HW synchronization
This commit is contained in:
commit
76372feb19
4 changed files with 51 additions and 34 deletions
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@ -31,7 +31,9 @@ int __cdecl main(int argc, char **argv) {
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return -1;
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return -1;
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}
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}
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Core::RunLoop();
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while(true) {
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Core::RunLoop();
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}
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delete emu_window;
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delete emu_window;
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@ -6,6 +6,8 @@
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#include "common/log.h"
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#include "common/log.h"
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#include "common/symbols.h"
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#include "common/symbols.h"
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#include "video_core/video_core.h"
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#include "core/core.h"
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#include "core/core.h"
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#include "core/mem_map.h"
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#include "core/mem_map.h"
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#include "core/hw/hw.h"
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#include "core/hw/hw.h"
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@ -24,29 +26,17 @@ ARM_Interface* g_app_core = nullptr; ///< ARM11 application core
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ARM_Interface* g_sys_core = nullptr; ///< ARM11 system (OS) core
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ARM_Interface* g_sys_core = nullptr; ///< ARM11 system (OS) core
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/// Run the core CPU loop
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/// Run the core CPU loop
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void RunLoop() {
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void RunLoop(int tight_loop) {
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for (;;){
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g_app_core->Run(tight_loop);
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// This function loops for 100 instructions in the CPU before trying to update hardware.
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HW::Update();
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// This is a little bit faster than SingleStep, and should be pretty much equivalent. The
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if (HLE::g_reschedule) {
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// number of instructions chosen is fairly arbitrary, however a large number will more
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Kernel::Reschedule();
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// drastically affect the frequency of GSP interrupts and likely break things. The point of
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// this is to just loop in the CPU for more than 1 instruction to reduce overhead and make
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// it a little bit faster...
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g_app_core->Run(100);
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HW::Update();
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if (HLE::g_reschedule) {
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Kernel::Reschedule();
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}
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}
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}
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}
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}
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/// Step the CPU one instruction
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/// Step the CPU one instruction
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void SingleStep() {
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void SingleStep() {
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g_app_core->Step();
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RunLoop(1);
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HW::Update();
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if (HLE::g_reschedule) {
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Kernel::Reschedule();
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}
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}
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}
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/// Halt the core
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/// Halt the core
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@ -19,8 +19,15 @@ extern ARM_Interface* g_sys_core; ///< ARM11 system (OS) core
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/// Start the core
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/// Start the core
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void Start();
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void Start();
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/// Run the core CPU loop
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/**
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void RunLoop();
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* Run the core CPU loop
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* This function loops for 100 instructions in the CPU before trying to update hardware. This is a
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* little bit faster than SingleStep, and should be pretty much equivalent. The number of
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* instructions chosen is fairly arbitrary, however a large number will more drastically affect the
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* frequency of GSP interrupts and likely break things. The point of this is to just loop in the CPU
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* for more than 1 instruction to reduce overhead and make it a little bit faster...
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*/
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void RunLoop(int tight_loop=100);
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/// Step the CPU one instruction
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/// Step the CPU one instruction
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void SingleStep();
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void SingleStep();
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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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