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	Merge pull request #84 from bunnei/fix-hw-synchronization
Fix GPU/HW synchronization
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						commit
						76372feb19
					
				| @ -31,7 +31,9 @@ int __cdecl main(int argc, char **argv) { | |||||||
|         return -1; |         return -1; | ||||||
|     } |     } | ||||||
| 
 | 
 | ||||||
|     Core::RunLoop(); |     while(true) { | ||||||
|  |         Core::RunLoop(); | ||||||
|  |     } | ||||||
| 
 | 
 | ||||||
|     delete emu_window; |     delete emu_window; | ||||||
| 
 | 
 | ||||||
|  | |||||||
| @ -6,6 +6,8 @@ | |||||||
| #include "common/log.h" | #include "common/log.h" | ||||||
| #include "common/symbols.h" | #include "common/symbols.h" | ||||||
| 
 | 
 | ||||||
|  | #include "video_core/video_core.h" | ||||||
|  | 
 | ||||||
| #include "core/core.h" | #include "core/core.h" | ||||||
| #include "core/mem_map.h" | #include "core/mem_map.h" | ||||||
| #include "core/hw/hw.h" | #include "core/hw/hw.h" | ||||||
| @ -24,29 +26,17 @@ ARM_Interface*  g_app_core      = nullptr;  ///< ARM11 application core | |||||||
| ARM_Interface*  g_sys_core      = nullptr;  ///< ARM11 system (OS) core
 | ARM_Interface*  g_sys_core      = nullptr;  ///< ARM11 system (OS) core
 | ||||||
| 
 | 
 | ||||||
| /// Run the core CPU loop
 | /// Run the core CPU loop
 | ||||||
| void RunLoop() { | void RunLoop(int tight_loop) { | ||||||
|     for (;;){ |     g_app_core->Run(tight_loop); | ||||||
|         // This function loops for 100 instructions in the CPU before trying to update hardware.
 |     HW::Update(); | ||||||
|         // This is a little bit faster than SingleStep, and should be pretty much equivalent. The 
 |     if (HLE::g_reschedule) { | ||||||
|         // number of instructions chosen is fairly arbitrary, however a large number will more 
 |         Kernel::Reschedule(); | ||||||
|         // drastically affect the frequency of GSP interrupts and likely break things. The point of
 |  | ||||||
|         // this is to just loop in the CPU for more than 1 instruction to reduce overhead and make
 |  | ||||||
|         // it a little bit faster...
 |  | ||||||
|         g_app_core->Run(100); |  | ||||||
|         HW::Update(); |  | ||||||
|         if (HLE::g_reschedule) { |  | ||||||
|             Kernel::Reschedule(); |  | ||||||
|         } |  | ||||||
|     } |     } | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| /// Step the CPU one instruction
 | /// Step the CPU one instruction
 | ||||||
| void SingleStep() { | void SingleStep() { | ||||||
|     g_app_core->Step(); |     RunLoop(1); | ||||||
|     HW::Update(); |  | ||||||
|     if (HLE::g_reschedule) { |  | ||||||
|         Kernel::Reschedule(); |  | ||||||
|     } |  | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| /// Halt the core
 | /// Halt the core
 | ||||||
|  | |||||||
| @ -19,8 +19,15 @@ extern ARM_Interface*   g_sys_core;     ///< ARM11 system (OS) core | |||||||
| /// Start the core
 | /// Start the core
 | ||||||
| void Start(); | void Start(); | ||||||
| 
 | 
 | ||||||
| /// Run the core CPU loop
 | /**
 | ||||||
| void RunLoop(); |  * Run the core CPU loop | ||||||
|  |  * This function loops for 100 instructions in the CPU before trying to update hardware. This is a | ||||||
|  |  * little bit faster than SingleStep, and should be pretty much equivalent. The number of | ||||||
|  |  * instructions chosen is fairly arbitrary, however a large number will more drastically affect the | ||||||
|  |  * frequency of GSP interrupts and likely break things. The point of this is to just loop in the CPU | ||||||
|  |  * for more than 1 instruction to reduce overhead and make it a little bit faster... | ||||||
|  |  */ | ||||||
|  | void RunLoop(int tight_loop=100); | ||||||
| 
 | 
 | ||||||
| /// Step the CPU one instruction
 | /// Step the CPU one instruction
 | ||||||
| void SingleStep(); | void SingleStep(); | ||||||
|  | |||||||
| @ -24,6 +24,7 @@ Regs g_regs; | |||||||
| 
 | 
 | ||||||
| u32 g_cur_line = 0;         ///< Current vertical screen line
 | u32 g_cur_line = 0;         ///< Current vertical screen line
 | ||||||
| u64 g_last_line_ticks = 0;  ///< CPU tick count from last vertical screen line
 | u64 g_last_line_ticks = 0;  ///< CPU tick count from last vertical screen line
 | ||||||
|  | u64 g_last_frame_ticks = 0; ///< CPU tick count from last frame
 | ||||||
| 
 | 
 | ||||||
| template <typename T> | template <typename T> | ||||||
| inline void Read(T &var, const u32 raw_addr) { | inline void Read(T &var, const u32 raw_addr) { | ||||||
| @ -179,27 +180,44 @@ void Update() { | |||||||
|     auto& framebuffer_top = g_regs.framebuffer_config[0]; |     auto& framebuffer_top = g_regs.framebuffer_config[0]; | ||||||
|     u64 current_ticks = Core::g_app_core->GetTicks(); |     u64 current_ticks = Core::g_app_core->GetTicks(); | ||||||
| 
 | 
 | ||||||
|     // Synchronize line...
