the rasteriser doesn't have to be done on line 144
thanks to the VRAM cache
This commit is contained in:
parent
aceabe92e6
commit
4a28068295
12
src/GPU.cpp
12
src/GPU.cpp
|
@ -1124,6 +1124,14 @@ void StartScanline(u32 line)
|
|||
{
|
||||
if (VCount == 192)
|
||||
{
|
||||
// in reality rendering already finishes at line 144
|
||||
// and games might already start to modify texture memory.
|
||||
// That doesn't matter for us because we cache the entire
|
||||
// texture memory anyway and only update it before the start
|
||||
//of the next frame.
|
||||
// So we can give the rasteriser a bit more headroom
|
||||
GPU3D::VCount144();
|
||||
|
||||
// VBlank
|
||||
DispStat[0] |= (1<<0);
|
||||
DispStat[1] |= (1<<0);
|
||||
|
@ -1144,10 +1152,6 @@ void StartScanline(u32 line)
|
|||
if (Accelerated) GLCompositor::RenderFrame();
|
||||
#endif
|
||||
}
|
||||
else if (VCount == 144)
|
||||
{
|
||||
GPU3D::VCount144();
|
||||
}
|
||||
}
|
||||
|
||||
NDS::ScheduleEvent(NDS::Event_LCD, true, HBLANK_CYCLES, StartHBlank, line);
|
||||
|
|
Loading…
Reference in New Issue