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	GPU: Do periodic VBlank updates using CoreTiming
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					 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) { | ||||
|  | @ -192,50 +198,39 @@ 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.
 | ||||
|     frame_count++; | ||||
|     last_skip_frame = g_skip_frame; | ||||
|     g_skip_frame = (frame_count & Settings::values.frame_skip) != 0; | ||||
| 
 | ||||
|     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; | ||||
| 
 | ||||
|             // Swap buffers based on the frameskip mode, which is a little bit tricky. When
 | ||||
|             // a frame is being skipped, nothing is being rendered to the internal framebuffer(s).
 | ||||
|             // So, we should only swap frames if the last frame was rendered. The rules are:
 | ||||
|             //  - If frameskip == 0 (disabled), always swap buffers
 | ||||
|             //  - If frameskip == 1, swap buffers every other frame (starting from the first frame)
 | ||||
|             //  - If frameskip > 1, swap buffers every frameskip^n frames (starting from the second frame)
 | ||||
|             if ((((Settings::values.frame_skip != 1) ^ last_skip_frame) && last_skip_frame != g_skip_frame) ||  | ||||
|                    Settings::values.frame_skip == 0) { | ||||
|                 VideoCore::g_renderer->SwapBuffers(); | ||||
|             } | ||||
| 
 | ||||
|             // 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
 | ||||
|             // 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(); | ||||
|         } | ||||
|     // Swap buffers based on the frameskip mode, which is a little bit tricky. When
 | ||||
|     // a frame is being skipped, nothing is being rendered to the internal framebuffer(s).
 | ||||
|     // So, we should only swap frames if the last frame was rendered. The rules are:
 | ||||
|     //  - If frameskip == 0 (disabled), always swap buffers
 | ||||
|     //  - If frameskip == 1, swap buffers every other frame (starting from the first frame)
 | ||||
|     //  - If frameskip > 1, swap buffers every frameskip^n frames (starting from the second frame)
 | ||||
|     if ((((Settings::values.frame_skip != 1) ^ last_skip_frame) && last_skip_frame != g_skip_frame) ||  | ||||
|             Settings::values.frame_skip == 0) { | ||||
|         VideoCore::g_renderer->SwapBuffers(); | ||||
|     } | ||||
| 
 | ||||
|     // 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
 | ||||
|     // 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
 | ||||
|  |  | |||
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