 |     // Update the frame after a certain number of CPU ticks have elapsed. This assumes that the
 | ||||||
|     if ((current_ticks - g_last_line_ticks) >= GPU::kFrameTicks / framebuffer_top.height) { |     // active frame in memory is always complete to render. There also may be issues with this
 | ||||||
|         GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PDC0); |     // becoming out-of-synch with GSP synchrinization code (as follows). At this time, this seems to
 | ||||||
|         g_cur_line++; |     // be the most effective solution for both homebrew and retail applications. With retail, this
 | ||||||
|         g_last_line_ticks = current_ticks; |     // could be moved below (and probably would guarantee more accurate synchronization). However,
 | ||||||
|  |     // primitive homebrew relies on a vertical blank interrupt to happen inevitably (regardless of a
 | ||||||
|  |     // threading reschedule).
 | ||||||
|  | 
 | ||||||
|  |     if ((current_ticks - g_last_frame_ticks) > GPU::kFrameTicks) { | ||||||
|  |         VideoCore::g_renderer->SwapBuffers(); | ||||||
|  |         g_last_frame_ticks = current_ticks; | ||||||
|     } |     } | ||||||
| 
 | 
 | ||||||
|     // Synchronize frame...
 |     // Synchronize GPU on a thread reschedule: Because we cannot accurately predict a vertical
 | ||||||
|     if (g_cur_line >= framebuffer_top.height) { |     // blank, we need to simulate it. Based on testing, it seems that retail applications work more
 | ||||||
|         g_cur_line = 0; |     // accurately when this is signalled between thread switches.
 | ||||||
|         GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PDC1); | 
 | ||||||
|         VideoCore::g_renderer->SwapBuffers(); |     if (HLE::g_reschedule) { | ||||||
|         Kernel::WaitCurrentThread(WAITTYPE_VBLANK); | 
 | ||||||
|         HLE::Reschedule(__func__); |         // Synchronize line...
 | ||||||
|  |         if ((current_ticks - g_last_line_ticks) >= GPU::kFrameTicks / framebuffer_top.height) { | ||||||
|  |             GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PDC0); | ||||||
|  |             g_cur_line++; | ||||||
|  |             g_last_line_ticks = current_ticks; | ||||||
|  |         } | ||||||
|  | 
 | ||||||
|  |         // Synchronize frame...
 | ||||||
|  |         if (g_cur_line >= framebuffer_top.height) { | ||||||
|  |             g_cur_line = 0; | ||||||
|  |             GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PDC1); | ||||||
|  |         } | ||||||
|     } |     } | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| /// Initialize hardware
 | /// Initialize hardware
 | ||||||
| void Init() { | void Init() { | ||||||
|     g_cur_line = 0; |     g_cur_line = 0; | ||||||
|     g_last_line_ticks = Core::g_app_core->GetTicks(); |     g_last_frame_ticks = g_last_line_ticks = Core::g_app_core->GetTicks(); | ||||||
| 
 | 
 | ||||||
|     auto& framebuffer_top = g_regs.framebuffer_config[0]; |     auto& framebuffer_top = g_regs.framebuffer_config[0]; | ||||||
|     auto& framebuffer_sub = g_regs.framebuffer_config[1]; |     auto& framebuffer_sub = g_regs.framebuffer_config[1]; | ||||||
|  | |||||||
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