change the 3d frameskipping method to take advantage of the rendering deferral system which was already there. now, whenever a 3d frame is requested, and it isnt rendered due to having been skipped, it has the capability to render itsself. This should resolve any issues like ideas frameskip synchronization -- let me know.
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@ -687,7 +687,7 @@ static void Control()
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}
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}
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static void OGLRender(bool skipdraw)
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static void OGLRender()
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{
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if(!BEGINGL()) return;
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@ -1374,12 +1374,15 @@ void gfx3d_VBlankSignal()
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drawPending = TRUE;
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}
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void gfx3d_VBlankEndSignal(bool skipdraw)
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void gfx3d_VBlankEndSignal(bool skipFrame)
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{
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//if we are skipping 3d frames then the 3d rendering will get held up here.
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//but, as soon as we quit skipping frames, the held-up 3d frame will render
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if(skipFrame) return;
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if(!drawPending) return;
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drawPending = FALSE;
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gpu3D->NDS_3D_Render(skipdraw);
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gpu3D->NDS_3D_Render();
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}
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#ifdef USE_GEOMETRY_FIFO_EMULATION
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@ -237,7 +237,7 @@ unsigned int gfx3d_glGetPosRes(unsigned int index);
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unsigned short gfx3d_glGetVecRes(unsigned int index);
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void gfx3d_glFlush(unsigned long v);
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void gfx3d_VBlankSignal();
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void gfx3d_VBlankEndSignal(bool skipdraw);
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void gfx3d_VBlankEndSignal(bool skipFrame);
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void gfx3d_Control(unsigned long v);
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u32 gfx3d_GetGXstatus();
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void gfx3d_sendCommandToFIFO(u32 val);
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@ -1145,11 +1145,8 @@ static void clipPoly(POLY* poly)
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}
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static void SoftRastRender(bool skipdraw)
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static void SoftRastRender()
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{
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if(skipdraw)
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return;
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Fragment clearFragment;
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clearFragment.color.components.r = gfx3d.clearColor&0x1F;
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clearFragment.color.components.g = (gfx3d.clearColor>>5)&0x1F;
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@ -26,14 +26,13 @@ static void NDS_nullFunc1 (void){}
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static char NDS_nullFunc2 (void){ return 1; }
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static void NDS_nullFunc3 (int,unsigned short*) {}
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static void NDS_nullFunc4 (int,unsigned short*,unsigned char*) {}
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static void NDS_nullFunc5 (bool){}
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GPU3DInterface gpu3DNull = {
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"None",
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NDS_nullFunc2, //NDS_3D_Init
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NDS_nullFunc1, //NDS_3D_Reset
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NDS_nullFunc1, //NDS_3D_Close
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NDS_nullFunc5, //NDS_3D_Render
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NDS_nullFunc1, //NDS_3D_Render
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NDS_nullFunc1, //NDS_3D_VramReconfigureSignal
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NDS_nullFunc4, //NDS_3D_GetLine
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NDS_nullFunc3 //NDS_3D_GetLineCaptured
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@ -39,7 +39,7 @@ typedef struct Render3DInterface
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void (CALL_CONVENTION* NDS_3D_Close) (void);
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//called when the renderer should do its job and render the current display lists
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void (CALL_CONVENTION* NDS_3D_Render) (bool skipdraw);
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void (CALL_CONVENTION* NDS_3D_Render) (void);
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//called when the emulator reconfigures its vram. you may need to invalidate your texture cache.
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void (CALL_CONVENTION* NDS_3D_VramReconfigureSignal) ();
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