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author | Yuri Kunde Schlesner <yuriks@yuriks.net> | 2015-01-14 02:52:59 +0100 |
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committer | Yuri Kunde Schlesner <yuriks@yuriks.net> | 2015-01-14 08:07:35 +0100 |
commit | 98e3274935c1de94f3e54c145b20d3f08b525647 (patch) | |
tree | cfc50a08be9a565b0f6e2284aca2ec64fe497b59 /src/core/hw/gpu.cpp | |
parent | Merge pull request #473 from archshift/pp3ports (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/core/hw/gpu.cpp | 33 |
1 files changed, 18 insertions, 15 deletions
diff --git a/src/core/hw/gpu.cpp b/src/core/hw/gpu.cpp index 3b730a0de..ad39fdc49 100644 --- a/src/core/hw/gpu.cpp +++ b/src/core/hw/gpu.cpp @@ -27,8 +27,6 @@ Regs g_regs; bool g_skip_frame = false; ///< True if the current frame was skipped static u64 frame_ticks = 0; ///< 268MHz / gpu_refresh_rate frames per second -static u64 line_ticks = 0; ///< Number of ticks for a screen line -static u32 cur_line = 0; ///< Current screen line 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 @@ -79,6 +77,12 @@ inline void Write(u32 addr, const T data) { *ptr = bswap32(config.value); // TODO: This is just a workaround to missing framebuffer format emulation LOG_TRACE(HW_GPU, "MemoryFill from 0x%08x to 0x%08x", config.GetStartAddress(), config.GetEndAddress()); + + if (!is_second_filler) { + GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PSC0); + } else { + GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PSC1); + } } break; } @@ -152,6 +156,8 @@ inline void Write(u32 addr, const T data) { config.GetPhysicalInputAddress(), (u32)config.input_width, (u32)config.input_height, config.GetPhysicalOutputAddress(), (u32)config.output_width, (u32)config.output_height, config.output_format.Value()); + + GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PPF); } break; } @@ -193,20 +199,14 @@ void Update() { // blank, we need to simulate it. Based on testing, it seems that retail applications work more // accurately when this is signalled between thread switches. - if (HLE::g_reschedule) { - u64 current_ticks = Core::g_app_core->GetTicks(); - u32 num_lines = static_cast<u32>((current_ticks - last_update_tick) / line_ticks); + u64 current_ticks = Core::g_app_core->GetTicks(); - // Synchronize line... - if (num_lines > 0) { - GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PDC0); - cur_line += num_lines; - last_update_tick += (num_lines * line_ticks); - } + + if (HLE::g_reschedule) { // Synchronize frame... - if (cur_line >= framebuffer_top.height) { - cur_line = 0; + 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; @@ -223,6 +223,11 @@ void Update() { } // Signal to GSP that GPU interrupt has occurred + // TODO(yuriks): hwtest to determine if PDC0 is for the Top screen and PDC1 for the Sub + // screen, or if both use the same interrupts and these two instead determine the + // beginning and end of the VBlank period. If needed, split the interrupt firing into + // two different intervals. + GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PDC0); GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PDC1); // TODO(bunnei): Fake a DSP interrupt on each frame. This does not belong here, but @@ -264,8 +269,6 @@ void Init() { framebuffer_sub.active_fb = 0; frame_ticks = 268123480 / Settings::values.gpu_refresh_rate; - line_ticks = (GPU::frame_ticks / framebuffer_top.height); - cur_line = 0; last_update_tick = Core::g_app_core->GetTicks(); last_skip_frame = false; g_skip_frame = false; |