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-rw-r--r--src/core/hw/gpu.cpp91
-rw-r--r--src/core/hw/gpu.h3
-rw-r--r--src/core/hw/hw.cpp1
3 files changed, 44 insertions, 51 deletions
diff --git a/src/core/hw/gpu.cpp b/src/core/hw/gpu.cpp
index 49136b7e1..256e11c37 100644
--- a/src/core/hw/gpu.cpp
+++ b/src/core/hw/gpu.cpp
@@ -9,6 +9,7 @@
#include "core/settings.h"
#include "core/core.h"
#include "core/mem_map.h"
+#include "core/core_timing.h"
#include "core/hle/hle.h"
#include "core/hle/service/gsp_gpu.h"
@@ -24,12 +25,17 @@ namespace GPU {
Regs g_regs;
-bool g_skip_frame = false; ///< True if the current frame was skipped
+/// True if the current frame was skipped
+bool g_skip_frame = false;
-static u64 frame_ticks = 0; ///< 268MHz / gpu_refresh_rate frames per second
-static u64 last_update_tick = 0; ///< CPU ticl count from last GPU update
-static u64 frame_count = 0; ///< Number of frames drawn
-static bool last_skip_frame = false; ///< True if the last frame was skipped
+/// 268MHz / gpu_refresh_rate frames per second
+static u64 frame_ticks;
+/// Event id for CoreTiming
+static int vblank_event;
+/// Total number of frames drawn
+static u64 frame_count;
+/// True if the last frame was skipped
+static bool last_skip_frame = false;
template <typename T>
inline void Read(T &var, const u32 raw_addr) {
@@ -192,50 +198,39 @@ template void Write<u16>(u32 addr, const u16 data);
template void Write<u8>(u32 addr, const u8 data);
/// Update hardware
-void Update() {
+static void VBlankCallback(u64 userdata, int cycles_late) {
auto& framebuffer_top = g_regs.framebuffer_config[0];
- // Synchronize GPU on a thread reschedule: Because we cannot accurately predict a vertical
- // blank, we need to simulate it. Based on testing, it seems that retail applications work more
- // accurately when this is signalled between thread switches.
-
- u64 current_ticks = Core::g_app_core->GetTicks();
-
-
- if (HLE::g_reschedule) {
-
- // Synchronize frame...
- if ((current_ticks - last_update_tick) >= frame_ticks) {
- last_update_tick += frame_ticks;
- frame_count++;
- last_skip_frame = g_skip_frame;
- g_skip_frame = (frame_count & Settings::values.frame_skip) != 0;
-
- // Swap buffers based on the frameskip mode, which is a little bit tricky. When
- // a frame is being skipped, nothing is being rendered to the internal framebuffer(s).
- // So, we should only swap frames if the last frame was rendered. The rules are:
- // - If frameskip == 0 (disabled), always swap buffers
- // - If frameskip == 1, swap buffers every other frame (starting from the first frame)
- // - If frameskip > 1, swap buffers every frameskip^n frames (starting from the second frame)
- if ((((Settings::values.frame_skip != 1) ^ last_skip_frame) && last_skip_frame != g_skip_frame) ||
- Settings::values.frame_skip == 0) {
- VideoCore::g_renderer->SwapBuffers();
- }
-
- // Signal to GSP that GPU interrupt has occurred
- // TODO(yuriks): hwtest to determine if PDC0 is for the Top screen and PDC1 for the Sub
- // screen, or if both use the same interrupts and these two instead determine the
- // beginning and end of the VBlank period. If needed, split the interrupt firing into
- // two different intervals.
- GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PDC0);
- GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PDC1);
-
- // TODO(bunnei): Fake a DSP interrupt on each frame. This does not belong here, but
- // until we can emulate DSP interrupts, this is probably the only reasonable place to do
- // this. Certain games expect this to be periodically signaled.
- DSP_DSP::SignalInterrupt();
- }
+ frame_count++;
+ last_skip_frame = g_skip_frame;
+ g_skip_frame = (frame_count & Settings::values.frame_skip) != 0;
+
+ // Swap buffers based on the frameskip mode, which is a little bit tricky. When
+ // a frame is being skipped, nothing is being rendered to the internal framebuffer(s).
+ // So, we should only swap frames if the last frame was rendered. The rules are:
+ // - If frameskip == 0 (disabled), always swap buffers
+ // - If frameskip == 1, swap buffers every other frame (starting from the first frame)
+ // - If frameskip > 1, swap buffers every frameskip^n frames (starting from the second frame)
+ if ((((Settings::values.frame_skip != 1) ^ last_skip_frame) && last_skip_frame != g_skip_frame) ||
+ Settings::values.frame_skip == 0) {
+ VideoCore::g_renderer->SwapBuffers();
}
+
+ // Signal to GSP that GPU interrupt has occurred
+ // TODO(yuriks): hwtest to determine if PDC0 is for the Top screen and PDC1 for the Sub
+ // screen, or if both use the same interrupts and these two instead determine the
+ // beginning and end of the VBlank period. If needed, split the interrupt firing into
+ // two different intervals.
+ GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PDC0);
+ GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PDC1);
+
+ // TODO(bunnei): Fake a DSP interrupt on each frame. This does not belong here, but
+ // until we can emulate DSP interrupts, this is probably the only reasonable place to do
+ // this. Certain games expect this to be periodically signaled.
+ DSP_DSP::SignalInterrupt();
+
+ // Reschedule recurrent event
+ CoreTiming::ScheduleEvent(frame_ticks - cycles_late, vblank_event);
}
/// Initialize hardware
@@ -269,10 +264,12 @@ void Init() {
framebuffer_sub.active_fb = 0;
frame_ticks = 268123480 / Settings::values.gpu_refresh_rate;
- last_update_tick = Core::g_app_core->GetTicks();
last_skip_frame = false;
g_skip_frame = false;
+ vblank_event = CoreTiming::RegisterEvent("GPU::VBlankCallback", VBlankCallback);
+ CoreTiming::ScheduleEvent(frame_ticks, vblank_event);
+
LOG_DEBUG(HW_GPU, "initialized OK");
}
diff --git a/src/core/hw/gpu.h b/src/core/hw/gpu.h
index 7de055232..7c3a17ee5 100644
--- a/src/core/hw/gpu.h
+++ b/src/core/hw/gpu.h
@@ -252,9 +252,6 @@ void Read(T &var, const u32 addr);
template <typename T>
void Write(u32 addr, const T data);
-/// Update hardware
-void Update();
-
/// Initialize hardware
void Init();
diff --git a/src/core/hw/hw.cpp b/src/core/hw/hw.cpp
index 848ab5348..503200629 100644
--- a/src/core/hw/hw.cpp
+++ b/src/core/hw/hw.cpp
@@ -75,7 +75,6 @@ template void Write<u8>(u32 addr, const u8 data);
/// Update hardware
void Update() {
- GPU::Update();
}
/// Initialize hardware