* FPS counter displays target framerate
* fix potential hang and out-of-bounds drawing when VCount is modified during drawing
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@ -651,8 +651,11 @@ void StartHBlank(u32 line)
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{
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// draw
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// note: this should start 48 cycles after the scanline start
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GPU2D_A->DrawScanline(line);
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GPU2D_B->DrawScanline(line);
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if (line < 192)
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{
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GPU2D_A->DrawScanline(line);
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GPU2D_B->DrawScanline(line);
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}
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NDS::CheckDMAs(0, 0x02);
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}
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@ -607,6 +607,10 @@ int ClipPolygon(Vertex* vertices, int nverts, int clipstart)
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// TODO: check for 1-dot polygons
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// TODO: the hardware seems to use a different algorithm. it reacts differently to vertices with W=0
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// some vertices that should get Y=-0x1000 get Y=0x1000 for some reason on hardware. it doesn't make sense.
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// clipping seems to process the Y plane before the X plane.
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// also, polygons with any negative W are completely rejected. (TODO)
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// X clipping
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nverts = ClipAgainstPlane<0, attribs>(vertices, nverts, clipstart);
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@ -1522,8 +1522,7 @@ void ScanlineFinalPass(s32 y)
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if (RenderDispCnt & (1<<5))
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{
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// edge marking
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// TODO: is it applied to bottom pixels?
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// only applied to topmost pixels
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for (int x = 0; x < 256; x++)
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{
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@ -1842,7 +1841,10 @@ void RenderThreadFunc()
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void RequestLine(int line)
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{
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if (RenderThreadRunning)
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Platform::Semaphore_Wait(Sema_ScanlineCount);
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{
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if (line < 192)
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Platform::Semaphore_Wait(Sema_ScanlineCount);
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}
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}
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u32* GetLine(int line)
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@ -400,6 +400,7 @@ u32 RunFrame()
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s32 ndscyclestorun;
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s32 ndscycles = 0;
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// TODO: give it some margin, so it can directly do 17 cycles instead of 16 then 1
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CalcIterationCycles();
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if (CPUStop & 0xFFFF)
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@ -496,8 +496,12 @@ wxThread::ExitCode EmuThread::Entry()
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u32 fps = (nframes * 1000) / diff;
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nframes = 0;
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float fpstarget;
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if (framerate < 1) fpstarget = 999;
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else fpstarget = 1000.0f/framerate;
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char melontitle[100];
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sprintf(melontitle, "%d FPS - melonDS " MELONDS_VERSION, fps);
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sprintf(melontitle, "%d/%.0f FPS | melonDS " MELONDS_VERSION, fps, fpstarget);
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SDL_SetWindowTitle(sdlwin, melontitle);
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}
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}
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