gpu: emulate display capture while frame skipping

This commit is contained in:
zeromus 2009-07-17 00:04:35 +00:00
parent ffa4adfc47
commit 24a040ef2b
4 changed files with 115 additions and 108 deletions

View File

@ -2510,8 +2510,7 @@ static void GPU_ligne_layer(NDS_Screen * screen, u16 l)
}
}
// TODO: capture emulated not fully
static void GPU_ligne_DispCapture(u16 l)
template<bool SKIP> static void GPU_ligne_DispCapture(u16 l)
{
//this macro takes advantage of the fact that there are only two possible values for capx
#define CAPCOPY(SRC,DST) \
@ -2557,6 +2556,7 @@ static void GPU_ligne_DispCapture(u16 l)
u8* cap_src = ARM9Mem.ARM9_LCD + cap_src_adr;
u8* cap_dst = ARM9Mem.ARM9_LCD + cap_dst_adr;
if(!SKIP)
if (l < gpu->dispCapCnt.capy)
{
switch (gpu->dispCapCnt.capSrc)
@ -2810,7 +2810,7 @@ void GPU::update_winh(int WIN_NUM)
}
}
void GPU_ligne(NDS_Screen * screen, u16 l)
void GPU_ligne(NDS_Screen * screen, u16 l, bool skip)
{
GPU * gpu = screen->gpu;
@ -2830,6 +2830,17 @@ void GPU_ligne(NDS_Screen * screen, u16 l)
gpu->refreshAffineStartRegs(-1,-1);
}
if(skip)
{
gpu->currLine = l;
if (gpu->core == GPU_MAIN)
{
GPU_ligne_DispCapture<true>(l);
if (l == 191) { disp_fifo.head = disp_fifo.tail = 0; }
}
return;
}
//if(gpu->core == 1)
// printf("%d\n",l);
@ -2848,7 +2859,7 @@ void GPU_ligne(NDS_Screen * screen, u16 l)
//}
//cache some parameters which are assumed to be stable throughout the rendering of the entire line
gpu->currLine = (u8)l;
gpu->currLine = l;
u16 mosaic_control = T1ReadWord((u8 *)&gpu->dispx_st->dispx_MISC.MOSAIC, 0);
u16 mosaic_width = (mosaic_control & 0xF);
u16 mosaic_height = ((mosaic_control>>4) & 0xF);
@ -2874,7 +2885,7 @@ void GPU_ligne(NDS_Screen * screen, u16 l)
if (gpu->core == GPU_MAIN)
{
GPU_ligne_DispCapture(l);
GPU_ligne_DispCapture<false>(l);
if (l == 191) { disp_fifo.head = disp_fifo.tail = 0; }
}

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@ -931,7 +931,7 @@ void GPU_addBack(GPU *, u8 num);
int GPU_ChangeGraphicsCore(int coreid);
void GPU_set_DISPCAPCNT(u32 val) ;
void GPU_ligne(NDS_Screen * screen, u16 l) ;
void GPU_ligne(NDS_Screen * screen, u16 l, bool skip = false) ;
void GPU_setMasterBrightness (GPU *gpu, u16 val);
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()
//in practice we need to be more forgiving, in case things have overrun the scanline start.
//this should be safe since games cannot do anything timing dependent until this next
//scanline begins, anyway (as this scanline was in the middle of drawing)
if(!SkipCur2DFrame)
{
GPU_ligne(&MainScreen, nds.VCount);
GPU_ligne(&SubScreen, nds.VCount);
}
GPU_ligne(&MainScreen, nds.VCount, SkipCur2DFrame);
GPU_ligne(&SubScreen, nds.VCount, SkipCur2DFrame);
//trigger hblank dmas
//but notice, we do that just after we finished drawing the line

View File

@ -940,7 +940,6 @@ DWORD WINAPI run()
if(!skipnextframe)
{
framesskipped = 0;
if (framestoskip > 0)