mirror of
https://git.suyu.dev/suyu/suyu
synced 2024-11-02 13:27:52 +00:00
GPU: Do periodic VBlank updates using CoreTiming
This commit is contained in:
parent
e29dd76e12
commit
9e084826b8
3 changed files with 43 additions and 50 deletions
|
@ -9,6 +9,7 @@
|
|||
#include "core/settings.h"
|
||||
#include "core/core.h"
|
||||
#include "core/mem_map.h"
|
||||
#include "core/core_timing.h"
|
||||
|
||||
#include "core/hle/hle.h"
|
||||
#include "core/hle/service/gsp_gpu.h"
|
||||
|
@ -24,12 +25,17 @@ namespace GPU {
|
|||
|
||||
Regs g_regs;
|
||||
|
||||
bool g_skip_frame = false; ///< True if the current frame was skipped
|
||||
/// True if the current frame was skipped
|
||||
bool g_skip_frame = false;
|
||||
|
||||
static u64 frame_ticks = 0; ///< 268MHz / gpu_refresh_rate frames per second
|
||||
static u64 last_update_tick = 0; ///< CPU ticl count from last GPU update
|
||||
static u64 frame_count = 0; ///< Number of frames drawn
|
||||
static bool last_skip_frame = false; ///< True if the last frame was skipped
|
||||
/// 268MHz / gpu_refresh_rate frames per second
|
||||
static u64 frame_ticks;
|
||||
/// Event id for CoreTiming
|
||||
static int vblank_event;
|
||||
/// Total number of frames drawn
|
||||
static u64 frame_count;
|
||||
/// True if the last frame was skipped
|
||||
static bool last_skip_frame = false;
|
||||
|
||||
template <typename T>
|
||||
inline void Read(T &var, const u32 raw_addr) {
|
||||
|
@ -192,21 +198,9 @@ template void Write<u16>(u32 addr, const u16 data);
|
|||
template void Write<u8>(u32 addr, const u8 data);
|
||||
|
||||
/// Update hardware
|
||||
void Update() {
|
||||
static void VBlankCallback(u64 userdata, int cycles_late) {
|
||||
auto& framebuffer_top = g_regs.framebuffer_config[0];
|
||||
|
||||
// Synchronize GPU on a thread reschedule: Because we cannot accurately predict a vertical
|
||||
// blank, we need to simulate it. Based on testing, it seems that retail applications work more
|
||||
// accurately when this is signalled between thread switches.
|
||||
|
||||
u64 current_ticks = Core::g_app_core->GetTicks();
|
||||
|
||||
|
||||
if (HLE::g_reschedule) {
|
||||
|
||||
// Synchronize frame...
|
||||
if ((current_ticks - last_update_tick) >= frame_ticks) {
|
||||
last_update_tick += frame_ticks;
|
||||
frame_count++;
|
||||
last_skip_frame = g_skip_frame;
|
||||
g_skip_frame = (frame_count & Settings::values.frame_skip) != 0;
|
||||
|
@ -234,8 +228,9 @@ void Update() {
|
|||
// until we can emulate DSP interrupts, this is probably the only reasonable place to do
|
||||
// this. Certain games expect this to be periodically signaled.
|
||||
DSP_DSP::SignalInterrupt();
|
||||
}
|
||||
}
|
||||
|
||||
// Reschedule recurrent event
|
||||
CoreTiming::ScheduleEvent(frame_ticks - cycles_late, vblank_event);
|
||||
}
|
||||
|
||||
/// Initialize hardware
|
||||
|
@ -269,10 +264,12 @@ void Init() {
|
|||
framebuffer_sub.active_fb = 0;
|
||||
|
||||
frame_ticks = 268123480 / Settings::values.gpu_refresh_rate;
|
||||
last_update_tick = Core::g_app_core->GetTicks();
|
||||
last_skip_frame = false;
|
||||
g_skip_frame = false;
|
||||
|
||||
vblank_event = CoreTiming::RegisterEvent("GPU::VBlankCallback", VBlankCallback);
|
||||
CoreTiming::ScheduleEvent(frame_ticks, vblank_event);
|
||||
|
||||
LOG_DEBUG(HW_GPU, "initialized OK");
|
||||
}
|
||||
|
||||
|
|
|
@ -252,9 +252,6 @@ void Read(T &var, const u32 addr);
|
|||
template <typename T>
|
||||
void Write(u32 addr, const T data);
|
||||
|
||||
/// Update hardware
|
||||
void Update();
|
||||
|
||||
/// Initialize hardware
|
||||
void Init();
|
||||
|
||||
|
|
|
@ -75,7 +75,6 @@ template void Write<u8>(u32 addr, const u8 data);
|
|||
|
||||
/// Update hardware
|
||||
void Update() {
|
||||
GPU::Update();
|
||||
}
|
||||
|
||||
/// Initialize hardware
|
||||
|
|
Loading…
Reference in a new issue