Linux Port:

- Fix compiling for GTK and Glade ports.
This commit is contained in:
rogerman 2016-01-04 23:12:40 +00:00
parent abd4704711
commit a4972abe61
3 changed files with 14 additions and 48 deletions

View File

@ -221,7 +221,7 @@ static void Printscreen()
gchar *filename;
GError *error = NULL;
u8 *rgb;
u16 *gpuFramebuffer = GPU->GetNativeFramebuffer();
u16 *gpuFramebuffer = GPU->GetDisplayInfo().masterNativeBuffer;
static int seq = 0;
rgb = (u8 *) malloc(SCREENS_PIXEL_SIZE*3);

View File

@ -117,7 +117,7 @@ static void decode_screen () {
int x,y, m, W,H,L,BL;
u32 image[RAW_H*2][RAW_W], pix;
u16 * pixel = GPU->GetNativeFramebuffer();
u16 * pixel = GPU->GetDisplayInfo().masterNativeBuffer;
u32 * rgb32 = &on_screen_image32[0];
/* decode colors */

View File

@ -2414,36 +2414,17 @@ gboolean EmuLoop(gpointer data)
// HUD display things (copied from Windows main.cpp)
#ifdef HAVE_LIBAGG
gfx3d.frameCtrRaw++;
if(gfx3d.frameCtrRaw == 60) {
Hud.fps3d = gfx3d.frameCtr;
gfx3d.frameCtrRaw = 0;
gfx3d.frameCtr = 0;
}
Hud.fps3d = Render3DFramesPerSecond;
if(nds.idleFrameCounter==0 || oneSecond)
{
//calculate a 16 frame arm9 load average
for(int cpu=0;cpu<2;cpu++)
{
int load = 0;
//printf("%d: ",cpu);
for(int i=0;i<16;i++)
{
//blend together a few frames to keep low-framerate games from having a jittering load average
//(they will tend to work 100% for a frame and then sleep for a while)
//4 frames should handle even the slowest of games
s32 sample =
nds.runCycleCollector[cpu][(i+0+nds.idleFrameCounter)&15]
+ nds.runCycleCollector[cpu][(i+1+nds.idleFrameCounter)&15]
+ nds.runCycleCollector[cpu][(i+2+nds.idleFrameCounter)&15]
+ nds.runCycleCollector[cpu][(i+3+nds.idleFrameCounter)&15];
sample /= 4;
load = load/8 + sample*7/8;
}
//printf("\n");
load = std::min(100,std::max(0,(int)(load*100/1120380)));
Hud.cpuload[cpu] = load;
}
u32 loadAvgARM9;
u32 loadAvgARM7;
NDS_GetCPULoadAverage(loadAvgARM9, loadAvgARM7);
Hud.cpuload[ARMCPU_ARM9] = (int)loadAvgARM9;
Hud.cpuload[ARMCPU_ARM7] = (int)loadAvgARM7;
}
Hud.cpuloopIterationCount = nds.cpuloopIterationCount;
#endif
@ -2466,12 +2447,7 @@ gboolean EmuLoop(gpointer data)
for (i = 0; i < Frameskip; i++) {
NDS_SkipNextFrame();
#ifdef HAVE_LIBAGG
gfx3d.frameCtrRaw++;
if(gfx3d.frameCtrRaw == 60) {
Hud.fps3d = gfx3d.frameCtr;
gfx3d.frameCtrRaw = 0;
gfx3d.frameCtr = 0;
}
Hud.fps3d = Render3DFramesPerSecond;
#endif
desmume_cycle();
skipped_frames++;
@ -2484,12 +2460,7 @@ gboolean EmuLoop(gpointer data)
for (i = 0; i < Frameskip; i++) {
NDS_SkipNextFrame();
#ifdef HAVE_LIBAGG
gfx3d.frameCtrRaw++;
if(gfx3d.frameCtrRaw == 60) {
Hud.fps3d = gfx3d.frameCtr;
gfx3d.frameCtrRaw = 0;
gfx3d.frameCtr = 0;
}
Hud.fps3d = Render3DFramesPerSecond;
#endif
desmume_cycle();
skipped_frames++;
@ -2511,12 +2482,7 @@ gboolean EmuLoop(gpointer data)
// Aggressively skip frames to avoid delay
NDS_SkipNextFrame();
#ifdef HAVE_LIBAGG
gfx3d.frameCtrRaw++;
if(gfx3d.frameCtrRaw == 60) {
Hud.fps3d = gfx3d.frameCtr;
gfx3d.frameCtrRaw = 0;
gfx3d.frameCtr = 0;
}
Hud.fps3d = Render3DFramesPerSecond;
#endif
desmume_cycle();
skipped_frames++;