Remove redundant calls to display_vblank on non-SGB models and in irregular FPS scenarios. Affects #161

This commit is contained in:
Lior Halphon 2019-06-18 23:16:28 +03:00
parent e268efefef
commit 431f1f8199
1 changed files with 5 additions and 1 deletions

View File

@ -751,7 +751,7 @@ void GB_display_run(GB_gameboy_t *gb, uint8_t cycles)
/* Todo: find out actual access time of SCX */
gb->position_in_line = - (gb->io_registers[GB_IO_SCX] & 7) - 8;
gb->current_lcd_line++; // Todo: unverified timing
if (gb->current_lcd_line == LINES) {
if (gb->current_lcd_line == LINES && GB_is_sgb(gb)) {
display_vblank(gb);
}
gb->fetcher_x = ((gb->io_registers[GB_IO_SCX]) / 8) & 0x1f;
@ -915,14 +915,18 @@ void GB_display_run(GB_gameboy_t *gb, uint8_t cycles)
GB_STAT_update(gb);
if (gb->frame_skip_state == GB_FRAMESKIP_LCD_TURNED_ON) {
if (!GB_is_sgb(gb) || gb->current_lcd_line < LINES) {
display_vblank(gb);
}
gb->frame_skip_state = GB_FRAMESKIP_SECOND_FRAME_RENDERED;
}
else {
gb->frame_skip_state = GB_FRAMESKIP_SECOND_FRAME_RENDERED;
if (!GB_is_sgb(gb) || gb->current_lcd_line < LINES) {
display_vblank(gb);
}
}
}
GB_STAT_update(gb);
GB_SLEEP(gb, display, 13, LINE_LENGTH - 4);