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	GPU: Improve frame synchronization, increases compatibility with both homebrew and retail applications.
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					 1 changed files with 31 additions and 13 deletions
				
			
		|  | @ -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]; | ||||
|  |  | |||
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