* delay 3D rendering a bit (fixes Monster Trucks flickering)
* remove logging for ITCM/DTCM
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6f4d835c7f
commit
529039f766
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@ -64,13 +64,13 @@ void UpdateDTCMSetting()
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{
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{
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DTCMBase = DTCMSetting & 0xFFFFF000;
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DTCMBase = DTCMSetting & 0xFFFFF000;
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DTCMSize = 0x200 << ((DTCMSetting >> 1) & 0x1F);
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DTCMSize = 0x200 << ((DTCMSetting >> 1) & 0x1F);
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printf("DTCM [%08X] enabled at %08X, size %X\n", DTCMSetting, DTCMBase, DTCMSize);
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//printf("DTCM [%08X] enabled at %08X, size %X\n", DTCMSetting, DTCMBase, DTCMSize);
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}
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}
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else
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else
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{
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{
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DTCMBase = 0xFFFFFFFF;
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DTCMBase = 0xFFFFFFFF;
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DTCMSize = 0;
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DTCMSize = 0;
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printf("DTCM disabled\n");
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//printf("DTCM disabled\n");
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}
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}
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}
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}
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@ -79,12 +79,12 @@ void UpdateITCMSetting()
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if (Control & (1<<18))
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if (Control & (1<<18))
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{
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{
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ITCMSize = 0x200 << ((ITCMSetting >> 1) & 0x1F);
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ITCMSize = 0x200 << ((ITCMSetting >> 1) & 0x1F);
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printf("ITCM [%08X] enabled at %08X, size %X\n", ITCMSetting, 0, ITCMSize);
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//printf("ITCM [%08X] enabled at %08X, size %X\n", ITCMSetting, 0, ITCMSize);
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}
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}
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else
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else
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{
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{
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ITCMSize = 0;
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ITCMSize = 0;
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printf("ITCM disabled\n");
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//printf("ITCM disabled\n");
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}
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}
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}
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}
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13
src/GPU.cpp
13
src/GPU.cpp
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@ -617,7 +617,14 @@ void StartHBlank(u32 line)
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DispStat[0] |= (1<<1);
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DispStat[0] |= (1<<1);
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DispStat[1] |= (1<<1);
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DispStat[1] |= (1<<1);
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if (VCount < 192) NDS::CheckDMAs(0, 0x02);
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if (VCount < 192)
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{
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NDS::CheckDMAs(0, 0x02);
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}
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else if (VCount == 215)
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{
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GPU3D::VCount215();
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}
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if (DispStat[0] & (1<<4)) NDS::SetIRQ(0, NDS::IRQ_HBlank);
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if (DispStat[0] & (1<<4)) NDS::SetIRQ(0, NDS::IRQ_HBlank);
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if (DispStat[1] & (1<<4)) NDS::SetIRQ(1, NDS::IRQ_HBlank);
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if (DispStat[1] & (1<<4)) NDS::SetIRQ(1, NDS::IRQ_HBlank);
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@ -725,10 +732,6 @@ void StartScanline(u32 line)
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{
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{
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GPU3D::VCount144();
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GPU3D::VCount144();
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}
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}
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else if (VCount == 215)
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{
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GPU3D::VCount215();
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}
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}
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}
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NDS::ScheduleEvent(NDS::Event_LCD, true, HBLANK_CYCLES, StartHBlank, line);
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NDS::ScheduleEvent(NDS::Event_LCD, true, HBLANK_CYCLES, StartHBlank, line);
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@ -382,6 +382,7 @@ void GPU2D::DrawScanline(u32 line)
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// request each 3D scanline in advance
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// request each 3D scanline in advance
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// this is required for the threaded mode of the software renderer
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// this is required for the threaded mode of the software renderer
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// (alternately we could call GetLine() once and store the result somewhere)
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if (Num == 0)
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if (Num == 0)
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GPU3D::RequestLine(line);
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GPU3D::RequestLine(line);
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