MDEC: Tweak block timing further
Improves frame rate during animated backgrounds in Final Fantasy VII.
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@ -21,6 +21,7 @@ namespace MDEC {
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static constexpr u32 DATA_IN_FIFO_SIZE = 1024;
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static constexpr u32 DATA_OUT_FIFO_SIZE = 768;
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static constexpr u32 NUM_BLOCKS = 6;
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static constexpr TickCount TICKS_PER_BLOCK = 448;
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enum DataOutputDepth : u8
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{
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@ -411,7 +412,7 @@ void MDEC::Execute()
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if (HandleDecodeMacroblockCommand())
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{
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// we should be writing out now
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Assert(s_state == State::WritingMacroblock);
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DebugAssert(s_state == State::WritingMacroblock);
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goto finished;
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}
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@ -487,14 +488,6 @@ bool MDEC::HandleDecodeMacroblockCommand()
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return DecodeColoredMacroblock();
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}
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// Parasite Eve needs slightly higher timing in 16bpp mode, Disney's Treasure Planet needs lower timing in 24bpp mode.
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static constexpr std::array<TickCount, 4> s_ticks_per_block = {{
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448, // 4bpp
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448, // 8bpp
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448, // 24bpp
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550, // 16bpp
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}};
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bool MDEC::DecodeMonoMacroblock()
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{
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// TODO: This should guard the output not the input
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@ -512,7 +505,7 @@ bool MDEC::DecodeMonoMacroblock()
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y_to_mono(s_blocks[0]);
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ScheduleBlockCopyOut(s_ticks_per_block[static_cast<u8>(s_status.data_output_depth)] * 6);
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ScheduleBlockCopyOut(TICKS_PER_BLOCK * 6);
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s_total_blocks_decoded++;
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return true;
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@ -542,7 +535,7 @@ bool MDEC::DecodeColoredMacroblock()
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yuv_to_rgb(8, 8, s_blocks[0], s_blocks[1], s_blocks[5]);
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s_total_blocks_decoded += 4;
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ScheduleBlockCopyOut(s_ticks_per_block[static_cast<u8>(s_status.data_output_depth)] * 6);
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ScheduleBlockCopyOut(TICKS_PER_BLOCK * 6);
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return true;
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}
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