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-rw-r--r--src/core/hw/gpu.cpp44
1 files changed, 31 insertions, 13 deletions
diff --git a/src/core/hw/gpu.cpp b/src/core/hw/gpu.cpp
index f1f3e7ab3..8709b8eb7 100644
--- a/src/core/hw/gpu.cpp
+++ b/src/core/hw/gpu.cpp
@@ -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).
- // Synchronize frame...
- if (g_cur_line >= framebuffer_top.height) {
- g_cur_line = 0;
- GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PDC1);
+ if ((current_ticks - g_last_frame_ticks) > GPU::kFrameTicks) {
VideoCore::g_renderer->SwapBuffers();
- Kernel::WaitCurrentThread(WAITTYPE_VBLANK);
- HLE::Reschedule(__func__);
+ g_last_frame_ticks = current_ticks;
+ }
+
+ // 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];