|
|
|
@ -24,6 +24,7 @@ Regs g_regs;
|
|
|
|
|
|
|
|
|
|
u32 g_cur_line = 0; ///< Current vertical screen line
|
|
|
|
|
u64 g_last_line_ticks = 0; ///< CPU tick count from last vertical screen line
|
|
|
|
|
u64 g_last_frame_ticks = 0; ///< CPU tick count from last frame
|
|
|
|
|
|
|
|
|
|
template <typename T>
|
|
|
|
|
inline void Read(T &var, const u32 raw_addr) {
|
|
|
|
@ -179,27 +180,44 @@ void Update() {
|
|
|
|
|
auto& framebuffer_top = g_regs.framebuffer_config[0];
|
|
|
|
|
u64 current_ticks = Core::g_app_core->GetTicks();
|
|
|
|
|
|
|
|
|
|
// Synchronize line...
|
|
|
|
|
if ((current_ticks - g_last_line_ticks) >= GPU::kFrameTicks / framebuffer_top.height) {
|
|
|
|
|
GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PDC0);
|
|
|
|
|
g_cur_line++;
|
|
|
|
|
g_last_line_ticks = current_ticks;
|
|
|
|
|
// Update the frame after a certain number of CPU ticks have elapsed. This assumes that the
|
|
|
|
|
// active frame in memory is always complete to render. There also may be issues with this
|
|
|
|
|
// becoming out-of-synch with GSP synchrinization code (as follows). At this time, this seems to
|
|
|
|
|
// be the most effective solution for both homebrew and retail applications. With retail, this
|
|
|
|
|
// could be moved below (and probably would guarantee more accurate synchronization). However,
|
|
|
|
|
// primitive homebrew relies on a vertical blank interrupt to happen inevitably (regardless of a
|
|
|
|
|
// threading reschedule).
|
|
|
|
|
|
|
|
|
|
if ((current_ticks - g_last_frame_ticks) > GPU::kFrameTicks) {
|
|
|
|
|
VideoCore::g_renderer->SwapBuffers();
|
|
|
|
|
g_last_frame_ticks = current_ticks;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Synchronize frame...
|
|
|
|
|
if (g_cur_line >= framebuffer_top.height) {
|
|
|
|
|
g_cur_line = 0;
|
|
|
|
|
GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PDC1);
|
|
|
|
|
VideoCore::g_renderer->SwapBuffers();
|
|
|
|
|
Kernel::WaitCurrentThread(WAITTYPE_VBLANK);
|
|
|
|
|
HLE::Reschedule(__func__);
|
|
|
|
|
// 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.
|
|
|
|
|
|
|
|
|
|
if (HLE::g_reschedule) {
|
|
|
|
|
|
|
|
|
|
// Synchronize line...
|
|
|
|
|
if ((current_ticks - g_last_line_ticks) >= GPU::kFrameTicks / framebuffer_top.height) {
|
|
|
|
|
GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PDC0);
|
|
|
|
|
g_cur_line++;
|
|
|
|
|
g_last_line_ticks = current_ticks;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Synchronize frame...
|
|
|
|
|
if (g_cur_line >= framebuffer_top.height) {
|
|
|
|
|
g_cur_line = 0;
|
|
|
|
|
GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PDC1);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// Initialize hardware
|
|
|
|
|
void Init() {
|
|
|
|
|
g_cur_line = 0;
|
|
|
|
|
g_last_line_ticks = Core::g_app_core->GetTicks();
|
|
|
|
|
g_last_frame_ticks = g_last_line_ticks = Core::g_app_core->GetTicks();
|
|
|
|
|
|
|
|
|
|
auto& framebuffer_top = g_regs.framebuffer_config[0];
|
|
|
|
|
auto& framebuffer_sub = g_regs.framebuffer_config[1];
|
|
|
|
|