gpu: emulate display capture while frame skipping
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@ -2510,8 +2510,7 @@ static void GPU_ligne_layer(NDS_Screen * screen, u16 l)
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}
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}
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// TODO: capture emulated not fully
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static void GPU_ligne_DispCapture(u16 l)
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template<bool SKIP> static void GPU_ligne_DispCapture(u16 l)
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{
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//this macro takes advantage of the fact that there are only two possible values for capx
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#define CAPCOPY(SRC,DST) \
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@ -2557,6 +2556,7 @@ static void GPU_ligne_DispCapture(u16 l)
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u8* cap_src = ARM9Mem.ARM9_LCD + cap_src_adr;
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u8* cap_dst = ARM9Mem.ARM9_LCD + cap_dst_adr;
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if(!SKIP)
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if (l < gpu->dispCapCnt.capy)
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{
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switch (gpu->dispCapCnt.capSrc)
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@ -2810,7 +2810,7 @@ void GPU::update_winh(int WIN_NUM)
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}
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}
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void GPU_ligne(NDS_Screen * screen, u16 l)
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void GPU_ligne(NDS_Screen * screen, u16 l, bool skip)
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{
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GPU * gpu = screen->gpu;
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@ -2830,6 +2830,17 @@ void GPU_ligne(NDS_Screen * screen, u16 l)
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gpu->refreshAffineStartRegs(-1,-1);
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}
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if(skip)
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{
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gpu->currLine = l;
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if (gpu->core == GPU_MAIN)
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{
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GPU_ligne_DispCapture<true>(l);
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if (l == 191) { disp_fifo.head = disp_fifo.tail = 0; }
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}
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return;
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}
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//if(gpu->core == 1)
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// printf("%d\n",l);
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@ -2848,7 +2859,7 @@ void GPU_ligne(NDS_Screen * screen, u16 l)
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//}
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//cache some parameters which are assumed to be stable throughout the rendering of the entire line
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gpu->currLine = (u8)l;
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gpu->currLine = l;
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u16 mosaic_control = T1ReadWord((u8 *)&gpu->dispx_st->dispx_MISC.MOSAIC, 0);
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u16 mosaic_width = (mosaic_control & 0xF);
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u16 mosaic_height = ((mosaic_control>>4) & 0xF);
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@ -2874,7 +2885,7 @@ void GPU_ligne(NDS_Screen * screen, u16 l)
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if (gpu->core == GPU_MAIN)
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{
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GPU_ligne_DispCapture(l);
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GPU_ligne_DispCapture<false>(l);
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if (l == 191) { disp_fifo.head = disp_fifo.tail = 0; }
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}
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@ -931,7 +931,7 @@ void GPU_addBack(GPU *, u8 num);
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int GPU_ChangeGraphicsCore(int coreid);
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void GPU_set_DISPCAPCNT(u32 val) ;
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void GPU_ligne(NDS_Screen * screen, u16 l) ;
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void GPU_ligne(NDS_Screen * screen, u16 l, bool skip = false) ;
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void GPU_setMasterBrightness (GPU *gpu, u16 val);
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inline void GPU_setWIN0_H(GPU* gpu, u16 val) { gpu->WIN0H0 = val >> 8; gpu->WIN0H1 = val&0xFF; gpu->need_update_winh[0] = true; }
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@ -1806,11 +1806,8 @@ void execHardware_hblank()
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//in practice we need to be more forgiving, in case things have overrun the scanline start.
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//this should be safe since games cannot do anything timing dependent until this next
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//scanline begins, anyway (as this scanline was in the middle of drawing)
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if(!SkipCur2DFrame)
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{
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GPU_ligne(&MainScreen, nds.VCount);
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GPU_ligne(&SubScreen, nds.VCount);
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}
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GPU_ligne(&MainScreen, nds.VCount, SkipCur2DFrame);
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GPU_ligne(&SubScreen, nds.VCount, SkipCur2DFrame);
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//trigger hblank dmas
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//but notice, we do that just after we finished drawing the line
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@ -940,7 +940,6 @@ DWORD WINAPI run()
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if(!skipnextframe)
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{
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framesskipped = 0;
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if (framestoskip > 0)
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