Fix fps value when XFB is enabled on OGL plugin
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4118 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -97,8 +97,8 @@ union ZeldaVoicePB
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// Read-only part
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u16 Format; // 0x80 | audio format
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u16 RepeatMode; // 0x81 | 0 = one-shot, non zero = loop
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u16 LoopYN2; // 0x82 | YN2 reload (when AFC loops)
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u16 LoopYN1; // 0x83 | YN1 reload (when AFC loops)
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u16 LoopYN1; // 0x82 | YN1 reload (when AFC loops)
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u16 LoopYN2; // 0x83 | YN2 reload (when AFC loops)
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u16 Unk84; // 0x84 | IIR Filter # coefs?
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u16 StopOnSilence; // 0x85 | Stop on silence? (Flag for something volume related. Decides the weird stuff at 035a/ZWW, alco 0cd3)
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u16 Unk86; // 0x86 | unknown
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@ -291,8 +291,8 @@ restart:
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PB.CurAddr = PB.StartAddr; //+ (PB.LoopStartPos >> 4) * PB.Format + ;
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PB.ReachedEnd = 0;
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// Hmm, this shouldn't be reversed .. or should it? Is it different between versions of the ucode?
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PB.YN1 = PB.LoopYN1;
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PB.YN2 = PB.LoopYN2;
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PB.YN1 = PB.LoopYN2;
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PB.YN2 = PB.LoopYN1;
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}
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}
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@ -805,13 +805,15 @@ void Renderer::RenderToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRect
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VideoFifo_CheckSwapRequestAt(xfbAddr, fbWidth, fbHeight);
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s_framebufferManager.CopyToXFB(xfbAddr, fbWidth, fbHeight, sourceRc);
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// TODO: Find better name for this because I don't know if it means what it says.
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g_VideoInitialize.pCopiedToXFB(false);
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// XXX: Without the VI, how would we know what kind of field this is? So
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// just use progressive.
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if (!g_Config.bUseXFB)
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{
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// TODO: Find better name for this because I don't know if it means what it says.
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g_VideoInitialize.pCopiedToXFB(false);
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Renderer::Swap(xfbAddr, FIELD_PROGRESSIVE, fbWidth, fbHeight);
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}
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}
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// This function has the final picture. We adjust the aspect ratio here.
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